#include "quakedef.h"
#include "r_shadow.h"
#include "portals.h"
+#include "csprogs.h"
-#define MAX_LIGHTMAP_SIZE 256
-
-cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_drawportals = {0, "r_drawportals", "0"};
-cvar_t r_testvis = {0, "r_testvis", "0"};
-cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
-cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
-cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
-
-// flag arrays used for visibility checking on world model
-// (all other entities have no per-surface/per-leaf visibility checks)
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
-qbyte r_pvsbits[(32768+7)>>3];
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-qbyte r_worldleafvisible[32768];
-// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
-qbyte r_worldsurfacevisible[262144];
+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", "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"};
/*
===============
*/
void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
{
- int smax, tmax, i, j, size, size3, maps, stride, l;
- unsigned int *bl, scale;
- qbyte *lightmap, *out, *stain;
- static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
- static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-
- // update cached lighting info
- surface->cached_dlight = 0;
+ int smax, tmax, i, size, size3, maps, l;
+ int *bl, scale;
+ unsigned char *lightmap, *out, *stain;
+ dp_model_t *model = ent->model;
+ 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;
+
+ 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 = (unsigned char *) 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
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
+
lightmap = surface->lightmapinfo->samples;
// set to full bright if no light data
bl = intblocklights;
- if (!ent->model->brushq1.lightdata)
+ if (!model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
- bl[i] = 255*256;
+ bl[i] = 128*256;
}
else
{
// clear to no light
- memset(bl, 0, size*3*sizeof(unsigned int));
+ memset(bl, 0, size3*sizeof(*bl));
// add all the lightmaps
if (lightmap)
- {
- bl = intblocklights;
for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_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;
- }
}
stain = surface->lightmapinfo->stainsamples;
// 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)
- if (ent->model->brushq1.lightmaprgba)
+ if (stain)
{
- stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
- for (i = 0;i < tmax;i++, out += stride)
+ for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
{
- for (j = 0;j < smax;j++)
- {
- 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;
- }
+ 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
{
- stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
- for (i = 0;i < tmax;i++, out += stride)
+ 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], 0, smax, tmax, 1);
+
+ // update the surface's deluxemap if it has one
+ if (surface->deluxemaptexture != r_texture_blanknormalmap)
+ {
+ vec3_t n;
+ unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
+ lightmap = surface->lightmapinfo->samples;
+ // clear to no normalmap
+ bl = intblocklights;
+ memset(bl, 0, size3*sizeof(*bl));
+ // add all the normalmaps
+ if (lightmap && normalmap)
{
- for (j = 0;j < smax;j++)
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
{
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ 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[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
+ bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
+ bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
+ }
}
}
+ bl = intblocklights;
+ out = templight;
+ // we simply renormalize the weighted normals to get a valid deluxemap
+ for (i = 0;i < size;i++, bl += 3, out += 4)
+ {
+ VectorCopy(bl, n);
+ VectorNormalize(n);
+ 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], 0, smax, tmax, 1);
}
-
- R_UpdateTexture(surface->lightmaptexture, templight);
}
-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;
int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
- qbyte *bl;
+ unsigned char *bl;
vec3_t impact;
maxdist = radius * radius;
smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
- impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
- impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
+ impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
+ impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
- i = s * s + t * t + dist2;
- if (i > maxdist)
+ i = (int)(s * s + t * t + dist2);
+ if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
continue;
// reduce calculations
{
if (a > 1)
a = 1;
- bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
- bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
- bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+ bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+ bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+ bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
stained = true;
}
}
}
// 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++)
+ for (n = 0;n < cl.num_brushmodel_entities;n++)
{
- ent = &cl_entities[cl_brushmodel_entities[n]].render;
+ ent = &cl.entities[cl.brushmodel_entities[n]].render;
