mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-10 07:11:36 +00:00
Add cascaded shadow mapping, test with r_testSunlight 1.
This commit is contained in:
parent
9915d6ea56
commit
3d55fd3731
15 changed files with 2220 additions and 1560 deletions
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@ -1,3 +1,4 @@
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- Add cascaded shadow mapping, test with r_testSunlight 1.
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- Add r_depthPrepass.
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- Add r_depthPrepass.
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- Improve parallax mapping
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- Improve parallax mapping
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- Add AVG_MAP, BLACK_LEVEL, and WHITE_LEVEL defines to tonemap shader
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- Add AVG_MAP, BLACK_LEVEL, and WHITE_LEVEL defines to tonemap shader
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@ -355,6 +355,34 @@ extern void (APIENTRY * qglRenderbufferStorageMultisampleEXT)(GLenum target, GLs
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#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
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#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
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#endif
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#endif
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// GL_ARB_draw_buffers
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extern void (APIENTRY * qglDrawBuffersARB)(GLsizei n, const GLenum *bufs);
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#ifndef GL_ARB_draw_buffers
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#define GL_ARB_draw_buffers
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#define GL_MAX_DRAW_BUFFERS_ARB 0x8824
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#define GL_DRAW_BUFFER0_ARB 0x8825
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#define GL_DRAW_BUFFER1_ARB 0x8826
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#define GL_DRAW_BUFFER2_ARB 0x8827
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#define GL_DRAW_BUFFER3_ARB 0x8828
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#define GL_DRAW_BUFFER4_ARB 0x8829
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#define GL_DRAW_BUFFER5_ARB 0x882A
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#define GL_DRAW_BUFFER6_ARB 0x882B
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#define GL_DRAW_BUFFER7_ARB 0x882C
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#define GL_DRAW_BUFFER8_ARB 0x882D
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#define GL_DRAW_BUFFER9_ARB 0x882E
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#define GL_DRAW_BUFFER10_ARB 0x882F
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#define GL_DRAW_BUFFER11_ARB 0x8830
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#define GL_DRAW_BUFFER12_ARB 0x8831
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#define GL_DRAW_BUFFER13_ARB 0x8832
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#define GL_DRAW_BUFFER14_ARB 0x8833
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#define GL_DRAW_BUFFER15_ARB 0x8834
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#endif
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#ifndef GL_ARB_depth_clamp
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#define GL_ARB_depth_clamp
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#define GL_DEPTH_CLAMP 0x864F
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#endif
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#if defined(WIN32)
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#if defined(WIN32)
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// WGL_ARB_create_context
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// WGL_ARB_create_context
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#ifndef WGL_ARB_create_context
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#ifndef WGL_ARB_create_context
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@ -167,7 +167,7 @@ void GL_Cull( int cullType ) {
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qglEnable( GL_CULL_FACE );
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qglEnable( GL_CULL_FACE );
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cullFront = (cullType == CT_FRONT_SIDED);
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cullFront = (cullType == CT_FRONT_SIDED);
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if ( backEnd.viewParms.isMirror && !backEnd.viewParms.isShadowmap )
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if ( backEnd.viewParms.isMirror )
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{
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{
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cullFront = !cullFront;
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cullFront = !cullFront;
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}
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}
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@ -590,127 +590,9 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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// save original time for entity shader offsets
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// save original time for entity shader offsets
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originalTime = backEnd.refdef.floatTime;
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originalTime = backEnd.refdef.floatTime;
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// clear the z buffer, set the modelview, etc
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RB_BeginDrawingView ();
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fbo = glState.currentFBO;
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fbo = glState.currentFBO;
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if (r_depthPrepass->integer)
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{
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qboolean skip = qfalse;
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// do a depth fill with just the static vbos
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backEnd.depthFill = qtrue;
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oldEntityNum = -1;
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backEnd.currentEntity = &tr.worldEntity;
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oldShader = NULL;
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oldFogNum = -1;
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oldDepthRange = qfalse;
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wasCrosshair = qfalse;
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oldDlighted = qfalse;
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oldPshadowed = qfalse;
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oldSort = -1;
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depthRange = qfalse;
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qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
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if ( drawSurf->sort == oldSort ) {
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// fast path, same as previous sort
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if (!skip)
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rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
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continue;
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}
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oldSort = drawSurf->sort;
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R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
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skip = qfalse;
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if (entityNum != ENTITYNUM_WORLD)
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{
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skip = qtrue;
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continue;
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}
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if (ShaderRequiresCPUDeforms(shader))
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{
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skip = qtrue;
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continue;
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}
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if (shader->sort != SS_OPAQUE)
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{
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skip = qtrue;
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continue;
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}
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{
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int stage;
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shaderStage_t *pStage = NULL;
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for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
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{
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if (shader->stages[stage])
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{
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pStage = shader->stages[stage];
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break;
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}
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}
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if (pStage && (pStage->stateBits & GLS_ATEST_BITS) != 0)
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{
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skip = qtrue;
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continue;
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}
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}
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//
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// change the tess parameters if needed
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// a "entityMergable" shader is a shader that can have surfaces from seperate
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// entities merged into a single batch, like smoke and blood puff sprites
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if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed
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|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
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if (oldShader != NULL) {
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RB_EndSurface();
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}
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RB_BeginSurface( shader, fogNum );
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backEnd.pc.c_surfBatches++;
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oldShader = shader;
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oldFogNum = fogNum;
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oldDlighted = dlighted;
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oldPshadowed = pshadowed;
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}
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//
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// change the modelview matrix if needed
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//
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if ( entityNum != oldEntityNum ) {
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backEnd.currentEntity = &tr.worldEntity;
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backEnd.refdef.floatTime = originalTime;
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backEnd.or = backEnd.viewParms.world;
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// we have to reset the shaderTime as well otherwise image animations on
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// the world (like water) continue with the wrong frame
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tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
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GL_SetModelviewMatrix( backEnd.or.modelMatrix );
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oldEntityNum = entityNum;
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}
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// add the triangles for this surface
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rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
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}
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// draw the contents of the last shader batch
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if (oldShader != NULL) {
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RB_EndSurface();
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}
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qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
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}
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// draw everything
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// draw everything
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backEnd.depthFill = qfalse;
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oldEntityNum = -1;
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oldEntityNum = -1;
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backEnd.currentEntity = &tr.worldEntity;
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backEnd.currentEntity = &tr.worldEntity;
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oldShader = NULL;
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oldShader = NULL;
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@ -731,6 +613,9 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
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for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
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if ( drawSurf->sort == oldSort ) {
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if ( drawSurf->sort == oldSort ) {
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if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
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continue;
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// fast path, same as previous sort
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// fast path, same as previous sort
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rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
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rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
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continue;
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continue;
