#include "quakedef.h"
#include "r_shadow.h"
#include "portals.h"
-
-#define MAX_LIGHTMAP_SIZE 256
+#include "csprogs.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", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+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_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"};
/*
int smax, tmax, i, size, size3, maps, l;
int *bl, scale;
unsigned char *lightmap, *out, *stain;
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
int *intblocklights;
unsigned char *templight;
size = smax*tmax;
size3 = size*3;
+ r_refdef.stats.lightmapupdatepixels += size;
+ r_refdef.stats.lightmapupdates++;
+
if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
{
cl.buildlightmapmemorysize = size*sizeof(int[3]);
if (cl.buildlightmapmemory)
Mem_Free(cl.buildlightmapmemory);
- cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
+ cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
}
// these both point at the same buffer, templight is only used for final
templight = (unsigned char *)cl.buildlightmapmemory;
// update cached lighting info
- surface->cached_dlight = 0;
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
lightmap = surface->lightmapinfo->samples;
// add all the lightmaps
if (lightmap)
for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+ for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
bl[i] += lightmap[i] * scale;
}
// scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
// be doubled during rendering to achieve 2x overbright
// (0 = 0.0, 128 = 1.0, 256 = 2.0)
- for (i = 0;i < size;i++)
+ if (stain)
{
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- *out++ = 255;
+ for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
+ {
+ l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
+ l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
+ l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
+ out[3] = 255;
+ }
+ }
+ else
+ {
+ for (i = 0;i < size;i++, bl += 3, out += 4)
+ {
+ l = bl[0] >> 8;out[2] = min(l, 255);
+ l = bl[1] >> 8;out[1] = min(l, 255);
+ l = bl[2] >> 8;out[0] = min(l, 255);
+ out[3] = 255;
+ }
}
R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
{
for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
{
- for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
+ for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
{
// add the normalmap with weighting proportional to the style's lightmap intensity
l = (int)(VectorLength(lightmap + i*3) * scale);
bl = intblocklights;
out = templight;
// we simply renormalize the weighted normals to get a valid deluxemap
- for (i = 0;i < size;i++, bl += 3)
+ for (i = 0;i < size;i++, bl += 3, out += 4)
{
VectorCopy(bl, n);
VectorNormalize(n);
- l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
- l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
- l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
- *out++ = 255;
+ l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
+ l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
+ 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);
}
}
-void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+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;
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
i = (int)(s * s + t * t + dist2);
- if (i > maxdist)
+ if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
continue;
// reduce calculations
}
// force lightmap upload
if (stained)
- surface->cached_dlight = true;
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
}
}
int n;
float fcolor[8];
entity_render_t *ent;
- model_t *model;
+ dp_model_t *model;
vec3_t org;
- if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
+ if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
return;
fcolor[0] = cr1;
fcolor[1] = cg1;
fcolor[6] = cb2 - cb1;
fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
- R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
+ R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
for (n = 0;n < cl.num_brushmodel_entities;n++)
// called with a batch, so numsurfaces is always 1, and the surfacelist
// contains only a leaf number for coloring purposes
const mportal_t *portal = (mportal_t *)ent;
+ qboolean isvis;
int i, numpoints;
float *v;
float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
+
+ isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
- i = surfacelist[0];
- GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
- 0.125f);
+ i = surfacelist[0] >> 1;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+ isvis ? 0.125f : 0.03125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
- R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
+ R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
int i, leafnum;
mportal_t *portal;
float center[3], f;
- model_t *model = r_refdef.worldmodel;
+ dp_model_t *model = r_refdef.scene.worldmodel;
if (model == NULL)
return;
- for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
+ for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
{
- if (r_viewcache.world_leafvisible[leafnum])
+ if (r_refdef.viewcache.world_leafvisible[leafnum])
{
