Implementing Deferred lighting into Source 2013: Difference between revisions

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Line 946: Line 946:
}
}
}
}
#endif
</source>
And around lines 2056 inside void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) put the fallowing code.
<source lang=cpp>
#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
const bool bDeferredActive = GetDeferredManager()->IsDeferredRenderingEnabled();
#endif
</source>
Now around lines 2060 replace m_CurrentView = view; with the following code.
<source lang=cpp>
#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
CViewSetup worldView = view;
if( bDeferredActive )
{
CLightingEditor *pLightEditor = GetLightingEditor();
if ( pLightEditor->IsEditorActive() && !building_cubemaps.GetBool() )
pLightEditor->GetEditorView( &worldView.origin, &worldView.angles );
else
pLightEditor->SetEditorView( &worldView.origin, &worldView.angles );
}
m_CurrentView = worldView;
#else
const CViewSetup &worldView = view;
m_CurrentView = view;
#endif
#endif
</source>
</source>

Revision as of 05:14, 13 April 2024

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Having deferred lighting in your mod comes with quite a lot of upsides as with it, you can have volumetric lighting, realtime shadows and lighting from the sun and from other light sources, while still keeping the performance steady which is something that Source's regular dynamic light entities would be incapable of (aka projected textures).

Implementing into your Source 2013SP mod

Now we are going to use Lambda Wars's implementation for it as its an enhanced/upgraded version of Alien Swarm Deferred's, but beware implementing deferred lighting in your mod is extremely complex requiring you to modify client and server side code, and even add new shaders to your game. Among other things source's default shaders are also needed to be modified.

Clientside

Firstly we are going to modify cdll_client_int.cpp. Now put the following code at the top of the file around lines 175 but it must be before #include "tier0/memdbgon.h".

 #ifdef DEFERRED_ENABLED // @Deferred - Biohazard
 #include "deferred/deferred_shared_common.h"
 #endif

Now aound lines 1816 in void CHLClient::ResetStringTablePointers() place the following code.

 #ifdef DEFERRED_ENABLED // @Deferred - Biohazard
 g_pStringTable_LightCookies = NULL;
 #endif

Now around lines 2058 put the following code inside void CHLClient::InstallStringTableCallback( const char *tableName ). And after that we should be done with cdll_client_int.cpp.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	else if ( !Q_strcasecmp( tableName, COOKIE_STRINGTBL_NAME ) )
	{
		g_pStringTable_LightCookies = networkstringtable->FindTable( tableName );

		g_pStringTable_LightCookies->SetStringChangedCallback( NULL, OnCookieTableChanged );
	}
#endif // DEFERRED_ENABLED

Now open viewrender.h and around lines 19 paste the following code.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
#include "../../materialsystem/stdshaders/deferred_global_common.h"
#endif

And around lines 39 paste this too.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	struct def_light_t;
#endif

Now around lines 96, but the following code into enum view_id_t.

        // @Deferred - Biohazard
	VIEW_DEFERRED_GBUFFER = 8,
	VIEW_DEFERRED_SHADOW = 9,

And around lines 263, but the following code into class CRendering3dView : public CBase3dView.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	void			PushComposite();
	void			PopComposite();

	static void PushGBuffer( bool bInitial, float zScale = 1.0f, bool bClearDepth = true );
	static void PopGBuffer();
#endif

And around lines 505, paste the following code, and we should be done with viewrender.h.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	void			ProcessDeferredGlobals( const CViewSetup &view );

	void			ViewDrawGBuffer( const CViewSetup &view, bool &bDrew3dSkybox, SkyboxVisibility_t &nSkyboxVisible,
									 bool bDrawViewModel );

	void BeginRadiosity( const CViewSetup &view );
	void UpdateRadiosityPosition();
	void PerformRadiosityGlobal( const int iRadiosityCascade, const CViewSetup &view );
	void EndRadiosity( const CViewSetup &view );
	void DebugRadiosity( const CViewSetup &view );

	IMesh *GetRadiosityScreenGrid( const int iCascade );
	IMesh *CreateRadiosityScreenGrid( const Vector2D &vecViewportBase, const float flWorldStepSize );

	void			PerformLighting( const CViewSetup &view );

	void			ResetCascadeDelay();
	void			RenderCascadedShadows( const CViewSetup &view, const bool bEnableRadiosity );

public:
	virtual void	DrawLightShadowView( const CViewSetup &view, int iDesiredShadowmap, def_light_t *l );

protected:
	float m_flRenderDelay[SHADOW_NUM_CASCADES];

	Vector m_vecRadiosityOrigin[2];
	IMesh *m_pMesh_RadiosityScreenGrid[2];
	CUtlVector< IMesh* > m_hRadiosityDebugMeshList[2];
#endif

Now open viewrender.cpp and around lines 81 paste the following code.

#ifdef DEFERRED_ENABLED
#include "deferred/deferred_shared_common.h"
#include "tier1/callqueue.h"
#endif // DEFERRED_ENABLED

And now around lines 98 replace static convar with a regular convar like so.

ConVar r_visocclusion( "r_visocclusion", "0", FCVAR_CHEAT );

Now around lines 155 replace static convars with a regular convars like so.

ConVar r_ForceWaterLeaf( "r_ForceWaterLeaf", "1", 0, "Enable for optimization to water - considers view in leaf under water for purposes of culling" );
static ConVar mat_drawwater( "mat_drawwater", "1", FCVAR_CHEAT );
ConVar mat_clipz( "mat_clipz", "1" );

And again aorund lines 175 turn the static convar into a regular one.

ConVar r_eyewaterepsilon( "r_eyewaterepsilon", "7.0f", FCVAR_CHEAT );

And around lines 199 replace static int with regular int like so.

int g_CurrentViewID = VIEW_NONE;

And around lines 383 put the following code.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
void FlushWorldLists()
{
	g_WorldListCache.Flush();
}
#endif

And around lines 397 replace Setup with the fallowing code.

bool			Setup( const CViewSetup &view, int *pClearFlags, SkyboxVisibility_t *pSkyboxVisible, bool bGBuffer = false );

And around lines 399 add the following code inside class CSkyboxView : public CRendering3dView.