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oldPshadowed = pshadowed;
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oldPshadowed = pshadowed;
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}
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}
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if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
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continue;
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//
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//
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// change the modelview matrix if needed
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// change the modelview matrix if needed
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//
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//
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@ -765,7 +653,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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#ifdef REACTION
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#ifdef REACTION
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// if we were rendering to a FBO and the previous entity was a sunflare
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// if we were rendering to a FBO and the previous entity was a sunflare
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// and the current one isn't, switch back to the main fbo
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// and the current one isn't, switch back to the main fbo
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if (oldEntityNum != -1 && fbo &&
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if (oldEntityNum != -1 && fbo && !backEnd.depthFill &&
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RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) &&
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RF_SUNFLARE == (backEnd.refdef.entities[oldEntityNum].e.renderfx & RF_SUNFLARE) &&
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0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE))
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0 == (backEnd.refdef.entities[entityNum].e.renderfx & RF_SUNFLARE))
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{
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{
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#ifdef REACTION
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#ifdef REACTION
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// if the current entity is a sunflare
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// if the current entity is a sunflare
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if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE) {
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if(backEnd.currentEntity->e.renderfx & RF_SUNFLARE && !backEnd.depthFill) {
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// if we're rendering to a fbo
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// if we're rendering to a fbo
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if (fbo) {
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if (fbo) {
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VectorCopy(backEnd.currentEntity->e.origin, backEnd.sunFlarePos);
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VectorCopy(backEnd.currentEntity->e.origin, backEnd.sunFlarePos);
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@ -914,7 +802,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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}
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}
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#ifdef REACTION
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#ifdef REACTION
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// HACK: flip Z and render black to god rays buffer
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// HACK: flip Z and render black to god rays buffer
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if (backEnd.frameHasSunFlare)
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if (backEnd.frameHasSunFlare && !backEnd.depthFill)
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{
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{
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vec4_t black;
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vec4_t black;
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VectorSet4(black, 0, 0, 0, 1);
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VectorSet4(black, 0, 0, 0, 1);
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@ -931,18 +819,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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//if ( depthRange ) {
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//if ( depthRange ) {
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qglDepthRange (0, 1);
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qglDepthRange (0, 1);
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//}
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//}
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#if 0
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RB_DrawSun();
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#endif
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// darken down any stencil shadows
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RB_ShadowFinish();
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// add light flares on lights that aren't obscured
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RB_RenderFlares();
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if (glRefConfig.framebufferObject)
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FBO_Bind(NULL);
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}
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}
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@ -1307,7 +1183,44 @@ const void *RB_DrawSurfs( const void *data ) {
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backEnd.refdef = cmd->refdef;
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backEnd.refdef = cmd->refdef;
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backEnd.viewParms = cmd->viewParms;
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backEnd.viewParms = cmd->viewParms;
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RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
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// clear the z buffer, set the modelview, etc
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RB_BeginDrawingView ();
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if (backEnd.viewParms.isDepthShadow && glRefConfig.depthClamp)
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{
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qglEnable(GL_DEPTH_CLAMP);
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}
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if (r_depthPrepass->integer || backEnd.viewParms.isDepthShadow)
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{
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backEnd.depthFill = qtrue;
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qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
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qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
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backEnd.depthFill = qfalse;
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}
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if (backEnd.viewParms.isDepthShadow && glRefConfig.depthClamp)
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{
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qglDisable(GL_DEPTH_CLAMP);
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}
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if (!backEnd.viewParms.isDepthShadow)
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{
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RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
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#if 0
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RB_DrawSun();
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#endif
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// darken down any stencil shadows
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RB_ShadowFinish();
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// add light flares on lights that aren't obscured
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RB_RenderFlares();
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}
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if (glRefConfig.framebufferObject)
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FBO_Bind(NULL);
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return (const void *)(cmd + 1);
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return (const void *)(cmd + 1);
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}
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}
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@ -1632,6 +1545,17 @@ const void *RB_PostProcess(const void *data)
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}
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}
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#endif
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#endif
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if (0)
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{
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vec4i_t dstBox;
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VectorSet4(dstBox, 0, 0, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 128, 0, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 256, 0, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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}
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backEnd.framePostProcessed = qtrue;
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backEnd.framePostProcessed = qtrue;
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return (const void *)(cmd + 1);
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return (const void *)(cmd + 1);
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@ -175,6 +175,9 @@ void (APIENTRY * qglBlitFramebufferEXT)(GLint srcX0, GLint srcY0, GLint srcX1, G
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void (APIENTRY * qglRenderbufferStorageMultisampleEXT)(GLenum target, GLsizei samples,
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void (APIENTRY * qglRenderbufferStorageMultisampleEXT)(GLenum target, GLsizei samples,
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GLenum internalformat, GLsizei width, GLsizei height);
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GLenum internalformat, GLsizei width, GLsizei height);
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// GL_ARB_draw_buffers
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void (APIENTRY * qglDrawBuffersARB)(GLsizei n, const GLenum *bufs);
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static qboolean GLimp_HaveExtension(const char *ext)
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static qboolean GLimp_HaveExtension(const char *ext)
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{
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{
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const char *ptr = Q_stristr( glConfig.extensions_string, ext );
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const char *ptr = Q_stristr( glConfig.extensions_string, ext );
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@ -649,4 +652,31 @@ void GLimp_InitExtraExtensions()
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{
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{
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ri.Printf(PRINT_ALL, result[2], extension);
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ri.Printf(PRINT_ALL, result[2], extension);
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}
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}
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// GL_ARB_draw_buffers
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extension = "GL_ARB_draw_buffers";
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qglDrawBuffersARB = NULL;
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if( GLimp_HaveExtension( extension ) )
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{
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qglDrawBuffersARB = (void *) SDL_GL_GetProcAddress("glDrawBuffersARB");
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ri.Printf(PRINT_ALL, result[1], extension);
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}
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|
else
|
||||||
|
{
|
||||||
|
ri.Printf(PRINT_ALL, result[2], extension);
|
||||||
|
}
|
||||||
|
|
||||||
|
// GL_ARB_depth_clamp
|
||||||
|
extension = "GL_ARB_depth_clamp";
|
||||||
|
glRefConfig.depthClamp = qfalse;
|
||||||
|
if( GLimp_HaveExtension( extension ) )
|
||||||
|
{
|
||||||
|
glRefConfig.depthClamp = qtrue;
|
||||||
|
ri.Printf(PRINT_ALL, result[1], extension);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ri.Printf(PRINT_ALL, result[2], extension);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -31,9 +31,12 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
||||||
// extra refdef flags start at 0x0008
|
// extra refdef flags start at 0x0008
|
||||||
#define RDF_NOFOG 0x0008 // don't apply fog
|
#define RDF_NOFOG 0x0008 // don't apply fog
|
||||||
#define RDF_EXTRA 0x0010 // Makro - refdefex_t to follow after refdef_t
|
#define RDF_EXTRA 0x0010 // Makro - refdefex_t to follow after refdef_t
|
||||||
|
#define RDF_SUNLIGHT 0x0020 // SmileTheory - render sunlight and shadows
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
float blurFactor;
|
float blurFactor;
|
||||||
|
float sunDir[3];
|
||||||
|
float sunCol[3];
|
||||||
} refdefex_t;
|
} refdefex_t;
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -477,6 +477,21 @@ void FBO_Init(void)
|
||||||
R_CheckFBO(tr.pshadowFbos[i]);
|
R_CheckFBO(tr.pshadowFbos[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for ( i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
|
||||||
|
FBO_Bind(tr.sunShadowFbo[i]);
|
||||||
|
|
||||||
|
//FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
|
||||||
|
//FBO_AttachTextureImage(tr.sunShadowImage, 0);
|
||||||
|
qglDrawBuffer(GL_NONE);
|
||||||
|
|
||||||
|
//FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
|
||||||
|
R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
|
||||||
|
|
||||||
|
R_CheckFBO(tr.sunShadowFbo[i]);
|
||||||
|
}
|
||||||
|
|
||||||
for (i = 0; i < 2; i++)
|
for (i = 0; i < 2; i++)
|
||||||
{
|
{
|
||||||
tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
|
tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
|
||||||
|
|
|
@ -302,135 +302,162 @@ static const char *fallbackLightallShader_fp =
|
