mirror of
https://github.com/DrBeef/QVR.git
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6919 lines
282 KiB
C
6919 lines
282 KiB
C
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/*
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Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
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An extrusion of the lit faces, beginning at the original geometry and ending
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further from the light source than the original geometry (presumably at least
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as far as the light's radius, if the light has a radius at all), capped at
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both front and back to avoid any problems (extrusion from dark faces also
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works but has a different set of problems)
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This is normally rendered using Carmack's Reverse technique, in which
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backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
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zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
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where shadows did not intersect the visible geometry, suitable as a stencil
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mask for rendering lighting everywhere but shadow.
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In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
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as decrement and the frontfaces as increment, and we redefine the DepthFunc to
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GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
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and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
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additionally we clear stencil to 128 to avoid the need for the unclamped
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incr/decr extension (not related to patent).
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Patent warning:
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This algorithm may be covered by Creative's patent (US Patent #6384822),
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however that patent is quite specific about increment on backfaces and
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decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
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opposite this implementation and partially opposite Carmack's Reverse paper
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(which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
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Terminology: Stencil Light Volume (sometimes called Light Volumes)
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Similar to a Stencil Shadow Volume, but inverted; rather than containing the
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areas in shadow it contains the areas in light, this can only be built
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quickly for certain limited cases (such as portal visibility from a point),
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but is quite useful for some effects (sunlight coming from sky polygons is
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one possible example, translucent occluders is another example).
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Terminology: Optimized Stencil Shadow Volume
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A Stencil Shadow Volume that has been processed sufficiently to ensure it has
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no duplicate coverage of areas (no need to shadow an area twice), often this
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greatly improves performance but is an operation too costly to use on moving
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lights (however completely optimal Stencil Light Volumes can be constructed
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in some ideal cases).
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Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
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Per pixel evaluation of lighting equations, at a bare minimum this involves
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DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
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vector and surface normal, using a texture of the surface bumps, called a
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NormalMap) if supported by hardware; in our case there is support for cards
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which are incapable of DOT3, the quality is quite poor however. Additionally
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it is desirable to have specular evaluation per pixel, per vertex
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normalization of specular halfangle vectors causes noticable distortion but
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is unavoidable on hardware without GL_ARB_fragment_program or
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GL_ARB_fragment_shader.
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Terminology: Normalization CubeMap
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A cubemap containing normalized dot3-encoded (vectors of length 1 or less
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encoded as RGB colors) for any possible direction, this technique allows per
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pixel calculation of incidence vector for per pixel lighting purposes, which
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would not otherwise be possible per pixel without GL_ARB_fragment_program or
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GL_ARB_fragment_shader.
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Terminology: 2D+1D Attenuation Texturing
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A very crude approximation of light attenuation with distance which results
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in cylindrical light shapes which fade vertically as a streak (some games
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such as Doom3 allow this to be rotated to be less noticable in specific
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cases), the technique is simply modulating lighting by two 2D textures (which
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can be the same) on different axes of projection (XY and Z, typically), this
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is the second best technique available without 3D Attenuation Texturing,
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GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
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Terminology: 2D+1D Inverse Attenuation Texturing
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A clever method described in papers on the Abducted engine, this has a squared
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distance texture (bright on the outside, black in the middle), which is used
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twice using GL_ADD blending, the result of this is used in an inverse modulate
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(GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
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lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
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texturing).
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Terminology: 3D Attenuation Texturing
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A slightly crude approximation of light attenuation with distance, its flaws
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are limited radius and resolution (performance tradeoffs).
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Terminology: 3D Attenuation-Normalization Texturing
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A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
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vectors shorter the lighting becomes darker, a very effective optimization of
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diffuse lighting if 3D Attenuation Textures are already used.
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Terminology: Light Cubemap Filtering
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A technique for modeling non-uniform light distribution according to
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direction, for example a lantern may use a cubemap to describe the light
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emission pattern of the cage around the lantern (as well as soot buildup
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discoloring the light in certain areas), often also used for softened grate
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shadows and light shining through a stained glass window (done crudely by
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texturing the lighting with a cubemap), another good example would be a disco
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light. This technique is used heavily in many games (Doom3 does not support
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this however).
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Terminology: Light Projection Filtering
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A technique for modeling shadowing of light passing through translucent
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surfaces, allowing stained glass windows and other effects to be done more
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elegantly than possible with Light Cubemap Filtering by applying an occluder
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texture to the lighting combined with a stencil light volume to limit the lit
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area, this technique is used by Doom3 for spotlights and flashlights, among
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other things, this can also be used more generally to render light passing
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through multiple translucent occluders in a scene (using a light volume to
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describe the area beyond the occluder, and thus mask off rendering of all
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other areas).
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Terminology: Doom3 Lighting
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A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
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CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
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demonstrated by the game Doom3.
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*/
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#include "quakedef.h"
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#include "r_shadow.h"
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#include "cl_collision.h"
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#include "portals.h"
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#include "image.h"
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#include "dpsoftrast.h"
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#ifdef SUPPORTD3D
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 vid_d3d9dev;
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#endif
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static void R_Shadow_EditLights_Init(void);
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typedef enum r_shadow_rendermode_e
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{
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R_SHADOW_RENDERMODE_NONE,
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R_SHADOW_RENDERMODE_ZPASS_STENCIL,
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R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
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R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
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R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
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R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
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R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
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R_SHADOW_RENDERMODE_LIGHT_VERTEX,
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R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
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R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
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R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
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R_SHADOW_RENDERMODE_LIGHT_GLSL,
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R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
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R_SHADOW_RENDERMODE_VISIBLELIGHTING,
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R_SHADOW_RENDERMODE_SHADOWMAP2D
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}
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r_shadow_rendermode_t;
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typedef enum r_shadow_shadowmode_e
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{
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R_SHADOW_SHADOWMODE_STENCIL,
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R_SHADOW_SHADOWMODE_SHADOWMAP2D
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}
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r_shadow_shadowmode_t;
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r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
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r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
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r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
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r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
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qboolean r_shadow_usingshadowmap2d;
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qboolean r_shadow_usingshadowmaportho;
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int r_shadow_shadowmapside;
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float r_shadow_shadowmap_texturescale[2];
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float r_shadow_shadowmap_parameters[4];
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#if 0
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int r_shadow_drawbuffer;
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int r_shadow_readbuffer;
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#endif
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int r_shadow_cullface_front, r_shadow_cullface_back;
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GLuint r_shadow_fbo2d;
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r_shadow_shadowmode_t r_shadow_shadowmode;
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int r_shadow_shadowmapfilterquality;
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int r_shadow_shadowmapdepthbits;
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int r_shadow_shadowmapmaxsize;
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qboolean r_shadow_shadowmapvsdct;
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qboolean r_shadow_shadowmapsampler;
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qboolean r_shadow_shadowmapshadowsampler;
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int r_shadow_shadowmappcf;
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int r_shadow_shadowmapborder;
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matrix4x4_t r_shadow_shadowmapmatrix;
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int r_shadow_lightscissor[4];
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qboolean r_shadow_usingdeferredprepass;
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qboolean r_shadow_shadowmapdepthtexture;
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int maxshadowtriangles;
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int *shadowelements;
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int maxshadowvertices;
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float *shadowvertex3f;
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int maxshadowmark;
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int numshadowmark;
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int *shadowmark;
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int *shadowmarklist;
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int shadowmarkcount;
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int maxshadowsides;
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int numshadowsides;
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unsigned char *shadowsides;
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int *shadowsideslist;
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int maxvertexupdate;
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int *vertexupdate;
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int *vertexremap;
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int vertexupdatenum;
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int r_shadow_buffer_numleafpvsbytes;
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unsigned char *r_shadow_buffer_visitingleafpvs;
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unsigned char *r_shadow_buffer_leafpvs;
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int *r_shadow_buffer_leaflist;
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int r_shadow_buffer_numsurfacepvsbytes;
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unsigned char *r_shadow_buffer_surfacepvs;
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int *r_shadow_buffer_surfacelist;
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unsigned char *r_shadow_buffer_surfacesides;
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int r_shadow_buffer_numshadowtrispvsbytes;
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unsigned char *r_shadow_buffer_shadowtrispvs;
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int r_shadow_buffer_numlighttrispvsbytes;
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unsigned char *r_shadow_buffer_lighttrispvs;
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rtexturepool_t *r_shadow_texturepool;
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rtexture_t *r_shadow_attenuationgradienttexture;
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rtexture_t *r_shadow_attenuation2dtexture;
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rtexture_t *r_shadow_attenuation3dtexture;
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skinframe_t *r_shadow_lightcorona;
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rtexture_t *r_shadow_shadowmap2ddepthbuffer;
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rtexture_t *r_shadow_shadowmap2ddepthtexture;
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rtexture_t *r_shadow_shadowmapvsdcttexture;
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int r_shadow_shadowmapsize; // changes for each light based on distance
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int r_shadow_shadowmaplod; // changes for each light based on distance
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GLuint r_shadow_prepassgeometryfbo;
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GLuint r_shadow_prepasslightingdiffusespecularfbo;
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GLuint r_shadow_prepasslightingdiffusefbo;
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int r_shadow_prepass_width;
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int r_shadow_prepass_height;
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rtexture_t *r_shadow_prepassgeometrydepthbuffer;
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rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
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rtexture_t *r_shadow_prepasslightingdiffusetexture;
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rtexture_t *r_shadow_prepasslightingspeculartexture;
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// keep track of the provided framebuffer info
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static int r_shadow_fb_fbo;
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static rtexture_t *r_shadow_fb_depthtexture;
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static rtexture_t *r_shadow_fb_colortexture;
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// lights are reloaded when this changes
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char r_shadow_mapname[MAX_QPATH];
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// used only for light filters (cubemaps)
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rtexturepool_t *r_shadow_filters_texturepool;
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cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
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cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
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cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
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cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
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cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
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cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
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cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
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cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
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cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
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cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
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cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
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cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
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cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
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cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
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cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
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cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
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cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
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cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
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cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
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cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
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cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
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cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
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cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
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cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
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cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
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cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
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cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
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cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
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cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
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cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
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cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
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cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
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cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
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cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
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cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
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cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
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cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
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cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
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//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
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//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
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cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
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cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
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cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
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cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
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cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
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cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
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cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
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cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
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cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
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cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
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cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
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cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
|
|
cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
|
|
cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
|
|
cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
|
|
cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
|
|
cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
|
|
cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
|
|
cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
|
|
cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
|
|
cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
|
|
cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
|
|
cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
|
|
cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
|
|
cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
|
|
cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
|
|
cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
|
|
cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
|
|
cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
|
|
cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
|
|
cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
|
|
cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
|
|
cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
|
|
cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
|
|
cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
|
|
cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
|
|
cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
|
|
cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
|
|
cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
|
|
cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
|
|
cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
|
|
cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
|
|
cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
|
|
cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
|
|
cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
|
|
cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
|
|
cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
|
|
cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
|
|
cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
|
|
cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
|
|
cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
|
|
cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
|
|
cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
|
|
cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
|
|
cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
|
|
cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
|
|
cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
|
|
cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
|
|
cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
|
|
|
|
|
|
typedef struct r_shadow_bouncegrid_settings_s
|
|
{
|
|
qboolean staticmode;
|
|
qboolean bounceanglediffuse;
|
|
qboolean directionalshading;
|
|
qboolean includedirectlighting;
|
|
float dlightparticlemultiplier;
|
|
qboolean hitmodels;
|
|
float lightradiusscale;
|
|
int maxbounce;
|
|
float particlebounceintensity;
|
|
float particleintensity;
|
|
int photons;
|
|
float spacing[3];
|
|
int stablerandom;
|
|
}
|
|
r_shadow_bouncegrid_settings_t;
|
|
|
|
r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
|
|
rtexture_t *r_shadow_bouncegridtexture;
|
|
matrix4x4_t r_shadow_bouncegridmatrix;
|
|
vec_t r_shadow_bouncegridintensity;
|
|
qboolean r_shadow_bouncegriddirectional;
|
|
static double r_shadow_bouncegridtime;
|
|
static int r_shadow_bouncegridresolution[3];
|
|
static int r_shadow_bouncegridnumpixels;
|
|
static unsigned char *r_shadow_bouncegridpixels;
|
|
static float *r_shadow_bouncegridhighpixels;
|
|
|
|
// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
|
|
#define ATTENTABLESIZE 256
|
|
// 1D gradient, 2D circle and 3D sphere attenuation textures
|
|
#define ATTEN1DSIZE 32
|
|
#define ATTEN2DSIZE 64
|
|
#define ATTEN3DSIZE 32
|
|
|
|
static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
|
|
static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
|
|
static float r_shadow_attentable[ATTENTABLESIZE+1];
|
|
|
|
rtlight_t *r_shadow_compilingrtlight;
|
|
static memexpandablearray_t r_shadow_worldlightsarray;
|
|
dlight_t *r_shadow_selectedlight;
|
|
dlight_t r_shadow_bufferlight;
|
|
vec3_t r_editlights_cursorlocation;
|
|
qboolean r_editlights_lockcursor;
|
|
|
|
extern int con_vislines;
|
|
|
|
void R_Shadow_UncompileWorldLights(void);
|
|
void R_Shadow_ClearWorldLights(void);
|
|
void R_Shadow_SaveWorldLights(void);
|
|
void R_Shadow_LoadWorldLights(void);
|
|
void R_Shadow_LoadLightsFile(void);
|
|
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
|
|
void R_Shadow_EditLights_Reload_f(void);
|
|
void R_Shadow_ValidateCvars(void);
|
|
static void R_Shadow_MakeTextures(void);
|
|
|
|
#define EDLIGHTSPRSIZE 8
|
|
skinframe_t *r_editlights_sprcursor;
|
|
skinframe_t *r_editlights_sprlight;
|
|
skinframe_t *r_editlights_sprnoshadowlight;
|
|
skinframe_t *r_editlights_sprcubemaplight;
|
|
skinframe_t *r_editlights_sprcubemapnoshadowlight;
|
|
skinframe_t *r_editlights_sprselection;
|
|
|
|
static void R_Shadow_SetShadowMode(void)
|
|
{
|
|
r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
|
|
r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
|
|
r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
|
|
r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
|
|
r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
|
|
r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
|
|
r_shadow_shadowmaplod = -1;
|
|
r_shadow_shadowmapsize = 0;
|
|
r_shadow_shadowmapsampler = false;
|
|
r_shadow_shadowmappcf = 0;
|
|
r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
|
|
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
|
|
if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
|
|
{
|
|
switch(vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL20:
|
|
if(r_shadow_shadowmapfilterquality < 0)
|
|
{
|
|
if (!r_fb.usedepthtextures)
|
|
r_shadow_shadowmappcf = 1;
|
|
else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
|
|
{
|
|
r_shadow_shadowmapsampler = true;
|
|
r_shadow_shadowmappcf = 1;
|
|
}
|
|
else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
|
|
r_shadow_shadowmappcf = 1;
|
|
else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
|
|
r_shadow_shadowmappcf = 1;
|
|
else
|
|
r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
|
|
}
|
|
else
|
|
{
|
|
r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
|
|
switch (r_shadow_shadowmapfilterquality)
|
|
{
|
|
case 1:
|
|
break;
|
|
case 2:
|
|
r_shadow_shadowmappcf = 1;
|
|
break;
|
|
case 3:
|
|
r_shadow_shadowmappcf = 1;
|
|
break;
|
|
case 4:
|
|
r_shadow_shadowmappcf = 2;
|
|
break;
|
|
}
|
|
}
|
|
if (!r_fb.usedepthtextures)
|
|
r_shadow_shadowmapsampler = false;
|
|
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
|
|
break;
|
|
case RENDERPATH_D3D9:
|
|
case RENDERPATH_D3D10:
|
|
case RENDERPATH_D3D11:
|
|
case RENDERPATH_SOFT:
|
|
r_shadow_shadowmapsampler = false;
|
|
r_shadow_shadowmappcf = 1;
|
|
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
|
|
break;
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GLES1:
|
|
case RENDERPATH_GLES2:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(R_CompileShader_CheckStaticParms())
|
|
R_GLSL_Restart_f();
|
|
}
|
|
|
|
qboolean R_Shadow_ShadowMappingEnabled(void)
|
|
{
|
|
switch (r_shadow_shadowmode)
|
|
{
|
|
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_FreeShadowMaps(void)
|
|
{
|
|
R_Shadow_SetShadowMode();
|
|
|
|
R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
|
|
|
|
r_shadow_fbo2d = 0;
|
|
|
|
if (r_shadow_shadowmap2ddepthtexture)
|
|
R_FreeTexture(r_shadow_shadowmap2ddepthtexture);
|
|
r_shadow_shadowmap2ddepthtexture = NULL;
|
|
|
|
if (r_shadow_shadowmap2ddepthbuffer)
|
|
R_FreeTexture(r_shadow_shadowmap2ddepthbuffer);
|
|
r_shadow_shadowmap2ddepthbuffer = NULL;
|
|
|
|
if (r_shadow_shadowmapvsdcttexture)
|
|
R_FreeTexture(r_shadow_shadowmapvsdcttexture);
|
|
r_shadow_shadowmapvsdcttexture = NULL;
|
|
}
|
|
|
|
static void r_shadow_start(void)
|
|
{
|
|
// allocate vertex processing arrays
|
|
r_shadow_bouncegridpixels = NULL;
|
|
r_shadow_bouncegridhighpixels = NULL;
|
|
r_shadow_bouncegridnumpixels = 0;
|
|
r_shadow_bouncegridtexture = NULL;
|
|
r_shadow_bouncegriddirectional = false;
|
|
r_shadow_attenuationgradienttexture = NULL;
|
|
r_shadow_attenuation2dtexture = NULL;
|
|
r_shadow_attenuation3dtexture = NULL;
|
|
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
|
|
r_shadow_shadowmap2ddepthtexture = NULL;
|
|
r_shadow_shadowmap2ddepthbuffer = NULL;
|
|
r_shadow_shadowmapvsdcttexture = NULL;
|
|
r_shadow_shadowmapmaxsize = 0;
|
|
r_shadow_shadowmapsize = 0;
|
|
r_shadow_shadowmaplod = 0;
|
|
r_shadow_shadowmapfilterquality = -1;
|
|
r_shadow_shadowmapdepthbits = 0;
|
|
r_shadow_shadowmapvsdct = false;
|
|
r_shadow_shadowmapsampler = false;
|
|
r_shadow_shadowmappcf = 0;
|
|
r_shadow_fbo2d = 0;
|
|
|
|
R_Shadow_FreeShadowMaps();
|
|
|
|
r_shadow_texturepool = NULL;
|
|
r_shadow_filters_texturepool = NULL;
|
|
R_Shadow_ValidateCvars();
|
|
R_Shadow_MakeTextures();
|
|
maxshadowtriangles = 0;
|
|
shadowelements = NULL;
|
|
maxshadowvertices = 0;
|
|
shadowvertex3f = NULL;
|
|
maxvertexupdate = 0;
|
|
vertexupdate = NULL;
|
|
vertexremap = NULL;
|
|
vertexupdatenum = 0;
|
|
maxshadowmark = 0;
|
|
numshadowmark = 0;
|
|
shadowmark = NULL;
|
|
shadowmarklist = NULL;
|
|
shadowmarkcount = 0;
|
|
maxshadowsides = 0;
|
|
numshadowsides = 0;
|
|
shadowsides = NULL;
|
|
shadowsideslist = NULL;
|
|
r_shadow_buffer_numleafpvsbytes = 0;
|
|
r_shadow_buffer_visitingleafpvs = NULL;
|
|
r_shadow_buffer_leafpvs = NULL;
|
|
r_shadow_buffer_leaflist = NULL;
|
|
r_shadow_buffer_numsurfacepvsbytes = 0;
|
|
r_shadow_buffer_surfacepvs = NULL;
|
|
r_shadow_buffer_surfacelist = NULL;
|
|
r_shadow_buffer_surfacesides = NULL;
|
|
r_shadow_buffer_numshadowtrispvsbytes = 0;
|
|
r_shadow_buffer_shadowtrispvs = NULL;
|
|
r_shadow_buffer_numlighttrispvsbytes = 0;
|
|
r_shadow_buffer_lighttrispvs = NULL;
|
|
|
|
r_shadow_usingdeferredprepass = false;
|
|
r_shadow_prepass_width = r_shadow_prepass_height = 0;
|
|
}
|
|
|
|
static void R_Shadow_FreeDeferred(void);
|
|
static void r_shadow_shutdown(void)
|
|
{
|
|
CHECKGLERROR
|
|
R_Shadow_UncompileWorldLights();
|
|
|
|
R_Shadow_FreeShadowMaps();
|
|
|
|
r_shadow_usingdeferredprepass = false;
|
|
if (r_shadow_prepass_width)
|
|
R_Shadow_FreeDeferred();
|
|
r_shadow_prepass_width = r_shadow_prepass_height = 0;
|
|
|
|
CHECKGLERROR
|
|
r_shadow_bouncegridtexture = NULL;
|
|
r_shadow_bouncegridpixels = NULL;
|
|
r_shadow_bouncegridhighpixels = NULL;
|
|
r_shadow_bouncegridnumpixels = 0;
|
|
r_shadow_bouncegriddirectional = false;
|
|
r_shadow_attenuationgradienttexture = NULL;
|
|
r_shadow_attenuation2dtexture = NULL;
|
|
r_shadow_attenuation3dtexture = NULL;
|
|
R_FreeTexturePool(&r_shadow_texturepool);
|
|
R_FreeTexturePool(&r_shadow_filters_texturepool);
|
|
maxshadowtriangles = 0;
|
|
if (shadowelements)
|
|
Mem_Free(shadowelements);
|
|
shadowelements = NULL;
|
|
if (shadowvertex3f)
|
|
Mem_Free(shadowvertex3f);
|
|
shadowvertex3f = NULL;
|
|
maxvertexupdate = 0;
|
|
if (vertexupdate)
|
|
Mem_Free(vertexupdate);
|
|
vertexupdate = NULL;
|
|
if (vertexremap)
|
|
Mem_Free(vertexremap);
|
|
vertexremap = NULL;
|
|
vertexupdatenum = 0;
|
|
maxshadowmark = 0;
|
|
numshadowmark = 0;
|
|
if (shadowmark)
|
|
Mem_Free(shadowmark);
|
|
shadowmark = NULL;
|
|
if (shadowmarklist)
|
|
Mem_Free(shadowmarklist);
|
|
shadowmarklist = NULL;
|
|
shadowmarkcount = 0;
|
|
maxshadowsides = 0;
