"// written by Forest 'LordHavoc' Hale\n"
"#ifdef USESHADOWMAPRECT\n"
"#extension GL_ARB_texture_rectangle : enable\n"
-"#endif\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"#extension GL_EXT_gpu_shader4 : enable\n"
+"# ifdef HASTEXTUREGATHER\n"
+"# extension GL_ARB_texture_gather : enable\n"
+"# else\n"
+"# ifdef HASTEXTURE4\n"
+"# extension GL_AMD_texture_texture4 : enable\n"
+"# define textureGather texture4\n"
+"# endif\n"
+"# endif\n"
"#endif\n"
"\n"
"// common definitions between vertex shader and fragment shader:\n"
"//#ifdef __GLSL_CG_DATA_TYPES\n"
"//# define myhalf half\n"
"//# define myhalf2 half2\n"
-"//# define myhalf3 half3\n"
+"//# define myhalf3half3\n"
"//# define myhalf4 half4\n"
"//#else\n"
"# define myhalf float\n"
" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
" myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
-" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
+" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
"#endif\n"
"\n"
"#ifdef USEGAMMARAMPS\n"
"uniform samplerCube Texture_Cube;\n"
"\n"
"#define showshadowmap 0\n"
-"#define useshadowsamplerrect 0\n"
-"#define useshadowsampler2d 0\n"
-"#define useshadowsamplercube 1\n"
"\n"
"#ifdef USESHADOWMAPRECT\n"
-"# if useshadowsamplerrect\n"
+"# ifdef USESHADOWSAMPLER\n"
"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
"# else\n"
"uniform sampler2DRect Texture_ShadowMapRect;\n"
"# endif\n"
-"#endif\n"
"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# if useshadowsampler2d\n"
-"uniform sampler2DShadow Texture_ShadowMap2D;\n"
-"# else\n"
-"uniform sampler2D Texture_ShadowMap2D;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# if useshadowsamplercube\n"
-"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
-"# else\n"
-"uniform samplerCube Texture_ShadowMapCube;\n"
-"# endif\n"
+"uniform samplerCube Texture_CubeProjection;\n"
"#endif\n"
"\n"
"uniform myhalf3 LightColor;\n"
"}\n"
"#endif // USEOFFSETMAPPING\n"
"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"//float ShadowMap_TextureSize = 1024.0;\n"
-"//float ShadowMap_BorderSize = 6.0;\n"
-"//float ShadowMap_NearClip = 0.0001;\n"
-"//float ShadowMap_FarClip = 1.0;\n"
-"//float ShadowMap_Bias = ShadowMap_NearClip * 64.0 / ShadowMap_TextureSize;\n"
-"//vec2 ShadowMap_TextureScale = vec2(0.5, 0.25);\n"
-"//vec4 ShadowMap_Parameters = vec3(1.0 - ShadowMap_BorderSize / ShadowMap_TextureSize, 1.0 - ShadowMap_BorderSize / ShadowMap_TextureSize, -(ShadowMap_FarClip + ShadowMap_NearClip) / (ShadowMap_FarClip - ShadowMap_NearClip), -2.0 * ShadowMap_NearClip * ShadowMap_FarClip / (ShadowMap_FarClip - ShadowMap_NearClip));\n"
-"uniform float ShadowMap_Bias;\n"
-"uniform vec2 ShadowMap_TextureScale;\n"
+"#ifdef USESHADOWMAPRECT \n"
+"uniform vec4 ShadowMap_TextureScale;\n"
+"#if 0\n"
"uniform vec4 ShadowMap_Parameters;\n"
"#endif\n"
"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
"vec3 GetShadowMapTC2D(vec3 dir)\n"
"{\n"
" vec3 adir = abs(dir);\n"
-" vec3 tc;\n"
-" vec3 offset;\n"
-"# if 1\n"
-" float d;\n"
+"# if 0\n"
+" vec2 tc;\n"
+" vec2 offset;\n"
+" float ma;\n"
" if (adir.x > adir.y)\n"
" {\n"
" if (adir.x > adir.z)\n"
" {\n"
-" d = 0.5 / adir.x;\n"
+" ma = adir.x;\n"
" if (dir.x >= 0.0)\n"
" {\n"
" // +X\n"
-" tc = vec3(-dir.z, -dir.y, -dir.x);\n"
-" offset = vec3(0.5, 0.5, 0.5);\n"
+" tc = vec2(-dir.z, -dir.y);\n"
+" offset = vec2(0.5, 0.5);\n"
" }\n"
" else\n"
" {\n"
" // -X\n"
-" tc = vec3( dir.z, -dir.y, dir.x);\n"
-" offset = vec3(1.5, 0.5, 0.5);\n"
+" tc = vec2( dir.z, -dir.y);\n"
+" offset = vec2(1.5, 0.5);\n"
" }\n"
" }\n"
" else\n"
" {\n"
-" d = 0.5 / adir.z;\n"
+" ma = adir.z;\n"
" if (dir.z >= 0.0)\n"
" {\n"
" // +Z\n"
-" tc = vec3( dir.x, -dir.y, -dir.z);\n"
-" offset = vec3(0.5, 2.5, 0.5);\n"
+" tc = vec2( dir.x, -dir.y);\n"
+" offset = vec2(0.5, 2.5);\n"
" }\n"
" else\n"
" {\n"
" // -Z\n"
-" tc = vec3(-dir.x, -dir.y, dir.z);\n"
-" offset = vec3(1.5, 2.5, 0.5);\n"
+" tc = vec2(-dir.x, -dir.y);\n"
+" offset = vec2(1.5, 2.5);\n"
" }\n"
" }\n"
" }\n"
