#include "r_shadow.h"
#include "portals.h"
#include "csprogs.h"
+#include "image.h"
cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
-cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "2", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
/*
size = smax*tmax;
size3 = size*3;
- r_refdef.stats.lightmapupdatepixels += size;
- r_refdef.stats.lightmapupdates++;
+ r_refdef.stats[r_stat_lightmapupdatepixels] += size;
+ r_refdef.stats[r_stat_lightmapupdates]++;
if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
{
}
}
- R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+ if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+ Image_MakesRGBColorsFromLinear_Lightmap(templight, templight, size);
+ R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
// update the surface's deluxemap if it has one
if (surface->deluxemaptexture != r_texture_blanknormalmap)
l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
out[3] = 255;
}
- R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+ R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
}
}
-void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+static void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surface, *endsurface;
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic_NoTexture(false, false);
R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
VectorAdd(center, portal->points[i].position, center);
f = ixtable[portal->numpoints];
VectorScale(center, f, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
+ R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
}
}
}
}
}
+static void R_View_WorldVisibility_CullSurfaces(void)
+{
+ int surfaceindex;
+ int surfaceindexstart;
+ int surfaceindexend;
+ unsigned char *surfacevisible;
+ msurface_t *surfaces;
+ dp_model_t *model = r_refdef.scene.worldmodel;
+ if (!model)
+ return;
+ if (r_trippy.integer)
+ return;
+ if (r_usesurfaceculling.integer < 1)
+ return;
+ surfaceindexstart = model->firstmodelsurface;
+ surfaceindexend = surfaceindexstart + model->nummodelsurfaces;
+ surfaces = model->data_surfaces;
+ surfacevisible = r_refdef.viewcache.world_surfacevisible;
+ for (surfaceindex = surfaceindexstart;surfaceindex < surfaceindexend;surfaceindex++)
+ if (surfacevisible[surfaceindex] && R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs))
+ surfacevisible[surfaceindex] = 0;
+}
+
void R_View_WorldVisibility(qboolean forcenovis)
{
int i, j, *mark;
// if leaf is in current pvs and on the screen, mark its surfaces
if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
+ R_View_WorldVisibility_CullSurfaces();
return;
}
// if floating around in the void (no pvs data available, and no
// portals available), simply use all on-screen leafs.
- if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
+ if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
{
// no visibility method: (used when floating around in the void)
// simply cull each leaf to the frustum (view pyramid)
r_refdef.viewcache.world_novis = true;
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
+ if (leaf->clusterindex < 0)
+ continue;
// if leaf is in current pvs and on the screen, mark its surfaces
if (!R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
// similar to quake's RecursiveWorldNode but without cache misses
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
+ if (leaf->clusterindex < 0)
+ continue;
// if leaf is in current pvs and on the screen, mark its surfaces
if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
int leafstackpos;
mportal_t *p;
mleaf_t *leafstack[8192];
+ vec3_t cullmins, cullmaxs;
+ float cullbias = r_nearclip.value * 2.0f; // the nearclip plane can easily end up culling portals in certain perfectly-aligned views, causing view blackouts
// simple-frustum portal method:
// follows portals leading outward from viewleaf, does not venture
// offscreen or into leafs that are not visible, faster than
leaf = leafstack[--leafstackpos];
if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
continue;
- r_refdef.stats.world_leafs++;
+ if (leaf->clusterindex < 0)
+ continue;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
// mark any surfaces bounding this leaf
if (leaf->numleafsurfaces)
r_refdef.viewcache.world_surfacevisible[*mark] = true;
// follow portals into other leafs
// the checks are:
- // if viewer is behind portal (portal faces outward into the scene)
- // and the portal polygon's bounding box is on the screen
- // and the leaf has not been visited yet
+ // the leaf has not been visited yet
// and the leaf is visible in the pvs
- // (the first two checks won't cause as many cache misses as the leaf checks)
+ // the portal polygon's bounding box is on the screen
for (p = leaf->portals;p;p = p->next)
{
- r_refdef.stats.world_portals++;
- if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
- && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
- && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
- && !R_CullBox(p->mins, p->maxs)
- && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