//for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
- for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
+ for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
{
if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
if (!R_CullBox(portal->mins, portal->maxs))
int i, j, *mark;
mleaf_t *leaf;
mleaf_t *viewleaf;
- model_t *model = r_refdef.worldmodel;
+ dp_model_t *model = r_refdef.scene.worldmodel;
if (!model)
return;
- if (r_view.usecustompvs)
+ if (r_refdef.view.usecustompvs)
{
// clear the visible surface and leaf flags arrays
- memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
- memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
- r_viewcache.world_novis = false;
+ memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+ memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
+ r_refdef.viewcache.world_novis = false;
// simply cull each marked leaf to the frustum (view pyramid)
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
// if leaf is in current pvs and on the screen, mark its surfaces
- if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
r_refdef.stats.world_leafs++;
- r_viewcache.world_leafvisible[j] = true;
+ r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_viewcache.world_surfacevisible[*mark] = true;
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
return;
}
// if possible find the leaf the view origin is in
- viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
+ viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
// if possible fetch the visible cluster bits
if (!r_lockpvs.integer && model->brush.FatPVS)
- model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits), false);
+ model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
if (!r_lockvisibility.integer)
{
// clear the visible surface and leaf flags arrays
- memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
- memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
+ memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+ memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
- r_viewcache.world_novis = false;
+ r_refdef.viewcache.world_novis = false;
// if floating around in the void (no pvs data available, and no
// portals available), simply use all on-screen leafs.
// no visibility method: (used when floating around in the void)
// simply cull each leaf to the frustum (view pyramid)
// similar to quake's RecursiveWorldNode but without cache misses
- r_viewcache.world_novis = true;
+ r_refdef.viewcache.world_novis = true;
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
// 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_viewcache.world_leafvisible[j] = true;
+ r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_viewcache.world_surfacevisible[*mark] = true;
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
}
- // if the user prefers to disable portal culling (testing?), simply
- // use all on-screen leafs that are in the pvs.
- else if (!r_useportalculling.integer)
+ // just check if each leaf in the PVS is on screen
+ // (unless portal culling is enabled)
+ else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
{
// pvs method:
// simply check if each leaf is in the Potentially Visible Set,
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
// if leaf is in current pvs and on the screen, mark its surfaces
- if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
r_refdef.stats.world_leafs++;
- r_viewcache.world_leafvisible[j] = true;
+ r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_viewcache.world_surfacevisible[*mark] = true;
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
}
- // otherwise use a recursive portal flow, culling each portal to
+ // if desired use a recursive portal flow, culling each portal to
// frustum and checking if the leaf the portal leads to is in the pvs
else
{
while (leafstackpos)
{
leaf = leafstack[--leafstackpos];
- if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs])
+ if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
continue;
r_refdef.stats.world_leafs++;
- r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
+ r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
// mark any surfaces bounding this leaf
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_viewcache.world_surfacevisible[*mark] = true;
+ 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)
for (p = leaf->portals;p;p = p->next)
{
r_refdef.stats.world_portals++;
- if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1)
- && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs]
- && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex)
+ 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;
{
if (ent->model == NULL)
return;
- if (ent == r_refdef.worldentity)
+ if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(true, true, false, false, false);
else
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)
{
- model_t *model = ent->model;
+ int i, j, n, flagsmask;
+ dp_model_t *model = ent->model;
+ msurface_t *surfaces;
if (model == NULL)
return;
- if (ent == r_refdef.worldentity)
- R_DrawWorldSurfaces(false, false, false, true, false);
+
+ if (ent == r_refdef.scene.worldentity)