" {\n"
" if (adir.y > adir.z)\n"
" {\n"
-" d = 0.5 / adir.y;\n"
+" ma = adir.y;\n"
" if (dir.y >= 0.0)\n"
" {\n"
" // +Y\n"
-" tc = vec3( dir.x, dir.z, -dir.y);\n"
-" offset = vec3(0.5, 1.5, 0.5);\n"
+" tc = vec2( dir.x, dir.z);\n"
+" offset = vec2(0.5, 1.5);\n"
" }\n"
" else\n"
" {\n"
" // -Y\n"
-" tc = vec3( dir.x, -dir.z, dir.y);\n"
-" offset = vec3(1.5, 1.5, 0.5);\n"
+" tc = vec2( dir.x, -dir.z);\n"
+" offset = vec2(1.5, 1.5);\n"
" }\n"
" }\n"
" else\n"
" {\n"
-" d = 0.5 / adir.z;\n"
+" ma = adir.z;\n"
" if (dir.z >= 0.0)\n"
" {\n"
" // +Z\n"
-" tc = vec3(dir.x, -dir.y, -dir.z);\n"
-" offset = vec3(0.5, 2.5, 0.5);\n"
+" tc = vec2(dir.x, -dir.y);\n"
+" offset = vec2(0.5, 2.5);\n"
" }\n"
" else\n"
" {\n"
" // -Z\n"
-" tc = vec3(-dir.x, -dir.y, dir.z);\n"
-" offset = vec3(1.5, 2.5, 0.5);\n"
+" tc = vec2(-dir.x, -dir.y);\n"
+" offset = vec2(1.5, 2.5);\n"
" }\n"
" }\n"
" }\n"
-" tc = tc * ShadowMap_Parameters.xyz * d + offset;\n"
-" tc.xy *= ShadowMap_TextureScale;\n"
-" tc.z += ShadowMap_Parameters.w * d - ShadowMap_Bias * d;\n"
-"# else\n"
-" // experimental method by eihrul, needs overhaul\n"
-" vec3 ma = vec3(0.0, 0.0, 1.0);\n"
-" if (adir.x > adir.y)\n"
-" {\n"
-" if (adir.x > adir.z)\n"
-" ma = vec3(1.0, 0.0, 0.0);\n"
-" }\n"
-" else if (adir.y > adir.z)\n"
-" ma = vec3(0.0, 1.0, 0.0);\n"
"\n"
-" tc.xy = dir.xy - ma.xy*(dir.xy - dir.z);\n"
-" tc.xy = (tc.xy/dot(ma, dir))*0.5 + 0.5;\n"
-" tc.z = dot(ma, adir);\n"
-" tc.xy = (tc.xy * tcscale + offset) * vec2(0.5, 0.25);\n"
+" return vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
+"# else\n"
+" return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_TextureScale.xy, ShadowMap_TextureScale.z + ShadowMap_TextureScale.w / max(max(adir.x, adir.y), adir.z));\n"
"# endif\n"
-" return tc;\n"
"}\n"
"\n"
-"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
-"\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"vec4 GetShadowMapTCCube(vec3 dir)\n"
-"{\n"
-" vec3 adir = abs(dir);\n"
-" float sidedist = max(adir.x, max(adir.y, adir.z));\n"
-" return vec4(dir, 0.5 - 0.5 * (ShadowMap_Parameters.z - (-ShadowMap_Bias + ShadowMap_Parameters.w) / sidedist));\n"
-"}\n"
-"#endif\n"
+"#endif // USESHADOWMAPRECT\n"
"\n"
"#if !showshadowmap\n"
"# ifdef USESHADOWMAPRECT\n"
"{\n"
" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
" float f;\n"
-"# if useshadowsamplerrect\n"
-" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).a;\n"
-"# else\n"
-" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
-"# endif\n"
-" return f;\n"
-"}\n"
-"# endif\n"
+"# ifdef USESHADOWSAMPLER\n"
+"\n"
+"# ifdef USESHADOWMAPPCF\n"
+" f = dot(vec4(0.25),\n"
+" vec4(shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3(-0.4, 1.0, 0.0)).r,\n"
+" shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3(-1.0, -0.4, 0.0)).r,\n"
+" shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3( 0.4, -1.0, 0.0)).r,\n"
+" shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3( 1.0, 0.4, 0.0)).r));\n"
+"# else\n"
+" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"# endif\n"
"\n"
-"# ifdef USESHADOWMAP2D\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
-" float f;\n"
-"# if useshadowsampler2d\n"
-" f = shadow2D(Texture_ShadowMap2D, shadowmaptc).a;\n"
"# else\n"
-" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
-"# endif\n"
-" return f;\n"
-"}\n"
-"# endif\n"
"\n"
-"# ifdef USESHADOWMAPCUBE\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-" // apply depth texture cubemap as light filter\n"
-" vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
-" float f;\n"
-"# if useshadowsamplercube\n"
-" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).a;\n"
-"# else\n"
-" f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# if defined(HASTEXTUREGATHER) || defined(HASTEXTURE4)\n"
+" vec2 offset = fract(shadowmaptc.xy - 0.5);\n"
+" vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, -1.0))),\n"
+" group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, -1.0))),\n"
