Dynamic RTT shadow angles in Source 2007/Clientshadowmgr.cpp: Difference between revisions
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//========= Copyright Valve Corporation, All rights reserved. ============// | //========= Copyright Valve Corporation, All rights reserved. ============// | ||
// | // | ||
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static IVEngineServer *g_pEngineServer = nullptr; | static IVEngineServer *g_pEngineServer = nullptr; | ||
static CWorldLights s_WorldLights; | static CWorldLights s_WorldLights; | ||
CWorldLights *g_pWorldLights = &s_WorldLights; | CWorldLights *g_pWorldLights = &s_WorldLights; | ||
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EXPOSE_INTERFACE( CShadowModelProxy, IMaterialProxy, "ShadowModel" IMATERIAL_PROXY_INTERFACE_VERSION ); | EXPOSE_INTERFACE( CShadowModelProxy, IMaterialProxy, "ShadowModel" IMATERIAL_PROXY_INTERFACE_VERSION ); | ||
Revision as of 11:39, 20 November 2023
//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // // Interface to the client system responsible for dealing with shadows // // Boy is this complicated. OK, lets talk about how this works at the moment // // The ClientShadowMgr contains all of the highest-level state for rendering // shadows, and it controls the ShadowMgr in the engine which is the central // clearing house for rendering shadows. // // There are two important types of objects with respect to shadows: // the shadow receiver, and the shadow caster. How is the association made // between casters + the receivers? Turns out it's done slightly differently // depending on whether the receiver is the world, or if it's an entity. // // In the case of the world, every time the engine's ProjectShadow() is called, // any previous receiver state stored (namely, which world surfaces are // receiving shadows) are cleared. Then, when ProjectShadow is called, // the engine iterates over all nodes + leaves within the shadow volume and // marks front-facing surfaces in them as potentially being affected by the // shadow. Later on, if those surfaces are actually rendered, the surfaces // are clipped by the shadow volume + rendered. // // In the case of entities, there are slightly different methods depending // on whether the receiver is a brush model or a studio model. However, there // are a couple central things that occur with both. // // Every time a shadow caster is moved, the ClientLeafSystem's ProjectShadow // method is called to tell it to remove the shadow from all leaves + all // renderables it's currently associated with. Then it marks each leaf in the // shadow volume as being affected by that shadow, and it marks every renderable // in that volume as being potentially affected by the shadow (the function // AddShadowToRenderable is called for each renderable in leaves affected // by the shadow volume). // // Every time a shadow receiver is moved, the ClientLeafSystem first calls // RemoveAllShadowsFromRenderable to have it clear out its state, and then // the ClientLeafSystem calls AddShadowToRenderable() for all shadows in all // leaves the renderable has moved into. // // Now comes the difference between brush models + studio models. In the case // of brush models, when a shadow is added to the studio model, it's done in // the exact same way as for the world. Surfaces on the brush model are marked // as potentially being affected by the shadow, and if those surfaces are // rendered, the surfaces are clipped to the shadow volume. When ProjectShadow() // is called, turns out the same operation that removes the shadow that moved // from the world surfaces also works to remove the shadow from brush surfaces. // // In the case of studio models, we need a separate operation to remove // the shadow from all studio models //===========================================================================//
- include "cbase.h"
- include "engine/ishadowmgr.h"
- include "model_types.h"
- include "bitmap/imageformat.h"
- include "materialsystem/imaterialproxy.h"
- include "materialsystem/imaterialvar.h"
- include "materialsystem/imaterial.h"
- include "materialsystem/imesh.h"
- include "materialsystem/itexture.h"
- include "bsptreedata.h"
- include "utlmultilist.h"
- include "collisionutils.h"
- include "iviewrender.h"
- include "ivrenderview.h"
- include "tier0/vprof.h"
- include "engine/ivmodelinfo.h"
- include "view_shared.h"
- include "engine/ivdebugoverlay.h"
- include "engine/IStaticPropMgr.h"
- include "datacache/imdlcache.h"
- include "viewrender.h"
- include "tier0/icommandline.h"
- include "vstdlib/jobthread.h"
- include "toolframework_client.h"
- include "bonetoworldarray.h"
- include "cmodel.h"
- include "debugoverlay_shared.h"
- include "worldlight.h"
- include "bspfile.h"
- include "client_factorylist.h" // FactoryList_Retrieve
- include "eiface.h" // IVEngineServer
- include "filesystem.h"
static IVEngineServer *g_pEngineServer = nullptr; static CWorldLights s_WorldLights; CWorldLights *g_pWorldLights = &s_WorldLights;
// memdbgon must be the last include file in a .cpp file!!!
- include "tier0/memdbgon.h"
static ConVar r_flashlightdrawfrustum( "r_flashlightdrawfrustum", "0" ); static ConVar r_flashlightmodels( "r_flashlightmodels", "1" ); static ConVar r_shadowrendertotexture( "r_shadowrendertotexture", "0" ); static ConVar r_flashlight_version2( "r_flashlight_version2", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); void WorldLightCastShadowCallback( IConVar *pVar, const char *pszOldValue, float flOldValue ); static ConVar r_worldlight_castshadows( "r_worldlight_castshadows", "1", FCVAR_CHEAT, "Allow world lights to cast shadows", true, 0, true, 1, WorldLightCastShadowCallback ); static ConVar r_worldlight_lerptime( "r_worldlight_lerptime", "0.5", FCVAR_CHEAT ); static ConVar r_worldlight_debug( "r_worldlight_debug", "0", FCVAR_CHEAT ); static ConVar r_worldlight_shortenfactor( "r_worldlight_shortenfactor", "2" , FCVAR_CHEAT, "Makes shadows cast from local lights shorter" ); static ConVar r_worldlight_mincastintensity( "r_worldlight_mincastintensity", "0.3", FCVAR_CHEAT, "Minimum brightness of a light to be classed as shadow casting", true, 0, false, 0 );
ConVar r_flashlightdepthtexture( "r_flashlightdepthtexture", "1" );
- if defined( _X360 )
ConVar r_flashlightdepthres( "r_flashlightdepthres", "512" );
- else
ConVar r_flashlightdepthres( "r_flashlightdepthres", "1024" );
- endif
ConVar r_threaded_client_shadow_manager( "r_threaded_client_shadow_manager", "0" );
- ifdef _WIN32
- pragma warning( disable: 4701 )
- endif
// forward declarations void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// A texture allocator used to batch textures together
// At the moment, the implementation simply allocates blocks of max 256x256
// and each block stores an array of uniformly-sized textures
//-----------------------------------------------------------------------------
typedef unsigned short TextureHandle_t;
enum
{
INVALID_TEXTURE_HANDLE = (TextureHandle_t)~0
};
class CTextureAllocator { public: // Initialize the allocator with something that knows how to refresh the bits void Init(); void Shutdown();
// Resets the allocator void Reset();
// Deallocates everything void DeallocateAllTextures();
// Allocate, deallocate texture TextureHandle_t AllocateTexture( int w, int h ); void DeallocateTexture( TextureHandle_t h );
// Mark texture as being used... (return true if re-render is needed) bool UseTexture( TextureHandle_t h, bool bWillRedraw, float flArea ); bool HasValidTexture( TextureHandle_t h );
// Advance frame... void AdvanceFrame();
// Get at the location of the texture void GetTextureRect(TextureHandle_t handle, int& x, int& y, int& w, int& h );
// Get at the texture it's a part of ITexture *GetTexture();
// Get at the total texture size. void GetTotalTextureSize( int& w, int& h );
void DebugPrintCache( void );
private: typedef unsigned short FragmentHandle_t;
enum { INVALID_FRAGMENT_HANDLE = (FragmentHandle_t)~0, TEXTURE_PAGE_SIZE = 1024, MAX_TEXTURE_POWER = 8,
- if !defined( _X360 )
MIN_TEXTURE_POWER = 4,
- else
MIN_TEXTURE_POWER = 5, // per resolve requirements to ensure 32x32 aligned offsets
- endif
MAX_TEXTURE_SIZE = (1 << MAX_TEXTURE_POWER), MIN_TEXTURE_SIZE = (1 << MIN_TEXTURE_POWER), BLOCK_SIZE = MAX_TEXTURE_SIZE, BLOCKS_PER_ROW = (TEXTURE_PAGE_SIZE / MAX_TEXTURE_SIZE), BLOCK_COUNT = (BLOCKS_PER_ROW * BLOCKS_PER_ROW), };
struct TextureInfo_t { FragmentHandle_t m_Fragment; unsigned short m_Size; unsigned short m_Power; };
struct FragmentInfo_t { unsigned short m_Block; unsigned short m_Index; TextureHandle_t m_Texture;
// Makes sure we don't overflow unsigned int m_FrameUsed; };
struct BlockInfo_t { unsigned short m_FragmentPower; };
struct Cache_t { unsigned short m_List; };
// Adds a block worth of fragments to the LRU void AddBlockToLRU( int block );
// Unlink fragment from cache void UnlinkFragmentFromCache( Cache_t& cache, FragmentHandle_t fragment );
// Mark something as being used (MRU).. void MarkUsed( FragmentHandle_t fragment );
// Mark something as being unused (LRU).. void MarkUnused( FragmentHandle_t fragment );
// Disconnect texture from fragment void DisconnectTextureFromFragment( FragmentHandle_t f );
// Returns the size of a particular fragment int GetFragmentPower( FragmentHandle_t f ) const;
// Stores the actual texture we're writing into CTextureReference m_TexturePage;
CUtlLinkedList< TextureInfo_t, TextureHandle_t > m_Textures; CUtlMultiList< FragmentInfo_t, FragmentHandle_t > m_Fragments;
Cache_t m_Cache[MAX_TEXTURE_POWER+1]; BlockInfo_t m_Blocks[BLOCK_COUNT]; unsigned int m_CurrentFrame; };
//----------------------------------------------------------------------------- // Allocate/deallocate the texture page //----------------------------------------------------------------------------- void CTextureAllocator::Init() { for ( int i = 0; i <= MAX_TEXTURE_POWER; ++i ) { m_Cache[i].m_List = m_Fragments.InvalidIndex(); }
- if !defined( _X360 )
// don't need depth buffer for shadows m_TexturePage.InitRenderTarget( TEXTURE_PAGE_SIZE, TEXTURE_PAGE_SIZE, RT_SIZE_NO_CHANGE, IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE, false, "_rt_Shadows" );
- else
// unfortunate explicit management required for this render target // 32bpp edram is only largest shadow fragment, but resolved to actual shadow atlas // because full-res 1024x1024 shadow buffer is too large for EDRAM m_TexturePage.InitRenderTargetTexture( TEXTURE_PAGE_SIZE, TEXTURE_PAGE_SIZE, RT_SIZE_NO_CHANGE, IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE, false, "_rt_Shadows" );
// edram footprint is only 256x256x4 = 256K m_TexturePage.InitRenderTargetSurface( MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE, IMAGE_FORMAT_ARGB8888, false );
// due to texture/surface size mismatch, ensure texture page is entirely cleared translucent // otherwise border artifacts at edge of shadows due to pixel shader averaging of unwanted bits m_TexturePage->ClearTexture( 0, 0, 0, 0 );
- endif
}
void CTextureAllocator::Shutdown() { m_TexturePage.Shutdown(); }
//-----------------------------------------------------------------------------
// Initialize the allocator with something that knows how to refresh the bits
//-----------------------------------------------------------------------------
void CTextureAllocator::Reset()
{
DeallocateAllTextures();
m_Textures.EnsureCapacity(256); m_Fragments.EnsureCapacity(256);
// Set up the block sizes.... // FIXME: Improve heuristic?!?
- if !defined( _X360 )
m_Blocks[0].m_FragmentPower = MAX_TEXTURE_POWER-4; // 128 cells at ExE resolution
- else
m_Blocks[0].m_FragmentPower = MAX_TEXTURE_POWER-3; // 64 cells at DxD resolution
- endif
m_Blocks[1].m_FragmentPower = MAX_TEXTURE_POWER-3; // 64 cells at DxD resolution m_Blocks[2].m_FragmentPower = MAX_TEXTURE_POWER-2; // 32 cells at CxC resolution m_Blocks[3].m_FragmentPower = MAX_TEXTURE_POWER-2; m_Blocks[4].m_FragmentPower = MAX_TEXTURE_POWER-1; // 24 cells at BxB resolution m_Blocks[5].m_FragmentPower = MAX_TEXTURE_POWER-1; m_Blocks[6].m_FragmentPower = MAX_TEXTURE_POWER-1; m_Blocks[7].m_FragmentPower = MAX_TEXTURE_POWER-1; m_Blocks[8].m_FragmentPower = MAX_TEXTURE_POWER-1; m_Blocks[9].m_FragmentPower = MAX_TEXTURE_POWER-1; m_Blocks[10].m_FragmentPower = MAX_TEXTURE_POWER; // 6 cells at AxA resolution m_Blocks[11].m_FragmentPower = MAX_TEXTURE_POWER; m_Blocks[12].m_FragmentPower = MAX_TEXTURE_POWER; m_Blocks[13].m_FragmentPower = MAX_TEXTURE_POWER; m_Blocks[14].m_FragmentPower = MAX_TEXTURE_POWER; m_Blocks[15].m_FragmentPower = MAX_TEXTURE_POWER;
// Initialize the LRU int i; for ( i = 0; i <= MAX_TEXTURE_POWER; ++i ) { m_Cache[i].m_List = m_Fragments.CreateList(); }
// Now that the block sizes are allocated, create LRUs for the various block sizes for ( i = 0; i < BLOCK_COUNT; ++i) { // Initialize LRU AddBlockToLRU( i ); }
m_CurrentFrame = 0; }
void CTextureAllocator::DeallocateAllTextures() { m_Textures.Purge(); m_Fragments.Purge(); for ( int i = 0; i <= MAX_TEXTURE_POWER; ++i ) { m_Cache[i].m_List = m_Fragments.InvalidIndex(); } }
//-----------------------------------------------------------------------------
// Dump the state of the cache to debug out
//-----------------------------------------------------------------------------
void CTextureAllocator::DebugPrintCache( void )
{
// For each fragment
int nNumFragments = m_Fragments.TotalCount();
int nNumInvalidFragments = 0;
Warning("Fragments (%d):\n===============\n", nNumFragments);
for ( int f = 0; f < nNumFragments; f++ ) { if ( ( m_Fragments[f].m_FrameUsed != 0 ) && ( m_Fragments[f].m_Texture != INVALID_TEXTURE_HANDLE ) ) Warning("Fragment %d, Block: %d, Index: %d, Texture: %d Frame Used: %d\n", f, m_Fragments[f].m_Block, m_Fragments[f].m_Index, m_Fragments[f].m_Texture, m_Fragments[f].m_FrameUsed ); else nNumInvalidFragments++; }
Warning("Invalid Fragments: %d\n", nNumInvalidFragments);
// for ( int c = 0; c <= MAX_TEXTURE_POWER; ++c ) // { // Warning("Cache Index (%d)\n", m_Cache[c].m_List); // }
}
//-----------------------------------------------------------------------------
// Adds a block worth of fragments to the LRU
//-----------------------------------------------------------------------------
void CTextureAllocator::AddBlockToLRU( int block )
{
int power = m_Blocks[block].m_FragmentPower;
int size = (1 << power);
// Compute the number of fragments in this block int fragmentCount = MAX_TEXTURE_SIZE / size; fragmentCount *= fragmentCount;
// For each fragment, indicate which block it's a part of (and the index) // and then stick in at the top of the LRU while (--fragmentCount >= 0 ) { FragmentHandle_t f = m_Fragments.Alloc( ); m_Fragments[f].m_Block = block; m_Fragments[f].m_Index = fragmentCount; m_Fragments[f].m_Texture = INVALID_TEXTURE_HANDLE; m_Fragments[f].m_FrameUsed = 0xFFFFFFFF; m_Fragments.LinkToHead( m_Cache[power].m_List, f ); } }
//-----------------------------------------------------------------------------
// Unlink fragment from cache
//-----------------------------------------------------------------------------
void CTextureAllocator::UnlinkFragmentFromCache( Cache_t& cache, FragmentHandle_t fragment )
{
m_Fragments.Unlink( cache.m_List, fragment);
}
//-----------------------------------------------------------------------------
// Mark something as being used (MRU)..
//-----------------------------------------------------------------------------
void CTextureAllocator::MarkUsed( FragmentHandle_t fragment )
{
int block = m_Fragments[fragment].m_Block;
int power = m_Blocks[block].m_FragmentPower;
// Hook it at the end of the LRU Cache_t& cache = m_Cache[power]; m_Fragments.LinkToTail( cache.m_List, fragment ); m_Fragments[fragment].m_FrameUsed = m_CurrentFrame; }
//-----------------------------------------------------------------------------
// Mark something as being unused (LRU)..
//-----------------------------------------------------------------------------
void CTextureAllocator::MarkUnused( FragmentHandle_t fragment )
{
int block = m_Fragments[fragment].m_Block;
int power = m_Blocks[block].m_FragmentPower;
// Hook it at the end of the LRU Cache_t& cache = m_Cache[power]; m_Fragments.LinkToHead( cache.m_List, fragment ); }
//-----------------------------------------------------------------------------
// Allocate, deallocate texture
//-----------------------------------------------------------------------------
TextureHandle_t CTextureAllocator::AllocateTexture( int w, int h )
{
// Implementational detail for now
Assert( w == h );
// Clamp texture size if (w < MIN_TEXTURE_SIZE) w = MIN_TEXTURE_SIZE; else if (w > MAX_TEXTURE_SIZE) w = MAX_TEXTURE_SIZE;
TextureHandle_t handle = m_Textures.AddToTail(); m_Textures[handle].m_Fragment = INVALID_FRAGMENT_HANDLE; m_Textures[handle].m_Size = w;
// Find the power of two int power = 0; int size = 1; while(size < w) { size <<= 1; ++power; } Assert( size == w );
m_Textures[handle].m_Power = power;
return handle; }
void CTextureAllocator::DeallocateTexture( TextureHandle_t h ) { // Warning("Beginning of DeallocateTexture\n"); // DebugPrintCache();
if (m_Textures[h].m_Fragment != INVALID_FRAGMENT_HANDLE) { MarkUnused(m_Textures[h].m_Fragment); m_Fragments[m_Textures[h].m_Fragment].m_FrameUsed = 0xFFFFFFFF; // non-zero frame DisconnectTextureFromFragment( m_Textures[h].m_Fragment ); } m_Textures.Remove(h);
// Warning("End of DeallocateTexture\n"); // DebugPrintCache(); }
//-----------------------------------------------------------------------------
// Disconnect texture from fragment
//-----------------------------------------------------------------------------
void CTextureAllocator::DisconnectTextureFromFragment( FragmentHandle_t f )
{
// Warning( "Beginning of DisconnectTextureFromFragment\n" );
// DebugPrintCache();
FragmentInfo_t& info = m_Fragments[f]; if (info.m_Texture != INVALID_TEXTURE_HANDLE) { m_Textures[info.m_Texture].m_Fragment = INVALID_FRAGMENT_HANDLE; info.m_Texture = INVALID_TEXTURE_HANDLE; }
// Warning( "End of DisconnectTextureFromFragment\n" );
// DebugPrintCache();
}
//-----------------------------------------------------------------------------
// Do we have a valid texture assigned?
//-----------------------------------------------------------------------------
bool CTextureAllocator::HasValidTexture( TextureHandle_t h )
{
TextureInfo_t& info = m_Textures[h];
FragmentHandle_t currentFragment = info.m_Fragment;
return (currentFragment != INVALID_FRAGMENT_HANDLE);
}
//-----------------------------------------------------------------------------
// Mark texture as being used...
