GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
}
-void R_Q1BSP_DrawShadowMap(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
{
dp_model_t *model = ent->model;
msurface_t *surface;
- int modelsurfacelistindex;
- float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ int surfacelistindex;
+ int sidetotals[6] = { 0, 0, 0, 0, 0, 0 };
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, sidetotals);
+ }
+ R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+}
+
+void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+{
+ dp_model_t *model = ent->model;
+ msurface_t *surface, *batch[64];
+ int modelsurfacelistindex, batchsize;
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
- if (model->brush.shadowmesh)
- {
- R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
- for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
- {
- surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
- continue;
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
- }
- R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, 0, 0, model->brush.shadowmesh->element3i, numshadowmark, shadowmarklist);
- }
- else
+ // identify lit faces within the bounding box
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
- projectdistance = lightradius + model->radius*2;
- R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
- // identify lit faces within the bounding box
- for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ if(!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+ continue;
+ r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+ r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ batch[0] = surface;
+ batchsize = 1;
+ while(++modelsurfacelistindex < modelnumsurfaces && batchsize < (int)(sizeof(batch)/sizeof(batch[0])))
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- rsurface.texture = R_GetCurrentTexture(surface->texture);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if(surface->texture != batch[0]->texture)
+ break;
+ if(!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
continue;
- RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
- R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
+ r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+ r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ batch[batchsize++] = surface;
}
- R_Shadow_ShadowMapFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset, model->surfmesh.data_element3i, numshadowmark, shadowmarklist);
+ --modelsurfacelistindex;
+ GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
+ RSurf_PrepareVerticesForBatch(false, false, batchsize, batch);
+ RSurf_DrawBatch_Simple(batchsize, batch);
+ GL_LockArrays(0, 0);
}
}
qboolean r_shadow_usingshadowmaprect;
qboolean r_shadow_usingshadowmap2d;
qboolean r_shadow_usingshadowmapcube;
+int r_shadow_shadowmapside;
float r_shadow_shadowmap_texturescale[2];
float r_shadow_shadowmap_parameters[4];
int r_shadow_drawbuffer;
int r_shadow_readbuffer;
+int r_shadow_cullface;
GLuint r_shadow_fborectangle;
GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
GLuint r_shadow_fbo2d;
int *shadowmarklist;
int shadowmarkcount;
+int maxshadowsides;
+int numshadowsides;
+unsigned char *shadowsides;
+int *shadowsideslist;
+
int maxvertexupdate;
int *vertexupdate;
int *vertexremap;
r_shadow_shadowmapprecision = r_shadow_shadowmapping_precision.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_shadowmode = 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;
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);
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;
}
};
-void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
+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[24]));
+ 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[6]));
+ shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
}
}
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;
if (!numverts || !nummarktris)
return;
// make sure shadowelements is big enough for this volume
- if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
- R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
+ if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
+ R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
if (maxvertexupdate < numverts)
{
}
}
-void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, int vertex3f_bufferobject, int vertex3f_bufferoffset, const int *elements, int nummarktris, const int *marktris)
+int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
{
- int i, tris = nummarktris;
- int *outelement3i;
- const int *element;
- if (!numverts || !nummarktris)
+ // 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;
+}
+
+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;
+}
+
+void 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;
+ unsigned char mask;
+ if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
return;
+ 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);
+ 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);
+ 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)
+ && TriangleOverlapsBox(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);
+ 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])
+ && TriangleOverlapsBox(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);
+ 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;
+ }
+ }
+ }
+ }
+}
+
+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 < nummarktris || maxshadowvertices < numverts)
- R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
+ if (maxshadowtriangles < outtriangles)
+ R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
- // gather up the (sparse) triangles into one array
- outelement3i = shadowelements;
- for (i = 0;i < nummarktris;i++)
+ // compute the offset and size of the separate index lists for each cubemap side
+ outtriangles = 0;
+ for (i = 0;i < 6;i++)
{
- element = elements + marktris[i] * 3;
- outelement3i[0] = element[0];