+" group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 1.0))),\n"
+" group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 1.0))),\n"
+" cols = vec4(group1.ab, group2.ab) + vec4(group3.rg, group4.rg) +\n"
+" mix(vec4(group1.rg, group2.rg), vec4(group3.ab, group4.ab), offset.y);\n"
+" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"# elif 1\n"
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+" vec4 row1 = step(shadowmaptc.z,\n"
+" vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, -1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, -1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, -1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, -1.0)).r)),\n"
+" row2 = step(shadowmaptc.z,\n"
+" vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 0.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 0.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 0.0)).r)),\n"
+" row3 = step(shadowmaptc.z,\n"
+" vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, 1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 1.0)).r)),\n"
+" row4 = step(shadowmaptc.z,\n"
+" vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 2.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, 2.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 2.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 2.0)).r)),\n"
+" cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"# else\n"
+" vec2 offset = fract(shadowmaptc.xy);\n"
+" vec3 row1 = step(shadowmaptc.z,\n"
+" vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, -1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 0.0, -1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, -1.0)).r)),\n"
+" row2 = step(shadowmaptc.z,\n"
+" vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 0.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r,\n"
+" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 0.0)).r)),\n"
+" row3 = step(shadowmaptc.z,\n"
+" vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 0.0, 1.0)).r,\n"
+" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 1.0)).r)),\n"
+" cols = row2 + mix(row1, row3, offset.y);\n"
+" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"# endif\n"
+"# else\n"
+" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"# endif\n"
+"\n"
"# endif\n"
" return f;\n"
"}\n"
"# endif\n"
+"\n"
"#endif\n"
"\n"
"\n"
"# endif\n"
"# endif\n"
"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPRECT\n"
"#if !showshadowmap\n"
" color.rgb *= ShadowMapCompare(CubeVector);\n"
"#endif\n"
"\n"
"#if showshadowmap\n"
"# ifdef USESHADOWMAPRECT\n"
-"# if useshadowsamplerrect\n"
+"# ifdef USESHADOWSAMPLER\n"
" gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
"# else\n"
" gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
"# endif\n"
"# endif\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"# if useshadowsampler2d\n"
-" gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
-"# else\n"
-" gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
-"# endif\n"
-"# endif\n"
-"\n"
-"# ifdef USESHADOWMAPCUBE\n"
-"# if useshadowsamplercube\n"
-" gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
-"# else\n"
-" gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
-"# endif\n"
-"# endif\n"
"#endif\n"
"}\n"
"#endif // !MODE_REFRACTION\n"
SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
- SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
- SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
+ SHADERPERMUTATION_SHADOWMAPPCF = 1<<12, //< (lightsource) use percentage closer filtering on shadowmap test results
+ SHADERPERMUTATION_SHADOWSAMPLER = 1<<13, //< (lightsource) use hardware shadowmap test
SHADERPERMUTATION_LIMIT = 1<<14, ///< size of permutations array
SHADERPERMUTATION_COUNT = 14 ///< size of shaderpermutationinfo array
}
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
{"#define USESHADOWMAPRECT\n", " shadowmaprect"},
- {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
- {"#define USESHADOWMAP2D\n", " shadowmap2d"},