||||||
"rm sampler2D u_NormalMap;\r\n#endif\r\n\r\n#if defined(USE_DELUXEMAP)\r\nun"
|
"rm sampler2D u_NormalMap;\r\n#endif\r\n\r\n#if defined(USE_DELUXEMAP)\r\nun"
|
||||||
"iform sampler2D u_DeluxeMap;\r\n#endif\r\n\r\n#if defined(USE_SPECULARMAP)"
|
"iform sampler2D u_DeluxeMap;\r\n#endif\r\n\r\n#if defined(USE_SPECULARMAP)"
|
||||||
"\r\nuniform sampler2D u_SpecularMap;\r\n#endif\r\n\r\n#if defined(USE_SHADO"
|
"\r\nuniform sampler2D u_SpecularMap;\r\n#endif\r\n\r\n#if defined(USE_SHADO"
|
||||||
"WMAP)\r\nuniform samplerCube u_ShadowMap;\r\n#endif\r\n\r\nuniform vec3 "
|
"WMAP)\r\nuniform sampler2D u_ShadowMap;\r\n #if defined(USE_SHADOW_CASCADE"
|
||||||
" u_ViewOrigin;\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec3 u"
|
")\r\nuniform sampler2D u_ShadowMap2;\r\nuniform sampler2D u_ShadowMap3;\r\n"
|
||||||
"_DirectedLight;\r\nuniform vec3 u_AmbientLight;\r\nuniform float u"
|
" #endif\r\n#endif\r\n\r\nuniform vec3 u_ViewOrigin;\r\n\r\n#if define"
|
||||||
"_LightRadius;\r\n#endif\r\n\r\n#if defined(USE_LIGHT)\r\nuniform vec2 "
|
"d(USE_LIGHT_VECTOR)\r\nuniform vec3 u_DirectedLight;\r\nuniform vec3 "
|
||||||
"u_MaterialInfo;\r\n#endif\r\n\r\nvarying vec2 var_DiffuseTex;\r\n#if d"
|
" u_AmbientLight;\r\nuniform float u_LightRadius;\r\n#endif\r\n\r\n#i"
|
||||||
"efined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#endif\r\nvaryin"
|
"f defined(USE_SHADOWMAP)\r\nuniform mat4 u_ShadowMvp;\r\n #if defined"
|
||||||
"g vec4 var_Color;\r\nvarying vec3 var_Position;\r\n\r\nvarying ve"
|
"(USE_SHADOW_CASCADE)\r\nuniform mat4 u_ShadowMvp2;\r\nuniform mat4 "
|
||||||
"c3 var_SampleToView;\r\n\r\nvarying vec3 var_Normal;\r\n#if defin"
|
" u_ShadowMvp3;\r\n #endif\r\n#endif\r\n\r\n#if defined(USE_LIGHT)\r\nunif"
|
||||||
"ed(USE_VERT_TANGENT_SPACE)\r\nvarying vec3 var_Tangent;\r\nvarying vec"
|
"orm vec2 u_MaterialInfo;\r\n#endif\r\n\r\nvarying vec2 var_Diffus"
|
||||||
"3 var_Bitangent;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR) && def"
|
"eTex;\r\n#if defined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;\r\n#e"
|
||||||
"ined(USE_FAST_LIGHT)\r\nvarying vec3 var_VectLight;\r\n#endif\r\n\r\n#"
|
"ndif\r\nvarying vec4 var_Color;\r\nvarying vec3 var_Position;\r\n"
|
||||||
"if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\nvarying vec3 var_W"
|
"\r\nvarying vec3 var_SampleToView;\r\n\r\nvarying vec3 var_Normal"
|
||||||
"orldLight;\r\n#endif\r\n\r\n#define EPSILON 0.00000001\r\n\r\n#if defined(U"
|
";\r\n#if defined(USE_VERT_TANGENT_SPACE)\r\nvarying vec3 var_Tangent;"
|
||||||
"SE_PARALLAXMAP)\r\nfloat SampleHeight(sampler2D normalMap, vec2 t)\r\n{\r\n"
|
"\r\nvarying vec3 var_Bitangent;\r\n#endif\r\n\r\n#if defined(USE_LIGHT"
|
||||||
" #if defined(SWIZZLE_NORMALMAP)\r\n\treturn texture2D(normalMap, t).r;\r\n"
|
"_VECTOR) && defined(USE_FAST_LIGHT)\r\nvarying vec3 var_VectLight;\r\n"
|
||||||
" #else\r\n\treturn texture2D(normalMap, t).a;\r\n #endif\r\n}\r\n\r\nfloa"
|
"#endif\r\n\r\n#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\nvarying "
|
||||||
"t RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)\r\n{\r\n\t"
|
"vec3 var_WorldLight;\r\n#endif\r\n\r\n#define EPSILON 0.00000001\r\n\r"
|
||||||
"const int linearSearchSteps = 16;\r\n\tconst int binarySearchSteps = 6;\r\n"
|
"\n#if defined(USE_PARALLAXMAP)\r\nfloat SampleHeight(sampler2D normalMap, v"
|
||||||
"\r\n\tfloat depthStep = 1.0 / float(linearSearchSteps);\r\n\r\n\t// current"
|
"ec2 t)\r\n{\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\treturn texture2D(norma"
|
||||||
" size of search window\r\n\tfloat size = depthStep;\r\n\r\n\t// current dep"
|
"lMap, t).r;\r\n #else\r\n\treturn texture2D(normalMap, t).a;\r\n #endif\r"
|
||||||
"th position\r\n\tfloat depth = 0.0;\r\n\r\n\t// best match found (starts wi"
|
"\n}\r\n\r\nfloat RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normal"
|
||||||
"th last position 1.0)\r\n\tfloat bestDepth = 1.0;\r\n\r\n\t// search front "
|
"Map)\r\n{\r\n\tconst int linearSearchSteps = 16;\r\n\tconst int binarySearc"
|
||||||
"to back for first point inside object\r\n\tfor(int i = 0; i < linearSearchS"
|
"hSteps = 6;\r\n\r\n\tfloat depthStep = 1.0 / float(linearSearchSteps);\r\n"
|
||||||
"teps - 1; ++i)\r\n\t{\r\n\t\tdepth += size;\r\n\t\t\r\n\t\tfloat t = 1.0 - "
|
"\r\n\t// current size of search window\r\n\tfloat size = depthStep;\r\n\r\n"
|
||||||
"SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n\t\tif(bestDepth > 0.9"
|
"\t// current depth position\r\n\tfloat depth = 0.0;\r\n\r\n\t// best match "
|
||||||
"96)\t\t// if no depth found yet\r\n\t\t\tif(depth >= t)\r\n\t\t\t\tbestDept"
|
"found (starts with last position 1.0)\r\n\tfloat bestDepth = 1.0;\r\n\r\n\t"
|
||||||
"h = depth;\t// store best depth\r\n\t}\r\n\r\n\tdepth = bestDepth;\r\n\t\r"
|
"// search front to back for first point inside object\r\n\tfor(int i = 0; i"
|
||||||
"\n\t// recurse around first point (depth) for closest match\r\n\tfor(int i "
|
" < linearSearchSteps - 1; ++i)\r\n\t{\r\n\t\tdepth += size;\r\n\t\t\r\n\t\t"
|
||||||
"= 0; i < binarySearchSteps; ++i)\r\n\t{\r\n\t\tsize *= 0.5;\r\n\r\n\t\tfloa"
|
"float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n\t\tif"
|
||||||
"t t = 1.0 - SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n\t\tif(dep"
|
"(bestDepth > 0.996)\t\t// if no depth found yet\r\n\t\t\tif(depth >= t)\r\n"
|
||||||
"th >= t)\r\n\t\t{\r\n\t\t\tbestDepth = depth;\r\n\t\t\tdepth -= 2.0 * size;"
|
"\t\t\t\tbestDepth = depth;\t// store best depth\r\n\t}\r\n\r\n\tdepth = bes"
|
||||||
"\r\n\t\t}\r\n\r\n\t\tdepth += size;\r\n\t}\r\n\r\n\treturn bestDepth;\r\n}"
|
"tDepth;\r\n\t\r\n\t// recurse around first point (depth) for closest match"
|
||||||
"\r\n#endif\r\n\r\nfloat CalcDiffuse(vec3 N, vec3 L, vec3 E, float NE, float"
|
"\r\n\tfor(int i = 0; i < binarySearchSteps; ++i)\r\n\t{\r\n\t\tsize *= 0.5;"
|
||||||
" NL, float fzero, float shininess)\r\n{\r\n #if defined(USE_OREN_NAYAR)\r"
|
"\r\n\r\n\t\tfloat t = 1.0 - SampleHeight(normalMap, dp + ds * depth);\r\n\t"
|
||||||
"\n\tfloat roughness = sqrt(2.0 / max(shininess, EPSILON));\r\n\r\n\tfloat g"
|
"\t\r\n\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbestDepth = depth;\r\n\t\t\tdept"
|
||||||
"amma = dot(E - N * NE, L - N * NL);\r\n\tfloat r_sq = roughness * roughness"
|
"h -= 2.0 * size;\r\n\t\t}\r\n\r\n\t\tdepth += size;\r\n\t}\r\n\r\n\treturn "
|
||||||
";\r\n\r\n\tfloat A = 1.0 - 0.5 * (r_sq / (r_sq + 0.57));\r\n\tfloat B = 0.4"
|
"bestDepth;\r\n}\r\n#endif\r\n\r\nfloat CalcDiffuse(vec3 N, vec3 L, vec3 E, "
|
||||||
"5 * (r_sq / (r_sq + 0.09));\r\n\r\n\tfloat alpha = max(acos(NE), acos(NL));"
|
"float NE, float NL, float fzero, float shininess)\r\n{\r\n #if defined(USE"
|
||||||
"\r\n\tfloat beta = min(acos(NE), acos(NL));\r\n\r\n\tfloat C = sin(alpha) "
|
"_OREN_NAYAR)\r\n\tfloat roughness = sqrt(2.0 / max(shininess, EPSILON));\r"
|
||||||
"* tan(beta);\r\n\r\n\treturn A + B * clamp(gamma, 0.0, 1.0) * C;\r\n #else"
|
"\n\r\n\tfloat gamma = dot(E - N * NE, L - N * NL);\r\n\tfloat r_sq = roughn"
|
||||||
"\r\n\treturn 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n#if defined(USE_SPECULARM"
|
"ess * roughness;\r\n\r\n\tfloat A = 1.0 - 0.5 * (r_sq / (r_sq + 0.57));\r\n"
|
||||||
"AP)\r\nfloat CalcSpecular(float NH, float NL, float NE, float EH, float fze"
|
"\tfloat B = 0.45 * (r_sq / (r_sq + 0.09));\r\n\r\n\tfloat alpha = max(acos("
|
||||||
"ro, float shininess)\r\n{\r\n #if defined(USE_BLINN) || defined(USE_TRIACE"
|
"NE), acos(NL));\r\n\tfloat beta = min(acos(NE), acos(NL));\r\n\r\n\tfloat "
|
||||||
") || defined(USE_TORRANCE_SPARROW)\r\n\tfloat blinn = pow(NH, shininess);\r"
|
"C = sin(alpha) * tan(beta);\r\n\r\n\treturn A + B * clamp(gamma, 0.0, 1.0) "
|
||||||
"\n #endif\r\n\r\n #if defined(USE_BLINN)\r\n\treturn blinn;\r\n #endif\r"
|
"* C;\r\n #else\r\n\treturn 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n#if define"
|
||||||
"\n\r\n #if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined ("
|
"d(USE_SPECULARMAP)\r\nfloat CalcSpecular(float NH, float NL, float NE, floa"
|
||||||
"USE_TORRANCE_SPARROW)\r\n\tfloat fresnel = fzero + (1.0 - fzero) * pow(1.0 "
|
"t EH, float fzero, float shininess)\r\n{\r\n #if defined(USE_BLINN) || def"
|
||||||
"- EH, 5);\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined(US"
|
"ined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat blinn = pow(NH"
|
||||||
"E_TORRANCE_SPARROW)\r\n\tfloat geo = 2.0 * NH * min(NE, NL);\r\n\tgeo /= ma"
|
", shininess);\r\n #endif\r\n\r\n #if defined(USE_BLINN)\r\n\treturn blinn"
|
||||||
"x(EH, geo);\r\n #endif \r\n\r\n #if defined(USE_COOK_TORRANCE)\r\n\tfloa"
|
";\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined (USE_TRIAC"
|
||||||
"t m = sqrt(2.0 / max(shininess, EPSILON));\r\n\r\n\tfloat m_sq = m * m;\r\n"
|
"E) || defined (USE_TORRANCE_SPARROW)\r\n\tfloat fresnel = fzero + (1.0 - fz"
|
||||||
"\tfloat NH_sq = NH * NH;\r\n\tfloat beckmann = exp((NH_sq - 1.0) / max(m_sq"
|
"ero) * pow(1.0 - EH, 5);\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE"
|
||||||
" * NH_sq, EPSILON)) / max(4.0 * m_sq * NH_sq * NH_sq, EPSILON);\r\n\r\n\tre"
|
") || defined(USE_TORRANCE_SPARROW)\r\n\tfloat geo = 2.0 * NH * min(NE, NL);"
|
||||||
"turn fresnel * geo * beckmann / max(NE, EPSILON);\r\n #endif\r\n\r\n #if "
|
"\r\n\tgeo /= max(EH, geo);\r\n #endif \r\n\r\n #if defined(USE_COOK_TORR"
|
||||||
"defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess + 0.2691817;\r"
|
"ANCE)\r\n\tfloat m = sqrt(2.0 / max(shininess, EPSILON));\r\n\r\n\tfloat m_"
|
||||||
"\n\r\n\treturn fresnel * scale * blinn / max(max(NL, NE), EPSILON);\r\n #e"
|
"sq = m * m;\r\n\tfloat NH_sq = NH * NH;\r\n\tfloat beckmann = exp((NH_sq - "
|
||||||
"ndif\r\n \r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat scale = 0.125 "
|
"1.0) / max(m_sq * NH_sq, EPSILON)) / max(4.0 * m_sq * NH_sq * NH_sq, EPSILO"
|
||||||
"* shininess + 1.0;\r\n\r\n\treturn fresnel * geo * scale * blinn / max(NE, "
|
"N);\r\n\r\n\treturn fresnel * geo * beckmann / max(NE, EPSILON);\r\n #endi"
|
||||||
"EPSILON);\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if defined"
|
"f\r\n\r\n #if defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess"
|
||||||
"(USE_DELUXEMAP)\r\n\tvec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_Lig"
|
" + 0.2691817;\r\n\r\n\treturn fresnel * scale * blinn / max(max(NL, NE), EP"
|
||||||
"htTex).xyz - vec3(1.0);\r\n\t//worldLight += var_WorldLight * 0.0001;\r\n#e"
|
"SILON);\r\n #endif\r\n \r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat"
|
||||||
"lif defined(USE_LIGHT)\r\n\tvec3 worldLight = var_WorldLight;\r\n#endif\r\n"
|
" scale = 0.125 * shininess + 1.0;\r\n\r\n\treturn fresnel * geo * scale * b"
|
||||||
"\r\n#if defined(USE_LIGHTMAP)\r\n\tvec4 lightSample = texture2D(u_LightMap,"
|
"linn / max(NE, EPSILON);\r\n #endif\r\n}\r\n#endif\r\n\r\nfloat PCF(sample"
|
||||||
" var_LightTex).rgba;\r\n #if defined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb *"
|
"r2D shadowmap, vec2 st, float dist)\r\n{\r\n\tfloat mult;\r\n\t\r\n\tmult "
|
||||||
"= exp2(lightSample.a * 255.0 - 128.0);\r\n #endif\r\n\tvec3 directedLight "
|
"= sign(clamp(texture2D(shadowmap, st + vec2(-0.5, -0.5) / 1024.0).r - dist,"
|
||||||
"= lightSample.rgb;\r\n#elif defined(USE_LIGHT_VECTOR)\r\n #if defined(USE_"
|
" 0.0, 1.0));\r\n\tmult += sign(clamp(texture2D(shadowmap, st + vec2( 0.5, -"
|
||||||
"FAST_LIGHT)\r\n\tvec3 directedLight = var_VectLight;\r\n #else\r\n #if "
|
"0.5) / 1024.0).r - dist, 0.0, 1.0));\r\n\tmult += sign(clamp(texture2D(shad"
|
||||||
"defined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot(worldLight, world"
|
"owmap, st + vec2(-0.5, 0.5) / 1024.0).r - dist, 0.0, 1.0));\r\n\tmult += s"
|
||||||
"Light);\r\n #else\r\n\tfloat intensity = clamp((1.0 - dot(worldLight, wo"
|
"ign(clamp(texture2D(shadowmap, st + vec2( 0.5, 0.5) / 1024.0).r - dist, 0."
|
||||||
"rldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #end"
|
"0, 1.0));\r\n\tmult *= 0.25;\r\n\t\r\n\treturn mult;\r\n}\r\n\r\nvoid main("
|
||||||
"if\r\n #if defined(USE_SHADOWMAP)\r\n \tvec3 dist3 = textureCube(u_Shad"
|
")\r\n{\r\n#if defined(USE_LIGHT) || defined(USE_NORMALMAP)\r\n\tvec3 surfNo"
|
||||||
"owMap, worldLight).rgb;\r\n\tfloat dist = dot(dist3, vec3(1.0 / (256.0 * 25"
|
"rmal = normalize(var_Normal);\r\n#endif\r\n\r\n#if defined(USE_DELUXEMAP)\r"
|
||||||
"6.0), 1.0 / 256.0, 1.0)) * u_LightRadius;\r\n\r\n\tintensity *= clamp(sign("
|
"\n\tvec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3"
|
||||||
"dist - length(worldLight)), 0.0, 1.0);\r\n #endif\r\n\tvec3 directedLigh"
|
"(1.0);\r\n\t//worldLight += var_WorldLight * 0.0001;\r\n#elif defined(USE_L"
|
||||||
"t = u_DirectedLight * intensity;\r\n\tvec3 ambientLight = u_AmbientLight;"
|
"IGHT)\r\n\tvec3 worldLight = var_WorldLight;\r\n#endif\r\n\r\n#if defined(U"
|
||||||
"\r\n #endif\r\n#elif defined(USE_LIGHT_VERTEX)\r\n\tvec3 directedLight = v"
|
"SE_LIGHTMAP)\r\n\tvec4 lightSample = texture2D(u_LightMap, var_LightTex).rg"
|
||||||
"ar_Color.rgb;\r\n#endif\r\n\t\r\n#if defined(USE_NORMALMAP) || defined(USE_"
|
"ba;\r\n #if defined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb *= exp2(lightSampl"
|
||||||
"LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tvec3 SampleToView = normalize(var_S"
|
"e.a * 255.0 - 128.0);\r\n #endif\r\n\tvec3 directedLight = lightSample.rgb"
|
||||||
"ampleToView);\r\n#endif\r\n\tvec2 tex = var_DiffuseTex;\r\n\r\n\tfloat ambi"
|
";\r\n#elif defined(USE_LIGHT_VECTOR)\r\n #if defined(USE_FAST_LIGHT)\r\n\t"
|
||||||
"entDiff = 1.0;\r\n\r\n#if defined(USE_NORMALMAP)\r\n #if defined(USE_VERT_"
|
"vec3 directedLight = var_VectLight;\r\n #else\r\n #if defined(USE_INVSQ"
|
||||||
"TANGENT_SPACE)\r\n vec3 tangent = normalize(var_Tangent);\r\n\tvec3 bi"
|
"RLIGHT)\r\n\tfloat intensity = 1.0 / dot(worldLight, worldLight);\r\n #e"
|
||||||
"tangent = normalize(var_Bitangent);\r\n #else\r\n\tvec3 q0 = dFdx(var_Pos"
|
"lse\r\n\tfloat intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_Li"
|
||||||
"ition.xyz);\r\n\tvec3 q1 = dFdy(var_Position.xyz);\r\n\tvec2 st0 = dFdx(te"
|
"ghtRadius * u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r\n\r\n\t#if d"
|
||||||
"x);\r\n\tvec2 st1 = dFdy(tex);\r\n\tfloat dir = sign(st1.t * st0.s - st0.t "
|
"efined(USE_SHADOWMAP)\r\n\tvec4 shadowpos = u_ShadowMvp * vec4(var_Position"
|
||||||
"* st1.s);\r\n\r\n\tvec3 tangent = normalize( q0 * st1.t - q1 * st0.t) * d"
|
", 1.0);\r\n\tfloat outside1 = dot(vec3(1.0, 1.0, 1.0), sign(clamp(abs(shado"
|
||||||
"ir;\r\n\tvec3 bitangent = -normalize( q0 * st1.s - q1 * st0.s) * dir;\r\n "
|
"wpos.xyz) - 1.0, 0.0, 1.0)));\r\n\t\r\n\t #if defined(USE_SHADOW_CASCADE)"
|
||||||
"#endif\r\n\r\n\tmat3 tangentToWorld = mat3(tangent, bitangent, normalize(va"
|
"\r\n\tvec4 shadowpos2 = u_ShadowMvp2 * vec4(var_Position, 1.0);\r\n\tfloat "
|
||||||
"r_Normal.xyz));\r\n\r\n #if defined(USE_PARALLAXMAP)\r\n\tvec3 offsetDir ="
|
"outside2 = dot(vec3(1.0, 1.0, 1.0), sign(clamp(abs(shadowpos2.xyz) - 1.0, 0"
|
||||||
" normalize(SampleToView * tangentToWorld);\r\n #if 0\r\n float height"
|
".0, 1.0)));\r\n\r\n\tvec4 shadowpos3 = u_ShadowMvp3 * vec4(var_Position, 1."
