"uniform highp vec3 LightPosition;\n"
"varying highp vec4 ModelViewPosition;\n"
"#endif\n"
-"#ifdef MODE_DEFERREDBOUNCELIGHT\n"
-"varying highp vec4 ModelViewPosition;\n"
-"varying highp vec4 LightOriginInvRadius;\n"
-"varying mediump vec4 LightColor;\n"
-"#endif\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
"uniform highp vec3 LightPosition;\n"
"uniform sampler2D Texture_ScreenDiffuse;\n"
"uniform sampler2D Texture_ScreenSpecular;\n"
"#endif\n"
-"#ifdef MODE_DEFERREDBOUNCELIGHT\n"
-"uniform sampler2D Texture_ScreenDepth;\n"
-"#endif\n"
"\n"
"uniform lowp vec3 Color_Pants;\n"
"uniform lowp vec3 Color_Shirt;\n"
"\n"
"\n"
"\n"
-"#ifdef MODE_DEFERREDBOUNCELIGHT\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform highp mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-" ModelViewPosition = ModelViewMatrix * Attrib_Position;\n"
-" LightOriginInvRadius.xyz = (ModelViewMatrix * vec4(Attrib_TexCoord0.xyz, 1.0)).xyz;\n"
-" LightOriginInvRadius.w = Attrib_TexCoord0.w;\n"
-" LightColor = Attrib_Color;\n"
-" gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform highp vec2 ScreenToDepth;\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"void main(void)\n"
-"{\n"
-" // calculate viewspace pixel position\n"
-" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-" vec3 position;\n"
-" position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-" vec3 CubeVector = (position - LightOriginInvRadius.xyz) * LightOriginInvRadius.w;\n"
-" gl_FragData[0] = vec4(LightColor.rgb * max(0.0, 1.0 - length(CubeVector)), 1.0);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDBOUNCELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
"#ifdef VERTEX_SHADER\n"
"uniform highp mat4 TexMatrix;\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
-"#endif // !MODE_DEFERREDBOUNCELIGHT\n"
"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
"#endif // !MODE_DEFERREDGEOMETRY\n"
"#endif // !MODE_WATER\n"
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDBOUNCELIGHT\n", " deferredbouncelight"},
};
shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDBOUNCELIGHT\n", " deferredbouncelight"},
};
struct r_glsl_permutation_s;
}
}
-void R_SetupShader_DeferredBounceLight(void)
-{
- // array of particle lights that contribute only ambient color
- unsigned int permutation = 0;
- unsigned int mode = 0;
- mode = SHADERMODE_DEFERREDBOUNCELIGHT;
- switch(vid.renderpath)
- {
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
-#endif
- 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_GL20:
- case RENDERPATH_GLES2:
- R_SetupShader_SetPermutationGLSL(mode, permutation);
- if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
-
- if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationGLSL(mode, permutation);
- DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
- R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
- break;
- }
-}
-
#define SKINFRAME_HASH 1024
typedef struct
cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
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)"};
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)"};
-cvar_t r_shadow_particletrace = {CVAR_SAVE, "r_shadow_particletrace", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity), requires r_shadow_deferred 1, requires r_shadow_realtime_world 1, EXTREMELY SLOW"};
-cvar_t r_shadow_particletrace_intensity = {CVAR_SAVE, "r_shadow_particletrace_intensity", "128", "overall brightness of particle traced radiosity"};
-cvar_t r_shadow_particletrace_size = {CVAR_SAVE, "r_shadow_particletrace_size", "32", "particles produce bounce lights of this radius"};
-cvar_t r_shadow_particletrace_radiusscale = {CVAR_SAVE, "r_shadow_particletrace_radiusscale", "1", "particles stop at this fraction of light radius"};
-cvar_t r_shadow_particletrace_maxbounce = {CVAR_SAVE, "r_shadow_particletrace_maxbounce", "1", "maximum number of bounces for a particle (minimum is 1)"};
-cvar_t r_shadow_particletrace_bounceintensity = {CVAR_SAVE, "r_shadow_particletrace_bounceintensity", "1", "amount of energy carried over after each bounce"};
-cvar_t r_shadow_particletrace_particlespacing = {CVAR_SAVE, "r_shadow_particletrace_particlespacing", "0.25", "overlap setting in terms of particle size, this affects how many particles are used"};
-cvar_t r_shadow_particletrace_updatepercentage = {CVAR_SAVE, "r_shadow_particletrace_updatepercentage", "0.01", "update this fraction of the particles of a light each frame (0 = best performance)"};