|
|
numshadowsides = 0;
|
|
if (shadowsides)
|
|
Mem_Free(shadowsides);
|
|
shadowsides = NULL;
|
|
if (shadowsideslist)
|
|
Mem_Free(shadowsideslist);
|
|
shadowsideslist = NULL;
|
|
r_shadow_buffer_numleafpvsbytes = 0;
|
|
if (r_shadow_buffer_visitingleafpvs)
|
|
Mem_Free(r_shadow_buffer_visitingleafpvs);
|
|
r_shadow_buffer_visitingleafpvs = NULL;
|
|
if (r_shadow_buffer_leafpvs)
|
|
Mem_Free(r_shadow_buffer_leafpvs);
|
|
r_shadow_buffer_leafpvs = NULL;
|
|
if (r_shadow_buffer_leaflist)
|
|
Mem_Free(r_shadow_buffer_leaflist);
|
|
r_shadow_buffer_leaflist = NULL;
|
|
r_shadow_buffer_numsurfacepvsbytes = 0;
|
|
if (r_shadow_buffer_surfacepvs)
|
|
Mem_Free(r_shadow_buffer_surfacepvs);
|
|
r_shadow_buffer_surfacepvs = NULL;
|
|
if (r_shadow_buffer_surfacelist)
|
|
Mem_Free(r_shadow_buffer_surfacelist);
|
|
r_shadow_buffer_surfacelist = NULL;
|
|
if (r_shadow_buffer_surfacesides)
|
|
Mem_Free(r_shadow_buffer_surfacesides);
|
|
r_shadow_buffer_surfacesides = NULL;
|
|
r_shadow_buffer_numshadowtrispvsbytes = 0;
|
|
if (r_shadow_buffer_shadowtrispvs)
|
|
Mem_Free(r_shadow_buffer_shadowtrispvs);
|
|
r_shadow_buffer_numlighttrispvsbytes = 0;
|
|
if (r_shadow_buffer_lighttrispvs)
|
|
Mem_Free(r_shadow_buffer_lighttrispvs);
|
|
}
|
|
|
|
static void r_shadow_newmap(void)
|
|
{
|
|
if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
|
|
if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
|
|
if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
|
|
if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
|
|
if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
|
|
if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
|
|
if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
|
|
if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
|
|
if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
|
|
R_Shadow_EditLights_Reload_f();
|
|
}
|
|
|
|
void R_Shadow_Init(void)
|
|
{
|
|
Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
|
|
Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
|
|
Cvar_RegisterVariable(&r_shadow_usebihculling);
|
|
Cvar_RegisterVariable(&r_shadow_usenormalmap);
|
|
Cvar_RegisterVariable(&r_shadow_debuglight);
|
|
Cvar_RegisterVariable(&r_shadow_deferred);
|
|
Cvar_RegisterVariable(&r_shadow_gloss);
|
|
Cvar_RegisterVariable(&r_shadow_gloss2intensity);
|
|
Cvar_RegisterVariable(&r_shadow_glossintensity);
|
|
Cvar_RegisterVariable(&r_shadow_glossexponent);
|
|
Cvar_RegisterVariable(&r_shadow_gloss2exponent);
|
|
Cvar_RegisterVariable(&r_shadow_glossexact);
|
|
Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
|
|
Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
|
|
Cvar_RegisterVariable(&r_shadow_lightintensityscale);
|
|
Cvar_RegisterVariable(&r_shadow_lightradiusscale);
|
|
Cvar_RegisterVariable(&r_shadow_projectdistance);
|
|
Cvar_RegisterVariable(&r_shadow_frontsidecasting);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_dlight);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_world);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
|
|
Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
|
|
Cvar_RegisterVariable(&r_shadow_scissor);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
|
|
// Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
|
|
// Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
|
|
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
|
|
Cvar_RegisterVariable(&r_shadow_sortsurfaces);
|
|
Cvar_RegisterVariable(&r_shadow_polygonfactor);
|
|
Cvar_RegisterVariable(&r_shadow_polygonoffset);
|
|
Cvar_RegisterVariable(&r_shadow_texture3d);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
|
|
Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
|
|
Cvar_RegisterVariable(&r_coronas);
|
|
Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
|
|
Cvar_RegisterVariable(&r_coronas_occlusionquery);
|
|
Cvar_RegisterVariable(&gl_flashblend);
|
|
Cvar_RegisterVariable(&gl_ext_separatestencil);
|
|
Cvar_RegisterVariable(&gl_ext_stenciltwoside);
|
|
R_Shadow_EditLights_Init();
|
|
Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
|
|
maxshadowtriangles = 0;
|
|
shadowelements = NULL;
|
|
maxshadowvertices = 0;
|
|
shadowvertex3f = NULL;
|
|
maxvertexupdate = 0;
|
|
vertexupdate = NULL;
|
|
vertexremap = NULL;
|
|
vertexupdatenum = 0;
|
|
maxshadowmark = 0;
|
|
numshadowmark = 0;
|
|
shadowmark = NULL;
|
|
shadowmarklist = NULL;
|
|
shadowmarkcount = 0;
|
|
maxshadowsides = 0;
|
|
numshadowsides = 0;
|
|
shadowsides = NULL;
|
|
shadowsideslist = NULL;
|
|
r_shadow_buffer_numleafpvsbytes = 0;
|
|
r_shadow_buffer_visitingleafpvs = NULL;
|
|
r_shadow_buffer_leafpvs = NULL;
|
|
r_shadow_buffer_leaflist = NULL;
|
|
r_shadow_buffer_numsurfacepvsbytes = 0;
|
|
r_shadow_buffer_surfacepvs = NULL;
|
|
r_shadow_buffer_surfacelist = NULL;
|
|
r_shadow_buffer_surfacesides = NULL;
|
|
r_shadow_buffer_shadowtrispvs = NULL;
|
|
r_shadow_buffer_lighttrispvs = NULL;
|
|
R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
|
|
}
|
|
|
|
matrix4x4_t matrix_attenuationxyz =
|
|
{
|
|
{
|
|
{0.5, 0.0, 0.0, 0.5},
|
|
{0.0, 0.5, 0.0, 0.5},
|
|
{0.0, 0.0, 0.5, 0.5},
|
|
{0.0, 0.0, 0.0, 1.0}
|
|
}
|
|
};
|
|
|
|
matrix4x4_t matrix_attenuationz =
|
|
{
|
|
{
|
|
{0.0, 0.0, 0.5, 0.5},
|
|
{0.0, 0.0, 0.0, 0.5},
|
|
{0.0, 0.0, 0.0, 0.5},
|
|
{0.0, 0.0, 0.0, 1.0}
|
|
}
|
|
};
|
|
|
|
static void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
|
|
{
|
|
numvertices = ((numvertices + 255) & ~255) * vertscale;
|
|
numtriangles = ((numtriangles + 255) & ~255) * triscale;
|
|
// make sure shadowelements is big enough for this volume
|
|
if (maxshadowtriangles < numtriangles)
|
|
{
|
|
maxshadowtriangles = numtriangles;
|
|
if (shadowelements)
|
|
Mem_Free(shadowelements);
|
|
shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
|
|
}
|
|
// make sure shadowvertex3f is big enough for this volume
|
|
if (maxshadowvertices < numvertices)
|
|
{
|
|
maxshadowvertices = numvertices;
|
|
if (shadowvertex3f)
|
|
Mem_Free(shadowvertex3f);
|
|
shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
|
|
{
|
|
int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
|
|
int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
|
|
int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
|
|
int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
|
|
if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
|
|
{
|
|
if (r_shadow_buffer_visitingleafpvs)
|
|
Mem_Free(r_shadow_buffer_visitingleafpvs);
|
|
if (r_shadow_buffer_leafpvs)
|
|
Mem_Free(r_shadow_buffer_leafpvs);
|
|
if (r_shadow_buffer_leaflist)
|
|
Mem_Free(r_shadow_buffer_leaflist);
|
|
r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
|
|
r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
|
|
r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
|
|
r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
|
|
}
|
|
if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
|
|
{
|
|
if (r_shadow_buffer_surfacepvs)
|
|
Mem_Free(r_shadow_buffer_surfacepvs);
|
|
if (r_shadow_buffer_surfacelist)
|
|
Mem_Free(r_shadow_buffer_surfacelist);
|
|
if (r_shadow_buffer_surfacesides)
|
|
Mem_Free(r_shadow_buffer_surfacesides);
|
|
r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
|
|
r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
|
|
r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
|
|
r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
|
|
}
|
|
if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
|
|
{
|
|
if (r_shadow_buffer_shadowtrispvs)
|
|
Mem_Free(r_shadow_buffer_shadowtrispvs);
|
|
r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
|
|
r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
|
|
}
|
|
if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
|
|
{
|
|
if (r_shadow_buffer_lighttrispvs)
|
|
Mem_Free(r_shadow_buffer_lighttrispvs);
|
|
r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
|
|
r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
|
|
}
|
|
}
|
|
|
|
void R_Shadow_PrepareShadowMark(int numtris)
|
|
{
|
|
// make sure shadowmark is big enough for this volume
|
|
if (maxshadowmark < numtris)
|
|
{
|
|
maxshadowmark = numtris;
|
|
if (shadowmark)
|
|
Mem_Free(shadowmark);
|
|
if (shadowmarklist)
|
|
Mem_Free(shadowmarklist);
|
|
shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
|
|
shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
|
|
shadowmarkcount = 0;
|
|
}
|
|
shadowmarkcount++;
|
|
// if shadowmarkcount wrapped we clear the array and adjust accordingly
|
|
if (shadowmarkcount == 0)
|
|
{
|
|
shadowmarkcount = 1;
|
|
memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
|
|
}
|
|
numshadowmark = 0;
|
|
}
|
|
|
|
void R_Shadow_PrepareShadowSides(int numtris)
|
|
{
|
|
if (maxshadowsides < numtris)
|
|
{
|
|
maxshadowsides = numtris;
|
|
if (shadowsides)
|
|
Mem_Free(shadowsides);
|
|
if (shadowsideslist)
|
|
Mem_Free(shadowsideslist);
|
|
shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
|
|
shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
|
|
}
|
|
numshadowsides = 0;
|
|
}
|
|
|
|
static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
|
|
{
|
|
int i, j;
|
|
int outtriangles = 0, outvertices = 0;
|
|
const int *element;
|
|
const float *vertex;
|
|
float ratio, direction[3], projectvector[3];
|
|
|
|
if (projectdirection)
|
|
VectorScale(projectdirection, projectdistance, projectvector);
|
|
else
|
|
VectorClear(projectvector);
|
|
|
|
// create the vertices
|
|
if (projectdirection)
|
|
{
|
|
for (i = 0;i < numshadowmarktris;i++)
|
|
{
|
|
element = inelement3i + shadowmarktris[i] * 3;
|
|
for (j = 0;j < 3;j++)
|
|
{
|
|
if (vertexupdate[element[j]] != vertexupdatenum)
|
|
{
|
|
vertexupdate[element[j]] = vertexupdatenum;
|
|
vertexremap[element[j]] = outvertices;
|
|
vertex = invertex3f + element[j] * 3;
|
|
// project one copy of the vertex according to projectvector
|
|
VectorCopy(vertex, outvertex3f);
|
|
VectorAdd(vertex, projectvector, (outvertex3f + 3));
|
|
outvertex3f += 6;
|
|
outvertices += 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0;i < numshadowmarktris;i++)
|
|
{
|
|
element = inelement3i + shadowmarktris[i] * 3;
|
|
for (j = 0;j < 3;j++)
|
|
{
|
|
if (vertexupdate[element[j]] != vertexupdatenum)
|
|
{
|
|
vertexupdate[element[j]] = vertexupdatenum;
|
|
vertexremap[element[j]] = outvertices;
|
|
vertex = invertex3f + element[j] * 3;
|
|
// project one copy of the vertex to the sphere radius of the light
|
|
// (FIXME: would projecting it to the light box be better?)
|
|
VectorSubtract(vertex, projectorigin, direction);
|
|
ratio = projectdistance / VectorLength(direction);
|
|
VectorCopy(vertex, outvertex3f);
|
|
VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
|
|
outvertex3f += 6;
|
|
outvertices += 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (r_shadow_frontsidecasting.integer)
|
|
{
|
|
for (i = 0;i < numshadowmarktris;i++)
|
|
{
|
|
int remappedelement[3];
|
|
int markindex;
|
|
const int *neighbortriangle;
|
|
|
|
markindex = shadowmarktris[i] * 3;
|
|
element = inelement3i + markindex;
|
|
neighbortriangle = inneighbor3i + markindex;
|
|
// output the front and back triangles
|
|
outelement3i[0] = vertexremap[element[0]];
|
|
outelement3i[1] = vertexremap[element[1]];
|
|
outelement3i[2] = vertexremap[element[2]];
|
|
outelement3i[3] = vertexremap[element[2]] + 1;
|
|
outelement3i[4] = vertexremap[element[1]] + 1;
|
|
outelement3i[5] = vertexremap[element[0]] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
// output the sides (facing outward from this triangle)
|
|
if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
|
|
{
|
|
remappedelement[0] = vertexremap[element[0]];
|
|
remappedelement[1] = vertexremap[element[1]];
|
|
outelement3i[0] = remappedelement[1];
|
|
outelement3i[1] = remappedelement[0];
|
|
outelement3i[2] = remappedelement[0] + 1;
|
|
outelement3i[3] = remappedelement[1];
|
|
outelement3i[4] = remappedelement[0] + 1;
|
|
outelement3i[5] = remappedelement[1] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
|
|
{
|
|
remappedelement[1] = vertexremap[element[1]];
|
|
remappedelement[2] = vertexremap[element[2]];
|
|
outelement3i[0] = remappedelement[2];
|
|
outelement3i[1] = remappedelement[1];
|
|
outelement3i[2] = remappedelement[1] + 1;
|
|
outelement3i[3] = remappedelement[2];
|
|
outelement3i[4] = remappedelement[1] + 1;
|
|
outelement3i[5] = remappedelement[2] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
|
|
{
|
|
remappedelement[0] = vertexremap[element[0]];
|
|
remappedelement[2] = vertexremap[element[2]];
|
|
outelement3i[0] = remappedelement[0];
|
|
outelement3i[1] = remappedelement[2];
|
|
outelement3i[2] = remappedelement[2] + 1;
|
|
outelement3i[3] = remappedelement[0];
|
|
outelement3i[4] = remappedelement[2] + 1;
|
|
outelement3i[5] = remappedelement[0] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0;i < numshadowmarktris;i++)
|
|
{
|
|
int remappedelement[3];
|
|
int markindex;
|
|
const int *neighbortriangle;
|
|
|
|
markindex = shadowmarktris[i] * 3;
|
|
element = inelement3i + markindex;
|
|
neighbortriangle = inneighbor3i + markindex;
|
|
// output the front and back triangles
|
|
outelement3i[0] = vertexremap[element[2]];
|
|
outelement3i[1] = vertexremap[element[1]];
|
|
outelement3i[2] = vertexremap[element[0]];
|
|
outelement3i[3] = vertexremap[element[0]] + 1;
|
|
outelement3i[4] = vertexremap[element[1]] + 1;
|
|
outelement3i[5] = vertexremap[element[2]] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
// output the sides (facing outward from this triangle)
|
|
if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
|
|
{
|
|
remappedelement[0] = vertexremap[element[0]];
|
|
remappedelement[1] = vertexremap[element[1]];
|
|
outelement3i[0] = remappedelement[0];
|
|
outelement3i[1] = remappedelement[1];
|
|
outelement3i[2] = remappedelement[1] + 1;
|
|
outelement3i[3] = remappedelement[0];
|
|
outelement3i[4] = remappedelement[1] + 1;
|
|
outelement3i[5] = remappedelement[0] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
|
|
{
|
|
remappedelement[1] = vertexremap[element[1]];
|
|
remappedelement[2] = vertexremap[element[2]];
|
|
outelement3i[0] = remappedelement[1];
|
|
outelement3i[1] = remappedelement[2];
|
|
outelement3i[2] = remappedelement[2] + 1;
|
|
outelement3i[3] = remappedelement[1];
|
|
outelement3i[4] = remappedelement[2] + 1;
|
|
outelement3i[5] = remappedelement[1] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
|
|
{
|
|
remappedelement[0] = vertexremap[element[0]];
|
|
remappedelement[2] = vertexremap[element[2]];
|
|
outelement3i[0] = remappedelement[2];
|
|
outelement3i[1] = remappedelement[0];
|
|
outelement3i[2] = remappedelement[0] + 1;
|
|
outelement3i[3] = remappedelement[2];
|
|
outelement3i[4] = remappedelement[0] + 1;
|
|
outelement3i[5] = remappedelement[2] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
}
|
|
}
|
|
if (outnumvertices)
|
|
*outnumvertices = outvertices;
|
|
return outtriangles;
|
|
}
|
|
|
|
static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
|
|
{
|
|
int i, j, k;
|
|
int outtriangles = 0, outvertices = 0;
|
|
const int *element;
|
|
const float *vertex;
|
|
float ratio, direction[3], projectvector[3];
|
|
qboolean side[4];
|
|
|
|
if (projectdirection)
|
|
VectorScale(projectdirection, projectdistance, projectvector);
|
|
else
|
|
VectorClear(projectvector);
|
|
|
|
for (i = 0;i < numshadowmarktris;i++)
|
|
{
|
|
int remappedelement[3];
|
|
int markindex;
|
|
const int *neighbortriangle;
|
|
|
|
markindex = shadowmarktris[i] * 3;
|
|
neighbortriangle = inneighbor3i + markindex;
|
|
side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
|
|
side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
|
|
side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
|
|
if (side[0] + side[1] + side[2] == 0)
|
|
continue;
|
|
|
|
side[3] = side[0];
|
|
element = inelement3i + markindex;
|
|
|
|
// create the vertices
|
|
for (j = 0;j < 3;j++)
|
|
{
|
|
if (side[j] + side[j+1] == 0)
|
|
continue;
|
|
k = element[j];
|
|
if (vertexupdate[k] != vertexupdatenum)
|
|
{
|
|
vertexupdate[k] = vertexupdatenum;
|
|
vertexremap[k] = outvertices;
|
|
vertex = invertex3f + k * 3;
|
|
VectorCopy(vertex, outvertex3f);
|
|
if (projectdirection)
|
|
{
|
|
// project one copy of the vertex according to projectvector
|
|
VectorAdd(vertex, projectvector, (outvertex3f + 3));
|
|
}
|
|
else
|
|
{
|
|
// project one copy of the vertex to the sphere radius of the light
|
|
// (FIXME: would projecting it to the light box be better?)
|
|
VectorSubtract(vertex, projectorigin, direction);
|
|
ratio = projectdistance / VectorLength(direction);
|
|
VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
|
|
}
|
|
outvertex3f += 6;
|
|
outvertices += 2;
|
|
}
|
|
}
|
|
|
|
// output the sides (facing outward from this triangle)
|
|
if (!side[0])
|
|
{
|
|
remappedelement[0] = vertexremap[element[0]];
|
|
remappedelement[1] = vertexremap[element[1]];
|
|
outelement3i[0] = remappedelement[1];
|
|
outelement3i[1] = remappedelement[0];
|
|
outelement3i[2] = remappedelement[0] + 1;
|
|
outelement3i[3] = remappedelement[1];
|
|
outelement3i[4] = remappedelement[0] + 1;
|
|
outelement3i[5] = remappedelement[1] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
if (!side[1])
|
|
{
|
|
remappedelement[1] = vertexremap[element[1]];
|
|
remappedelement[2] = vertexremap[element[2]];
|
|
outelement3i[0] = remappedelement[2];
|
|
outelement3i[1] = remappedelement[1];
|
|
outelement3i[2] = remappedelement[1] + 1;
|
|
outelement3i[3] = remappedelement[2];
|
|
outelement3i[4] = remappedelement[1] + 1;
|
|
outelement3i[5] = remappedelement[2] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
if (!side[2])
|
|
{
|
|
remappedelement[0] = vertexremap[element[0]];
|
|
remappedelement[2] = vertexremap[element[2]];
|
|
outelement3i[0] = remappedelement[0];
|
|
outelement3i[1] = remappedelement[2];
|
|
outelement3i[2] = remappedelement[2] + 1;
|
|
outelement3i[3] = remappedelement[0];
|
|
outelement3i[4] = remappedelement[2] + 1;
|
|
outelement3i[5] = remappedelement[0] + 1;
|
|
|
|
outelement3i += 6;
|
|
outtriangles += 2;
|
|
}
|
|
}
|
|
if (outnumvertices)
|
|
*outnumvertices = outvertices;
|
|
return outtriangles;
|
|
}
|
|
|
|
void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
|
|
{
|
|
int t, tend;
|
|
const int *e;
|
|
const float *v[3];
|
|
float normal[3];
|
|
if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
|
|
return;
|
|
tend = firsttriangle + numtris;
|
|
if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
|
|
{
|
|
// surface box entirely inside light box, no box cull
|
|
if (projectdirection)
|
|
{
|
|
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
|
|
{
|
|
TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
|
|
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
|
|
shadowmarklist[numshadowmark++] = t;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
|
|
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
|
|
shadowmarklist[numshadowmark++] = t;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// surface box not entirely inside light box, cull each triangle
|
|
if (projectdirection)
|
|
{
|
|
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
|
|
{
|
|
v[0] = invertex3f + e[0] * 3;
|
|
v[1] = invertex3f + e[1] * 3;
|
|
v[2] = invertex3f + e[2] * 3;
|
|
TriangleNormal(v[0], v[1], v[2], normal);
|
|
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
|
|
&& TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
|
|
shadowmarklist[numshadowmark++] = t;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
|
|
{
|
|
v[0] = invertex3f + e[0] * 3;
|
|
v[1] = invertex3f + e[1] * 3;
|
|
v[2] = invertex3f + e[2] * 3;
|
|
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
|
|
&& TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
|
|
shadowmarklist[numshadowmark++] = t;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
|
|
{
|
|
#if 1
|
|
return false;
|
|
#else
|
|
if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
|
|
return false;
|
|
// check if the shadow volume intersects the near plane
|
|
//
|
|
// a ray between the eye and light origin may intersect the caster,
|
|
// indicating that the shadow may touch the eye location, however we must
|
|
// test the near plane (a polygon), not merely the eye location, so it is
|
|
// easiest to enlarge the caster bounding shape slightly for this.
|
|
// TODO
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
|
|
{
|
|
int i, tris, outverts;
|
|
if (projectdistance < 0.1)
|
|
{
|
|
Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
|
|
return;
|
|
}
|
|
if (!numverts || !nummarktris)
|
|
return;
|
|
// make sure shadowelements is big enough for this volume
|
|
if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
|
|
R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
|
|
|
|
if (maxvertexupdate < numverts)
|
|
{
|
|
maxvertexupdate = numverts;
|
|
if (vertexupdate)
|
|
Mem_Free(vertexupdate);
|
|
if (vertexremap)
|
|
Mem_Free(vertexremap);
|
|
vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
|
|
vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
|
|
vertexupdatenum = 0;
|
|
}
|
|
vertexupdatenum++;
|
|
if (vertexupdatenum == 0)
|
|
{
|
|
vertexupdatenum = 1;
|
|
memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
|
|
memset(vertexremap, 0, maxvertexupdate * sizeof(int));
|
|
}
|
|
|
|
for (i = 0;i < nummarktris;i++)
|
|
shadowmark[marktris[i]] = shadowmarkcount;
|
|
|
|
if (r_shadow_compilingrtlight)
|
|
{
|
|
// if we're compiling an rtlight, capture the mesh
|
|
//tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
|
|
//Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
|
|
tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
|
|
Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
|
|
}
|
|
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
|
|
{
|
|
tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
|
|
R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
|
|
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
|
|
}
|
|
else
|
|
{
|
|
// decide which type of shadow to generate and set stencil mode
|
|
R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
|
|
// generate the sides or a solid volume, depending on type
|
|
if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
|
|
tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
|
|
else
|
|
tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
|
|
r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
|
|
r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
|
|
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
|
|
{
|
|
// increment stencil if frontface is infront of depthbuffer
|
|
GL_CullFace(r_refdef.view.cullface_front);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
|
|
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
|
|
// decrement stencil if backface is infront of depthbuffer
|
|
GL_CullFace(r_refdef.view.cullface_back);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
|
|
}
|
|
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
|
|
{
|
|
// decrement stencil if backface is behind depthbuffer
|
|
GL_CullFace(r_refdef.view.cullface_front);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
|
|
//Android hack
|
|
R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
|
|
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
|
|
// increment stencil if frontface is behind depthbuffer
|
|
GL_CullFace(r_refdef.view.cullface_back);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
|
|
}
|
|
//R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
|
|
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
|
|
}
|
|
}
|
|
|
|
int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
|
|
{
|
|
// p1, p2, p3 are in the cubemap's local coordinate system
|
|
// bias = border/(size - border)
|
|
int mask = 0x3F;
|
|
|
|
float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
|
|
dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
|
|
dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
|
|
if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
|
|
mask &= (3<<4)
|
|
| (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
|
|
| (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
|
|
| (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
|
|
if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
|
|
mask &= (3<<4)
|
|
| (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
|
|
| (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
|
|
| (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
|
|
|
|
dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
|
|
dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
|
|
dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
|
|
if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
|
|
mask &= (3<<0)
|
|
| (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
|
|
| (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
|
|
| (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
|
|
if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
|
|
mask &= (3<<0)
|
|
| (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
|
|
| (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
|
|
| (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
|
|
|
|
dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
|
|
dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
|
|
dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
|
|
if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
|
|
mask &= (3<<2)
|
|
| (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
|
|
| (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
|
|
| (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
|
|
if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
|
|
mask &= (3<<2)
|
|
| (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
|
|
| (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
|
|
| (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
|
|
|
|
return mask;
|
|
}
|
|
|
|
static int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
|
|
{
|
|
vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
|
|
float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
|
|
int mask = 0x3F;
|
|
|
|
VectorSubtract(maxs, mins, radius);
|
|
VectorScale(radius, 0.5f, radius);
|
|
VectorAdd(mins, radius, center);
|
|
Matrix4x4_Transform(worldtolight, center, lightcenter);
|
|
Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
|
|
VectorSubtract(lightcenter, lightradius, pmin);
|
|
VectorAdd(lightcenter, lightradius, pmax);
|
|
|
|
dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
|
|
dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
|
|
if(ap1 > bias*an1 && ap2 > bias*an2)
|
|
mask &= (3<<4)
|
|
| (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
|
|
| (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
|
|
if(an1 > bias*ap1 && an2 > bias*ap2)
|
|
mask &= (3<<4)
|
|
| (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
|
|
| (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
|
|
|
|
dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
|
|
dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
|
|
if(ap1 > bias*an1 && ap2 > bias*an2)
|
|
mask &= (3<<0)
|
|
| (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
|
|
| (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
|
|
if(an1 > bias*ap1 && an2 > bias*ap2)
|
|
mask &= (3<<0)
|
|
| (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
|
|
| (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
|
|
|
|
dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
|
|
dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
|
|
if(ap1 > bias*an1 && ap2 > bias*an2)
|
|
mask &= (3<<2)
|
|
| (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
|
|
| (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
|
|
if(an1 > bias*ap1 && an2 > bias*ap2)
|
|
mask &= (3<<2)
|
|
| (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
|
|
| (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
|
|
|
|
return mask;
|
|
}
|
|
|
|
#define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
|
|
|
|
int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
|
|
{
|
|
// p is in the cubemap's local coordinate system
|
|
// bias = border/(size - border)
|
|
float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
|
|
float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
|
|
float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
|
|
int mask = 0x3F;
|
|
if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
|
|
if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
|
|
if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
|
|
if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
|
|
if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
|
|
if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
|
|
return mask;
|
|
}
|
|
|
|
static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
|
|
{
|
|
int i;
|
|
vec3_t o, p, n;
|
|
int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
|
|
float scale = (size - 2*border)/size, len;
|
|
float bias = border / (float)(size - border), dp, dn, ap, an;
|
|
// check if cone enclosing side would cross frustum plane
|
|
scale = 2 / (scale*scale + 2);
|
|
Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
|
|
for (i = 0;i < 5;i++)
|
|
{
|
|
if (PlaneDiff(o, &r_refdef.view.frustum[i]) > -0.03125)
|
|
continue;
|
|
Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
|
|
len = scale*VectorLength2(n);
|
|
if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
|
|
if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
|
|
if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
|
|
}
|
|
if (PlaneDiff(o, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
|
|
{
|
|
Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
|
|
len = scale*VectorLength2(n);
|
|
if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
|
|
if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
|
|
if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
|
|
}
|
|
// this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
|
|
// check if frustum corners/origin cross plane sides
|
|
#if 1
|
|
// infinite version, assumes frustum corners merely give direction and extend to infinite distance
|
|
Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
|
|
dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
|
|
masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
|
|
masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
|
|
dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
|
|
masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
|
|
masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
|
|
dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
|
|
masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
|
|
masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
|
|
for (i = 0;i < 4;i++)
|
|
{
|
|
Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
|
|
VectorSubtract(n, p, n);
|
|
dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
|
|
if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
|
|
if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
|
|
dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
|
|
if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
|
|
if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
|
|
dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
|
|
if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
|
|
if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
|
|
}
|
|
#else
|
|
// finite version, assumes corners are a finite distance from origin dependent on far plane
|
|
for (i = 0;i < 5;i++)
|
|
{
|
|
Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
|
|
dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
|
|
masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
|
|
masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
|
|
dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
|
|
masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
|
|
masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
|
|
dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
|
|
masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
|
|
masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
|
|
}
|
|
#endif
|
|
return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
|
|
}
|
|
|
|
int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
|
|
{
|
|
int t, tend;
|
|
const int *e;
|
|
const float *v[3];
|
|
float normal[3];
|
|
vec3_t p[3];
|
|
float bias;
|
|
int mask, surfacemask = 0;
|
|
if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
|
|
return 0;
|
|
bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
|
|
tend = firsttriangle + numtris;
|
|
if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
|
|
{
|
|
// surface box entirely inside light box, no box cull
|
|
if (projectdirection)
|
|
{
|
|
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
|
|
{
|
|
v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
|
|
TriangleNormal(v[0], v[1], v[2], normal);
|
|
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
|
|
{
|
|
Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
|
|
mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
|
|
surfacemask |= mask;
|
|
if(totals)
|
|
{
|
|
totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
|
|
shadowsides[numshadowsides] = mask;
|
|
shadowsideslist[numshadowsides++] = t;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
|
|
{
|
|
v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
|
|
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
|
|
{
|
|
Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
|
|
mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
|
|
surfacemask |= mask;
|
|
if(totals)
|
|
{
|
|
totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
|
|
shadowsides[numshadowsides] = mask;
|
|
shadowsideslist[numshadowsides++] = t;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// surface box not entirely inside light box, cull each triangle
|
|
if (projectdirection)
|
|
{
|
|
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
|
|
{
|
|
v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
|
|
TriangleNormal(v[0], v[1], v[2], normal);
|
|
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
|
|
&& TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
|
|
{
|
|
Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
|
|
mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
|
|
surfacemask |= mask;
|
|
if(totals)
|
|
{
|
|
totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
|
|
shadowsides[numshadowsides] = mask;
|
|
shadowsideslist[numshadowsides++] = t;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
|
|
{
|
|
v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
|
|
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
|
|
&& TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
|
|
{
|
|
Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
|
|
mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
|
|
surfacemask |= mask;
|
|
if(totals)
|
|
{
|
|
totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
|
|
shadowsides[numshadowsides] = mask;
|
|
shadowsideslist[numshadowsides++] = t;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return surfacemask;
|
|
}
|
|
|
|
void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
|
|
{
|
|
int i, j, outtriangles = 0;
|
|
int *outelement3i[6];
|
|
if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
|
|
return;
|
|
outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
|
|
// make sure shadowelements is big enough for this mesh
|
|
if (maxshadowtriangles < outtriangles)
|
|
R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
|
|
|
|
// compute the offset and size of the separate index lists for each cubemap side
|
|
outtriangles = 0;
|
|
for (i = 0;i < 6;i++)
|
|
{
|
|
outelement3i[i] = shadowelements + outtriangles * 3;
|
|
r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
|
|
r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
|
|
outtriangles += sidetotals[i];
|
|
}
|
|
|
|
// gather up the (sparse) triangles into separate index lists for each cubemap side
|
|
for (i = 0;i < numsidetris;i++)
|
|
{
|
|
const int *element = elements + sidetris[i] * 3;
|
|
for (j = 0;j < 6;j++)
|
|
{
|
|
if (sides[i] & (1 << j))
|
|
{
|
|
outelement3i[j][0] = element[0];
|
|
outelement3i[j][1] = element[1];
|
|
outelement3i[j][2] = element[2];
|
|
outelement3i[j] += 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
|
|
}
|
|
|
|
static void R_Shadow_MakeTextures_MakeCorona(void)
|
|
{
|
|
float dx, dy;
|
|
int x, y, a;
|
|
unsigned char pixels[32][32][4];
|
|
for (y = 0;y < 32;y++)
|
|
{
|
|
dy = (y - 15.5f) * (1.0f / 16.0f);
|
|
for (x = 0;x < 32;x++)
|
|
{
|
|
dx = (x - 15.5f) * (1.0f / 16.0f);
|
|
a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
|
|
a = bound(0, a, 255);
|
|
pixels[y][x][0] = a;
|
|
pixels[y][x][1] = a;
|
|
pixels[y][x][2] = a;
|
|
pixels[y][x][3] = 255;
|
|
}
|
|
}
|
|
r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
|
|
}
|
|
|
|
static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
|
|
{
|
|
float dist = sqrt(x*x+y*y+z*z);
|
|
float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
|
|
// note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
|
|
return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
|
|
}
|
|
|
|
static void R_Shadow_MakeTextures(void)
|
|
{
|
|
int x, y, z;
|
|
float intensity, dist;
|
|
unsigned int *data;
|
|
R_Shadow_FreeShadowMaps();
|
|
R_FreeTexturePool(&r_shadow_texturepool);
|
|
r_shadow_texturepool = R_AllocTexturePool();
|
|
r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
|
|
r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
|
|
data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
|
|
// the table includes one additional value to avoid the need to clamp indexing due to minor math errors
|
|
for (x = 0;x <= ATTENTABLESIZE;x++)
|
|
{
|
|
dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
|
|
intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
|
|
r_shadow_attentable[x] = bound(0, intensity, 1);
|
|
}
|
|
// 1D gradient texture
|
|
for (x = 0;x < ATTEN1DSIZE;x++)
|
|
data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
|
|
r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
|
|
// 2D circle texture
|
|
for (y = 0;y < ATTEN2DSIZE;y++)
|
|
for (x = 0;x < ATTEN2DSIZE;x++)
|
|
data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
|
|
r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
|
|
// 3D sphere texture
|
|
if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
|
|
{
|
|
for (z = 0;z < ATTEN3DSIZE;z++)
|
|
for (y = 0;y < ATTEN3DSIZE;y++)
|
|
for (x = 0;x < ATTEN3DSIZE;x++)
|
|
data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
|
|
r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
|
|
}
|
|
else
|
|
r_shadow_attenuation3dtexture = NULL;
|
|
Mem_Free(data);
|
|
|
|
R_Shadow_MakeTextures_MakeCorona();
|
|
|
|
// Editor light sprites
|
|
r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
|
|
"................"