+ RSurf_ActiveWorldEntity();
else
- R_DrawModelSurfaces(ent, false, false, false, true, false);
+ RSurf_ActiveModelEntity(ent, false, false, false);
+
+ surfaces = model->data_surfaces;
+ flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
+
+ // add visible surfaces to draw list
+ if (ent == r_refdef.scene.worldentity)
+ {
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ j = model->sortedmodelsurfaces[i];
+ if (r_refdef.viewcache.world_surfacevisible[j])
+ if (surfaces[j].texture->basematerialflags & flagsmask)
+ R_Water_AddWaterPlane(surfaces + j, 0);
+ }
+ }
+ else
+ {
+ if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
+ n = ent->entitynumber;
+ else
+ n = 0;
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ j = model->sortedmodelsurfaces[i];
+ if (surfaces[j].texture->basematerialflags & flagsmask)
+ R_Water_AddWaterPlane(surfaces + j, n);
+ }
+ }
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Q1BSP_Draw(entity_render_t *ent)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
if (model == NULL)
return;
- if (ent == r_refdef.worldentity)
+ if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, true, false, false, false);
else
R_DrawModelSurfaces(ent, false, true, false, false, false);
void R_Q1BSP_DrawDepth(entity_render_t *ent)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
if (model == NULL)
return;
- if (ent == r_refdef.worldentity)
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+// 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);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
}
void R_Q1BSP_DrawDebug(entity_render_t *ent)
{
if (ent->model == NULL)
return;
- if (ent == r_refdef.worldentity)
- R_DrawWorldSurfaces(false, false, false, false, true);
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, false, false, true, false);
else
- R_DrawModelSurfaces(ent, false, false, false, false, true);
+ 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);
}
typedef struct r_q1bsp_getlightinfo_s
{
- model_t *model;
+ dp_model_t *model;
vec3_t relativelightorigin;
float lightradius;
int *outleaflist;
unsigned char *outleafpvs;
int outnumleafs;
+ unsigned char *visitingleafpvs;
int *outsurfacelist;
unsigned char *outsurfacepvs;
unsigned char *tempsurfacepvs;
const unsigned char *pvs;
qboolean svbsp_active;
qboolean svbsp_insertoccluder;
+ int numfrustumplanes;
+ const mplane_t *frustumplanes;
}
r_q1bsp_getlightinfo_t;
-void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+#define GETLIGHTINFO_MAXNODESTACK 4096
+
+static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
{
+ // nodestack
+ mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
+ int nodestackpos = 0;
+ // node processing
+ mplane_t *plane;
+ mnode_t *node;
int sides;
+ // leaf processing
mleaf_t *leaf;
- for (;;)
+ const msurface_t *surface;
+ const msurface_t *surfaces = info->model->data_surfaces;
+ int numleafsurfaces;
+ int leafsurfaceindex;
+ int surfaceindex;
+ int triangleindex, t;
+ int currentmaterialflags;
+ qboolean castshadow;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ qboolean insidebox;
+ qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+ qboolean svbspactive = info->svbsp_active;
+ qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
+ const int *leafsurfaceindices;
+ qboolean addedtris;
+ int i;
+ mportal_t *portal;
+ static float points[128][3];
+ // push the root node onto our nodestack
+ nodestack[nodestackpos++] = info->model->brush.data_nodes;
+ // we'll be done when the nodestack is empty
+ while (nodestackpos)
{
- mplane_t *plane = node->plane;
- //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
- // return;
- if (!plane)
- break;
- //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
- // return;
- if (plane->type < 3)
+ // get a node from the stack to process
+ node = nodestack[--nodestackpos];
+ // is it a node or a leaf?
+ plane = node->plane;
+ if (plane)
{
- 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)
+ // node
+#if 0
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ continue;
+#endif
+#if 0
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+ continue;
+#endif
+ // axial planes can be processed much more quickly
+ if (plane->type < 3)
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
- node = node->children[1];
+ // axial plane
+ if (info->lightmins[plane->type] > plane->dist)
+ nodestack[nodestackpos++] = node->children[0];
+ else if (info->lightmaxs[plane->type] < plane->dist)
+ nodestack[nodestackpos++] = node->children[1];
+ else
+ {
+ // recurse front side first because the svbsp building prefers it
+ if (info->relativelightorigin[plane->type] >= plane->dist)
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->children[0];
+ nodestack[nodestackpos++] = node->children[1];
+ }
+ else
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->children[1];
+ nodestack[nodestackpos++] = node->children[0];
+ }
+ }
}
else
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
- node = node->children[0];
+ // sloped plane
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+ switch (sides)
+ {
+ default:
+ continue; // ERROR: NAN bounding box!
