typedef enum r_shadow_shadowmode_e
{
+ R_SHADOW_SHADOWMODE_STENCIL,
R_SHADOW_SHADOWMODE_SHADOWMAP2D
}
r_shadow_shadowmode_t;
rtexturepool_t *r_shadow_texturepool;
rtexture_t *r_shadow_attenuationgradienttexture;
+rtexture_t *r_shadow_attenuation2dtexture;
+rtexture_t *r_shadow_attenuation3dtexture;
skinframe_t *r_shadow_lightcorona;
rtexture_t *r_shadow_shadowmap2ddepthbuffer;
rtexture_t *r_shadow_shadowmap2ddepthtexture;
cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
+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_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
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
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize);
if (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)
{
// allocate vertex processing arrays
memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
r_shadow_attenuationgradienttexture = NULL;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+ 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_texturepool = NULL;
r_shadow_filters_texturepool = NULL;
+ R_Shadow_ValidateCvars();
R_Shadow_MakeTextures();
r_shadow_scenemaxlights = 0;
r_shadow_scenenumlights = 0;
r_shadow_bouncegrid_state.maxsplatpaths = 0;
memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
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;
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
Cvar_RegisterVariable(&r_shadow_sortsurfaces);
+ Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&r_shadow_culllights_pvs);
Cvar_RegisterVariable(&r_shadow_culllights_trace);
Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
static void R_Shadow_MakeTextures(void)
{
- int x;
+ int x, y, z;
float intensity, dist;
unsigned int *data;
R_Shadow_FreeShadowMaps();
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 && false)
+ {
+ 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();
, 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
}
+void R_Shadow_ValidateCvars(void)
+{
+ if (r_shadow_texture3d.integer && true)
+ Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+}
+
void R_Shadow_RenderMode_Begin(void)
{
#if 0
GLint drawbuffer;
GLint readbuffer;
#endif
+ R_Shadow_ValidateCvars();
- if (r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
+ 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();