|
|
".3............3."
|
|
"..5...2332...5.."
|
|
"...7.3....3.7..."
|
|
"....7......7...."
|
|
"...3.7....7.3..."
|
|
"..2...7..7...2.."
|
|
"..3..........3.."
|
|
"..3..........3.."
|
|
"..2...7..7...2.."
|
|
"...3.7....7.3..."
|
|
"....7......7...."
|
|
"...7.3....3.7..."
|
|
"..5...2332...5.."
|
|
".3............3."
|
|
"................"
|
|
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
|
|
r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
|
|
"................"
|
|
"................"
|
|
"......1111......"
|
|
"....11233211...."
|
|
"...1234554321..."
|
|
"...1356776531..."
|
|
"..124677776421.."
|
|
"..135777777531.."
|
|
"..135777777531.."
|
|
"..124677776421.."
|
|
"...1356776531..."
|
|
"...1234554321..."
|
|
"....11233211...."
|
|
"......1111......"
|
|
"................"
|
|
"................"
|
|
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
|
|
r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
|
|
"................"
|
|
"................"
|
|
"......1111......"
|
|
"....11233211...."
|
|
"...1234554321..."
|
|
"...1356226531..."
|
|
"..12462..26421.."
|
|
"..1352....2531.."
|
|
"..1352....2531.."
|
|
"..12462..26421.."
|
|
"...1356226531..."
|
|
"...1234554321..."
|
|
"....11233211...."
|
|
"......1111......"
|
|
"................"
|
|
"................"
|
|
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
|
|
r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
|
|
"................"
|
|
"................"
|
|
"......2772......"
|
|
"....27755772...."
|
|
"..277533335772.."
|
|
"..753333333357.."
|
|
"..777533335777.."
|
|
"..735775577537.."
|
|
"..733357753337.."
|
|
"..733337733337.."
|
|
"..753337733357.."
|
|
"..277537735772.."
|
|
"....27777772...."
|
|
"......2772......"
|
|
"................"
|
|
"................"
|
|
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
|
|
r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
|
|
"................"
|
|
"................"
|
|
"......2772......"
|
|
"....27722772...."
|
|
"..2772....2772.."
|
|
"..72........27.."
|
|
"..7772....2777.."
|
|
"..7.27722772.7.."
|
|
"..7...2772...7.."
|
|
"..7....77....7.."
|
|
"..72...77...27.."
|
|
"..2772.77.2772.."
|
|
"....27777772...."
|
|
"......2772......"
|
|
"................"
|
|
"................"
|
|
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
|
|
r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
|
|
"................"
|
|
".777752..257777."
|
|
".742........247."
|
|
".72..........27."
|
|
".7............7."
|
|
".5............5."
|
|
".2............2."
|
|
"................"
|
|
"................"
|
|
".2............2."
|
|
".5............5."
|
|
".7............7."
|
|
".72..........27."
|
|
".742........247."
|
|
".777752..257777."
|
|
"................"
|
|
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
|
|
}
|
|
|
|
void R_Shadow_ValidateCvars(void)
|
|
{
|
|
if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
|
|
Cvar_SetValueQuick(&r_shadow_texture3d, 0);
|
|
if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
|
|
Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
|
|
if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
|
|
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
|
|
}
|
|
|
|
void R_Shadow_RenderMode_Begin(void)
|
|
{
|
|
#if 0
|
|
GLint drawbuffer;
|
|
GLint readbuffer;
|
|
#endif
|
|
R_Shadow_ValidateCvars();
|
|
|
|
if (!r_shadow_attenuation2dtexture
|
|
|| (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
|
|
|| r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
|
|
|| r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
|
|
R_Shadow_MakeTextures();
|
|
|
|
CHECKGLERROR
|
|
R_Mesh_ResetTextureState();
|
|
GL_BlendFunc(GL_ONE, GL_ZERO);
|
|
GL_DepthRange(0, 1);
|
|
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
|
|
GL_DepthTest(true);
|
|
GL_DepthMask(false);
|
|
GL_Color(0, 0, 0, 1);
|
|
GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
|
|
|
|
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
|
|
|
|
if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
|
|
{
|
|
r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
|
|
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
|
|
}
|
|
else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
|
|
{
|
|
r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
|
|
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
|
|
}
|
|
else
|
|
{
|
|
r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
|
|
r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
|
|
}
|
|
|
|
switch(vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL20:
|
|
case RENDERPATH_D3D9:
|
|
case RENDERPATH_D3D10:
|
|
case RENDERPATH_D3D11:
|
|
case RENDERPATH_SOFT:
|
|
case RENDERPATH_GLES2:
|
|
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
|
|
break;
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GLES1:
|
|
if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
|
|
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
|
|
else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
|
|
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
|
|
else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
|
|
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
|
|
else
|
|
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
|
|
break;
|
|
}
|
|
|
|
CHECKGLERROR
|
|
#if 0
|
|
qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
|
|
qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
|
|
r_shadow_drawbuffer = drawbuffer;
|
|
r_shadow_readbuffer = readbuffer;
|
|
#endif
|
|
r_shadow_cullface_front = r_refdef.view.cullface_front;
|
|
r_shadow_cullface_back = r_refdef.view.cullface_back;
|
|
}
|
|
|
|
void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
|
|
{
|
|
rsurface.rtlight = rtlight;
|
|
}
|
|
|
|
void R_Shadow_RenderMode_Reset(void)
|
|
{
|
|
R_Mesh_ResetTextureState();
|
|
R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
|
|
R_SetViewport(&r_refdef.view.viewport);
|
|
GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
|
|
GL_DepthRange(0, 1);
|
|
GL_DepthTest(true);
|
|
GL_DepthMask(false);
|
|
GL_DepthFunc(GL_LEQUAL);
|
|
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
|
|
r_refdef.view.cullface_front = r_shadow_cullface_front;
|
|
r_refdef.view.cullface_back = r_shadow_cullface_back;
|
|
GL_CullFace(r_refdef.view.cullface_back);
|
|
GL_Color(1, 1, 1, 1);
|
|
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
|
|
GL_BlendFunc(GL_ONE, GL_ZERO);
|
|
R_SetupShader_Generic_NoTexture(false, false);
|
|
r_shadow_usingshadowmap2d = false;
|
|
r_shadow_usingshadowmaportho = false;
|
|
R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
|
|
}
|
|
|
|
void R_Shadow_ClearStencil(void)
|
|
{
|
|
GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
|
|
r_refdef.stats[r_stat_lights_clears]++;
|
|
}
|
|
|
|
void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
|
|
{
|
|
r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
|
|
if (r_shadow_rendermode == mode)
|
|
return;
|
|
R_Shadow_RenderMode_Reset();
|
|
GL_DepthFunc(GL_LESS);
|
|
GL_ColorMask(0, 0, 0, 0);
|
|
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
|
|
GL_CullFace(GL_NONE);
|
|
R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
|
|
r_shadow_rendermode = mode;
|
|
switch(mode)
|
|
{
|
|
default:
|
|
break;
|
|
case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
|
|
case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
|
|
R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
|
|
break;
|
|
case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
|
|
case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
|
|
R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_MakeVSDCT(void)
|
|
{
|
|
// maps to a 2x3 texture rectangle with normalized coordinates
|
|
// +-
|
|
// XX
|
|
// YY
|
|
// ZZ
|
|
// stores abs(dir.xy), offset.xy/2.5
|
|
unsigned char data[4*6] =
|
|
{
|
|
255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
|
|
255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
|
|
0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
|
|
0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
|
|
0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
|
|
0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
|
|
};
|
|
r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
|
|
}
|
|
|
|
static void R_Shadow_MakeShadowMap(int side, int size)
|
|
{
|
|
switch (r_shadow_shadowmode)
|
|
{
|
|
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
|
|
if (r_shadow_shadowmap2ddepthtexture) return;
|
|
if (r_fb.usedepthtextures)
|
|
{
|
|
r_shadow_shadowmap2ddepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP24_COMP : TEXTYPE_SHADOWMAP24_RAW) : (r_shadow_shadowmapsampler ? TEXTYPE_SHADOWMAP16_COMP : TEXTYPE_SHADOWMAP16_RAW), r_shadow_shadowmapsampler);
|
|
r_shadow_shadowmap2ddepthbuffer = NULL;
|
|
r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
|
|
}
|
|
else
|
|
{
|
|
r_shadow_shadowmap2ddepthtexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
|
|
r_shadow_shadowmap2ddepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits >= 24 ? TEXTYPE_DEPTHBUFFER24 : TEXTYPE_DEPTHBUFFER16);
|
|
r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
|
|
}
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
|
|
{
|
|
float nearclip, farclip, bias;
|
|
r_viewport_t viewport;
|
|
int flipped;
|
|
GLuint fbo2d = 0;
|
|
float clearcolor[4];
|
|
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
|
|
farclip = 1.0f;
|
|
bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
|
|
r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
|
|
r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
|
|
r_shadow_shadowmapside = side;
|
|
r_shadow_shadowmapsize = size;
|
|
|
|
r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
|
|
r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
|
|
R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
|
|
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
|
|
|
|
// complex unrolled cube approach (more flexible)
|
|
if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
|
|
R_Shadow_MakeVSDCT();
|
|
if (!r_shadow_shadowmap2ddepthtexture)
|
|
R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
|
|
fbo2d = r_shadow_fbo2d;
|
|
r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
|
|
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
|
|
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
|
|
|
|
R_Mesh_ResetTextureState();
|
|
R_Shadow_RenderMode_Reset();
|
|
if (r_shadow_shadowmap2ddepthbuffer)
|
|
R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
|
|
else
|
|
R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
|
|
R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
|
|
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
|
|
GL_DepthMask(true);
|
|
GL_DepthTest(true);
|
|
|
|
init_done:
|
|
R_SetViewport(&viewport);
|
|
flipped = (side & 1) ^ (side >> 2);
|
|
r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
|
|
r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
|
|
if (r_shadow_shadowmap2ddepthbuffer)
|
|
{
|
|
// completely different meaning than in depthtexture approach
|
|
r_shadow_shadowmap_parameters[1] = 0;
|
|
r_shadow_shadowmap_parameters[3] = -bias;
|
|
}
|
|
Vector4Set(clearcolor, 1,1,1,1);
|
|
if (r_shadow_shadowmap2ddepthbuffer)
|
|
GL_ColorMask(1,1,1,1);
|
|
else
|
|
GL_ColorMask(0,0,0,0);
|
|
switch(vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GL20:
|
|
case RENDERPATH_SOFT:
|
|
case RENDERPATH_GLES1:
|
|
case RENDERPATH_GLES2:
|
|
GL_CullFace(r_refdef.view.cullface_back);
|
|
// OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
|
|
if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
|
|
{
|
|
// get tightest scissor rectangle that encloses all viewports in the clear mask
|
|
int x1 = clear & 0x15 ? 0 : size;
|
|
int x2 = clear & 0x2A ? 2 * size : size;
|
|
int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
|
|
int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
|
|
GL_Scissor(x1, y1, x2 - x1, y2 - y1);
|
|
if (clear)
|
|
{
|
|
if (r_shadow_shadowmap2ddepthbuffer)
|
|
GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
|
|
else
|
|
GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
|
|
}
|
|
}
|
|
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
|
|
break;
|
|
case RENDERPATH_D3D9:
|
|
case RENDERPATH_D3D10:
|
|
case RENDERPATH_D3D11:
|
|
// we invert the cull mode because we flip the projection matrix
|
|
// NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
|
|
GL_CullFace(r_refdef.view.cullface_front);
|
|
// D3D considers it an error to use a scissor larger than the viewport... clear just this view
|
|
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
|
|
if (clear)
|
|
{
|
|
if (r_shadow_shadowmap2ddepthbuffer)
|
|
GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
|
|
else
|
|
GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
|
|
{
|
|
R_Mesh_ResetTextureState();
|
|
if (transparent)
|
|
{
|
|
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
|
|
r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
|
|
r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
|
|
r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
|
|
}
|
|
R_Shadow_RenderMode_Reset();
|
|
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
if (!transparent)
|
|
GL_DepthFunc(GL_EQUAL);
|
|
// do global setup needed for the chosen lighting mode
|
|
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
|
|
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
|
|
r_shadow_usingshadowmap2d = shadowmapping;
|
|
r_shadow_rendermode = r_shadow_lightingrendermode;
|
|
// only draw light where this geometry was already rendered AND the
|
|
// stencil is 128 (values other than this mean shadow)
|
|
if (stenciltest)
|
|
R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
|
|
else
|
|
R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
|
|
}
|
|
|
|
static const unsigned short bboxelements[36] =
|
|
{
|
|
5, 1, 3, 5, 3, 7,
|
|
6, 2, 0, 6, 0, 4,
|
|
7, 3, 2, 7, 2, 6,
|
|
4, 0, 1, 4, 1, 5,
|
|
4, 5, 7, 4, 7, 6,
|
|
1, 0, 2, 1, 2, 3,
|
|
};
|
|
|
|
static const float bboxpoints[8][3] =
|
|
{
|
|
{-1,-1,-1},
|
|
{ 1,-1,-1},
|
|
{-1, 1,-1},
|
|
{ 1, 1,-1},
|
|
{-1,-1, 1},
|
|
{ 1,-1, 1},
|
|
{-1, 1, 1},
|
|
{ 1, 1, 1},
|
|
};
|
|
|
|
void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
|
|
{
|
|
int i;
|
|
float vertex3f[8*3];
|
|
const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
|
|
// do global setup needed for the chosen lighting mode
|
|
R_Shadow_RenderMode_Reset();
|
|
r_shadow_rendermode = r_shadow_lightingrendermode;
|
|
R_EntityMatrix(&identitymatrix);
|
|
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
// only draw light where this geometry was already rendered AND the
|
|
// stencil is 128 (values other than this mean shadow)
|
|
R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
|
|
if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
|
|
R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
|
|
else
|
|
R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
|
|
|
|
r_shadow_usingshadowmap2d = shadowmapping;
|
|
|
|
// render the lighting
|
|
R_SetupShader_DeferredLight(rsurface.rtlight);
|
|
for (i = 0;i < 8;i++)
|
|
Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
|
|
GL_ColorMask(1,1,1,1);
|
|
GL_DepthMask(false);
|
|
GL_DepthRange(0, 1);
|
|
GL_PolygonOffset(0, 0);
|
|
GL_DepthTest(true);
|
|
GL_DepthFunc(GL_GREATER);
|
|
GL_CullFace(r_refdef.view.cullface_back);
|
|
R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL, 0);
|
|
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
|
|
}
|
|
|
|
void R_Shadow_UpdateBounceGridTexture(void)
|
|
{
|
|
#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
|
|
dlight_t *light;
|
|
int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
|
|
int bouncecount;
|
|
int hitsupercontentsmask;
|
|
int maxbounce;
|
|
int numpixels;
|
|
int resolution[3];
|
|
int shootparticles;
|
|
int shotparticles;
|
|
int photoncount;
|
|
int tex[3];
|
|
trace_t cliptrace;
|
|
//trace_t cliptrace2;
|
|
//trace_t cliptrace3;
|
|
unsigned char *pixel;
|
|
unsigned char *pixels;
|
|
float *highpixel;
|
|
float *highpixels;
|
|
unsigned int lightindex;
|
|
unsigned int range;
|
|
unsigned int range1;
|
|
unsigned int range2;
|
|
unsigned int seed = (unsigned int)(realtime * 1000.0f);
|
|
vec3_t shotcolor;
|
|
vec3_t baseshotcolor;
|
|
vec3_t surfcolor;
|
|
vec3_t clipend;
|
|
vec3_t clipstart;
|
|
vec3_t clipdiff;
|
|
vec3_t ispacing;
|
|
vec3_t maxs;
|
|
vec3_t mins;
|
|
vec3_t size;
|
|
vec3_t spacing;
|
|
vec3_t lightcolor;
|
|
vec3_t steppos;
|
|
vec3_t stepdelta;
|
|
vec3_t cullmins, cullmaxs;
|
|
vec_t radius;
|
|
vec_t s;
|
|
vec_t lightintensity;
|
|
vec_t photonscaling;
|
|
vec_t photonresidual;
|
|
float m[16];
|
|
float texlerp[2][3];
|
|
float splatcolor[32];
|
|
float pixelweight[8];
|
|
float w;
|
|
int c[4];
|
|
int pixelindex[8];
|
|
int corner;
|
|
int pixelsperband;
|
|
int pixelband;
|
|
int pixelbands;
|
|
int numsteps;
|
|
int step;
|
|
int x, y, z;
|
|
rtlight_t *rtlight;
|
|
r_shadow_bouncegrid_settings_t settings;
|
|
qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
|
|
qboolean allowdirectionalshading = false;
|
|
switch(vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL20:
|
|
allowdirectionalshading = true;
|
|
if (!vid.support.ext_texture_3d)
|
|
return;
|
|
break;
|
|
case RENDERPATH_GLES2:
|
|
// for performance reasons, do not use directional shading on GLES devices
|
|
if (!vid.support.ext_texture_3d)
|
|
return;
|
|
break;
|
|
// these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GLES1:
|
|
case RENDERPATH_SOFT:
|
|
case RENDERPATH_D3D9:
|
|
case RENDERPATH_D3D10:
|
|
case RENDERPATH_D3D11:
|
|
return;
|
|
}
|
|
|
|
r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
|
|
|
|
// see if there are really any lights to render...
|
|
if (enable && r_shadow_bouncegrid_static.integer)
|
|
{
|
|
enable = false;
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light || !(light->flags & flag))
|
|
continue;
|
|
rtlight = &light->rtlight;
|
|
// when static, we skip styled lights because they tend to change...
|
|
if (rtlight->style > 0)
|
|
continue;
|
|
VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
|
|
if (!VectorLength2(lightcolor))
|
|
continue;
|
|
enable = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!enable)
|
|
{
|
|
if (r_shadow_bouncegridtexture)
|
|
{
|
|
R_FreeTexture(r_shadow_bouncegridtexture);
|
|
r_shadow_bouncegridtexture = NULL;
|
|
}
|
|
if (r_shadow_bouncegridpixels)
|
|
Mem_Free(r_shadow_bouncegridpixels);
|
|
r_shadow_bouncegridpixels = NULL;
|
|
if (r_shadow_bouncegridhighpixels)
|
|
Mem_Free(r_shadow_bouncegridhighpixels);
|
|
r_shadow_bouncegridhighpixels = NULL;
|
|
r_shadow_bouncegridnumpixels = 0;
|
|
r_shadow_bouncegriddirectional = false;
|
|
return;
|
|
}
|
|
|
|
// build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
|
|
memset(&settings, 0, sizeof(settings));
|
|
settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
|
|
settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
|
|
settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
|
|
settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
|
|
settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0;
|
|
settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
|
|
settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
|
|
settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
|
|
settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
|
|
settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
|
|
settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
|
|
settings.spacing[0] = r_shadow_bouncegrid_spacing.value;
|
|
settings.spacing[1] = r_shadow_bouncegrid_spacing.value;
|
|
settings.spacing[2] = r_shadow_bouncegrid_spacing.value;
|
|
settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer;
|
|
|
|
// bound the values for sanity
|
|
settings.photons = bound(1, settings.photons, 1048576);
|
|
settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
|
|
settings.maxbounce = bound(0, settings.maxbounce, 16);
|
|
settings.spacing[0] = bound(1, settings.spacing[0], 512);
|
|
settings.spacing[1] = bound(1, settings.spacing[1], 512);
|
|
settings.spacing[2] = bound(1, settings.spacing[2], 512);
|
|
|
|
// get the spacing values
|
|
spacing[0] = settings.spacing[0];
|
|
spacing[1] = settings.spacing[1];
|
|
spacing[2] = settings.spacing[2];
|
|
ispacing[0] = 1.0f / spacing[0];
|
|
ispacing[1] = 1.0f / spacing[1];
|
|
ispacing[2] = 1.0f / spacing[2];
|
|
|
|
// calculate texture size enclosing entire world bounds at the spacing
|
|
VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
|
|
VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
|
|
VectorSubtract(maxs, mins, size);
|
|
// now we can calculate the resolution we want
|
|
c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
|
|
c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
|
|
c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
|
|
// figure out the exact texture size (honoring power of 2 if required)
|
|
c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
|
|
c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
|
|
c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
|
|
if (vid.support.arb_texture_non_power_of_two)
|
|
{
|
|
resolution[0] = c[0];
|
|
resolution[1] = c[1];
|
|
resolution[2] = c[2];
|
|
}
|
|
else
|
|
{
|
|
for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
|
|
for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
|
|
for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
|
|
}
|
|
size[0] = spacing[0] * resolution[0];
|
|
size[1] = spacing[1] * resolution[1];
|
|
size[2] = spacing[2] * resolution[2];
|
|
|
|
// if dynamic we may or may not want to use the world bounds
|
|
// if the dynamic size is smaller than the world bounds, use it instead
|
|
if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
|
|
{
|
|
// we know the resolution we want
|
|
c[0] = r_shadow_bouncegrid_x.integer;
|
|
c[1] = r_shadow_bouncegrid_y.integer;
|
|
c[2] = r_shadow_bouncegrid_z.integer;
|
|
// now we can calculate the texture size (power of 2 if required)
|
|
c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
|
|
c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
|
|
c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
|
|
if (vid.support.arb_texture_non_power_of_two)
|
|
{
|
|
resolution[0] = c[0];
|
|
resolution[1] = c[1];
|
|
resolution[2] = c[2];
|
|
}
|
|
else
|
|
{
|
|
for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
|
|
for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
|
|
for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
|
|
}
|
|
size[0] = spacing[0] * resolution[0];
|
|
size[1] = spacing[1] * resolution[1];
|
|
size[2] = spacing[2] * resolution[2];
|
|
// center the rendering on the view
|
|
mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
|
|
mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
|
|
mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
|
|
}
|
|
|
|
// recalculate the maxs in case the resolution was not satisfactory
|
|
VectorAdd(mins, size, maxs);
|
|
|
|
// if all the settings seem identical to the previous update, return
|
|
if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
|
|
return;
|
|
|
|
// store the new settings
|
|
r_shadow_bouncegridsettings = settings;
|
|
|
|
pixelbands = settings.directionalshading ? 8 : 1;
|
|
pixelsperband = resolution[0]*resolution[1]*resolution[2];
|
|
numpixels = pixelsperband*pixelbands;
|
|
|
|
// we're going to update the bouncegrid, update the matrix...