+ case 1:
+ nodestack[nodestackpos++] = node->children[0];
+ break;
+ case 2:
+ nodestack[nodestackpos++] = node->children[1];
+ break;
+ case 3:
+ // recurse front side first because the svbsp building prefers it
+ if (PlaneDist(info->relativelightorigin, plane) >= 0)
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->children[0];
+ nodestack[nodestackpos++] = node->children[1];
+ }
+ else
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->children[1];
+ nodestack[nodestackpos++] = node->children[0];
+ }
+ break;
+ }
}
}
else
{
- sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
- if (sides == 3)
+ // leaf
+ leaf = (mleaf_t *)node;
+#if 1
+ if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ continue;
+#endif
+#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
+
+ if (svbspactive)
{
- // recurse front side first because the svbsp building prefers it
- if (PlaneDist(info->relativelightorigin, plane) >= 0)
+ // we can occlusion test the leaf by checking if all of its portals
+ // are occluded (unless the light is in this leaf - but that was
+ // already handled by the caller)
+ for (portal = leaf->portals;portal;portal = portal->next)
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
- node = node->children[1];
+ for (i = 0;i < portal->numpoints;i++)
+ VectorCopy(portal->points[i].position, points[i]);
+ if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
+ break;
}
- else
+ if (leaf->portals && portal == NULL)
+ continue; // no portals of this leaf visible
+ }
+
+ // add this leaf to the reduced light bounds
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+
+ // mark this leaf as being visible to the light
+ if (info->outleafpvs)
+ {
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
- node = node->children[0];
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
}
}
- else if (sides == 0)
- return; // ERROR: NAN bounding box!
- else
- node = node->children[sides - 1];
- }
- }
- if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
- return;
- leaf = (mleaf_t *)node;
- if (info->svbsp_active)
- {
- int i;
- mportal_t *portal;
- double points[128][3];
- for (portal = leaf->portals;portal;portal = portal->next)
- {
- for (i = 0;i < portal->numpoints;i++)
- VectorCopy(portal->points[i].position, points[i]);
- if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
- break;
- }
- if (portal == NULL)
- return; // no portals of this leaf visible
- }
- else
- {
- if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
- return;
- }
- // inserting occluders does not alter the leaf info
- if (!info->svbsp_insertoccluder)
- {
- info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
- info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
- info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
- info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
- info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
- info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
- if (info->outleafpvs)
- {
- int leafindex = leaf - info->model->brush.data_leafs;
- if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+
+ // when using BIH, we skip the surfaces here
+ if (skipsurfaces)
+ continue;
+
+ // iterate the surfaces linked by this leaf and check their triangles
+ leafsurfaceindices = leaf->firstleafsurface;
+ numleafsurfaces = leaf->numleafsurfaces;
+ if (svbspinsertoccluder)
{
- SETPVSBIT(info->outleafpvs, leafindex);
- info->outleaflist[info->outnumleafs++] = leafindex;
+ for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
+ {
+ surfaceindex = leafsurfaceindices[leafsurfaceindex];
+ if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ continue;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ surface = surfaces + surfaceindex;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ continue;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ if (!castshadow)
+ continue;
+ 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;
+ 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))
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ }
+ }
}
- }
- }
- if (info->outsurfacepvs)
- {
- int leafsurfaceindex;
- int surfaceindex;
- int triangleindex, t;
- msurface_t *surface;
- const int *e;
- const vec_t *v[3];
- double v2[3][3];
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
- {
- surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ else
{
- surface = info->model->data_surfaces + surfaceindex;
- if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
- && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+ for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
{
- qboolean addedtris = false;
- qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ surfaceindex = leafsurfaceindices[leafsurfaceindex];
+ if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ continue;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ surface = surfaces + surfaceindex;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ continue;
+ addedtris = false;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ 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 (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