+ {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
+ {"#define USESHADOWSAMPLER\n", " shadowsampler"},
};
/// this enum is multiplied by SHADERPERMUTATION_MODEBASE
int loc_Texture_Refraction;
int loc_Texture_Reflection;
int loc_Texture_ShadowMapRect;
- int loc_Texture_ShadowMapCube;
- int loc_Texture_ShadowMap2D;
+ int loc_Texture_CubeProjection;
int loc_FogColor;
int loc_LightPosition;
int loc_EyePosition;
int loc_ClientTime;
int loc_PixelSize;
int loc_Saturation;
- int loc_ShadowMap_Bias;
int loc_ShadowMap_TextureScale;
int loc_ShadowMap_Parameters;
}
p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
- p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
- p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
+ p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
- p->loc_ShadowMap_Bias = qglGetUniformLocationARB(p->program, "ShadowMap_Bias");
p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
- if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
- if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
+ if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
CHECKGLERROR
if (developer.integer)
Con_Printf("GLSL shader %s compiled.\n", permutationname);
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
extern rtexture_t *r_shadow_attenuation3dtexture;
-extern qboolean r_shadow_usingshadowmaprect;
-extern qboolean r_shadow_usingshadowmapcube;
-extern qboolean r_shadow_usingshadowmap2d;
extern float r_shadow_shadowmap_bias;
-extern float r_shadow_shadowmap_texturescale[2];
+extern float r_shadow_shadowmap_texturescale[4];
extern float r_shadow_shadowmap_parameters[4];
+extern int r_shadow_shadowmode;
+extern int r_shadow_shadowmapfilter;
void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
{
// select a permutation of the lighting shader appropriate to this
permutation |= SHADERPERMUTATION_FOG;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_shadow_usingshadowmaprect)
+ if (r_shadow_shadowmode)
permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
- if (r_shadow_usingshadowmapcube)
- permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
- if (r_shadow_usingshadowmap2d)
- permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_shadowmapfilter == 3)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ else if (r_shadow_shadowmapfilter == 2)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
+ else if (r_shadow_shadowmapfilter == 1)
+ permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- if (r_glsl_permutation->loc_ShadowMap_Bias >= 0) qglUniform1fARB(r_glsl_permutation->loc_ShadowMap_Bias, r_shadow_shadowmap_bias);
- if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+ if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
}
else
static textypeinfo_t textype_bgra_compress = {TEXTYPE_BGRA , 4, 4, 0.5f, GL_BGRA , GL_COMPRESSED_RGB_ARB, GL_UNSIGNED_BYTE};
static textypeinfo_t textype_bgra_alpha_compress = {TEXTYPE_BGRA , 4, 4, 1.0f, GL_BGRA , GL_COMPRESSED_RGBA_ARB, GL_UNSIGNED_BYTE};
static textypeinfo_t textype_shadowmap = {TEXTYPE_SHADOWMAP,4,4, 4.0f, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT24_ARB, GL_UNSIGNED_INT};
+static textypeinfo_t textype_projection = {TEXTYPE_PROJECTION,4,4,4.0f, GL_LUMINANCE_ALPHA, GL_LUMINANCE16_ALPHA16, GL_UNSIGNED_SHORT};
typedef enum gltexturetype_e
{
return &textype_bgra;
case TEXTYPE_SHADOWMAP:
return &textype_shadowmap;
+ case TEXTYPE_PROJECTION:
+ return &textype_projection;
default:
Host_Error("R_GetTexTypeInfo: unknown texture format");
return NULL;
if (textype == TEXTYPE_SHADOWMAP)
{
-#if 1
- qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);CHECKGLERROR
- qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);CHECKGLERROR
- qglTexParameteri(textureenum, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);CHECKGLERROR
-#else
- qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);CHECKGLERROR
- qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS);CHECKGLERROR
+ if (flags & TEXF_COMPARE)
+ {
+ qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);CHECKGLERROR
+ qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);CHECKGLERROR
+ }
+ else
+ {
+ qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);CHECKGLERROR
+ qglTexParameteri(textureenum, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS);CHECKGLERROR
+ }
qglTexParameteri(textureenum, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);CHECKGLERROR
-#endif
}
CHECKGLERROR
}
break;
case TEXTYPE_SHADOWMAP:
+ case TEXTYPE_PROJECTION:
break;
default:
Host_Error("R_LoadTexture: unknown texture type");
return R_SetupTexture(rtexturepool, identifier, width, width, 1, 6, flags, textype, GLTEXTURETYPE_CUBEMAP, data, palette);
}
-rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height)
-{
- return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP, TEXTYPE_SHADOWMAP, GLTEXTURETYPE_RECTANGLE, NULL, NULL);
-}
-
-rtexture_t *R_LoadTextureShadowMapCube(rtexturepool_t *rtexturepool, const char *identifier, int width)
+rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, qboolean filter)
{
- return R_SetupTexture(rtexturepool, identifier, width, width, 1, 6, TEXF_ALWAYSPRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, TEXTYPE_SHADOWMAP, GLTEXTURETYPE_CUBEMAP, NULL, NULL);
+ return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, TEXF_ALWAYSPRECACHE | TEXF_CLAMP | (filter ? TEXF_FORCELINEAR | TEXF_COMPARE : TEXF_FORCENEAREST), TEXTYPE_SHADOWMAP, GLTEXTURETYPE_RECTANGLE, NULL, NULL);
}
-rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height)
+rtexture_t *R_LoadTextureCubeProjection(rtexturepool_t *rtexturepool, const char *identifier, int size, int border)
{
- return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP, TEXTYPE_SHADOWMAP, GLTEXTURETYPE_2D, NULL, NULL);
-}
-
-rtexture_t *R_LoadTextureCubeProjection(rtexturepool_t *rtexturepool, const char *identifier)
-{
- return R_SetupTexture(rtexturepool, identifier, 2, 2, 1, 6, TEXF_ALWAYSPRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, TEXTYPE_BGRA, GLTEXTURETYPE_CUBEMAP, NULL, NULL);
+ // maps to a 2x3 texture rectangle with normalized coordinates (must be scaled by size after lookup)
+ // +-
+ // XX
+ // YY
+ // ZZ
+ rtexture_t *projection;
+ unsigned short *data, *texel;
+ unsigned int sizebits = 0, stepbits = 0, res, i, j, k;
+ while ((1 << sizebits) < size) sizebits++;
+ while ((1 << stepbits) <= border) stepbits++;
+ stepbits = min(stepbits, sizebits);
+ res = size>>stepbits;
+ stepbits += 16 - sizebits - 1;
+ data = (unsigned short *)Mem_Alloc(texturemempool, 2*sizeof(unsigned short)*res*res*6);
+ texel = data;
+ for (i = 0;i < 6;i++)
+ {
+ unsigned int x = (i&1)<<16, y = (i>>1)<<16;
+ for (j = 0;j < res;j++)
+ {
+ for (k = 0;k < res;k++)
+ {
+ *texel++ = (x + ((2*k + 1)<<stepbits))/2;
+ *texel++ = (y + ((2*j + 1)<<stepbits))/3;
+ }
+ }
+ }
+ projection = R_SetupTexture(rtexturepool, identifier, res, res, 1, 6, TEXF_ALWAYSPRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, TEXTYPE_PROJECTION, GLTEXTURETYPE_CUBEMAP, (unsigned char *)data, NULL);
+ Mem_Free(data);
+ return projection;
}
int R_TextureHasAlpha(rtexture_t *rt)
// GL_EXT_bgra
#define GL_BGRA 0x80E1
+// GL_EXT_texture
+#define GL_LUMINANCE_ALPHA 0x190A
+#define GL_LUMINANCE16_ALPHA16 0x8048
+
#define DEBUGGL
#ifdef DEBUGGL
r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
-qboolean r_shadow_usingshadowmaprect;
-qboolean r_shadow_usingshadowmap2d;
-qboolean r_shadow_usingshadowmapcube;
-float r_shadow_shadowmap_bias;
-float r_shadow_shadowmap_texturescale[2];
+float r_shadow_shadowmap_texturescale[4];
float r_shadow_shadowmap_parameters[4];
int r_shadow_drawbuffer;
int r_shadow_readbuffer;
GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
-GLuint r_shadow_fbo2d;
int r_shadow_shadowmode;
int r_shadow_shadowmapmaxsize;
+int r_shadow_shadowmapfilter;
+int r_shadow_shadowmapborder;
int r_shadow_lightscissor[4];
int maxshadowtriangles;
rtexture_t *r_shadow_attenuation3dtexture;
rtexture_t *r_shadow_lightcorona;
rtexture_t *r_shadow_shadowmaprectangletexture;
-rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmapcubeprojectiontexture;
-rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+rtexture_t *r_shadow_shadowmapcubeprojectiontexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
int r_shadow_shadowmapsize; // changes for each light based on distance
int r_shadow_shadowmaplod; // changes for each light based on distance
cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "0", "shadowmap filter modes: 0 = no filtering, 1 = bilinear, 2 = bilinear small blur (fast), 3 = bilinear large blur (slow)"};
cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
-cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "1024", "shadowmap size limit"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
-cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "6", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
r_shadow_shadowmode = r_shadow_shadowmapping.integer;
+ r_shadow_shadowmapfilter = r_shadow_shadowmapping_filterquality.integer;
+ r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
r_shadow_shadowmaplod = -1;
CHECKGLERROR
r_shadow_fborectangle = 0;
CHECKGLERROR
- if (r_shadow_fbo2d)
- qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
- r_shadow_fbo2d = 0;
- CHECKGLERROR
-
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_fbocubeside[i][0])
- qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
- CHECKGLERROR
-
if (r_shadow_shadowmaprectangletexture)
R_FreeTexture(r_shadow_shadowmaprectangletexture);
r_shadow_shadowmaprectangletexture = NULL;
- if (r_shadow_shadowmap2dtexture)
- R_FreeTexture(r_shadow_shadowmap2dtexture);
- r_shadow_shadowmap2dtexture = NULL;
-
- if (r_shadow_shadowmapcubeprojectiontexture)
- R_FreeTexture(r_shadow_shadowmapcubeprojectiontexture);
- r_shadow_shadowmapcubeprojectiontexture = NULL;
-
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_shadowmapcubetexture[i])
- R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+ for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ if (r_shadow_shadowmapcubeprojectiontexture[i])
+ R_FreeTexture(r_shadow_shadowmapcubeprojectiontexture[i]);
+ memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture));
CHECKGLERROR
}
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
+ r_shadow_shadowmode = 0;
r_shadow_shadowmaprectangletexture = NULL;
- memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
- r_shadow_shadowmapcubeprojectiontexture = NULL;
- r_shadow_shadowmap2dtexture = NULL;
+ memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture));
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
r_shadow_shadowmaplod = 0;
+ r_shadow_shadowmapfilter = 0;
r_shadow_fborectangle = 0;
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
- r_shadow_fbo2d = 0;
R_Shadow_FreeShadowMaps();
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_SetupGenericShader(false);
- r_shadow_usingshadowmaprect = false;
- r_shadow_usingshadowmapcube = false;
- r_shadow_usingshadowmap2d = false;
CHECKGLERROR
}
void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
{
- int i;
int status;
int maxsize;
- float nearclip, farclip;
+ float nearclip, farclip, bias;
r_viewport_t viewport;
CHECKGLERROR
- maxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
+ maxsize = r_shadow_shadowmapmaxsize;
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
- r_shadow_shadowmap_bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
- r_shadow_shadowmap_parameters[0] = 1.0f - r_shadow_shadowmapping_bordersize.value / size;
- r_shadow_shadowmap_parameters[1] = 1.0f - r_shadow_shadowmapping_bordersize.value / size;
- r_shadow_shadowmap_parameters[2] = -(farclip + nearclip) / (farclip - nearclip);
- r_shadow_shadowmap_parameters[3] = -2.0f * nearclip * farclip / (farclip - nearclip);
- if (r_shadow_shadowmapping.integer == 1)
- {
- // complex unrolled cube approach (more flexible)
- //if (!r_shadow_shadowmapcubeprojectiontexture)
- // r_shadow_shadowmapcubeprojectiontexture = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection");