|
|
memset(m, 0, sizeof(m));
|
|
m[0] = 1.0f / size[0];
|
|
m[3] = -mins[0] * m[0];
|
|
m[5] = 1.0f / size[1];
|
|
m[7] = -mins[1] * m[5];
|
|
m[10] = 1.0f / size[2];
|
|
m[11] = -mins[2] * m[10];
|
|
m[15] = 1.0f;
|
|
Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
|
|
// reallocate pixels for this update if needed...
|
|
if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
|
|
{
|
|
if (r_shadow_bouncegridtexture)
|
|
{
|
|
R_FreeTexture(r_shadow_bouncegridtexture);
|
|
r_shadow_bouncegridtexture = NULL;
|
|
}
|
|
r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
|
|
r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
|
|
}
|
|
r_shadow_bouncegridnumpixels = numpixels;
|
|
pixels = r_shadow_bouncegridpixels;
|
|
highpixels = r_shadow_bouncegridhighpixels;
|
|
x = pixelsperband*4;
|
|
for (pixelband = 0;pixelband < pixelbands;pixelband++)
|
|
{
|
|
if (pixelband == 1)
|
|
memset(pixels + pixelband * x, 128, x);
|
|
else
|
|
memset(pixels + pixelband * x, 0, x);
|
|
}
|
|
memset(highpixels, 0, numpixels * sizeof(float[4]));
|
|
// figure out what we want to interact with
|
|
if (settings.hitmodels)
|
|
hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
|
|
else
|
|
hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
|
|
maxbounce = settings.maxbounce;
|
|
// clear variables that produce warnings otherwise
|
|
memset(splatcolor, 0, sizeof(splatcolor));
|
|
// iterate world rtlights
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
|
|
range2 = range + range1;
|
|
photoncount = 0;
|
|
for (lightindex = 0;lightindex < range2;lightindex++)
|
|
{
|
|
if (lightindex < range)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
rtlight = &light->rtlight;
|
|
VectorClear(rtlight->photoncolor);
|
|
rtlight->photons = 0;
|
|
if (!(light->flags & flag))
|
|
continue;
|
|
if (settings.staticmode)
|
|
{
|
|
// when static, we skip styled lights because they tend to change...
|
|
if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rtlight = r_refdef.scene.lights[lightindex - range];
|
|
VectorClear(rtlight->photoncolor);
|
|
rtlight->photons = 0;
|
|
}
|
|
// draw only visible lights (major speedup)
|
|
radius = rtlight->radius * settings.lightradiusscale;
|
|
cullmins[0] = rtlight->shadoworigin[0] - radius;
|
|
cullmins[1] = rtlight->shadoworigin[1] - radius;
|
|
cullmins[2] = rtlight->shadoworigin[2] - radius;
|
|
cullmaxs[0] = rtlight->shadoworigin[0] + radius;
|
|
cullmaxs[1] = rtlight->shadoworigin[1] + radius;
|
|
cullmaxs[2] = rtlight->shadoworigin[2] + radius;
|
|
if (R_CullBox(cullmins, cullmaxs))
|
|
continue;
|
|
if (r_refdef.scene.worldmodel
|
|
&& r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
|
|
&& !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
|
|
continue;
|
|
w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
|
|
if (w * VectorLength2(rtlight->color) == 0.0f)
|
|
continue;
|
|
w *= (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
|
|
VectorScale(rtlight->color, w, rtlight->photoncolor);
|
|
//if (!VectorLength2(rtlight->photoncolor))
|
|
// continue;
|
|
// shoot particles from this light
|
|
// use a calculation for the number of particles that will not
|
|
// vary with lightstyle, otherwise we get randomized particle
|
|
// distribution, the seeded random is only consistent for a
|
|
// consistent number of particles on this light...
|
|
s = rtlight->radius;
|
|
lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
|
|
if (lightindex >= range)
|
|
lightintensity *= settings.dlightparticlemultiplier;
|
|
rtlight->photons = max(0.0f, lightintensity * s * s);
|
|
photoncount += rtlight->photons;
|
|
}
|
|
photonscaling = (float)settings.photons / max(1, photoncount);
|
|
photonresidual = 0.0f;
|
|
for (lightindex = 0;lightindex < range2;lightindex++)
|
|
{
|
|
if (lightindex < range)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
rtlight = &light->rtlight;
|
|
}
|
|
else
|
|
rtlight = r_refdef.scene.lights[lightindex - range];
|
|
// skip a light with no photons
|
|
if (rtlight->photons == 0.0f)
|
|
continue;
|
|
// skip a light with no photon color)
|
|
if (VectorLength2(rtlight->photoncolor) == 0.0f)
|
|
continue;
|
|
photonresidual += rtlight->photons * photonscaling;
|
|
shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
|
|
if (!shootparticles)
|
|
continue;
|
|
photonresidual -= shootparticles;
|
|
radius = rtlight->radius * settings.lightradiusscale;
|
|
s = settings.particleintensity / shootparticles;
|
|
VectorScale(rtlight->photoncolor, s, baseshotcolor);
|
|
r_refdef.stats[r_stat_bouncegrid_lights]++;
|
|
r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
|
|
for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
|
|
{
|
|
if (settings.stablerandom > 0)
|
|
seed = lightindex * 11937 + shotparticles;
|
|
VectorCopy(baseshotcolor, shotcolor);
|
|
VectorCopy(rtlight->shadoworigin, clipstart);
|
|
if (settings.stablerandom < 0)
|
|
VectorRandom(clipend);
|
|
else
|
|
VectorCheeseRandom(clipend);
|
|
VectorMA(clipstart, radius, clipend, clipend);
|
|
for (bouncecount = 0;;bouncecount++)
|
|
{
|
|
r_refdef.stats[r_stat_bouncegrid_traces]++;
|
|
//r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
|
|
//r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
|
|
if (settings.staticmode)
|
|
{
|
|
// static mode fires a LOT of rays but none of them are identical, so they are not cached
|
|
cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, true, false, NULL, true, true);
|
|
}
|
|
else
|
|
{
|
|
// dynamic mode fires many rays and most will match the cache from the previous frame
|
|
cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask);
|
|
}
|
|
if (bouncecount > 0 || settings.includedirectlighting)
|
|
{
|
|
// calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
|
|
// accumulate average shotcolor
|
|
w = VectorLength(shotcolor);
|
|
splatcolor[ 0] = shotcolor[0];
|
|
splatcolor[ 1] = shotcolor[1];
|
|
splatcolor[ 2] = shotcolor[2];
|
|
splatcolor[ 3] = 0.0f;
|
|
if (pixelbands > 1)
|
|
{
|
|
VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
|
|
VectorNormalize(clipdiff);
|
|
// store bentnormal in case the shader has a use for it
|
|
splatcolor[ 4] = clipdiff[0] * w;
|
|
splatcolor[ 5] = clipdiff[1] * w;
|
|
splatcolor[ 6] = clipdiff[2] * w;
|
|
splatcolor[ 7] = w;
|
|
// accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
|
|
splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
|
|
splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
|
|
splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
|
|
splatcolor[11] = 0.0f;
|
|
splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
|
|
splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
|
|
splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
|
|
splatcolor[15] = 0.0f;
|
|
splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
|
|
splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
|
|
splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
|
|
splatcolor[19] = 0.0f;
|
|
splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
|
|
splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
|
|
splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
|
|
splatcolor[23] = 0.0f;
|
|
splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
|
|
splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
|
|
splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
|
|
splatcolor[27] = 0.0f;
|
|
splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
|
|
splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
|
|
splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
|
|
splatcolor[31] = 0.0f;
|
|
}
|
|
// calculate the number of steps we need to traverse this distance
|
|
VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
|
|
numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
|
|
numsteps = bound(1, numsteps, 1024);
|
|
w = 1.0f / numsteps;
|
|
VectorScale(stepdelta, w, stepdelta);
|
|
VectorMA(clipstart, 0.5f, stepdelta, steppos);
|
|
for (step = 0;step < numsteps;step++)
|
|
{
|
|
r_refdef.stats[r_stat_bouncegrid_splats]++;
|
|
// figure out which texture pixel this is in
|
|
texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f;
|
|
texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
|
|
texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f;
|
|
tex[0] = (int)floor(texlerp[1][0]);
|
|
tex[1] = (int)floor(texlerp[1][1]);
|
|
tex[2] = (int)floor(texlerp[1][2]);
|
|
if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
|
|
{
|
|
// it is within bounds... do the real work now
|
|
// calculate the lerp factors
|
|
texlerp[1][0] -= tex[0];
|
|
texlerp[1][1] -= tex[1];
|
|
texlerp[1][2] -= tex[2];
|
|
texlerp[0][0] = 1.0f - texlerp[1][0];
|
|
texlerp[0][1] = 1.0f - texlerp[1][1];
|
|
texlerp[0][2] = 1.0f - texlerp[1][2];
|
|
// calculate individual pixel indexes and weights
|
|
pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
|
|
pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
|
|
pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
|
|
pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
|
|
pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
|
|
pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
|
|
pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
|
|
pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
|
|
// update the 8 pixels...
|
|
for (pixelband = 0;pixelband < pixelbands;pixelband++)
|
|
{
|
|
for (corner = 0;corner < 8;corner++)
|
|
{
|
|
// calculate address for pixel
|
|
w = pixelweight[corner];
|
|
pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
|
|
highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
|
|
// add to the high precision pixel color
|
|
highpixel[0] += (splatcolor[pixelband*4+0]*w);
|
|
highpixel[1] += (splatcolor[pixelband*4+1]*w);
|
|
highpixel[2] += (splatcolor[pixelband*4+2]*w);
|
|
highpixel[3] += (splatcolor[pixelband*4+3]*w);
|
|
// flag the low precision pixel as needing to be updated
|
|
pixel[3] = 255;
|
|
// advance to next band of coefficients
|
|
//pixel += pixelsperband*4;
|
|
//highpixel += pixelsperband*4;
|
|
}
|
|
}
|
|
}
|
|
VectorAdd(steppos, stepdelta, steppos);
|
|
}
|
|
}
|
|
if (cliptrace.fraction >= 1.0f)
|
|
break;
|
|
r_refdef.stats[r_stat_bouncegrid_hits]++;
|
|
if (bouncecount >= maxbounce)
|
|
break;
|
|
// scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
|
|
// also clamp the resulting color to never add energy, even if the user requests extreme values
|
|
if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
|
|
VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
|
|
else
|
|
VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
|
|
VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
|
|
surfcolor[0] = min(surfcolor[0], 1.0f);
|
|
surfcolor[1] = min(surfcolor[1], 1.0f);
|
|
surfcolor[2] = min(surfcolor[2], 1.0f);
|
|
VectorMultiply(shotcolor, surfcolor, shotcolor);
|
|
if (VectorLength2(baseshotcolor) == 0.0f)
|
|
break;
|
|
r_refdef.stats[r_stat_bouncegrid_bounces]++;
|
|
if (settings.bounceanglediffuse)
|
|
{
|
|
// random direction, primarily along plane normal
|
|
s = VectorDistance(cliptrace.endpos, clipend);
|
|
if (settings.stablerandom < 0)
|
|
VectorRandom(clipend);
|
|
else
|
|
VectorCheeseRandom(clipend);
|
|
VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
|
|
VectorNormalize(clipend);
|
|
VectorScale(clipend, s, clipend);
|
|
}
|
|
else
|
|
{
|
|
// reflect the remaining portion of the line across plane normal
|
|
VectorSubtract(clipend, cliptrace.endpos, clipdiff);
|
|
VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
|
|
}
|
|
// calculate the new line start and end
|
|
VectorCopy(cliptrace.endpos, clipstart);
|
|
VectorAdd(clipstart, clipend, clipend);
|
|
}
|
|
}
|
|
}
|
|
// generate pixels array from highpixels array
|
|
// skip first and last columns, rows, and layers as these are blank
|
|
// the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
|
|
for (pixelband = 0;pixelband < pixelbands;pixelband++)
|
|
{
|
|
for (z = 1;z < resolution[2]-1;z++)
|
|
{
|
|
for (y = 1;y < resolution[1]-1;y++)
|
|
{
|
|
for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
|
|
{
|
|
// only convert pixels that were hit by photons
|
|
if (pixel[3] == 255)
|
|
{
|
|
// normalize the bentnormal...
|
|
if (pixelband == 1)
|
|
{
|
|
VectorNormalize(highpixel);
|
|
c[0] = (int)(highpixel[0]*128.0f+128.0f);
|
|
c[1] = (int)(highpixel[1]*128.0f+128.0f);
|
|
c[2] = (int)(highpixel[2]*128.0f+128.0f);
|
|
c[3] = (int)(highpixel[3]*128.0f+128.0f);
|
|
}
|
|
else
|
|
{
|
|
c[0] = (int)(highpixel[0]*256.0f);
|
|
c[1] = (int)(highpixel[1]*256.0f);
|
|
c[2] = (int)(highpixel[2]*256.0f);
|
|
c[3] = (int)(highpixel[3]*256.0f);
|
|
}
|
|
pixel[2] = (unsigned char)bound(0, c[0], 255);
|
|
pixel[1] = (unsigned char)bound(0, c[1], 255);
|
|
pixel[0] = (unsigned char)bound(0, c[2], 255);
|
|
pixel[3] = (unsigned char)bound(0, c[3], 255);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
|
|
R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
|
|
else
|
|
{
|
|
VectorCopy(resolution, r_shadow_bouncegridresolution);
|
|
r_shadow_bouncegriddirectional = settings.directionalshading;
|
|
if (r_shadow_bouncegridtexture)
|
|
R_FreeTexture(r_shadow_bouncegridtexture);
|
|
r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
|
|
}
|
|
r_shadow_bouncegridtime = realtime;
|
|
}
|
|
|
|
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
|
|
{
|
|
R_Shadow_RenderMode_Reset();
|
|
GL_BlendFunc(GL_ONE, GL_ONE);
|
|
GL_DepthRange(0, 1);
|
|
GL_DepthTest(r_showshadowvolumes.integer < 2);
|
|
GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
|
|
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
|
|
GL_CullFace(GL_NONE);
|
|
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
|
|
}
|
|
|
|
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
|
|
{
|
|
R_Shadow_RenderMode_Reset();
|
|
GL_BlendFunc(GL_ONE, GL_ONE);
|
|
GL_DepthRange(0, 1);
|
|
GL_DepthTest(r_showlighting.integer < 2);
|
|
GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
|
|
if (!transparent)
|
|
GL_DepthFunc(GL_EQUAL);
|
|
R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
|
|
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
|
|
}
|
|
|
|
void R_Shadow_RenderMode_End(void)
|
|
{
|
|
R_Shadow_RenderMode_Reset();
|
|
R_Shadow_RenderMode_ActiveLight(NULL);
|
|
GL_DepthMask(true);
|
|
GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
|
|
r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
|
|
}
|
|
|
|
int bboxedges[12][2] =
|
|
{
|
|
// top
|
|
{0, 1}, // +X
|
|
{0, 2}, // +Y
|
|
{1, 3}, // Y, +X
|
|
{2, 3}, // X, +Y
|
|
// bottom
|
|
{4, 5}, // +X
|
|
{4, 6}, // +Y
|
|
{5, 7}, // Y, +X
|
|
{6, 7}, // X, +Y
|
|
// verticals
|
|
{0, 4}, // +Z
|
|
{1, 5}, // X, +Z
|
|
{2, 6}, // Y, +Z
|
|
{3, 7}, // XY, +Z
|
|
};
|
|
|
|
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
|
|
{
|
|
if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
|
|
{
|
|
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
|
|
r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
|
|
r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
|
|
r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
|
|
return false;
|
|
}
|
|
if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
|
|
return true; // invisible
|
|
if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
|
|
|| r_shadow_lightscissor[1] != r_refdef.view.viewport.y
|
|
|| r_shadow_lightscissor[2] != r_refdef.view.viewport.width
|
|
|| r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
|
|
r_refdef.stats[r_stat_lights_scissored]++;
|
|
return false;
|
|
}
|
|
|
|
static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
|
|
{
|
|
int i;
|
|
const float *vertex3f;
|
|
const float *normal3f;
|
|
float *color4f;
|
|
float dist, dot, distintensity, shadeintensity, v[3], n[3];
|
|
switch (r_shadow_rendermode)
|
|
{
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
|
|
if (VectorLength2(diffusecolor) > 0)
|
|
{
|
|
for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
|
|
{
|
|
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
|
|
Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
|
|
if ((dot = DotProduct(n, v)) < 0)
|
|
{
|
|
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
|
|
VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
|
|
}
|
|
else
|
|
VectorCopy(ambientcolor, color4f);
|
|
if (r_refdef.fogenabled)
|
|
{
|
|
float f;
|
|
f = RSurf_FogVertex(vertex3f);
|
|
VectorScale(color4f, f, color4f);
|
|
}
|
|
color4f[3] = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
|
|
{
|
|
VectorCopy(ambientcolor, color4f);
|
|
if (r_refdef.fogenabled)
|
|
{
|
|
float f;
|
|
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
|
|
f = RSurf_FogVertex(vertex3f);
|
|
VectorScale(color4f + 4*i, f, color4f);
|
|
}
|
|
color4f[3] = 1;
|
|
}
|
|
}
|
|
break;
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
|
|
if (VectorLength2(diffusecolor) > 0)
|
|
{
|
|
for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
|
|
{
|
|
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
|
|
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
|
|
{
|
|
Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
|
|
if ((dot = DotProduct(n, v)) < 0)
|
|
{
|
|
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
|
|
color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
|
|
color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
|
|
color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
|
|
}
|
|
else
|
|
{
|
|
color4f[0] = ambientcolor[0] * distintensity;
|
|
color4f[1] = ambientcolor[1] * distintensity;
|
|
color4f[2] = ambientcolor[2] * distintensity;
|
|
}
|
|
if (r_refdef.fogenabled)
|
|
{
|
|
float f;
|
|
f = RSurf_FogVertex(vertex3f);
|
|
VectorScale(color4f, f, color4f);
|
|
}
|
|
}
|
|
else
|
|
VectorClear(color4f);
|
|
color4f[3] = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
|
|
{
|
|
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
|
|
if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
|
|
{
|
|
color4f[0] = ambientcolor[0] * distintensity;
|
|
color4f[1] = ambientcolor[1] * distintensity;
|
|
color4f[2] = ambientcolor[2] * distintensity;
|
|
if (r_refdef.fogenabled)
|
|
{
|
|
float f;
|
|
f = RSurf_FogVertex(vertex3f);
|
|
VectorScale(color4f, f, color4f);
|
|
}
|
|
}
|
|
else
|
|
VectorClear(color4f);
|
|
color4f[3] = 1;
|
|
}
|
|
}
|
|
break;
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
|
|
if (VectorLength2(diffusecolor) > 0)
|
|
{
|
|
for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
|
|
{
|
|
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
|
|
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
|
|
{
|
|
distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
|
|
Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
|
|
if ((dot = DotProduct(n, v)) < 0)
|
|
{
|
|
shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
|
|
color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
|
|
color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
|
|
color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
|
|
}
|
|
else
|
|
{
|
|
color4f[0] = ambientcolor[0] * distintensity;
|
|
color4f[1] = ambientcolor[1] * distintensity;
|
|
color4f[2] = ambientcolor[2] * distintensity;
|
|
}
|
|
if (r_refdef.fogenabled)
|
|
{
|
|
float f;
|
|
f = RSurf_FogVertex(vertex3f);
|
|
VectorScale(color4f, f, color4f);
|
|
}
|
|
}
|
|
else
|
|
VectorClear(color4f);
|
|
color4f[3] = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
|
|
{
|
|
Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
|
|
if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
|
|
{
|
|
distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
|
|
color4f[0] = ambientcolor[0] * distintensity;
|
|
color4f[1] = ambientcolor[1] * distintensity;
|
|
color4f[2] = ambientcolor[2] * distintensity;
|
|
if (r_refdef.fogenabled)
|
|
{
|
|
float f;
|
|
f = RSurf_FogVertex(vertex3f);
|
|
VectorScale(color4f, f, color4f);
|
|
}
|
|
}
|
|
else
|
|
VectorClear(color4f);
|
|
color4f[3] = 1;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
|
|
{
|
|
// used to display how many times a surface is lit for level design purposes
|
|
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
|
|
R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
|
|
RSurf_DrawBatch();
|
|
}
|
|
|
|
static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
|
|
{
|
|
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
|
|
R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
|
|
RSurf_DrawBatch();
|
|
}
|
|
|
|
static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
|
|
{
|
|
int renders;
|
|
int i;
|
|
int stop;
|
|
int newfirstvertex;
|
|
int newlastvertex;
|
|
int newnumtriangles;
|
|
int *newe;
|
|
const int *e;
|
|
float *c;
|
|
int maxtriangles = 1024;
|
|
int newelements[1024*3];
|
|
R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
|
|
for (renders = 0;renders < 4;renders++)
|
|
{
|
|
stop = true;
|
|
newfirstvertex = 0;
|
|
newlastvertex = 0;
|
|
newnumtriangles = 0;
|
|
newe = newelements;
|
|
// due to low fillrate on the cards this vertex lighting path is
|
|
// designed for, we manually cull all triangles that do not
|
|
// contain a lit vertex
|
|
// this builds batches of triangles from multiple surfaces and
|
|
// renders them at once
|
|
for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
|
|
{
|
|
if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
|
|
{
|
|
if (newnumtriangles)
|
|
{
|
|
newfirstvertex = min(newfirstvertex, e[0]);
|
|
newlastvertex = max(newlastvertex, e[0]);
|
|
}
|
|
else
|
|
{
|
|
newfirstvertex = e[0];
|
|
newlastvertex = e[0];
|
|
}
|
|
newfirstvertex = min(newfirstvertex, e[1]);
|
|
newlastvertex = max(newlastvertex, e[1]);
|
|
newfirstvertex = min(newfirstvertex, e[2]);
|
|
newlastvertex = max(newlastvertex, e[2]);
|
|
newe[0] = e[0];
|
|
newe[1] = e[1];
|
|
newe[2] = e[2];
|
|
newnumtriangles++;
|
|
newe += 3;
|
|
if (newnumtriangles >= maxtriangles)
|
|
{
|
|
R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
|
|
newnumtriangles = 0;
|
|
newe = newelements;
|
|
stop = false;
|
|
}
|
|
}
|
|
}
|
|
if (newnumtriangles >= 1)
|
|
{
|
|
R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
|
|
stop = false;
|
|
}
|
|
// if we couldn't find any lit triangles, exit early
|
|
if (stop)
|
|
break;
|
|
// now reduce the intensity for the next overbright pass
|
|
// we have to clamp to 0 here incase the drivers have improper
|
|
// handling of negative colors
|
|
// (some old drivers even have improper handling of >1 color)
|
|
stop = true;
|
|
for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
|
|
{
|
|
if (c[0] > 1 || c[1] > 1 || c[2] > 1)
|
|
{
|
|
c[0] = max(0, c[0] - 1);
|
|
c[1] = max(0, c[1] - 1);
|
|
c[2] = max(0, c[2] - 1);
|
|
stop = false;
|
|
}
|
|
else
|
|
VectorClear(c);
|
|
}
|
|
// another check...
