From: TimePath Date: Sun, 2 Jun 2019 05:11:20 +0000 (+1000) Subject: Revert "Remove unused light attention textures (2D and 3D) since the GL1 path was... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=refs%2Fheads%2FTimePath%2Fmaster;p=xonotic%2Fdarkplaces.git Revert "Remove unused light attention textures (2D and 3D) since the GL1 path was removed." This reverts commit c254ce3c --- diff --git a/r_shadow.c b/r_shadow.c index 1553ac67..c2d5decc 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -24,6 +24,7 @@ r_shadow_rendermode_t; typedef enum r_shadow_shadowmode_e { + R_SHADOW_SHADOWMODE_STENCIL, R_SHADOW_SHADOWMODE_SHADOWMAP2D } r_shadow_shadowmode_t; @@ -103,6 +104,8 @@ unsigned char *r_shadow_buffer_lighttrispvs; 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; @@ -183,6 +186,7 @@ cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", 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"}; @@ -283,6 +287,7 @@ void R_Shadow_LoadWorldLights(void); void R_Shadow_LoadLightsFile(void); void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); void R_Shadow_EditLights_Reload_f(void); +void R_Shadow_ValidateCvars(void); static void R_Shadow_MakeTextures(void); #define EDLIGHTSPRSIZE 8 @@ -308,7 +313,7 @@ static void R_Shadow_SetShadowMode(void) 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) { @@ -401,7 +406,9 @@ static void r_shadow_start(void) // 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; @@ -418,6 +425,7 @@ static void r_shadow_start(void) r_shadow_texturepool = NULL; r_shadow_filters_texturepool = NULL; + R_Shadow_ValidateCvars(); R_Shadow_MakeTextures(); r_shadow_scenemaxlights = 0; r_shadow_scenenumlights = 0; @@ -498,6 +506,8 @@ static void r_shadow_shutdown(void) 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; @@ -631,6 +641,7 @@ void R_Shadow_Init(void) 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); @@ -1215,7 +1226,7 @@ static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) static void R_Shadow_MakeTextures(void) { - int x; + int x, y, z; float intensity, dist; unsigned int *data; R_Shadow_FreeShadowMaps(); @@ -1235,6 +1246,22 @@ static void R_Shadow_MakeTextures(void) 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(); @@ -1350,14 +1377,23 @@ static void R_Shadow_MakeTextures(void) , 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(); diff --git a/r_shadow.h b/r_shadow.h index c57f40b6..048fcc4e 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -31,6 +31,7 @@ extern cvar_t r_shadow_realtime_world_compileshadow; extern cvar_t r_shadow_realtime_world_compilesvbsp; extern cvar_t r_shadow_realtime_world_compileportalculling; extern cvar_t r_shadow_scissor; +extern cvar_t r_shadow_texture3d; // used by shader for bouncegrid feature typedef struct r_shadow_bouncegrid_settings_s