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, requires r_shadow_realtime_world 1"};
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"};
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_RegisterVariable(&r_shadow_polygonfactor);
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
- Cvar_RegisterVariable(&r_shadow_particletrace);
- Cvar_RegisterVariable(&r_shadow_particletrace_intensity);
- Cvar_RegisterVariable(&r_shadow_particletrace_size);
- Cvar_RegisterVariable(&r_shadow_particletrace_radiusscale);
- Cvar_RegisterVariable(&r_shadow_particletrace_maxbounce);
- Cvar_RegisterVariable(&r_shadow_particletrace_bounceintensity);
- Cvar_RegisterVariable(&r_shadow_particletrace_particlespacing);
- Cvar_RegisterVariable(&r_shadow_particletrace_updatepercentage);
Cvar_RegisterVariable(&r_shadow_bouncegrid);
Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
r_shadow_bouncegridtime = realtime;
}
-#define MAXPARTICLESPERLIGHT 262144
-#define MAXLIGHTSPERDRAW 1024
-
-static void R_Shadow_RenderParticlesForLight(rtlight_t *rtlight)
-{
- int batchcount;
- int i;
- int j;
- int bouncecount;
- int hitsupercontentsmask;
- int n;
- int shotparticles;
- int shootparticles = 0;
- int bouncelimit;
- int maxbounce;
- unsigned int seed = 0;
- static unsigned short bouncelight_elements[MAXLIGHTSPERDRAW*36];
- static float vertex3f[MAXLIGHTSPERDRAW*24];
- static float lightorigin4f[MAXLIGHTSPERDRAW*32];
- static float color4f[MAXLIGHTSPERDRAW*32];
- float scaledpoints[8][3];
- float *v3f;
- float *lo4f;
- float *c4f;
- rtlight_particle_t *p;
- vec_t wantparticles = 0;
- vec_t s;
- vec_t radius;
- vec_t particlesize;
- vec_t iparticlesize;
-// vec3_t offset;
-// vec3_t right;
-// vec3_t up;
- vec4_t org;
- vec4_t color;
- vec3_t currentcolor;
- vec3_t clipstart;
- vec3_t clipend;
- vec3_t shotcolor;
- trace_t cliptrace;
- if (!rtlight->draw || !rtlight->isstatic || !r_shadow_usingdeferredprepass)
- return;
- if (r_shadow_particletrace.integer)
- {
- radius = rtlight->radius * bound(0.0001f, r_shadow_particletrace_radiusscale.value, 1.0f) - r_shadow_particletrace_size.value;
- s = rtlight->radius / bound(1.0f, r_shadow_particletrace_particlespacing.value * r_shadow_particletrace_size.value, 1048576.0f);
- wantparticles = s*s;
- n = (int)bound(0, wantparticles, MAXPARTICLESPERLIGHT);
- }
- else
- n = 0;
- shootparticles = (int)(n * r_shadow_particletrace_updatepercentage.value);
- if ((n && !rtlight->particlecache_particles) || rtlight->particlecache_maxparticles != n)
- {
- if (rtlight->particlecache_particles)
- Mem_Free(rtlight->particlecache_particles);
- rtlight->particlecache_particles = NULL;
- rtlight->particlecache_numparticles = 0;
- rtlight->particlecache_maxparticles = n;
- rtlight->particlecache_updateparticle = 0;
- if (rtlight->particlecache_maxparticles)
- rtlight->particlecache_particles = (rtlight_particle_t *)Mem_Alloc(r_main_mempool, rtlight->particlecache_maxparticles * sizeof(*rtlight->particlecache_particles));
- shootparticles = n * 16;
- }
-
- if (!rtlight->particlecache_maxparticles)
- return;
-
-// if (rtlight->particlecache_numparticles < rtlight->particlecache_maxparticles)
-// shootparticles = rtlight->particlecache_maxparticles;
-
-// if (rtlight->particlecache_numparticles >= rtlight->particlecache_maxparticles)
-// shootparticles = 0;
-
- maxbounce = bound(1, r_shadow_particletrace_maxbounce.integer, 16);
- //r_refdef.stats.lights_bouncelightsupdated += shootparticles;
- for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
- {
- seed = rtlight->particlecache_updateparticle;
- VectorSet(shotcolor, 1.0f, 1.0f, 1.0f);
- VectorCopy(rtlight->shadoworigin, clipstart);
- VectorRandom(clipend);
- VectorMA(clipstart, radius, clipend, clipend);
- hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
- bouncelimit = 1 + (rtlight->particlecache_updateparticle % maxbounce);
- for (bouncecount = 0;;bouncecount++)
- {
- cliptrace = CL_TraceLine(clipstart, clipend, MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true);
- //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
- if (cliptrace.fraction >= 1.0f)
- break;
- if (VectorLength2(shotcolor) < (1.0f / 262144.0f))
- break;
- if (bouncecount >= bouncelimit)
- {
- VectorCopy(cliptrace.endpos, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].origin);
- VectorCopy(shotcolor, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].color);
- rtlight->particlecache_updateparticle++;
- if (rtlight->particlecache_numparticles < rtlight->particlecache_updateparticle)