|
||||||
" = SampleHeight(u_NormalMap, tex);\r\n\tfloat pdist = 0.05 * height - (0.05"
|
"0);\r\n\tfloat outside3 = dot(vec3(1.0, 1.0, 1.0), sign(clamp(abs(shadowpos"
|
||||||
" / 2.0);\r\n #else\r\n\toffsetDir.xy *= -0.05 / offsetDir.z;\r\n\tfloat "
|
"3.xyz) - 1.0, 0.0, 1.0)));\r\n\t\r\n\tif (outside1 < 1.0)\r\n\t{\r\n\t\tsha"
|
||||||
"pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_NormalMap);\r\n #en"
|
"dowpos.xyz = shadowpos.xyz * 0.5 + 0.5;\r\n\t\tintensity *= PCF(u_ShadowMap"
|
||||||
"dif\t\r\n\ttex += offsetDir.xy * pdist;\r\n #endif\r\n #if defined(SWIZZL"
|
", shadowpos.xy, shadowpos.z);\r\n\t}\r\n\telse if (outside2 < 1.0)\r\n\t{\r"
|
||||||
"E_NORMALMAP)\r\n\tvec3 normal = 2.0 * texture2D(u_NormalMap, tex).agb - 1.0"
|
"\n\t\tshadowpos2.xyz = shadowpos2.xyz * 0.5 + 0.5;\r\n\t\tintensity *= PCF("
|
||||||
";\r\n #else\r\n\tvec3 normal = 2.0 * texture2D(u_NormalMap, tex).rgb - 1.0"
|
"u_ShadowMap2, shadowpos2.xy, shadowpos2.z);\r\n\t}\r\n\telse if (outside3 <"
|
||||||
";\r\n #endif\r\n\tnormal.z = sqrt(clamp(1.0 - dot(normal.xy, normal.xy), 0"
|
" 1.0)\r\n\t{\r\n\t\tshadowpos3.xyz = shadowpos3.xyz * 0.5 + 0.5;\r\n\t\tint"
|
||||||
".0, 1.0));\r\n\tvec3 worldNormal = tangentToWorld * normal;\r\n #if define"
|
"ensity *= PCF(u_ShadowMap3, shadowpos3.xy, shadowpos3.z);\r\n\t}\r\n\t #el"
|
||||||
"d(r_normalAmbient)\r\n\tambientDiff = 0.781341 * normal.z + 0.218659;\r\n "
|
"se\r\n\tshadowpos.xyz = shadowpos.xyz * 0.5 + 0.5;\r\n\tintensity *= clamp("
|
||||||
"#endif\r\n#else\r\n\tvec3 worldNormal = var_Normal;\r\n#endif\r\n\r\n\tvec4"
|
"PCF(u_ShadowMap, shadowpos.xy, shadowpos.z) - outside1, 1.0, 0.0);\r\n\t #"
|
||||||
" diffuse = texture2D(u_DiffuseMap, tex);\r\n\r\n#if defined(USE_LIGHT) && d"
|
"endif\r\n\t#endif\r\n\t\r\n\tvec3 directedLight = u_DirectedLight * intensi"
|
||||||
"efined(USE_FAST_LIGHT)\r\n\tdiffuse.rgb *= directedLight;\r\n#elif defined("
|
"ty;\r\n\tvec3 ambientLight = u_AmbientLight;\r\n #endif\r\n#elif defined("
|
||||||
"USE_LIGHT)\r\n\tworldNormal = normalize(worldNormal);\r\n\tworldLight = nor"
|
"USE_LIGHT_VERTEX)\r\n\tvec3 directedLight = var_Color.rgb;\r\n#endif\r\n\t"
|
||||||
"malize(worldLight);\r\n\r\n #if defined(USE_LIGHTMAP) || defined(USE_LIGHT"
|
"\r\n#if defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_L"
|
||||||
"_VERTEX)\r\n\tdirectedLight /= max(dot(normalize(var_Normal), worldLight), "
|
"IGHT)\r\n\tvec3 SampleToView = normalize(var_SampleToView);\r\n#endif\r\n\t"
|
||||||
"0.004);\r\n\r\n #if defined(r_normalAmbient)\r\n\tvec3 ambientLight = di"
|
"vec2 tex = var_DiffuseTex;\r\n\r\n\tfloat ambientDiff = 1.0;\r\n\r\n#if def"
|
||||||
"rectedLight * r_normalAmbient;\r\n\tdirectedLight -= ambientLight;\r\n #"
|
"ined(USE_NORMALMAP)\r\n #if defined(USE_VERT_TANGENT_SPACE)\r\n vec3 "
|
||||||
"else\r\n\tvec3 ambientLight = vec3(0);\r\n #endif\r\n #endif\r\n\r\n\tf"
|
"tangent = normalize(var_Tangent);\r\n\tvec3 bitangent = normalize(var_Bitan"
|
||||||
"loat NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);\r\n\tfloat NE ="
|
"gent);\r\n #else\r\n\tvec3 q0 = dFdx(var_Position);\r\n\tvec3 q1 = dFdy("
|
||||||
" clamp(dot(worldNormal, SampleToView), 0.0, 1.0);\r\n\t\r\n\tfloat fzero ="
|
"var_Position);\r\n\tvec2 st0 = dFdx(tex);\r\n\tvec2 st1 = dFdy(tex);\r\n\tf"
|
||||||
" u_MaterialInfo.x;\r\n\tfloat shininess = u_MaterialInfo.y;\r\n #if define"
|
"loat dir = sign(st1.t * st0.s - st0.t * st1.s);\r\n\r\n\tvec3 tangent = n"
|
||||||
"d(USE_SPECULARMAP)\r\n\tvec4 specular = texture2D(u_SpecularMap, tex);\r\n"
|
"ormalize( q0 * st1.t - q1 * st0.t) * dir;\r\n\tvec3 bitangent = -normalize("
|
||||||
"\t//specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);\r\n\tshinin"
|
" q0 * st1.s - q1 * st0.s) * dir;\r\n #endif\r\n\r\n\tmat3 tangentToWorld ="
|
||||||
"ess *= specular.a;\r\n #endif\r\n\tfloat directedDiff = NL * CalcDiffuse(w"
|
" mat3(tangent, bitangent, surfNormal);\r\n\r\n #if defined(USE_PARALLAXMAP"
|
||||||
"orldNormal, worldLight, SampleToView, NE, NL, fzero, shininess);\r\n\tdiffu"
|
")\r\n\tvec3 offsetDir = normalize(SampleToView * tangentToWorld);\r\n #i"
|
||||||
"se.rgb *= directedLight * directedDiff + ambientDiff * ambientLight;\r\n "
|
"f 0\r\n float height = SampleHeight(u_NormalMap, tex);\r\n\tfloat pdist "
|
||||||
"\r\n #if defined(USE_SPECULARMAP)\r\n\tvec3 halfAngle = normalize(worldLig"
|
"= 0.05 * height - (0.05 / 2.0);\r\n #else\r\n\toffsetDir.xy *= -0.05 / o"
|
||||||
"ht + SampleToView);\r\n\r\n\tfloat EH = clamp(dot(SampleToView, halfAngle),"
|
"ffsetDir.z;\r\n\tfloat pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u"
|
||||||
" 0.0, 1.0);\r\n\tfloat NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);"
|
"_NormalMap);\r\n #endif\t\r\n\ttex += offsetDir.xy * pdist;\r\n #endif"
|
||||||
"\r\n\r\n\tfloat directedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shi"
|
"\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\tvec3 normal = 2.0 * texture2D(u_N"
|
||||||
"niness);\r\n \r\n #if defined(r_normalAmbient)\r\n\tvec3 ambientHalf = "
|
"ormalMap, tex).agb - 1.0;\r\n #else\r\n\tvec3 normal = 2.0 * texture2D(u_N"
|
||||||
"normalize(var_Normal + SampleToView);\r\n\tfloat ambientSpec = max(dot(ambi"
|
"ormalMap, tex).rgb - 1.0;\r\n #endif\r\n\tnormal.z = sqrt(clamp(1.0 - dot("
|
||||||
"entHalf, worldNormal) + 0.5, 0.0);\r\n\tambientSpec *= ambientSpec * 0.44;"
|
"normal.xy, normal.xy), 0.0, 1.0));\r\n\tvec3 worldNormal = tangentToWorld *"
|
||||||
"\r\n\tambientSpec = pow(ambientSpec, shininess) * fzero;\r\n\tspecular.rgb "
|
" normal;\r\n #if defined(r_normalAmbient)\r\n\tambientDiff = 0.781341 * no"
|
||||||
"*= directedSpec * directedLight + ambientSpec * ambientLight;\r\n #else"
|
"rmal.z + 0.218659;\r\n #endif\r\n#elif defined(USE_LIGHT)\r\n\tvec3 worldN"
|
||||||
"\r\n\tspecular.rgb *= directedSpec * directedLight;\r\n #endif\r\n #end"
|
"ormal = surfNormal;\r\n#endif\r\n\r\n\tvec4 diffuse = texture2D(u_DiffuseMa"
|
||||||
"if\r\n#endif\r\n\r\n\tgl_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECUL"
|
"p, tex);\r\n\r\n#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)\r\n\tdiff"
|
||||||
"ARMAP) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tgl_FragColor."
|
"use.rgb *= directedLight;\r\n#elif defined(USE_LIGHT)\r\n\tworldNormal = no"
|
||||||
"rgb += specular.rgb;\r\n#endif\r\n\r\n#if !defined(USE_LIGHT_VERTEX)\r\n\tg"
|
"rmalize(worldNormal);\r\n\tworldLight = normalize(worldLight);\r\n\r\n #if"
|
||||||
"l_FragColor *= var_Color;\r\n#endif\r\n}\r\n";
|
" defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)\r\n\tdirectedLight /= m"
|
||||||
|
"ax(dot(surfNormal, worldLight), 0.004);\r\n\r\n #if defined(r_normalAmbi"
|
||||||
|
"ent)\r\n\tvec3 ambientLight = directedLight * r_normalAmbient;\r\n\tdirecte"
|
||||||
|
"dLight -= ambientLight;\r\n #else\r\n\tvec3 ambientLight = vec3(0);\r\n "
|
||||||
|
" #endif\r\n #endif\r\n\r\n\tfloat NL = clamp(dot(worldNormal, worldLigh"
|
||||||
|
"t), 0.0, 1.0);\r\n\tfloat surfNL = clamp(dot(var_Normal, worldLight), "
|
||||||
|
"0.0, 1.0);\r\n\tNL = min(NL, surfNL * 2.0);\r\n\tfloat NE = clamp(dot(world"
|
||||||
|
"Normal, SampleToView), 0.0, 1.0);\r\n\t\r\n\tfloat fzero = u_MaterialInfo."