#if DEFERRED_ENABLED // @Deferred - Biohazard
	bool		m_bGBufferPass;
#endif

And around lines 694 paste the following code.

// Deferred views
#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
class CBaseWorldBlendViewDeferred : public CBaseWorldView
{
	DECLARE_CLASS( CBaseWorldBlendViewDeferred, CBaseWorldView );
public:
	CBaseWorldBlendViewDeferred(CViewRender *pMainView) : CBaseWorldView( pMainView )
	{
	}

	void			DrawSetup( float waterHeight, int flags, float waterZAdjust, int iForceViewLeaf = -1, bool bShadowDepth = false );
	void			DrawExecute( float waterHeight, view_id_t viewID, float waterZAdjust, bool bShadowDepth = false );

	// BUGBUG this causes all sorts of problems
	virtual bool	ShouldCacheLists(){ return false; };

protected:
	void			DrawOpaqueRenderablesDeferred( bool bNoDecals );
};

class CGBufferBlendView : public CBaseWorldBlendViewDeferred
{
	DECLARE_CLASS( CGBufferBlendView, CBaseWorldBlendViewDeferred );
public:
	CGBufferBlendView(CViewRender *pMainView) : CBaseWorldBlendViewDeferred( pMainView )
	{
	}

	void			Setup( const CViewSetup &view, bool bDrewSkybox );
	void			Draw();

	virtual void	PushView( float waterHeight );
	virtual void	PopView();

private: 
	VisibleFogVolumeInfo_t m_fogInfo;
	bool m_bDrewSkybox;
};

abstract_class CBaseShadowBlendView : public CBaseWorldBlendViewDeferred
{
	DECLARE_CLASS( CBaseShadowBlendView, CBaseWorldBlendViewDeferred );
public:
	CBaseShadowBlendView(CViewRender *pMainView) : CBaseWorldBlendViewDeferred( pMainView )
	{
		m_bOutputRadiosity = false;
	};

	void			Setup( const CViewSetup &view,
						ITexture *pDepthTexture,
						ITexture *pDummyTexture );
	void			SetupRadiosityTargets(
						ITexture *pAlbedoTexture,
						ITexture *pNormalTexture );

	void SetRadiosityOutputEnabled( bool bEnabled );

	void			Draw();
	virtual bool	AdjustView( float waterHeight );
	virtual void	PushView( float waterHeight );
	virtual void	PopView();

	virtual void	CalcShadowView() = 0;
	virtual void	CommitData(){};

	virtual int		GetShadowMode() = 0;

private:

	ITexture *m_pDepthTexture;
	ITexture *m_pDummyTexture;
	ITexture *m_pRadAlbedoTexture;
	ITexture *m_pRadNormalTexture;
	ViewCustomVisibility_t shadowVis;

	bool m_bOutputRadiosity;
};

class COrthoShadowBlendView : public CBaseShadowBlendView
{
	DECLARE_CLASS( COrthoShadowBlendView, CBaseShadowBlendView );
public:
	COrthoShadowBlendView(CViewRender *pMainView, const int &index)
		: CBaseShadowBlendView( pMainView )
	{
			iCascadeIndex = index;
	}

	virtual void	CalcShadowView();
	virtual void	CommitData();

	virtual int		GetShadowMode(){
		return DEFERRED_SHADOW_MODE_ORTHO;
	};

private:
	int iCascadeIndex;
};

class CDualParaboloidShadowBlendView : public CBaseShadowBlendView
{
	DECLARE_CLASS( CDualParaboloidShadowBlendView, CBaseShadowBlendView );
public:
	CDualParaboloidShadowBlendView(CViewRender *pMainView,
		def_light_t *pLight,
		const bool &bSecondary)
		: CBaseShadowBlendView( pMainView )
	{
			m_pLight = pLight;
			m_bSecondary = bSecondary;
	}
	virtual bool	AdjustView( float waterHeight );
	virtual void	PushView( float waterHeight );
	virtual void	PopView();

	virtual void	CalcShadowView();

	virtual int		GetShadowMode(){
		return DEFERRED_SHADOW_MODE_DPSM;
	};

private:
	bool m_bSecondary;
	def_light_t *m_pLight;
};

class CSpotLightShadowBlendView : public CBaseShadowBlendView
{
	DECLARE_CLASS( CSpotLightShadowBlendView, CBaseShadowBlendView );
public:
	CSpotLightShadowBlendView(CViewRender *pMainView,
		def_light_t *pLight, int index )
		: CBaseShadowBlendView( pMainView )
	{
			m_pLight = pLight;
			m_iIndex = index;
	}

	virtual void	CalcShadowView();
	virtual void	CommitData();

	virtual int		GetShadowMode(){
		return DEFERRED_SHADOW_MODE_PROJECTED;
	};

private:
	def_light_t *m_pLight;
	int m_iIndex;
};
#endif

And now around lines 963 paste the following code.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
static CViewRender g_ViewRender;
IViewRender *GetViewRenderInstance()
{
	return &g_ViewRender;
}
#endif

And now around lines 973 put the fallowing code inside CViewRender::CViewRender().

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	m_pMesh_RadiosityScreenGrid[0] = NULL;
	m_pMesh_RadiosityScreenGrid[1] = NULL;
#endif // DEFERRED_ENABLED

Now around lines 1465 paste the following code into void CViewRender::ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxVisible, const CViewSetup &view, int nClearFlags, view_id_t viewID, bool bDrawViewModel, int baseDrawFlags, ViewCustomVisibility_t *pCustomVisibility ).