+ 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))
+ continue;
+ if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ // we don't omit 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);
+ addedtris = true;
+ if (castshadow)
{
- if (info->svbsp_insertoccluder)
+ if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
{
- 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], true, NULL, NULL, 0) & 2))
- continue;
- addedtris = true;
+ // 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
{
- 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);
- }
+ // 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 (addedtris)
- {
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- }
}
}
}
}
}
-void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
{
- if (use_svbsp)
+ bih_leaf_t *leaf;
+ bih_node_t *node;
+ int nodenum;
+ int axis;
+ int surfaceindex;
+ int t;
+ int currentmaterialflags;
+ qboolean castshadow;
+ msurface_t *surface;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ int nodestack[GETLIGHTINFO_MAXNODESTACK];
+ int nodestackpos = 0;
+ // 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;
+ // we'll be done when the stack is empty
+ while (nodestackpos)
{
- double origin[3];
- VectorCopy(info->relativelightorigin, origin);
- if (!r_svbsp.nodes)
+ // pop one off the stack to process
+ nodenum = nodestack[--nodestackpos];
+ if (nodenum >= 0)
{
- r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
- r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ // node
+ node = bih->nodes + nodenum;
+ axis = node->type - BIH_SPLITX;
+#if 0
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ continue;
+#endif
+#if 0
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+ continue;
+#endif
+ if (info->lightmins[axis] <= node->backmax)
+ {
+ if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->front;
+ nodestack[nodestackpos++] = node->back;
+ }
+ 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))
+ 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;
+ }
+ }
+ }
+}
+
+static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+{
+ extern cvar_t r_shadow_usebihculling;
+ if (use_svbsp)
+ {
+ float origin[3];
+ VectorCopy(info->relativelightorigin, origin);
+ r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
+ r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
info->svbsp_active = true;
info->svbsp_insertoccluder = true;
for (;;)
{
SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
- R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
// if that failed, retry with more nodes
if (r_svbsp.ranoutofnodes)
{
// an upper limit is imposed
if (r_svbsp.maxnodes >= 2<<22)
break;
- Mem_Free(r_svbsp.nodes);
r_svbsp.maxnodes *= 2;
- r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ //Mem_Free(r_svbsp.nodes);
+ //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
}
else
break;
}
- // now clear the surfacepvs array because we need to redo it
- memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+ // now clear the visibility arrays because we need to redo it
+ info->outnumleafs = 0;
info->outnumsurfaces = 0;
+ memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
+ memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+ if (info->model->brush.shadowmesh)
+ memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
+ else
+ memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
+ memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
}
else
info->svbsp_active = false;
}
info->svbsp_insertoccluder = false;
- R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
- if (developer.integer >= 100 && use_svbsp)
+ // use BIH culling on single leaf maps (generally this only happens if running a model as a map), otherwise use BSP culling to make use of vis data
+ if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
{
- Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
- Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
- Con_Printf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
+ R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
}
+ else
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
+ // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
+ r_svbsp.nodes = NULL;
+ if (developer_extra.integer && use_svbsp)
+ {
+ Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
+ Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
+ Con_DPrintf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
+ }
+}
+
+static msurface_t *r_q1bsp_getlightinfo_surfaces;
+
+int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
+{
+ int a = *(int*)ap;
+ int b = *(int*)bp;
+ const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
+ const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
+ if (as->texture < bs->texture)
+ return -1;
+ if (as->texture > bs->texture)
+ return 1;
+ return a - b;
}
-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)
+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)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.outleaflist = outleaflist;
info.outleafpvs = outleafpvs;
info.outnumleafs = 0;
+ info.visitingleafpvs = visitingleafpvs;
info.outsurfacelist = outsurfacelist;
info.outsurfacepvs = outsurfacepvs;
info.outshadowtrispvs = outshadowtrispvs;
info.outlighttrispvs = outlighttrispvs;
info.outnumsurfaces = 0;
+ info.numfrustumplanes = numfrustumplanes;
+ info.frustumplanes = frustumplanes;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
if (info.model->brush.shadowmesh)
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
info.pvs = NULL;
- R_UpdateAllTextureInfo(ent);
+ RSurf_ActiveWorldEntity();
- if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
+ if (r_shadow_frontsidecasting.integer && 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);
+ 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)
+ else if (r_shadow_frontsidecasting.integer && 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);
+ 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);
}
else
{
// 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);
+ R_Q1BSP_CallRecursiveGetLightInfo(&info, (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
+
// limit combined leaf box to light boundaries
outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
*outnumleafspointer = info.outnumleafs;
*outnumsurfacespointer = info.outnumsurfaces;
+
+ // now sort surfaces by texture for faster rendering
+ r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
+ if (r_shadow_sortsurfaces.integer)
+ qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
}
void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ // if triangle neighbors are disabled, shadowvolumes are disabled
+ if (!model->brush.shadowmesh->neighbor3i)
+ return;
+ r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->data_surfaces + surfacelist[surfacelistindex];
- if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
+ if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+ r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
}
extern cvar_t r_polygonoffset_submodel_factor;
extern cvar_t r_polygonoffset_submodel_offset;
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
- model_t *model = ent->model;
- msurface_t *surface;
+ dp_model_t *model = ent->model;
+ const msurface_t *surface;
int modelsurfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
- R_UpdateAllTextureInfo(ent);
+ R_FrameData_SetMark();
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
if (model->brush.shadowmesh)
{
+ // if triangle neighbors are disabled, shadowvolumes are disabled
+ if (!model->brush.shadowmesh->neighbor3i)
+ return;
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
}
else
{
+ // if triangle neighbors are disabled, shadowvolumes are disabled
+ if (!model->surfmesh.data_neighbor3i)
+ return;
projectdistance = lightradius + model->radius*2;
R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
// identify lit faces within the bounding box
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- rsurface.texture = surface->texture->currentframe;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
- RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
- R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
}
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
+ R_FrameData_ReturnToMark();
+}
+
+void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
+{
+ dp_model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex;
+ int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
+ int i;
+ 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++)
+ {
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
+ }
+ R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+ r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
+ for(i = 0;i<6;i++)
+ if(!sidetotals[i])
+ r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
+}
+
+#define RSURF_MAX_BATCHSURFACES 8192
+
+static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+
+void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
+{
+ dp_model_t *model = ent->model;
+ const msurface_t *surface;
+ int modelsurfacelistindex, batchnumsurfaces;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+ return;
+ R_FrameData_SetMark();
+ // identify lit faces within the bounding box
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+ {
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
+ continue;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ 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;
+ batchsurfacelist[0] = surface;
+ batchnumsurfaces = 1;
+ while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
+ {
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
+ continue;
+ if (surface->texture != batchsurfacelist[0]->texture)
+ 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;
+ 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_DrawBatch();
+ }
+ R_FrameData_ReturnToMark();
}
#define BATCHSIZE 1024
{
int i, j, endsurface;
texture_t *t;
- msurface_t *surface;
- // note: in practice this never actually receives batches), oh well
+ const msurface_t *surface;
+ R_FrameData_SetMark();
+ // note: in practice this never actually receives batches
R_Shadow_RenderMode_Begin();
- R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
- R_Shadow_RenderMode_Lighting(false, true);
+ R_Shadow_RenderMode_ActiveLight(rtlight);
+ R_Shadow_RenderMode_Lighting(false, true, false);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
surface = rsurface.modelsurfaces + surfacelist[i];
t = surface->texture;
- R_UpdateTextureInfo(ent, t);
- rsurface.texture = t->currentframe;
+ rsurface.texture = R_GetCurrentTexture(t);
endsurface = min(j + BATCHSIZE, numsurfaces);
for (j = i;j < endsurface;j++)
{
surface = rsurface.modelsurfaces + surfacelist[j];
if (t != surface->texture)
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, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Shadow_RenderLighting(1, &surface);
}
}
R_Shadow_RenderMode_End();
+ R_FrameData_ReturnToMark();
}
-#define RSURF_MAX_BATCHSURFACES 1024
-
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
+extern qboolean r_shadow_usingdeferredprepass;
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
{
- model_t *model = ent->model;
- msurface_t *surface;
- int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
- qboolean usebufferobject, culltriangles;
- const int *element3i;
- msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
- int batchelements[BATCHSIZE*3];
+ dp_model_t *model = ent->model;
+ const msurface_t *surface;
+ int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
+ const msurface_t **texturesurfacelist;
texture_t *tex;
CHECKGLERROR
- RSurf_ActiveModelEntity(ent, true, true);
- R_UpdateAllTextureInfo(ent);
- CHECKGLERROR
- culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
- element3i = rsurface.modelelement3i;
+ R_FrameData_SetMark();
// 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
{
batchnumsurfaces = 0;
endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
- if (ent == r_refdef.worldentity)
+ if (ent == r_refdef.scene.worldentity)
{
for (;i < endsurface;i++)
- if (r_viewcache.world_surfacevisible[surfacelist[i]])
+ if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
}
else
}
if (!batchnumsurfaces)
continue;
- for (k = 0;k < batchnumsurfaces;k = l)
+ for (k = 0;k < batchnumsurfaces;k = kend)
{
surface = batchsurfacelist[k];
tex = surface->texture;
- rsurface.texture = tex->currentframe;
- if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
+ rsurface.texture = R_GetCurrentTexture(tex);
+ // gather surfaces into a batch range
+ 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))
+ continue;
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
+ continue;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ vec3_t tempcenter, center;
+ for (l = k;l < kend;l++)
{
- 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.matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
- }
+ 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.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);
}
- else
- {
- // use the bufferobject if all triangles are accepted
- usebufferobject = true;
- 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 (culltriangles)
- {
- if (trispvs)
- {
- if (!CHECKPVSBIT(trispvs, m))
- {
- usebufferobject = false;
- continue;
- }
- }
- else
- {
- if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
- {
- usebufferobject = false;
- 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, 0, 0);
- batchnumtriangles = 0;
- usebufferobject = false;
- }
- }
- r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
- }
- if (batchnumtriangles > 0)
- {
- Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- if (usebufferobject)
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchsurfacelist[k]->num_firsttriangle);
- else
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
- }
- }
- }
- else
- {
- // skip ahead to the next texture
- for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
- ;
+ continue;
}
+ if (r_shadow_usingdeferredprepass)
+ continue;
+ texturenumsurfaces = kend - k;
+ texturesurfacelist = batchsurfacelist + k;
+ R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
}
}
+ R_FrameData_ReturnToMark();
}
//Made by [515]
void R_ReplaceWorldTexture (void)
{
- model_t *m;
+ dp_model_t *m;
texture_t *t;
int i;
const char *r, *newt;
skinframe_t *skinframe;
- if (!r_refdef.worldmodel)
+ if (!r_refdef.scene.worldmodel)
{
Con_Printf("There is no worldmodel\n");
return;
}
- m = r_refdef.worldmodel;
+ m = r_refdef.scene.worldmodel;
if(Cmd_Argc() < 2)
{
newt = r;
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
{
- if(t->width && !strcasecmp(t->name, r))
+ if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
{
- if ((skinframe = R_SkinFrame_LoadExternal((char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
+ if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
{
- t->skinframes[0] = skinframe;
+// t->skinframes[0] = skinframe;
+ t->currentskinframe = skinframe;
+ t->currentskinframe = skinframe;
Con_Printf("%s replaced with %s\n", r, newt);
- return;
}
else
{
//Made by [515]
void R_ListWorldTextures (void)
{
- model_t *m;
+ dp_model_t *m;
texture_t *t;
int i;
- if (!r_refdef.worldmodel)
+ if (!r_refdef.scene.worldmodel)
{
Con_Printf("There is no worldmodel\n");
return;
}
- m = r_refdef.worldmodel;
+ m = r_refdef.scene.worldmodel;
Con_Print("Worldmodel textures :\n");
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)