|
||||||
|
"x;\r\n\tfloat shininess = u_MaterialInfo.y;\r\n #if defined(USE_SPECULARMA"
|
||||||
|
"P)\r\n\tvec4 specular = texture2D(u_SpecularMap, tex);\r\n\t//specular.rgb "
|
||||||
|
"= clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);\r\n\tshininess *= specular.a"
|
||||||
|
";\r\n #endif\r\n\tfloat directedDiff = NL * CalcDiffuse(worldNormal, world"
|
||||||
|
"Light, SampleToView, NE, NL, fzero, shininess);\r\n\tdiffuse.rgb *= directe"
|
||||||
|
"dLight * directedDiff + ambientDiff * ambientLight;\r\n \r\n #if defined("
|
||||||
|
"USE_SPECULARMAP)\r\n\tvec3 halfAngle = normalize(worldLight + SampleToView)"
|
||||||
|
";\r\n\r\n\tfloat EH = clamp(dot(SampleToView, halfAngle), 0.0, 1.0);\r\n\tf"
|
||||||
|
"loat NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);\r\n\r\n\tfloat dir"
|
||||||
|
"ectedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);\r\n \r\n "
|
||||||
|
" #if defined(r_normalAmbient)\r\n\tvec3 ambientHalf = normalize(surfNorma"
|
||||||
|
"l + SampleToView);\r\n\tfloat ambientSpec = max(dot(ambientHalf, worldNorma"
|
||||||
|
"l) + 0.5, 0.0);\r\n\tambientSpec *= ambientSpec * 0.44;\r\n\tambientSpec = "
|
||||||
|
"pow(ambientSpec, shininess) * fzero;\r\n\tspecular.rgb *= directedSpec * di"
|
||||||
|
"rectedLight + ambientSpec * ambientLight;\r\n #else\r\n\tspecular.rgb *="
|
||||||
|
" directedSpec * directedLight;\r\n #endif\r\n #endif\r\n#endif\r\n\r\n"
|
||||||
|
"\tgl_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECULARMAP) && defined(US"
|
||||||
|
"E_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tgl_FragColor.rgb += specular.rgb;"
|
||||||
|
"\r\n#endif\r\n\r\n#if !defined(USE_LIGHT_VERTEX)\r\n\tgl_FragColor *= var_C"
|
||||||
|
"olor;\r\n#endif\r\n}\r\n";
|
||||||
|
|
||||||
static const char *fallbackShadowfillShader_vp =
|
static const char *fallbackShadowfillShader_vp =
|
||||||
"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\nattribute"
|
"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\nattribute"
|
||||||
|
@ -1750,6 +1777,17 @@ void GLSL_InitGPUShaders(void)
|
||||||
if (!(i & LIGHTDEF_USE_NORMALMAP) && (i & LIGHTDEF_USE_PARALLAXMAP))
|
if (!(i & LIGHTDEF_USE_NORMALMAP) && (i & LIGHTDEF_USE_PARALLAXMAP))
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHT_VECTOR))
|
||||||
|
{
|
||||||
|
if (i & LIGHTDEF_USE_SHADOWMAP)
|
||||||
|
continue;
|
||||||
|
if (i & LIGHTDEF_USE_SHADOW_CASCADE)
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((i & LIGHTDEF_USE_SHADOW_CASCADE) && !(i & LIGHTDEF_USE_SHADOWMAP))
|
||||||
|
continue;
|
||||||
|
|
||||||
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
|
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
|
||||||
|
|
||||||
extradefines[0] = '\0';
|
extradefines[0] = '\0';
|
||||||
|
@ -1837,6 +1875,12 @@ void GLSL_InitGPUShaders(void)
|
||||||
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
|
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
|
||||||
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
|
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
|
||||||
|
|
||||||
|
if ((i & LIGHTDEF_USE_SHADOWMAP))
|
||||||
|
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
|
||||||
|
|
||||||
|
if ((i & LIGHTDEF_USE_SHADOW_CASCADE))
|
||||||
|
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
|
||||||
|
|
||||||
if (i & LIGHTDEF_TCGEN_ENVIRONMENT)
|
if (i & LIGHTDEF_TCGEN_ENVIRONMENT)
|
||||||
Q_strcat(extradefines, 1024, "#define TCGEN_ENVIRONMENT\n");
|
Q_strcat(extradefines, 1024, "#define TCGEN_ENVIRONMENT\n");
|
||||||
|
|
||||||
|
@ -1871,6 +1915,8 @@ void GLSL_InitGPUShaders(void)
|
||||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, "u_DeluxeMap", GLSL_INT);
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, "u_DeluxeMap", GLSL_INT);
|
||||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, "u_SpecularMap", GLSL_INT);
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, "u_SpecularMap", GLSL_INT);
|
||||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
|
||||||
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP2, "u_ShadowMap2", GLSL_INT);
|
||||||
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP3, "u_ShadowMap3", GLSL_INT);
|
||||||
|
|
||||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
|
||||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
|
||||||
|
@ -1883,6 +1929,10 @@ void GLSL_InitGPUShaders(void)
|
||||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
|
||||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
|
||||||
|
|
||||||
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMVP, "u_ShadowMvp", GLSL_MAT16);
|
||||||
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMVP2, "u_ShadowMvp2", GLSL_MAT16);
|
||||||
|
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMVP3, "u_ShadowMvp3", GLSL_MAT16);
|
||||||
|
|
||||||
GLSL_EndUniforms(&tr.lightallShader[i]);
|
GLSL_EndUniforms(&tr.lightallShader[i]);
|
||||||
|
|
||||||
qglUseProgramObjectARB(tr.lightallShader[i].program);
|
qglUseProgramObjectARB(tr.lightallShader[i].program);
|
||||||
|
@ -1892,6 +1942,8 @@ void GLSL_InitGPUShaders(void)
|
||||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, TB_DELUXEMAP);
|
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, TB_DELUXEMAP);
|
||||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, TB_SPECULARMAP);
|
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, TB_SPECULARMAP);
|
||||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
||||||
|
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
|
||||||
|
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
|
||||||
qglUseProgramObjectARB(0);
|
qglUseProgramObjectARB(0);
|
||||||
|
|
||||||
GLSL_FinishGPUShader(&tr.lightallShader[i]);
|
GLSL_FinishGPUShader(&tr.lightallShader[i]);
|
||||||
|
|
|
@ -2983,6 +2983,12 @@ void R_CreateBuiltinImages( void ) {
|
||||||
{
|
{
|
||||||
tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
|
tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//tr.sunShadowImage = R_CreateImage("*sunshadowmap", NULL, SUNSHADOW_MAP_SIZE, SUNSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
|
||||||
|
for ( x = 0; x < 3; x++)
|
||||||
|
{
|
||||||
|
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, SUNSHADOW_MAP_SIZE, SUNSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT16_ARB);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -128,6 +128,7 @@ cvar_t *r_imageUpsample;
|
||||||
cvar_t *r_imageUpsampleMaxSize;
|
cvar_t *r_imageUpsampleMaxSize;
|
||||||
cvar_t *r_imageUpsampleType;
|
cvar_t *r_imageUpsampleType;
|
||||||
cvar_t *r_genNormalMaps;
|
cvar_t *r_genNormalMaps;
|
||||||
|
cvar_t *r_testSunlight;
|
||||||
|
|
||||||
cvar_t *r_ignoreGLErrors;
|
cvar_t *r_ignoreGLErrors;
|
||||||
cvar_t *r_logFile;
|
cvar_t *r_logFile;
|
||||||
|
@ -1151,6 +1152,7 @@ void R_Register( void )
|
||||||
r_imageUpsampleMaxSize = ri.Cvar_Get( "r_imageUpsampleMaxSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
|
r_imageUpsampleMaxSize = ri.Cvar_Get( "r_imageUpsampleMaxSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
|
||||||
r_imageUpsampleType = ri.Cvar_Get( "r_imageUpsampleType", "1", CVAR_ARCHIVE | CVAR_LATCH );
|
r_imageUpsampleType = ri.Cvar_Get( "r_imageUpsampleType", "1", CVAR_ARCHIVE | CVAR_LATCH );
|
||||||
r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||||
|
r_testSunlight = ri.Cvar_Get( "r_testSunlight", "0", CVAR_CHEAT );
|
||||||
|
|
||||||
//
|
//
|
||||||
// temporary latched variables that can only change over a restart
|
// temporary latched variables that can only change over a restart
|
||||||
|
|
|
@ -67,6 +67,7 @@ typedef unsigned int glIndex_t;
|
||||||
#define MAX_CALC_PSHADOWS 64
|
#define MAX_CALC_PSHADOWS 64
|
||||||
#define MAX_DRAWN_PSHADOWS 16 // do not increase past 32, because bit flags are used on surfaces
|
#define MAX_DRAWN_PSHADOWS 16 // do not increase past 32, because bit flags are used on surfaces
|
||||||
#define PSHADOW_MAP_SIZE 512
|
#define PSHADOW_MAP_SIZE 512
|
||||||
|
#define SUNSHADOW_MAP_SIZE 1024
|
||||||
|
|
||||||
typedef struct dlight_s {
|
typedef struct dlight_s {
|
||||||
vec3_t origin;
|
vec3_t origin;
|
||||||
|
@ -409,10 +410,12 @@ enum
|
||||||
TB_DIFFUSEMAP = 0,
|
TB_DIFFUSEMAP = 0,
|
||||||
TB_LIGHTMAP = 1,
|
TB_LIGHTMAP = 1,
|
||||||
TB_LEVELSMAP = 1,
|
TB_LEVELSMAP = 1,
|
||||||
TB_NORMALMAP,
|
TB_SHADOWMAP = 1,
|
||||||
TB_DELUXEMAP,
|
TB_NORMALMAP = 2,
|
||||||
TB_SPECULARMAP,
|
TB_DELUXEMAP = 3,
|
||||||
TB_SHADOWMAP,
|
TB_SHADOWMAP2 = 3,
|
||||||
|
TB_SPECULARMAP = 4,
|
||||||
|
TB_SHADOWMAP3 = 5,
|
||||||
NUM_TEXTURE_BUNDLES = 6
|
NUM_TEXTURE_BUNDLES = 6
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -737,10 +740,12 @@ enum
|
||||||
LIGHTDEF_USE_SPECULARMAP = 0x0008,
|
LIGHTDEF_USE_SPECULARMAP = 0x0008,
|
||||||
LIGHTDEF_USE_DELUXEMAP = 0x0010,
|
LIGHTDEF_USE_DELUXEMAP = 0x0010,
|
||||||
LIGHTDEF_USE_PARALLAXMAP = 0x0020,
|
LIGHTDEF_USE_PARALLAXMAP = 0x0020,
|
||||||
LIGHTDEF_TCGEN_ENVIRONMENT = 0x0040,
|
LIGHTDEF_USE_SHADOWMAP = 0x0040,
|
||||||
LIGHTDEF_ENTITY = 0x0080,
|
LIGHTDEF_USE_SHADOW_CASCADE= 0x0080,
|
||||||
LIGHTDEF_ALL = 0x00FF,
|
LIGHTDEF_TCGEN_ENVIRONMENT = 0x0100,
|
||||||
LIGHTDEF_COUNT = 0x0100
|
LIGHTDEF_ENTITY = 0x0200,
|
||||||
|
LIGHTDEF_ALL = 0x03FF,
|
||||||
|
LIGHTDEF_COUNT = 0x0400
|
||||||
};
|
};
|
||||||
|
|
||||||
enum
|
enum
|
||||||
|
@ -836,6 +841,8 @@ enum
|
||||||
GENERIC_UNIFORM_DELUXEMAP,
|
GENERIC_UNIFORM_DELUXEMAP,
|
||||||
GENERIC_UNIFORM_SPECULARMAP,
|
GENERIC_UNIFORM_SPECULARMAP,
|
||||||
GENERIC_UNIFORM_SHADOWMAP,
|
GENERIC_UNIFORM_SHADOWMAP,
|
||||||
|
GENERIC_UNIFORM_SHADOWMAP2,
|
||||||
|
GENERIC_UNIFORM_SHADOWMAP3,
|
||||||
GENERIC_UNIFORM_DIFFUSETEXMATRIX,
|
GENERIC_UNIFORM_DIFFUSETEXMATRIX,
|
||||||
//GENERIC_UNIFORM_NORMALTEXMATRIX,
|
//GENERIC_UNIFORM_NORMALTEXMATRIX,
|
||||||
//GENERIC_UNIFORM_SPECULARTEXMATRIX,
|
//GENERIC_UNIFORM_SPECULARTEXMATRIX,
|
||||||
|
@ -864,6 +871,9 @@ enum
|
||||||
GENERIC_UNIFORM_TIME,
|
GENERIC_UNIFORM_TIME,
|
||||||
GENERIC_UNIFORM_VERTEXLERP,
|
GENERIC_UNIFORM_VERTEXLERP,
|
||||||
GENERIC_UNIFORM_MATERIALINFO,
|
GENERIC_UNIFORM_MATERIALINFO,
|
||||||
|
GENERIC_UNIFORM_SHADOWMVP,
|
||||||
|
GENERIC_UNIFORM_SHADOWMVP2,
|
||||||
|
GENERIC_UNIFORM_SHADOWMVP3,
|
||||||
GENERIC_UNIFORM_COUNT
|
GENERIC_UNIFORM_COUNT
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -913,6 +923,10 @@ typedef struct {
|
||||||
unsigned int dlightMask;
|
unsigned int dlightMask;
|
||||||
int num_pshadows;
|
int num_pshadows;
|
||||||
struct pshadow_s *pshadows;
|
struct pshadow_s *pshadows;
|
||||||
|
|
||||||
|
float sunShadowMvp[3][16];
|
||||||
|
float sunDir[4];
|
||||||
|
float sunCol[4];
|
||||||
} trRefdef_t;
|
} trRefdef_t;
|
||||||
|
|
||||||
|
|
||||||
|
@ -962,6 +976,7 @@ typedef struct {
|
||||||
cplane_t frustum[5];
|
cplane_t frustum[5];
|
||||||
vec3_t visBounds[2];
|
vec3_t visBounds[2];
|
||||||
float zFar;