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	const bool bDeferredActive = GetDeferredManager()->IsDeferredRenderingEnabled();

	if( bDeferredActive )
	{
		ViewDrawGBuffer( view, bDrew3dSkybox, nSkyboxVisible, bDrawViewModel );

		PerformLighting( view );


	}
#endif

And around lines 1502 put the following code.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	if( bDeferredActive )
	{
		GetLightingManager()->RenderVolumetrics( view );
	}
#endif

And around lines 1950 add the fallowing lines of code.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
static lightData_Global_t GetActiveGlobalLightState()
{
	lightData_Global_t data;
	CLightingEditor *pEditor = GetLightingEditor();

	if ( pEditor->IsEditorLightingActive() && pEditor->GetKVGlobalLight() != NULL )
	{
		data = pEditor->GetGlobalState();
	}
	else if ( GetGlobalLight() != NULL )
	{
		data = GetGlobalLight()->GetState();
	}

	return data;
}

struct defData_setGlobals
{
public:
	Vector orig, fwd;
	float zDists[2];
	VMatrix frustumDeltas;
#if DEFCFG_BILATERAL_DEPTH_TEST
	VMatrix worldCameraDepthTex;
#endif

	static void Fire( defData_setGlobals d )
	{
		IDeferredExtension *pDef = GetDeferredExt();
		pDef->CommitOrigin( d.orig );
		pDef->CommitViewForward( d.fwd );
		pDef->CommitZDists( d.zDists[0], d.zDists[1] );
		pDef->CommitFrustumDeltas( d.frustumDeltas );
#if DEFCFG_BILATERAL_DEPTH_TEST
		pDef->CommitWorldToCameraDepthTex( d.worldCameraDepthTex );
#endif
	};
};


//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CViewRender::ProcessDeferredGlobals( const CViewSetup &view )
{
	VMatrix matPerspective, matView, matViewProj, screen2world;
	matView.Identity();
	matView.SetupMatrixOrgAngles( vec3_origin, view.angles );

	MatrixSourceToDeviceSpace( matView );

	matView = matView.Transpose3x3();
	Vector viewPosition;

	Vector3DMultiply( matView, view.origin, viewPosition );
	matView.SetTranslation( -viewPosition );
	MatrixBuildPerspectiveX( matPerspective, view.fov, view.m_flAspectRatio,
		view.zNear, view.zFar );
	MatrixMultiply( matPerspective, matView, matViewProj );

	MatrixInverseGeneral( matViewProj, screen2world );

	GetLightingManager()->SetRenderConstants( screen2world, view );

	Vector frustum_c0, frustum_cc, frustum_1c;
	float projDistance = 1.0f;
	Vector3DMultiplyPositionProjective( screen2world, Vector(0,projDistance,projDistance), frustum_c0 );
	Vector3DMultiplyPositionProjective( screen2world, Vector(0,0,projDistance), frustum_cc );
	Vector3DMultiplyPositionProjective( screen2world, Vector(projDistance,0,projDistance), frustum_1c );

	frustum_c0 -= view.origin;
	frustum_cc -= view.origin;
	frustum_1c -= view.origin;

	Vector frustum_up = frustum_c0 - frustum_cc;
	Vector frustum_right = frustum_1c - frustum_cc;

	frustum_cc /= view.zFar;
	frustum_right /= view.zFar;
	frustum_up /= view.zFar;

	defData_setGlobals data;
	data.orig = view.origin;
	AngleVectors( view.angles, &data.fwd );
	data.zDists[0] = view.zNear;
	data.zDists[1] = view.zFar;

	data.frustumDeltas.Identity();
	data.frustumDeltas.SetBasisVectors( frustum_cc, frustum_right, frustum_up );
	data.frustumDeltas = data.frustumDeltas.Transpose3x3();

#if DEFCFG_BILATERAL_DEPTH_TEST
	VMatrix matWorldToCameraDepthTex;
	MatrixBuildScale( matWorldToCameraDepthTex, 0.5f, -0.5f, 1.0f );
	matWorldToCameraDepthTex[0][3] = matWorldToCameraDepthTex[1][3] = 0.5f;
	MatrixMultiply( matWorldToCameraDepthTex, matViewProj, matWorldToCameraDepthTex );

	data.worldCameraDepthTex = matWorldToCameraDepthTex.Transpose();
#endif

	QUEUE_FIRE( defData_setGlobals, Fire, data );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CViewRender::ViewDrawGBuffer( const CViewSetup &view, bool &bDrew3dSkybox, SkyboxVisibility_t &nSkyboxVisible,
	bool bDrawViewModel )
{
	MDLCACHE_CRITICAL_SECTION();

	int oldViewID = g_CurrentViewID;
	g_CurrentViewID = VIEW_DEFERRED_GBUFFER;

	int nClearFlags = VIEW_CLEAR_DEPTH;
	CSkyboxView *pSkyView = new CSkyboxView( this );
	if ( ( bDrew3dSkybox = pSkyView->Setup( view, &nClearFlags, &nSkyboxVisible, true ) ) != false )
		AddViewToScene( pSkyView );

	SafeRelease( pSkyView );

	// Start view
	unsigned int visFlags;
	SetupVis( view, visFlags, NULL );

	CRefPtr<CGBufferBlendView> pGBufferView = new CGBufferBlendView( this );
	pGBufferView->Setup( view, bDrew3dSkybox );
	AddViewToScene( pGBufferView );