model = ent->model;
if (model && model->name[0] == '*')
{
- Mod_CheckLoaded(model);
if (model->brush.data_nodes)
{
Matrix4x4_Transform(&ent->inversematrix, origin, org);
=============================================================
*/
-static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- int i;
+ // due to the hacky nature of this function's parameters, this is never
+ // 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;
- rmeshstate_t m;
- const mportal_t *portal = calldata1;
+ float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
+ 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);
- R_Mesh_Matrix(&r_identitymatrix);
+ GL_CullFace(GL_NONE);
+ R_EntityMatrix(&identitymatrix);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- R_Mesh_State(&m);
+ numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
- i = calldata2;
- GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
- ((i & 0x0038) >> 3) * (1.0f / 7.0f),
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
- 0.125f);
- if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
- {
- for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
- VectorCopy(portal->points[i].position, v);
- }
- else
- for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
- VectorCopy(portal->points[i].position, v);
- GL_LockArrays(0, portal->numpoints);
- R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
- GL_LockArrays(0, 0);
+// R_Mesh_ResetTextureState();
+
+ isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
+
+ 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_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(void)
+void R_DrawPortals(void)
{
- int i, leafnum;//, portalnum;
+ 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_worldleafvisible[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))
VectorAdd(center, portal->points[i].position, center);
f = ixtable[portal->numpoints];
VectorScale(center, f, center);
- //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
}
}
}
}
}
-static void R_DrawCollisionBrush(colbrushf_t *brush)
-{
- int i;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = brush->points->v;
- R_Mesh_State(&m);
- i = (int)(((size_t)brush) / sizeof(colbrushf_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
- GL_LockArrays(0, 0);
-}
-
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
-{
- int i;
- rmeshstate_t m;
- if (!surface->num_collisiontriangles)
- return;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surface->data_collisionvertex3f;
- R_Mesh_State(&m);
- i = (int)(((size_t)surface) / sizeof(msurface_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, surface->num_collisionvertices);
- R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
- GL_LockArrays(0, 0);
-}
-
-void R_WorldVisibility(void)
+void R_View_WorldVisibility(qboolean forcenovis)
{
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 possible find the leaf the view origin is in
- viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
- // if possible fetch the visible cluster bits
- if (model->brush.FatPVS)
- model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
-
- // clear the visible surface and leaf flags arrays
- memset(r_worldsurfacevisible, 0, model->num_surfaces);
- memset(r_worldleafvisible, 0, model->brush.num_leafs);
-
- // if the user prefers surfaceworldnode (testing?) or the viewleaf could
- // not be found, or the viewleaf is not part of the visible world
- // (floating around in the void), use the pvs method
- if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
+ if (r_refdef.view.usecustompvs)
{
- // pvs method:
- // similar to quake's RecursiveWorldNode but without cache misses
+ // clear the visible surface and leaf flags arrays
+ 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_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- c_leafs++;
- r_worldleafvisible[j] = true;
+ r_refdef.stats.world_leafs++;
+ r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_worldsurfacevisible[*mark] = true;
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
+ return;
}
- else
+
+ // if possible find the leaf the view origin is in
+ 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_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
+
+ if (!r_lockvisibility.integer)
{
- int leafstackpos;
- mportal_t *p;
- mleaf_t *leafstack[8192];
- // portal method:
- // follows portals leading outward from viewleaf, does not venture
- // offscreen or into leafs that are not visible, faster than Quake's
- // RecursiveWorldNode and vastly better in unvised maps, often culls a
- // lot of surface that pvs alone would miss
- leafstack[0] = viewleaf;
- leafstackpos = 1;
- while (leafstackpos)
+ // clear the visible surface and leaf flags arrays
+ 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;
+
+ // 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 || r_trippy.integer)
+ {
+ // 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_refdef.viewcache.world_novis = true;
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+ {
+ if (leaf->clusterindex < 0)
+ continue;
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (!R_CullBox(leaf->mins, leaf->maxs))
+ {
+ r_refdef.stats.world_leafs++;
+ r_refdef.viewcache.world_leafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