|
float zFar;
|
||||||
|
float zNear;
|
||||||
stereoFrame_t stereoFrame;
|
stereoFrame_t stereoFrame;
|
||||||
} viewParms_t;
|
} viewParms_t;
|
||||||
|
|
||||||
|
@ -1636,6 +1651,8 @@ typedef struct {
|
||||||
|
|
||||||
qboolean texture_srgb;
|
qboolean texture_srgb;
|
||||||
qboolean framebuffer_srgb;
|
qboolean framebuffer_srgb;
|
||||||
|
|
||||||
|
qboolean depthClamp;
|
||||||
} glRefConfig_t;
|
} glRefConfig_t;
|
||||||
|
|
||||||
|
|
||||||
|
@ -1753,6 +1770,7 @@ typedef struct {
|
||||||
image_t *calcLevelsImage;
|
image_t *calcLevelsImage;
|
||||||
image_t *targetLevelsImage;
|
image_t *targetLevelsImage;
|
||||||
image_t *fixedLevelsImage;
|
image_t *fixedLevelsImage;
|
||||||
|
image_t *sunShadowDepthImage[3];
|
||||||
|
|
||||||
image_t *textureDepthImage;
|
image_t *textureDepthImage;
|
||||||
|
|
||||||
|
@ -1766,6 +1784,7 @@ typedef struct {
|
||||||
FBO_t *quarterFbo[2];
|
FBO_t *quarterFbo[2];
|
||||||
FBO_t *calcLevelsFbo;
|
FBO_t *calcLevelsFbo;
|
||||||
FBO_t *targetLevelsFbo;
|
FBO_t *targetLevelsFbo;
|
||||||
|
FBO_t *sunShadowFbo[3];
|
||||||
|
|
||||||
shader_t *defaultShader;
|
shader_t *defaultShader;
|
||||||
shader_t *shadowShader;
|
shader_t *shadowShader;
|
||||||
|
@ -2021,6 +2040,7 @@ extern cvar_t *r_imageUpsample;
|
||||||
extern cvar_t *r_imageUpsampleMaxSize;
|
extern cvar_t *r_imageUpsampleMaxSize;
|
||||||
extern cvar_t *r_imageUpsampleType;
|
extern cvar_t *r_imageUpsampleType;
|
||||||
extern cvar_t *r_genNormalMaps;
|
extern cvar_t *r_genNormalMaps;
|
||||||
|
extern cvar_t *r_testSunlight;
|
||||||
|
|
||||||
extern cvar_t *r_greyscale;
|
extern cvar_t *r_greyscale;
|
||||||
|
|
||||||
|
@ -2050,6 +2070,7 @@ void R_SwapBuffers( int );
|
||||||
void R_RenderView( viewParms_t *parms );
|
void R_RenderView( viewParms_t *parms );
|
||||||
void R_RenderDlightCubemaps(const refdef_t *fd);
|
void R_RenderDlightCubemaps(const refdef_t *fd);
|
||||||
void R_RenderPshadowMaps(const refdef_t *fd);
|
void R_RenderPshadowMaps(const refdef_t *fd);
|
||||||
|
void R_RenderSunShadowMaps(const refdef_t *fd, int level);
|
||||||
|
|
||||||
void R_AddMD3Surfaces( trRefEntity_t *e );
|
void R_AddMD3Surfaces( trRefEntity_t *e );
|
||||||
void R_AddNullModelSurfaces( trRefEntity_t *e );
|
void R_AddNullModelSurfaces( trRefEntity_t *e );
|
||||||
|
|
|
@ -1812,6 +1812,8 @@ void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
||||||
int pshadowed;
|
int pshadowed;
|
||||||
int i;
|
int i;
|
||||||
|
|
||||||
|
//ri.Printf(PRINT_ALL, "firstDrawSurf %d numDrawSurfs %d\n", (int)(drawSurfs - tr.refdef.drawSurfs), numDrawSurfs);
|
||||||
|
|
||||||
// it is possible for some views to not have any surfaces
|
// it is possible for some views to not have any surfaces
|
||||||
if ( numDrawSurfs < 1 ) {
|
if ( numDrawSurfs < 1 ) {
|
||||||
// we still need to add it for hyperspace cases
|
// we still need to add it for hyperspace cases
|
||||||
|
@ -1829,7 +1831,7 @@ void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
||||||
// sort the drawsurfs by sort type, then orientation, then shader
|
// sort the drawsurfs by sort type, then orientation, then shader
|
||||||
R_RadixSort( drawSurfs, numDrawSurfs );
|
R_RadixSort( drawSurfs, numDrawSurfs );
|
||||||
|
|
||||||
if (tr.viewParms.isShadowmap)
|
if (tr.viewParms.isShadowmap || tr.viewParms.isDepthShadow)
|
||||||
{
|
{
|
||||||
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
|
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
|
||||||
return;
|
return;
|
||||||
|
@ -1881,7 +1883,7 @@ static void R_AddEntitySurface (int entityNum)
|
||||||
// we don't want the hacked weapon position showing in
|
// we don't want the hacked weapon position showing in
|
||||||
// mirrors, because the true body position will already be drawn
|
// mirrors, because the true body position will already be drawn
|
||||||
//
|
//
|
||||||
if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.isPortal || tr.viewParms.isShadowmap)) {
|
if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.isPortal || tr.viewParms.isShadowmap || tr.viewParms.isDepthShadow)) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2512,3 +2514,325 @@ void R_RenderPshadowMaps(const refdef_t *fd)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
||||||
|
{
|
||||||
|
viewParms_t shadowParms;
|
||||||
|
vec4_t lightDir, lightCol;
|
||||||
|
vec3_t up;
|
||||||
|
vec3_t lightViewAxis[3];
|
||||||
|
vec3_t lightOrigin;
|
||||||
|
float xmin, xmax, ymin, ymax, znear, zfar, viewznear, viewzfar;
|
||||||
|
|
||||||
|
if (r_testSunlight->integer)
|
||||||
|
{
|
||||||
|
int scale = 32768;
|
||||||
|
float angle = (fd->time % scale) / (float)scale * M_PI;
|
||||||
|
lightDir[0] = cos(angle);
|
||||||
|
lightDir[1] = sin(35.0f * M_PI / 180.0f);
|
||||||
|
lightDir[2] = sin(angle) * cos(35.0f * M_PI / 180.0f);
|
||||||
|
lightDir[3] = 0.0f;
|
||||||
|
|
||||||
|
if (1) //((fd->time % (scale * 2)) < scale)
|
||||||
|
{
|
||||||
|
lightCol[0] =
|
||||||
|
lightCol[1] =
|
||||||
|
lightCol[2] = CLAMP(sin(angle) * 2.0f, 0.0f, 1.0f) * 2.0f;
|
||||||
|
lightCol[3] = 1.0f;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
lightCol[0] =
|
||||||
|
lightCol[1] =
|
||||||
|
lightCol[2] = CLAMP(sin(angle) * 2.0f * 0.1f, 0.0f, 0.1f);
|
||||||
|
lightCol[3] = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
VectorCopy4(lightDir, tr.refdef.sunDir);
|
||||||
|
VectorCopy4(lightCol, tr.refdef.sunCol);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
VectorCopy4(tr.refdef.sunDir, lightDir);
|
||||||
|
}
|
||||||
|
|
||||||
|
//viewRadius = 128;
|
||||||
|
//lightRadius = 4096;
|
||||||
|
switch(level)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
default:
|
||||||
|
viewznear = r_znear->value;
|
||||||
|
viewzfar = 256;
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
viewznear = 256;
|
||||||
|
viewzfar = 768;
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
viewznear = 768;
|
||||||
|
viewzfar = 2048;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
VectorCopy(fd->vieworg, lightOrigin);
|
||||||
|
//VectorMA(fd->vieworg, (zfar - znear) / 2, lightDir, lightOrigin);
|
||||||
|
//VectorMA(lightOrigin, (xmax - xmin) / 2, fd->viewaxis[0], lightOrigin);
|
||||||
|
|
||||||
|
//ri.Printf(PRINT_ALL, "viewOrigin %f %f %f\n", fd->vieworg[0], fd->vieworg[1], fd->vieworg[2]);
|
||||||
|
//ri.Printf(PRINT_ALL, "forward %f %f %f\n", fd->viewaxis[0][0], fd->viewaxis[0][1], fd->viewaxis[0][2]);
|
||||||
|
//ri.Printf(PRINT_ALL, "right %f %f %f\n", fd->viewaxis[1][0], fd->viewaxis[1][1], fd->viewaxis[1][2]);
|
||||||
|
//ri.Printf(PRINT_ALL, "up %f %f %f\n", fd->viewaxis[2][0], fd->viewaxis[2][1], fd->viewaxis[2][2]);
|
||||||
|
//ri.Printf(PRINT_ALL, "lightOrigin %f %f %f\n", lightOrigin[0], lightOrigin[1], lightOrigin[2]);
|
||||||
|
|
||||||
|
// make up a projection
|
||||||
|
VectorScale(lightDir, -1.0f, lightViewAxis[0]);
|
||||||
|
|
||||||
|
// try to use player right as up
|
||||||
|
VectorCopy(fd->viewaxis[1], up);
|
||||||
|
//VectorSet(up, 0, 1, 0);
|
||||||
|
|
||||||
|
if ( abs(DotProduct(up, lightViewAxis[0])) > 0.9f )
|
||||||
|
{
|
||||||
|
VectorCopy(fd->viewaxis[2], up);
|
||||||
|
//VectorSet(up, 0, 0, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
CrossProduct(lightViewAxis[0], up, lightViewAxis[1]);
|
||||||
|
VectorNormalize(lightViewAxis[1]);
|
||||||
|
CrossProduct(lightViewAxis[0], lightViewAxis[1], lightViewAxis[2]);
|
||||||
|
|
||||||
|
{
|
||||||
|
matrix_t lightViewMatrix;
|
||||||
|
vec3_t lightviewBounds[2];
|
||||||
|
vec4_t point, base, lightViewPoint;
|
||||||
|
float lx, ly;
|
||||||
|
|
||||||
|
base[3] = 1;
|
||||||
|
point[3] = 1;
|
||||||
|
lightViewPoint[3] = 1;
|
||||||
|
|
||||||
|
lightViewMatrix[0] = lightViewAxis[0][0];
|
||||||
|
lightViewMatrix[1] = lightViewAxis[1][0];
|
||||||
|
lightViewMatrix[2] = lightViewAxis[2][0];
|
||||||
|
lightViewMatrix[3] = 0;
|
||||||
|
|
||||||
|
lightViewMatrix[4] = lightViewAxis[0][1];
|
||||||
|
lightViewMatrix[5] = lightViewAxis[1][1];
|
||||||
|
lightViewMatrix[6] = lightViewAxis[2][1];
|
||||||
|
lightViewMatrix[7] = 0;
|
||||||
|
|
||||||
|
lightViewMatrix[8] = lightViewAxis[0][2];
|
||||||
|
lightViewMatrix[9] = lightViewAxis[1][2];
|
||||||
|
lightViewMatrix[10] = lightViewAxis[2][2];
|
||||||
|
lightViewMatrix[11] = 0;
|
||||||
|
|
||||||
|
lightViewMatrix[12] = -DotProduct(lightOrigin, lightViewAxis[0]);
|
||||||
|
lightViewMatrix[13] = -DotProduct(lightOrigin, lightViewAxis[1]);
|
||||||
|
lightViewMatrix[14] = -DotProduct(lightOrigin, lightViewAxis[2]);
|
||||||
|
lightViewMatrix[15] = 1;
|
||||||
|
|
||||||
|
ClearBounds(lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
//viewznear = r_znear->value;
|
||||||
|
//viewzfar = 512;
|
||||||
|
|
||||||
|
// add view near plane
|
||||||
|
lx = viewznear * tan(fd->fov_x * M_PI / 360.0f);
|
||||||
|
ly = viewznear * tan(fd->fov_y * M_PI / 360.0f);
|
||||||
|
VectorMA(fd->vieworg, viewznear, fd->viewaxis[0], base);
|
||||||
|
|
||||||
|
VectorMA(base, lx, fd->viewaxis[1], point);
|
||||||
|
VectorMA(point, ly, fd->viewaxis[2], point);
|
||||||
|
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||||
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
VectorMA(base, -lx, fd->viewaxis[1], point);
|
||||||
|
VectorMA(point, ly, fd->viewaxis[2], point);
|
||||||
|
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||||
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
VectorMA(base, lx, fd->viewaxis[1], point);
|
||||||
|
VectorMA(point, -ly, fd->viewaxis[2], point);
|
||||||
|
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||||
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
VectorMA(base, -lx, fd->viewaxis[1], point);
|
||||||
|
VectorMA(point, -ly, fd->viewaxis[2], point);
|
||||||
|
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||||
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
|
||||||
|
// add view far plane
|
||||||
|
lx = viewzfar * tan(fd->fov_x * M_PI / 360.0f);
|
||||||
|
ly = viewzfar * tan(fd->fov_y * M_PI / 360.0f);
|
||||||
|
VectorMA(fd->vieworg, viewzfar, fd->viewaxis[0], base);
|
||||||
|
|
||||||
|
VectorMA(base, lx, fd->viewaxis[1], point);
|
||||||
|
VectorMA(point, ly, fd->viewaxis[2], point);
|
||||||
|
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||||
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
VectorMA(base, -lx, fd->viewaxis[1], point);
|
||||||
|
VectorMA(point, ly, fd->viewaxis[2], point);
|
||||||
|
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||||
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
VectorMA(base, lx, fd->viewaxis[1], point);
|
||||||
|
VectorMA(point, -ly, fd->viewaxis[2], point);
|
||||||
|
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||||
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
VectorMA(base, -lx, fd->viewaxis[1], point);
|
||||||
|
VectorMA(point, -ly, fd->viewaxis[2], point);