- if (!r_shadow_shadowmap2dtexture)
- {
-#if 1
- r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*4);
- qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-#endif
- }
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmap2dtexture)
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
- {
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapping_bordersize.integer, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = (float)size / R_TextureWidth(r_shadow_shadowmap2dtexture);
- r_shadow_shadowmap_texturescale[1] = (float)size / R_TextureHeight(r_shadow_shadowmap2dtexture);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
- }
- else if (r_shadow_shadowmapping.integer == 2)
+ bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
+ // complex unrolled cube approach (more flexible)
+ if (!r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])
+ r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod] = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection", size, r_shadow_shadowmapborder);
+ if (!r_shadow_shadowmaprectangletexture)
{
- // complex unrolled cube approach (more flexible)
- //if (!r_shadow_shadowmapcubeprojectiontexture)
- // r_shadow_shadowmapcubeprojectiontexture = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection");
- if (!r_shadow_shadowmaprectangletexture)
- {
#if 1
- r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*4);
- qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+ r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapfilter == 1 || r_shadow_shadowmapfilter == 2);
+ qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
#endif
- }
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmaprectangletexture)
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
- {
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapping_bordersize.integer, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = size;
- r_shadow_shadowmap_texturescale[1] = size;
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
}
- else if (r_shadow_shadowmapping.integer == 3)
+ CHECKGLERROR
+ R_Shadow_RenderMode_Reset();
+ if (r_shadow_shadowmaprectangletexture)
{
- // simple cube approach
- if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
+ // render depth into the fbo, do not render color at all
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
-#if 1
- r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", bound(1, maxsize >> r_shadow_shadowmaplod, 2048));
- qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
- for (i = 0;i < 6;i++)
- {
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
- }
-#endif
+ Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
}
- CHECKGLERROR
- R_Shadow_RenderMode_Reset();
- if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
- {
- // render depth into the fbo, do not render color at all
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- }
- R_SetupDepthOrShadowShader();
- }
- else
- {
- R_SetupShowDepthShader();
- qglClearColor(1,1,1,1);CHECKGLERROR
- }
- R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
- r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+ R_SetupDepthOrShadowShader();
}
+ else
+ {
+ R_SetupShowDepthShader();
+ qglClearColor(1,1,1,1);CHECKGLERROR
+ }
+ R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+ r_shadow_shadowmap_texturescale[0] = 2*size;
+ r_shadow_shadowmap_texturescale[1] = 3*size;
+ r_shadow_shadowmap_texturescale[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
+ r_shadow_shadowmap_texturescale[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ // compat for ALU cubemap calcs
+ r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+ r_shadow_shadowmap_parameters[1] = size;
+ r_shadow_shadowmap_parameters[2] = r_shadow_shadowmap_texturescale[2];
+ r_shadow_shadowmap_parameters[3] = r_shadow_shadowmap_texturescale[3];
+ r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
CHECKGLERROR
R_SetViewport(&viewport);
GL_PolygonOffset(0, 0);
CHECKGLERROR
if (shadowmapping)