//-----------------------------------------------------------------------------
bool CTextureAllocator::UseTexture( TextureHandle_t h, bool bWillRedraw, float flArea )
{
// Warning( "Top of UseTexture\n" );
// DebugPrintCache();
TextureInfo_t& info = m_Textures[h];
// spin up to the best fragment size int nDesiredPower = MIN_TEXTURE_POWER; int nDesiredWidth = MIN_TEXTURE_SIZE; while ( (nDesiredWidth * nDesiredWidth) < flArea ) { if ( nDesiredPower >= info.m_Power ) { nDesiredPower = info.m_Power; break; }
++nDesiredPower; nDesiredWidth <<= 1; }
// If we've got a valid fragment for this texture, no worries! int nCurrentPower = -1; FragmentHandle_t currentFragment = info.m_Fragment; if (currentFragment != INVALID_FRAGMENT_HANDLE) { // If the current fragment is at or near the desired power, we're done nCurrentPower = GetFragmentPower(info.m_Fragment); Assert( nCurrentPower <= info.m_Power ); bool bShouldKeepTexture = (!bWillRedraw) && (nDesiredPower < 8) && (nDesiredPower - nCurrentPower <= 1); if ((nCurrentPower == nDesiredPower) || bShouldKeepTexture) { // Move to the back of the LRU MarkUsed( currentFragment ); return false; } }
// Warning( "\n\nUseTexture B\n" ); // DebugPrintCache();
// Grab the LRU fragment from the appropriate cache // If that fragment is connected to a texture, disconnect it. int power = nDesiredPower;
FragmentHandle_t f = INVALID_FRAGMENT_HANDLE; bool done = false; while (!done && power >= 0) { f = m_Fragments.Head( m_Cache[power].m_List );
// This represents an overflow condition (used too many textures of // the same size in a single frame). It that happens, just use a texture // of lower res. if ( (f != m_Fragments.InvalidIndex()) && (m_Fragments[f].m_FrameUsed != m_CurrentFrame) ) { done = true; } else { --power; } }
// Warning( "\n\nUseTexture C\n" );
// DebugPrintCache();
// Ok, lets see if we're better off than we were... if (currentFragment != INVALID_FRAGMENT_HANDLE) { if (power <= nCurrentPower) { // Oops... we're not. Let's leave well enough alone // Move to the back of the LRU MarkUsed( currentFragment ); return false; } else { // Clear out the old fragment DisconnectTextureFromFragment(currentFragment); } }
if ( f == INVALID_FRAGMENT_HANDLE ) { return false; }
// Disconnect existing texture from this fragment (if necessary) DisconnectTextureFromFragment(f);
// Connnect new texture to this fragment info.m_Fragment = f; m_Fragments[f].m_Texture = h;
// Move to the back of the LRU MarkUsed( f );
// Indicate we need a redraw return true; }
//-----------------------------------------------------------------------------
// Returns the size of a particular fragment
//-----------------------------------------------------------------------------
int CTextureAllocator::GetFragmentPower( FragmentHandle_t f ) const
{
return m_Blocks[m_Fragments[f].m_Block].m_FragmentPower;
}
//-----------------------------------------------------------------------------
// Advance frame...
//-----------------------------------------------------------------------------
void CTextureAllocator::AdvanceFrame()
{
// Be sure that this is called as infrequently as possible (i.e. once per frame,
// NOT once per view) to prevent cache thrash when rendering multiple views in a single frame
m_CurrentFrame++;
}
//-----------------------------------------------------------------------------
// Prepare to render into texture...
//-----------------------------------------------------------------------------
ITexture* CTextureAllocator::GetTexture()
{
return m_TexturePage;
}
//----------------------------------------------------------------------------- // Get at the total texture size. //----------------------------------------------------------------------------- void CTextureAllocator::GetTotalTextureSize( int& w, int& h ) { w = h = TEXTURE_PAGE_SIZE; }
//-----------------------------------------------------------------------------
// Returns the rectangle the texture lives in..
//-----------------------------------------------------------------------------
void CTextureAllocator::GetTextureRect(TextureHandle_t handle, int& x, int& y, int& w, int& h )
{
TextureInfo_t& info = m_Textures[handle];
Assert( info.m_Fragment != INVALID_FRAGMENT_HANDLE );
// Compute the position of the fragment in the page FragmentInfo_t& fragment = m_Fragments[info.m_Fragment]; int blockY = fragment.m_Block / BLOCKS_PER_ROW; int blockX = fragment.m_Block - blockY * BLOCKS_PER_ROW;
int fragmentSize = (1 << m_Blocks[fragment.m_Block].m_FragmentPower); int fragmentsPerRow = BLOCK_SIZE / fragmentSize; int fragmentY = fragment.m_Index / fragmentsPerRow; int fragmentX = fragment.m_Index - fragmentY * fragmentsPerRow;
x = blockX * BLOCK_SIZE + fragmentX * fragmentSize; y = blockY * BLOCK_SIZE + fragmentY * fragmentSize; w = fragmentSize; h = fragmentSize; }
//-----------------------------------------------------------------------------
// Defines how big of a shadow texture we should be making per caster...
//-----------------------------------------------------------------------------
- define TEXEL_SIZE_PER_CASTER_SIZE 2.0f
- define MAX_FALLOFF_AMOUNT 240
- define MAX_CLIP_PLANE_COUNT 4
- define SHADOW_CULL_TOLERANCE 0.5f
static ConVar r_shadows( "r_shadows", "1" ); // hook into engine's cvars.. static ConVar r_shadowmaxrendered("r_shadowmaxrendered", "32"); static ConVar r_shadows_gamecontrol( "r_shadows_gamecontrol", "-1", FCVAR_CHEAT ); // hook into engine's cvars..
//----------------------------------------------------------------------------- // The class responsible for dealing with shadows on the client side // Oh, and let's take a moment and notice how happy Robin and John must be // owing to the lack of space between this lovely comment and the class name =) //----------------------------------------------------------------------------- class CClientShadowMgr : public IClientShadowMgr { public: CClientShadowMgr();
virtual char const *Name() { return "CCLientShadowMgr"; }
// Inherited from IClientShadowMgr virtual bool Init(); virtual void PostInit() {} virtual void Shutdown(); virtual void LevelInitPreEntity(); virtual void LevelInitPostEntity() {} virtual void LevelShutdownPreEntity() {} virtual void LevelShutdownPostEntity();
virtual bool IsPerFrame() { return true; }
virtual void PreRender(); virtual void Update( float frametime ) { } virtual void PostRender() {}
virtual void OnSave() {} virtual void OnRestore() {} virtual void SafeRemoveIfDesired() {}
virtual ClientShadowHandle_t CreateShadow( ClientEntityHandle_t entity, int flags ); virtual void DestroyShadow( ClientShadowHandle_t handle );
// Create flashlight (projected texture light source) virtual ClientShadowHandle_t CreateFlashlight( const FlashlightState_t &lightState ); virtual void UpdateFlashlightState( ClientShadowHandle_t shadowHandle, const FlashlightState_t &lightState ); virtual void DestroyFlashlight( ClientShadowHandle_t shadowHandle );
// Update a shadow virtual void UpdateProjectedTexture( ClientShadowHandle_t handle, bool force );
void ComputeBoundingSphere( IClientRenderable* pRenderable, Vector& origin, float& radius );
virtual void AddToDirtyShadowList( ClientShadowHandle_t handle, bool bForce ); virtual void AddToDirtyShadowList( IClientRenderable *pRenderable, bool force );
// Marks the render-to-texture shadow as needing to be re-rendered virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t handle );
// deals with shadows being added to shadow receivers void AddShadowToReceiver( ClientShadowHandle_t handle, IClientRenderable* pRenderable, ShadowReceiver_t type );
// deals with shadows being added to shadow receivers void RemoveAllShadowsFromReceiver( IClientRenderable* pRenderable, ShadowReceiver_t type );
// Re-renders all shadow textures for shadow casters that lie in the leaf list void ComputeShadowTextures( const CViewSetup &view, int leafCount, LeafIndex_t* pLeafList );
// Kicks off rendering into shadow depth maps (if any) void ComputeShadowDepthTextures( const CViewSetup &view );
// Frees shadow depth textures for use in subsequent view/frame void FreeShadowDepthTextures();
// Returns the shadow texture ITexture* GetShadowTexture( unsigned short h );
// Returns shadow information const ShadowInfo_t& GetShadowInfo( ClientShadowHandle_t h );
// Renders the shadow texture to screen... void RenderShadowTexture( int w, int h );
// Sets the shadow direction virtual void SetShadowDirection( const Vector& dir ); const Vector &GetShadowDirection() const;
// Sets the shadow color virtual void SetShadowColor( unsigned char r, unsigned char g, unsigned char b ); void GetShadowColor( unsigned char *r, unsigned char *g, unsigned char *b ) const;
// Sets the shadow distance virtual void SetShadowDistance( float flMaxDistance ); float GetShadowDistance( ) const;
// Sets the screen area at which blobby shadows are always used virtual void SetShadowBlobbyCutoffArea( float flMinArea ); float GetBlobbyCutoffArea( ) const;
// Set the darkness falloff bias virtual void SetFalloffBias( ClientShadowHandle_t handle, unsigned char ucBias );
void RestoreRenderState();
// Computes a rough bounding box encompassing the volume of the shadow
void ComputeShadowBBox( IClientRenderable *pRenderable, ClientShadowHandle_t shadowHandle, const Vector &vecAbsCenter, float flRadius, Vector *pAbsMins, Vector *pAbsMaxs );
bool WillParentRenderBlobbyShadow( IClientRenderable *pRenderable );
// Are we the child of a shadow with render-to-texture? bool ShouldUseParentShadow( IClientRenderable *pRenderable );
void SetShadowsDisabled( bool bDisabled ) { r_shadows_gamecontrol.SetValue( bDisabled != 1 ); }
void SuppressShadowFromWorldLights( bool bSuppress );
void SetShadowFromWorldLightsEnabled( bool bEnabled ); bool IsShadowingFromWorldLights() const { return m_bShadowFromWorldLights; }
private: enum { SHADOW_FLAGS_TEXTURE_DIRTY = (CLIENT_SHADOW_FLAGS_LAST_FLAG << 1), SHADOW_FLAGS_BRUSH_MODEL = (CLIENT_SHADOW_FLAGS_LAST_FLAG << 2), SHADOW_FLAGS_USING_LOD_SHADOW = (CLIENT_SHADOW_FLAGS_LAST_FLAG << 3), SHADOW_FLAGS_LIGHT_WORLD = (CLIENT_SHADOW_FLAGS_LAST_FLAG << 4), };
struct ClientShadow_t { ClientEntityHandle_t m_Entity; ShadowHandle_t m_ShadowHandle; ClientLeafShadowHandle_t m_ClientLeafShadowHandle; unsigned short m_Flags; VMatrix m_WorldToShadow; Vector2D m_WorldSize; Vector m_ShadowDir; Vector m_LastOrigin; QAngle m_LastAngles; Vector m_CurrentLightPos; // When shadowing from local lights, stores the position of the currently shadowing light
Vector m_TargetLightPos; // When shadowing from local lights, stores the position of the new shadowing light float m_LightPosLerp; // Lerp progress when going from current to target light
TextureHandle_t m_ShadowTexture; CTextureReference m_ShadowDepthTexture; int m_nRenderFrame; EHANDLE m_hTargetEntity; };
private: // Shadow update functions void UpdateStudioShadow( IClientRenderable *pRenderable, ClientShadowHandle_t handle ); void UpdateBrushShadow( IClientRenderable *pRenderable, ClientShadowHandle_t handle ); void UpdateShadow( ClientShadowHandle_t handle, bool force );
// Gets the entity whose shadow this shadow will render into IClientRenderable *GetParentShadowEntity( ClientShadowHandle_t handle );
// Adds the child bounds to the bounding box void AddChildBounds( matrix3x4_t &matWorldToBBox, IClientRenderable* pParent, Vector &vecMins, Vector &vecMaxs );
// Compute a bounds for the entity + children void ComputeHierarchicalBounds( IClientRenderable *pRenderable, Vector &vecMins, Vector &vecMaxs );
// Builds matrices transforming from world space to shadow space void BuildGeneralWorldToShadowMatrix( VMatrix& matWorldToShadow, const Vector& origin, const Vector& dir, const Vector& xvec, const Vector& yvec );
void BuildWorldToShadowMatrix( VMatrix& matWorldToShadow, const Vector& origin, const Quaternion& quatOrientation );
void BuildPerspectiveWorldToFlashlightMatrix( VMatrix& matWorldToShadow, const FlashlightState_t &flashlightState );
// Update a shadow void UpdateProjectedTextureInternal( ClientShadowHandle_t handle, bool force );
// Compute the shadow origin and attenuation start distance float ComputeLocalShadowOrigin( IClientRenderable* pRenderable, const Vector& mins, const Vector& maxs, const Vector& localShadowDir, float backupFactor, Vector& origin );
// Remove a shadow from the dirty list void RemoveShadowFromDirtyList( ClientShadowHandle_t handle );
// NOTE: this will ONLY return SHADOWS_NONE, SHADOWS_SIMPLE, or SHADOW_RENDER_TO_TEXTURE. ShadowType_t GetActualShadowCastType( ClientShadowHandle_t handle ) const; ShadowType_t GetActualShadowCastType( IClientRenderable *pRenderable ) const;
// Builds a simple blobby shadow void BuildOrthoShadow( IClientRenderable* pRenderable, ClientShadowHandle_t handle, const Vector& mins, const Vector& maxs);
// Builds a more complex shadow... void BuildRenderToTextureShadow( IClientRenderable* pRenderable, ClientShadowHandle_t handle, const Vector& mins, const Vector& maxs );
// Build a projected-texture flashlight void BuildFlashlight( ClientShadowHandle_t handle );
// Does all the lovely stuff we need to do to have render-to-texture shadows void SetupRenderToTextureShadow( ClientShadowHandle_t h ); void CleanUpRenderToTextureShadow( ClientShadowHandle_t h );
// Compute the extra shadow planes void ComputeExtraClipPlanes( IClientRenderable* pRenderable, ClientShadowHandle_t handle, const Vector* vec, const Vector& mins, const Vector& maxs, const Vector& localShadowDir );
// Set extra clip planes related to shadows... void ClearExtraClipPlanes( ClientShadowHandle_t h ); void AddExtraClipPlane( ClientShadowHandle_t h, const Vector& normal, float dist );
// Cull if the origin is on the wrong side of a shadow clip plane.... bool CullReceiver( ClientShadowHandle_t handle, IClientRenderable* pRenderable, IClientRenderable* pSourceRenderable );
bool ComputeSeparatingPlane( IClientRenderable* pRend1, IClientRenderable* pRend2, cplane_t* pPlane );
// Causes all shadows to be re-updated void UpdateAllShadows();
// One of these gets called with every shadow that potentially will need to re-render bool DrawRenderToTextureShadow( unsigned short clientShadowHandle, float flArea ); void DrawRenderToTextureShadowLOD( unsigned short clientShadowHandle );
// Draws all children shadows into our own bool DrawShadowHierarchy( IClientRenderable *pRenderable, const ClientShadow_t &shadow, bool bChild = false );
// Setup stage for threading bool BuildSetupListForRenderToTextureShadow( unsigned short clientShadowHandle, float flArea ); bool BuildSetupShadowHierarchy( IClientRenderable *pRenderable, const ClientShadow_t &shadow, bool bChild = false );
// Computes + sets the render-to-texture texcoords void SetRenderToTextureShadowTexCoords( ShadowHandle_t handle, int x, int y, int w, int h );
// Visualization.... void DrawRenderToTextureDebugInfo( IClientRenderable* pRenderable, const Vector& mins, const Vector& maxs );
// Advance frame void AdvanceFrame();
// Returns renderable-specific shadow info float GetShadowDistance( IClientRenderable *pRenderable ) const; const Vector &GetShadowDirection( IClientRenderable *pRenderable ) const; const Vector &GetShadowDirection( ClientShadowHandle_t shadowHandle ) const;
// Initialize, shutdown render-to-texture shadows void InitDepthTextureShadows(); void ShutdownDepthTextureShadows();
// Initialize, shutdown render-to-texture shadows void InitRenderToTextureShadows(); void ShutdownRenderToTextureShadows();
static bool ShadowHandleCompareFunc( const ClientShadowHandle_t& lhs, const ClientShadowHandle_t& rhs ) { return lhs < rhs; }
ClientShadowHandle_t CreateProjectedTexture( ClientEntityHandle_t entity, int flags );
// Lock down the usage of a shadow depth texture...must be unlocked use on subsequent views / frames bool LockShadowDepthTexture( CTextureReference *shadowDepthTexture ); void UnlockAllShadowDepthTextures();
// Set and clear flashlight target renderable void SetFlashlightTarget( ClientShadowHandle_t shadowHandle, EHANDLE targetEntity );
// Set flashlight light world flag void SetFlashlightLightWorld( ClientShadowHandle_t shadowHandle, bool bLightWorld );
bool IsFlashlightTarget( ClientShadowHandle_t shadowHandle, IClientRenderable *pRenderable );
// Builds a list of active shadows requiring shadow depth renders int BuildActiveShadowDepthList( const CViewSetup &viewSetup, int nMaxDepthShadows, ClientShadowHandle_t *pActiveDepthShadows );
// Sets the view's active flashlight render state void SetViewFlashlightState( int nActiveFlashlightCount, ClientShadowHandle_t* pActiveFlashlights ); void UpdateDirtyShadow( ClientShadowHandle_t handle );
void UpdateShadowDirectionFromLocalLightSource( ClientShadowHandle_t shadowHandle );
private: Vector m_SimpleShadowDir; color32 m_AmbientLightColor; CMaterialReference m_SimpleShadow; CMaterialReference m_RenderShadow; CMaterialReference m_RenderModelShadow; CTextureReference m_DummyColorTexture; CUtlLinkedList< ClientShadow_t, ClientShadowHandle_t > m_Shadows; CTextureAllocator m_ShadowAllocator;
bool m_RenderToTextureActive; bool m_bRenderTargetNeedsClear; bool m_bUpdatingDirtyShadows; bool m_bThreaded; float m_flShadowCastDist; float m_flMinShadowArea; CUtlRBTree< ClientShadowHandle_t, unsigned short > m_DirtyShadows; CUtlVector< ClientShadowHandle_t > m_TransparentShadows;
// These members maintain current state of depth texturing (size and global active state) // If either changes in a frame, PreRender() will catch it and do the appropriate allocation, deallocation or reallocation bool m_bDepthTextureActive; int m_nDepthTextureResolution; // Assume square (height == width) bool m_bShadowFromWorldLights;
CUtlVector< CTextureReference > m_DepthTextureCache; CUtlVector< bool > m_DepthTextureCacheLocks; int m_nMaxDepthTextureShadows;
friend class CVisibleShadowList; friend class CVisibleShadowFrustumList; };
//----------------------------------------------------------------------------- // Singleton //----------------------------------------------------------------------------- static CClientShadowMgr s_ClientShadowMgr; IClientShadowMgr* g_pClientShadowMgr = &s_ClientShadowMgr;
//-----------------------------------------------------------------------------
// Builds a list of potential shadows that lie within our PVS + view frustum
//-----------------------------------------------------------------------------
struct VisibleShadowInfo_t
{
ClientShadowHandle_t m_hShadow;
float m_flArea;
Vector m_vecAbsCenter;
};
class CVisibleShadowList : public IClientLeafShadowEnum { public:
CVisibleShadowList(); int FindShadows( const CViewSetup *pView, int nLeafCount, LeafIndex_t *pLeafList ); int GetVisibleShadowCount() const;
const VisibleShadowInfo_t &GetVisibleShadow( int i ) const;
private: void EnumShadow( unsigned short clientShadowHandle ); float ComputeScreenArea( const Vector &vecCenter, float r ) const; void PrioritySort();
CUtlVector<VisibleShadowInfo_t> m_ShadowsInView; CUtlVector<int> m_PriorityIndex; };
//-----------------------------------------------------------------------------
// Singleton instances of shadow and shadow frustum lists
//-----------------------------------------------------------------------------
static CVisibleShadowList s_VisibleShadowList;
//----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- static CUtlVector<C_BaseAnimating *> s_NPCShadowBoneSetups; static CUtlVector<C_BaseAnimating *> s_NonNPCShadowBoneSetups;
//----------------------------------------------------------------------------- // CVisibleShadowList - Constructor and Accessors //----------------------------------------------------------------------------- CVisibleShadowList::CVisibleShadowList() : m_ShadowsInView( 0, 64 ), m_PriorityIndex( 0, 64 ) { }
int CVisibleShadowList::GetVisibleShadowCount() const { return m_ShadowsInView.Count(); }
const VisibleShadowInfo_t &CVisibleShadowList::GetVisibleShadow( int i ) const { return m_ShadowsInView[m_PriorityIndex[i]]; }
//-----------------------------------------------------------------------------
// CVisibleShadowList - Computes approximate screen area of the shadow
//-----------------------------------------------------------------------------
float CVisibleShadowList::ComputeScreenArea( const Vector &vecCenter, float r ) const
{
CMatRenderContextPtr pRenderContext( materials );
float flScreenDiameter = pRenderContext->ComputePixelDiameterOfSphere( vecCenter, r );
return flScreenDiameter * flScreenDiameter;
}
//-----------------------------------------------------------------------------
// CVisibleShadowList - Visits every shadow in the list of leaves
//-----------------------------------------------------------------------------
void CVisibleShadowList::EnumShadow( unsigned short clientShadowHandle )
{
CClientShadowMgr::ClientShadow_t& shadow = s_ClientShadowMgr.m_Shadows[clientShadowHandle];
// Don't bother if we rendered it this frame, no matter which view it was rendered for if ( shadow.m_nRenderFrame == gpGlobals->framecount ) return;
// We don't need to bother with it if it's not render-to-texture if ( s_ClientShadowMgr.GetActualShadowCastType( clientShadowHandle ) != SHADOWS_RENDER_TO_TEXTURE ) return;
// Don't bother with it if the shadow is totally transparent const ShadowInfo_t &shadowInfo = shadowmgr->GetInfo( shadow.m_ShadowHandle ); if ( shadowInfo.m_FalloffBias == 255 ) return;
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity ); Assert( pRenderable );
// Don't bother with children of hierarchy; they will be drawn with their parents if ( s_ClientShadowMgr.ShouldUseParentShadow( pRenderable ) || s_ClientShadowMgr.WillParentRenderBlobbyShadow( pRenderable ) ) return;
// Compute a sphere surrounding the shadow // FIXME: This doesn't account for children of hierarchy... too bad! Vector vecAbsCenter; float flRadius; s_ClientShadowMgr.ComputeBoundingSphere( pRenderable, vecAbsCenter, flRadius );
// Compute a box surrounding the shadow Vector vecAbsMins, vecAbsMaxs; s_ClientShadowMgr.ComputeShadowBBox( pRenderable, shadow.m_ShadowHandle, vecAbsCenter, flRadius, &vecAbsMins, &vecAbsMaxs );
// FIXME: Add distance check here?