- leafstack[leafstackpos++] = p->past;
+ r_refdef.stats[r_stat_world_portals]++;
+ if (r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs])
+ continue;
+ if (!CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex))
+ continue;
+ cullmins[0] = p->mins[0] - cullbias;
+ cullmins[1] = p->mins[1] - cullbias;
+ cullmins[2] = p->mins[2] - cullbias;
+ cullmaxs[0] = p->maxs[0] + cullbias;
+ cullmaxs[1] = p->maxs[1] + cullbias;
+ cullmaxs[2] = p->maxs[2] + cullbias;
+ if (R_CullBox(cullmins, cullmaxs))
+ continue;
+ if (leafstackpos >= (int)(sizeof(leafstack) / sizeof(leafstack[0])))
+ break;
+ leafstack[leafstackpos++] = p->past;
}
}
}
}
+
+ R_View_WorldVisibility_CullSurfaces();
}
void R_Q1BSP_DrawSky(entity_render_t *ent)
{
if (ent->model == NULL)
return;
- if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(true, true, false, false, false);
- else
- R_DrawModelSurfaces(ent, true, true, false, false, false);
+ R_DrawModelSurfaces(ent, true, true, false, false, false);
}
-extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
int i, j, n, flagsmask;
if (model == NULL)
return;
- if (ent == r_refdef.scene.worldentity)
- RSurf_ActiveWorldEntity();
- else
- RSurf_ActiveModelEntity(ent, false, false, false);
+ RSurf_ActiveModelEntity(ent, true, false, false);
surfaces = model->data_surfaces;
flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
R_Water_AddWaterPlane(surfaces + j, n);
}
}
- rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
}
void R_Q1BSP_Draw(entity_render_t *ent)
dp_model_t *model = ent->model;
if (model == NULL)
return;
- if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, true, false, false, false);
- else
- R_DrawModelSurfaces(ent, false, true, false, false, false);
+ R_DrawModelSurfaces(ent, false, true, false, false, false);
}
void R_Q1BSP_DrawDepth(entity_render_t *ent)
{
dp_model_t *model = ent->model;
- if (model == NULL)
+ if (model == NULL || model->surfmesh.isanimated)
return;
GL_ColorMask(0,0,0,0);
GL_Color(1,1,1,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
// R_Mesh_ResetTextureState();
- R_SetupShader_DepthOrShadow();
- if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, true, false, false);
- else
- R_DrawModelSurfaces(ent, false, false, true, false, false);
+ R_DrawModelSurfaces(ent, false, false, true, false, false);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
}
{
if (ent->model == NULL)
return;
- if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, false, true, false);
- else
- R_DrawModelSurfaces(ent, false, false, false, true, false);
+ R_DrawModelSurfaces(ent, false, false, false, true, false);
}
void R_Q1BSP_DrawPrepass(entity_render_t *ent)
dp_model_t *model = ent->model;
if (model == NULL)
return;
- if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, true, false, false, true);
- else
- R_DrawModelSurfaces(ent, false, true, false, false, true);
+ R_DrawModelSurfaces(ent, false, true, false, false, true);
}
typedef struct r_q1bsp_getlightinfo_s
const unsigned char *pvs;
qboolean svbsp_active;
qboolean svbsp_insertoccluder;
+ qboolean noocclusion; // avoids PVS culling
+ qboolean frontsidecasting; // casts shadows from surfaces facing the light (otherwise ones facing away)
int numfrustumplanes;
const mplane_t *frustumplanes;
}
const vec_t *v[3];
float v2[3][3];
qboolean insidebox;
- qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+ qboolean noocclusion = info->noocclusion;
+ qboolean frontsidecasting = info->frontsidecasting;
qboolean svbspactive = info->svbsp_active;
qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
const int *leafsurfaceindices;
// recurse front side first because the svbsp building prefers it
if (info->relativelightorigin[plane->type] >= plane->dist)
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[0];
nodestack[nodestackpos++] = node->children[1];
}
else
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[1];
nodestack[nodestackpos++] = node->children[0];
}
// recurse front side first because the svbsp building prefers it
if (PlaneDist(info->relativelightorigin, plane) >= 0)
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[0];
nodestack[nodestackpos++] = node->children[1];
}
else
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[1];
nodestack[nodestackpos++] = node->children[0];
}
// leaf
leaf = (mleaf_t *)node;
#if 1
- if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ if (!info->noocclusion && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
continue;
#endif
#if 1
VectorCopy(v[0], v2[0]);
VectorCopy(v[1], v2[1]);
VectorCopy(v[2], v2[2]);
- if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ if (insidebox || TriangleBBoxOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
}
}
VectorCopy(v[0], v2[0]);
VectorCopy(v[1], v2[1]);
VectorCopy(v[2], v2[2]);
- if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ if (!insidebox && !TriangleBBoxOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
continue;
if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
continue;
addedtris = true;