|
|
if (stop)
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
|
|
{
|
|
// OpenGL 1.1 path (anything)
|
|
float ambientcolorbase[3], diffusecolorbase[3];
|
|
float ambientcolorpants[3], diffusecolorpants[3];
|
|
float ambientcolorshirt[3], diffusecolorshirt[3];
|
|
const float *surfacecolor = rsurface.texture->dlightcolor;
|
|
const float *surfacepants = rsurface.colormap_pantscolor;
|
|
const float *surfaceshirt = rsurface.colormap_shirtcolor;
|
|
rtexture_t *basetexture = rsurface.texture->basetexture;
|
|
rtexture_t *pantstexture = rsurface.texture->pantstexture;
|
|
rtexture_t *shirttexture = rsurface.texture->shirttexture;
|
|
qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
|
|
qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
|
|
ambientscale *= 2 * r_refdef.view.colorscale;
|
|
diffusescale *= 2 * r_refdef.view.colorscale;
|
|
ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
|
|
diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
|
|
ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
|
|
diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
|
|
ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
|
|
diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
|
|
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
|
|
rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
|
|
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
|
|
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
|
|
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
|
|
R_Mesh_TexBind(0, basetexture);
|
|
R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
|
|
R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
|
|
switch(r_shadow_rendermode)
|
|
{
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
|
|
R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
|
|
R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
|
|
R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
|
|
R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
|
|
break;
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
|
|
R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
|
|
R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
|
|
R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
|
|
R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
|
|
// fall through
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
|
|
R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
|
|
R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
|
|
R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
|
|
R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
|
|
break;
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
//R_Mesh_TexBind(0, basetexture);
|
|
R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
|
|
if (dopants)
|
|
{
|
|
R_Mesh_TexBind(0, pantstexture);
|
|
R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
|
|
}
|
|
if (doshirt)
|
|
{
|
|
R_Mesh_TexBind(0, shirttexture);
|
|
R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
|
|
}
|
|
}
|
|
|
|
extern cvar_t gl_lightmaps;
|
|
void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
|
|
{
|
|
float ambientscale, diffusescale, specularscale;
|
|
qboolean negated;
|
|
float lightcolor[3];
|
|
VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
|
|
ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
|
|
diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
|
|
specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
|
|
if (!r_shadow_usenormalmap.integer)
|
|
{
|
|
ambientscale += 1.0f * diffusescale;
|
|
diffusescale = 0;
|
|
specularscale = 0;
|
|
}
|
|
if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
|
|
return;
|
|
negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
|
|
if(negated)
|
|
{
|
|
VectorNegate(lightcolor, lightcolor);
|
|
GL_BlendEquationSubtract(true);
|
|
}
|
|
RSurf_SetupDepthAndCulling();
|
|
switch (r_shadow_rendermode)
|
|
{
|
|
case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
|
|
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
|
|
R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
|
|
break;
|
|
case R_SHADOW_RENDERMODE_LIGHT_GLSL:
|
|
R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
|
|
break;
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
|
|
case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
|
|
R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
|
|
break;
|
|
default:
|
|
Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
|
|
break;
|
|
}
|
|
if(negated)
|
|
GL_BlendEquationSubtract(false);
|
|
}
|
|
|
|
void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
|
|
{
|
|
matrix4x4_t tempmatrix = *matrix;
|
|
Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
|
|
|
|
// if this light has been compiled before, free the associated data
|
|
R_RTLight_Uncompile(rtlight);
|
|
|
|
// clear it completely to avoid any lingering data
|
|
memset(rtlight, 0, sizeof(*rtlight));
|
|
|
|
// copy the properties
|
|
rtlight->matrix_lighttoworld = tempmatrix;
|
|
Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
|
|
Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
|
|
rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
|
|
VectorCopy(color, rtlight->color);
|
|
rtlight->cubemapname[0] = 0;
|
|
if (cubemapname && cubemapname[0])
|
|
strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
|
|
rtlight->shadow = shadow;
|
|
rtlight->corona = corona;
|
|
rtlight->style = style;
|
|
rtlight->isstatic = isstatic;
|
|
rtlight->coronasizescale = coronasizescale;
|
|
rtlight->ambientscale = ambientscale;
|
|
rtlight->diffusescale = diffusescale;
|
|
rtlight->specularscale = specularscale;
|
|
rtlight->flags = flags;
|
|
|
|
// compute derived data
|
|
//rtlight->cullradius = rtlight->radius;
|
|
//rtlight->cullradius2 = rtlight->radius * rtlight->radius;
|
|
rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
|
|
rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
|
|
rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
|
|
rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
|
|
rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
|
|
rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
|
|
}
|
|
|
|
// compiles rtlight geometry
|
|
// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
|
|
void R_RTLight_Compile(rtlight_t *rtlight)
|
|
{
|
|
int i;
|
|
int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
|
|
int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
|
|
entity_render_t *ent = r_refdef.scene.worldentity;
|
|
dp_model_t *model = r_refdef.scene.worldmodel;
|
|
unsigned char *data;
|
|
shadowmesh_t *mesh;
|
|
|
|
// compile the light
|
|
rtlight->compiled = true;
|
|
rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
|
|
rtlight->static_numleafs = 0;
|
|
rtlight->static_numleafpvsbytes = 0;
|
|
rtlight->static_leaflist = NULL;
|
|
rtlight->static_leafpvs = NULL;
|
|
rtlight->static_numsurfaces = 0;
|
|
rtlight->static_surfacelist = NULL;
|
|
rtlight->static_shadowmap_receivers = 0x3F;
|
|
rtlight->static_shadowmap_casters = 0x3F;
|
|
rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
|
|
rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
|
|
rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
|
|
rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
|
|
rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
|
|
rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
|
|
|
|
if (model && model->GetLightInfo)
|
|
{
|
|
// this variable must be set for the CompileShadowVolume/CompileShadowMap code
|
|
r_shadow_compilingrtlight = rtlight;
|
|
R_FrameData_SetMark();
|
|
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
|
|
R_FrameData_ReturnToMark();
|
|
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
|
|
numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
|
|
numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
|
|
data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
|
|
rtlight->static_numsurfaces = numsurfaces;
|
|
rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
|
|
rtlight->static_numleafs = numleafs;
|
|
rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
|
|
rtlight->static_numleafpvsbytes = numleafpvsbytes;
|
|
rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
|
|
rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
|
|
rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
|
|
rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
|
|
rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
|
|
if (rtlight->static_numsurfaces)
|
|
memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
|
|
if (rtlight->static_numleafs)
|
|
memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
|
|
if (rtlight->static_numleafpvsbytes)
|
|
memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
|
|
if (rtlight->static_numshadowtrispvsbytes)
|
|
memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
|
|
if (rtlight->static_numlighttrispvsbytes)
|
|
memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
|
|
R_FrameData_SetMark();
|
|
switch (rtlight->shadowmode)
|
|
{
|
|
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
|
|
if (model->CompileShadowMap && rtlight->shadow)
|
|
model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
|
|
break;
|
|
default:
|
|
if (model->CompileShadowVolume && rtlight->shadow)
|
|
model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
|
|
break;
|
|
}
|
|
R_FrameData_ReturnToMark();
|
|
// now we're done compiling the rtlight
|
|
r_shadow_compilingrtlight = NULL;
|
|
}
|
|
|
|
|
|
// use smallest available cullradius - box radius or light radius
|
|
//rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
|
|
//rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
|
|
|
|
shadowzpasstris = 0;
|
|
if (rtlight->static_meshchain_shadow_zpass)
|
|
for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
|
|
shadowzpasstris += mesh->numtriangles;
|
|
|
|
shadowzfailtris = 0;
|
|
if (rtlight->static_meshchain_shadow_zfail)
|
|
for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
|
|
shadowzfailtris += mesh->numtriangles;
|
|
|
|
lighttris = 0;
|
|
if (rtlight->static_numlighttrispvsbytes)
|
|
for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
|
|
if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
|
|
lighttris++;
|
|
|
|
shadowtris = 0;
|
|
if (rtlight->static_numlighttrispvsbytes)
|
|
for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
|
|
if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
|
|
shadowtris++;
|
|
|
|
if (developer_extra.integer)
|
|
Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
|
|
}
|
|
|
|
void R_RTLight_Uncompile(rtlight_t *rtlight)
|
|
{
|
|
if (rtlight->compiled)
|
|
{
|
|
if (rtlight->static_meshchain_shadow_zpass)
|
|
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
|
|
rtlight->static_meshchain_shadow_zpass = NULL;
|
|
if (rtlight->static_meshchain_shadow_zfail)
|
|
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
|
|
rtlight->static_meshchain_shadow_zfail = NULL;
|
|
if (rtlight->static_meshchain_shadow_shadowmap)
|
|
Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
|
|
rtlight->static_meshchain_shadow_shadowmap = NULL;
|
|
// these allocations are grouped
|
|
if (rtlight->static_surfacelist)
|
|
Mem_Free(rtlight->static_surfacelist);
|
|
rtlight->static_numleafs = 0;
|
|
rtlight->static_numleafpvsbytes = 0;
|
|
rtlight->static_leaflist = NULL;
|
|
rtlight->static_leafpvs = NULL;
|
|
rtlight->static_numsurfaces = 0;
|
|
rtlight->static_surfacelist = NULL;
|
|
rtlight->static_numshadowtrispvsbytes = 0;
|
|
rtlight->static_shadowtrispvs = NULL;
|
|
rtlight->static_numlighttrispvsbytes = 0;
|
|
rtlight->static_lighttrispvs = NULL;
|
|
rtlight->compiled = false;
|
|
}
|
|
}
|
|
|
|
void R_Shadow_UncompileWorldLights(void)
|
|
{
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
R_RTLight_Uncompile(&light->rtlight);
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
|
|
{
|
|
int i, j;
|
|
mplane_t plane;
|
|
// reset the count of frustum planes
|
|
// see rtlight->cached_frustumplanes definition for how much this array
|
|
// can hold
|
|
rtlight->cached_numfrustumplanes = 0;
|
|
|
|
if (r_trippy.integer)
|
|
return;
|
|
|
|
// haven't implemented a culling path for ortho rendering
|
|
if (!r_refdef.view.useperspective)
|
|
{
|
|
// check if the light is on screen and copy the 4 planes if it is
|
|
for (i = 0;i < 4;i++)
|
|
if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
|
|
break;
|
|
if (i == 4)
|
|
for (i = 0;i < 4;i++)
|
|
rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
|
|
return;
|
|
}
|
|
|
|
#if 1
|
|
// generate a deformed frustum that includes the light origin, this is
|
|
// used to cull shadow casting surfaces that can not possibly cast a
|
|
// shadow onto the visible light-receiving surfaces, which can be a
|
|
// performance gain
|
|
//
|
|
// if the light origin is onscreen the result will be 4 planes exactly
|
|
// if the light origin is offscreen on only one axis the result will
|
|
// be exactly 5 planes (split-side case)
|
|
// if the light origin is offscreen on two axes the result will be
|
|
// exactly 4 planes (stretched corner case)
|
|
for (i = 0;i < 4;i++)
|
|
{
|
|
// quickly reject standard frustum planes that put the light
|
|
// origin outside the frustum
|
|
if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
|
|
continue;
|
|
// copy the plane
|
|
rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
|
|
}
|
|
// if all the standard frustum planes were accepted, the light is onscreen
|
|
// otherwise we need to generate some more planes below...
|
|
if (rtlight->cached_numfrustumplanes < 4)
|
|
{
|
|
// at least one of the stock frustum planes failed, so we need to
|
|
// create one or two custom planes to enclose the light origin
|
|
for (i = 0;i < 4;i++)
|
|
{
|
|
// create a plane using the view origin and light origin, and a
|
|
// single point from the frustum corner set
|
|
TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
|
|
VectorNormalize(plane.normal);
|
|
plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
|
|
// see if this plane is backwards and flip it if so
|
|
for (j = 0;j < 4;j++)
|
|
if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
|
|
break;
|
|
if (j < 4)
|
|
{
|
|
VectorNegate(plane.normal, plane.normal);
|
|
plane.dist *= -1;
|
|
// flipped plane, test again to see if it is now valid
|
|
for (j = 0;j < 4;j++)
|
|
if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
|
|
break;
|
|
// if the plane is still not valid, then it is dividing the
|
|
// frustum and has to be rejected
|
|
if (j < 4)
|
|
continue;
|
|
}
|
|
// we have created a valid plane, compute extra info
|
|
PlaneClassify(&plane);
|
|
// copy the plane
|
|
rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
|
|
#if 1
|
|
// if we've found 5 frustum planes then we have constructed a
|
|
// proper split-side case and do not need to keep searching for
|
|
// planes to enclose the light origin
|
|
if (rtlight->cached_numfrustumplanes == 5)
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
|
|
{
|
|
plane = rtlight->cached_frustumplanes[i];
|
|
Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
// now add the light-space box planes if the light box is rotated, as any
|
|
// caster outside the oriented light box is irrelevant (even if it passed
|
|
// the worldspace light box, which is axial)
|
|
if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
|
|
{
|
|
for (i = 0;i < 6;i++)
|
|
{
|
|
vec3_t v;
|
|
VectorClear(v);
|
|
v[i >> 1] = (i & 1) ? -1 : 1;
|
|
Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
|
|
VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
|
|
plane.dist = VectorNormalizeLength(plane.normal);
|
|
plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
|
|
rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
// add the world-space reduced box planes
|
|
for (i = 0;i < 6;i++)
|
|
{
|
|
VectorClear(plane.normal);
|
|
plane.normal[i >> 1] = (i & 1) ? -1 : 1;
|
|
plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
|
|
rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
{
|
|
int j, oldnum;
|
|
vec3_t points[8];
|
|
vec_t bestdist;
|
|
// reduce all plane distances to tightly fit the rtlight cull box, which
|
|
// is in worldspace
|
|
VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
|
|
VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
|
|
VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
|
|
VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
|
|
VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
|
|
VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
|
|
VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
|
|
VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
|
|
oldnum = rtlight->cached_numfrustumplanes;
|
|
rtlight->cached_numfrustumplanes = 0;
|
|
for (j = 0;j < oldnum;j++)
|
|
{
|
|
// find the nearest point on the box to this plane
|
|
bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
|
|
for (i = 1;i < 8;i++)
|
|
{
|
|
dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
|
|
if (bestdist > dist)
|
|
bestdist = dist;
|
|
}
|
|
Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
|
|
// if the nearest point is near or behind the plane, we want this
|
|
// plane, otherwise the plane is useless as it won't cull anything
|
|
if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
|
|
{
|
|
PlaneClassify(&rtlight->cached_frustumplanes[j]);
|
|
rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
|
|
{
|
|
shadowmesh_t *mesh;
|
|
|
|
RSurf_ActiveWorldEntity();
|
|
|
|
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
|
|
{
|
|
CHECKGLERROR
|
|
GL_CullFace(GL_NONE);
|
|
mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
|
|
for (;mesh;mesh = mesh->next)
|
|
{
|
|
if (!mesh->sidetotals[r_shadow_shadowmapside])
|
|
continue;
|
|
r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
|
|
R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
|
|
R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
|
|
}
|
|
CHECKGLERROR
|
|
}
|
|
else if (r_refdef.scene.worldentity->model)
|
|
r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
|
|
|
|
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
|
|
}
|
|
|
|
static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
|
|
{
|
|
qboolean zpass = false;
|
|
shadowmesh_t *mesh;
|
|
int t, tend;
|
|
int surfacelistindex;
|
|
msurface_t *surface;
|
|
|
|
// if triangle neighbors are disabled, shadowvolumes are disabled
|
|
if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
|
|
return;
|
|
|
|
RSurf_ActiveWorldEntity();
|
|
|
|
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
|
|
{
|
|
CHECKGLERROR
|
|
if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
|
|
{
|
|
zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
|
|
R_Shadow_RenderMode_StencilShadowVolumes(zpass);
|
|
}
|
|
mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
|
|
for (;mesh;mesh = mesh->next)
|
|
{
|
|
r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
|
|
R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
|
|
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
|
|
{
|
|
// increment stencil if frontface is infront of depthbuffer
|
|
GL_CullFace(r_refdef.view.cullface_back);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
|
|
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
|
|
// decrement stencil if backface is infront of depthbuffer
|
|
GL_CullFace(r_refdef.view.cullface_front);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
|
|
}
|
|
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
|
|
{
|
|
// decrement stencil if backface is behind depthbuffer
|
|
GL_CullFace(r_refdef.view.cullface_front);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
|
|
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
|
|
// increment stencil if frontface is behind depthbuffer
|
|
GL_CullFace(r_refdef.view.cullface_back);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
|
|
}
|
|
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
|
|
}
|
|
CHECKGLERROR
|
|
}
|
|
else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
|
|
{
|
|
// use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
|
|
R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
|
|
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
|
|
{
|
|
surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
|
|
for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
|
|
if (CHECKPVSBIT(trispvs, t))
|
|
shadowmarklist[numshadowmark++] = t;
|
|
}
|
|
R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
|
|
}
|
|
else if (numsurfaces)
|
|
{
|
|
r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
|
|
}
|
|
|
|
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
|
|
}
|
|
|
|
static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
|
|
{
|
|
vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
|
|
vec_t relativeshadowradius;
|
|
RSurf_ActiveModelEntity(ent, false, false, false);
|
|
Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
|
|
// we need to re-init the shader for each entity because the matrix changed
|
|
relativeshadowradius = rsurface.rtlight->radius / ent->scale;
|
|
relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
|
|
relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
|
|
relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
|
|
relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
|
|
relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
|
|
relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
|
|
switch (r_shadow_rendermode)
|
|
{
|
|
case R_SHADOW_RENDERMODE_SHADOWMAP2D:
|
|
ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
|
|
break;
|
|
default:
|
|
ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
|
|
break;
|
|
}
|
|
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
|
|
}
|
|
|
|
void R_Shadow_SetupEntityLight(const entity_render_t *ent)
|
|
{
|
|
// set up properties for rendering light onto this entity
|
|
RSurf_ActiveModelEntity(ent, true, true, false);
|
|
Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
|
|
Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
|
|
Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
|
|
Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
|
|
}
|
|
|
|
static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
|
|
{
|
|
if (!r_refdef.scene.worldmodel->DrawLight)
|
|
return;
|
|
|
|
// set up properties for rendering light onto this entity
|
|
RSurf_ActiveWorldEntity();
|
|
rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
|
|
Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
|
|
Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
|
|
VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
|
|
|
|
r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
|
|
|
|
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
|
|
}
|
|
|
|
static void R_Shadow_DrawEntityLight(entity_render_t *ent)
|
|
{
|
|
dp_model_t *model = ent->model;
|
|
if (!model->DrawLight)
|
|
return;
|
|
|
|
R_Shadow_SetupEntityLight(ent);
|
|
|
|
model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
|
|
|
|
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
|
|
}
|
|
|
|
static void R_Shadow_PrepareLight(rtlight_t *rtlight)
|
|
{
|
|
int i;
|
|
float f;
|
|
int numleafs, numsurfaces;
|
|
int *leaflist, *surfacelist;
|
|
unsigned char *leafpvs;
|
|
unsigned char *shadowtrispvs;
|
|
unsigned char *lighttrispvs;
|
|
//unsigned char *surfacesides;
|
|
int numlightentities;
|
|
int numlightentities_noselfshadow;
|
|
int numshadowentities;
|
|
int numshadowentities_noselfshadow;
|
|
static entity_render_t *lightentities[MAX_EDICTS];
|
|
static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
|
|
static entity_render_t *shadowentities[MAX_EDICTS];
|
|
static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
|
|
qboolean nolight;
|
|
|
|
rtlight->draw = false;
|
|
rtlight->cached_numlightentities = 0;
|
|
rtlight->cached_numlightentities_noselfshadow = 0;
|
|
rtlight->cached_numshadowentities = 0;
|
|
rtlight->cached_numshadowentities_noselfshadow = 0;
|
|
rtlight->cached_numsurfaces = 0;
|
|
rtlight->cached_lightentities = NULL;
|
|
rtlight->cached_lightentities_noselfshadow = NULL;
|
|
rtlight->cached_shadowentities = NULL;
|
|
rtlight->cached_shadowentities_noselfshadow = NULL;
|
|
rtlight->cached_shadowtrispvs = NULL;
|
|
rtlight->cached_lighttrispvs = NULL;
|
|
rtlight->cached_surfacelist = NULL;
|
|
|
|
// skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
|
|
// skip lights that are basically invisible (color 0 0 0)
|
|
nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
|
|
|
|
// loading is done before visibility checks because loading should happen
|
|
// all at once at the start of a level, not when it stalls gameplay.
|
|
// (especially important to benchmarks)
|
|
// compile light
|
|
if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
|
|
{
|
|
if (rtlight->compiled)
|
|
R_RTLight_Uncompile(rtlight);
|
|
R_RTLight_Compile(rtlight);
|
|
}
|
|
|
|
// load cubemap
|
|
rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
|
|
|
|
// look up the light style value at this time
|
|
f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
|
|
VectorScale(rtlight->color, f, rtlight->currentcolor);
|
|
/*
|
|
if (rtlight->selected)
|
|
{
|
|
f = 2 + sin(realtime * M_PI * 4.0);
|
|
VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
|
|
}
|
|
*/
|
|
|
|
// if lightstyle is currently off, don't draw the light
|
|
if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
|
|
return;
|
|
|
|
// skip processing on corona-only lights
|
|
if (nolight)
|
|
return;
|
|
|
|
// if the light box is offscreen, skip it
|
|
if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
|
|
return;
|
|
|
|
VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
|
|
VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
|
|
|
|
R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
|
|
|
|
// don't allow lights to be drawn if using r_shadow_bouncegrid 2, except if we're using static bouncegrid where dynamic lights still need to draw
|
|
if (r_shadow_bouncegrid.integer == 2 && (rtlight->isstatic || !r_shadow_bouncegrid_static.integer))
|
|
return;
|
|
|
|
if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
|
|
{
|
|
// compiled light, world available and can receive realtime lighting
|
|
// retrieve leaf information
|
|
numleafs = rtlight->static_numleafs;
|
|
leaflist = rtlight->static_leaflist;
|
|
leafpvs = rtlight->static_leafpvs;
|
|
numsurfaces = rtlight->static_numsurfaces;
|
|
surfacelist = rtlight->static_surfacelist;
|
|
//surfacesides = NULL;
|
|
shadowtrispvs = rtlight->static_shadowtrispvs;
|
|
lighttrispvs = rtlight->static_lighttrispvs;
|
|
}
|
|
else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
|
|
{
|
|
// dynamic light, world available and can receive realtime lighting
|
|
// calculate lit surfaces and leafs
|
|
r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
|
|
R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
|
|
leaflist = r_shadow_buffer_leaflist;
|
|
leafpvs = r_shadow_buffer_leafpvs;
|
|
surfacelist = r_shadow_buffer_surfacelist;
|
|
//surfacesides = r_shadow_buffer_surfacesides;
|
|
shadowtrispvs = r_shadow_buffer_shadowtrispvs;
|
|
lighttrispvs = r_shadow_buffer_lighttrispvs;
|
|
// if the reduced leaf bounds are offscreen, skip it
|
|
if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// no world
|
|
numleafs = 0;
|
|
leaflist = NULL;
|
|
leafpvs = NULL;
|
|
numsurfaces = 0;
|
|
surfacelist = NULL;
|
|
//surfacesides = NULL;
|
|
shadowtrispvs = NULL;
|
|
lighttrispvs = NULL;
|
|
}
|
|
// check if light is illuminating any visible leafs
|
|
if (numleafs)
|
|
{
|
|
for (i = 0;i < numleafs;i++)
|
|
if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
|
|
break;
|
|
if (i == numleafs)
|
|
return;
|
|
}
|
|
|
|
// make a list of lit entities and shadow casting entities
|
|
numlightentities = 0;
|
|
numlightentities_noselfshadow = 0;
|
|
numshadowentities = 0;
|
|
numshadowentities_noselfshadow = 0;
|
|
|
|
// add dynamic entities that are lit by the light
|
|
for (i = 0;i < r_refdef.scene.numentities;i++)
|
|
{
|
|
dp_model_t *model;
|
|
entity_render_t *ent = r_refdef.scene.entities[i];
|
|
vec3_t org;
|
|
if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
|
|
continue;
|
|
// skip the object entirely if it is not within the valid
|
|
// shadow-casting region (which includes the lit region)
|
|
if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
|
|
continue;
|
|
if (!(model = ent->model))
|
|
continue;
|
|
if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
|
|
{
|
|
// this entity wants to receive light, is visible, and is
|
|
// inside the light box
|
|
// TODO: check if the surfaces in the model can receive light
|
|
// so now check if it's in a leaf seen by the light
|
|
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
|
|
continue;
|
|
if (ent->flags & RENDER_NOSELFSHADOW)
|
|
lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
|
|
else
|
|
lightentities[numlightentities++] = ent;
|
|
// since it is lit, it probably also casts a shadow...
|
|
// about the VectorDistance2 - light emitting entities should not cast their own shadow
|
|
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
|
|
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
|
|
{
|
|
// note: exterior models without the RENDER_NOSELFSHADOW
|
|
// flag still create a RENDER_NOSELFSHADOW shadow but
|
|
// are lit normally, this means that they are
|
|
// self-shadowing but do not shadow other
|
|
// RENDER_NOSELFSHADOW entities such as the gun
|
|
// (very weird, but keeps the player shadow off the gun)
|
|
if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
|
|
shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
|
|
else
|
|
shadowentities[numshadowentities++] = ent;
|
|
}
|
|
}
|
|
else if (ent->flags & RENDER_SHADOW)
|
|
{
|
|
// this entity is not receiving light, but may still need to
|
|
// cast a shadow...