	DrawViewModels( view, bDrawViewModel/*, true*/ );
	 
	g_CurrentViewID = oldViewID;
}

static int GetSourceRadBufferIndex( const int index )
{
	Assert( index == 0 || index == 1 );

	const bool bFar = index == 1;
	const int iNumSteps = bFar ? deferred_radiosity_propagate_count_far.GetInt() : deferred_radiosity_propagate_count.GetInt()
		+ bFar ? deferred_radiosity_blur_count_far.GetInt() : deferred_radiosity_blur_count.GetInt();
	return ( iNumSteps % 2 == 0 ) ? 0 : 1;
}

void CViewRender::BeginRadiosity( const CViewSetup &view )
{
	Vector fwd;
	AngleVectors( view.angles, &fwd );

	float flAmtVertical = abs( DotProduct( fwd, Vector( 0, 0, 1 ) ) );
	flAmtVertical = RemapValClamped( flAmtVertical, 0, 1, 1, 0.5f );

	for ( int iCascade = 0; iCascade < 2; iCascade++ )
	{
		const bool bFar = iCascade == 1;
		const Vector gridSize( RADIOSITY_BUFFER_SAMPLES_XY, RADIOSITY_BUFFER_SAMPLES_XY,
								RADIOSITY_BUFFER_SAMPLES_Z );
		const Vector gridSizeHalf = gridSize / 2;
		const float gridStepSize = bFar ? RADIOSITY_BUFFER_GRID_STEP_SIZE_FAR
			: RADIOSITY_BUFFER_GRID_STEP_SIZE_CLOSE;
		const float flGridDistance = bFar ? RADIOSITY_BUFFER_GRID_STEP_DISTANCEMULT_FAR
			: RADIOSITY_BUFFER_GRID_STEP_DISTANCEMULT_CLOSE;

		Vector vecFwd;
		AngleVectors( view.angles, &vecFwd );

		m_vecRadiosityOrigin[iCascade] = view.origin
			+ vecFwd * gridStepSize * RADIOSITY_BUFFER_SAMPLES_XY * flGridDistance * flAmtVertical;

		for ( int i = 0; i < 3; i++ )
			m_vecRadiosityOrigin[iCascade][i] -= fmod( m_vecRadiosityOrigin[iCascade][i], gridStepSize );

		m_vecRadiosityOrigin[iCascade] -= gridSizeHalf * gridStepSize;

		const int iSourceBuffer = GetSourceRadBufferIndex( iCascade );
		static int iLastSourceBuffer[2] = { iSourceBuffer, GetSourceRadBufferIndex( 1 ) };

		const int clearSizeY = RADIOSITY_BUFFER_RES_Y / 2;
		const int clearOffset = (iCascade == 1) ? clearSizeY : 0;

		CMatRenderContextPtr pRenderContext( materials );

		pRenderContext->PushRenderTargetAndViewport( GetDefRT_RadiosityBuffer( iSourceBuffer ), NULL,
			0, clearOffset, RADIOSITY_BUFFER_RES_X, clearSizeY );
		pRenderContext->ClearColor3ub( 0, 0, 0 );
		pRenderContext->ClearBuffers( true, false );
		pRenderContext->PopRenderTargetAndViewport();

		if ( iLastSourceBuffer[iCascade] != iSourceBuffer )
		{
			iLastSourceBuffer[iCascade] = iSourceBuffer;

			pRenderContext->PushRenderTargetAndViewport( GetDefRT_RadiosityBuffer( 1 - iSourceBuffer ), NULL,
				0, clearOffset, RADIOSITY_BUFFER_RES_X, clearSizeY );
			pRenderContext->ClearColor3ub( 0, 0, 0 );
			pRenderContext->ClearBuffers( true, false );
			pRenderContext->PopRenderTargetAndViewport();

			pRenderContext->PushRenderTargetAndViewport( GetDefRT_RadiosityNormal( 1 - iSourceBuffer ), NULL,
				0, clearOffset, RADIOSITY_BUFFER_RES_X, clearSizeY );
			pRenderContext->ClearColor3ub( 127, 127, 127 );
			pRenderContext->ClearBuffers( true, false );
			pRenderContext->PopRenderTargetAndViewport();
		}

		pRenderContext->PushRenderTargetAndViewport( GetDefRT_RadiosityNormal( iSourceBuffer ), NULL,
			0, clearOffset, RADIOSITY_BUFFER_RES_X, clearSizeY );
		pRenderContext->ClearColor3ub( 127, 127, 127 );
		pRenderContext->ClearBuffers( true, false );
		pRenderContext->PopRenderTargetAndViewport();
	}

	UpdateRadiosityPosition();
}

void CViewRender::UpdateRadiosityPosition()
{
	struct defData_setupRadiosity
	{
	public:
		radiosityData_t data;

		static void Fire( defData_setupRadiosity d )
		{
			GetDeferredExt()->CommitRadiosityData( d.data );
		};
	};

	defData_setupRadiosity radSetup;
	radSetup.data.vecOrigin[0] = m_vecRadiosityOrigin[0];
	radSetup.data.vecOrigin[1] = m_vecRadiosityOrigin[1];

	QUEUE_FIRE( defData_setupRadiosity, Fire, radSetup );
}

void CViewRender::PerformRadiosityGlobal( const int iRadiosityCascade, const CViewSetup &view )
{
	const int iSourceBuffer = GetSourceRadBufferIndex( iRadiosityCascade );
	const int iOffsetY = (iRadiosityCascade == 1) ? RADIOSITY_BUFFER_RES_Y/2 : 0;

	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->SetIntRenderingParameter( INT_RENDERPARM_DEFERRED_RADIOSITY_CASCADE, iRadiosityCascade );

	pRenderContext->PushRenderTargetAndViewport( GetDefRT_RadiosityBuffer( iSourceBuffer ), NULL,
		0, iOffsetY, RADIOSITY_BUFFER_VIEWPORT_SX, RADIOSITY_BUFFER_VIEWPORT_SY );
	pRenderContext->SetRenderTargetEx( 1, GetDefRT_RadiosityNormal( iSourceBuffer ) );

	pRenderContext->Bind( GetDeferredManager()->GetDeferredMaterial( DEF_MAT_LIGHT_RADIOSITY_GLOBAL ) );
	GetRadiosityScreenGrid( iRadiosityCascade )->Draw();

	pRenderContext->PopRenderTargetAndViewport();
}

void CViewRender::EndRadiosity( const CViewSetup &view )
{
	const int iNumPropagateSteps[2] = { deferred_radiosity_propagate_count.GetInt(),
		deferred_radiosity_propagate_count_far.GetInt() };
	const int iNumBlurSteps[2] = { deferred_radiosity_blur_count.GetInt(),
		deferred_radiosity_blur_count_far.GetInt() };