+ }
+ }
+ }
+ // 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))
{
- c_leafs++;
- leaf = leafstack[--leafstackpos];
- r_worldleafvisible[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_worldsurfacevisible[*mark] = true;
- // follow portals into other leafs
- // the checks are:
- // if viewer is behind portal (portal faces outward into the scene)
- // and the portal polygon's bounding box is on the screen
- // and the leaf has not been visited yet
- // and the leaf is visible in the pvs
- // (the first two checks won't cause as many cache misses as the leaf checks)
- for (p = leaf->portals;p;p = p->next)
- if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
- leafstack[leafstackpos++] = p->past;
+ // pvs method:
+ // simply check if each leaf is in the Potentially Visible Set,
+ // and cull to frustum (view pyramid)
+ // similar to quake's RecursiveWorldNode but without cache misses
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+ {
+ if (leaf->clusterindex < 0)
+ continue;
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ {
+ r_refdef.stats.world_leafs++;
+ r_refdef.viewcache.world_leafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
+ }
+ }
+ }
+ // 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
+ {
+ int leafstackpos;
+ mportal_t *p;
+ mleaf_t *leafstack[8192];
+ // simple-frustum portal method:
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than
+ // Quake's RecursiveWorldNode and vastly better in unvised maps,
+ // often culls some surfaces that pvs alone would miss
+ // (such as a room in pvs that is hidden behind a wall, but the
+ // passage leading to the room is off-screen)
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
+ {
+ 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 (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
+ // follow portals into other leafs
+ // the checks are:
+ // if viewer is behind portal (portal faces outward into the scene)
+ // and the portal polygon's bounding box is on the screen
+ // and the leaf has not been visited yet
+ // and the leaf is visible in the pvs
+ // (the first two checks won't cause as many cache misses as the leaf checks)
+ for (p = leaf->portals;p;p = p->next)
+ {
+ r_refdef.stats.world_portals++;
+ if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
+ && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
+ && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
+ && !R_CullBox(p->mins, p->maxs)
+ && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
+ leafstack[leafstackpos++] = p->past;
+ }
+ }
}
}
- if (r_drawportals.integer)
- R_DrawPortals();
+ 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->model == NULL)
return;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, true);
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(true, true, false, false, false);
+ else
+ R_DrawModelSurfaces(ent, true, true, false, false, false);
}
-void R_Q1BSP_Draw(entity_render_t *ent)
+extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
+void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
- if (ent->model == NULL)
+ int i, j, n, flagsmask;
+ dp_model_t *model = ent->model;
+ msurface_t *surfaces;
+ if (model == NULL)
return;
- c_bmodels++;
- if (r_drawcollisionbrushes.integer < 2)
- R_DrawSurfaces(ent, false);
- if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
+
+ if (ent == r_refdef.scene.worldentity)
+ RSurf_ActiveWorldEntity();
+ else
+ 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)
{
- int i;
- model_t *model = ent->model;
- msurface_t *surface;
- q3mbrush_t *brush;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf && brush->colbrushf->numtriangles)
- R_DrawCollisionBrush(brush->colbrushf);
- for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
- if (surface->num_collisiontriangles)
- R_DrawCollisionSurface(ent, surface);
- qglPolygonOffset(0, 0);
+ 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)
+{
+ dp_model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, true, false, false, false);
+ else
+ R_DrawModelSurfaces(ent, false, true, false, false, false);
+}
+
+void R_Q1BSP_DrawDepth(entity_render_t *ent)
+{
+ dp_model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+// R_Mesh_ResetTextureState();
+ R_SetupShader_DepthOrShadow(false);
+ 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.scene.worldentity)
+ R_DrawWorldSurfaces(false, false, false, true, false);
+ else
+ 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;
- qbyte *outleafpvs;
+ unsigned char *outleafpvs;
int outnumleafs;
+ unsigned char *visitingleafpvs;
int *outsurfacelist;
- qbyte *outsurfacepvs;
+ unsigned char *outsurfacepvs;
+ unsigned char *tempsurfacepvs;
+ unsigned char *outshadowtrispvs;
+ unsigned char *outlighttrispvs;
int outnumsurfaces;
vec3_t outmins;
vec3_t outmaxs;
vec3_t lightmins;
vec3_t lightmaxs;
- const qbyte *pvs;
+ 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)
{
- if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
- return;
- if (!node->plane)
- break;
- sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1;
- if (sides == 2)
+ // get a node from the stack to process
+ node = nodestack[--nodestackpos];
+ // is it a node or a leaf?