- outelement3i[1] = element[1];
- outelement3i[2] = element[2];
- outelement3i += 3;
+ 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];
}
- r_refdef.stats.lights_dynamicshadowtriangles += tris;
- r_refdef.stats.lights_shadowtriangles += tris;
- R_Mesh_VertexPointer(vertex3f, vertex3f_bufferobject, vertex3f_bufferoffset);
- R_Mesh_Draw(0, numverts, 0, tris, shadowelements, NULL, 0, 0);
+ // 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)
qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
r_shadow_drawbuffer = drawbuffer;
r_shadow_readbuffer = readbuffer;
+ r_shadow_cullface = r_refdef.view.cullface_back;
}
void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+ r_refdef.view.cullface_back = r_shadow_cullface;
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);
bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+ r_shadow_shadowmapside = side;
+ r_shadow_shadowmapsize = size;
if (r_shadow_shadowmode == 1)
{
// complex unrolled cube approach (more flexible)
CHECKGLERROR
R_SetViewport(&viewport);
GL_PolygonOffset(0, 0);
-#if 0
if(r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 2)
{
- static qboolean cullback[6] = { true, false, true, false, false, true };
- GL_CullFace(cullback[side] ? r_refdef.view.cullface_back : r_refdef.view.cullface_front);
+ static qboolean cullfront[6] = { false, true, false, true, true, false };
+ if(cullfront[side]) r_refdef.view.cullface_back = r_refdef.view.cullface_front;
}
- else if(r_shadow_shadowmode == 3)
- GL_CullFace(r_refdef.view.cullface_back);
-#else
- GL_CullFace(GL_NONE);
-#endif
+ GL_CullFace(r_refdef.view.cullface_back);
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
GL_DepthMask(true);
GL_DepthTest(true);
// compile the light
rtlight->compiled = true;
+ rtlight->shadowmode = rtlight->shadow ? r_shadow_shadowmode : -1;
rtlight->static_numleafs = 0;
rtlight->static_numleafpvsbytes = 0;
rtlight->static_leaflist = NULL;
if (model && model->GetLightInfo)
{
- // this variable must be set for the CompileShadowVolume code
+ // this variable must be set for the CompileShadowVolume/CompileShadowMap code
r_shadow_compilingrtlight = rtlight;
R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
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);
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);
- if (model->CompileShadowVolume && rtlight->shadow)
- model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ if (rtlight->shadowmode <= 0)
+ {
+ if (model->CompileShadowVolume && rtlight->shadow)
+ model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ }
+ else
+ {
+ if (model->CompileShadowMap && rtlight->shadow)
+ model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+ }
// now we're done compiling the rtlight
r_shadow_compilingrtlight = 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);
#endif
}
+void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+ 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.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
+ R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
+ R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+ }
+ 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, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+}
+
void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
{
qboolean zpass;
msurface_t *surface;
RSurf_ActiveWorldEntity();
- if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
- {
- if (r_refdef.scene.worldentity->model)
- r_refdef.scene.worldmodel->DrawShadowMap(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
- rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
- return;
- }
if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
{
relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
- ent->model->DrawShadowMap(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+ {
+ vec3_t radius, worldorigin, lightorigin;
+ VectorSubtract(ent->maxs, ent->mins, radius);
+ VectorScale(radius, 0.5f, radius);
+ VectorAdd(ent->mins, radius, worldorigin);
+ Matrix4x4_Transform(&rsurface.rtlight->matrix_worldtolight, worldorigin, lightorigin);
+ if (R_Shadow_CalcSphereSideMask(lightorigin, VectorLength(radius) / relativeshadowradius, r_shadow_shadowmapborder / (float)(r_shadow_shadowmapsize - r_shadow_shadowmapborder)) & (1 << r_shadow_shadowmapside))
+ ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+ }
else
ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
-/*
-{{ 0, 0, 0}, "px", true, true, true},
-{{ 0, 90, 0}, "py", false, true, false},
-{{ 0, 180, 0}, "nx", false, false, true},
-{{ 0, 270, 0}, "ny", true, false, false},
-{{-90, 180, 0}, "pz", false, false, true},
-{{ 90, 180, 0}, "nz", false, false, true}
-*/
-
-static const double shadowviewmat16[6][4][4] =
-{
- {
- {-1, 0, 0, 0},
- { 0, -1, 0, 0},
- { 0, 0, 1, 0},
- { 0, 0, 0, 1},
- },
- {
- { 0, -1, 0, 0},
- {-1, 0, 0, 0},
- { 0, 0, 1, 0},
- { 0, 0, 0, 1},
- },
- {
- {-1, 0, 0, 0},
- { 0, -1, 0, 0},
- { 0, 0, 1, 0},
- { 0, 0, 0, 1},
- },
- {
- { 0, -1, 0, 0},
- {-1, 0, 0, 0},
- { 0, 0, 1, 0},
- { 0, 0, 0, 1},
- },
- {
- { 0, 0, 1, 0},
- { 0, -1, 0, 0},
- { 1, 0, 0, 0},
- { 0, 0, 0, 1},
- },
- {
- { 0, 0, -1, 0},
- { 0, -1, 0, 0},
- {-1, 0, 0, 0},
- { 0, 0, 0, 1},
- },
-};
-
void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
{
int i;
// all at once at the start of a level, not when it stalls gameplay.
// (especially important to benchmarks)
// compile light
- if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
+ if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != 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_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
{
R_Shadow_RenderMode_ShadowMap(side, true, size);
if (numsurfaces)
- R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+ R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs);
for (i = 0;i < numshadowentities;i++)
R_Shadow_DrawEntityShadow(shadowentities[i]);
}