	IMaterial *pPropagateMat[2] = {
		GetDeferredManager()->GetDeferredMaterial( DEF_MAT_LIGHT_RADIOSITY_PROPAGATE_0 ),
		GetDeferredManager()->GetDeferredMaterial( DEF_MAT_LIGHT_RADIOSITY_PROPAGATE_1 ),
	};

	IMaterial *pBlurMat[2] = {
		GetDeferredManager()->GetDeferredMaterial( DEF_MAT_LIGHT_RADIOSITY_BLUR_0 ),
		GetDeferredManager()->GetDeferredMaterial( DEF_MAT_LIGHT_RADIOSITY_BLUR_1 ),
	};

	for ( int iCascade = 0; iCascade < 2; iCascade++ )
	{
		bool bSecondDestBuffer = GetSourceRadBufferIndex( iCascade ) == 0;
		const int iOffsetY = (iCascade==1) ? RADIOSITY_BUFFER_RES_Y / 2 : 0;

		for ( int i = 0; i < iNumPropagateSteps[iCascade]; i++ )
		{
			const int index = bSecondDestBuffer ? 1 : 0;
			CMatRenderContextPtr pRenderContext( materials );
			pRenderContext->PushRenderTargetAndViewport( GetDefRT_RadiosityBuffer( index ), NULL,
				0, iOffsetY, RADIOSITY_BUFFER_VIEWPORT_SX, RADIOSITY_BUFFER_VIEWPORT_SY );
			pRenderContext->SetRenderTargetEx( 1, GetDefRT_RadiosityNormal( index ) );

			pRenderContext->Bind( pPropagateMat[ 1 - index ] );

			GetRadiosityScreenGrid( iCascade )->Draw();

			pRenderContext->PopRenderTargetAndViewport();
			bSecondDestBuffer = !bSecondDestBuffer;
		}

		for ( int i = 0; i < iNumBlurSteps[iCascade]; i++ )
		{
			const int index = bSecondDestBuffer ? 1 : 0;
			CMatRenderContextPtr pRenderContext( materials );
			pRenderContext->PushRenderTargetAndViewport( GetDefRT_RadiosityBuffer( index ), NULL,
				0, iOffsetY, RADIOSITY_BUFFER_VIEWPORT_SX, RADIOSITY_BUFFER_VIEWPORT_SY );
			pRenderContext->SetRenderTargetEx( 1, GetDefRT_RadiosityNormal( index ) );

			pRenderContext->Bind( pBlurMat[ 1 - index ] );

			GetRadiosityScreenGrid( iCascade )->Draw();

			pRenderContext->PopRenderTargetAndViewport();
			bSecondDestBuffer = !bSecondDestBuffer;
		}
	}

#if ( DEFCFG_DEFERRED_SHADING == 0 )
	DrawLightPassFullscreen( GetDeferredManager()->GetDeferredMaterial( DEF_MAT_LIGHT_RADIOSITY_BLEND ),
		view.width, view.height );
#endif
}


IMesh *CViewRender::GetRadiosityScreenGrid( const int iCascade )
{
	if ( m_pMesh_RadiosityScreenGrid[iCascade] == NULL )
	{
		Assert( m_pMesh_RadiosityScreenGrid[iCascade] == NULL );

		const bool bFar = iCascade == 1;

		m_pMesh_RadiosityScreenGrid[iCascade] = CreateRadiosityScreenGrid(
			Vector2D( 0, (bFar?0.5f:0) ),
			bFar ? RADIOSITY_BUFFER_GRID_STEP_SIZE_FAR : RADIOSITY_BUFFER_GRID_STEP_SIZE_CLOSE );
	}

	Assert( m_pMesh_RadiosityScreenGrid[iCascade] != NULL );

	return m_pMesh_RadiosityScreenGrid[iCascade];
}

IMesh *CViewRender::CreateRadiosityScreenGrid( const Vector2D &vecViewportBase,
	const float flWorldStepSize )
{
	VertexFormat_t format = VERTEX_POSITION
		| VERTEX_TEXCOORD_SIZE( 0, 4 )
		| VERTEX_TEXCOORD_SIZE( 1, 4 )
		| VERTEX_TANGENT_S;

	const float flTexelGridMargin = 1.5f / RADIOSITY_BUFFER_SAMPLES_XY;
	const float flTexelHalf[2] = { 0.5f / RADIOSITY_BUFFER_VIEWPORT_SX,
		0.5f / RADIOSITY_BUFFER_VIEWPORT_SY };

	const float flLocalCoordSingle = 1.0f / RADIOSITY_BUFFER_GRIDS_PER_AXIS;
	const float flLocalCoords[4][2] = {
		0, 0,
		flLocalCoordSingle, 0,
		flLocalCoordSingle, flLocalCoordSingle,
		0, flLocalCoordSingle,
	};

	CMatRenderContextPtr pRenderContext( materials );
	IMesh *pRet = pRenderContext->CreateStaticMesh(
		format, TEXTURE_GROUP_OTHER );
	