if (castshadow)
{
- if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
{
// if the material is double sided we
// can't cull by direction
int axis;
int surfaceindex;
int t;
+ int nodeleafindex;
int currentmaterialflags;
qboolean castshadow;
+ qboolean noocclusion = info->noocclusion;
+ qboolean frontsidecasting = info->frontsidecasting;
msurface_t *surface;
const int *e;
const vec_t *v[3];
// note: because the BSP leafs are not in the BIH tree, the _BSP function
// must be called to mark leafs visible for entity culling...
// we start at the root node
- nodestack[nodestackpos++] = 0;
+ nodestack[nodestackpos++] = bih->rootnode;
// we'll be done when the stack is empty
while (nodestackpos)
{
// pop one off the stack to process
nodenum = nodestack[--nodestackpos];
- if (nodenum >= 0)
+ // node
+ node = bih->nodes + nodenum;
+ if (node->type == BIH_UNORDERED)
+ {
+ for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
+ {
+ leaf = bih->leafs + node->children[nodeleafindex];
+ if (leaf->type != BIH_RENDERTRIANGLE)
+ continue;
+#if 1
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+ continue;
+#endif
+#if 1
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+ continue;
+#endif
+ surfaceindex = leaf->surfaceindex;
+ surface = info->model->data_surfaces + surfaceindex;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
+ e = info->model->brush.shadowmesh->element3i + t * 3;
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (info->svbsp_insertoccluder)
+ {
+ if (castshadow)
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ continue;
+ }
+ if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ // we don't occlude triangles from lighting even
+ // if they are backfacing, because when using
+ // shadowmapping they are often not fully occluded
+ // on the horizon of an edge
+ SETPVSBIT(info->outlighttrispvs, t);
+ if (castshadow)
+ {
+ if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (frontsidecasting)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ }
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
+ }
+ }
+ else
{
- // node
- node = bih->nodes + nodenum;
axis = node->type - BIH_SPLITX;
#if 0
if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
#endif
if (info->lightmins[axis] <= node->backmax)
{
- if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->front;
nodestack[nodestackpos++] = node->back;
+ continue;
}
else if (info->lightmaxs[axis] >= node->frontmin)
- nodestack[nodestackpos++] = node->front;
- else
- continue; // light falls between children, nothing here
- }
- else
- {
- // leaf
- leaf = bih->leafs + (-1-nodenum);
- if (leaf->type != BIH_RENDERTRIANGLE)
- continue;
-#if 1
- if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
- continue;
-#endif
-#if 1
- if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
- continue;
-#endif
- surfaceindex = leaf->surfaceindex;
- surface = info->model->data_surfaces + surfaceindex;
- currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
- castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
- t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
- e = info->model->brush.shadowmesh->element3i + t * 3;
- v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
- VectorCopy(v[0], v2[0]);
- VectorCopy(v[1], v2[1]);
- VectorCopy(v[2], v2[2]);
- if (info->svbsp_insertoccluder)
{
- if (castshadow)
- SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
- continue;
- }
- if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ nodestack[nodestackpos++] = node->front;
continue;
- // we don't occlude triangles from lighting even
- // if they are backfacing, because when using
- // shadowmapping they are often not fully occluded
- // on the horizon of an edge
- SETPVSBIT(info->outlighttrispvs, t);
- if (castshadow)
- {
- if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
- {
- // if the material is double sided we
- // can't cull by direction
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- else if (r_shadow_frontsidecasting.integer)
- {
- // front side casting occludes backfaces,
- // so they are completely useless as both
- // casters and lit polygons
- if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- else
- {
- // back side casting does not occlude
- // anything so we can't cull lit polygons
- if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- }
- if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
- {
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
}
+ else
+ continue; // light falls between children, nothing here
}
}
}
static msurface_t *r_q1bsp_getlightinfo_surfaces;
-int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
+static int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
{
int a = *(int*)ap;
int b = *(int*)bp;
extern cvar_t r_shadow_sortsurfaces;
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion)
{
r_q1bsp_getlightinfo_t info;
+ info.frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+ info.noocclusion = noocclusion || !info.frontsidecasting;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.lightradius = lightradius;