// Make sure it's in the frustum. If it isn't it's not interesting if (engine->CullBox( vecAbsMins, vecAbsMaxs )) return;
int i = m_ShadowsInView.AddToTail( ); VisibleShadowInfo_t &info = m_ShadowsInView[i]; info.m_hShadow = clientShadowHandle; m_ShadowsInView[i].m_flArea = ComputeScreenArea( vecAbsCenter, flRadius );
// Har, har. When water is rendering (or any multipass technique), // we may well initially render from a viewpoint which doesn't include this shadow. // That doesn't mean we shouldn't check it again though. Sucks that we need to compute // the sphere + bbox multiply times though. shadow.m_nRenderFrame = gpGlobals->framecount; }
//-----------------------------------------------------------------------------
// CVisibleShadowList - Sort based on screen area/priority
//-----------------------------------------------------------------------------
void CVisibleShadowList::PrioritySort()
{
int nCount = m_ShadowsInView.Count();
m_PriorityIndex.EnsureCapacity( nCount );
m_PriorityIndex.RemoveAll();
int i, j; for ( i = 0; i < nCount; ++i ) { m_PriorityIndex.AddToTail(i); }
for ( i = 0; i < nCount - 1; ++i ) { int nLargestInd = i; float flLargestArea = m_ShadowsInView[m_PriorityIndex[i]].m_flArea; for ( j = i + 1; j < nCount; ++j ) { int nIndex = m_PriorityIndex[j]; if ( flLargestArea < m_ShadowsInView[nIndex].m_flArea ) { nLargestInd = j; flLargestArea = m_ShadowsInView[nIndex].m_flArea; } } ::V_swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] ); } }
//-----------------------------------------------------------------------------
// CVisibleShadowList - Main entry point for finding shadows in the leaf list
//-----------------------------------------------------------------------------
int CVisibleShadowList::FindShadows( const CViewSetup *pView, int nLeafCount, LeafIndex_t *pLeafList )
{
VPROF_BUDGET( "CVisibleShadowList::FindShadows", VPROF_BUDGETGROUP_SHADOW_RENDERING );
m_ShadowsInView.RemoveAll(); ClientLeafSystem()->EnumerateShadowsInLeaves( nLeafCount, pLeafList, this ); int nCount = m_ShadowsInView.Count(); if (nCount != 0) { // Sort based on screen area/priority PrioritySort(); } return nCount; }
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CClientShadowMgr::CClientShadowMgr() :
m_DirtyShadows( 0, 0, ShadowHandleCompareFunc ),
m_RenderToTextureActive( false ),
m_bDepthTextureActive( false )
{
m_nDepthTextureResolution = r_flashlightdepthres.GetInt();
m_bThreaded = false;
m_bShadowFromWorldLights = r_worldlight_castshadows.GetBool();
}
//----------------------------------------------------------------------------- // Changes the shadow direction... //----------------------------------------------------------------------------- CON_COMMAND_F( r_shadowdir, "Set shadow direction", FCVAR_CHEAT ) { Vector dir; if ( args.ArgC() == 1 ) { Vector dir = s_ClientShadowMgr.GetShadowDirection(); Msg( "%.2f %.2f %.2f\n", dir.x, dir.y, dir.z ); return; }
if ( args.ArgC() == 4 ) { dir.x = atof( args[1] ); dir.y = atof( args[2] ); dir.z = atof( args[3] ); s_ClientShadowMgr.SetShadowDirection(dir); } }
CON_COMMAND_F( r_shadowangles, "Set shadow angles", FCVAR_CHEAT ) { Vector dir; QAngle angles; if (args.ArgC() == 1) { Vector dir = s_ClientShadowMgr.GetShadowDirection(); QAngle angles; VectorAngles( dir, angles ); Msg( "%.2f %.2f %.2f\n", angles.x, angles.y, angles.z ); return; }
if (args.ArgC() == 4) { angles.x = atof( args[1] ); angles.y = atof( args[2] ); angles.z = atof( args[3] ); AngleVectors( angles, &dir ); s_ClientShadowMgr.SetShadowDirection(dir); } }
CON_COMMAND_F( r_shadowcolor, "Set shadow color", FCVAR_CHEAT ) { if (args.ArgC() == 1) { unsigned char r, g, b; s_ClientShadowMgr.GetShadowColor( &r, &g, &b ); Msg( "Shadow color %d %d %d\n", r, g, b ); return; }
if (args.ArgC() == 4) { int r = atoi( args[1] ); int g = atoi( args[2] ); int b = atoi( args[3] ); s_ClientShadowMgr.SetShadowColor(r, g, b); } }
CON_COMMAND_F( r_shadowdist, "Set shadow distance", FCVAR_CHEAT ) { if (args.ArgC() == 1) { float flDist = s_ClientShadowMgr.GetShadowDistance( ); Msg( "Shadow distance %.2f\n", flDist ); return; }
if (args.ArgC() == 2) { float flDistance = atof( args[1] ); s_ClientShadowMgr.SetShadowDistance( flDistance ); } }
CON_COMMAND_F( r_shadowblobbycutoff, "some shadow stuff", FCVAR_CHEAT ) { if (args.ArgC() == 1) { float flArea = s_ClientShadowMgr.GetBlobbyCutoffArea( ); Msg( "Cutoff area %.2f\n", flArea ); return; }
if (args.ArgC() == 2) { float flArea = atof( args[1] ); s_ClientShadowMgr.SetShadowBlobbyCutoffArea( flArea ); } }
static void ShadowRestoreFunc( int nChangeFlags ) { s_ClientShadowMgr.RestoreRenderState(); }
//----------------------------------------------------------------------------- // Initialization, shutdown //----------------------------------------------------------------------------- bool CClientShadowMgr::Init() { m_bRenderTargetNeedsClear = false; m_SimpleShadow.Init( "decals/simpleshadow", TEXTURE_GROUP_DECAL );
Vector dir( 0.1, 0.1, -1 ); SetShadowDirection(dir); SetShadowDistance( 50 );
SetShadowBlobbyCutoffArea( 0.005 );
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL; m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools
bool bLowEnd = ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 );
if ( !bLowEnd && r_shadowrendertotexture.GetBool() ) { InitRenderToTextureShadows(); }
// If someone turned shadow depth mapping on but we can't do it, force it off if ( r_flashlightdepthtexture.GetBool() && !materials->SupportsShadowDepthTextures() ) { r_flashlightdepthtexture.SetValue( 0 ); ShutdownDepthTextureShadows(); }
if ( !bLowEnd && r_flashlightdepthtexture.GetBool() ) { InitDepthTextureShadows(); }
materials->AddRestoreFunc( ShadowRestoreFunc );
return true; }
void CClientShadowMgr::Shutdown() { m_SimpleShadow.Shutdown(); m_Shadows.RemoveAll(); ShutdownRenderToTextureShadows();
ShutdownDepthTextureShadows();
materials->RemoveRestoreFunc( ShadowRestoreFunc ); }
//-----------------------------------------------------------------------------
// Initialize, shutdown depth-texture shadows
//-----------------------------------------------------------------------------
void CClientShadowMgr::InitDepthTextureShadows()
{
VPROF_BUDGET( "CClientShadowMgr::InitDepthTextureShadows", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
if( !m_bDepthTextureActive ) { m_bDepthTextureActive = true;
ImageFormat dstFormat = materials->GetShadowDepthTextureFormat(); // Vendor-dependent depth texture format
- if !defined( _X360 )
ImageFormat nullFormat = materials->GetNullTextureFormat(); // Vendor-dependent null texture format (takes as little memory as possible)
- endif
materials->BeginRenderTargetAllocation();
- if defined( _X360 )
// For the 360, we'll be rendering depth directly into the dummy depth and Resolve()ing to the depth texture. // only need the dummy surface, don't care about color results m_DummyColorTexture.InitRenderTargetTexture( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), RT_SIZE_OFFSCREEN, IMAGE_FORMAT_BGR565, MATERIAL_RT_DEPTH_SHARED, false, "_rt_ShadowDummy" ); m_DummyColorTexture.InitRenderTargetSurface( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), IMAGE_FORMAT_BGR565, true );
- else
m_DummyColorTexture.InitRenderTarget( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), RT_SIZE_OFFSCREEN, nullFormat, MATERIAL_RT_DEPTH_NONE, false, "_rt_ShadowDummy" );
- endif
// Create some number of depth-stencil textures m_DepthTextureCache.Purge(); m_DepthTextureCacheLocks.Purge(); for( int i=0; i < m_nMaxDepthTextureShadows; i++ ) { CTextureReference depthTex; // Depth-stencil surface bool bFalse = false;
char strRTName[64]; Q_snprintf( strRTName, ARRAYSIZE( strRTName ), "_rt_ShadowDepthTexture_%d", i );
- if defined( _X360 )
// create a render target to use as a resolve target to get the shared depth buffer // surface is effectively never used depthTex.InitRenderTargetTexture( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName ); depthTex.InitRenderTargetSurface( 1, 1, dstFormat, false );
- else
depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
- endif
if ( i == 0 ) { // Shadow may be resized during allocation (due to resolution constraints etc) m_nDepthTextureResolution = depthTex->GetActualWidth(); r_flashlightdepthres.SetValue( m_nDepthTextureResolution ); }
m_DepthTextureCache.AddToTail( depthTex ); m_DepthTextureCacheLocks.AddToTail( bFalse ); }
materials->EndRenderTargetAllocation(); } }
void CClientShadowMgr::ShutdownDepthTextureShadows() { if( m_bDepthTextureActive ) { // Shut down the dummy texture m_DummyColorTexture.Shutdown();
while( m_DepthTextureCache.Count() ) { m_DepthTextureCache[ m_DepthTextureCache.Count()-1 ].Shutdown();
m_DepthTextureCacheLocks.Remove( m_DepthTextureCache.Count()-1 ); m_DepthTextureCache.Remove( m_DepthTextureCache.Count()-1 ); }
m_bDepthTextureActive = false; } }
//----------------------------------------------------------------------------- // Initialize, shutdown render-to-texture shadows //----------------------------------------------------------------------------- void CClientShadowMgr::InitRenderToTextureShadows() { if ( !m_RenderToTextureActive ) { m_RenderToTextureActive = true; m_RenderShadow.Init( "decals/rendershadow", TEXTURE_GROUP_DECAL ); m_RenderModelShadow.Init( "decals/rendermodelshadow", TEXTURE_GROUP_DECAL ); m_ShadowAllocator.Init();
m_ShadowAllocator.Reset(); m_bRenderTargetNeedsClear = true;
float fr = (float)m_AmbientLightColor.r / 255.0f; float fg = (float)m_AmbientLightColor.g / 255.0f; float fb = (float)m_AmbientLightColor.b / 255.0f; m_RenderShadow->ColorModulate( fr, fg, fb ); m_RenderModelShadow->ColorModulate( fr, fg, fb );
// Iterate over all existing textures and allocate shadow textures for (ClientShadowHandle_t i = m_Shadows.Head(); i != m_Shadows.InvalidIndex(); i = m_Shadows.Next(i) ) { ClientShadow_t& shadow = m_Shadows[i]; if ( shadow.m_Flags & SHADOW_FLAGS_USE_RENDER_TO_TEXTURE ) { SetupRenderToTextureShadow( i ); MarkRenderToTextureShadowDirty( i );
// Switch the material to use render-to-texture shadows shadowmgr->SetShadowMaterial( shadow.m_ShadowHandle, m_RenderShadow, m_RenderModelShadow, (void*)(uintp)i ); } } } }
void CClientShadowMgr::ShutdownRenderToTextureShadows() { if (m_RenderToTextureActive) { // Iterate over all existing textures and deallocate shadow textures for (ClientShadowHandle_t i = m_Shadows.Head(); i != m_Shadows.InvalidIndex(); i = m_Shadows.Next(i) ) { CleanUpRenderToTextureShadow( i );
// Switch the material to use blobby shadows ClientShadow_t& shadow = m_Shadows[i]; shadowmgr->SetShadowMaterial( shadow.m_ShadowHandle, m_SimpleShadow, m_SimpleShadow, (void*)CLIENTSHADOW_INVALID_HANDLE ); shadowmgr->SetShadowTexCoord( shadow.m_ShadowHandle, 0, 0, 1, 1 ); ClearExtraClipPlanes( i ); }
m_RenderShadow.Shutdown(); m_RenderModelShadow.Shutdown();
m_ShadowAllocator.DeallocateAllTextures(); m_ShadowAllocator.Shutdown();
// Cause the render target to go away materials->UncacheUnusedMaterials();
m_RenderToTextureActive = false; } }
//-----------------------------------------------------------------------------
// Sets the shadow color
//-----------------------------------------------------------------------------
void CClientShadowMgr::SetShadowColor( unsigned char r, unsigned char g, unsigned char b )
{
float fr = (float)r / 255.0f;
float fg = (float)g / 255.0f;
float fb = (float)b / 255.0f;
// Hook the shadow color into the shadow materials m_SimpleShadow->ColorModulate( fr, fg, fb );
if (m_RenderToTextureActive) { m_RenderShadow->ColorModulate( fr, fg, fb ); m_RenderModelShadow->ColorModulate( fr, fg, fb ); }
m_AmbientLightColor.r = r; m_AmbientLightColor.g = g; m_AmbientLightColor.b = b; }
void CClientShadowMgr::GetShadowColor( unsigned char *r, unsigned char *g, unsigned char *b ) const { *r = m_AmbientLightColor.r; *g = m_AmbientLightColor.g; *b = m_AmbientLightColor.b; }
//-----------------------------------------------------------------------------
// Level init... get the shadow color
//-----------------------------------------------------------------------------
void CClientShadowMgr::LevelInitPreEntity()
{
m_bUpdatingDirtyShadows = false;
Vector ambientColor; engine->GetAmbientLightColor( ambientColor ); ambientColor *= 3; ambientColor += Vector( 0.3f, 0.3f, 0.3f );
unsigned char r = ambientColor[0] > 1.0 ? 255 : 255 * ambientColor[0]; unsigned char g = ambientColor[1] > 1.0 ? 255 : 255 * ambientColor[1]; unsigned char b = ambientColor[2] > 1.0 ? 255 : 255 * ambientColor[2];
SetShadowColor(r, g, b);
// Set up the texture allocator if ( m_RenderToTextureActive ) { m_ShadowAllocator.Reset(); m_bRenderTargetNeedsClear = true; } }
//-----------------------------------------------------------------------------
// Clean up all shadows
//-----------------------------------------------------------------------------
void CClientShadowMgr::LevelShutdownPostEntity()
{
// All shadows *should* have been cleaned up when the entities went away
// but, just in case....
Assert( m_Shadows.Count() == 0 );
ClientShadowHandle_t h = m_Shadows.Head(); while (h != CLIENTSHADOW_INVALID_HANDLE) { ClientShadowHandle_t next = m_Shadows.Next(h); DestroyShadow( h ); h = next; }
// Deallocate all textures if (m_RenderToTextureActive) { m_ShadowAllocator.DeallocateAllTextures(); }
r_shadows_gamecontrol.SetValue( -1 ); }
//-----------------------------------------------------------------------------
// Deals with alt-tab
//-----------------------------------------------------------------------------
void CClientShadowMgr::RestoreRenderState()
{
// Mark all shadows dirty; they need to regenerate their state
ClientShadowHandle_t h;
for ( h = m_Shadows.Head(); h != m_Shadows.InvalidIndex(); h = m_Shadows.Next(h) )
{
m_Shadows[h].m_Flags |= SHADOW_FLAGS_TEXTURE_DIRTY;
}
SetShadowColor( m_AmbientLightColor.r, m_AmbientLightColor.g, m_AmbientLightColor.b ); m_bRenderTargetNeedsClear = true; }
//-----------------------------------------------------------------------------
// Does all the lovely stuff we need to do to have render-to-texture shadows
//-----------------------------------------------------------------------------
void CClientShadowMgr::SetupRenderToTextureShadow( ClientShadowHandle_t h )
{
// First, compute how much texture memory we want to use.
ClientShadow_t& shadow = m_Shadows[h];
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity ); if ( !pRenderable ) return;
Vector mins, maxs; pRenderable->GetShadowRenderBounds( mins, maxs, GetActualShadowCastType( h ) );
// Compute the maximum dimension Vector size; VectorSubtract( maxs, mins, size ); float maxSize = MAX( size.x, size.y ); maxSize = MAX( maxSize, size.z );
// Figure out the texture size // For now, we're going to assume a fixed number of shadow texels // per shadow-caster size; add in some extra space at the boundary. int texelCount = TEXEL_SIZE_PER_CASTER_SIZE * maxSize;
// Pick the first power of 2 larger... int textureSize = 1; while (textureSize < texelCount) { textureSize <<= 1; }
shadow.m_ShadowTexture = m_ShadowAllocator.AllocateTexture( textureSize, textureSize ); }
void CClientShadowMgr::CleanUpRenderToTextureShadow( ClientShadowHandle_t h )
{
ClientShadow_t& shadow = m_Shadows[h];
if (m_RenderToTextureActive && (shadow.m_Flags & SHADOW_FLAGS_USE_RENDER_TO_TEXTURE))
{
m_ShadowAllocator.DeallocateTexture( shadow.m_ShadowTexture );
shadow.m_ShadowTexture = INVALID_TEXTURE_HANDLE;
}
}
//-----------------------------------------------------------------------------
// Causes all shadows to be re-updated
//-----------------------------------------------------------------------------
void CClientShadowMgr::UpdateAllShadows()
{
for ( ClientShadowHandle_t i = m_Shadows.Head(); i != m_Shadows.InvalidIndex(); i = m_Shadows.Next(i) )
{
ClientShadow_t& shadow = m_Shadows[i];
// Don't bother with flashlights if ( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) != 0 ) continue;
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity ); if ( !pRenderable ) continue;
Assert( pRenderable->GetShadowHandle() == i ); AddToDirtyShadowList( pRenderable, true ); } }
//-----------------------------------------------------------------------------
// Sets the shadow direction
//-----------------------------------------------------------------------------
void CClientShadowMgr::SetShadowDirection( const Vector& dir )
{
VectorCopy( dir, m_SimpleShadowDir );
VectorNormalize( m_SimpleShadowDir );
if ( m_RenderToTextureActive ) { UpdateAllShadows(); } }
const Vector &CClientShadowMgr::GetShadowDirection() const { // This will cause blobby shadows to always project straight down static Vector s_vecDown( 0, 0, -1 ); if ( !m_RenderToTextureActive ) return s_vecDown;
return m_SimpleShadowDir; }
//-----------------------------------------------------------------------------
// Gets shadow information for a particular renderable
//-----------------------------------------------------------------------------
float CClientShadowMgr::GetShadowDistance( IClientRenderable *pRenderable ) const
{
float flDist = m_flShadowCastDist;
// Allow the renderable to override the default pRenderable->GetShadowCastDistance( &flDist, GetActualShadowCastType( pRenderable ) );
return flDist; }
const Vector &CClientShadowMgr::GetShadowDirection( IClientRenderable *pRenderable ) const { Vector &vecResult = AllocTempVector(); vecResult = GetShadowDirection();
// Allow the renderable to override the default pRenderable->GetShadowCastDirection( &vecResult, GetActualShadowCastType( pRenderable ) );
return vecResult; }
//-----------------------------------------------------------------------------
// Sets the shadow distance
//-----------------------------------------------------------------------------
void CClientShadowMgr::SetShadowDistance( float flMaxDistance )
{
m_flShadowCastDist = flMaxDistance;
UpdateAllShadows();
}
float CClientShadowMgr::GetShadowDistance( ) const { return m_flShadowCastDist; }
//-----------------------------------------------------------------------------
// Sets the screen area at which blobby shadows are always used
//-----------------------------------------------------------------------------
void CClientShadowMgr::SetShadowBlobbyCutoffArea( float flMinArea )
{
m_flMinShadowArea = flMinArea;
}
float CClientShadowMgr::GetBlobbyCutoffArea( ) const { return m_flMinShadowArea; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CClientShadowMgr::SetFalloffBias( ClientShadowHandle_t handle, unsigned char ucBias ) { shadowmgr->SetFalloffBias( m_Shadows[handle].m_ShadowHandle, ucBias ); }
//----------------------------------------------------------------------------- // Returns the shadow texture //----------------------------------------------------------------------------- ITexture* CClientShadowMgr::GetShadowTexture( unsigned short h ) { return m_ShadowAllocator.GetTexture(); }
//-----------------------------------------------------------------------------
// Returns information needed by the model proxy
//-----------------------------------------------------------------------------
const ShadowInfo_t& CClientShadowMgr::GetShadowInfo( ClientShadowHandle_t h )
{
return shadowmgr->GetInfo( m_Shadows[h].m_ShadowHandle );
}
//-----------------------------------------------------------------------------
// Renders the shadow texture to screen...