	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pRet, MATERIAL_QUADS,
		RADIOSITY_BUFFER_GRIDS_PER_AXIS * RADIOSITY_BUFFER_GRIDS_PER_AXIS );

	float flGridOrigins[RADIOSITY_BUFFER_SAMPLES_Z][2];
	for ( int i = 0; i < RADIOSITY_BUFFER_SAMPLES_Z; i++ )
	{
		int x = i % RADIOSITY_BUFFER_GRIDS_PER_AXIS;
		int y = i / RADIOSITY_BUFFER_GRIDS_PER_AXIS;

		flGridOrigins[i][0] = x * flLocalCoordSingle + flTexelHalf[0];
		flGridOrigins[i][1] = y * flLocalCoordSingle + flTexelHalf[1];
	}

	const float flGridSize = flWorldStepSize * RADIOSITY_BUFFER_SAMPLES_XY;
	const float flLocalGridSize[4][2] = {
		0, 0,
		flGridSize, 0,
		flGridSize, flGridSize,
		0, flGridSize,
	};
	const float flLocalGridLimits[4][2] = {
		-flTexelGridMargin, -flTexelGridMargin,
		1 + flTexelGridMargin, -flTexelGridMargin,
		1 + flTexelGridMargin, 1 + flTexelGridMargin,
		-flTexelGridMargin, 1 + flTexelGridMargin,
	};

	for ( int x = 0; x < RADIOSITY_BUFFER_GRIDS_PER_AXIS; x++ )
	{
		for ( int y = 0; y < RADIOSITY_BUFFER_GRIDS_PER_AXIS; y++ )
		{
			const int iIndexLocal = x + y * RADIOSITY_BUFFER_GRIDS_PER_AXIS;
			const int iIndicesOne[2] = { MIN( RADIOSITY_BUFFER_SAMPLES_Z - 1, iIndexLocal + 1 ), MAX( 0, iIndexLocal - 1 ) };

			for ( int q = 0; q < 4; q++ )
			{
				meshBuilder.Position3f(
					(x * flLocalCoordSingle + flLocalCoords[q][0]) * 2 - flLocalCoordSingle * RADIOSITY_BUFFER_GRIDS_PER_AXIS,
					flLocalCoordSingle * RADIOSITY_BUFFER_GRIDS_PER_AXIS - (y * flLocalCoordSingle + flLocalCoords[q][1]) * 2,
					0 );

				meshBuilder.TexCoord4f( 0,
					(flGridOrigins[iIndexLocal][0] + flLocalCoords[q][0]) * RADIOSITY_UVRATIO_X + vecViewportBase.x,
					(flGridOrigins[iIndexLocal][1] + flLocalCoords[q][1]) * RADIOSITY_UVRATIO_Y + vecViewportBase.y,
					flLocalGridLimits[q][0],
					flLocalGridLimits[q][1] );

				meshBuilder.TexCoord4f( 1,
					(flGridOrigins[iIndicesOne[0]][0] + flLocalCoords[q][0]) * RADIOSITY_UVRATIO_X + vecViewportBase.x,
					(flGridOrigins[iIndicesOne[0]][1] + flLocalCoords[q][1]) * RADIOSITY_UVRATIO_Y + vecViewportBase.y,
					(flGridOrigins[iIndicesOne[1]][0] + flLocalCoords[q][0]) * RADIOSITY_UVRATIO_X + vecViewportBase.x,
					(flGridOrigins[iIndicesOne[1]][1] + flLocalCoords[q][1]) * RADIOSITY_UVRATIO_Y + vecViewportBase.y );

				meshBuilder.TangentS3f( flLocalGridSize[q][0],
					flLocalGridSize[q][1],
					iIndexLocal * flWorldStepSize );

				meshBuilder.AdvanceVertex();
			}
		}
	}

	meshBuilder.End();

	return pRet;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CViewRender::PerformLighting( const CViewSetup &view )
{
	bool bResetLightAccum = false;
	const bool bRadiosityEnabled = DEFCFG_ENABLE_RADIOSITY != 0 && deferred_radiosity_enable.GetBool();

	if ( bRadiosityEnabled )
		BeginRadiosity( view );

	if ( GetGlobalLight() != NULL )
	{
		struct defData_setGlobalLightState
		{
		public:
			lightData_Global_t state;

			static void Fire( defData_setGlobalLightState d )
			{
				GetDeferredExt()->CommitLightData_Global( d.state );
			};
		};

		defData_setGlobalLightState lightDataState;
		lightDataState.state = GetActiveGlobalLightState();

		if ( !GetLightingEditor()->IsEditorLightingActive() &&
			deferred_override_globalLight_enable.GetBool() )
		{
			lightDataState.state.bShadow = deferred_override_globalLight_shadow_enable.GetBool();
			UTIL_StringToVector( lightDataState.state.diff.AsVector3D().Base(), deferred_override_globalLight_diffuse.GetString() );
			UTIL_StringToVector( lightDataState.state.ambh.AsVector3D().Base(), deferred_override_globalLight_ambient_high.GetString() );
			UTIL_StringToVector( lightDataState.state.ambl.AsVector3D().Base(), deferred_override_globalLight_ambient_low.GetString() );

			lightDataState.state.bEnabled = ( lightDataState.state.diff.LengthSqr() > 0.01f ||
				lightDataState.state.ambh.LengthSqr() > 0.01f ||
				lightDataState.state.ambl.LengthSqr() > 0.01f );
		}

		QUEUE_FIRE( defData_setGlobalLightState, Fire, lightDataState );

		if ( lightDataState.state.bEnabled )
		{
			bool bShadowedGlobal = lightDataState.state.bShadow;

			if ( bShadowedGlobal )
			{
				Vector origins[2] = { view.origin, view.origin + lightDataState.state.vecLight.AsVector3D() * 1024 };
				render->ViewSetupVis( false, 2, origins );

				RenderCascadedShadows( view, bRadiosityEnabled );
			}
		}
		else
			bResetLightAccum = true;
	}
	else
		bResetLightAccum = true;

	CViewSetup lightingView = view;

	if ( building_cubemaps.GetBool() )
		engine->GetScreenSize( lightingView.width, lightingView.height );

