// called with a batch, so numsurfaces is always 1, and the surfacelist
// contains only a leaf number for coloring purposes
const mportal_t *portal = (mportal_t *)ent;
+ qboolean isvis;
int i, numpoints;
float *v;
float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
R_Mesh_ResetTextureState();
R_SetupGenericShader(false);
- i = surfacelist[0];
+ 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,
- 0.125f);
+ isvis ? 0.125f : 0.03125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
if (ent->model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(true, true, false, false, false);
+ R_DrawWorldSurfaces(true, true, false, false);
else
- R_DrawModelSurfaces(ent, true, true, false, false, false);
+ R_DrawModelSurfaces(ent, true, true, false, false);
}
+extern void R_Water_AddWaterPlane(msurface_t *surface);
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
+ int i, j, flagsmask;
dp_model_t *model = ent->model;
+ msurface_t *surfaces;
if (model == NULL)
return;
+
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, false, true, false);
+ RSurf_ActiveWorldEntity();
else
- R_DrawModelSurfaces(ent, false, false, false, true, false);
+ RSurf_ActiveModelEntity(ent, false, false);
+
+ surfaces = model->data_surfaces;
+ flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION;
+
+ // add visible surfaces to draw list
+ if (ent == r_refdef.scene.worldentity)
+ {
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ j = model->sortedmodelsurfaces[i];
+ if (r_refdef.viewcache.world_surfacevisible[j])
+ if (surfaces[j].texture->basematerialflags & flagsmask)
+ R_Water_AddWaterPlane(surfaces + j);
+ }
+ }
+ else
+ {
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ j = model->sortedmodelsurfaces[i];
+ if (surfaces[j].texture->basematerialflags & flagsmask)
+ R_Water_AddWaterPlane(surfaces + j);
+ }
+ }
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Q1BSP_Draw(entity_render_t *ent)
if (model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, true, false, false, false);
+ R_DrawWorldSurfaces(false, true, false, false);
else
- R_DrawModelSurfaces(ent, false, true, false, false, false);
+ R_DrawModelSurfaces(ent, false, true, false, false);
}
void R_Q1BSP_DrawDepth(entity_render_t *ent)
R_Mesh_ResetTextureState();
R_SetupDepthOrShadowShader();
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, true, false, false);
+ R_DrawWorldSurfaces(false, false, true, false);
else
- R_DrawModelSurfaces(ent, false, false, true, false, false);
+ R_DrawModelSurfaces(ent, false, false, true, false);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
}
if (ent->model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, false, false, true);
+ R_DrawWorldSurfaces(false, false, false, true);
else
- R_DrawModelSurfaces(ent, false, false, false, false, true);
+ R_DrawModelSurfaces(ent, false, false, false, true);
}
typedef struct r_q1bsp_getlightinfo_s
}
r_q1bsp_getlightinfo_t;
-void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
{
int sides;
mleaf_t *leaf;
int leafsurfaceindex;
int surfaceindex;
int triangleindex, t;
+ int currentmaterialflags;
msurface_t *surface;
const int *e;
const vec_t *v[3];
if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
surface = info->model->data_surfaces + surfaceindex;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
- && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+ && (!info->svbsp_insertoccluder || !(currentmaterialflags & MATERIALFLAG_NOSHADOW)))
{
qboolean addedtris = false;
qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
{
if (info->svbsp_insertoccluder)
{
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+ if (!(currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
continue;
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
VectorCopy(v[0], v2[0]);
VectorCopy(v[1], v2[1]);
if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
continue;
}
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
{
// if the material is double sided we
// can't cull by direction
SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
SETPVSBIT(info->outshadowtrispvs, t);
}
else if (r_shadow_frontsidecasting.integer)
continue;
SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
SETPVSBIT(info->outshadowtrispvs, t);
}
else
// 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))
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(currentmaterialflags & MATERIALFLAG_NOSHADOW))
SETPVSBIT(info->outshadowtrispvs, t);
}
}
}
}
-void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
{
if (use_svbsp)
{
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
info.pvs = NULL;
- R_UpdateAllTextureInfo(ent);
+ RSurf_ActiveWorldEntity();
if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
{
// optionally using svbsp for exact culling of compiled lights
// (or if the user enables dlight svbsp culling, which is mostly for
// debugging not actual use)
- R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
+ R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
}
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+
// limit combined leaf box to light boundaries
outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
msurface_t *surface;
int surfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->data_surfaces + surfacelist[surfacelistindex];
- if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
+ if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+ r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
}
extern cvar_t r_polygonoffset_submodel_factor;
// check the box in modelspace, it was already checked in worldspace
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)
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
}
else
{
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- rsurface.texture = surface->texture->currentframe;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_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, ent->mins, ent->maxs);
}
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
}
+void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
+{
+ dp_model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex;
+ int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
+ int i;
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
+ }
+ R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+ r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
+ for(i = 0;i<6;i++)
+ if(!sidetotals[i])
+ r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
+}
+
+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;
+ msurface_t *surface, *batch[64];
+ int modelsurfacelistindex, batchsize;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+ return;
+ // identify lit faces within the bounding box
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+ {
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
+ continue;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+ continue;
+ r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+ r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ batch[0] = surface;
+ batchsize = 1;
+ while(++modelsurfacelistindex < modelnumsurfaces && batchsize < (int)(sizeof(batch)/sizeof(batch[0])))
+ {
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
+ continue;
+ if (surface->texture != batch[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;
+ batch[batchsize++] = surface;
+ }
+ --modelsurfacelistindex;
+ GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
+ RSurf_PrepareVerticesForBatch(false, false, batchsize, batch);
+ RSurf_DrawBatch_Simple(batchsize, batch);
+ GL_LockArrays(0, 0);
+ }
+}
+
#define BATCHSIZE 1024
static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
// note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(rtlight);
- R_Shadow_RenderMode_Lighting(false, true);
+ R_Shadow_RenderMode_Lighting(false, true, false);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
surface = rsurface.modelsurfaces + surfacelist[i];
t = surface->texture;
- R_UpdateTextureInfo(ent, t);
- rsurface.texture = t->currentframe;
+ rsurface.texture = R_GetCurrentTexture(t);
endsurface = min(j + BATCHSIZE, numsurfaces);
for (j = i;j < endsurface;j++)
{
int batchelements[BATCHSIZE*3];
texture_t *tex;
CHECKGLERROR
- R_UpdateAllTextureInfo(ent);
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
{
surface = batchsurfacelist[k];
tex = surface->texture;
- rsurface.texture = tex->currentframe;
+ rsurface.texture = R_GetCurrentTexture(tex);
// gather surfaces into a batch range
for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
;