//-----------------------------------------------------------------------------
void CClientShadowMgr::RenderShadowTexture( int w, int h )
{
if (m_RenderToTextureActive)
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_RenderShadow );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( 0.0f, 0.0f, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); meshBuilder.Color4ub( 0, 0, 0, 0 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( w, 0.0f, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); meshBuilder.Color4ub( 0, 0, 0, 0 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( w, h, 0.0f ); meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); meshBuilder.Color4ub( 0, 0, 0, 0 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( 0.0f, h, 0.0f ); meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); meshBuilder.Color4ub( 0, 0, 0, 0 ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); } }
//-----------------------------------------------------------------------------
// Create/destroy a shadow
//-----------------------------------------------------------------------------
ClientShadowHandle_t CClientShadowMgr::CreateProjectedTexture( ClientEntityHandle_t entity, int flags )
{
// We need to know if it's a brush model for shadows
if( !( flags & SHADOW_FLAGS_FLASHLIGHT ) )
{
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( entity );
if ( !pRenderable )
return m_Shadows.InvalidIndex();
int modelType = modelinfo->GetModelType( pRenderable->GetModel() ); if (modelType == mod_brush) { flags |= SHADOW_FLAGS_BRUSH_MODEL; } }
ClientShadowHandle_t h = m_Shadows.AddToTail(); ClientShadow_t& shadow = m_Shadows[h]; shadow.m_Entity = entity; shadow.m_ClientLeafShadowHandle = ClientLeafSystem()->AddShadow( h, flags ); shadow.m_Flags = flags; shadow.m_nRenderFrame = -1; shadow.m_ShadowDir = GetShadowDirection();
shadow.m_CurrentLightPos.Init( FLT_MAX, FLT_MAX, FLT_MAX ); shadow.m_TargetLightPos.Init( FLT_MAX, FLT_MAX, FLT_MAX ); shadow.m_LightPosLerp = FLT_MAX;
shadow.m_LastOrigin.Init( FLT_MAX, FLT_MAX, FLT_MAX ); shadow.m_LastAngles.Init( FLT_MAX, FLT_MAX, FLT_MAX ); Assert( ( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) == 0 ) != ( ( shadow.m_Flags & SHADOW_FLAGS_SHADOW ) == 0 ) );
// Set up the flags.... IMaterial* pShadowMaterial = m_SimpleShadow; IMaterial* pShadowModelMaterial = m_SimpleShadow; void* pShadowProxyData = (void*)CLIENTSHADOW_INVALID_HANDLE;
if ( m_RenderToTextureActive && (flags & SHADOW_FLAGS_USE_RENDER_TO_TEXTURE) ) { SetupRenderToTextureShadow(h);
pShadowMaterial = m_RenderShadow; pShadowModelMaterial = m_RenderModelShadow; pShadowProxyData = (void*)(uintp)h; }
if( flags & SHADOW_FLAGS_USE_DEPTH_TEXTURE ) { pShadowMaterial = m_RenderShadow; pShadowModelMaterial = m_RenderModelShadow; pShadowProxyData = (void*)(uintp)h; }
int createShadowFlags; if( flags & SHADOW_FLAGS_FLASHLIGHT ) { // don't use SHADOW_CACHE_VERTS with projective lightsources since we expect that they will change every frame. // FIXME: might want to make it cache optionally if it's an entity light that is static. createShadowFlags = SHADOW_FLASHLIGHT; } else { createShadowFlags = SHADOW_CACHE_VERTS; } shadow.m_ShadowHandle = shadowmgr->CreateShadowEx( pShadowMaterial, pShadowModelMaterial, pShadowProxyData, createShadowFlags ); return h; }
ClientShadowHandle_t CClientShadowMgr::CreateFlashlight( const FlashlightState_t &lightState ) { // We don't really need a model entity handle for a projective light source, so use an invalid one. static ClientEntityHandle_t invalidHandle = INVALID_CLIENTENTITY_HANDLE;
int shadowFlags = SHADOW_FLAGS_FLASHLIGHT | SHADOW_FLAGS_LIGHT_WORLD; if( lightState.m_bEnableShadows && r_flashlightdepthtexture.GetBool() ) { shadowFlags |= SHADOW_FLAGS_USE_DEPTH_TEXTURE; }
ClientShadowHandle_t shadowHandle = CreateProjectedTexture( invalidHandle, shadowFlags );
UpdateFlashlightState( shadowHandle, lightState ); UpdateProjectedTexture( shadowHandle, true ); return shadowHandle; }
ClientShadowHandle_t CClientShadowMgr::CreateShadow( ClientEntityHandle_t entity, int flags ) { // We don't really need a model entity handle for a projective light source, so use an invalid one. flags &= ~SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK; flags |= SHADOW_FLAGS_SHADOW | SHADOW_FLAGS_TEXTURE_DIRTY; ClientShadowHandle_t shadowHandle = CreateProjectedTexture( entity, flags );
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( entity ); if ( pRenderable ) { Assert( !pRenderable->IsShadowDirty( ) ); pRenderable->MarkShadowDirty( true ); }
// NOTE: We *have* to call the version that takes a shadow handle // even if we have an entity because this entity hasn't set its shadow handle yet AddToDirtyShadowList( shadowHandle, true ); return shadowHandle; }
//-----------------------------------------------------------------------------
// Updates the flashlight direction and re-computes surfaces it should lie on
//-----------------------------------------------------------------------------
void CClientShadowMgr::UpdateFlashlightState( ClientShadowHandle_t shadowHandle, const FlashlightState_t &flashlightState )
{
VPROF_BUDGET( "CClientShadowMgr::UpdateFlashlightState", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
BuildPerspectiveWorldToFlashlightMatrix( m_Shadows[shadowHandle].m_WorldToShadow, flashlightState );
shadowmgr->UpdateFlashlightState( m_Shadows[shadowHandle].m_ShadowHandle, flashlightState ); }
void CClientShadowMgr::DestroyFlashlight( ClientShadowHandle_t shadowHandle ) { DestroyShadow( shadowHandle ); }
//----------------------------------------------------------------------------- // Remove a shadow from the dirty list //----------------------------------------------------------------------------- void CClientShadowMgr::RemoveShadowFromDirtyList( ClientShadowHandle_t handle ) { int idx = m_DirtyShadows.Find( handle ); if ( idx != m_DirtyShadows.InvalidIndex() ) { // Clean up the shadow update bit. IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( m_Shadows[handle].m_Entity ); if ( pRenderable ) { pRenderable->MarkShadowDirty( false ); } m_DirtyShadows.RemoveAt( idx ); } }
//-----------------------------------------------------------------------------
// Remove a shadow
//-----------------------------------------------------------------------------
void CClientShadowMgr::DestroyShadow( ClientShadowHandle_t handle )
{
Assert( m_Shadows.IsValidIndex(handle) );
RemoveShadowFromDirtyList( handle );
shadowmgr->DestroyShadow( m_Shadows[handle].m_ShadowHandle );
ClientLeafSystem()->RemoveShadow( m_Shadows[handle].m_ClientLeafShadowHandle );
CleanUpRenderToTextureShadow( handle );
m_Shadows.Remove(handle);
}
//-----------------------------------------------------------------------------
// Build the worldtotexture matrix
//-----------------------------------------------------------------------------
void CClientShadowMgr::BuildGeneralWorldToShadowMatrix( VMatrix& matWorldToShadow,
const Vector& origin, const Vector& dir, const Vector& xvec, const Vector& yvec )
{
// We're assuming here that xvec + yvec aren't necessary perpendicular
// The shadow->world matrix is pretty simple: // Just stick the origin in the translation component // and the vectors in the columns... matWorldToShadow.SetBasisVectors( xvec, yvec, dir ); matWorldToShadow.SetTranslation( origin ); matWorldToShadow[3][0] = matWorldToShadow[3][1] = matWorldToShadow[3][2] = 0.0f; matWorldToShadow[3][3] = 1.0f;
// Now do a general inverse to get matWorldToShadow MatrixInverseGeneral( matWorldToShadow, matWorldToShadow ); }
void CClientShadowMgr::BuildWorldToShadowMatrix( VMatrix& matWorldToShadow, const Vector& origin, const Quaternion& quatOrientation ) { // The shadow->world matrix is pretty simple: // Just stick the origin in the translation component // and the vectors in the columns... // The inverse of this transposes the rotational component // and the translational component = - (rotation transpose) * origin
matrix3x4_t matOrientation; QuaternionMatrix( quatOrientation, matOrientation ); // Convert quat to matrix3x4 PositionMatrix( vec3_origin, matOrientation ); // Zero out translation elements
VMatrix matBasis( matOrientation ); // Convert matrix3x4 to VMatrix
Vector vForward, vLeft, vUp; matBasis.GetBasisVectors( vForward, vLeft, vUp ); matBasis.SetForward( vLeft ); // Bizarre vector flip inherited from earlier code, WTF? matBasis.SetLeft( vUp ); matBasis.SetUp( vForward ); matWorldToShadow = matBasis.Transpose(); // Transpose
Vector translation; Vector3DMultiply( matWorldToShadow, origin, translation );
translation *= -1.0f; matWorldToShadow.SetTranslation( translation );
// The the bottom row. matWorldToShadow[3][0] = matWorldToShadow[3][1] = matWorldToShadow[3][2] = 0.0f; matWorldToShadow[3][3] = 1.0f; }
void CClientShadowMgr::BuildPerspectiveWorldToFlashlightMatrix( VMatrix& matWorldToShadow, const FlashlightState_t &flashlightState ) { VPROF_BUDGET( "CClientShadowMgr::BuildPerspectiveWorldToFlashlightMatrix", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
// Buildworld to shadow matrix, then perspective projection and concatenate VMatrix matWorldToShadowView, matPerspective; BuildWorldToShadowMatrix( matWorldToShadowView, flashlightState.m_vecLightOrigin, flashlightState.m_quatOrientation );
MatrixBuildPerspective( matPerspective, flashlightState.m_fHorizontalFOVDegrees, flashlightState.m_fVerticalFOVDegrees, flashlightState.m_NearZ, flashlightState.m_FarZ );
MatrixMultiply( matPerspective, matWorldToShadowView, matWorldToShadow ); }
//----------------------------------------------------------------------------- // Compute the shadow origin and attenuation start distance //----------------------------------------------------------------------------- float CClientShadowMgr::ComputeLocalShadowOrigin( IClientRenderable* pRenderable, const Vector& mins, const Vector& maxs, const Vector& localShadowDir, float backupFactor, Vector& origin ) { // Compute the centroid of the object... Vector vecCentroid; VectorAdd( mins, maxs, vecCentroid ); vecCentroid *= 0.5f;
Vector vecSize; VectorSubtract( maxs, mins, vecSize ); float flRadius = vecSize.Length() * 0.5f;
// NOTE: The *origin* of the shadow cast is a point on a line passing through // the centroid of the caster. The direction of this line is the shadow cast direction, // and the point on that line corresponds to the endpoint of the box that is // furthest *back* along the shadow direction
// For the first point at which the shadow could possibly start falling off, // we need to use the point at which the ray described above leaves the // bounding sphere surrounding the entity. This is necessary because otherwise, // tall, thin objects would have their shadows appear + disappear as then spun about their origin
// Figure out the corner corresponding to the min + max projection // along the shadow direction
// We're basically finding the point on the cube that has the largest and smallest // dot product with the local shadow dir. Then we're taking the dot product // of that with the localShadowDir. lastly, we're subtracting out the // centroid projection to give us a distance along the localShadowDir to // the front and back of the cube along the direction of the ray. float centroidProjection = DotProduct( vecCentroid, localShadowDir ); float minDist = -centroidProjection; for (int i = 0; i < 3; ++i) { if ( localShadowDir[i] > 0.0f ) { minDist += localShadowDir[i] * mins[i]; } else { minDist += localShadowDir[i] * maxs[i]; } }
minDist *= backupFactor;
VectorMA( vecCentroid, minDist, localShadowDir, origin );
return flRadius - minDist; }
//-----------------------------------------------------------------------------
// Sorts the components of a vector
//-----------------------------------------------------------------------------
static inline void SortAbsVectorComponents( const Vector& src, int* pVecIdx )
{
Vector absVec( fabs(src[0]), fabs(src[1]), fabs(src[2]) );
int maxIdx = (absVec[0] > absVec[1]) ? 0 : 1; if (absVec[2] > absVec[maxIdx]) { maxIdx = 2; }
// always choose something right-handed.... switch( maxIdx ) { case 0: pVecIdx[0] = 1; pVecIdx[1] = 2; pVecIdx[2] = 0; break; case 1: pVecIdx[0] = 2; pVecIdx[1] = 0; pVecIdx[2] = 1; break; case 2: pVecIdx[0] = 0; pVecIdx[1] = 1; pVecIdx[2] = 2; break; } }
//-----------------------------------------------------------------------------
// Build the worldtotexture matrix
//-----------------------------------------------------------------------------
static void BuildWorldToTextureMatrix( const VMatrix& matWorldToShadow,
const Vector2D& size, VMatrix& matWorldToTexture )
{
// Build a matrix that maps from shadow space to (u,v) coordinates
VMatrix shadowToUnit;
MatrixBuildScale( shadowToUnit, 1.0f / size.x, 1.0f / size.y, 1.0f );
shadowToUnit[0][3] = shadowToUnit[1][3] = 0.5f;
// Store off the world to (u,v) transformation MatrixMultiply( shadowToUnit, matWorldToShadow, matWorldToTexture ); }
static void BuildOrthoWorldToShadowMatrix( VMatrix& worldToShadow, const Vector& origin, const Vector& dir, const Vector& xvec, const Vector& yvec ) { // This version is faster and assumes dir, xvec, yvec are perpendicular AssertFloatEquals( DotProduct( dir, xvec ), 0.0f, 1e-3 ); AssertFloatEquals( DotProduct( dir, yvec ), 0.0f, 1e-3 ); AssertFloatEquals( DotProduct( xvec, yvec ), 0.0f, 1e-3 );
// The shadow->world matrix is pretty simple: // Just stick the origin in the translation component // and the vectors in the columns... // The inverse of this transposes the rotational component // and the translational component = - (rotation transpose) * origin worldToShadow.SetBasisVectors( xvec, yvec, dir ); MatrixTranspose( worldToShadow, worldToShadow );
Vector translation; Vector3DMultiply( worldToShadow, origin, translation );
translation *= -1.0f; worldToShadow.SetTranslation( translation );
// The the bottom row. worldToShadow[3][0] = worldToShadow[3][1] = worldToShadow[3][2] = 0.0f; worldToShadow[3][3] = 1.0f; }
//-----------------------------------------------------------------------------
// Set extra clip planes related to shadows...
//-----------------------------------------------------------------------------
void CClientShadowMgr::ClearExtraClipPlanes( ClientShadowHandle_t h )
{
shadowmgr->ClearExtraClipPlanes( m_Shadows[h].m_ShadowHandle );
}
void CClientShadowMgr::AddExtraClipPlane( ClientShadowHandle_t h, const Vector& normal, float dist ) { shadowmgr->AddExtraClipPlane( m_Shadows[h].m_ShadowHandle, normal, dist ); }
//-----------------------------------------------------------------------------
// Compute the extra shadow planes
//-----------------------------------------------------------------------------
void CClientShadowMgr::ComputeExtraClipPlanes( IClientRenderable* pRenderable,
ClientShadowHandle_t handle, const Vector* vec,
const Vector& mins, const Vector& maxs, const Vector& localShadowDir )
{
// Compute the world-space position of the corner of the bounding box
// that's got the highest dotproduct with the local shadow dir...