	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->PushRenderTargetAndViewport( GetDefRT_Lightaccum() );

	if ( bResetLightAccum )
	{
		pRenderContext->ClearColor4ub( 0, 0, 0, 0 );
		pRenderContext->ClearBuffers( true, false );
	}
	else
		DrawLightPassFullscreen( GetDeferredManager()->GetDeferredMaterial( DEF_MAT_LIGHT_GLOBAL ), lightingView.width, lightingView.height );

	pRenderContext->PopRenderTargetAndViewport();
	pRenderContext->PushRenderTargetAndViewport( GetDefRT_Lightaccum2() );

	pRenderContext->ClearColor4ub( 0, 0, 0, 0 );
	pRenderContext->ClearBuffers( true, false );

	pRenderContext.SafeRelease();

	GetLightingManager()->RenderLights( lightingView, this );

	if ( bRadiosityEnabled )
		EndRadiosity( view );

	pRenderContext.GetFrom( materials );
	pRenderContext->PopRenderTargetAndViewport();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CViewRender::ResetCascadeDelay()
{
	for ( int i = 0; i < SHADOW_NUM_CASCADES; i++ )
		m_flRenderDelay[i] = 0;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CViewRender::RenderCascadedShadows( const CViewSetup &view, const bool bEnableRadiosity )
{
	for ( int i = 0; i < SHADOW_NUM_CASCADES; i++ )
	{
		const cascade_t &cascade = GetCascadeInfo(i);
		const bool bDoRadiosity = bEnableRadiosity && cascade.bOutputRadiosityData;
		const int iRadTarget = cascade.iRadiosityCascadeTarget;

		float delta = m_flRenderDelay[i] - gpGlobals->curtime;
		if ( delta > 0.0f && delta < 1.0f )
		{
			if ( bDoRadiosity )
				PerformRadiosityGlobal( iRadTarget, view );
			continue;
		}

		m_flRenderDelay[i] = gpGlobals->curtime + cascade.flUpdateDelay;

#if CSM_USE_COMPOSITED_TARGET == 0
		int textureIndex = i;
#else
		int textureIndex = 0;
#endif

		CRefPtr<COrthoShadowBlendView> pOrthoDepth = new COrthoShadowBlendView( this, i );
		pOrthoDepth->Setup( view, GetShadowDepthRT_Ortho( textureIndex ), GetShadowColorRT_Ortho( textureIndex ) );
		if ( bDoRadiosity )
		{
			pOrthoDepth->SetRadiosityOutputEnabled( true );
			pOrthoDepth->SetupRadiosityTargets( GetRadiosityAlbedoRT_Ortho( textureIndex ),
				GetRadiosityNormalRT_Ortho( textureIndex ) );
		}
		AddViewToScene( pOrthoDepth );

		if ( bDoRadiosity )
			PerformRadiosityGlobal( iRadTarget, view );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CViewRender::DrawLightShadowView( const CViewSetup &view, int iDesiredShadowmap, def_light_t *l )
{
	CViewSetup setup;
	setup.origin = l->pos;
	setup.angles = l->ang;
	setup.m_bOrtho = false;
	setup.m_flAspectRatio = 1;
	setup.x = setup.y = 0;

	Vector origins[2] = { view.origin, l->pos };
	render->ViewSetupVis( false, 2, origins );

	switch ( l->iLighttype )
	{
	default:
		Assert( 0 );
		break;
	case DEFLIGHTTYPE_POINT:
		{
			CRefPtr<CDualParaboloidShadowBlendView> pDPView0 = new CDualParaboloidShadowBlendView( this, l, false );
			pDPView0->Setup( setup, GetShadowDepthRT_DP( iDesiredShadowmap ), GetShadowColorRT_DP( iDesiredShadowmap ) );
			AddViewToScene( pDPView0 );

			CRefPtr<CDualParaboloidShadowBlendView> pDPView1 = new CDualParaboloidShadowBlendView( this, l, true );
			pDPView1->Setup( setup, GetShadowDepthRT_DP( iDesiredShadowmap ), GetShadowColorRT_DP( iDesiredShadowmap ) );
			AddViewToScene( pDPView1 );
		}
		break;
	case DEFLIGHTTYPE_SPOT:
		{
			CRefPtr<CSpotLightShadowBlendView> pProjView = new CSpotLightShadowBlendView( this, l, iDesiredShadowmap );
			
			pProjView->Setup( setup, GetShadowDepthRT_Proj( iDesiredShadowmap ), GetShadowColorRT_Proj( iDesiredShadowmap ) );
			AddViewToScene( pProjView );
		}
		break;
	}
}
#endif

And around lines 2056 inside void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) put the fallowing code.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	const bool bDeferredActive = GetDeferredManager()->IsDeferredRenderingEnabled();
#endif

Now around lines 2060 replace m_CurrentView = view; with the following code.

#ifdef DEFERRED_ENABLED // @Deferred - Biohazard
	CViewSetup worldView = view;

	if( bDeferredActive )
	{
		CLightingEditor *pLightEditor = GetLightingEditor();

		if ( pLightEditor->IsEditorActive() && !building_cubemaps.GetBool() )
			pLightEditor->GetEditorView( &worldView.origin, &worldView.angles );
		else
			pLightEditor->SetEditorView( &worldView.origin, &worldView.angles );

		
	}

	m_CurrentView = worldView;
#else
	const CViewSetup &worldView = view;
	m_CurrentView = view;
#endif

Serverside

Shaders

Broom icon.png
This article or section needs to be cleaned up to conform to a higher standard of quality because:
Actually properly research what is needed for this implementation. Until someone actually decides to the hard work this section should be dedicated to the stuff that is most definietly needed for this implementation to work. And when thats done this notice should be deleted.

Lamba War's source code Reference project : Source 2013MP deferred this project uses the older Alien swarm deferred's version but it still should give us some idea what needs to be changed.

