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", "improve framerate by culling offscreen 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"};
/*
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(NULL, NULL, GL_MODULATE, 1, false, false);
R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
// 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))
{
// 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))
{
leaf = leafstack[--leafstackpos];
if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
continue;
+ if (leaf->clusterindex < 0)
+ continue;
r_refdef.stats.world_leafs++;
r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
// mark any surfaces bounding this leaf
}
}
}
+
+ if (r_usesurfaceculling.integer)
+ {
+ int k = model->firstmodelsurface;
+ int l = k + model->nummodelsurfaces;
+ unsigned char *visible = r_refdef.viewcache.world_surfacevisible;
+ msurface_t *surfaces = model->data_surfaces;
+ msurface_t *surface;
+ for (;k < l;k++)
+ {
+ if (visible[k])
+ {
+ surface = surfaces + k;
+ if (R_CullBox(surface->mins, surface->maxs))
+ visible[k] = false;
+ }
+ }
+}
}
void R_Q1BSP_DrawSky(entity_render_t *ent)
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;
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
// R_Mesh_ResetTextureState();
- R_SetupShader_DepthOrShadow();
+ R_SetupShader_DepthOrShadow(false);
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else
int axis;
int surfaceindex;
int t;
+ int nodeleafindex;
int currentmaterialflags;
qboolean castshadow;
msurface_t *surface;
// 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 (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
{
- // node
- node = bih->nodes + nodenum;
axis = node->type - BIH_SPLITX;
#if 0
if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
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);
+ nodestack[nodestackpos++] = node->front;
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;
- }
+ else
+ continue; // light falls between children, nothing here
}
}
}
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_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;
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");