|
|
// TODO: check if the surfaces in the model can cast shadow
|
|
// now check if it is in a leaf seen by the light
|
|
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
|
|
continue;
|
|
// about the VectorDistance2 - light emitting entities should not cast their own shadow
|
|
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
|
|
if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
|
|
{
|
|
if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
|
|
shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
|
|
else
|
|
shadowentities[numshadowentities++] = ent;
|
|
}
|
|
}
|
|
}
|
|
|
|
// return if there's nothing at all to light
|
|
if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
|
|
return;
|
|
|
|
// count this light in the r_speeds
|
|
r_refdef.stats[r_stat_lights]++;
|
|
|
|
// flag it as worth drawing later
|
|
rtlight->draw = true;
|
|
|
|
// cache all the animated entities that cast a shadow but are not visible
|
|
for (i = 0;i < numshadowentities;i++)
|
|
R_AnimCache_GetEntity(shadowentities[i], false, false);
|
|
for (i = 0;i < numshadowentities_noselfshadow;i++)
|
|
R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
|
|
|
|
// allocate some temporary memory for rendering this light later in the frame
|
|
// reusable buffers need to be copied, static data can be used as-is
|
|
rtlight->cached_numlightentities = numlightentities;
|
|
rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
|
|
rtlight->cached_numshadowentities = numshadowentities;
|
|
rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
|
|
rtlight->cached_numsurfaces = numsurfaces;
|
|
rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
|
|
rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
|
|
rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
|
|
rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
|
|
if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
|
|
{
|
|
int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
|
|
int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
|
|
rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
|
|
rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
|
|
rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
|
|
}
|
|
else
|
|
{
|
|
// compiled light data
|
|
rtlight->cached_shadowtrispvs = shadowtrispvs;
|
|
rtlight->cached_lighttrispvs = lighttrispvs;
|
|
rtlight->cached_surfacelist = surfacelist;
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_DrawLight(rtlight_t *rtlight)
|
|
{
|
|
int i;
|
|
int numsurfaces;
|
|
unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
|
|
int numlightentities;
|
|
int numlightentities_noselfshadow;
|
|
int numshadowentities;
|
|
int numshadowentities_noselfshadow;
|
|
entity_render_t **lightentities;
|
|
entity_render_t **lightentities_noselfshadow;
|
|
entity_render_t **shadowentities;
|
|
entity_render_t **shadowentities_noselfshadow;
|
|
int *surfacelist;
|
|
static unsigned char entitysides[MAX_EDICTS];
|
|
static unsigned char entitysides_noselfshadow[MAX_EDICTS];
|
|
vec3_t nearestpoint;
|
|
vec_t distance;
|
|
qboolean castshadows;
|
|
int lodlinear;
|
|
|
|
// check if we cached this light this frame (meaning it is worth drawing)
|
|
if (!rtlight->draw)
|
|
return;
|
|
|
|
numlightentities = rtlight->cached_numlightentities;
|
|
numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
|
|
numshadowentities = rtlight->cached_numshadowentities;
|
|
numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
|
|
numsurfaces = rtlight->cached_numsurfaces;
|
|
lightentities = rtlight->cached_lightentities;
|
|
lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
|
|
shadowentities = rtlight->cached_shadowentities;
|
|
shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
|
|
shadowtrispvs = rtlight->cached_shadowtrispvs;
|
|
lighttrispvs = rtlight->cached_lighttrispvs;
|
|
surfacelist = rtlight->cached_surfacelist;
|
|
|
|
// set up a scissor rectangle for this light
|
|
if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
|
|
return;
|
|
|
|
// don't let sound skip if going slow
|
|
if (r_refdef.scene.extraupdate)
|
|
S_ExtraUpdate ();
|
|
|
|
// make this the active rtlight for rendering purposes
|
|
R_Shadow_RenderMode_ActiveLight(rtlight);
|
|
|
|
if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
|
|
{
|
|
// optionally draw visible shape of the shadow volumes
|
|
// for performance analysis by level designers
|
|
R_Shadow_RenderMode_VisibleShadowVolumes();
|
|
if (numsurfaces)
|
|
R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
|
|
for (i = 0;i < numshadowentities;i++)
|
|
R_Shadow_DrawEntityShadow(shadowentities[i]);
|
|
for (i = 0;i < numshadowentities_noselfshadow;i++)
|
|
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
|
|
R_Shadow_RenderMode_VisibleLighting(false, false);
|
|
}
|
|
|
|
if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
|
|
{
|
|
// optionally draw the illuminated areas
|
|
// for performance analysis by level designers
|
|
R_Shadow_RenderMode_VisibleLighting(false, false);
|
|
if (numsurfaces)
|
|
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
|
|
for (i = 0;i < numlightentities;i++)
|
|
R_Shadow_DrawEntityLight(lightentities[i]);
|
|
for (i = 0;i < numlightentities_noselfshadow;i++)
|
|
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
|
|
}
|
|
|
|
castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
|
|
|
|
nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
|
|
nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
|
|
nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
|
|
distance = VectorDistance(nearestpoint, r_refdef.view.origin);
|
|
|
|
lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
|
|
//lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
|
|
lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
|
|
|
|
if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
|
|
{
|
|
float borderbias;
|
|
int side;
|
|
int size;
|
|
int castermask = 0;
|
|
int receivermask = 0;
|
|
matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
|
|
Matrix4x4_Abs(&radiustolight);
|
|
|
|
r_shadow_shadowmaplod = 0;
|
|
for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
|
|
if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
|
|
r_shadow_shadowmaplod = i;
|
|
|
|
size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
|
|
|
|
borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
|
|
|
|
surfacesides = NULL;
|
|
if (numsurfaces)
|
|
{
|
|
if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
|
|
{
|
|
castermask = rtlight->static_shadowmap_casters;
|
|
receivermask = rtlight->static_shadowmap_receivers;
|
|
}
|
|
else
|
|
{
|
|
surfacesides = r_shadow_buffer_surfacesides;
|
|
for(i = 0;i < numsurfaces;i++)
|
|
{
|
|
msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
|
|
surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
|
|
castermask |= surfacesides[i];
|
|
receivermask |= surfacesides[i];
|
|
}
|
|
}
|
|
}
|
|
if (receivermask < 0x3F)
|
|
{
|
|
for (i = 0;i < numlightentities;i++)
|
|
receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
|
|
if (receivermask < 0x3F)
|
|
for(i = 0; i < numlightentities_noselfshadow;i++)
|
|
receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
|
|
}
|
|
|
|
receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
|
|
|
|
if (receivermask)
|
|
{
|
|
for (i = 0;i < numshadowentities;i++)
|
|
castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
|
|
for (i = 0;i < numshadowentities_noselfshadow;i++)
|
|
castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
|
|
}
|
|
|
|
//Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
|
|
|
|
// render shadow casters into 6 sided depth texture
|
|
for (side = 0;side < 6;side++) if (receivermask & (1 << side))
|
|
{
|
|
R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
|
|
if (! (castermask & (1 << side))) continue;
|
|
if (numsurfaces)
|
|
R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
|
|
for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
|
|
R_Shadow_DrawEntityShadow(shadowentities[i]);
|
|
}
|
|
|
|
if (numlightentities_noselfshadow)
|
|
{
|
|
// render lighting using the depth texture as shadowmap
|
|
// draw lighting in the unmasked areas
|
|
R_Shadow_RenderMode_Lighting(false, false, true);
|
|
for (i = 0;i < numlightentities_noselfshadow;i++)
|
|
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
|
|
}
|
|
|
|
// render shadow casters into 6 sided depth texture
|
|
if (numshadowentities_noselfshadow)
|
|
{
|
|
for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
|
|
{
|
|
R_Shadow_RenderMode_ShadowMap(side, 0, size);
|
|
for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
|
|
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
|
|
}
|
|
}
|
|
|
|
// render lighting using the depth texture as shadowmap
|
|
// draw lighting in the unmasked areas
|
|
R_Shadow_RenderMode_Lighting(false, false, true);
|
|
// draw lighting in the unmasked areas
|
|
if (numsurfaces)
|
|
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
|
|
for (i = 0;i < numlightentities;i++)
|
|
R_Shadow_DrawEntityLight(lightentities[i]);
|
|
}
|
|
else if (castshadows && vid.stencil)
|
|
{
|
|
// draw stencil shadow volumes to mask off pixels that are in shadow
|
|
// so that they won't receive lighting
|
|
GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
|
|
R_Shadow_ClearStencil();
|
|
|
|
if (numsurfaces)
|
|
R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
|
|
for (i = 0;i < numshadowentities;i++)
|
|
R_Shadow_DrawEntityShadow(shadowentities[i]);
|
|
|
|
// draw lighting in the unmasked areas
|
|
R_Shadow_RenderMode_Lighting(true, false, false);
|
|
for (i = 0;i < numlightentities_noselfshadow;i++)
|
|
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
|
|
|
|
for (i = 0;i < numshadowentities_noselfshadow;i++)
|
|
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
|
|
|
|
// draw lighting in the unmasked areas
|
|
R_Shadow_RenderMode_Lighting(true, false, false);
|
|
if (numsurfaces)
|
|
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
|
|
for (i = 0;i < numlightentities;i++)
|
|
R_Shadow_DrawEntityLight(lightentities[i]);
|
|
}
|
|
else
|
|
{
|
|
// draw lighting in the unmasked areas
|
|
R_Shadow_RenderMode_Lighting(false, false, false);
|
|
if (numsurfaces)
|
|
R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
|
|
for (i = 0;i < numlightentities;i++)
|
|
R_Shadow_DrawEntityLight(lightentities[i]);
|
|
for (i = 0;i < numlightentities_noselfshadow;i++)
|
|
R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
|
|
}
|
|
|
|
if (r_shadow_usingdeferredprepass)
|
|
{
|
|
// when rendering deferred lighting, we simply rasterize the box
|
|
if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
|
|
R_Shadow_RenderMode_DrawDeferredLight(false, true);
|
|
else if (castshadows && vid.stencil)
|
|
R_Shadow_RenderMode_DrawDeferredLight(true, false);
|
|
else
|
|
R_Shadow_RenderMode_DrawDeferredLight(false, false);
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_FreeDeferred(void)
|
|
{
|
|
R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
|
|
r_shadow_prepassgeometryfbo = 0;
|
|
|
|
R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
|
|
r_shadow_prepasslightingdiffusespecularfbo = 0;
|
|
|
|
R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
|
|
r_shadow_prepasslightingdiffusefbo = 0;
|
|
|
|
if (r_shadow_prepassgeometrydepthbuffer)
|
|
R_FreeTexture(r_shadow_prepassgeometrydepthbuffer);
|
|
r_shadow_prepassgeometrydepthbuffer = NULL;
|
|
|
|
if (r_shadow_prepassgeometrynormalmaptexture)
|
|
R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
|
|
r_shadow_prepassgeometrynormalmaptexture = NULL;
|
|
|
|
if (r_shadow_prepasslightingdiffusetexture)
|
|
R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
|
|
r_shadow_prepasslightingdiffusetexture = NULL;
|
|
|
|
if (r_shadow_prepasslightingspeculartexture)
|
|
R_FreeTexture(r_shadow_prepasslightingspeculartexture);
|
|
r_shadow_prepasslightingspeculartexture = NULL;
|
|
}
|
|
|
|
void R_Shadow_DrawPrepass(void)
|
|
{
|
|
int i;
|
|
int flag;
|
|
int lnum;
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
size_t range;
|
|
entity_render_t *ent;
|
|
float clearcolor[4];
|
|
|
|
R_Mesh_ResetTextureState();
|
|
GL_DepthMask(true);
|
|
GL_ColorMask(1,1,1,1);
|
|
GL_BlendFunc(GL_ONE, GL_ZERO);
|
|
GL_Color(1,1,1,1);
|
|
GL_DepthTest(true);
|
|
R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
|
|
Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
|
|
GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
|
|
if (r_timereport_active)
|
|
R_TimeReport("prepasscleargeom");
|
|
|
|
if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
|
|
r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
|
|
if (r_timereport_active)
|
|
R_TimeReport("prepassworld");
|
|
|
|
for (i = 0;i < r_refdef.scene.numentities;i++)
|
|
{
|
|
if (!r_refdef.viewcache.entityvisible[i])
|
|
continue;
|
|
ent = r_refdef.scene.entities[i];
|
|
if (ent->model && ent->model->DrawPrepass != NULL)
|
|
ent->model->DrawPrepass(ent);
|
|
}
|
|
|
|
if (r_timereport_active)
|
|
R_TimeReport("prepassmodels");
|
|
|
|
GL_DepthMask(false);
|
|
GL_ColorMask(1,1,1,1);
|
|
GL_Color(1,1,1,1);
|
|
GL_DepthTest(true);
|
|
R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
|
|
Vector4Set(clearcolor, 0, 0, 0, 0);
|
|
GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
|
|
if (r_timereport_active)
|
|
R_TimeReport("prepassclearlit");
|
|
|
|
R_Shadow_RenderMode_Begin();
|
|
|
|
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
|
|
if (r_shadow_debuglight.integer >= 0)
|
|
{
|
|
lightindex = r_shadow_debuglight.integer;
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (light && (light->flags & flag) && light->rtlight.draw)
|
|
R_Shadow_DrawLight(&light->rtlight);
|
|
}
|
|
else
|
|
{
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (light && (light->flags & flag) && light->rtlight.draw)
|
|
R_Shadow_DrawLight(&light->rtlight);
|
|
}
|
|
}
|
|
if (r_refdef.scene.rtdlight)
|
|
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
|
|
if (r_refdef.scene.lights[lnum]->draw)
|
|
R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
|
|
|
|
R_Shadow_RenderMode_End();
|
|
|
|
if (r_timereport_active)
|
|
R_TimeReport("prepasslights");
|
|
}
|
|
|
|
void R_Shadow_DrawLightSprites(void);
|
|
void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
|
|
{
|
|
int flag;
|
|
int lnum;
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
size_t range;
|
|
float f;
|
|
|
|
if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
|
|
(r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
|
|
r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
|
|
r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
|
|
r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
|
|
r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
|
|
r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16) ||
|
|
r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
|
|
R_Shadow_FreeShadowMaps();
|
|
|
|
r_shadow_fb_fbo = fbo;
|
|
r_shadow_fb_depthtexture = depthtexture;
|
|
r_shadow_fb_colortexture = colortexture;
|
|
|
|
r_shadow_usingshadowmaportho = false;
|
|
|
|
switch (vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL20:
|
|
case RENDERPATH_D3D9:
|
|
case RENDERPATH_D3D10:
|
|
case RENDERPATH_D3D11:
|
|
case RENDERPATH_SOFT:
|
|
#ifndef USE_GLES2
|
|
if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
|
|
{
|
|
r_shadow_usingdeferredprepass = false;
|
|
if (r_shadow_prepass_width)
|
|
R_Shadow_FreeDeferred();
|
|
r_shadow_prepass_width = r_shadow_prepass_height = 0;
|
|
break;
|
|
}
|
|
|
|
if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
|
|
{
|
|
R_Shadow_FreeDeferred();
|
|
|
|
r_shadow_usingdeferredprepass = true;
|
|
r_shadow_prepass_width = vid.width;
|
|
r_shadow_prepass_height = vid.height;
|
|
r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
|
|
r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
|
|
r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
|
|
r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
|
|
|
|
// set up the geometry pass fbo (depth + normalmap)
|
|
r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
|
|
R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
|
|
// render depth into a renderbuffer and other important properties into the normalmap texture
|
|
|
|
// set up the lighting pass fbo (diffuse + specular)
|
|
r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
|
|
R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
|
|
// render diffuse into one texture and specular into another,
|
|
// with depth and normalmap bound as textures,
|
|
// with depth bound as attachment as well
|
|
|
|
// set up the lighting pass fbo (diffuse)
|
|
r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
|
|
R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
|
|
// render diffuse into one texture,
|
|
// with depth and normalmap bound as textures,
|
|
// with depth bound as attachment as well
|
|
}
|
|
#endif
|
|
break;
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GLES1:
|
|
case RENDERPATH_GLES2:
|
|
r_shadow_usingdeferredprepass = false;
|
|
break;
|
|
}
|
|
|
|
R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
|
|
|
|
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
|
|
if (r_shadow_debuglight.integer >= 0)
|
|
{
|
|
lightindex = r_shadow_debuglight.integer;
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (light)
|
|
R_Shadow_PrepareLight(&light->rtlight);
|
|
}
|
|
else
|
|
{
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (light && (light->flags & flag))
|
|
R_Shadow_PrepareLight(&light->rtlight);
|
|
}
|
|
}
|
|
if (r_refdef.scene.rtdlight)
|
|
{
|
|
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
|
|
R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
|
|
}
|
|
else if(gl_flashblend.integer)
|
|
{
|
|
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
|
|
{
|
|
rtlight_t *rtlight = r_refdef.scene.lights[lnum];
|
|
f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
|
|
VectorScale(rtlight->color, f, rtlight->currentcolor);
|
|
}
|
|
}
|
|
|
|
if (r_editlights.integer)
|
|
R_Shadow_DrawLightSprites();
|
|
}
|
|
|
|
void R_Shadow_DrawLights(void)
|
|
{
|
|
int flag;
|
|
int lnum;
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
size_t range;
|
|
|
|
R_Shadow_RenderMode_Begin();
|
|
|
|
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
|
|
if (r_shadow_debuglight.integer >= 0)
|
|
{
|
|
lightindex = r_shadow_debuglight.integer;
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (light)
|
|
R_Shadow_DrawLight(&light->rtlight);
|
|
}
|
|
else
|
|
{
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (light && (light->flags & flag))
|
|
R_Shadow_DrawLight(&light->rtlight);
|
|
}
|
|
}
|
|
if (r_refdef.scene.rtdlight)
|
|
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
|
|
R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
|
|
|
|
R_Shadow_RenderMode_End();
|
|
}
|
|
|
|
#define MAX_MODELSHADOWS 1024
|
|
static int r_shadow_nummodelshadows;
|
|
static entity_render_t *r_shadow_modelshadows[MAX_MODELSHADOWS];
|
|
|
|
void R_Shadow_PrepareModelShadows(void)
|
|
{
|
|
int i;
|
|
float scale, size, radius, dot1, dot2;
|
|
prvm_vec3_t prvmshadowdir, prvmshadowfocus;
|
|
vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
|
|
entity_render_t *ent;
|
|
|
|
r_shadow_nummodelshadows = 0;
|
|
if (!r_refdef.scene.numentities)
|
|
return;
|
|
|
|
switch (r_shadow_shadowmode)
|
|
{
|
|
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
|
|
if (r_shadows.integer >= 2)
|
|
break;
|
|
// fall through
|
|
case R_SHADOW_SHADOWMODE_STENCIL:
|
|
if (!vid.stencil)
|
|
return;
|
|
for (i = 0;i < r_refdef.scene.numentities;i++)
|
|
{
|
|
ent = r_refdef.scene.entities[i];
|
|
if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
|
|
{
|
|
if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
|
|
break;
|
|
r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
|
|
R_AnimCache_GetEntity(ent, false, false);
|
|
}
|
|
}
|
|
return;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
size = 2*r_shadow_shadowmapmaxsize;
|
|
scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
|
|
radius = 0.5f * size / scale;
|
|
|
|
Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
|
|
VectorCopy(prvmshadowdir, shadowdir);
|
|
VectorNormalize(shadowdir);
|
|
dot1 = DotProduct(r_refdef.view.forward, shadowdir);
|
|
dot2 = DotProduct(r_refdef.view.up, shadowdir);
|
|
if (fabs(dot1) <= fabs(dot2))
|
|
VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
|
|
else
|
|
VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
|
|
VectorNormalize(shadowforward);
|
|
CrossProduct(shadowdir, shadowforward, shadowright);
|
|
Math_atov(r_shadows_focus.string, prvmshadowfocus);
|
|
VectorCopy(prvmshadowfocus, shadowfocus);
|
|
VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
|
|
VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
|
|
VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
|
|
VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
|
|
if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
|
|
dot1 = 1;
|
|
VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
|
|
|
|
shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
|
|
shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
|
|
shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
|
|
shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
|
|
shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
|
|
shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
|
|
|
|
for (i = 0;i < r_refdef.scene.numentities;i++)
|
|
{
|
|
ent = r_refdef.scene.entities[i];
|
|
if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
|
|
continue;
|
|
// cast shadows from anything of the map (submodels are optional)
|
|
if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
|
|
{
|
|
if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
|
|
break;
|
|
r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
|
|
R_AnimCache_GetEntity(ent, false, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
|
|
{
|
|
int i;
|
|
float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
|
|
entity_render_t *ent;
|
|
vec3_t relativelightorigin;
|
|
vec3_t relativelightdirection, relativeforward, relativeright;
|
|
vec3_t relativeshadowmins, relativeshadowmaxs;
|
|
vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
|
|
prvm_vec3_t prvmshadowdir, prvmshadowfocus;
|
|
float m[12];
|
|
matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
|
|
r_viewport_t viewport;
|
|
GLuint shadowfbo = 0;
|
|
float clearcolor[4];
|
|
|
|
if (!r_shadow_nummodelshadows)
|
|
return;
|
|
|
|
switch (r_shadow_shadowmode)
|
|
{
|
|
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
r_shadow_fb_fbo = fbo;
|
|
r_shadow_fb_depthtexture = depthtexture;
|
|
r_shadow_fb_colortexture = colortexture;
|
|
|
|
R_ResetViewRendering3D(fbo, depthtexture, colortexture);
|
|
R_Shadow_RenderMode_Begin();
|
|
R_Shadow_RenderMode_ActiveLight(NULL);
|
|
|
|
switch (r_shadow_shadowmode)
|
|
{
|
|
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
|
|
if (!r_shadow_shadowmap2ddepthtexture)
|
|
R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
|
|
shadowfbo = r_shadow_fbo2d;
|
|
r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2ddepthtexture);
|
|
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2ddepthtexture);
|
|
r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
size = 2*r_shadow_shadowmapmaxsize;
|
|
scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
|
|
radius = 0.5f / scale;
|
|
nearclip = -r_shadows_throwdistance.value;
|
|
farclip = r_shadows_throwdistance.value;
|
|
bias = (r_shadows_shadowmapbias.value < 0) ? r_shadow_shadowmapping_bias.value : r_shadows_shadowmapbias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
|
|
|
|
r_shadow_shadowmap_parameters[0] = size;
|
|
r_shadow_shadowmap_parameters[1] = size;
|
|
r_shadow_shadowmap_parameters[2] = 1.0;
|
|
r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
|
|
|
|
Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
|
|
VectorCopy(prvmshadowdir, shadowdir);
|
|
VectorNormalize(shadowdir);
|
|
Math_atov(r_shadows_focus.string, prvmshadowfocus);
|
|
VectorCopy(prvmshadowfocus, shadowfocus);
|
|
VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
|
|
VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
|
|
VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
|
|
VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
|
|
dot1 = DotProduct(r_refdef.view.forward, shadowdir);
|
|
dot2 = DotProduct(r_refdef.view.up, shadowdir);
|
|
if (fabs(dot1) <= fabs(dot2))
|
|
VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
|
|
else
|
|
VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
|
|
VectorNormalize(shadowforward);
|
|
VectorM(scale, shadowforward, &m[0]);
|
|
if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
|
|
dot1 = 1;
|
|
m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
|
|
CrossProduct(shadowdir, shadowforward, shadowright);
|
|
VectorM(scale, shadowright, &m[4]);
|
|
m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
|
|
VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
|
|
m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
|
|
Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
|
|
Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
|
|
R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
|
|
|
|
VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
|
|
|
|
if (r_shadow_shadowmap2ddepthbuffer)
|
|
R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
|
|
else
|
|
R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
|
|
R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
|
|
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
|
|
GL_DepthMask(true);
|
|
GL_DepthTest(true);
|
|
R_SetViewport(&viewport);
|
|
GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
|
|
Vector4Set(clearcolor, 1,1,1,1);
|
|
// in D3D9 we have to render to a color texture shadowmap
|
|
// in GL we render directly to a depth texture only
|
|
if (r_shadow_shadowmap2ddepthbuffer)
|
|
GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
|
|
else
|
|
GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
|
|
// render into a slightly restricted region so that the borders of the
|
|
// shadowmap area fade away, rather than streaking across everything
|
|