Cpp files and header files needed to be modified or added

  • Client
    • cdll_client_int.cpp ,modification needed
    • viewrender.h ,modification needed
    • viewrender.cpp ,modification needed
    • flashlighteffect.h ,modification needed
    • flashlighteffect.cpp ,modification needed
    • c_entityflame.cpp ,modification needed although it's not necessary it's still a quality of life feature
    • deferred ,This folder contents are needed which are:
      • cascade_t.cpp
      • cascade_t.h
      • DefCookieProjectable.cpp
      • DefCookieProjectable.h
      • DefCookieTexture.cpp
      • DefCookieTexture.h
      • IDefCookie.h
      • IDeferredExtClient.cpp
      • cdeferred_manager_client.cpp
      • cdeferred_manager_client.h
      • clight_editor.cpp
      • clight_editor.h
      • clight_manager.cpp
      • clight_manager.h
      • def_light_t.cpp
      • def_light_t.h
      • deferred_client_common.cpp
      • deferred_client_common.h
      • deferred_rt.cpp
      • deferred_rt.h
      • flashlighteffect_deferred.cpp
      • flashlighteffect_deferred.h
      • viewrender_deferred.cpp
      • viewrender_deferred.h
      • vgui ,This folder is also needed
        • projectable_factory.cpp
        • projectable_factory.h
        • vgui_deferred.h
        • vgui_editor_controls.cpp
        • vgui_editor_controls.h
        • vgui_editor_props.cpp
        • vgui_editor_props.h
        • vgui_editor_root.cpp
        • vgui_marquee.cpp
        • vgui_marquee.h
        • vgui_particles.cpp
        • vgui_particles.h
        • vgui_particles.cpp
        • vgui_projectable.cpp
        • vgui_projectable.h
  • Server
    • gameinterface.cpp ,modification needed
    • lights.cpp ,modification needed
    • EntityFlame.h ,modification needed although it's not necessary it's still a quality of life feature
    • deferred ,This folder contents are needed which are:
      • cdeferred_manager_server.cpp
      • deferred_server_common.h
      • cdeferred_manager_server.h
  • Shared
    • deferred ,This folder contents are needed which are:
      • CDefLight.cpp
      • CDefLight.h
      • CDefLightContainer.cpp
      • CDefLightContainer.h
      • CDefLightGlobal.cpp
      • CDefLightGlobal.h
      • deferred_shared_common.cpp
      • deferred_shared_common.h
      • ssemath_ext.h
  • Public
    • renderparm.h ,modification needed

Shaders

  • common_deferred_fxc.h
  • deferred_context.h
  • deferred_global_common.h
  • deferred_includes.h
  • deferred_utility.h
  • defpass_composite.h
  • defpass_gbuffer.h
  • defpass_shadow.h
  • IDeferredExt.h
  • lighting_helper.h
  • lighting_pass_basic.h
  • lighting_pass_volum.h
  • lightshafts_helper.h
  • vertexlitgeneric_dx9_helper.h
  • lightmappedgeneric_deferred_ps30.h
  • lightmappedgeneric_dx9_helper.h
  • debug_lightingctrl.cpp
  • debug_radiosity_grid.cpp
  • deferred_decalModulate.cpp
  • deferred_model.cpp
  • deferred_brush.cpp
  • defpass_composite.cpp
  • deferred_utility.cpp
  • defpass_gbuffer.cpp
  • defpass_shadow.cpp
  • GlobalLitGeneric.cpp
  • IDeferredExt.cpp
  • lighting_global.cpp
  • lighting_pass_basic.cpp
  • lighting_pass_volum.cpp
  • lighting_volume.cpp
  • lighting_world.cpp
  • radiosity_blend.cpp
  • radiosity_global.cpp
  • radiosity_propagate.cpp
  • volume_prepass.cpp
  • volume_blend.cpp
  • unlitgeneric_dx9.cpp
  • vertexlitgeneric_dx9.cpp
  • vertexlitgeneric_dx9_helper.cpp
  • lightmappedgeneric_dx9.cpp
  • lightmappedgeneric_dx9_helper.cpp
  • lightmappedgeneric_dx9_deferred_helper.cpp
  • phong_dx9_helper.cpp
  • gbuffer_vs30.fxc
  • gbuffer_ps30.fxc
  • gbuffer_defshading_ps30.fxc
  • shadowpass_vs30.fxc
  • shadowpass_ps30.fxc
  • composite_vs30.fxc
  • composite_ps30.fxc
  • defconstruct_vs30.fxc
  • decalmodulate_vs20.fxc
  • decalmodulate_ps2x.fxc
  • lightingpass_global_ps30.fxc
  • lightingpass_point_ps30.fxc
  • lightingpass_spot_ps30.fxc
  • screenspace_shading_ps30.fxc
  • screenspace_combine_ps30.fxc
  • volume_blend_ps30.fxc
  • volume_prepass_vs30.fxc
  • volume_prepass_ps30.fxc
  • volumpass_point_ps30.fxc
  • volumpass_spot_ps30.fxc
  • radiosity_gen_global_ps30.fxc
  • radiosity_gen_vs30.fxc
  • radiosity_propagate_ps30.fxc
  • radiosity_propagate_vs30.fxc
  • radiosity_blend_ps30.fxc
  • screenspace_vs20.fxc
  • gaussianblur_6_ps30.fxc
  • debug_shadow_ortho_ps30.fxc
  • debug_lighting_ctrl_ps30.fxc
  • debug_radiosity_grid_ps30.fxc
  • debug_radiosity_grid_vs30.fxc
  • globallitgeneric_ps30.fxc
  • globallitgeneric_vs30.fxc
  • phong_deferred_ps30.fxc
  • lightmappedgeneric_deferred_vs30.fxc
  • lightmappedgeneric_deferred_ps30.fxc
  • vertexlit_and_unlit_generic_bump_deferred_ps30.fxc
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

External links