- rtlight->particlecache_numparticles = rtlight->particlecache_updateparticle;
- if (rtlight->particlecache_updateparticle >= rtlight->particlecache_maxparticles)
- {
- rtlight->particlecache_updateparticle = 0;
- shotparticles = shootparticles;
- }
- break;
- }
- // scale down shot color by bounce intensity and texture color
- VectorScale(shotcolor, r_shadow_particletrace_bounceintensity.value, shotcolor);
- if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
- VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor);
- // reflect the remaining portion of the line across plane normal
- //VectorSubtract(clipend, cliptrace.endpos, clipdiff);
- //VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
- // random direction, primarily along plane normal
- s = VectorDistance(cliptrace.endpos, clipend);
- VectorRandom(clipend);
- VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
- VectorNormalize(clipend);
- VectorScale(clipend, s, clipend);
- // calculate the new line start and end
- VectorCopy(cliptrace.endpos, clipstart);
- VectorAdd(clipstart, clipend, clipend);
- }
- }
-
- if (!rtlight->particlecache_numparticles)
- return;
-
- // render the particles as deferred lights
-// do global setup needed for the chosen lighting mode
- R_Shadow_RenderMode_Reset();
- r_shadow_rendermode = r_shadow_lightingrendermode;
- r_shadow_usingshadowmap2d = false;
- 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(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
- R_SetupShader_DeferredBounceLight();
- 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);
- s = r_shadow_particletrace_intensity.value / (float)rtlight->particlecache_numparticles;
- VectorScale(rtlight->currentcolor, s, currentcolor);
- particlesize = bound(0.0001f, r_shadow_particletrace_size.value, 1024.0f);
- iparticlesize = 1.0f / particlesize;
-// VectorScale(r_refdef.view.forward, particlesize, offset);
-// VectorScale(r_refdef.view.left, -particlesize, right);
-// VectorScale(r_refdef.view.up, particlesize, up);
- org[3] = iparticlesize;
- color[3] = 1.0f;
- v3f = vertex3f;
- lo4f = lightorigin4f;
- c4f = color4f;
- batchcount = 0;
- if (!bouncelight_elements[1])
- for (i = 0;i < MAXLIGHTSPERDRAW;i++)
- for (j = 0;j < 36;j++)
- bouncelight_elements[i*36+j] = i*8+bboxelements[j];
- for (j = 0;j < 8;j++)
- VectorScale(bboxpoints[j], particlesize, scaledpoints[j]);
- //r_refdef.stats.lights_bouncelightscounted += rtlight->particlecache_numparticles;
- for (j = 0, p = rtlight->particlecache_particles, n = rtlight->particlecache_numparticles;j < n;j++, p++)
- {
- VectorCopy(p->origin, org);
- // org[3] is set above
- VectorMultiply(p->color, currentcolor, color);
- // color[3] is set above
- VectorAdd(scaledpoints[0], org, v3f + 0);
- VectorAdd(scaledpoints[1], org, v3f + 3);
- VectorAdd(scaledpoints[2], org, v3f + 6);
- VectorAdd(scaledpoints[3], org, v3f + 9);
- VectorAdd(scaledpoints[4], org, v3f + 12);
- VectorAdd(scaledpoints[5], org, v3f + 15);
- VectorAdd(scaledpoints[6], org, v3f + 18);
- VectorAdd(scaledpoints[7], org, v3f + 21);
- Vector4Copy(org, lo4f + 0);
- Vector4Copy(org, lo4f + 4);
- Vector4Copy(org, lo4f + 8);
- Vector4Copy(org, lo4f + 12);
- Vector4Copy(org, lo4f + 16);
- Vector4Copy(org, lo4f + 20);
- Vector4Copy(org, lo4f + 24);
- Vector4Copy(org, lo4f + 28);
- Vector4Copy(color, c4f + 0);
- Vector4Copy(color, c4f + 4);
- Vector4Copy(color, c4f + 8);
- Vector4Copy(color, c4f + 12);
- Vector4Copy(color, c4f + 16);
- Vector4Copy(color, c4f + 20);
- Vector4Copy(color, c4f + 24);
- Vector4Copy(color, c4f + 28);
- v3f += 24;
- lo4f += 32;
- c4f += 32;
- batchcount++;
- if (batchcount >= MAXLIGHTSPERDRAW)
- {
- //r_refdef.stats.lights_bouncelightsdrawn += batchcount;
- R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f);
- R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0);
- v3f = vertex3f;
- lo4f = lightorigin4f;
- c4f = color4f;
- batchcount = 0;
- }
- }
- if (batchcount)
- {
- //r_refdef.stats.lights_bouncelightsdrawn += batchcount;
- R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f);
- R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0);
- v3f = vertex3f;
- lo4f = lightorigin4f;
- c4f = color4f;
- batchcount = 0;
- }
-}
-
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
{
R_Shadow_RenderMode_Reset();
else
R_Shadow_RenderMode_DrawDeferredLight(false, false);
}
-
- if (r_shadow_particletrace.integer)
- R_Shadow_RenderParticlesForLight(rtlight);
}
static void R_Shadow_FreeDeferred(void)