// outside the usable area
|
|
GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
|
|
|
|
for (i = 0;i < r_shadow_nummodelshadows;i++)
|
|
{
|
|
ent = r_shadow_modelshadows[i];
|
|
relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
|
|
Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
|
|
Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
|
|
Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
|
|
Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
|
|
relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
|
|
relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
|
|
relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
|
|
relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
|
|
relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
|
|
relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
|
|
RSurf_ActiveModelEntity(ent, false, false, false);
|
|
ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
|
|
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
|
|
}
|
|
|
|
#if 0
|
|
if (r_test.integer)
|
|
{
|
|
unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
|
|
CHECKGLERROR
|
|
qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
|
|
CHECKGLERROR
|
|
Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
|
|
Cvar_SetValueQuick(&r_test, 0);
|
|
Z_Free(rawpixels);
|
|
}
|
|
#endif
|
|
|
|
R_Shadow_RenderMode_End();
|
|
|
|
Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
|
|
Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
|
|
Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
|
|
Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
|
|
Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
|
|
Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
|
|
|
|
switch (vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GL20:
|
|
case RENDERPATH_SOFT:
|
|
case RENDERPATH_GLES1:
|
|
case RENDERPATH_GLES2:
|
|
break;
|
|
case RENDERPATH_D3D9:
|
|
case RENDERPATH_D3D10:
|
|
case RENDERPATH_D3D11:
|
|
#ifdef MATRIX4x4_OPENGLORIENTATION
|
|
r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
|
|
r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
|
|
r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
|
|
r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
|
|
#else
|
|
r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
|
|
r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
|
|
r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
|
|
r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
r_shadow_usingshadowmaportho = true;
|
|
switch (r_shadow_shadowmode)
|
|
{
|
|
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
|
|
r_shadow_usingshadowmap2d = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
|
|
{
|
|
int i;
|
|
float relativethrowdistance;
|
|
entity_render_t *ent;
|
|
vec3_t relativelightorigin;
|
|
vec3_t relativelightdirection;
|
|
vec3_t relativeshadowmins, relativeshadowmaxs;
|
|
vec3_t tmp, shadowdir;
|
|
prvm_vec3_t prvmshadowdir;
|
|
|
|
if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
|
|
return;
|
|
|
|
r_shadow_fb_fbo = fbo;
|
|
r_shadow_fb_depthtexture = depthtexture;
|
|
r_shadow_fb_colortexture = colortexture;
|
|
|
|
R_ResetViewRendering3D(fbo, depthtexture, colortexture);
|
|
//GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
|
|
//GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
|
|
R_Shadow_RenderMode_Begin();
|
|
R_Shadow_RenderMode_ActiveLight(NULL);
|
|
r_shadow_lightscissor[0] = r_refdef.view.x;
|
|
r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
|
|
r_shadow_lightscissor[2] = r_refdef.view.width;
|
|
r_shadow_lightscissor[3] = r_refdef.view.height;
|
|
R_Shadow_RenderMode_StencilShadowVolumes(false);
|
|
|
|
// get shadow dir
|
|
if (r_shadows.integer == 2)
|
|
{
|
|
Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
|
|
VectorCopy(prvmshadowdir, shadowdir);
|
|
VectorNormalize(shadowdir);
|
|
}
|
|
|
|
R_Shadow_ClearStencil();
|
|
|
|
for (i = 0;i < r_shadow_nummodelshadows;i++)
|
|
{
|
|
ent = r_shadow_modelshadows[i];
|
|
|
|
// cast shadows from anything of the map (submodels are optional)
|
|
relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
|
|
VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
|
|
VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
|
|
if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
|
|
Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
|
|
else
|
|
{
|
|
if(ent->entitynumber != 0)
|
|
{
|
|
if(ent->entitynumber >= MAX_EDICTS) // csqc entity
|
|
{
|
|
// FIXME handle this
|
|
VectorNegate(ent->modellight_lightdir, relativelightdirection);
|
|
}
|
|
else
|
|
{
|
|
// networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
|
|
int entnum, entnum2, recursion;
|
|
entnum = entnum2 = ent->entitynumber;
|
|
for(recursion = 32; recursion > 0; --recursion)
|
|
{
|
|
entnum2 = cl.entities[entnum].state_current.tagentity;
|
|
if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
|
|
entnum = entnum2;
|
|
else
|
|
break;
|
|
}
|
|
if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
|
|
{
|
|
VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
|
|
// transform into modelspace of OUR entity
|
|
Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
|
|
Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
|
|
}
|
|
else
|
|
VectorNegate(ent->modellight_lightdir, relativelightdirection);
|
|
}
|
|
}
|
|
else
|
|
VectorNegate(ent->modellight_lightdir, relativelightdirection);
|
|
}
|
|
|
|
VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
|
|
RSurf_ActiveModelEntity(ent, false, false, false);
|
|
ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
|
|
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
|
|
}
|
|
|
|
// not really the right mode, but this will disable any silly stencil features
|
|
R_Shadow_RenderMode_End();
|
|
|
|
// set up ortho view for rendering this pass
|
|
//GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
|
|
//GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
|
|
//GL_ScissorTest(true);
|
|
//R_EntityMatrix(&identitymatrix);
|
|
//R_Mesh_ResetTextureState();
|
|
R_ResetViewRendering2D(fbo, depthtexture, colortexture);
|
|
|
|
// set up a darkening blend on shadowed areas
|
|
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
//GL_DepthRange(0, 1);
|
|
//GL_DepthTest(false);
|
|
//GL_DepthMask(false);
|
|
//GL_PolygonOffset(0, 0);CHECKGLERROR
|
|
GL_Color(0, 0, 0, r_shadows_darken.value);
|
|
//GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
|
|
//GL_DepthFunc(GL_ALWAYS);
|
|
R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
|
|
|
|
// apply the blend to the shadowed areas
|
|
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
|
|
R_SetupShader_Generic_NoTexture(false, true);
|
|
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
|
|
|
|
// restore the viewport
|
|
R_SetViewport(&r_refdef.view.viewport);
|
|
|
|
// restore other state to normal
|
|
//R_Shadow_RenderMode_End();
|
|
}
|
|
|
|
static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
|
|
{
|
|
float zdist;
|
|
vec3_t centerorigin;
|
|
float vertex3f[12];
|
|
// if it's too close, skip it
|
|
if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
|
|
return;
|
|
zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
|
|
if (zdist < 32)
|
|
return;
|
|
if (usequery && r_numqueries + 2 <= r_maxqueries)
|
|
{
|
|
rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
|
|
rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
|
|
// we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
|
|
VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
|
|
|
|
switch(vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GL20:
|
|
case RENDERPATH_GLES1:
|
|
case RENDERPATH_GLES2:
|
|
#ifdef GL_SAMPLES_PASSED_ARB
|
|
CHECKGLERROR
|
|
// NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
|
|
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
|
|
GL_DepthFunc(GL_ALWAYS);
|
|
R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
|
|
R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
|
|
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
|
|
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
|
GL_DepthFunc(GL_LEQUAL);
|
|
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
|
|
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
|
|
R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
|
|
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
|
|
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
|
|
CHECKGLERROR
|
|
#endif
|
|
break;
|
|
case RENDERPATH_D3D9:
|
|
Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_D3D10:
|
|
Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_D3D11:
|
|
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_SOFT:
|
|
//Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
}
|
|
}
|
|
rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
|
|
}
|
|
|
|
static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
|
|
|
|
static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
|
|
{
|
|
vec3_t color;
|
|
GLint allpixels = 0, visiblepixels = 0;
|
|
// now we have to check the query result
|
|
if (rtlight->corona_queryindex_visiblepixels)
|
|
{
|
|
switch(vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GL20:
|
|
case RENDERPATH_GLES1:
|
|
case RENDERPATH_GLES2:
|
|
#ifdef GL_SAMPLES_PASSED_ARB
|
|
CHECKGLERROR
|
|
qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
|
|
qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
|
|
CHECKGLERROR
|
|
#endif
|
|
break;
|
|
case RENDERPATH_D3D9:
|
|
Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_D3D10:
|
|
Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_D3D11:
|
|
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_SOFT:
|
|
//Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
}
|
|
//Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
|
|
if (visiblepixels < 1 || allpixels < 1)
|
|
return;
|
|
rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
|
|
cscale *= rtlight->corona_visibility;
|
|
}
|
|
else
|
|
{
|
|
// FIXME: these traces should scan all render entities instead of cl.world
|
|
if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
|
|
return;
|
|
}
|
|
VectorScale(rtlight->currentcolor, cscale, color);
|
|
if (VectorLength(color) > (1.0f / 256.0f))
|
|
{
|
|
float vertex3f[12];
|
|
qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
|
|
if(negated)
|
|
{
|
|
VectorNegate(color, color);
|
|
GL_BlendEquationSubtract(true);
|
|
}
|
|
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
|
|
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
|
|
R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false);
|
|
if(negated)
|
|
GL_BlendEquationSubtract(false);
|
|
}
|
|
}
|
|
|
|
void R_Shadow_DrawCoronas(void)
|
|
{
|
|
int i, flag;
|
|
qboolean usequery = false;
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
rtlight_t *rtlight;
|
|
size_t range;
|
|
if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
|
|
return;
|
|
if (r_fb.water.renderingscene)
|
|
return;
|
|
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
|
|
R_EntityMatrix(&identitymatrix);
|
|
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
|
|
// check occlusion of coronas
|
|
// use GL_ARB_occlusion_query if available
|
|
// otherwise use raytraces
|
|
r_numqueries = 0;
|
|
switch (vid.renderpath)
|
|
{
|
|
case RENDERPATH_GL11:
|
|
case RENDERPATH_GL13:
|
|
case RENDERPATH_GL20:
|
|
case RENDERPATH_GLES1:
|
|
case RENDERPATH_GLES2:
|
|
usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
|
|
#ifdef GL_SAMPLES_PASSED_ARB
|
|
if (usequery)
|
|
{
|
|
GL_ColorMask(0,0,0,0);
|
|
if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
|
|
if (r_maxqueries < MAX_OCCLUSION_QUERIES)
|
|
{
|
|
i = r_maxqueries;
|
|
r_maxqueries = (range + r_refdef.scene.numlights) * 4;
|
|
r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
|
|
CHECKGLERROR
|
|
qglGenQueriesARB(r_maxqueries - i, r_queries + i);
|
|
CHECKGLERROR
|
|
}
|
|
RSurf_ActiveWorldEntity();
|
|
GL_BlendFunc(GL_ONE, GL_ZERO);
|
|
GL_CullFace(GL_NONE);
|
|
GL_DepthMask(false);
|
|
GL_DepthRange(0, 1);
|
|
GL_PolygonOffset(0, 0);
|
|
GL_DepthTest(true);
|
|
R_Mesh_ResetTextureState();
|
|
R_SetupShader_Generic_NoTexture(false, false);
|
|
}
|
|
#endif
|
|
break;
|
|
case RENDERPATH_D3D9:
|
|
usequery = false;
|
|
//Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_D3D10:
|
|
Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_D3D11:
|
|
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
case RENDERPATH_SOFT:
|
|
usequery = false;
|
|
//Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
|
|
break;
|
|
}
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
rtlight = &light->rtlight;
|
|
rtlight->corona_visibility = 0;
|
|
rtlight->corona_queryindex_visiblepixels = 0;
|
|
rtlight->corona_queryindex_allpixels = 0;
|
|
if (!(rtlight->flags & flag))
|
|
continue;
|
|
if (rtlight->corona <= 0)
|
|
continue;
|
|
if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
|
|
continue;
|
|
R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
|
|
}
|
|
for (i = 0;i < r_refdef.scene.numlights;i++)
|
|
{
|
|
rtlight = r_refdef.scene.lights[i];
|
|
rtlight->corona_visibility = 0;
|
|
rtlight->corona_queryindex_visiblepixels = 0;
|
|
rtlight->corona_queryindex_allpixels = 0;
|
|
if (!(rtlight->flags & flag))
|
|
continue;
|
|
if (rtlight->corona <= 0)
|
|
continue;
|
|
R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
|
|
}
|
|
if (usequery)
|
|
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
|
|
|
|
// now draw the coronas using the query data for intensity info
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
rtlight = &light->rtlight;
|
|
if (rtlight->corona_visibility <= 0)
|
|
continue;
|
|
R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
|
|
}
|
|
for (i = 0;i < r_refdef.scene.numlights;i++)
|
|
{
|
|
rtlight = r_refdef.scene.lights[i];
|
|
if (rtlight->corona_visibility <= 0)
|
|
continue;
|
|
if (gl_flashblend.integer)
|
|
R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
|
|
else
|
|
R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
static dlight_t *R_Shadow_NewWorldLight(void)
|
|
{
|
|
return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
|
|
}
|
|
|
|
static void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
|
|
{
|
|
matrix4x4_t matrix;
|
|
// validate parameters
|
|
if (style < 0 || style >= MAX_LIGHTSTYLES)
|
|
{
|
|
Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
|
|
style = 0;
|
|
}
|
|
if (!cubemapname)
|
|
cubemapname = "";
|
|
|
|
// copy to light properties
|
|
VectorCopy(origin, light->origin);
|
|
light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
|
|
light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
|
|
light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
|
|
/*
|
|
light->color[0] = max(color[0], 0);
|
|
light->color[1] = max(color[1], 0);
|
|
light->color[2] = max(color[2], 0);
|
|
*/
|
|
light->color[0] = color[0];
|
|
light->color[1] = color[1];
|
|
light->color[2] = color[2];
|
|
light->radius = max(radius, 0);
|
|
light->style = style;
|
|
light->shadow = shadowenable;
|
|
light->corona = corona;
|
|
strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
|
|
light->coronasizescale = coronasizescale;
|
|
light->ambientscale = ambientscale;
|
|
light->diffusescale = diffusescale;
|
|
light->specularscale = specularscale;
|
|
light->flags = flags;
|
|
|
|
// update renderable light data
|
|
Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
|
|
R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
|
|
}
|
|
|
|
static void R_Shadow_FreeWorldLight(dlight_t *light)
|
|
{
|
|
if (r_shadow_selectedlight == light)
|
|
r_shadow_selectedlight = NULL;
|
|
R_RTLight_Uncompile(&light->rtlight);
|
|
Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
|
|
}
|
|
|
|
void R_Shadow_ClearWorldLights(void)
|
|
{
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (light)
|
|
R_Shadow_FreeWorldLight(light);
|
|
}
|
|
r_shadow_selectedlight = NULL;
|
|
}
|
|
|
|
static void R_Shadow_SelectLight(dlight_t *light)
|
|
{
|
|
if (r_shadow_selectedlight)
|
|
r_shadow_selectedlight->selected = false;
|
|
r_shadow_selectedlight = light;
|
|
if (r_shadow_selectedlight)
|
|
r_shadow_selectedlight->selected = true;
|
|
}
|
|
|
|
static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
|
|
{
|
|
// this is never batched (there can be only one)
|
|
float vertex3f[12];
|
|
R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
|
|
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
|
|
R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
|
|
}
|
|
|
|
static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
|
|
{
|
|
float intensity;
|
|
float s;
|
|
vec3_t spritecolor;
|
|
skinframe_t *skinframe;
|
|
float vertex3f[12];
|
|
|
|
// this is never batched (due to the ent parameter changing every time)
|
|
// so numsurfaces == 1 and surfacelist[0] == lightnumber
|
|
const dlight_t *light = (dlight_t *)ent;
|
|
s = EDLIGHTSPRSIZE;
|
|
|
|
R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
|
|
|
|
intensity = 0.5f;
|
|
VectorScale(light->color, intensity, spritecolor);
|
|
if (VectorLength(spritecolor) < 0.1732f)
|
|
VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
|
|
if (VectorLength(spritecolor) > 1.0f)
|
|
VectorNormalize(spritecolor);
|
|
|
|
// draw light sprite
|
|
if (light->cubemapname[0] && !light->shadow)
|
|
skinframe = r_editlights_sprcubemapnoshadowlight;
|
|
else if (light->cubemapname[0])
|
|
skinframe = r_editlights_sprcubemaplight;
|
|
else if (!light->shadow)
|
|
skinframe = r_editlights_sprnoshadowlight;
|
|
else
|
|
skinframe = r_editlights_sprlight;
|
|
|
|
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
|
|
R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
|
|
|
|
// draw selection sprite if light is selected
|
|
if (light->selected)
|
|
{
|
|
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
|
|
R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
|
|
// VorteX todo: add normalmode/realtime mode light overlay sprites?
|
|
}
|
|
}
|
|
|
|
void R_Shadow_DrawLightSprites(void)
|
|
{
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (light)
|
|
R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
|
|
}
|
|
if (!r_editlights_lockcursor)
|
|
R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
|
|
}
|
|
|
|
int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
|
|
{
|
|
unsigned int range;
|
|
dlight_t *light;
|
|
rtlight_t *rtlight;
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
|
|
if (lightindex >= range)
|
|
return -1;
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
return 0;
|
|
rtlight = &light->rtlight;
|
|
//if (!(rtlight->flags & flag))
|
|
// return 0;
|
|
VectorCopy(rtlight->shadoworigin, origin);
|
|
*radius = rtlight->radius;
|
|
VectorCopy(rtlight->color, color);
|
|
return 1;
|
|
}
|
|
|
|
static void R_Shadow_SelectLightInView(void)
|
|
{
|
|
float bestrating, rating, temp[3];
|
|
dlight_t *best;
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
best = NULL;
|
|
bestrating = 0;
|
|
|
|
if (r_editlights_lockcursor)
|
|
return;
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
VectorSubtract(light->origin, r_refdef.view.origin, temp);
|
|
rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
|
|
if (rating >= 0.95)
|
|
{
|
|
rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
|
|
if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
|
|
{
|
|
bestrating = rating;
|
|
best = light;
|
|
}
|
|
}
|
|
}
|
|
R_Shadow_SelectLight(best);
|
|
}
|
|
|
|
void R_Shadow_LoadWorldLights(void)
|
|
{
|
|
int n, a, style, shadow, flags;
|
|
char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
|
|
float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
|
|
if (cl.worldmodel == NULL)
|
|
{
|
|
Con_Print("No map loaded.\n");
|
|
return;
|
|
}
|
|
dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
|
|
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
|
|
if (lightsstring)
|
|
{
|
|
s = lightsstring;
|
|
n = 0;
|
|
while (*s)
|
|
{
|
|
/*
|
|
t = s;
|
|
shadow = true;
|
|
for (;COM_Parse(t, true) && strcmp(
|
|
if (COM_Parse(t, true))
|
|
{
|
|
if (com_token[0] == '!')
|
|
{
|
|
shadow = false;
|
|
origin[0] = atof(com_token+1);
|
|
}
|
|
else
|
|
origin[0] = atof(com_token);
|
|
if (Com_Parse(t
|
|
}
|
|
*/
|
|
t = s;
|
|
while (*s && *s != '\n' && *s != '\r')
|
|
s++;
|
|
if (!*s)
|
|
break;
|
|
tempchar = *s;
|
|
shadow = true;
|
|
// check for modifier flags
|
|
if (*t == '!')
|
|
{
|
|
shadow = false;
|
|
t++;
|
|
}
|
|
*s = 0;
|
|
#if _MSC_VER >= 1400
|
|
#define sscanf sscanf_s
|
|
#endif
|
|
cubemapname[sizeof(cubemapname)-1] = 0;
|
|
#if MAX_QPATH != 128
|
|
#error update this code if MAX_QPATH changes
|
|
#endif
|
|
a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
|
|
#if _MSC_VER >= 1400
|
|
, sizeof(cubemapname)
|
|
#endif
|
|
, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
|
|
*s = tempchar;
|
|
if (a < 18)
|
|
flags = LIGHTFLAG_REALTIMEMODE;
|
|
if (a < 17)
|
|
specularscale = 1;
|
|
if (a < 16)
|
|
diffusescale = 1;
|
|
if (a < 15)
|
|
ambientscale = 0;
|
|
if (a < 14)
|
|
coronasizescale = 0.25f;
|
|
if (a < 13)
|
|
VectorClear(angles);
|
|
if (a < 10)
|
|
corona = 0;
|
|
if (a < 9 || !strcmp(cubemapname, "\"\""))
|
|
cubemapname[0] = 0;
|
|
// remove quotes on cubemapname
|
|
if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
|
|
{
|
|
size_t namelen;
|
|
namelen = strlen(cubemapname) - 2;
|
|
memmove(cubemapname, cubemapname + 1, namelen);
|
|
cubemapname[namelen] = '\0';
|
|
}
|
|
if (a < 8)
|
|
{
|
|
Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
|
|
break;
|
|
}
|
|
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
|
|
if (*s == '\r')
|
|
s++;
|
|
if (*s == '\n')
|
|
s++;
|
|
n++;
|
|
}
|
|
if (*s)
|
|
Con_Printf("invalid rtlights file \"%s\"\n", name);
|
|
Mem_Free(lightsstring);
|
|
}
|
|
}
|
|
|
|
void R_Shadow_SaveWorldLights(void)
|
|
{
|
|
size_t lightindex;
|
|
dlight_t *light;
|
|
size_t bufchars, bufmaxchars;
|
|
char *buf, *oldbuf;
|
|
char name[MAX_QPATH];
|
|
char line[MAX_INPUTLINE];
|
|
size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
|
|
// I hate lines which are 3 times my screen size :( --blub
|
|
if (!range)
|
|
return;
|
|
if (cl.worldmodel == NULL)
|
|
{
|
|
Con_Print("No map loaded.\n");
|
|
return;
|
|
}
|
|
dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
|
|
bufchars = bufmaxchars = 0;
|
|
buf = NULL;
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
|
|
dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
|
|
else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
|
|
dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
|
|
else
|
|
dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
|
|
if (bufchars + strlen(line) > bufmaxchars)
|
|
{
|
|
bufmaxchars = bufchars + strlen(line) + 2048;
|
|
oldbuf = buf;
|
|
buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
|
|
if (oldbuf)
|
|
{
|
|
if (bufchars)
|
|
memcpy(buf, oldbuf, bufchars);
|
|
Mem_Free(oldbuf);
|
|
}
|
|
}
|
|
if (strlen(line))
|
|
{
|
|
memcpy(buf + bufchars, line, strlen(line));
|
|
bufchars += strlen(line);
|
|
}
|
|
}
|
|
if (bufchars)
|
|
FS_WriteFile(name, buf, (fs_offset_t)bufchars);
|
|
if (buf)
|
|
Mem_Free(buf);
|
|
}
|
|
|
|
void R_Shadow_LoadLightsFile(void)
|
|
{
|
|
int n, a, style;
|
|
char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
|
|
float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
|
|
if (cl.worldmodel == NULL)
|
|
{
|
|
Con_Print("No map loaded.\n");
|
|
return;
|
|
}
|
|
dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
|
|
lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
|
|
if (lightsstring)
|
|
{
|
|
s = lightsstring;
|
|
n = 0;
|
|
while (*s)
|
|
{
|
|
t = s;
|
|
while (*s && *s != '\n' && *s != '\r')
|
|
s++;
|
|
if (!*s)
|
|
break;
|
|
tempchar = *s;
|
|
*s = 0;
|
|
a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
|
|
*s = tempchar;
|
|
if (a < 14)
|
|
{
|
|
Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
|
|
break;
|
|
}
|
|
radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
|
|
radius = bound(15, radius, 4096);
|
|
VectorScale(color, (2.0f / (8388608.0f)), color);
|
|
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
|
|
if (*s == '\r')
|
|
s++;
|
|
if (*s == '\n')
|
|
s++;
|
|
n++;
|
|
}
|
|
if (*s)
|
|
Con_Printf("invalid lights file \"%s\"\n", name);
|
|
Mem_Free(lightsstring);
|
|
}
|
|
}
|
|
|
|
// tyrlite/hmap2 light types in the delay field
|
|
typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
|
|
|
|
void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
|
|
{
|
|
int entnum;
|
|
int style;
|
|
int islight;
|
|
int skin;
|
|
int pflags;
|
|
//int effects;
|
|
int type;
|
|
int n;
|
|
char *entfiledata;
|
|
const char *data;
|
|
float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
|
|
char key[256], value[MAX_INPUTLINE];
|
|
char vabuf[1024];
|
|
|
|
if (cl.worldmodel == NULL)
|
|
{
|
|
Con_Print("No map loaded.\n");
|
|
return;
|
|
}
|
|
// try to load a .ent file first
|
|
dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
|
|
data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
|
|
// and if that is not found, fall back to the bsp file entity string
|
|
if (!data)
|
|
data = cl.worldmodel->brush.entities;
|
|
if (!data)
|
|
return;
|
|
for (entnum = 0;COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{';entnum++)
|
|
{
|
|
type = LIGHTTYPE_MINUSX;
|
|
origin[0] = origin[1] = origin[2] = 0;
|
|
originhack[0] = originhack[1] = originhack[2] = 0;
|
|
angles[0] = angles[1] = angles[2] = 0;
|
|
color[0] = color[1] = color[2] = 1;
|
|
light[0] = light[1] = light[2] = 1;light[3] = 300;
|
|
overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
|
|
fadescale = 1;
|
|
lightscale = 1;
|
|
style = 0;
|
|
skin = 0;
|
|
pflags = 0;
|
|
//effects = 0;
|
|
islight = false;
|
|
while (1)
|
|
{
|
|
if (!COM_ParseToken_Simple(&data, false, false, true))
|
|
break; // error
|
|
if (com_token[0] == '}')
|
|
break; // end of entity
|
|
if (com_token[0] == '_')
|
|
strlcpy(key, com_token + 1, sizeof(key));
|
|
else
|
|
strlcpy(key, com_token, sizeof(key));
|
|
while (key[strlen(key)-1] == ' ') // remove trailing spaces
|
|
key[strlen(key)-1] = 0;
|
|
if (!COM_ParseToken_Simple(&data, false, false, true))
|
|
break; // error
|
|
strlcpy(value, com_token, sizeof(value));
|
|
|
|
// now that we have the key pair worked out...
