if (!model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
- bl[i] = 255*256;
+ bl[i] = 128*256;
}
else
{
leafstackpos = 1;
while (leafstackpos)
{
- r_refdef.stats.world_leafs++;
leaf = leafstack[--leafstackpos];
+ if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs])
+ continue;
+ r_refdef.stats.world_leafs++;
r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
// mark any surfaces bounding this leaf
if (leaf->numleafsurfaces)
int *outsurfacelist;
unsigned char *outsurfacepvs;
unsigned char *tempsurfacepvs;
+ unsigned char *outshadowtrispvs;
+ unsigned char *outlighttrispvs;
int outnumsurfaces;
vec3_t outmins;
vec3_t outmaxs;
// return;
if (!plane)
break;
+ //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes))
+ // return;
if (plane->type < 3)
- sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
- else
- sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
- if (sides == 3)
{
- // recurse front side first because the svbsp building prefers it
- if (PlaneDist(info->relativelightorigin, plane) > 0)
+ if (info->lightmins[plane->type] > plane->dist)
+ node = node->children[0];
+ else if (info->lightmaxs[plane->type] < plane->dist)
+ node = node->children[1];
+ else if (info->relativelightorigin[plane->type] >= plane->dist)
{
R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
node = node->children[1];
node = node->children[0];
}
}
- else if (sides == 0)
- return; // ERROR: NAN bounding box!
else
- node = node->children[sides - 1];
+ {
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+ if (sides == 3)
+ {
+ // recurse front side first because the svbsp building prefers it
+ if (PlaneDist(info->relativelightorigin, plane) >= 0)
+ {
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+ node = node->children[1];
+ }
+ else
+ {
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
+ node = node->children[0];
+ }
+ }
+ else if (sides == 0)
+ return; // ERROR: NAN bounding box!
+ else
+ node = node->children[sides - 1];
+ }
}
leaf = (mleaf_t *)node;
if (info->svbsp_active)
if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
&& (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
{
+ qboolean addedtris = false;
+ qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 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;
- if ((!r_shadow_frontsidecasting.integer || PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
- && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
- && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
- && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
- && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
- && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
- && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
{
- if (info->svbsp_active)
+ if (info->svbsp_insertoccluder)
{
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+ continue;
+ if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
VectorCopy(v[0], v2[0]);
VectorCopy(v[1], v2[1]);
VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], info->svbsp_insertoccluder, NULL, NULL, 0) & 2))
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
continue;
+ addedtris = true;
}
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- if (info->svbsp_insertoccluder)
- continue;
else
- break;
+ {
+ if (info->svbsp_active)
+ {
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ }
+ if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ 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, v[0], v[1], v[2]))
+ continue;
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ }
}
}
+ if (addedtris)
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
}
}
}
}
}
-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)
+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)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.outnumleafs = 0;
info.outsurfacelist = outsurfacelist;
info.outsurfacepvs = outsurfacepvs;
+ info.outshadowtrispvs = outshadowtrispvs;
+ info.outlighttrispvs = outlighttrispvs;
info.outnumsurfaces = 0;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+ if (info.model->brush.shadowmesh)
+ memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
+ 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)
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
{
// 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);
+ 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);
}
else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
{
// 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);
+ 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);
}
else
{
}
}
-#define BATCHSIZE 256
+#define BATCHSIZE 1024
static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- int i, j, batchnumsurfaces, endsurface;
+ int i, j, endsurface;
texture_t *t;
msurface_t *surface;
- msurface_t *batchsurfaces[BATCHSIZE];
- // note: in practice this never actually batches, oh well
+ // note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
R_Shadow_RenderMode_Lighting(false, true);
R_UpdateTextureInfo(ent, t);
rsurface_texture = t->currentframe;
endsurface = min(j + BATCHSIZE, numsurfaces);
- batchnumsurfaces = 0;
- batchsurfaces[batchnumsurfaces++] = surface;
- for (;j < endsurface;j++)
+ for (j = i;j < endsurface;j++)
{
surface = rsurface_model->data_surfaces + surfacelist[j];
if (t != surface->texture)
- continue;
- batchsurfaces[batchnumsurfaces++] = surface;
+ break;
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
}
- R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfaces);
}
R_Shadow_RenderMode_End();
}
-static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
-{
- int batchsurfaceindex;
- msurface_t *batchsurface;
- vec3_t tempcenter, center;
- for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
- {
- batchsurface = batchsurfacelist[batchsurfaceindex];
- tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
- tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
- tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
- }
-}
-
#define RSURF_MAX_BATCHSURFACES 1024
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
{
model_t *model = ent->model;
msurface_t *surface;
- int i, k, l, endsurface, batchnumsurfaces;
+ int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
+ const int *element3i;
msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+ int batchelements[BATCHSIZE*3];
texture_t *tex;
CHECKGLERROR
RSurf_ActiveModelEntity(ent, true, true);
R_UpdateAllTextureInfo(ent);
CHECKGLERROR
+ element3i = rsurface_model->surfmesh.data_element3i;
// this is a double loop because non-visible surface skipping has to be
// fast, and even if this is not the world model (and hence no visibility
// checking) the input surface list and batch buffer are different formats
surface = batchsurfacelist[k];
tex = surface->texture;
rsurface_texture = tex->currentframe;
- for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
- r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
{
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
- R_Q1BSP_DrawLight_TransparentBatch(l - k, batchsurfacelist + k);
+ {
+ vec3_t tempcenter, center;
+ for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;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;
+ Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+ }
+ }
else
- R_Shadow_RenderSurfacesLighting(l - k, batchsurfacelist + k);
+ {
+ batchnumtriangles = 0;
+ // note: this only accepts consecutive surfaces because
+ // non-consecutive surfaces often have extreme vertex
+ // ranges (due to large numbers of surfaces omitted
+ // between them)
+ surface = batchsurfacelist[k];
+ for (l = k;l < batchnumsurfaces && surface == batchsurfacelist[l] && tex == surface->texture;l++, surface++)
+ {
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
+ {
+ if (r_shadow_culltriangles.integer)
+ {
+ if (trispvs)
+ {
+ if (!CHECKPVSBIT(trispvs, m))
+ continue;
+ }
+ else
+ {
+ if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3))
+ continue;
+ }
+ }
+ batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
+ batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
+ batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
+ batchnumtriangles++;
+ r_refdef.stats.lights_lighttriangles++;
+ if (batchnumtriangles >= BATCHSIZE)
+ {
+ Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
+ batchnumtriangles = 0;
+ }
+ }
+ r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
+ }
+ if (batchnumtriangles > 0)
+ {
+ Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
+ }
+ }
+ }
+ else
+ {
+ // skip ahead to the next texture
+ for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
+ ;
}
}
}
Cvar_RegisterVariable(&r_useportalculling);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
- Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515]
- Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
+ Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
+ Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
//R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}