+ plane = node->plane;
+ if (plane)
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
- node = node->children[1];
+ // 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)
+ {
+ // 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
+ {
+ // 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
- node = node->children[sides];
+ {
+ // 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)
+ {
+ // 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)
+ {
+ 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 (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))
+ {
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = 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)
+ {
+ 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);
+ }
+ }
+ }
+ else
+ {
+ 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;
+ 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;
+ 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 (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (frontsidecasting)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ }
+ }
+ if (addedtris)
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
+ }
+ }
+ }
+}
+
+static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
+{
+ bih_leaf_t *leaf;
+ bih_node_t *node;
+ int nodenum;
+ int axis;
+ int surfaceindex;
+ int t;
+ int nodeleafindex;
+ 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++] = bih->rootnode;
+ // we'll be done when the stack is empty
+ while (nodestackpos)
+ {
+ // pop one off the stack to process
+ nodenum = nodestack[--nodestackpos];
+ // 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
+ {
+ 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;
+ continue;
+ }
+ else if (info->lightmaxs[axis] >= node->frontmin)
+ {
+ nodestack[nodestackpos++] = node->front;
+ continue;
+ }
+ else
+ continue; // light falls between children, nothing here
+ }
+ }
+}
+
+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_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;
+ r_svbsp.maxnodes *= 2;
+ 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 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);
}
- leaf = (mleaf_t *)node;
- if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ else
+ info->svbsp_active = false;
+
+ // we HAVE to mark the leaf the light is in as lit, because portals are
+ // irrelevant to a leaf that the light source is inside of
+ // (and they are all facing away, too)
{
+ mnode_t *node = info->model->brush.data_nodes;
+ mleaf_t *leaf;
+ while (node->plane)
+ node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
+ leaf = (mleaf_t *)node;
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->outleaflist[info->outnumleafs++] = leafindex;
}
}
- if (info->outsurfacepvs)
- {
- int leafsurfaceindex;
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
- {
- int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
- {
- msurface_t *surface = info->model->data_surfaces + surfaceindex;
- if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
- if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
- {
- int triangleindex, t;
- const int *e;
- const vec_t *v[3];
- 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 (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])))
- {
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- break;
- }
- }
- }
- }
- }
- }
+ }
+
+ info->svbsp_insertoccluder = false;
+ // 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)
+ {
+ 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);
}
}
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
+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;
+}
+
+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.GetPVS)
+ 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
info.pvs = NULL;
- R_UpdateAllTextureInfo(ent);
- if (r_shadow_compilingrtlight)
+ RSurf_ActiveWorldEntity();
+
+ 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);
+ 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_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);
+ 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
{
- // use BSP recursion as lights are often small
- R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
+ // recurse the bsp tree, checking leafs and surfaces for visibility
+ // optionally using svbsp for exact culling of compiled lights
+ // (or if the user enables dlight svbsp culling, which is mostly for
+ // debugging not actual use)
+ R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
}
+ 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;
-}
-extern float *rsurface_vertex3f;
-extern float *rsurface_svector3f;
-extern float *rsurface_tvector3f;
-extern float *rsurface_normal3f;
-extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+ // 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_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+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 = lightradius + model->radius + r_shadow_projectdistance.value;
- vec3_t modelorg;
- texture_t *texture;
- // check the box in modelspace, it was already checked in worldspace
- if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+ float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ // if triangle neighbors are disabled, shadowvolumes are disabled
+ if (!model->brush.shadowmesh->neighbor3i)
return;
- if (r_drawcollisionbrushes.integer >= 2)
+ 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->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, 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, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+{
+ 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;
- if (!r_shadow_compilingrtlight)
- 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);
- if (r_shadow_compilingrtlight)
- {
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = model->data_surfaces + surfacelist[surfacelistindex];
- texture = surface->texture;
- if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
- continue;
- if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- continue;
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
- }
- }
- else
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = model->data_surfaces + surfacelist[surfacelistindex];
- texture = surface->texture->currentframe;
- if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
- continue;
- if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- continue;
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
- }
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ 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, lightradius + model->radius + 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
{
- projectdistance = lightradius + ent->model->radius;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ // 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 + surfacelist[surfacelistindex];
- // FIXME: get current skin
- texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
- if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- // identify lit faces within the bounding box
- R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