|
|
if (!strcmp("light", key))
|
|
{
|
|
n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
|
|
if (n == 1)
|
|
{
|
|
// quake
|
|
light[0] = vec[0] * (1.0f / 256.0f);
|
|
light[1] = vec[0] * (1.0f / 256.0f);
|
|
light[2] = vec[0] * (1.0f / 256.0f);
|
|
light[3] = vec[0];
|
|
}
|
|
else if (n == 4)
|
|
{
|
|
// halflife
|
|
light[0] = vec[0] * (1.0f / 255.0f);
|
|
light[1] = vec[1] * (1.0f / 255.0f);
|
|
light[2] = vec[2] * (1.0f / 255.0f);
|
|
light[3] = vec[3];
|
|
}
|
|
}
|
|
else if (!strcmp("delay", key))
|
|
type = atoi(value);
|
|
else if (!strcmp("origin", key))
|
|
sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
|
|
else if (!strcmp("angle", key))
|
|
angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
|
|
else if (!strcmp("angles", key))
|
|
sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
|
|
else if (!strcmp("color", key))
|
|
sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
|
|
else if (!strcmp("wait", key))
|
|
fadescale = atof(value);
|
|
else if (!strcmp("classname", key))
|
|
{
|
|
if (!strncmp(value, "light", 5))
|
|
{
|
|
islight = true;
|
|
if (!strcmp(value, "light_fluoro"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 1;
|
|
overridecolor[2] = 1;
|
|
}
|
|
if (!strcmp(value, "light_fluorospark"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 1;
|
|
overridecolor[2] = 1;
|
|
}
|
|
if (!strcmp(value, "light_globe"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.8;
|
|
overridecolor[2] = 0.4;
|
|
}
|
|
if (!strcmp(value, "light_flame_large_yellow"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_flame_small_yellow"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_torch_small_white"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
if (!strcmp(value, "light_torch_small_walltorch"))
|
|
{
|
|
originhack[0] = 0;
|
|
originhack[1] = 0;
|
|
originhack[2] = 0;
|
|
overridecolor[0] = 1;
|
|
overridecolor[1] = 0.5;
|
|
overridecolor[2] = 0.1;
|
|
}
|
|
}
|
|
}
|
|
else if (!strcmp("style", key))
|
|
style = atoi(value);
|
|
else if (!strcmp("skin", key))
|
|
skin = (int)atof(value);
|
|
else if (!strcmp("pflags", key))
|
|
pflags = (int)atof(value);
|
|
//else if (!strcmp("effects", key))
|
|
// effects = (int)atof(value);
|
|
else if (cl.worldmodel->type == mod_brushq3)
|
|
{
|
|
if (!strcmp("scale", key))
|
|
lightscale = atof(value);
|
|
if (!strcmp("fade", key))
|
|
fadescale = atof(value);
|
|
}
|
|
}
|
|
if (!islight)
|
|
continue;
|
|
if (lightscale <= 0)
|
|
lightscale = 1;
|
|
if (fadescale <= 0)
|
|
fadescale = 1;
|
|
if (color[0] == color[1] && color[0] == color[2])
|
|
{
|
|
color[0] *= overridecolor[0];
|
|
color[1] *= overridecolor[1];
|
|
color[2] *= overridecolor[2];
|
|
}
|
|
radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
|
|
color[0] = color[0] * light[0];
|
|
color[1] = color[1] * light[1];
|
|
color[2] = color[2] * light[2];
|
|
switch (type)
|
|
{
|
|
case LIGHTTYPE_MINUSX:
|
|
break;
|
|
case LIGHTTYPE_RECIPX:
|
|
radius *= 2;
|
|
VectorScale(color, (1.0f / 16.0f), color);
|
|
break;
|
|
case LIGHTTYPE_RECIPXX:
|
|
radius *= 2;
|
|
VectorScale(color, (1.0f / 16.0f), color);
|
|
break;
|
|
default:
|
|
case LIGHTTYPE_NONE:
|
|
break;
|
|
case LIGHTTYPE_SUN:
|
|
break;
|
|
case LIGHTTYPE_MINUSXX:
|
|
break;
|
|
}
|
|
VectorAdd(origin, originhack, origin);
|
|
if (radius >= 1)
|
|
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
|
|
}
|
|
if (entfiledata)
|
|
Mem_Free(entfiledata);
|
|
}
|
|
|
|
|
|
static void R_Shadow_SetCursorLocationForView(void)
|
|
{
|
|
vec_t dist, push;
|
|
vec3_t dest, endpos;
|
|
trace_t trace;
|
|
VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
|
|
trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
|
|
if (trace.fraction < 1)
|
|
{
|
|
dist = trace.fraction * r_editlights_cursordistance.value;
|
|
push = r_editlights_cursorpushback.value;
|
|
if (push > dist)
|
|
push = dist;
|
|
push = -push;
|
|
VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
|
|
VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
|
|
}
|
|
else
|
|
{
|
|
VectorClear( endpos );
|
|
}
|
|
r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
|
|
r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
|
|
r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
|
|
}
|
|
|
|
void R_Shadow_UpdateWorldLightSelection(void)
|
|
{
|
|
if (r_editlights.integer)
|
|
{
|
|
R_Shadow_SetCursorLocationForView();
|
|
R_Shadow_SelectLightInView();
|
|
}
|
|
else
|
|
R_Shadow_SelectLight(NULL);
|
|
}
|
|
|
|
static void R_Shadow_EditLights_Clear_f(void)
|
|
{
|
|
R_Shadow_ClearWorldLights();
|
|
}
|
|
|
|
void R_Shadow_EditLights_Reload_f(void)
|
|
{
|
|
if (!cl.worldmodel)
|
|
return;
|
|
strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
|
|
R_Shadow_ClearWorldLights();
|
|
R_Shadow_LoadWorldLights();
|
|
if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
|
|
{
|
|
R_Shadow_LoadLightsFile();
|
|
if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
|
|
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
|
|
}
|
|
}
|
|
|
|
static void R_Shadow_EditLights_Save_f(void)
|
|
{
|
|
if (!cl.worldmodel)
|
|
return;
|
|
R_Shadow_SaveWorldLights();
|
|
}
|
|
|
|
static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
|
|
{
|
|
R_Shadow_ClearWorldLights();
|
|
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
|
|
}
|
|
|
|
static void R_Shadow_EditLights_ImportLightsFile_f(void)
|
|
{
|
|
R_Shadow_ClearWorldLights();
|
|
R_Shadow_LoadLightsFile();
|
|
}
|
|
|
|
static void R_Shadow_EditLights_Spawn_f(void)
|
|
{
|
|
vec3_t color;
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
if (Cmd_Argc() != 1)
|
|
{
|
|
Con_Print("r_editlights_spawn does not take parameters\n");
|
|
return;
|
|
}
|
|
color[0] = color[1] = color[2] = 1;
|
|
R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
|
|
}
|
|
|
|
static void R_Shadow_EditLights_Edit_f(void)
|
|
{
|
|
vec3_t origin, angles, color;
|
|
vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
|
|
int style, shadows, flags, normalmode, realtimemode;
|
|
char cubemapname[MAX_INPUTLINE];
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
if (!r_shadow_selectedlight)
|
|
{
|
|
Con_Print("No selected light.\n");
|
|
return;
|
|
}
|
|
VectorCopy(r_shadow_selectedlight->origin, origin);
|
|
VectorCopy(r_shadow_selectedlight->angles, angles);
|
|
VectorCopy(r_shadow_selectedlight->color, color);
|
|
radius = r_shadow_selectedlight->radius;
|
|
style = r_shadow_selectedlight->style;
|
|
if (r_shadow_selectedlight->cubemapname)
|
|
strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
|
|
else
|
|
cubemapname[0] = 0;
|
|
shadows = r_shadow_selectedlight->shadow;
|
|
corona = r_shadow_selectedlight->corona;
|
|
coronasizescale = r_shadow_selectedlight->coronasizescale;
|
|
ambientscale = r_shadow_selectedlight->ambientscale;
|
|
diffusescale = r_shadow_selectedlight->diffusescale;
|
|
specularscale = r_shadow_selectedlight->specularscale;
|
|
flags = r_shadow_selectedlight->flags;
|
|
normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
|
|
realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
|
|
if (!strcmp(Cmd_Argv(1), "origin"))
|
|
{
|
|
if (Cmd_Argc() != 5)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[0] = atof(Cmd_Argv(2));
|
|
origin[1] = atof(Cmd_Argv(3));
|
|
origin[2] = atof(Cmd_Argv(4));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "originscale"))
|
|
{
|
|
if (Cmd_Argc() != 5)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[0] *= atof(Cmd_Argv(2));
|
|
origin[1] *= atof(Cmd_Argv(3));
|
|
origin[2] *= atof(Cmd_Argv(4));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "originx"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[0] = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "originy"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[1] = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "originz"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[2] = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "move"))
|
|
{
|
|
if (Cmd_Argc() != 5)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[0] += atof(Cmd_Argv(2));
|
|
origin[1] += atof(Cmd_Argv(3));
|
|
origin[2] += atof(Cmd_Argv(4));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "movex"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[0] += atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "movey"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[1] += atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "movez"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
origin[2] += atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "angles"))
|
|
{
|
|
if (Cmd_Argc() != 5)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
angles[0] = atof(Cmd_Argv(2));
|
|
angles[1] = atof(Cmd_Argv(3));
|
|
angles[2] = atof(Cmd_Argv(4));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "anglesx"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
angles[0] = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "anglesy"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
angles[1] = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "anglesz"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
angles[2] = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "color"))
|
|
{
|
|
if (Cmd_Argc() != 5)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
color[0] = atof(Cmd_Argv(2));
|
|
color[1] = atof(Cmd_Argv(3));
|
|
color[2] = atof(Cmd_Argv(4));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "radius"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
radius = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "colorscale"))
|
|
{
|
|
if (Cmd_Argc() == 3)
|
|
{
|
|
double scale = atof(Cmd_Argv(2));
|
|
color[0] *= scale;
|
|
color[1] *= scale;
|
|
color[2] *= scale;
|
|
}
|
|
else
|
|
{
|
|
if (Cmd_Argc() != 5)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
color[0] *= atof(Cmd_Argv(2));
|
|
color[1] *= atof(Cmd_Argv(3));
|
|
color[2] *= atof(Cmd_Argv(4));
|
|
}
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
radius *= atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "style"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
style = atoi(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "cubemap"))
|
|
{
|
|
if (Cmd_Argc() > 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
if (Cmd_Argc() == 3)
|
|
strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
|
|
else
|
|
cubemapname[0] = 0;
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "shadows"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "corona"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
corona = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "coronasize"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
coronasizescale = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "ambient"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
ambientscale = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "diffuse"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
diffusescale = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "specular"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
specularscale = atof(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "normalmode"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
|
|
}
|
|
else if (!strcmp(Cmd_Argv(1), "realtimemode"))
|
|
{
|
|
if (Cmd_Argc() != 3)
|
|
{
|
|
Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
|
|
return;
|
|
}
|
|
realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
|
|
}
|
|
else
|
|
{
|
|
Con_Print("usage: r_editlights_edit [property] [value]\n");
|
|
Con_Print("Selected light's properties:\n");
|
|
Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
|
|
Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
|
|
Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
|
|
Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
|
|
Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
|
|
Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
|
|
Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
|
|
Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
|
|
Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
|
|
Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
|
|
Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
|
|
Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
|
|
Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
|
|
Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
|
|
return;
|
|
}
|
|
flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
|
|
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
|
|
}
|
|
|
|
static void R_Shadow_EditLights_EditAll_f(void)
|
|
{
|
|
size_t lightindex;
|
|
dlight_t *light, *oldselected;
|
|
size_t range;
|
|
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
|
|
oldselected = r_shadow_selectedlight;
|
|
// EditLights doesn't seem to have a "remove" command or something so:
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
R_Shadow_SelectLight(light);
|
|
R_Shadow_EditLights_Edit_f();
|
|
}
|
|
// return to old selected (to not mess editing once selection is locked)
|
|
R_Shadow_SelectLight(oldselected);
|
|
}
|
|
|
|
void R_Shadow_EditLights_DrawSelectedLightProperties(void)
|
|
{
|
|
int lightnumber, lightcount;
|
|
size_t lightindex, range;
|
|
dlight_t *light;
|
|
char temp[256];
|
|
float x, y;
|
|
|
|
if (!r_editlights.integer)
|
|
return;
|
|
|
|
// update cvars so QC can query them
|
|
if (r_shadow_selectedlight)
|
|
{
|
|
dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
|
|
Cvar_SetQuick(&r_editlights_current_origin, temp);
|
|
dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
|
|
Cvar_SetQuick(&r_editlights_current_angles, temp);
|
|
dpsnprintf(temp, sizeof(temp), "%f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
|
|
Cvar_SetQuick(&r_editlights_current_color, temp);
|
|
Cvar_SetValueQuick(&r_editlights_current_radius, r_shadow_selectedlight->radius);
|
|
Cvar_SetValueQuick(&r_editlights_current_corona, r_shadow_selectedlight->corona);
|
|
Cvar_SetValueQuick(&r_editlights_current_coronasize, r_shadow_selectedlight->coronasizescale);
|
|
Cvar_SetValueQuick(&r_editlights_current_style, r_shadow_selectedlight->style);
|
|
Cvar_SetValueQuick(&r_editlights_current_shadows, r_shadow_selectedlight->shadow);
|
|
Cvar_SetQuick(&r_editlights_current_cubemap, r_shadow_selectedlight->cubemapname);
|
|
Cvar_SetValueQuick(&r_editlights_current_ambient, r_shadow_selectedlight->ambientscale);
|
|
Cvar_SetValueQuick(&r_editlights_current_diffuse, r_shadow_selectedlight->diffusescale);
|
|
Cvar_SetValueQuick(&r_editlights_current_specular, r_shadow_selectedlight->specularscale);
|
|
Cvar_SetValueQuick(&r_editlights_current_normalmode, (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? 1 : 0);
|
|
Cvar_SetValueQuick(&r_editlights_current_realtimemode, (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? 1 : 0);
|
|
}
|
|
|
|
// draw properties on screen
|
|
if (!r_editlights_drawproperties.integer)
|
|
return;
|
|
x = vid_conwidth.value - 240;
|
|
y = 5;
|
|
DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
|
|
lightnumber = -1;
|
|
lightcount = 0;
|
|
range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
|
|
for (lightindex = 0;lightindex < range;lightindex++)
|
|
{
|
|
light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
|
|
if (!light)
|
|
continue;
|
|
if (light == r_shadow_selectedlight)
|
|
lightnumber = lightindex;
|
|
lightcount++;
|
|
}
|
|
dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
|
|
y += 8;
|
|
if (r_shadow_selectedlight == NULL)
|
|
return;
|
|
dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
|
|
}
|
|
|
|
static void R_Shadow_EditLights_ToggleShadow_f(void)
|
|
{
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
if (!r_shadow_selectedlight)
|
|
{
|
|
Con_Print("No selected light.\n");
|
|
return;
|
|
}
|
|
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
|
|
}
|
|
|
|
static void R_Shadow_EditLights_ToggleCorona_f(void)
|
|
{
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
if (!r_shadow_selectedlight)
|
|
{
|
|
Con_Print("No selected light.\n");
|
|
return;
|
|
}
|
|
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
|
|
}
|
|
|
|
static void R_Shadow_EditLights_Remove_f(void)
|
|
{
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
if (!r_shadow_selectedlight)
|
|
{
|
|
Con_Print("No selected light.\n");
|
|
return;
|
|
}
|
|
R_Shadow_FreeWorldLight(r_shadow_selectedlight);
|
|
r_shadow_selectedlight = NULL;
|
|
}
|
|
|
|
static void R_Shadow_EditLights_Help_f(void)
|
|
{
|
|
Con_Print(
|
|
"Documentation on r_editlights system:\n"
|
|
"Settings:\n"
|
|
"r_editlights : enable/disable editing mode\n"
|
|
"r_editlights_cursordistance : maximum distance of cursor from eye\n"
|
|
"r_editlights_cursorpushback : push back cursor this far from surface\n"
|
|
"r_editlights_cursorpushoff : push cursor off surface this far\n"
|
|
"r_editlights_cursorgrid : snap cursor to grid of this size\n"
|
|
"r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
|
|
"Commands:\n"
|
|
"r_editlights_help : this help\n"
|
|
"r_editlights_clear : remove all lights\n"
|
|
"r_editlights_reload : reload .rtlights, .lights file, or entities\n"
|
|
"r_editlights_lock : lock selection to current light, if already locked - unlock\n"
|
|
"r_editlights_save : save to .rtlights file\n"
|
|
"r_editlights_spawn : create a light with default settings\n"
|
|
"r_editlights_edit command : edit selected light - more documentation below\n"
|
|
"r_editlights_remove : remove selected light\n"
|
|
"r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
|
|
"r_editlights_importlightentitiesfrommap : reload light entities\n"
|
|
"r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
|
|
"Edit commands:\n"
|
|
"origin x y z : set light location\n"
|
|
"originx x: set x component of light location\n"
|
|
"originy y: set y component of light location\n"
|
|
"originz z: set z component of light location\n"
|
|
"move x y z : adjust light location\n"
|
|
"movex x: adjust x component of light location\n"
|
|
"movey y: adjust y component of light location\n"
|
|
"movez z: adjust z component of light location\n"
|
|
"angles x y z : set light angles\n"
|
|
"anglesx x: set x component of light angles\n"
|
|
"anglesy y: set y component of light angles\n"
|
|
"anglesz z: set z component of light angles\n"
|
|
"color r g b : set color of light (can be brighter than 1 1 1)\n"
|
|
"radius radius : set radius (size) of light\n"
|
|
"colorscale grey : multiply color of light (1 does nothing)\n"
|
|
"colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
|
|
"radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
|
|
"sizescale scale : multiply radius (size) of light (1 does nothing)\n"
|
|
"originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
|
|
"style style : set lightstyle of light (flickering patterns, switches, etc)\n"
|
|
"cubemap basename : set filter cubemap of light\n"
|
|
"shadows 1/0 : turn on/off shadows\n"
|
|
"corona n : set corona intensity\n"
|
|
"coronasize n : set corona size (0-1)\n"
|
|
"ambient n : set ambient intensity (0-1)\n"
|
|
"diffuse n : set diffuse intensity (0-1)\n"
|
|
"specular n : set specular intensity (0-1)\n"
|
|
"normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
|
|
"realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
|
|
"<nothing> : print light properties to console\n"
|
|
);
|
|
}
|
|
|
|
static void R_Shadow_EditLights_CopyInfo_f(void)
|
|
{
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
if (!r_shadow_selectedlight)
|
|
{
|
|
Con_Print("No selected light.\n");
|
|
return;
|
|
}
|
|
VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
|
|
VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
|
|
r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
|
|
r_shadow_bufferlight.style = r_shadow_selectedlight->style;
|
|
if (r_shadow_selectedlight->cubemapname)
|
|
strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
|
|
else
|
|
r_shadow_bufferlight.cubemapname[0] = 0;
|
|
r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
|
|
r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
|
|
r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
|
|
r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
|
|
r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
|
|
r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
|
|
r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
|
|
}
|
|
|
|
static void R_Shadow_EditLights_PasteInfo_f(void)
|
|
{
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
if (!r_shadow_selectedlight)
|
|
{
|
|
Con_Print("No selected light.\n");
|
|
return;
|
|
}
|
|
R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
|
|
}
|
|
|
|
static void R_Shadow_EditLights_Lock_f(void)
|
|
{
|
|
if (!r_editlights.integer)
|
|
{
|
|
Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
|
|
return;
|
|
}
|
|
if (r_editlights_lockcursor)
|
|
{
|
|
r_editlights_lockcursor = false;
|
|
return;
|
|
}
|
|
if (!r_shadow_selectedlight)
|
|
{
|
|
Con_Print("No selected light to lock on.\n");
|
|
return;
|
|
}
|
|
r_editlights_lockcursor = true;
|
|
}
|
|
|
|
static void R_Shadow_EditLights_Init(void)
|
|
{
|
|
Cvar_RegisterVariable(&r_editlights);
|
|
Cvar_RegisterVariable(&r_editlights_cursordistance);
|
|
Cvar_RegisterVariable(&r_editlights_cursorpushback);
|
|
Cvar_RegisterVariable(&r_editlights_cursorpushoff);
|
|
Cvar_RegisterVariable(&r_editlights_cursorgrid);
|
|
Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
|
|
Cvar_RegisterVariable(&r_editlights_drawproperties);
|
|
Cvar_RegisterVariable(&r_editlights_current_origin);
|
|
Cvar_RegisterVariable(&r_editlights_current_angles);
|
|
Cvar_RegisterVariable(&r_editlights_current_color);
|
|
Cvar_RegisterVariable(&r_editlights_current_radius);
|
|
Cvar_RegisterVariable(&r_editlights_current_corona);
|
|
Cvar_RegisterVariable(&r_editlights_current_coronasize);
|
|
Cvar_RegisterVariable(&r_editlights_current_style);
|
|
Cvar_RegisterVariable(&r_editlights_current_shadows);
|
|
Cvar_RegisterVariable(&r_editlights_current_cubemap);
|
|
Cvar_RegisterVariable(&r_editlights_current_ambient);
|
|
Cvar_RegisterVariable(&r_editlights_current_diffuse);
|
|
Cvar_RegisterVariable(&r_editlights_current_specular);
|
|
Cvar_RegisterVariable(&r_editlights_current_normalmode);
|
|
Cvar_RegisterVariable(&r_editlights_current_realtimemode);
|
|
Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
|
|
Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
|
|
Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
|
|
Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
|
|
Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
|
|
Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
|
|
Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
|
|
Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
|
|
Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
|
|
Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
|
|
Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
|
|
Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
|
|
Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
|
|
Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
|
|
Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
LIGHT SAMPLING
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
void R_LightPoint(float *color, const vec3_t p, const int flags)
|
|
{
|
|
int i, numlights, flag;
|
|
float f, relativepoint[3], dist, dist2, lightradius2;
|
|
vec3_t diffuse, n;
|
|
rtlight_t *light;
|
|
dlight_t *dlight;
|
|
|
|
if (r_fullbright.integer)
|
|
{
|
|
VectorSet(color, 1, 1, 1);
|
|
return;
|
|
}
|
|
|
|
VectorClear(color);
|
|
|
|
if (flags & LP_LIGHTMAP)
|
|
{
|
|
if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
|
|
{
|
|
VectorClear(diffuse);
|
|
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
|
|
VectorAdd(color, diffuse, color);
|
|
}
|
|
else
|
|
VectorSet(color, 1, 1, 1);
|
|
color[0] += r_refdef.scene.ambient;
|
|
color[1] += r_refdef.scene.ambient;
|
|
color[2] += r_refdef.scene.ambient;
|
|
}
|
|
|
|
if (flags & LP_RTWORLD)
|
|
{
|
|
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
|
|
numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
|
|
for (i = 0; i < numlights; i++)
|
|
{
|
|
dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
|
|
if (!dlight)
|
|
continue;
|
|
light = &dlight->rtlight;
|
|
if (!(light->flags & flag))
|
|
continue;
|
|
// sample
|
|
lightradius2 = light->radius * light->radius;
|
|
VectorSubtract(light->shadoworigin, p, relativepoint);
|
|
dist2 = VectorLength2(relativepoint);
|
|
if (dist2 >= lightradius2)
|
|
continue;
|
|
dist = sqrt(dist2) / light->radius;
|
|
f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
|
|
if (f <= 0)
|
|
continue;
|
|
// todo: add to both ambient and diffuse
|
|
if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
|
|
VectorMA(color, f, light->currentcolor, color);
|
|
}
|
|
}
|
|
if (flags & LP_DYNLIGHT)
|
|
{
|
|
// sample dlights
|
|
for (i = 0;i < r_refdef.scene.numlights;i++)
|
|
{
|
|
light = r_refdef.scene.lights[i];
|
|
// sample
|
|
lightradius2 = light->radius * light->radius;
|
|
VectorSubtract(light->shadoworigin, p, relativepoint);
|
|
dist2 = VectorLength2(relativepoint);
|
|
if (dist2 >= lightradius2)
|
|
continue;
|
|
dist = sqrt(dist2) / light->radius;
|
|
f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
|
|
if (f <= 0)
|
|
continue;
|
|
// todo: add to both ambient and diffuse
|
|
if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
|
|
VectorMA(color, f, light->color, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
|
|
{
|
|
int i, numlights, flag;
|
|
rtlight_t *light;
|
|
dlight_t *dlight;
|
|
float relativepoint[3];
|
|
float color[3];
|
|
float dir[3];
|
|
float dist;
|
|
float dist2;
|
|
float intensity;
|
|
float sample[5*3];
|
|
float lightradius2;
|
|
|
|
if (r_fullbright.integer)
|
|
{
|
|
VectorSet(ambient, 1, 1, 1);
|
|
VectorClear(diffuse);
|
|
VectorClear(lightdir);
|
|
return;
|
|
}
|
|
|
|
if (flags == LP_LIGHTMAP)
|
|
{
|
|
VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
|
|
VectorClear(diffuse);
|
|
VectorClear(lightdir);
|
|
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
|
|
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
|
|
else
|
|
VectorSet(ambient, 1, 1, 1);
|
|
return;
|
|
}
|
|
|
|
memset(sample, 0, sizeof(sample));
|
|
VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
|
|
|
|
if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
|
|
{
|
|
vec3_t tempambient;
|
|
VectorClear(tempambient);
|
|
VectorClear(color);
|
|
VectorClear(relativepoint);
|
|
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
|
|
VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
|
|
VectorScale(color, r_refdef.lightmapintensity, color);
|
|
VectorAdd(sample, tempambient, sample);
|
|
VectorMA(sample , 0.5f , color, sample );
|
|
VectorMA(sample + 3, relativepoint[0], color, sample + 3);
|
|
VectorMA(sample + 6, relativepoint[1], color, sample + 6);
|
|
VectorMA(sample + 9, relativepoint[2], color, sample + 9);
|
|
// calculate a weighted average light direction as well
|
|
intensity = VectorLength(color);
|
|
VectorMA(sample + 12, intensity, relativepoint, sample + 12);
|
|
}
|
|
|
|
if (flags & LP_RTWORLD)
|
|
{
|
|
flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
|
|
numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
|
|
for (i = 0; i < numlights; i++)
|
|
{
|
|
dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
|
|
if (!dlight)
|
|
continue;
|
|
light = &dlight->rtlight;
|
|
if (!(light->flags & flag))
|
|
continue;
|
|
// sample
|
|
lightradius2 = light->radius * light->radius;
|
|
VectorSubtract(light->shadoworigin, p, relativepoint);
|
|
dist2 = VectorLength2(relativepoint);
|
|
if (dist2 >= lightradius2)
|
|
continue;
|
|
dist = sqrt(dist2) / light->radius;
|
|
intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
|
|
if (intensity <= 0.0f)
|
|
continue;
|
|
if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
|
|
continue;
|
|
// scale down intensity to add to both ambient and diffuse
|
|
//intensity *= 0.5f;
|
|
VectorNormalize(relativepoint);
|
|
VectorScale(light->currentcolor, intensity, color);
|
|
VectorMA(sample , 0.5f , color, sample );
|
|
VectorMA(sample + 3, relativepoint[0], color, sample + 3);
|
|
VectorMA(sample + 6, relativepoint[1], color, sample + 6);
|
|
VectorMA(sample + 9, relativepoint[2], color, sample + 9);
|
|
// calculate a weighted average light direction as well
|
|
intensity *= VectorLength(color);
|
|
VectorMA(sample + 12, intensity, relativepoint, sample + 12);
|
|
}
|
|
// FIXME: sample bouncegrid too!
|
|
}
|
|
|
|
if (flags & LP_DYNLIGHT)
|
|
{
|
|
// sample dlights
|
|
for (i = 0;i < r_refdef.scene.numlights;i++)
|
|
{
|
|
light = r_refdef.scene.lights[i];
|
|
// sample
|
|
lightradius2 = light->radius * light->radius;
|
|
VectorSubtract(light->shadoworigin, p, relativepoint);
|
|
dist2 = VectorLength2(relativepoint);
|
|
if (dist2 >= lightradius2)
|
|
continue;
|
|
dist = sqrt(dist2) / light->radius;
|
|
intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
|
|
if (intensity <= 0.0f)
|
|
continue;
|
|
if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
|
|
continue;
|
|
// scale down intensity to add to both ambient and diffuse
|
|
//intensity *= 0.5f;
|
|
VectorNormalize(relativepoint);
|
|
VectorScale(light->currentcolor, intensity, color);
|
|
VectorMA(sample , 0.5f , color, sample );
|
|
VectorMA(sample + 3, relativepoint[0], color, sample + 3);
|
|
VectorMA(sample + 6, relativepoint[1], color, sample + 6);
|
|
VectorMA(sample + 9, relativepoint[2], color, sample + 9);
|
|
// calculate a weighted average light direction as well
|
|
intensity *= VectorLength(color);
|
|
VectorMA(sample + 12, intensity, relativepoint, sample + 12);
|
|
}
|
|
}
|
|
|
|
// calculate the direction we'll use to reduce the sample to a directional light source
|
|
VectorCopy(sample + 12, dir);
|
|
//VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
|
|
VectorNormalize(dir);
|
|
// extract the diffuse color along the chosen direction and scale it
|
|
diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
|
|
diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
|
|
diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
|
|
// subtract some of diffuse from ambient
|
|
VectorMA(sample, -0.333f, diffuse, ambient);
|
|
// store the normalized lightdir
|
|
VectorCopy(dir, lightdir);
|
|
}
|