info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
else
memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
- if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
+ if (info.model->brush.GetPVS && !info.noocclusion)
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
info.pvs = NULL;
- RSurf_ActiveWorldEntity();
+ RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
- if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
+ if (!info.noocclusion && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
{
// use portal recursion for exact light volume culling, and exact surface checking
Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
}
- else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
+ else if (!info.noocclusion && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
{
// use portal recursion for exact light volume culling, but not the expensive exact surface checking
Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
// optionally using svbsp for exact culling of compiled lights
// (or if the user enables dlight svbsp culling, which is mostly for
// debugging not actual use)
- R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
+ R_Q1BSP_CallRecursiveGetLightInfo(&info, !info.noocclusion && (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
}
- rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
// limit combined leaf box to light boundaries
outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
int surfacelistindex;
int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
int i;
+ if (!model->brush.shadowmesh)
+ return;
r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
continue;
if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
continue;
- r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
- r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
batchsurfacelist[0] = surface;
batchnumsurfaces = 1;
while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
break;
if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
continue;
- r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
- r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
batchsurfacelist[batchnumsurfaces++] = surface;
}
--modelsurfacelistindex;
GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
- if (rsurface.batchvertex3fbuffer)
- R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
- else
- R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, batchnumsurfaces, batchsurfacelist);
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
RSurf_DrawBatch();
}
R_FrameData_ReturnToMark();
// note: in practice this never actually receives batches
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(rtlight);
- R_Shadow_RenderMode_Lighting(false, true, false);
+ R_Shadow_RenderMode_Lighting(false, true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
{
for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
;
// now figure out what to do with this particular range of surfaces
- if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+ // VorteX: added MATERIALFLAG_NORTLIGHT
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
+ if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
for (l = k;l < kend;l++)
{
surface = batchsurfacelist[l];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ if (r_transparent_sortsurfacesbynearest.integer)
+ {
+ tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
+ tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
+ tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
+ }
+ else
+ {
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ }
Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
+ if (ent->transparent_offset) // transparent offset
+ {
+ center[0] += r_refdef.view.forward[0]*ent->transparent_offset;
+ center[1] += r_refdef.view.forward[1]*ent->transparent_offset;
+ center[2] += r_refdef.view.forward[2]*ent->transparent_offset;
+ }
+ R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : ((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort), center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
}
continue;
}
}
//Made by [515]
-void R_ReplaceWorldTexture (void)
+static void R_ReplaceWorldTexture (void)
{
dp_model_t *m;
texture_t *t;
if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
{
// t->skinframes[0] = skinframe;
- t->currentskinframe = skinframe;
t->currentskinframe = skinframe;
Con_Printf("%s replaced with %s\n", r, newt);
}
}
//Made by [515]
-void R_ListWorldTextures (void)
+static void R_ListWorldTextures (void)
{
dp_model_t *m;
texture_t *t;
Con_Print("Worldmodel textures :\n");
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
- if (t->numskinframes)
+ if (t->name[0] && strcasecmp(t->name, "NO TEXTURE FOUND"))
Con_Printf("%s\n", t->name);
}
Cvar_RegisterVariable(&r_lockpvs);
Cvar_RegisterVariable(&r_lockvisibility);
Cvar_RegisterVariable(&r_useportalculling);
+ Cvar_RegisterVariable(&r_usesurfaceculling);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");