{
- if (r_shadow_shadowmapping.integer == 1)
- {
- r_shadow_usingshadowmap2d = true;
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
- CHECKGLERROR
- }
- else if (r_shadow_shadowmapping.integer == 2)
- {
- r_shadow_usingshadowmaprect = true;
- R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
- CHECKGLERROR
- }
- else if (r_shadow_shadowmapping.integer == 3)
- {
- r_shadow_usingshadowmapcube = true;
- R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
- CHECKGLERROR
- }
+ R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
+ CHECKGLERROR
+ R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod]));
+ CHECKGLERROR
}
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
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_shadowmapping_maxsize.integer);
- if (castshadows && r_shadow_shadowmapping.integer >= 1 && r_shadow_shadowmapping.integer <= 3 && r_glsl.integer && gl_support_fragment_shader)
+ if (castshadows && r_shadow_shadowmode && r_glsl.integer && gl_support_fragment_shader)
{
int side;
int size;
if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
r_shadow_shadowmaplod = i;
- size = lodlinear;
- if (r_shadow_shadowmapping.integer == 3)
- size = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) >> r_shadow_shadowmaplod;
- size = bound(1, size, 2048);
+ size = bound(1, r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod, 2048);
//Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
R_Shadow_RenderMode_ShadowMap(side, false, size);
for (i = 0;i < numshadowentities_noselfshadow;i++)
R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-#if 0
- if (r_shadow_shadowmapping.integer == 1)
- {
- int w = R_TextureWidth(r_shadow_shadowmap2dtexture);
- int h = R_TextureHeight(r_shadow_shadowmap2dtexture);
- static int once = true;
- if (once)
- {
- unsigned char *blah = Z_Malloc(w*h*4);
- qglReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, blah);CHECKGLERROR
- FS_WriteFile("testshadowmap.bin", blah, w*h*4);
- Z_Free(blah);
- }
- once = false;
- }
-#endif
}
// render lighting using the depth texture as shadowmap
dlight_t *light;
size_t range;
- if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || r_shadow_shadowmode != r_shadow_shadowmapping.integer)
+ if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || r_shadow_shadowmode != r_shadow_shadowmapping.integer || r_shadow_shadowmapfilter != r_shadow_shadowmapping_filterquality.integer || r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
R_Shadow_FreeShadowMaps();
if (r_editlights.integer)
#define TEXF_COMPRESS 0x00000200
// use this flag to block R_PurgeTexture from freeing a texture
#define TEXF_PERSISTENT 0x00000400
+// indicates texture should use GL_COMPARE_R_TO_TEXTURE mode
+#define TEXF_COMPARE 0x00000800
// used for checking if textures mismatch
-#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS)
+#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE)
typedef enum textype_e
{
TEXTYPE_BGRA,
// 32bit S8D24 (24bit depth, 8bit stencil unused)
TEXTYPE_SHADOWMAP,
+ // 32bit L16A16
+ TEXTYPE_PROJECTION
}
textype_t;
rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette);
rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette);
rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette);
-rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height);
-rtexture_t *R_LoadTextureShadowMapCube(rtexturepool_t *rtexturepool, const char *identifier, int width);
-rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height);
-rtexture_t *R_LoadTextureCubeProjection(rtexturepool_t *rtexturepool, const char *identifier);
+rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, qboolean filter);
+rtexture_t *R_LoadTextureCubeProjection(rtexturepool_t *rtexturepool, const char *identifier, int size, int border);
// free a texture
void R_FreeTexture(rtexture_t *rt);
GL20TU_ATTENUATION = 9,
GL20TU_CUBE = 10,
GL20TU_SHADOWMAPRECT = 11,
- GL20TU_SHADOWMAPCUBE = 11,
- GL20TU_SHADOWMAP2D = 11,
+ GL20TU_CUBEPROJECTION = 12
}
gl20_texunit;