diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c index a050379a..e4431cf5 100644 --- a/code/renderergl2/tr_backend.c +++ b/code/renderergl2/tr_backend.c @@ -461,7 +461,7 @@ void RB_BeginDrawingView (void) { FBO_Bind(backEnd.viewParms.targetFbo); // FIXME: hack for cubemap testing - if (backEnd.viewParms.targetFbo == tr.renderCubeFbo) + if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) { //qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, backEnd.viewParms.targetFbo->colorImage[0]->texnum, 0); qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]->texnum, 0); @@ -501,7 +501,7 @@ void RB_BeginDrawingView (void) { } // clear to black for cube maps - if (backEnd.viewParms.targetFbo == tr.renderCubeFbo) + if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) { clearBits |= GL_COLOR_BUFFER_BIT; qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); @@ -1081,7 +1081,7 @@ const void *RB_DrawSurfs( const void *data ) { FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0); } - if (backEnd.viewParms.flags & VPF_USESUNLIGHT) + if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT) { vec4_t quadVerts[4]; vec2_t texCoords[4]; @@ -1296,7 +1296,7 @@ const void *RB_DrawSurfs( const void *data ) { RB_RenderFlares(); } - if (glRefConfig.framebufferObject && backEnd.viewParms.targetFbo == tr.renderCubeFbo) + if (glRefConfig.framebufferObject && tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo) { FBO_Bind(NULL); GL_SelectTexture(TB_CUBEMAP); @@ -1558,13 +1558,19 @@ const void *RB_CapShadowMap(const void *data) GL_SelectTexture(0); if (cmd->cubeSide != -1) { - GL_Bind(tr.shadowCubemaps[cmd->map]); - qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0); + if (tr.shadowCubemaps[cmd->map]) + { + GL_Bind(tr.shadowCubemaps[cmd->map]); + qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0); + } } else { - GL_Bind(tr.pshadowMaps[cmd->map]); - qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0); + if (tr.pshadowMaps[cmd->map]) + { + GL_Bind(tr.pshadowMaps[cmd->map]); + qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0); + } } } @@ -1666,7 +1672,7 @@ const void *RB_PostProcess(const void *data) else RB_GaussianBlur(backEnd.refdef.blurFactor); - if (0) + if (0 && r_sunlightMode->integer) { ivec4_t dstBox; VectorSet4(dstBox, 0, 0, 128, 128); diff --git a/code/renderergl2/tr_fbo.c b/code/renderergl2/tr_fbo.c index c76e7db1..c642b732 100644 --- a/code/renderergl2/tr_fbo.c +++ b/code/renderergl2/tr_fbo.c @@ -465,34 +465,48 @@ void FBO_Init(void) } // FIXME: Don't use separate color/depth buffers for a shadow buffer - for( i = 0; i < MAX_DRAWN_PSHADOWS; i++) + if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0]) { - tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height); - FBO_Bind(tr.pshadowFbos[i]); + for( i = 0; i < MAX_DRAWN_PSHADOWS; i++) + { + tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height); + FBO_Bind(tr.pshadowFbos[i]); - //FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0); - FBO_AttachTextureImage(tr.pshadowMaps[i], 0); + //FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0); + FBO_AttachTextureImage(tr.pshadowMaps[i], 0); - FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0); - //R_AttachFBOTextureDepth(tr.textureDepthImage->texnum); + FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0); + //R_AttachFBOTextureDepth(tr.textureDepthImage->texnum); - R_CheckFBO(tr.pshadowFbos[i]); + R_CheckFBO(tr.pshadowFbos[i]); + } } - for ( i = 0; i < 3; i++) + if (tr.sunShadowDepthImage[0]) { - tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height); - FBO_Bind(tr.sunShadowFbo[i]); + for ( i = 0; i < 3; i++) + { + tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height); + FBO_Bind(tr.sunShadowFbo[i]); - //FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0); - //FBO_AttachTextureImage(tr.sunShadowImage, 0); - qglDrawBuffer(GL_NONE); - qglReadBuffer(GL_NONE); + //FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0); + //FBO_AttachTextureImage(tr.sunShadowImage, 0); + qglDrawBuffer(GL_NONE); + qglReadBuffer(GL_NONE); - //FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); - R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum); + //FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); + R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum); - R_CheckFBO(tr.sunShadowFbo[i]); + R_CheckFBO(tr.sunShadowFbo[i]); + + } + + tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height); + FBO_Bind(tr.screenShadowFbo); + + FBO_AttachTextureImage(tr.screenShadowImage, 0); + + R_CheckFBO(tr.screenShadowFbo); } for (i = 0; i < 2; i++) @@ -537,15 +551,6 @@ void FBO_Init(void) R_CheckFBO(tr.quarterFbo[i]); } - { - tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height); - FBO_Bind(tr.screenShadowFbo); - - FBO_AttachTextureImage(tr.screenShadowImage, 0); - - R_CheckFBO(tr.screenShadowFbo); - } - if (r_ssao->integer) { tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height); @@ -563,6 +568,7 @@ void FBO_Init(void) R_CheckFBO(tr.screenSsaoFbo); } + if (tr.renderCubeImage) { tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height); FBO_Bind(tr.renderCubeFbo); diff --git a/code/renderergl2/tr_image.c b/code/renderergl2/tr_image.c index 670b4499..243d27df 100644 --- a/code/renderergl2/tr_image.c +++ b/code/renderergl2/tr_image.c @@ -2972,25 +2972,34 @@ void R_CreateBuiltinImages( void ) { tr.quarterImage[x] = R_CreateImage(va("*quarter%d", x), NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); } - tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); - if (r_ssao->integer) { tr.screenSsaoImage = R_CreateImage("*screenSsao", NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_INTENSITY32F_ARB); } - for( x = 0; x < MAX_DRAWN_PSHADOWS; x++) + if (r_shadows->integer == 4) { - tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); + for( x = 0; x < MAX_DRAWN_PSHADOWS; x++) + { + tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); + } } - for ( x = 0; x < 3; x++) + if (r_sunlightMode->integer) { - tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB); + for ( x = 0; x < 3; x++) + { + tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB); + } + + tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); } - tr.renderCubeImage = R_CreateImage("*renderCube", NULL, CUBE_MAP_SIZE, CUBE_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_CUBEMAP, rgbFormat); + if (r_cubeMapping->integer) + { + tr.renderCubeImage = R_CreateImage("*renderCube", NULL, CUBE_MAP_SIZE, CUBE_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_CUBEMAP, rgbFormat); + } } } diff --git a/code/renderergl2/tr_main.c b/code/renderergl2/tr_main.c index 607a0b61..df1f8e60 100644 --- a/code/renderergl2/tr_main.c +++ b/code/renderergl2/tr_main.c @@ -2851,7 +2851,7 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene ) // FIXME: sun shadows aren't rendered correctly in cubemaps // fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first - if(0) //(glRefConfig.framebufferObject && (r_forceSun->integer || tr.sunShadows)) + if(0) //(glRefConfig.framebufferObject && r_sunlightMode->integer && (r_forceSun->integer || tr.sunShadows)) { R_RenderSunShadowMaps(&refdef, 0); R_RenderSunShadowMaps(&refdef, 1); diff --git a/code/renderergl2/tr_scene.c b/code/renderergl2/tr_scene.c index e3f52958..db2d1386 100644 --- a/code/renderergl2/tr_scene.c +++ b/code/renderergl2/tr_scene.c @@ -496,7 +496,7 @@ void RE_RenderScene( const refdef_t *fd ) { } // playing with even more shadows - if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows)) + if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows)) { R_RenderSunShadowMaps(fd, 0); R_RenderSunShadowMaps(fd, 1); diff --git a/code/renderergl2/tr_shade.c b/code/renderergl2/tr_shade.c index 9e53e73b..856b8748 100644 --- a/code/renderergl2/tr_shade.c +++ b/code/renderergl2/tr_shade.c @@ -1241,7 +1241,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) int i; vec4_t enableTextures; - if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)) + if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)) { GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP); GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol); @@ -1552,8 +1552,8 @@ void RB_StageIteratorGeneric( void ) // // pshadows! // - if (glRefConfig.framebufferObject && tess.pshadowBits && tess.shader->sort <= SS_OPAQUE - && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { + if (glRefConfig.framebufferObject && r_shadows->integer == 4 && tess.pshadowBits + && tess.shader->sort <= SS_OPAQUE && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { ProjectPshadowVBOGLSL(); }