#define MAX_LIGHTMAP_SIZE 256
-cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
+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"};
int *bl, scale;
unsigned char *lightmap, *out, *stain;
model_t *model = ent->model;
- static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
- static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-
- // update cached lighting info
- surface->cached_dlight = 0;
+ int *intblocklights;
+ unsigned char *templight;
smax = (surface->lightmapinfo->extents[0]>>4)+1;
tmax = (surface->lightmapinfo->extents[1]>>4)+1;
size = smax*tmax;
size3 = size*3;
+
+ 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);
+ }
+
+ // these both point at the same buffer, templight is only used for final
+ // processing and can replace the intblocklights data as it goes
+ intblocklights = (int *)cl.buildlightmapmemory;
+ templight = (unsigned char *)cl.buildlightmapmemory;
+
+ // update cached lighting info
+ surface->cached_dlight = 0;
+
lightmap = surface->lightmapinfo->samples;
// set to full bright if no light data
if (!model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
- bl[i] = 255*256;
+ bl[i] = 128*256;
}
else
{
CHECKGLERROR
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
R_Mesh_Matrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
i = surfacelist[0];
0.125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
- R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+ R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
VectorAdd(center, portal->points[i].position, center);
f = ixtable[portal->numpoints];
VectorScale(center, f, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
}
}
}
}
}
-void R_View_WorldVisibility(void)
+void R_View_WorldVisibility(qboolean forcenovis)
{
int i, j, *mark;
mleaf_t *leaf;
if (!model)
return;
+ if (r_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;
+
+ // 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))
+ {
+ r_refdef.stats.world_leafs++;
+ r_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;
+ }
+ }
+ return;
+ }
+
// if possible find the leaf the view origin is in
viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_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));
+ model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits), false);
if (!r_lockvisibility.integer)
{
// 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)
+ if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
{
// no visibility method: (used when floating around in the void)
// simply cull each leaf to the frustum (view pyramid)
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)
if (ent->model == NULL)
return;
if (ent == r_refdef.worldentity)
- R_DrawWorldSurfaces(true);
+ R_DrawWorldSurfaces(true, true, false, false, false);
+ else
+ R_DrawModelSurfaces(ent, true, true, false, false, false);
+}
+
+void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
+{
+ model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ if (ent == r_refdef.worldentity)
+ R_DrawWorldSurfaces(false, false, false, true, false);
else
- R_DrawModelSurfaces(ent, true);
+ R_DrawModelSurfaces(ent, false, false, false, true, false);
}
void R_Q1BSP_Draw(entity_render_t *ent)
if (model == NULL)
return;
if (ent == r_refdef.worldentity)
- R_DrawWorldSurfaces(false);
+ 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;
+ if (model == NULL)
+ return;
+ if (ent == r_refdef.worldentity)
+ R_DrawWorldSurfaces(false, false, true, false, false);
+ else
+ R_DrawModelSurfaces(ent, false, false, true, false, false);
+}
+
+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);
else
- R_DrawModelSurfaces(ent, false);
+ R_DrawModelSurfaces(ent, false, false, false, false, true);
}
typedef struct r_q1bsp_getlightinfo_s
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, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+ // return;
if (plane->type < 3)
{
if (info->lightmins[plane->type] > plane->dist)
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)
{
if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
&& (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
{
- if (BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs))
+ 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)
{
- // surface is entirely inside light box
- 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))
{
- 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])))
+ 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], true, NULL, NULL, 0) & 2))
+ continue;
+ addedtris = true;
+ }
+ 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], info->svbsp_insertoccluder, NULL, NULL, 0) & 2))
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
continue;
}
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- if (!info->svbsp_insertoccluder)
- break;
- }
- }
- }
- else
- {
- // surface is partially clipped by lightbox
- // check each triangle's bounding box
- 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 (info->svbsp_active)
+ if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
{
- 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 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);
}
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- if (!info->svbsp_insertoccluder)
- break;
}
}
}
+ 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
{
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);
+ r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, 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)
{
model_t *model = ent->model;
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
R_UpdateAllTextureInfo(ent);
+ 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)
{
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- rsurface_texture = surface->texture->currentframe;
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ rsurface.texture = surface->texture->currentframe;
+ 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_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, 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.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
}
+ if (ent->model->brush.submodel)
+ GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
}
-#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);
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
- surface = rsurface_model->data_surfaces + surfacelist[i];
+ surface = rsurface.modelsurfaces + surfacelist[i];
t = surface->texture;
R_UpdateTextureInfo(ent, t);
- rsurface_texture = t->currentframe;
+ 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];
+ surface = rsurface.modelsurfaces + 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, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
- 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;
+ qboolean usebufferobject, culltriangles;
+ 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
+ culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
+ element3i = rsurface.modelelement3i;
// 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))
+ rsurface.texture = tex->currentframe;
+ if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
- R_Q1BSP_DrawLight_TransparentBatch(l - k, batchsurfacelist + k);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ {
+ 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);
+ }
+ }
else
- R_Shadow_RenderSurfacesLighting(l - k, batchsurfacelist + k);
+ {
+ // 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++)
+ ;
}
}
}
texture_t *t;
int i;
const char *r, *newt;
+ skinframe_t *skinframe;
+ if (!r_refdef.worldmodel)
+ {
+ Con_Printf("There is no worldmodel\n");
+ return;
+ }
m = r_refdef.worldmodel;
if(Cmd_Argc() < 2)
{
if(t->width && !strcasecmp(t->name, r))
{
- if(Mod_LoadSkinFrame(&t->skinframes[0], (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
+ if ((skinframe = R_SkinFrame_LoadExternal((char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
{
+ t->skinframes[0] = skinframe;
Con_Printf("%s replaced with %s\n", r, newt);
return;
}
else
{
Con_Printf("%s was not found\n", newt);
- Mod_LoadSkinFrame(&t->skinframes[0], (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
return;
}
}
model_t *m;
texture_t *t;
int i;
+ if (!r_refdef.worldmodel)
+ {
+ Con_Printf("There is no worldmodel\n");
+ return;
+ }
m = r_refdef.worldmodel;
Con_Print("Worldmodel textures :\n");
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);
}