Vector origin = pRenderable->GetRenderOrigin( );
float dir[3];
int i; for ( i = 0; i < 3; ++i ) { if (localShadowDir[i] < 0.0f) { VectorMA( origin, maxs[i], vec[i], origin ); dir[i] = 1; } else { VectorMA( origin, mins[i], vec[i], origin ); dir[i] = -1; } }
// Now that we have it, create 3 planes... Vector normal; ClearExtraClipPlanes(handle); for ( i = 0; i < 3; ++i ) { VectorMultiply( vec[i], dir[i], normal ); float dist = DotProduct( normal, origin ); AddExtraClipPlane( handle, normal, dist ); }
ClientShadow_t& shadow = m_Shadows[handle]; C_BaseEntity *pEntity = ClientEntityList().GetBaseEntityFromHandle( shadow.m_Entity ); if ( pEntity && pEntity->m_bEnableRenderingClipPlane ) { normal[ 0 ] = -pEntity->m_fRenderingClipPlane[ 0 ]; normal[ 1 ] = -pEntity->m_fRenderingClipPlane[ 1 ]; normal[ 2 ] = -pEntity->m_fRenderingClipPlane[ 2 ]; AddExtraClipPlane( handle, normal, -pEntity->m_fRenderingClipPlane[ 3 ] - 0.5f ); } }
inline ShadowType_t CClientShadowMgr::GetActualShadowCastType( ClientShadowHandle_t handle ) const
{
if ( handle == CLIENTSHADOW_INVALID_HANDLE )
{
return SHADOWS_NONE;
}
if ( m_Shadows[handle].m_Flags & SHADOW_FLAGS_USE_RENDER_TO_TEXTURE ) { return ( m_RenderToTextureActive ? SHADOWS_RENDER_TO_TEXTURE : SHADOWS_SIMPLE ); } else if( m_Shadows[handle].m_Flags & SHADOW_FLAGS_USE_DEPTH_TEXTURE ) { return SHADOWS_RENDER_TO_DEPTH_TEXTURE; } else { return SHADOWS_SIMPLE; } }
inline ShadowType_t CClientShadowMgr::GetActualShadowCastType( IClientRenderable *pEnt ) const { return GetActualShadowCastType( pEnt->GetShadowHandle() ); }
//-----------------------------------------------------------------------------
// Adds a shadow to all leaves along a ray
//-----------------------------------------------------------------------------
class CShadowLeafEnum : public ISpatialLeafEnumerator
{
public:
bool EnumerateLeaf( int leaf, int context )
{
m_LeafList.AddToTail( leaf );
return true;
}
CUtlVectorFixedGrowable< int, 512 > m_LeafList; };
//-----------------------------------------------------------------------------
// Builds a list of leaves inside the shadow volume
//-----------------------------------------------------------------------------
static void BuildShadowLeafList( CShadowLeafEnum *pEnum, const Vector& origin,
const Vector& dir, const Vector2D& size, float maxDist )
{
Ray_t ray;
VectorCopy( origin, ray.m_Start );
VectorMultiply( dir, maxDist, ray.m_Delta );
ray.m_StartOffset.Init( 0, 0, 0 );
float flRadius = sqrt( size.x * size.x + size.y * size.y ) * 0.5f; ray.m_Extents.Init( flRadius, flRadius, flRadius ); ray.m_IsRay = false; ray.m_IsSwept = true;
ISpatialQuery* pQuery = engine->GetBSPTreeQuery(); pQuery->EnumerateLeavesAlongRay( ray, pEnum, 0 ); }
//-----------------------------------------------------------------------------
// Builds a simple blobby shadow
//-----------------------------------------------------------------------------
void CClientShadowMgr::BuildOrthoShadow( IClientRenderable* pRenderable,
ClientShadowHandle_t handle, const Vector& mins, const Vector& maxs)
{
// Get the object's basis
Vector vec[3];
AngleVectors( pRenderable->GetRenderAngles(), &vec[0], &vec[1], &vec[2] );
vec[1] *= -1.0f;
Vector vecShadowDir = GetShadowDirection( handle );
// Project the shadow casting direction into the space of the object Vector localShadowDir; localShadowDir[0] = DotProduct( vec[0], vecShadowDir ); localShadowDir[1] = DotProduct( vec[1], vecShadowDir ); localShadowDir[2] = DotProduct( vec[2], vecShadowDir );
// Figure out which vector has the largest component perpendicular // to the shadow handle... // Sort by how perpendicular it is int vecIdx[3]; SortAbsVectorComponents( localShadowDir, vecIdx );
// Here's our shadow basis vectors; namely the ones that are // most perpendicular to the shadow casting direction Vector xvec = vec[vecIdx[0]]; Vector yvec = vec[vecIdx[1]];
// Project them into a plane perpendicular to the shadow direction xvec -= vecShadowDir * DotProduct( vecShadowDir, xvec ); yvec -= vecShadowDir * DotProduct( vecShadowDir, yvec ); VectorNormalize( xvec ); VectorNormalize( yvec );
// Compute the box size Vector boxSize; VectorSubtract( maxs, mins, boxSize );
// We project the two longest sides into the vectors perpendicular // to the projection direction, then add in the projection of the perp direction Vector2D size( boxSize[vecIdx[0]], boxSize[vecIdx[1]] ); size.x *= fabs( DotProduct( vec[vecIdx[0]], xvec ) ); size.y *= fabs( DotProduct( vec[vecIdx[1]], yvec ) );
// Add the third component into x and y size.x += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], xvec ) ); size.y += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], yvec ) );
// Bloat a bit, since the shadow wants to extend outside the model a bit size.x += 10.0f; size.y += 10.0f;
// Clamp the minimum size Vector2DMax( size, Vector2D(10.0f, 10.0f), size );
// Place the origin at the point with min dot product with shadow dir Vector org; float falloffStart = ComputeLocalShadowOrigin( pRenderable, mins, maxs, localShadowDir, 2.0f, org );
// Transform the local origin into world coordinates Vector worldOrigin = pRenderable->GetRenderOrigin( ); VectorMA( worldOrigin, org.x, vec[0], worldOrigin ); VectorMA( worldOrigin, org.y, vec[1], worldOrigin ); VectorMA( worldOrigin, org.z, vec[2], worldOrigin );
// FUNKY: A trick to reduce annoying texelization artifacts!? float dx = 1.0f / TEXEL_SIZE_PER_CASTER_SIZE; worldOrigin.x = (int)(worldOrigin.x / dx) * dx; worldOrigin.y = (int)(worldOrigin.y / dx) * dx; worldOrigin.z = (int)(worldOrigin.z / dx) * dx;
// NOTE: We gotta use the general matrix because xvec and yvec aren't perp VMatrix matWorldToShadow, matWorldToTexture; BuildGeneralWorldToShadowMatrix( m_Shadows[handle].m_WorldToShadow, worldOrigin, vecShadowDir, xvec, yvec ); BuildWorldToTextureMatrix( m_Shadows[handle].m_WorldToShadow, size, matWorldToTexture ); Vector2DCopy( size, m_Shadows[handle].m_WorldSize );
// Compute the falloff attenuation // Area computation isn't exact since xvec is not perp to yvec, but close enough // float shadowArea = size.x * size.y;
// The entity may be overriding our shadow cast distance float flShadowCastDistance = GetShadowDistance( pRenderable ); float maxHeight = flShadowCastDistance + falloffStart; //3.0f * sqrt( shadowArea );
CShadowLeafEnum leafList; BuildShadowLeafList( &leafList, worldOrigin, vecShadowDir, size, maxHeight ); int nCount = leafList.m_LeafList.Count(); const int *pLeafList = leafList.m_LeafList.Base();
shadowmgr->ProjectShadow( m_Shadows[handle].m_ShadowHandle, worldOrigin, vecShadowDir, matWorldToTexture, size, nCount, pLeafList, maxHeight, falloffStart, MAX_FALLOFF_AMOUNT, pRenderable->GetRenderOrigin() );
// Compute extra clip planes to prevent poke-thru // FIXME!!!!!!!!!!!!!! Removing this for now since it seems to mess up the blobby shadows. // ComputeExtraClipPlanes( pEnt, handle, vec, mins, maxs, localShadowDir );
// Add the shadow to the client leaf system so it correctly marks // leafs as being affected by a particular shadow ClientLeafSystem()->ProjectShadow( m_Shadows[handle].m_ClientLeafShadowHandle, nCount, pLeafList ); }
//-----------------------------------------------------------------------------
// Visualization....
//-----------------------------------------------------------------------------
void CClientShadowMgr::DrawRenderToTextureDebugInfo( IClientRenderable* pRenderable, const Vector& mins, const Vector& maxs )
{
// Get the object's basis
Vector vec[3];
AngleVectors( pRenderable->GetRenderAngles(), &vec[0], &vec[1], &vec[2] );
vec[1] *= -1.0f;
Vector vecSize; VectorSubtract( maxs, mins, vecSize );
Vector vecOrigin = pRenderable->GetRenderOrigin(); Vector start, end, end2;
VectorMA( vecOrigin, mins.x, vec[0], start ); VectorMA( start, mins.y, vec[1], start ); VectorMA( start, mins.z, vec[2], start );
VectorMA( start, vecSize.x, vec[0], end ); VectorMA( end, vecSize.z, vec[2], end2 ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 ); debugoverlay->AddLineOverlay( end2, end, 255, 0, 0, true, 0.01 );
VectorMA( start, vecSize.y, vec[1], end ); VectorMA( end, vecSize.z, vec[2], end2 ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 ); debugoverlay->AddLineOverlay( end2, end, 255, 0, 0, true, 0.01 );
VectorMA( start, vecSize.z, vec[2], end ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 );
start = end; VectorMA( start, vecSize.x, vec[0], end ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 );
VectorMA( start, vecSize.y, vec[1], end ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 );
VectorMA( end, vecSize.x, vec[0], start ); VectorMA( start, -vecSize.x, vec[0], end ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 );
VectorMA( start, -vecSize.y, vec[1], end ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 );
VectorMA( start, -vecSize.z, vec[2], end ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 );
start = end; VectorMA( start, -vecSize.x, vec[0], end ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 );
VectorMA( start, -vecSize.y, vec[1], end ); debugoverlay->AddLineOverlay( start, end, 255, 0, 0, true, 0.01 );
C_BaseEntity *pEnt = pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt ) { debugoverlay->AddTextOverlay( vecOrigin, 0, "%d", pEnt->entindex() ); } else { debugoverlay->AddTextOverlay( vecOrigin, 0, "%X", (size_t)pRenderable ); } }
extern ConVar cl_drawshadowtexture;
extern ConVar cl_shadowtextureoverlaysize;
//----------------------------------------------------------------------------- // Builds a more complex shadow... //----------------------------------------------------------------------------- void CClientShadowMgr::BuildRenderToTextureShadow( IClientRenderable* pRenderable, ClientShadowHandle_t handle, const Vector& mins, const Vector& maxs) { if ( cl_drawshadowtexture.GetInt() ) { // Red wireframe bounding box around objects whose RTT shadows are being updated that frame DrawRenderToTextureDebugInfo( pRenderable, mins, maxs ); }
// Get the object's basis Vector vec[3]; AngleVectors( pRenderable->GetRenderAngles(), &vec[0], &vec[1], &vec[2] ); vec[1] *= -1.0f;
Vector vecShadowDir = GetShadowDirection( handle );
// Debugging aid // const model_t *pModel = pRenderable->GetModel(); // const char *pDebugName = modelinfo->GetModelName( pModel );
// Project the shadow casting direction into the space of the object Vector localShadowDir; localShadowDir[0] = DotProduct( vec[0], vecShadowDir ); localShadowDir[1] = DotProduct( vec[1], vecShadowDir ); localShadowDir[2] = DotProduct( vec[2], vecShadowDir );
// Compute the box size Vector boxSize; VectorSubtract( maxs, mins, boxSize );
Vector yvec; float fProjMax = 0.0f; for( int i = 0; i != 3; ++i ) { Vector test = vec[i] - ( vecShadowDir * DotProduct( vecShadowDir, vec[i] ) ); test *= boxSize[i]; //doing after the projection to simplify projection math float fLengthSqr = test.LengthSqr(); if( fLengthSqr > fProjMax ) { fProjMax = fLengthSqr; yvec = test; } }
VectorNormalize( yvec );
// Compute the x vector Vector xvec; CrossProduct( yvec, vecShadowDir, xvec );
// We project the two longest sides into the vectors perpendicular // to the projection direction, then add in the projection of the perp direction Vector2D size; size.x = boxSize.x * fabs( DotProduct( vec[0], xvec ) ) + boxSize.y * fabs( DotProduct( vec[1], xvec ) ) + boxSize.z * fabs( DotProduct( vec[2], xvec ) ); size.y = boxSize.x * fabs( DotProduct( vec[0], yvec ) ) + boxSize.y * fabs( DotProduct( vec[1], yvec ) ) + boxSize.z * fabs( DotProduct( vec[2], yvec ) );
size.x += 2.0f * TEXEL_SIZE_PER_CASTER_SIZE; size.y += 2.0f * TEXEL_SIZE_PER_CASTER_SIZE;
// Place the origin at the point with min dot product with shadow dir Vector org; float falloffStart = ComputeLocalShadowOrigin( pRenderable, mins, maxs, localShadowDir, 1.0f, org );
// Transform the local origin into world coordinates Vector worldOrigin = pRenderable->GetRenderOrigin( ); VectorMA( worldOrigin, org.x, vec[0], worldOrigin ); VectorMA( worldOrigin, org.y, vec[1], worldOrigin ); VectorMA( worldOrigin, org.z, vec[2], worldOrigin );
VMatrix matWorldToTexture; BuildOrthoWorldToShadowMatrix( m_Shadows[handle].m_WorldToShadow, worldOrigin, vecShadowDir, xvec, yvec ); BuildWorldToTextureMatrix( m_Shadows[handle].m_WorldToShadow, size, matWorldToTexture ); Vector2DCopy( size, m_Shadows[handle].m_WorldSize );
// Compute the falloff attenuation // Area computation isn't exact since xvec is not perp to yvec, but close enough // Extra factor of 4 in the maxHeight due to the size being half as big // float shadowArea = size.x * size.y;
// The entity may be overriding our shadow cast distance float flShadowCastDistance = GetShadowDistance( pRenderable ); float maxHeight = flShadowCastDistance + falloffStart; //3.0f * sqrt( shadowArea );
CShadowLeafEnum leafList; BuildShadowLeafList( &leafList, worldOrigin, vecShadowDir, size, maxHeight ); int nCount = leafList.m_LeafList.Count(); const int *pLeafList = leafList.m_LeafList.Base();
shadowmgr->ProjectShadow( m_Shadows[handle].m_ShadowHandle, worldOrigin, vecShadowDir, matWorldToTexture, size, nCount, pLeafList, maxHeight, falloffStart, MAX_FALLOFF_AMOUNT, pRenderable->GetRenderOrigin() );
// Compute extra clip planes to prevent poke-thru ComputeExtraClipPlanes( pRenderable, handle, vec, mins, maxs, localShadowDir );
// Add the shadow to the client leaf system so it correctly marks // leafs as being affected by a particular shadow ClientLeafSystem()->ProjectShadow( m_Shadows[handle].m_ClientLeafShadowHandle, nCount, pLeafList ); }
static void LineDrawHelper( const Vector &startShadowSpace, const Vector &endShadowSpace, const VMatrix &shadowToWorld, unsigned char r = 255, unsigned char g = 255, unsigned char b = 255 ) { Vector startWorldSpace, endWorldSpace; Vector3DMultiplyPositionProjective( shadowToWorld, startShadowSpace, startWorldSpace ); Vector3DMultiplyPositionProjective( shadowToWorld, endShadowSpace, endWorldSpace );
debugoverlay->AddLineOverlay( startWorldSpace + Vector( 0.0f, 0.0f, 1.0f ), endWorldSpace + Vector( 0.0f, 0.0f, 1.0f ), r, g, b, false, -1 ); }
static void DebugDrawFrustum( const Vector &vOrigin, const VMatrix &matWorldToFlashlight ) { VMatrix flashlightToWorld; MatrixInverseGeneral( matWorldToFlashlight, flashlightToWorld );
// Draw boundaries of frustum LineDrawHelper( Vector( 0.0f, 0.0f, 0.0f ), Vector( 0.0f, 0.0f, 1.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 0.0f, 0.0f, 1.0f ), Vector( 0.0f, 1.0f, 1.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 0.0f, 1.0f, 1.0f ), Vector( 0.0f, 1.0f, 0.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 0.0f, 1.0f, 0.0f ), Vector( 0.0f, 0.0f, 0.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 1.0f, 0.0f, 0.0f ), Vector( 1.0f, 0.0f, 1.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 1.0f, 0.0f, 1.0f ), Vector( 1.0f, 1.0f, 1.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 1.0f, 1.0f, 1.0f ), Vector( 1.0f, 1.0f, 0.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 1.0f, 1.0f, 0.0f ), Vector( 1.0f, 0.0f, 0.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 0.0f, 0.0f, 0.0f ), Vector( 1.0f, 0.0f, 0.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 0.0f, 0.0f, 1.0f ), Vector( 1.0f, 0.0f, 1.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 0.0f, 1.0f, 1.0f ), Vector( 1.0f, 1.0f, 1.0f ), flashlightToWorld, 255, 255, 255 ); LineDrawHelper( Vector( 0.0f, 1.0f, 0.0f ), Vector( 1.0f, 1.0f, 0.0f ), flashlightToWorld, 255, 255, 255 );
// Draw RGB triad at front plane LineDrawHelper( Vector( 0.5f, 0.5f, 0.0f ), Vector( 1.0f, 0.5f, 0.0f ), flashlightToWorld, 255, 0, 0 ); LineDrawHelper( Vector( 0.5f, 0.5f, 0.0f ), Vector( 0.5f, 1.0f, 0.0f ), flashlightToWorld, 0, 255, 0 ); LineDrawHelper( Vector( 0.5f, 0.5f, 0.0f ), Vector( 0.5f, 0.5f, 0.35f ), flashlightToWorld, 0, 0, 255 ); }
//-----------------------------------------------------------------------------
// Builds a list of leaves inside the flashlight volume
//-----------------------------------------------------------------------------
static void BuildFlashlightLeafList( CShadowLeafEnum *pEnum, const VMatrix &worldToShadow )
{
// Use an AABB around the frustum to enumerate leaves.
Vector mins, maxs;
CalculateAABBFromProjectionMatrix( worldToShadow, &mins, &maxs );
ISpatialQuery* pQuery = engine->GetBSPTreeQuery();
pQuery->EnumerateLeavesInBox( mins, maxs, pEnum, 0 );
}
void CClientShadowMgr::BuildFlashlight( ClientShadowHandle_t handle )
{
// For the 360, we just draw flashlights with the main geometry
// and bypass the entire shadow casting system.
ClientShadow_t &shadow = m_Shadows[handle];
if ( IsX360() || r_flashlight_version2.GetInt() )
{
// This will update the matrices, but not do work to add the flashlight to surfaces
shadowmgr->ProjectFlashlight( shadow.m_ShadowHandle, shadow.m_WorldToShadow, 0, NULL );
return;
}
VPROF_BUDGET( "CClientShadowMgr::BuildFlashlight", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
bool bLightModels = r_flashlightmodels.GetBool(); bool bLightSpecificEntity = shadow.m_hTargetEntity.Get() != NULL; bool bLightWorld = ( shadow.m_Flags & SHADOW_FLAGS_LIGHT_WORLD ) != 0; int nCount = 0; const int *pLeafList = 0;
CShadowLeafEnum leafList; if ( bLightWorld || ( bLightModels && !bLightSpecificEntity ) ) { BuildFlashlightLeafList( &leafList, shadow.m_WorldToShadow ); nCount = leafList.m_LeafList.Count(); pLeafList = leafList.m_LeafList.Base(); }
if( bLightWorld ) { shadowmgr->ProjectFlashlight( shadow.m_ShadowHandle, shadow.m_WorldToShadow, nCount, pLeafList ); } else { // This should clear all models and surfaces from this shadow shadowmgr->EnableShadow( shadow.m_ShadowHandle, false ); shadowmgr->EnableShadow( shadow.m_ShadowHandle, true ); }
if ( !bLightModels ) return;
if ( !bLightSpecificEntity ) { // Add the shadow to the client leaf system so it correctly marks // leafs as being affected by a particular shadow ClientLeafSystem()->ProjectFlashlight( shadow.m_ClientLeafShadowHandle, nCount, pLeafList ); return; }
// We know what we are focused on, so just add the shadow directly to that receiver Assert( shadow.m_hTargetEntity->GetModel() );
C_BaseEntity *pChild = shadow.m_hTargetEntity->FirstMoveChild(); while( pChild ) { int modelType = modelinfo->GetModelType( pChild->GetModel() ); if (modelType == mod_brush) { AddShadowToReceiver( handle, pChild, SHADOW_RECEIVER_BRUSH_MODEL ); } else if ( modelType == mod_studio ) { AddShadowToReceiver( handle, pChild, SHADOW_RECEIVER_STUDIO_MODEL ); }
pChild = pChild->NextMovePeer(); }
int modelType = modelinfo->GetModelType( shadow.m_hTargetEntity->GetModel() ); if (modelType == mod_brush) { AddShadowToReceiver( handle, shadow.m_hTargetEntity, SHADOW_RECEIVER_BRUSH_MODEL ); } else if ( modelType == mod_studio ) { AddShadowToReceiver( handle, shadow.m_hTargetEntity, SHADOW_RECEIVER_STUDIO_MODEL ); } }
//-----------------------------------------------------------------------------
// Adds the child bounds to the bounding box
//-----------------------------------------------------------------------------
void CClientShadowMgr::AddChildBounds( matrix3x4_t &matWorldToBBox, IClientRenderable* pParent, Vector &vecMins, Vector &vecMaxs )
{
Vector vecChildMins, vecChildMaxs;
Vector vecNewChildMins, vecNewChildMaxs;
matrix3x4_t childToBBox;
IClientRenderable *pChild = pParent->FirstShadowChild(); while( pChild ) { // Transform the child bbox into the space of the main bbox // FIXME: Optimize this? if ( GetActualShadowCastType( pChild ) != SHADOWS_NONE) { pChild->GetShadowRenderBounds( vecChildMins, vecChildMaxs, SHADOWS_RENDER_TO_TEXTURE ); ConcatTransforms( matWorldToBBox, pChild->RenderableToWorldTransform(), childToBBox ); TransformAABB( childToBBox, vecChildMins, vecChildMaxs, vecNewChildMins, vecNewChildMaxs ); VectorMin( vecMins, vecNewChildMins, vecMins ); VectorMax( vecMaxs, vecNewChildMaxs, vecMaxs ); }
AddChildBounds( matWorldToBBox, pChild, vecMins, vecMaxs ); pChild = pChild->NextShadowPeer(); } }
//-----------------------------------------------------------------------------
// Compute a bounds for the entity + children
//-----------------------------------------------------------------------------
void CClientShadowMgr::ComputeHierarchicalBounds( IClientRenderable *pRenderable, Vector &vecMins, Vector &vecMaxs )
{
ShadowType_t shadowType = GetActualShadowCastType( pRenderable );
pRenderable->GetShadowRenderBounds( vecMins, vecMaxs, shadowType );
// We could use a good solution for this in the regular PC build, since // it causes lots of extra bone setups for entities you can't see. if ( IsPC() ) { IClientRenderable *pChild = pRenderable->FirstShadowChild();
// Don't recurse down the tree when we hit a blobby shadow if ( pChild && shadowType != SHADOWS_SIMPLE ) { matrix3x4_t matWorldToBBox; MatrixInvert( pRenderable->RenderableToWorldTransform(), matWorldToBBox ); AddChildBounds( matWorldToBBox, pRenderable, vecMins, vecMaxs ); } } }
//-----------------------------------------------------------------------------
// Shadow update functions
//-----------------------------------------------------------------------------
void CClientShadowMgr::UpdateStudioShadow( IClientRenderable *pRenderable, ClientShadowHandle_t handle )
{
if( !( m_Shadows[handle].m_Flags & SHADOW_FLAGS_FLASHLIGHT ) )
{
Vector mins, maxs;
ComputeHierarchicalBounds( pRenderable, mins, maxs );
ShadowType_t shadowType = GetActualShadowCastType( handle ); if ( shadowType != SHADOWS_RENDER_TO_TEXTURE ) { BuildOrthoShadow( pRenderable, handle, mins, maxs ); } else { BuildRenderToTextureShadow( pRenderable, handle, mins, maxs ); } } else { BuildFlashlight( handle ); } }
void CClientShadowMgr::UpdateBrushShadow( IClientRenderable *pRenderable, ClientShadowHandle_t handle ) { if( !( m_Shadows[handle].m_Flags & SHADOW_FLAGS_FLASHLIGHT ) ) { // Compute the bounding box in the space of the shadow... Vector mins, maxs; ComputeHierarchicalBounds( pRenderable, mins, maxs );
ShadowType_t shadowType = GetActualShadowCastType( handle ); if ( shadowType != SHADOWS_RENDER_TO_TEXTURE ) { BuildOrthoShadow( pRenderable, handle, mins, maxs ); } else { BuildRenderToTextureShadow( pRenderable, handle, mins, maxs ); } } else { VPROF_BUDGET( "CClientShadowMgr::UpdateBrushShadow", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
BuildFlashlight( handle ); } }
- ifdef _DEBUG
static bool s_bBreak = false;
void ShadowBreak_f() { s_bBreak = true; }
static ConCommand r_shadowbreak("r_shadowbreak", ShadowBreak_f);
- endif // _DEBUG
bool CClientShadowMgr::WillParentRenderBlobbyShadow( IClientRenderable *pRenderable )
{
if ( !pRenderable )
return false;
IClientRenderable *pShadowParent = pRenderable->GetShadowParent(); if ( !pShadowParent ) return false;
// If there's *no* shadow casting type, then we want to see if we can render into its parent
ShadowType_t shadowType = GetActualShadowCastType( pShadowParent );
if ( shadowType == SHADOWS_NONE ) return WillParentRenderBlobbyShadow( pShadowParent );
return shadowType == SHADOWS_SIMPLE; }
//-----------------------------------------------------------------------------
// Are we the child of a shadow with render-to-texture?