|
||||||
|
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||||
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||||
|
|
||||||
|
xmin = lightviewBounds[0][1];
|
||||||
|
xmax = lightviewBounds[1][1];
|
||||||
|
ymin = -lightviewBounds[1][2];
|
||||||
|
ymax = -lightviewBounds[0][2];
|
||||||
|
zfar = lightviewBounds[1][0];
|
||||||
|
|
||||||
|
if (glRefConfig.depthClamp)
|
||||||
|
znear = lightviewBounds[0][0];
|
||||||
|
else
|
||||||
|
znear = zfar - 8192;
|
||||||
|
|
||||||
|
//ri.Printf(PRINT_ALL, "znear %f zfar %f\n", lightviewBounds[0][0], lightviewBounds[1][0]);
|
||||||
|
|
||||||
|
//ri.Printf(PRINT_ALL, "fovx %f fovy %f xmin %f xmax %f ymin %f ymax %f\n", fd->fov_x, fd->fov_y, xmin, xmax, ymin, ymax);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
{
|
||||||
|
int firstDrawSurf;
|
||||||
|
int j;
|
||||||
|
|
||||||
|
Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
|
||||||
|
|
||||||
|
if (glRefConfig.framebufferObject)
|
||||||
|
{
|
||||||
|
shadowParms.viewportX = 0;
|
||||||
|
shadowParms.viewportY = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
shadowParms.viewportX = tr.refdef.x;
|
||||||
|
shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + SUNSHADOW_MAP_SIZE );
|
||||||
|
}
|
||||||
|
shadowParms.viewportWidth = SUNSHADOW_MAP_SIZE;
|
||||||
|
shadowParms.viewportHeight = SUNSHADOW_MAP_SIZE;
|
||||||
|
shadowParms.isPortal = qfalse;
|
||||||
|
shadowParms.isMirror = qfalse;
|
||||||
|
|
||||||
|
shadowParms.fovX = 90;
|
||||||
|
shadowParms.fovY = 90;
|
||||||
|
|
||||||
|
if (glRefConfig.framebufferObject)
|
||||||
|
shadowParms.targetFbo = tr.sunShadowFbo[level];
|
||||||
|
|
||||||
|
shadowParms.isShadowmap = qfalse;
|
||||||
|
shadowParms.isDepthShadow = qtrue;
|
||||||
|
|
||||||
|
shadowParms.zFar = zfar;
|
||||||
|
|
||||||
|
VectorCopy(lightOrigin, shadowParms.or.origin);
|
||||||
|
|
||||||
|
VectorCopy(lightViewAxis[0], shadowParms.or.axis[0]);
|
||||||
|
VectorCopy(lightViewAxis[1], shadowParms.or.axis[1]);
|
||||||
|
VectorCopy(lightViewAxis[2], shadowParms.or.axis[2]);
|
||||||
|
|
||||||
|
VectorCopy(lightOrigin, shadowParms.pvsOrigin );
|
||||||
|
|
||||||
|
{
|
||||||
|
tr.viewCount++;
|
||||||
|
|
||||||
|
tr.viewParms = shadowParms;
|
||||||
|
tr.viewParms.frameSceneNum = tr.frameSceneNum;
|
||||||
|
tr.viewParms.frameCount = tr.frameCount;
|
||||||
|
|
||||||
|
firstDrawSurf = tr.refdef.numDrawSurfs;
|
||||||
|
|
||||||
|
tr.viewCount++;
|
||||||
|
|
||||||
|
// set viewParms.world
|
||||||
|
R_RotateForViewer ();
|
||||||
|
|
||||||
|
{
|
||||||
|
//float xmin, xmax, ymin, ymax, znear, zfar;
|
||||||
|
viewParms_t *dest = &tr.viewParms;
|
||||||
|
vec3_t pop;
|
||||||
|
|
||||||
|
dest->projectionMatrix[0] = 2 / (xmax - xmin);
|
||||||
|
dest->projectionMatrix[4] = 0;
|
||||||
|
dest->projectionMatrix[8] = 0;
|
||||||
|
dest->projectionMatrix[12] = (xmax + xmin) / (xmax - xmin);
|
||||||
|
|
||||||
|
dest->projectionMatrix[1] = 0;
|
||||||
|
dest->projectionMatrix[5] = 2 / (ymax - ymin);
|
||||||
|
dest->projectionMatrix[9] = 0;
|
||||||
|
dest->projectionMatrix[13] = ( ymax + ymin ) / (ymax - ymin);
|
||||||
|
|
||||||
|
dest->projectionMatrix[2] = 0;
|
||||||
|
dest->projectionMatrix[6] = 0;
|
||||||
|
dest->projectionMatrix[10] = -2 / (zfar - znear);
|
||||||
|
dest->projectionMatrix[14] = (zfar + znear) / (znear - zfar);
|
||||||
|
|
||||||
|
dest->projectionMatrix[3] = 0;
|
||||||
|
dest->projectionMatrix[7] = 0;
|
||||||
|
dest->projectionMatrix[11] = 0;
|
||||||
|
dest->projectionMatrix[15] = 1;
|
||||||
|
|
||||||
|
Matrix16Multiply(dest->projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
|
||||||
|
|
||||||
|
VectorScale(dest->or.axis[1], 1.0f, dest->frustum[0].normal);
|
||||||
|
VectorMA(dest->or.origin, xmin, dest->frustum[0].normal, pop);
|
||||||
|
dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal);
|
||||||
|
|
||||||
|
VectorScale(dest->or.axis[1], -1.0f, dest->frustum[1].normal);
|
||||||
|
VectorMA(dest->or.origin, -xmax, dest->frustum[1].normal, pop);
|
||||||
|
dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal);
|
||||||
|
|
||||||
|
VectorScale(dest->or.axis[2], 1.0f, dest->frustum[2].normal);
|
||||||
|
VectorMA(dest->or.origin, -ymax, dest->frustum[2].normal, pop);
|
||||||
|
dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal);
|
||||||
|
|
||||||
|
VectorScale(dest->or.axis[2], -1.0f, dest->frustum[3].normal);
|
||||||
|
VectorMA(dest->or.origin, ymin, dest->frustum[3].normal, pop);
|
||||||
|
dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal);
|
||||||
|
|
||||||
|
VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
|
||||||
|
VectorMA(dest->or.origin, -zfar, dest->frustum[4].normal, pop);
|
||||||
|
dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal);
|
||||||
|
|
||||||
|
for (j = 0; j < 5; j++)
|
||||||
|
{
|
||||||
|
dest->frustum[j].type = PLANE_NON_AXIAL;
|
||||||
|
SetPlaneSignbits (&dest->frustum[j]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
R_AddWorldSurfaces ();
|
||||||
|
|
||||||
|
R_AddPolygonSurfaces();
|
||||||
|
|
||||||
|
// set the projection matrix with the minimum zfar
|
||||||
|
// now that we have the world bounded
|
||||||
|
// this needs to be done before entities are
|
||||||
|
// added, because they use the projection
|
||||||
|
// matrix for lod calculation
|
||||||
|
|
||||||
|
// dynamically compute far clip plane distance
|
||||||
|
//R_SetFarClip();
|
||||||
|
|
||||||
|
// we know the size of the clipping volume. Now set the rest of the projection matrix.
|
||||||
|
//R_SetupProjectionZ (&tr.viewParms);
|
||||||
|
|
||||||
|
R_AddEntitySurfaces ();
|
||||||
|
|
||||||
|
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
@ -295,7 +295,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
||||||
qboolean personalModel;
|
qboolean personalModel;
|
||||||
|
|
||||||
// don't add third_person objects if not in a portal
|
// don't add third_person objects if not in a portal
|
||||||
personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal || tr.viewParms.isShadowmap);
|
personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal || tr.viewParms.isShadowmap || tr.viewParms.isDepthShadow);
|
||||||
|
|
||||||
if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
|
if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
|
||||||
ent->e.frame %= tr.currentModel->mdv[0]->numFrames;
|
ent->e.frame %= tr.currentModel->mdv[0]->numFrames;
|
||||||
|
|
|
@ -365,15 +365,29 @@ void RE_RenderScene( const refdef_t *fd ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef REACTION
|
//#ifdef REACTION
|
||||||
// Makro - copy exta info if present
|
// Makro - copy exta info if present
|
||||||
if (fd->rdflags & RDF_EXTRA) {
|
if (fd->rdflags & RDF_EXTRA) {
|
||||||
const refdefex_t* extra = (const refdefex_t*) (fd+1);
|
const refdefex_t* extra = (const refdefex_t*) (fd+1);
|
||||||
|
#ifdef REACTION
|
||||||
tr.refdef.blurFactor = extra->blurFactor;
|
tr.refdef.blurFactor = extra->blurFactor;
|
||||||
} else {
|
|
||||||
tr.refdef.blurFactor = 0.f;
|
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
|
if (fd->rdflags & RDF_SUNLIGHT)
|
||||||
|
{
|
||||||
|
VectorCopy(extra->sunDir, tr.refdef.sunDir);
|
||||||
|
tr.refdef.sunDir[3] = 0.0f;
|
||||||
|
|
||||||
|
VectorCopy(extra->sunCol, tr.refdef.sunCol);
|
||||||
|
tr.refdef.sunCol[3] = 1.0f;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
#ifdef REACTION
|
||||||
|
tr.refdef.blurFactor = 0.f;
|
||||||
|
#endif
|
||||||
|
VectorSet4(tr.refdef.sunDir, 0.0f, 1.0f, 0.0f, 0.0f);
|
||||||
|
VectorSet4(tr.refdef.sunCol, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||||
|
}
|
||||||
|
//#endif
|
||||||
|
|
||||||
// derived info
|
// derived info
|
||||||
|
|
||||||
|
@ -422,6 +436,14 @@ void RE_RenderScene( const refdef_t *fd ) {
|
||||||
R_RenderPshadowMaps(fd);
|
R_RenderPshadowMaps(fd);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// playing with even more shadows
|
||||||
|
if(!( fd->rdflags & RDF_NOWORLDMODEL ) && ((fd->rdflags & RDF_SUNLIGHT) || r_testSunlight->integer))
|
||||||
|
{
|
||||||
|
R_RenderSunShadowMaps(fd, 0);
|
||||||
|
R_RenderSunShadowMaps(fd, 1);
|
||||||
|
R_RenderSunShadowMaps(fd, 2);
|
||||||
|
}
|
||||||
|
|
||||||
// setup view parms for the initial view
|
// setup view parms for the initial view
|
||||||
//
|
//
|
||||||
// set up viewport
|
// set up viewport
|
||||||
|
|
|
@ -850,6 +850,199 @@ static void ForwardDlight( void ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
static void ForwardSunlight( void ) {
|
||||||
|
int l;
|
||||||
|
//vec3_t origin;
|
||||||
|
//float scale;
|
||||||
|
int stage;
|
||||||
|
int stageGlState[2];
|
||||||
|
qboolean alphaOverride = qfalse;
|
||||||
|
|
||||||
|
int deformGen;
|
||||||
|
vec5_t deformParams;
|
||||||
|
|
||||||
|
vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
|
||||||
|
float eyeT = 0;
|
||||||
|
|
||||||
|
shaderCommands_t *input = &tess;
|
||||||
|
|
||||||
|
ComputeDeformValues(&deformGen, deformParams);
|
||||||
|
|
||||||
|
ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
|
||||||
|
|
||||||
|
// deal with vertex alpha blended surfaces
|
||||||
|
if (input->xstages[0] && input->xstages[1] &&
|
||||||
|
(input->xstages[1]->alphaGen == AGEN_VERTEX || input->xstages[1]->alphaGen == AGEN_ONE_MINUS_VERTEX))
|
||||||
|
{
|
||||||
|
stageGlState[0] = input->xstages[0]->stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
|
||||||
|
|
||||||
|
if (stageGlState[0] == 0 || stageGlState[0] == (GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO))
|
||||||
|
{
|
||||||
|
stageGlState[1] = input->xstages[1]->stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
|
||||||
|
|
||||||
|
if (stageGlState[1] == (GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
|
||||||
|
{
|
||||||
|
alphaOverride = qtrue;
|
||||||
|
stageGlState[0] = GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
|
||||||
|
stageGlState[1] = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
|
||||||
|
}
|
||||||
|
else if (stageGlState[1] == (GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_SRC_ALPHA))
|
||||||
|
{
|
||||||
|
alphaOverride = qtrue;
|
||||||
|
stageGlState[0] = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
|
||||||
|
stageGlState[1] = GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!alphaOverride)
|
||||||
|
{
|
||||||
|
stageGlState[0] =
|
||||||
|
stageGlState[1] = GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
|
||||||
|
}
|
||||||
|
|
||||||
|
for ( stage = 0; stage < 2 /*MAX_SHADER_STAGES */; stage++ )
|
||||||
|
{
|
||||||
|
shaderStage_t *pStage = input->xstages[stage];
|
||||||
|
shaderProgram_t *sp;
|
||||||
|
vec4_t vector;
|
||||||
|
matrix_t matrix;
|
||||||
|
|
||||||
|
if ( !pStage )
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
//VectorCopy( dl->transformed, origin );
|
||||||
|
|
||||||
|