- R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
- R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+ 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.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_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_CompileShadowMap(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;
- texture_t *texture;
int surfacelistindex;
- vec3_t modelorg;
- if (r_drawcollisionbrushes.integer >= 2)
+ 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;
- if (r_shadow_compilingrtlight)
+ R_FrameData_SetMark();
+ // identify lit faces within the bounding box
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
- // if compiling an rtlight, capture the meshes
- int tri;
- int *e;
- float *lightmins, *lightmaxs, *v[3], *vertex3f;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ 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 + surfacelist[surfacelistindex];
- texture = surface->texture;
- if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
continue;
- e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
- vertex3f = surface->groupmesh->data_vertex3f;
- lightmins = r_shadow_compilingrtlight->cullmins;
- lightmaxs = r_shadow_compilingrtlight->cullmaxs;
- for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
- {
- v[0] = vertex3f + e[0] * 3;
- v[1] = vertex3f + e[1] * 3;
- v[2] = vertex3f + e[2] * 3;
- if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
- }
+ 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();
}
- else
+ R_FrameData_ReturnToMark();
+}
+
+#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, endsurface;
+ texture_t *t;
+ const msurface_t *surface;
+ R_FrameData_SetMark();
+ // note: in practice this never actually receives batches
+ R_Shadow_RenderMode_Begin();
+ R_Shadow_RenderMode_ActiveLight(rtlight);
+ R_Shadow_RenderMode_Lighting(false, true, false);
+ R_Shadow_SetupEntityLight(ent);
+ for (i = 0;i < numsurfaces;i = j)
{
- R_UpdateAllTextureInfo(ent);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ j = i + 1;
+ surface = rsurface.modelsurfaces + surfacelist[i];
+ t = surface->texture;
+ rsurface.texture = R_GetCurrentTexture(t);
+ endsurface = min(j + BATCHSIZE, numsurfaces);
+ for (j = i;j < endsurface;j++)
{
- if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])
+ surface = rsurface.modelsurfaces + surfacelist[j];
+ if (t != surface->texture)
+ break;
+ R_Shadow_RenderLighting(1, &surface);
+ }
+ }
+ R_Shadow_RenderMode_End();
+ R_FrameData_ReturnToMark();
+}
+
+extern qboolean r_shadow_usingdeferredprepass;
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
+{
+ 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
+ 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
+ // so some processing is necessary. (luckily models have few surfaces)
+ for (i = 0;i < numsurfaces;)
+ {
+ batchnumsurfaces = 0;
+ endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
+ if (ent == r_refdef.scene.worldentity)
+ {
+ for (;i < endsurface;i++)
+ if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
+ batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+ }
+ else
+ {
+ for (;i < endsurface;i++)
+ batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+ }
+ if (!batchnumsurfaces)
+ continue;
+ for (k = 0;k < batchnumsurfaces;k = kend)
+ {
+ surface = batchsurfacelist[k];
+ tex = surface->texture;
+ 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
+ // VorteX: added MATERIALFLAG_NORTLIGHT
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL + MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
- surface = model->data_surfaces + surfacelist[surfacelistindex];
- texture = surface->texture->currentframe;
- // FIXME: transparent surfaces need to be lit later
- if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- if (!rsurface_svector3f)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
- }
- if (ent->colormap >= 0)
- {
- vec3_t lightcolorpants, lightcolorshirt;
- // 128-224 are backwards ranges
- int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
- if (texture->skin.pants && b >= 224)
+ vec3_t tempcenter, center;
+ for (l = k;l < kend;l++)
{
- qbyte *bcolor = (qbyte *) (&palette_complete[b]);
- lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
- lightcolorpants[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
- lightcolorpants[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+ 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
- VectorClear(lightcolorpants);
- // 128-224 are backwards ranges
- b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
- if (texture->skin.shirt && b >= 224)
- {
- qbyte *bcolor = (qbyte *) (&palette_complete[b]);
- lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
- lightcolorshirt[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
- lightcolorshirt[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
- }
- else
- VectorClear(lightcolorshirt);
- R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
+ 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)
+{
+ dp_model_t *m;
+ texture_t *t;
+ int i;
+ const char *r, *newt;
+ skinframe_t *skinframe;
+ if (!r_refdef.scene.worldmodel)
+ {
+ Con_Printf("There is no worldmodel\n");
+ return;
+ }
+ m = r_refdef.scene.worldmodel;
+
+ if(Cmd_Argc() < 2)
+ {
+ Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
+ Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
+ return;
+ }
+ if(!cl.islocalgame || !cl.worldmodel)
+ {
+ Con_Print("This command works only in singleplayer\n");
+ return;
+ }
+ r = Cmd_Argv(1);
+ newt = Cmd_Argv(2);
+ if(!newt[0])
+ newt = r;
+ for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+ {
+ if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
+ {
+ if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
+ {
+// t->skinframes[0] = skinframe;
+ t->currentskinframe = skinframe;
+ t->currentskinframe = skinframe;
+ Con_Printf("%s replaced with %s\n", r, newt);
}
else
- R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, texture->skin.merged ? texture->skin.merged : texture->skin.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss);
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
+ {
+ Con_Printf("%s was not found\n", newt);
+ return;
+ }
}
}
}
+//Made by [515]
+void R_ListWorldTextures (void)
+{
+ dp_model_t *m;
+ texture_t *t;
+ int i;
+ if (!r_refdef.scene.worldmodel)
+ {
+ Con_Printf("There is no worldmodel\n");
+ return;
+ }
+ m = r_refdef.scene.worldmodel;
+
+ Con_Print("Worldmodel textures :\n");
+ for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+ if (t->numskinframes)
+ Con_Printf("%s\n", t->name);
+}
+
#if 0
static void gl_surf_start(void)
{
{
Cvar_RegisterVariable(&r_ambient);
- Cvar_RegisterVariable(&r_drawportals);
- Cvar_RegisterVariable(&r_testvis);
- Cvar_RegisterVariable(&r_detailtextures);
- Cvar_RegisterVariable(&r_surfaceworldnode);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
- Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ 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");
+ 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);
}