//-----------------------------------------------------------------------------
bool CClientShadowMgr::ShouldUseParentShadow( IClientRenderable *pRenderable )
{
if ( !pRenderable )
return false;
IClientRenderable *pShadowParent = pRenderable->GetShadowParent(); if ( !pShadowParent ) return false;
// Can't render into the parent if the parent is blobby ShadowType_t shadowType = GetActualShadowCastType( pShadowParent ); if ( shadowType == SHADOWS_SIMPLE ) return false;
// If there's *no* shadow casting type, then we want to see if we can render into its parent
if ( shadowType == SHADOWS_NONE )
return ShouldUseParentShadow( pShadowParent );
// Here, the parent uses a render-to-texture shadow return true; }
//-----------------------------------------------------------------------------
// Before we render any view, make sure all shadows are re-projected vs world
//-----------------------------------------------------------------------------
void CClientShadowMgr::PreRender()
{
VPROF_BUDGET( "CClientShadowMgr::PreRender", VPROF_BUDGETGROUP_SHADOW_RENDERING );
MDLCACHE_CRITICAL_SECTION();
// // -- Shadow Depth Textures ----------------------- //
{ // VPROF scope VPROF_BUDGET( "CClientShadowMgr::PreRender", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
// If someone turned shadow depth mapping on but we can't do it, force it off if ( r_flashlightdepthtexture.GetBool() && !materials->SupportsShadowDepthTextures() ) { r_flashlightdepthtexture.SetValue( 0 ); ShutdownDepthTextureShadows(); }
bool bDepthTextureActive = r_flashlightdepthtexture.GetBool(); int nDepthTextureResolution = r_flashlightdepthres.GetInt();
// If shadow depth texture size or enable/disable changed, do appropriate deallocation/(re)allocation if ( ( bDepthTextureActive != m_bDepthTextureActive ) || ( nDepthTextureResolution != m_nDepthTextureResolution ) ) { // If shadow depth texturing remains on, but resolution changed, shut down and reinitialize depth textures if ( ( bDepthTextureActive == true ) && ( m_bDepthTextureActive == true ) && ( nDepthTextureResolution != m_nDepthTextureResolution ) ) { ShutdownDepthTextureShadows(); InitDepthTextureShadows(); } else { if ( m_bDepthTextureActive && !bDepthTextureActive ) // Turning off shadow depth texturing { ShutdownDepthTextureShadows(); } else if ( bDepthTextureActive && !m_bDepthTextureActive) // Turning on shadow depth mapping { InitDepthTextureShadows(); } } } }
// // -- Render to Texture Shadows ----------------------- //
bool bRenderToTextureActive = r_shadowrendertotexture.GetBool(); if ( bRenderToTextureActive != m_RenderToTextureActive ) { if ( m_RenderToTextureActive ) { ShutdownRenderToTextureShadows(); } else { InitRenderToTextureShadows(); }
UpdateAllShadows(); return; }
m_bUpdatingDirtyShadows = true;
unsigned short i = m_DirtyShadows.FirstInorder(); while ( i != m_DirtyShadows.InvalidIndex() ) { MDLCACHE_CRITICAL_SECTION(); ClientShadowHandle_t& handle = m_DirtyShadows[ i ]; UpdateDirtyShadow( handle ); i = m_DirtyShadows.NextInorder(i); } m_DirtyShadows.RemoveAll();
// Transparent shadows must remain dirty, since they were not re-projected int nCount = m_TransparentShadows.Count(); for ( int i = 0; i < nCount; ++i ) { m_DirtyShadows.Insert( m_TransparentShadows[i] ); } m_TransparentShadows.RemoveAll();
m_bUpdatingDirtyShadows = false; }
//-----------------------------------------------------------------------------
// Gets the entity whose shadow this shadow will render into
//-----------------------------------------------------------------------------
IClientRenderable *CClientShadowMgr::GetParentShadowEntity( ClientShadowHandle_t handle )
{
ClientShadow_t& shadow = m_Shadows[handle];
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity );
if ( pRenderable )
{
if ( ShouldUseParentShadow( pRenderable ) )
{
IClientRenderable *pParent = pRenderable->GetShadowParent();
while ( GetActualShadowCastType( pParent ) == SHADOWS_NONE )
{
pParent = pParent->GetShadowParent();
Assert( pParent );
}
return pParent;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Marks a shadow as needing re-projection
//-----------------------------------------------------------------------------
void CClientShadowMgr::AddToDirtyShadowList( ClientShadowHandle_t handle, bool bForce )
{
// Don't add to the dirty shadow list while we're iterating over it
// The only way this can happen is if a child is being rendered into a parent
// shadow, and we don't need it to be added to the dirty list in that case.
if ( m_bUpdatingDirtyShadows )
return;
if ( handle == CLIENTSHADOW_INVALID_HANDLE ) return;
Assert( m_DirtyShadows.Find( handle ) == m_DirtyShadows.InvalidIndex() ); m_DirtyShadows.Insert( handle );
// This pretty much guarantees we'll recompute the shadow if ( bForce ) { m_Shadows[handle].m_LastAngles.Init( FLT_MAX, FLT_MAX, FLT_MAX ); }
// If we use our parent shadow, then it's dirty too... IClientRenderable *pParent = GetParentShadowEntity( handle ); if ( pParent ) { AddToDirtyShadowList( pParent, bForce ); } }
//-----------------------------------------------------------------------------
// Marks a shadow as needing re-projection
//-----------------------------------------------------------------------------
void CClientShadowMgr::AddToDirtyShadowList( IClientRenderable *pRenderable, bool bForce )
{
// Don't add to the dirty shadow list while we're iterating over it
// The only way this can happen is if a child is being rendered into a parent
// shadow, and we don't need it to be added to the dirty list in that case.
if ( m_bUpdatingDirtyShadows )
return;
// Are we already in the dirty list? if ( pRenderable->IsShadowDirty( ) ) return;
ClientShadowHandle_t handle = pRenderable->GetShadowHandle(); if ( handle == CLIENTSHADOW_INVALID_HANDLE ) return;
- ifdef _DEBUG
// Make sure everything's consistent if ( handle != CLIENTSHADOW_INVALID_HANDLE ) { IClientRenderable *pShadowRenderable = ClientEntityList().GetClientRenderableFromHandle( m_Shadows[handle].m_Entity ); Assert( pRenderable == pShadowRenderable ); }
- endif
pRenderable->MarkShadowDirty( true ); AddToDirtyShadowList( handle, bForce ); }
//-----------------------------------------------------------------------------
// Marks the render-to-texture shadow as needing to be re-rendered
//-----------------------------------------------------------------------------
void CClientShadowMgr::MarkRenderToTextureShadowDirty( ClientShadowHandle_t handle )
{
// Don't add bogus handles!
if (handle != CLIENTSHADOW_INVALID_HANDLE)
{
// Mark the shadow has having a dirty renter-to-texture
ClientShadow_t& shadow = m_Shadows[handle];
shadow.m_Flags |= SHADOW_FLAGS_TEXTURE_DIRTY;
// If we use our parent shadow, then it's dirty too... IClientRenderable *pParent = GetParentShadowEntity( handle ); if ( pParent ) { ClientShadowHandle_t parentHandle = pParent->GetShadowHandle(); if ( parentHandle != CLIENTSHADOW_INVALID_HANDLE ) { m_Shadows[parentHandle].m_Flags |= SHADOW_FLAGS_TEXTURE_DIRTY; } } } }
//-----------------------------------------------------------------------------
// Update a shadow
//-----------------------------------------------------------------------------
void CClientShadowMgr::UpdateShadow( ClientShadowHandle_t handle, bool force )
{
ClientShadow_t& shadow = m_Shadows[handle];
// Get the client entity.... IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity ); if ( !pRenderable ) { // Retire the shadow if the entity is gone DestroyShadow( handle ); return; }
// Don't bother if there's no model on the renderable if ( !pRenderable->GetModel() ) { pRenderable->MarkShadowDirty( false ); return; }
// FIXME: NOTE! Because this is called from PreRender, the falloff bias is // off by a frame. We could move the code in PreRender to occur after world // list building is done to fix this issue. // Don't bother with it if the shadow is totally transparent const ShadowInfo_t &shadowInfo = shadowmgr->GetInfo( shadow.m_ShadowHandle ); if ( shadowInfo.m_FalloffBias == 255 ) { shadowmgr->EnableShadow( shadow.m_ShadowHandle, false ); m_TransparentShadows.AddToTail( handle ); return; }
- ifdef _DEBUG
if (s_bBreak) { s_bBreak = false; }
- endif
// Hierarchical children shouldn't be projecting shadows... // Check to see if it's a child of an entity with a render-to-texture shadow... if ( ShouldUseParentShadow( pRenderable ) || WillParentRenderBlobbyShadow( pRenderable ) ) { shadowmgr->EnableShadow( shadow.m_ShadowHandle, false ); pRenderable->MarkShadowDirty( false ); return; }
shadowmgr->EnableShadow( shadow.m_ShadowHandle, true );
// Figure out if the shadow moved... // Even though we have dirty bits, some entities // never clear those dirty bits const Vector& origin = pRenderable->GetRenderOrigin(); const QAngle& angles = pRenderable->GetRenderAngles();
if ( force || (origin != shadow.m_LastOrigin) || (angles != shadow.m_LastAngles) || shadow.m_LightPosLerp < 1.0f ) { // Store off the new pos/orientation VectorCopy( origin, shadow.m_LastOrigin ); VectorCopy( angles, shadow.m_LastAngles );
CMatRenderContextPtr pRenderContext( materials ); const model_t *pModel = pRenderable->GetModel(); MaterialFogMode_t fogMode = pRenderContext->GetFogMode(); pRenderContext->FogMode( MATERIAL_FOG_NONE ); switch( modelinfo->GetModelType( pModel ) ) { case mod_brush: UpdateBrushShadow( pRenderable, handle ); break;
case mod_studio: UpdateStudioShadow( pRenderable, handle ); break;
default: // Shouldn't get here if not a brush or studio Assert(0); break; } pRenderContext->FogMode( fogMode ); }
// NOTE: We can't do this earlier because pEnt->GetRenderOrigin() can // provoke a recomputation of render origin, which, for aiments, can cause everything // to be marked as dirty. So don't clear the flag until this point. pRenderable->MarkShadowDirty( false ); }
//-----------------------------------------------------------------------------
// Update a shadow
//-----------------------------------------------------------------------------
void CClientShadowMgr::UpdateProjectedTextureInternal( ClientShadowHandle_t handle, bool force )
{
ClientShadow_t& shadow = m_Shadows[handle];
if( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) { VPROF_BUDGET( "CClientShadowMgr::UpdateProjectedTextureInternal", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
Assert( ( shadow.m_Flags & SHADOW_FLAGS_SHADOW ) == 0 ); ClientShadow_t& shadow = m_Shadows[handle];
shadowmgr->EnableShadow( shadow.m_ShadowHandle, true );
// FIXME: What's the difference between brush and model shadows for light projectors? Answer: nothing. UpdateBrushShadow( NULL, handle ); } else { Assert( shadow.m_Flags & SHADOW_FLAGS_SHADOW ); Assert( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) == 0 ); UpdateShadow( handle, force ); } }
//-----------------------------------------------------------------------------
// Update a shadow
//-----------------------------------------------------------------------------
void CClientShadowMgr::UpdateProjectedTexture( ClientShadowHandle_t handle, bool force )
{
VPROF_BUDGET( "CClientShadowMgr::UpdateProjectedTexture", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
if ( handle == CLIENTSHADOW_INVALID_HANDLE ) return;
// NOTE: This can only work for flashlights, since UpdateProjectedTextureInternal // depends on the falloff offset to cull shadows. ClientShadow_t &shadow = m_Shadows[ handle ]; if( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) == 0 ) { Warning( "CClientShadowMgr::UpdateProjectedTexture can only be used with flashlights!\n" ); return; }
UpdateProjectedTextureInternal( handle, force ); RemoveShadowFromDirtyList( handle ); }
//-----------------------------------------------------------------------------
// Computes bounding sphere
//-----------------------------------------------------------------------------
void CClientShadowMgr::ComputeBoundingSphere( IClientRenderable* pRenderable, Vector& origin, float& radius )
{
Assert( pRenderable );
Vector mins, maxs;
pRenderable->GetShadowRenderBounds( mins, maxs, GetActualShadowCastType( pRenderable ) );
Vector size;
VectorSubtract( maxs, mins, size );
radius = size.Length() * 0.5f;
// Compute centroid (local space) Vector centroid; VectorAdd( mins, maxs, centroid ); centroid *= 0.5f;
// Transform centroid into world space Vector vec[3]; AngleVectors( pRenderable->GetRenderAngles(), &vec[0], &vec[1], &vec[2] ); vec[1] *= -1.0f;
VectorCopy( pRenderable->GetRenderOrigin(), origin ); VectorMA( origin, centroid.x, vec[0], origin ); VectorMA( origin, centroid.y, vec[1], origin ); VectorMA( origin, centroid.z, vec[2], origin ); }
//-----------------------------------------------------------------------------
// Computes a rough AABB encompassing the volume of the shadow
//-----------------------------------------------------------------------------
void CClientShadowMgr::ComputeShadowBBox( IClientRenderable *pRenderable, ClientShadowHandle_t shadowHandle, const Vector &vecAbsCenter, float flRadius, Vector *pAbsMins, Vector *pAbsMaxs )
{
// This is *really* rough. Basically we simply determine the
// maximum shadow casting length and extrude the box by that distance
Vector vecShadowDir = GetShadowDirection( shadowHandle ); for (int i = 0; i < 3; ++i) { float flShadowCastDistance = GetShadowDistance( pRenderable ); float flDist = flShadowCastDistance * vecShadowDir[i];
if (vecShadowDir[i] < 0) { (*pAbsMins)[i] = vecAbsCenter[i] - flRadius + flDist; (*pAbsMaxs)[i] = vecAbsCenter[i] + flRadius; } else { (*pAbsMins)[i] = vecAbsCenter[i] - flRadius; (*pAbsMaxs)[i] = vecAbsCenter[i] + flRadius + flDist; } } }
//-----------------------------------------------------------------------------
// Compute a separating axis...
//-----------------------------------------------------------------------------
bool CClientShadowMgr::ComputeSeparatingPlane( IClientRenderable* pRend1, IClientRenderable* pRend2, cplane_t* pPlane )
{
Vector min1, max1, min2, max2;
pRend1->GetShadowRenderBounds( min1, max1, GetActualShadowCastType( pRend1 ) );
pRend2->GetShadowRenderBounds( min2, max2, GetActualShadowCastType( pRend2 ) );
return ::ComputeSeparatingPlane(
pRend1->GetRenderOrigin(), pRend1->GetRenderAngles(), min1, max1,
pRend2->GetRenderOrigin(), pRend2->GetRenderAngles(), min2, max2,
3.0f, pPlane );
}
//-----------------------------------------------------------------------------
// Cull shadows based on rough bounding volumes
//-----------------------------------------------------------------------------
bool CClientShadowMgr::CullReceiver( ClientShadowHandle_t handle, IClientRenderable* pRenderable,
IClientRenderable* pSourceRenderable )
{
// check flags here instead and assert !pSourceRenderable
if( m_Shadows[handle].m_Flags & SHADOW_FLAGS_FLASHLIGHT )
{
VPROF_BUDGET( "CClientShadowMgr::CullReceiver", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
Assert( !pSourceRenderable ); const Frustum_t &frustum = shadowmgr->GetFlashlightFrustum( m_Shadows[handle].m_ShadowHandle );
Vector mins, maxs; pRenderable->GetRenderBoundsWorldspace( mins, maxs );
return R_CullBox( mins, maxs, frustum ); }
Assert( pSourceRenderable ); // Compute a bounding sphere for the renderable Vector origin; float radius; ComputeBoundingSphere( pRenderable, origin, radius );
// Transform the sphere center into the space of the shadow Vector localOrigin; const ClientShadow_t& shadow = m_Shadows[handle]; const ShadowInfo_t& info = shadowmgr->GetInfo( shadow.m_ShadowHandle ); Vector3DMultiplyPosition( shadow.m_WorldToShadow, origin, localOrigin );
// Compute a rough bounding box for the shadow (in shadow space) Vector shadowMin, shadowMax; shadowMin.Init( -shadow.m_WorldSize.x * 0.5f, -shadow.m_WorldSize.y * 0.5f, 0 ); shadowMax.Init( shadow.m_WorldSize.x * 0.5f, shadow.m_WorldSize.y * 0.5f, info.m_MaxDist );
// If the bounding sphere doesn't intersect with the shadow volume, cull if (!IsBoxIntersectingSphere( shadowMin, shadowMax, localOrigin, radius )) return true;
Vector originSource; float radiusSource; ComputeBoundingSphere( pSourceRenderable, originSource, radiusSource );
// Fast check for separating plane... bool foundSeparatingPlane = false; cplane_t plane; if (!IsSphereIntersectingSphere( originSource, radiusSource, origin, radius )) { foundSeparatingPlane = true;
// the plane normal doesn't need to be normalized... VectorSubtract( origin, originSource, plane.normal ); } else { foundSeparatingPlane = ComputeSeparatingPlane( pRenderable, pSourceRenderable, &plane ); }
if (foundSeparatingPlane) { // Compute which side of the plane the renderable is on.. Vector vecShadowDir = GetShadowDirection( handle ); float shadowDot = DotProduct( vecShadowDir, plane.normal ); float receiverDot = DotProduct( plane.normal, origin ); float sourceDot = DotProduct( plane.normal, originSource );
if (shadowDot > 0.0f) { if (receiverDot <= sourceDot) { // Vector dest; // VectorMA( pSourceRenderable->GetRenderOrigin(), 50, plane.normal, dest ); // debugoverlay->AddLineOverlay( pSourceRenderable->GetRenderOrigin(), dest, 255, 255, 0, true, 1.0f ); return true; } else { // Vector dest; // VectorMA( pSourceRenderable->GetRenderOrigin(), 50, plane.normal, dest ); // debugoverlay->AddLineOverlay( pSourceRenderable->GetRenderOrigin(), dest, 255, 0, 0, true, 1.0f ); } } else { if (receiverDot >= sourceDot) { // Vector dest; // VectorMA( pSourceRenderable->GetRenderOrigin(), -50, plane.normal, dest ); // debugoverlay->AddLineOverlay( pSourceRenderable->GetRenderOrigin(), dest, 255, 255, 0, true, 1.0f ); return true; } else { // Vector dest; // VectorMA( pSourceRenderable->GetRenderOrigin(), 50, plane.normal, dest ); // debugoverlay->AddLineOverlay( pSourceRenderable->GetRenderOrigin(), dest, 255, 0, 0, true, 1.0f ); } } }
// No additional clip planes? ok then it's a valid receiver /* if (shadow.m_ClipPlaneCount == 0) return false;
// Check the additional cull planes int i; for ( i = 0; i < shadow.m_ClipPlaneCount; ++i) { // Fast sphere cull if (DotProduct( origin, shadow.m_ClipPlane[i] ) - radius > shadow.m_ClipDist[i]) return true; }
// More expensive box on plane side cull... Vector vec[3]; Vector mins, maxs; cplane_t plane; AngleVectors( pRenderable->GetRenderAngles(), &vec[0], &vec[1], &vec[2] ); pRenderable->GetBounds( mins, maxs );
for ( i = 0; i < shadow.m_ClipPlaneCount; ++i) { // Transform the plane into the space of the receiver plane.normal.x = DotProduct( vec[0], shadow.m_ClipPlane[i] ); plane.normal.y = DotProduct( vec[1], shadow.m_ClipPlane[i] ); plane.normal.z = DotProduct( vec[2], shadow.m_ClipPlane[i] );
plane.dist = shadow.m_ClipDist[i] - DotProduct( shadow.m_ClipPlane[i], pRenderable->GetRenderOrigin() );
// If the box is on the front side of the plane, we're done. if (BoxOnPlaneSide2( mins, maxs, &plane, 3.0f ) == 1) return true; } */
return false; }
//-----------------------------------------------------------------------------
// deals with shadows being added to shadow receivers
//-----------------------------------------------------------------------------
void CClientShadowMgr::AddShadowToReceiver( ClientShadowHandle_t handle,
IClientRenderable* pRenderable, ShadowReceiver_t type )
{
ClientShadow_t &shadow = m_Shadows[handle];
// Don't add a shadow cast by an object to itself... IClientRenderable* pSourceRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity );
// NOTE: if pSourceRenderable == NULL, the source is probably a flashlight since there is no entity. if (pSourceRenderable == pRenderable) return;
// Don't bother if this renderable doesn't receive shadows or light from flashlights if( !pRenderable->ShouldReceiveProjectedTextures( SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ) ) return;
// Cull if the origin is on the wrong side of a shadow clip plane.... if ( CullReceiver( handle, pRenderable, pSourceRenderable ) ) return;
// Do different things depending on the receiver type switch( type ) { case SHADOW_RECEIVER_BRUSH_MODEL:
if( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) { VPROF_BUDGET( "CClientShadowMgr::AddShadowToReceiver", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
if( (!shadow.m_hTargetEntity) || IsFlashlightTarget( handle, pRenderable ) ) { shadowmgr->AddShadowToBrushModel( shadow.m_ShadowHandle, const_cast<model_t*>(pRenderable->GetModel()), pRenderable->GetRenderOrigin(), pRenderable->GetRenderAngles() );
shadowmgr->AddFlashlightRenderable( shadow.m_ShadowHandle, pRenderable ); } } else { shadowmgr->AddShadowToBrushModel( shadow.m_ShadowHandle, const_cast<model_t*>(pRenderable->GetModel()), pRenderable->GetRenderOrigin(), pRenderable->GetRenderAngles() ); } break;
case SHADOW_RECEIVER_STATIC_PROP: // Don't add shadows to props if we're not using render-to-texture if ( GetActualShadowCastType( handle ) == SHADOWS_RENDER_TO_TEXTURE ) { // Also don't add them unless an NPC or player casts them.. // They are wickedly expensive!!! C_BaseEntity *pEnt = pSourceRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEnt && ( pEnt->GetFlags() & (FL_NPC | FL_CLIENT)) ) { staticpropmgr->AddShadowToStaticProp( shadow.m_ShadowHandle, pRenderable ); } } else if( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) { VPROF_BUDGET( "CClientShadowMgr::AddShadowToReceiver", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
if( (!shadow.m_hTargetEntity) || IsFlashlightTarget( handle, pRenderable ) ) { staticpropmgr->AddShadowToStaticProp( shadow.m_ShadowHandle, pRenderable );
shadowmgr->AddFlashlightRenderable( shadow.m_ShadowHandle, pRenderable ); } } break;
case SHADOW_RECEIVER_STUDIO_MODEL: if( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) { VPROF_BUDGET( "CClientShadowMgr::AddShadowToReceiver", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
if( (!shadow.m_hTargetEntity) || IsFlashlightTarget( handle, pRenderable ) ) { pRenderable->CreateModelInstance(); shadowmgr->AddShadowToModel( shadow.m_ShadowHandle, pRenderable->GetModelInstance() ); shadowmgr->AddFlashlightRenderable( shadow.m_ShadowHandle, pRenderable ); } } break; // default: } }
//-----------------------------------------------------------------------------
// deals with shadows being added to shadow receivers
//-----------------------------------------------------------------------------
void CClientShadowMgr::RemoveAllShadowsFromReceiver(
IClientRenderable* pRenderable, ShadowReceiver_t type )
{
// Don't bother if this renderable doesn't receive shadows
if ( !pRenderable->ShouldReceiveProjectedTextures( SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK ) )
return;
// Do different things depending on the receiver type switch( type ) { case SHADOW_RECEIVER_BRUSH_MODEL: { model_t* pModel = const_cast<model_t*>(pRenderable->GetModel()); shadowmgr->RemoveAllShadowsFromBrushModel( pModel ); } break;
case SHADOW_RECEIVER_STATIC_PROP: staticpropmgr->RemoveAllShadowsFromStaticProp(pRenderable); break;
case SHADOW_RECEIVER_STUDIO_MODEL: if( pRenderable && pRenderable->GetModelInstance() != MODEL_INSTANCE_INVALID ) { shadowmgr->RemoveAllShadowsFromModel( pRenderable->GetModelInstance() ); } break;
// default: // // FIXME: How do deal with this stuff? Add a method to IClientRenderable? // C_BaseEntity* pEnt = static_cast<C_BaseEntity*>(pRenderable); // pEnt->RemoveAllShadows(); } }
//-----------------------------------------------------------------------------
// Computes + sets the render-to-texture texcoords
//-----------------------------------------------------------------------------
void CClientShadowMgr::SetRenderToTextureShadowTexCoords( ShadowHandle_t handle, int x, int y, int w, int h )
{
// Let the shadow mgr know about the texture coordinates...
// That way it'll be able to batch rendering better.
int textureW, textureH;
m_ShadowAllocator.GetTotalTextureSize( textureW, textureH );
// Go in a half-pixel to avoid blending with neighboring textures.. float u, v, du, dv;
u = ((float)x + 0.5f) / (float)textureW; v = ((float)y + 0.5f) / (float)textureH; du = ((float)w - 1) / (float)textureW; dv = ((float)h - 1) / (float)textureH;
shadowmgr->SetShadowTexCoord( handle, u, v, du, dv ); }
//-----------------------------------------------------------------------------
// Setup all children shadows
//-----------------------------------------------------------------------------
bool CClientShadowMgr::BuildSetupShadowHierarchy( IClientRenderable *pRenderable, const ClientShadow_t &shadow, bool bChild )
{
bool bDrewTexture = false;
// Stop traversing when we hit a blobby shadow ShadowType_t shadowType = GetActualShadowCastType( pRenderable ); if ( pRenderable && shadowType == SHADOWS_SIMPLE ) return false;
if ( !pRenderable || shadowType != SHADOWS_NONE ) { bool bDrawModelShadow; if ( !bChild ) { bDrawModelShadow = ((shadow.m_Flags & SHADOW_FLAGS_BRUSH_MODEL) == 0); } else { int nModelType = modelinfo->GetModelType( pRenderable->GetModel() ); bDrawModelShadow = nModelType == mod_studio; }
if ( bDrawModelShadow ) { C_BaseEntity *pEntity = pRenderable->GetIClientUnknown()->GetBaseEntity(); if ( pEntity ) { if ( pEntity->IsNPC() ) { s_NPCShadowBoneSetups.AddToTail( assert_cast<C_BaseAnimating *>( pEntity ) ); } else if ( pEntity->GetBaseAnimating() ) { s_NonNPCShadowBoneSetups.AddToTail( assert_cast<C_BaseAnimating *>( pEntity ) ); }
} bDrewTexture = true; } }
if ( !pRenderable ) return bDrewTexture;
IClientRenderable *pChild; for ( pChild = pRenderable->FirstShadowChild(); pChild; pChild = pChild->NextShadowPeer() ) { if ( BuildSetupShadowHierarchy( pChild, shadow, true ) ) { bDrewTexture = true; } } return bDrewTexture; }
//----------------------------------------------------------------------------- // Draws all children shadows into our own //----------------------------------------------------------------------------- bool CClientShadowMgr::DrawShadowHierarchy( IClientRenderable *pRenderable, const ClientShadow_t &shadow, bool bChild ) { bool bDrewTexture = false;
// Stop traversing when we hit a blobby shadow ShadowType_t shadowType = GetActualShadowCastType( pRenderable ); if ( pRenderable && shadowType == SHADOWS_SIMPLE ) return false;
if ( !pRenderable || shadowType != SHADOWS_NONE ) { bool bDrawModelShadow; bool bDrawBrushShadow; if ( !bChild ) { bDrawModelShadow = ((shadow.m_Flags & SHADOW_FLAGS_BRUSH_MODEL) == 0); bDrawBrushShadow = !bDrawModelShadow; } else { int nModelType = modelinfo->GetModelType( pRenderable->GetModel() ); bDrawModelShadow = nModelType == mod_studio; bDrawBrushShadow = nModelType == mod_brush; }
if ( bDrawModelShadow ) { DrawModelInfo_t info; matrix3x4_t *pBoneToWorld = modelrender->DrawModelShadowSetup( pRenderable, pRenderable->GetBody(), pRenderable->GetSkin(), &info ); if ( pBoneToWorld ) { modelrender->DrawModelShadow( pRenderable, info, pBoneToWorld ); } bDrewTexture = true; } else if ( bDrawBrushShadow ) { render->DrawBrushModelShadow( pRenderable ); bDrewTexture = true; } }
if ( !pRenderable ) return bDrewTexture;
IClientRenderable *pChild; for ( pChild = pRenderable->FirstShadowChild(); pChild; pChild = pChild->NextShadowPeer() ) { if ( DrawShadowHierarchy( pChild, shadow, true ) ) { bDrewTexture = true; } } return bDrewTexture; }
//----------------------------------------------------------------------------- // This gets called with every shadow that potentially will need to re-render //----------------------------------------------------------------------------- bool CClientShadowMgr::BuildSetupListForRenderToTextureShadow( unsigned short clientShadowHandle, float flArea ) { ClientShadow_t& shadow = m_Shadows[clientShadowHandle]; bool bDirtyTexture = (shadow.m_Flags & SHADOW_FLAGS_TEXTURE_DIRTY) != 0; bool bNeedsRedraw = m_ShadowAllocator.UseTexture( shadow.m_ShadowTexture, bDirtyTexture, flArea ); if ( bNeedsRedraw || bDirtyTexture ) { shadow.m_Flags |= SHADOW_FLAGS_TEXTURE_DIRTY;
if ( !m_ShadowAllocator.HasValidTexture( shadow.m_ShadowTexture ) ) return false;
// shadow to be redrawn; for now, we'll always do it. IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity );
if ( BuildSetupShadowHierarchy( pRenderable, shadow ) ) return true; } return false; }
//----------------------------------------------------------------------------- // This gets called with every shadow that potentially will need to re-render //----------------------------------------------------------------------------- bool CClientShadowMgr::DrawRenderToTextureShadow( unsigned short clientShadowHandle, float flArea ) { ClientShadow_t& shadow = m_Shadows[clientShadowHandle];
// If we were previously using the LOD shadow, set the material bool bPreviouslyUsingLODShadow = ( shadow.m_Flags & SHADOW_FLAGS_USING_LOD_SHADOW ) != 0; shadow.m_Flags &= ~SHADOW_FLAGS_USING_LOD_SHADOW; if ( bPreviouslyUsingLODShadow ) { shadowmgr->SetShadowMaterial( shadow.m_ShadowHandle, m_RenderShadow, m_RenderModelShadow, (void*)(uintp)clientShadowHandle ); }
// Mark texture as being used... bool bDirtyTexture = (shadow.m_Flags & SHADOW_FLAGS_TEXTURE_DIRTY) != 0; bool bDrewTexture = false; bool bNeedsRedraw = ( !m_bThreaded && m_ShadowAllocator.UseTexture( shadow.m_ShadowTexture, bDirtyTexture, flArea ) );
if ( !m_ShadowAllocator.HasValidTexture( shadow.m_ShadowTexture ) ) { DrawRenderToTextureShadowLOD( clientShadowHandle ); return false; }
if ( bNeedsRedraw || bDirtyTexture ) { // shadow to be redrawn; for now, we'll always do it. IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity );
CMatRenderContextPtr pRenderContext( materials );
// Sets the viewport state int x, y, w, h; m_ShadowAllocator.GetTextureRect( shadow.m_ShadowTexture, x, y, w, h ); pRenderContext->Viewport( IsX360() ? 0 : x, IsX360() ? 0 : y, w, h );
// Clear the selected viewport only (don't need to clear depth) pRenderContext->ClearBuffers( true, false );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadMatrix( shadowmgr->GetInfo( shadow.m_ShadowHandle ).m_WorldToShadow );
if ( DrawShadowHierarchy( pRenderable, shadow ) ) { bDrewTexture = true; if ( IsX360() ) { // resolve render target to system memory texture Rect_t srcRect = { 0, 0, w, h }; Rect_t dstRect = { x, y, w, h }; pRenderContext->CopyRenderTargetToTextureEx( m_ShadowAllocator.GetTexture(), 0, &srcRect, &dstRect ); } } else { // NOTE: Think the flags reset + texcoord set should only happen in DrawShadowHierarchy // but it's 2 days before 360 ship.. not going to change this now. DevMsg( "Didn't draw shadow hierarchy.. bad shadow texcoords probably going to happen..grab Brian!\n" ); }
// Only clear the dirty flag if the caster isn't animating if ( (shadow.m_Flags & SHADOW_FLAGS_ANIMATING_SOURCE) == 0 ) { shadow.m_Flags &= ~SHADOW_FLAGS_TEXTURE_DIRTY; }
SetRenderToTextureShadowTexCoords( shadow.m_ShadowHandle, x, y, w, h ); } else if ( bPreviouslyUsingLODShadow ) { // In this case, we were previously using the LOD shadow, but we didn't // have to reconstitute the texture. In this case, we need to reset the texcoord int x, y, w, h; m_ShadowAllocator.GetTextureRect( shadow.m_ShadowTexture, x, y, w, h ); SetRenderToTextureShadowTexCoords( shadow.m_ShadowHandle, x, y, w, h ); }
return bDrewTexture; }
//-----------------------------------------------------------------------------
// "Draws" the shadow LOD, which really means just set up the blobby shadow
//-----------------------------------------------------------------------------
void CClientShadowMgr::DrawRenderToTextureShadowLOD( unsigned short clientShadowHandle )
{
ClientShadow_t &shadow = m_Shadows[clientShadowHandle];
if ( (shadow.m_Flags & SHADOW_FLAGS_USING_LOD_SHADOW) == 0 )
{
shadowmgr->SetShadowMaterial( shadow.m_ShadowHandle, m_SimpleShadow, m_SimpleShadow, (void*)CLIENTSHADOW_INVALID_HANDLE );
shadowmgr->SetShadowTexCoord( shadow.m_ShadowHandle, 0, 0, 1, 1 );
ClearExtraClipPlanes( clientShadowHandle ); // this was ClearExtraClipPlanes( shadow.m_ShadowHandle ), fix is from Joe Demers
shadow.m_Flags |= SHADOW_FLAGS_USING_LOD_SHADOW;
}
}
//-----------------------------------------------------------------------------
// Advances to the next frame,
//-----------------------------------------------------------------------------
void CClientShadowMgr::AdvanceFrame()
{
// We're starting the next frame
m_ShadowAllocator.AdvanceFrame();
}
//-----------------------------------------------------------------------------
// Re-render shadow depth textures that lie in the leaf list
//-----------------------------------------------------------------------------
int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, int nMaxDepthShadows, ClientShadowHandle_t *pActiveDepthShadows )
{
int nActiveDepthShadowCount = 0;
for ( ClientShadowHandle_t i = m_Shadows.Head(); i != m_Shadows.InvalidIndex(); i = m_Shadows.Next(i) )
{
ClientShadow_t& shadow = m_Shadows[i];
// If this is not a flashlight which should use a shadow depth texture, skip! if ( ( shadow.m_Flags & SHADOW_FLAGS_USE_DEPTH_TEXTURE ) == 0 ) continue;
const FlashlightState_t& flashlightState = shadowmgr->GetFlashlightState( shadow.m_ShadowHandle );
// Bail if this flashlight doesn't want shadows if ( !flashlightState.m_bEnableShadows ) continue;
// Calculate an AABB around the shadow frustum Vector vecAbsMins, vecAbsMaxs; CalculateAABBFromProjectionMatrix( shadow.m_WorldToShadow, &vecAbsMins, &vecAbsMaxs );
Frustum_t viewFrustum; GeneratePerspectiveFrustum( viewSetup.origin, viewSetup.angles, viewSetup.zNear, viewSetup.zFar, viewSetup.fov, viewSetup.m_flAspectRatio, viewFrustum );