//if (pStage->glslShaderGroup == tr.lightallShader)
|
||||||
|
{
|
||||||
|
int index = pStage->glslShaderIndex;
|
||||||
|
|
||||||
|
index &= ~(LIGHTDEF_LIGHTTYPE_MASK | LIGHTDEF_USE_DELUXEMAP);
|
||||||
|
index |= LIGHTDEF_USE_LIGHT_VECTOR | LIGHTDEF_USE_SHADOWMAP | LIGHTDEF_USE_SHADOW_CASCADE;
|
||||||
|
|
||||||
|
sp = &tr.lightallShader[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
backEnd.pc.c_lightallDraws++;
|
||||||
|
|
||||||
|
GLSL_BindProgram(sp);
|
||||||
|
|
||||||
|
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||||
|
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||||
|
|
||||||
|
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||||
|
|
||||||
|
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
|
||||||
|
if (deformGen != DGEN_NONE)
|
||||||
|
{
|
||||||
|
GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
|
||||||
|
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( input->fogNum ) {
|
||||||
|
vec4_t fogColorMask;
|
||||||
|
|
||||||
|
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||||
|
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector);
|
||||||
|
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT);
|
||||||
|
|
||||||
|
ComputeFogColorMask(pStage, fogColorMask);
|
||||||
|
|
||||||
|
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask);
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
vec4_t baseColor;
|
||||||
|
vec4_t vertColor;
|
||||||
|
|
||||||
|
ComputeShaderColors(pStage, baseColor, vertColor);
|
||||||
|
|
||||||
|
if (alphaOverride)
|
||||||
|
{
|
||||||
|
if (input->xstages[1]->alphaGen == AGEN_VERTEX)
|
||||||
|
{
|
||||||
|
baseColor[3] = 0.0f;
|
||||||
|
vertColor[3] = 1.0f;
|
||||||
|
}
|
||||||
|
else if (input->xstages[1]->alphaGen == AGEN_ONE_MINUS_VERTEX)
|
||||||
|
{
|
||||||
|
baseColor[3] = 1.0f;
|
||||||
|
vertColor[3] = -1.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor);
|
||||||
|
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (pStage->alphaGen == AGEN_PORTAL)
|
||||||
|
{
|
||||||
|
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
||||||
|
}
|
||||||
|
|
||||||
|
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen);
|
||||||
|
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen);
|
||||||
|
|
||||||
|
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol);
|
||||||
|
|
||||||
|
VectorSet(vector, 0, 0, 0);
|
||||||
|
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, vector);
|
||||||
|
|
||||||
|
//VectorSet4(vector, 0, 0, 1, 0);
|
||||||
|
//VectorSet4(vector, 0.57735f, 0.57735f, 0.57735f, 0);
|
||||||
|
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir);
|
||||||
|
|
||||||
|
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, 9999999999);
|
||||||
|
|
||||||
|
GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
|
||||||
|
|
||||||
|
GL_State( stageGlState[stage] );
|
||||||
|
|
||||||
|
Matrix16Identity(matrix);
|
||||||
|
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, matrix);
|
||||||
|
|
||||||
|
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
|
||||||
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
|
||||||
|
|
||||||
|
if (pStage->bundle[TB_NORMALMAP].image[0])
|
||||||
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
|
||||||
|
|
||||||
|
if (pStage->bundle[TB_SPECULARMAP].image[0])
|
||||||
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
|
||||||
|
|
||||||
|
{
|
||||||
|
GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
|
||||||
|
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
|
||||||
|
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
|
||||||
|
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
|
||||||
|
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
|
||||||
|
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
|
||||||
|
}
|
||||||
|
|
||||||
|
ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
|
||||||
|
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix);
|
||||||
|
|
||||||
|
//
|
||||||
|
// draw
|
||||||
|
//
|
||||||
|
|
||||||
|
if (input->multiDrawPrimitives)
|
||||||
|
{
|
||||||
|
R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
R_DrawElementsVBO(input->numIndexes, input->firstIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
backEnd.pc.c_totalIndexes += tess.numIndexes;
|
||||||
|
backEnd.pc.c_dlightIndexes += tess.numIndexes;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
static void ProjectPshadowVBOGLSL( void ) {
|
static void ProjectPshadowVBOGLSL( void ) {
|
||||||
int l;
|
int l;
|
||||||
vec3_t origin;
|
vec3_t origin;
|
||||||
|
@ -1183,7 +1376,10 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
||||||
//
|
//
|
||||||
if ( backEnd.depthFill )
|
if ( backEnd.depthFill )
|
||||||
{
|
{
|
||||||
GL_BindToTMU( tr.whiteImage, 0 );
|
if (!(pStage->stateBits & GLS_ATEST_BITS))
|
||||||
|
GL_BindToTMU( tr.whiteImage, 0 );
|
||||||
|
else if ( pStage->bundle[TB_COLORMAP].image[0] != 0 )
|
||||||
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_COLORMAP], TB_COLORMAP );
|
||||||
}
|
}
|
||||||
else if ( pStage->glslShaderGroup )
|
else if ( pStage->glslShaderGroup )
|
||||||
{
|
{
|
||||||
|
@ -1275,6 +1471,9 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
||||||
{
|
{
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (backEnd.depthFill)
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1389,7 +1588,17 @@ void RB_StageIteratorGeneric( void )
|
||||||
//
|
//
|
||||||
// set face culling appropriately
|
// set face culling appropriately
|
||||||
//
|
//
|
||||||
GL_Cull( input->shader->cullType );
|
if (backEnd.viewParms.isDepthShadow)
|
||||||
|
{
|
||||||
|
if (input->shader->cullType == CT_TWO_SIDED)
|
||||||
|
GL_Cull( CT_TWO_SIDED );
|
||||||
|
else if (input->shader->cullType == CT_FRONT_SIDED)
|
||||||
|
GL_Cull( CT_BACK_SIDED );
|
||||||
|
else
|
||||||
|
GL_Cull( CT_FRONT_SIDED );
|
||||||
|
}
|
||||||
|
else
|
||||||
|
GL_Cull( input->shader->cullType );
|
||||||
|
|
||||||
// set polygon offset if necessary
|
// set polygon offset if necessary
|
||||||
if ( input->shader->polygonOffset )
|
if ( input->shader->polygonOffset )
|
||||||
|
@ -1403,16 +1612,13 @@ void RB_StageIteratorGeneric( void )
|
||||||
//
|
//
|
||||||
GLSL_VertexAttribsState(vertexAttribs);
|
GLSL_VertexAttribsState(vertexAttribs);
|
||||||
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// render shadowmap if in shadowmap mode
|
// render depth if in depthfill mode
|
||||||
//
|
//
|
||||||
if (backEnd.viewParms.isShadowmap)
|
if (backEnd.depthFill)
|
||||||
{
|
{
|
||||||
if ( input->shader->sort == SS_OPAQUE )
|
RB_IterateStagesGeneric( input );
|
||||||
{
|
|
||||||
RB_RenderShadowmap( input );
|
|
||||||
}
|
|
||||||
//
|
//
|
||||||
// reset polygon offset
|
// reset polygon offset
|
||||||
//
|
//
|
||||||
|
@ -1425,12 +1631,14 @@ void RB_StageIteratorGeneric( void )
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
//
|
||||||
// render depth if in depthfill mode
|
// render shadowmap if in shadowmap mode
|
||||||
//
|
//
|
||||||
if (backEnd.depthFill)
|
if (backEnd.viewParms.isShadowmap)
|
||||||
{
|
{
|
||||||
RB_IterateStagesGeneric( input );
|
if ( input->shader->sort == SS_OPAQUE )
|
||||||
|
{
|
||||||
|
RB_RenderShadowmap( input );
|
||||||
|
}
|
||||||
//
|
//
|
||||||
// reset polygon offset
|
// reset polygon offset
|
||||||
//
|
//
|
||||||
|
@ -1473,6 +1681,11 @@ void RB_StageIteratorGeneric( void )
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (((backEnd.refdef.rdflags & RDF_SUNLIGHT) || r_testSunlight->integer) && tess.shader->sort <= SS_OPAQUE
|
||||||
|
&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) && tess.xstages[0]->glslShaderGroup == tr.lightallShader) {
|
||||||
|
ForwardSunlight();
|
||||||
|
}
|
||||||
|
|
||||||
//
|
//
|
||||||
// now do fog
|
// now do fog
|
||||||
//
|
//
|
||||||
|
|
|
@ -54,7 +54,7 @@ static qboolean R_CullSurface( msurface_t *surf ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// shadowmaps draw back surfaces
|
// shadowmaps draw back surfaces
|
||||||
if ( tr.viewParms.isShadowmap )
|
if ( tr.viewParms.isShadowmap || tr.viewParms.isDepthShadow)
|
||||||
{
|
{
|
||||||
if (ct == CT_FRONT_SIDED)
|
if (ct == CT_FRONT_SIDED)
|
||||||
{
|
{
|
||||||
|
@ -66,6 +66,19 @@ static qboolean R_CullSurface( msurface_t *surf ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// FIXME: actually cull properly for depth shadows
|
||||||
|
if (tr.viewParms.isDepthShadow) {
|
||||||
|
d = DotProduct(tr.viewParms.or.axis[0], surf->cullinfo.plane.normal);
|
||||||
|
if ( ct == CT_FRONT_SIDED ) {
|
||||||
|
if (d > 0)
|
||||||
|
return qtrue;
|
||||||
|
} else {
|
||||||
|
if (d < 0)
|
||||||
|
return qtrue;
|
||||||
|
}
|
||||||
|
return qfalse;
|
||||||
|
}
|
||||||
|
|
||||||
d = DotProduct (tr.or.viewOrigin, surf->cullinfo.plane.normal);
|
d = DotProduct (tr.or.viewOrigin, surf->cullinfo.plane.normal);
|
||||||
|
|
||||||
// don't cull exactly on the plane, because there are levels of rounding
|
// don't cull exactly on the plane, because there are levels of rounding
|
||||||
|
@ -389,7 +402,8 @@ static void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits,
|
||||||
unsigned int newPShadows[2];
|
unsigned int newPShadows[2];
|
||||||
|
|
||||||
// if the node wasn't marked as potentially visible, exit
|
// if the node wasn't marked as potentially visible, exit
|
||||||
if (node->visCounts[tr.visIndex] != tr.visCounts[tr.visIndex]) {
|
// pvs is skipped for depth shadows
|
||||||
|
if (!tr.viewParms.isDepthShadow && node->visCounts[tr.visIndex] != tr.visCounts[tr.visIndex]) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -772,7 +786,8 @@ void R_AddWorldSurfaces (void) {
|
||||||
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
|
||||||
|
|
||||||
// determine which leaves are in the PVS / areamask
|
// determine which leaves are in the PVS / areamask
|
||||||
R_MarkLeaves ();
|
if (!tr.viewParms.isDepthShadow)
|
||||||
|
R_MarkLeaves ();
|
||||||
|
|
||||||
// clear out the visible min/max
|
// clear out the visible min/max
|
||||||
ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
|
ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
|
||||||
|
@ -786,7 +801,11 @@ void R_AddWorldSurfaces (void) {
|
||||||
tr.refdef.num_pshadows = 32 ;
|
tr.refdef.num_pshadows = 32 ;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( !tr.viewParms.isShadowmap )
|
if ( tr.viewParms.isDepthShadow )
|
||||||
|
{
|
||||||
|
R_RecursiveWorldNode( tr.world->nodes, 31, 0, 0);
|
||||||
|
}
|
||||||
|
else if ( !tr.viewParms.isShadowmap )
|
||||||
{
|
{
|
||||||
R_RecursiveWorldNode( tr.world->nodes, 15, ( 1 << tr.refdef.num_dlights ) - 1, ( 1 << tr.refdef.num_pshadows ) - 1 );
|
R_RecursiveWorldNode( tr.world->nodes, 15, ( 1 << tr.refdef.num_dlights ) - 1, ( 1 << tr.refdef.num_pshadows ) - 1 );
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue