mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
3518 lines
No EOL
94 KiB
C
3518 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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{
|
|
SH_FreeShadowMesh_(sm);
|
|
Z_Free(sm);
|
|
}
|
|
|
|
static void SH_CalcShadowBatches(model_t *mod)
|
|
{
|
|
int s;
|
|
batch_t *b;
|
|
batch_t *l = NULL;
|
|
int sb;
|
|
|
|
l = NULL;
|
|
for (s = 0; s < SHADER_SORT_COUNT; s++)
|
|
{
|
|
for (b = mod->batches[s]; b; b = b->next)
|
|
{
|
|
if (!l || l->vbo != b->vbo || l->texture != b->texture)
|
|
{
|
|
b->shadowbatch = mod->numshadowbatches++;
|
|
l = b;
|
|
}
|
|
else
|
|
b->shadowbatch = l->shadowbatch;
|
|
}
|
|
}
|
|
|
|
l = NULL;
|
|
sb = 0;
|
|
mod->shadowbatches = BZ_Malloc(sizeof(*mod->shadowbatches)*mod->numshadowbatches);
|
|
for (s = 0; s < SHADER_SORT_COUNT; s++)
|
|
{
|
|
for (b = mod->batches[s]; b; b = b->next)
|
|
{
|
|
if (!l || l->vbo != b->vbo || l->texture != b->texture)
|
|
{
|
|
mod->shadowbatches[sb].tex = b->texture;
|
|
mod->shadowbatches[sb].vbo = b->vbo;
|
|
sb++;
|
|
l = b;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SHM_BeginShadowMesh(dlight_t *dl, int type)
|
|
{
|
|
unsigned int i;
|
|
unsigned int lb;
|
|
sh_vertnum = 0;
|
|
|
|
lb = (cl.worldmodel->numleafs+7)/8;
|
|
if (!dl->die || !dl->key)
|
|
{
|
|
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++;
|
|
|
|
//variation on mark leaves
|
|
for (i=0 ; i<cl.worldmodel->numleafs ; 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 leaf;
|
|
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, 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)
|
|
return false;
|
|
m = (cl.worldmodel->numleafs+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->numleafs);
|
|
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 leaf;
|
|
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, l->origin);
|
|
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
|
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 leaf;
|
|
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
|
|
{
|
|
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, 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 leaf;
|
|
qbyte *lvis;
|
|
|
|
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, 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.LeafnumForPoint(cl.worldmodel, dl->origin);
|
|
lvis = cl.worldmodel->funcs.LeafPVS(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
|
|
} |