// FIXME: Could do other sorts of culling here, such as frustum-frustum test, distance etc. // If it's not in the view frustum, move on if ( R_CullBox( vecAbsMins, vecAbsMaxs, viewFrustum ) ) { shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 ); continue; }
if ( nActiveDepthShadowCount >= nMaxDepthShadows ) { static bool s_bOverflowWarning = false; if ( !s_bOverflowWarning ) { Warning( "Too many depth textures rendered in a single view!\n" ); Assert( 0 ); s_bOverflowWarning = true; } shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 ); continue; }
pActiveDepthShadows[nActiveDepthShadowCount++] = i; } return nActiveDepthShadowCount; }
//-----------------------------------------------------------------------------
// Sets the view's active flashlight render state
//-----------------------------------------------------------------------------
void CClientShadowMgr::SetViewFlashlightState( int nActiveFlashlightCount, ClientShadowHandle_t* pActiveFlashlights )
{
// NOTE: On the 360, we render the entire scene with the flashlight state
// set and don't render flashlights additively in the shadow mgr at a far later time
// because the CPU costs are prohibitive
if ( !IsX360() && !r_flashlight_version2.GetInt() )
return;
Assert( nActiveFlashlightCount<= 1 ); if ( nActiveFlashlightCount > 0 ) { Assert( ( m_Shadows[ pActiveFlashlights[0] ].m_Flags & SHADOW_FLAGS_FLASHLIGHT ) != 0 ); shadowmgr->SetFlashlightRenderState( pActiveFlashlights[0] ); } else { shadowmgr->SetFlashlightRenderState( SHADOW_HANDLE_INVALID ); } }
//-----------------------------------------------------------------------------
// Re-render shadow depth textures that lie in the leaf list
//-----------------------------------------------------------------------------
void CClientShadowMgr::ComputeShadowDepthTextures( const CViewSetup &viewSetup )
{
VPROF_BUDGET( "CClientShadowMgr::ComputeShadowDepthTextures", VPROF_BUDGETGROUP_SHADOW_DEPTH_TEXTURING );
CMatRenderContextPtr pRenderContext( materials ); PIXEVENT( pRenderContext, "Shadow Depth Textures" );
// Build list of active render-to-texture shadows ClientShadowHandle_t pActiveDepthShadows[1024]; int nActiveDepthShadowCount = BuildActiveShadowDepthList( viewSetup, ARRAYSIZE( pActiveDepthShadows ), pActiveDepthShadows );
// Iterate over all existing textures and allocate shadow textures bool bDebugFrustum = r_flashlightdrawfrustum.GetBool(); for ( int j = 0; j < nActiveDepthShadowCount; ++j ) { ClientShadow_t& shadow = m_Shadows[ pActiveDepthShadows[j] ];
CTextureReference shadowDepthTexture; bool bGotShadowDepthTexture = LockShadowDepthTexture( &shadowDepthTexture ); if ( !bGotShadowDepthTexture ) { // If we don't get one, that means we have too many this frame so bind no depth texture static int bitchCount = 0; if( bitchCount < 10 ) { Warning( "Too many shadow maps this frame!\n" ); bitchCount++; }
Assert(0); shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 ); continue; }
CViewSetup shadowView; shadowView.m_flAspectRatio = 1.0f; shadowView.x = shadowView.y = 0; shadowView.width = shadowDepthTexture->GetActualWidth(); shadowView.height = shadowDepthTexture->GetActualHeight(); shadowView.m_bOrtho = false; shadowView.m_bDoBloomAndToneMapping = false;
// Copy flashlight parameters const FlashlightState_t& flashlightState = shadowmgr->GetFlashlightState( shadow.m_ShadowHandle ); shadowView.fov = shadowView.fovViewmodel = flashlightState.m_fHorizontalFOVDegrees; shadowView.origin = flashlightState.m_vecLightOrigin; QuaternionAngles( flashlightState.m_quatOrientation, shadowView.angles ); // Convert from Quaternion to QAngle
shadowView.zNear = shadowView.zNearViewmodel = flashlightState.m_NearZ; shadowView.zFar = shadowView.zFarViewmodel = flashlightState.m_FarZ;
// Can turn on all light frustum overlays or per light with flashlightState parameter... if ( bDebugFrustum || flashlightState.m_bDrawShadowFrustum ) { DebugDrawFrustum( shadowView.origin, shadow.m_WorldToShadow ); }
// Set depth bias factors specific to this flashlight CMatRenderContextPtr pRenderContext( materials ); pRenderContext->SetShadowDepthBiasFactors( flashlightState.m_flShadowSlopeScaleDepthBias, flashlightState.m_flShadowDepthBias );
// Render to the shadow depth texture with appropriate view view->UpdateShadowDepthTexture( m_DummyColorTexture, shadowDepthTexture, shadowView );
// Associate the shadow depth texture and stencil bit with the flashlight for use during scene rendering shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, shadowDepthTexture, 0 ); }
SetViewFlashlightState( nActiveDepthShadowCount, pActiveDepthShadows ); }
//-----------------------------------------------------------------------------
// Re-renders all shadow textures for shadow casters that lie in the leaf list
//-----------------------------------------------------------------------------
static void SetupBonesOnBaseAnimating( C_BaseAnimating *&pBaseAnimating )
{
pBaseAnimating->SetupBones( NULL, -1, -1, gpGlobals->curtime );
}
void CClientShadowMgr::ComputeShadowTextures( const CViewSetup &view, int leafCount, LeafIndex_t* pLeafList )
{
VPROF_BUDGET( "CClientShadowMgr::ComputeShadowTextures", VPROF_BUDGETGROUP_SHADOW_RENDERING );
if ( !m_RenderToTextureActive || (r_shadows.GetInt() == 0) || r_shadows_gamecontrol.GetInt() == 0 ) return;
m_bThreaded = false;//( r_threaded_client_shadow_manager.GetBool() && g_pThreadPool->NumIdleThreads() );
MDLCACHE_CRITICAL_SECTION(); // First grab all shadow textures we may want to render int nCount = s_VisibleShadowList.FindShadows( &view, leafCount, pLeafList ); if ( nCount == 0 ) return;
// FIXME: Add heuristics based on distance, etc. to futz with // the shadow allocator + to select blobby shadows
CMatRenderContextPtr pRenderContext( materials );
PIXEVENT( pRenderContext, "Render-To-Texture Shadows" );
// Clear to white (color unused), black alpha pRenderContext->ClearColor4ub( 255, 255, 255, 0 );
// No height clip mode please. MaterialHeightClipMode_t oldHeightClipMode = pRenderContext->GetHeightClipMode(); pRenderContext->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_DISABLE );
// No projection matrix (orthographic mode) // FIXME: Make it work for projective shadows? pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity(); pRenderContext->Scale( 1, -1, 1 ); pRenderContext->Ortho( 0, 0, 1, 1, -9999, 0 );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix();
pRenderContext->PushRenderTargetAndViewport( m_ShadowAllocator.GetTexture() );
if ( !IsX360() && m_bRenderTargetNeedsClear ) { // don't need to clear absent depth buffer pRenderContext->ClearBuffers( true, false ); m_bRenderTargetNeedsClear = false; }
int nMaxShadows = r_shadowmaxrendered.GetInt(); int nModelsRendered = 0; int i;
if ( m_bThreaded && g_pThreadPool->NumIdleThreads() ) { s_NPCShadowBoneSetups.RemoveAll(); s_NonNPCShadowBoneSetups.RemoveAll();
for (i = 0; i < nCount; ++i) { const VisibleShadowInfo_t &info = s_VisibleShadowList.GetVisibleShadow(i); if ( nModelsRendered < nMaxShadows ) { if ( BuildSetupListForRenderToTextureShadow( info.m_hShadow, info.m_flArea ) ) { ++nModelsRendered; } } }
ParallelProcess( "NPCShadowBoneSetups", s_NPCShadowBoneSetups.Base(), s_NPCShadowBoneSetups.Count(), &SetupBonesOnBaseAnimating ); ParallelProcess( "NonNPCShadowBoneSetups", s_NonNPCShadowBoneSetups.Base(), s_NonNPCShadowBoneSetups.Count(), &SetupBonesOnBaseAnimating );
nModelsRendered = 0; }
for (i = 0; i < nCount; ++i) { const VisibleShadowInfo_t &info = s_VisibleShadowList.GetVisibleShadow(i); if ( nModelsRendered < nMaxShadows ) { if ( DrawRenderToTextureShadow( info.m_hShadow, info.m_flArea ) ) { ++nModelsRendered; } } else { DrawRenderToTextureShadowLOD( info.m_hShadow ); } }
// Render to the backbuffer again pRenderContext->PopRenderTargetAndViewport();
// Restore the matrices pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix();
pRenderContext->SetHeightClipMode( oldHeightClipMode );
pRenderContext->SetHeightClipMode( oldHeightClipMode );
// Restore the clear color pRenderContext->ClearColor3ub( 0, 0, 0 ); }
//------------------------------------------------------------------------------------------------------- // Lock down the usage of a shadow depth texture...must be unlocked for use on subsequent views / frames //------------------------------------------------------------------------------------------------------- bool CClientShadowMgr::LockShadowDepthTexture( CTextureReference *shadowDepthTexture ) { for ( int i=0; i < m_DepthTextureCache.Count(); i++ ) // Search for cached shadow depth texture { if ( m_DepthTextureCacheLocks[i] == false ) // If a free one is found { *shadowDepthTexture = m_DepthTextureCache[i]; m_DepthTextureCacheLocks[i] = true; return true; } }
return false; // Didn't find it... }
//------------------------------------------------------------------ // Unlock shadow depth texture for use on subsequent views / frames //------------------------------------------------------------------ void CClientShadowMgr::UnlockAllShadowDepthTextures() { for (int i=0; i< m_DepthTextureCache.Count(); i++ ) { m_DepthTextureCacheLocks[i] = false; } SetViewFlashlightState( 0, NULL ); }
void CClientShadowMgr::SetFlashlightTarget( ClientShadowHandle_t shadowHandle, EHANDLE targetEntity ) { Assert( m_Shadows.IsValidIndex( shadowHandle ) );
CClientShadowMgr::ClientShadow_t &shadow = m_Shadows[ shadowHandle ]; if( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) == 0 ) return;
// shadow.m_pTargetRenderable = pRenderable; shadow.m_hTargetEntity = targetEntity; }
void CClientShadowMgr::SetFlashlightLightWorld( ClientShadowHandle_t shadowHandle, bool bLightWorld )
{
Assert( m_Shadows.IsValidIndex( shadowHandle ) );
ClientShadow_t &shadow = m_Shadows[ shadowHandle ]; if( ( shadow.m_Flags & SHADOW_FLAGS_FLASHLIGHT ) == 0 ) return;
if ( bLightWorld ) { shadow.m_Flags |= SHADOW_FLAGS_LIGHT_WORLD; } else { shadow.m_Flags &= ~SHADOW_FLAGS_LIGHT_WORLD; } }
bool CClientShadowMgr::IsFlashlightTarget( ClientShadowHandle_t shadowHandle, IClientRenderable *pRenderable )
{
ClientShadow_t &shadow = m_Shadows[ shadowHandle ];
if( shadow.m_hTargetEntity->GetClientRenderable() == pRenderable ) return true;
C_BaseEntity *pChild = shadow.m_hTargetEntity->FirstMoveChild(); while( pChild ) { if( pChild->GetClientRenderable()==pRenderable ) return true;
pChild = pChild->NextMovePeer(); }
return false; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const Vector &CClientShadowMgr::GetShadowDirection( ClientShadowHandle_t shadowHandle ) const { Assert( shadowHandle != CLIENTSHADOW_INVALID_HANDLE );
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( m_Shadows[shadowHandle].m_Entity ); Assert( pRenderable );
if ( !IsShadowingFromWorldLights() ) { return GetShadowDirection( pRenderable ); }
Vector &vecResult = AllocTempVector(); vecResult = m_Shadows[shadowHandle].m_ShadowDir;
// Allow the renderable to override the default pRenderable->GetShadowCastDirection( &vecResult, GetActualShadowCastType( pRenderable ) );
return vecResult; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CClientShadowMgr::UpdateShadowDirectionFromLocalLightSource( ClientShadowHandle_t shadowHandle ) { Assert( shadowHandle != CLIENTSHADOW_INVALID_HANDLE );
ClientShadow_t &shadow = m_Shadows[shadowHandle];
IClientRenderable *pRenderable = ClientEntityList().GetClientRenderableFromHandle( shadow.m_Entity );
// TODO: Figure out why this still gets hit Assert( pRenderable ); if ( !pRenderable ) { DevWarning( "%s(): Skipping shadow with invalid client renderable (shadow handle %d)\n", __FUNCTION__, shadowHandle ); return; }
Vector bbMin, bbMax; pRenderable->GetRenderBoundsWorldspace( bbMin, bbMax ); Vector origin( 0.5f * ( bbMin + bbMax ) ); origin.z = bbMin.z; // Putting origin at the bottom of the bounding box makes the shadows a little shorter Vector lightPos; Vector lightBrightness;
if ( shadow.m_LightPosLerp >= 1.0f ) // Skip finding new light source if we're in the middle of a lerp { // Calculate minimum brightness squared float flMinBrightnessSqr = r_worldlight_mincastintensity.GetFloat(); flMinBrightnessSqr *= flMinBrightnessSqr;
if ( g_pWorldLights->GetBrightestLightSource( pRenderable->GetRenderOrigin(), lightPos, lightBrightness ) == false || lightBrightness.LengthSqr() < flMinBrightnessSqr ) { // Didn't find a light source at all, use default shadow direction // TODO: Could switch to using blobby shadow in this case lightPos.Init( FLT_MAX, FLT_MAX, FLT_MAX ); } }
if ( shadow.m_LightPosLerp == FLT_MAX ) // First light pos ever, just init { shadow.m_CurrentLightPos = lightPos; shadow.m_TargetLightPos = lightPos; shadow.m_LightPosLerp = 1.0f; } else if ( shadow.m_LightPosLerp < 1.0f ) { // We're in the middle of a lerp from current to target light. Finish it. shadow.m_LightPosLerp += gpGlobals->frametime * 1.0f / r_worldlight_lerptime.GetFloat(); shadow.m_LightPosLerp = clamp( shadow.m_LightPosLerp, 0.0f, 1.0f );
Vector currLightPos( shadow.m_CurrentLightPos ); Vector targetLightPos( shadow.m_TargetLightPos ); if ( currLightPos.x == FLT_MAX ) { currLightPos = origin - 200.0f * GetShadowDirection(); } if ( targetLightPos.x == FLT_MAX ) { targetLightPos = origin - 200.0f * GetShadowDirection(); }
// Lerp light pos Vector v1 = origin - shadow.m_CurrentLightPos; v1.NormalizeInPlace();
Vector v2 = origin - shadow.m_TargetLightPos; v2.NormalizeInPlace();
// SAULUNDONE: Caused over top sweeping far too often
- if 0
if ( v1.Dot( v2 ) < 0.0f ) { // If change in shadow angle is more than 90 degrees, lerp over the renderable's top to avoid long sweeping shadows Vector fakeOverheadLightPos( origin.x, origin.y, origin.z + 200.0f ); if ( shadow.m_LightPosLerp < 0.5f ) { lightPos = Lerp( 2.0f * shadow.m_LightPosLerp, currLightPos, fakeOverheadLightPos ); } else { lightPos = Lerp( 2.0f * shadow.m_LightPosLerp - 1.0f, fakeOverheadLightPos, targetLightPos ); } } else
- endif
{ lightPos = Lerp( shadow.m_LightPosLerp, currLightPos, targetLightPos ); }
if ( shadow.m_LightPosLerp >= 1.0f ) { shadow.m_CurrentLightPos = shadow.m_TargetLightPos; } } else if ( shadow.m_LightPosLerp >= 1.0f ) { // Check if we have a new closest light position and start a new lerp float flDistSq = ( lightPos - shadow.m_CurrentLightPos ).LengthSqr();
if ( flDistSq > 1.0f ) { // Light position has changed, which means we got a new light source. Initiate a lerp shadow.m_TargetLightPos = lightPos; shadow.m_LightPosLerp = 0.0f; }
lightPos = shadow.m_CurrentLightPos; }
if ( lightPos.x == FLT_MAX ) { lightPos = origin - 200.0f * GetShadowDirection(); }
Vector vecResult( origin - lightPos ); vecResult.NormalizeInPlace();
vecResult.z *= r_worldlight_shortenfactor.GetFloat(); vecResult.NormalizeInPlace();
shadow.m_ShadowDir = vecResult;
if ( r_worldlight_debug.GetBool() ) { NDebugOverlay::Line( lightPos, origin, 255, 255, 0, false, 0.0f ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CClientShadowMgr::UpdateDirtyShadow( ClientShadowHandle_t handle ) { Assert( m_Shadows.IsValidIndex( handle ) );
if ( IsShadowingFromWorldLights() ) UpdateShadowDirectionFromLocalLightSource( handle );
UpdateProjectedTextureInternal( handle, false ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void WorldLightCastShadowCallback( IConVar *pVar, const char *pszOldValue, float flOldValue ) { s_ClientShadowMgr.SetShadowFromWorldLightsEnabled( r_worldlight_castshadows.GetBool() ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CClientShadowMgr::SetShadowFromWorldLightsEnabled( bool bEnabled ) { if ( bEnabled == IsShadowingFromWorldLights() ) return;
m_bShadowFromWorldLights = bEnabled; UpdateAllShadows(); }
//----------------------------------------------------------------------------- // A material proxy that resets the base texture to use the rendered shadow //----------------------------------------------------------------------------- class CShadowProxy : public IMaterialProxy { public: CShadowProxy(); virtual ~CShadowProxy(); virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); virtual void OnBind( void *pProxyData ); virtual void Release( void ) { delete this; } virtual IMaterial *GetMaterial();
private: IMaterialVar* m_BaseTextureVar; };
CShadowProxy::CShadowProxy() { m_BaseTextureVar = NULL; }
CShadowProxy::~CShadowProxy() { }
bool CShadowProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool foundVar;
m_BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
return foundVar;
}
void CShadowProxy::OnBind( void *pProxyData ) { unsigned short clientShadowHandle = ( unsigned short )(int)pProxyData&0xffff; ITexture* pTex = s_ClientShadowMgr.GetShadowTexture( clientShadowHandle ); m_BaseTextureVar->SetTextureValue( pTex ); if ( ToolsEnabled() ) { ToolFramework_RecordMaterialParams( GetMaterial() ); } }
IMaterial *CShadowProxy::GetMaterial() { return m_BaseTextureVar->GetOwningMaterial(); }
EXPOSE_INTERFACE( CShadowProxy, IMaterialProxy, "Shadow" IMATERIAL_PROXY_INTERFACE_VERSION );
//----------------------------------------------------------------------------- // A material proxy that resets the base texture to use the rendered shadow //----------------------------------------------------------------------------- class CShadowModelProxy : public IMaterialProxy { public: CShadowModelProxy(); virtual ~CShadowModelProxy(); virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); virtual void OnBind( void *pProxyData ); virtual void Release( void ) { delete this; } virtual IMaterial *GetMaterial();
private: IMaterialVar* m_BaseTextureVar; IMaterialVar* m_BaseTextureOffsetVar; IMaterialVar* m_BaseTextureScaleVar; IMaterialVar* m_BaseTextureMatrixVar; IMaterialVar* m_FalloffOffsetVar; IMaterialVar* m_FalloffDistanceVar; IMaterialVar* m_FalloffAmountVar; };
CShadowModelProxy::CShadowModelProxy() { m_BaseTextureVar = NULL; m_BaseTextureOffsetVar = NULL; m_BaseTextureScaleVar = NULL; m_BaseTextureMatrixVar = NULL; m_FalloffOffsetVar = NULL; m_FalloffDistanceVar = NULL; m_FalloffAmountVar = NULL; }
CShadowModelProxy::~CShadowModelProxy() { }
bool CShadowModelProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool foundVar;
m_BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
if (!foundVar)
return false;
m_BaseTextureOffsetVar = pMaterial->FindVar( "$basetextureoffset", &foundVar, false );
if (!foundVar)
return false;
m_BaseTextureScaleVar = pMaterial->FindVar( "$basetexturescale", &foundVar, false );
if (!foundVar)
return false;
m_BaseTextureMatrixVar = pMaterial->FindVar( "$basetexturetransform", &foundVar, false );
if (!foundVar)
return false;
m_FalloffOffsetVar = pMaterial->FindVar( "$falloffoffset", &foundVar, false );
if (!foundVar)
return false;
m_FalloffDistanceVar = pMaterial->FindVar( "$falloffdistance", &foundVar, false );
if (!foundVar)
return false;
m_FalloffAmountVar = pMaterial->FindVar( "$falloffamount", &foundVar, false );
return foundVar;
}
void CShadowModelProxy::OnBind( void *pProxyData ) { unsigned short clientShadowHandle = ( unsigned short )((int)pProxyData&0xffff); ITexture* pTex = s_ClientShadowMgr.GetShadowTexture( clientShadowHandle ); m_BaseTextureVar->SetTextureValue( pTex );
const ShadowInfo_t& info = s_ClientShadowMgr.GetShadowInfo( clientShadowHandle ); m_BaseTextureMatrixVar->SetMatrixValue( info.m_WorldToShadow ); m_BaseTextureOffsetVar->SetVecValue( info.m_TexOrigin.Base(), 2 ); m_BaseTextureScaleVar->SetVecValue( info.m_TexSize.Base(), 2 ); m_FalloffOffsetVar->SetFloatValue( info.m_FalloffOffset ); m_FalloffDistanceVar->SetFloatValue( info.m_MaxDist ); m_FalloffAmountVar->SetFloatValue( info.m_FalloffAmount );
if ( ToolsEnabled() ) { ToolFramework_RecordMaterialParams( GetMaterial() ); } }
IMaterial *CShadowModelProxy::GetMaterial() { return m_BaseTextureVar->GetOwningMaterial(); }
EXPOSE_INTERFACE( CShadowModelProxy, IMaterialProxy, "ShadowModel" IMATERIAL_PROXY_INTERFACE_VERSION );