]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
further optimizations to batching code, not much gain if any from these, but it may...
[xonotic/darkplaces.git] / gl_rsurf.c
index c1913be633e52555d342aac0837f2bbc8d94b048..ff9f78b99fc3544187bb9d2fb82f50ac8e93b538 100644 (file)
@@ -489,7 +489,11 @@ void R_View_WorldVisibility(void)
                                for (p = leaf->portals;p;p = p->next)
                                {
                                        r_refdef.stats.world_portals++;
-                                       if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex))
+                                       if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1)
+                                        && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs]
+                                        && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex)
+                                        && !R_CullBox(p->mins, p->maxs)
+                                        && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
                                                leafstack[leafstackpos++] = p->past;
                                }
                        }
@@ -586,10 +590,10 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
        }
        else
        {
-               if (info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+               if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
                        return;
        }
-       // inserting occluders does not alter the light info
+       // inserting occluders does not alter the leaf info
        if (!info->svbsp_insertoccluder)
        {
                info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
@@ -631,7 +635,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                                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])
+                                               if ((!r_shadow_frontsidecasting.integer || PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
                                                 && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
                                                 && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
                                                 && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
@@ -644,12 +648,15 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                                                VectorCopy(v[0], v2[0]);
                                                                VectorCopy(v[1], v2[1]);
                                                                VectorCopy(v[2], v2[2]);
-                                                               if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], info->svbsp_insertoccluder, NULL, NULL, 0) & 2) || info->svbsp_insertoccluder)
+                                                               if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], info->svbsp_insertoccluder, NULL, NULL, 0) & 2))
                                                                        continue;
                                                        }
                                                        SETPVSBIT(info->outsurfacepvs, surfaceindex);
                                                        info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
-                                                       break;
+                                                       if (info->svbsp_insertoccluder)
+                                                               continue;
+                                                       else
+                                                               break;
                                                }
                                        }
                                }
@@ -694,6 +701,33 @@ void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean us
        }
        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->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+               info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+               info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+               if (info->outleafpvs)
+               {
+                       int leafindex = leaf - info->model->brush.data_leafs;
+                       if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+                       {
+                               SETPVSBIT(info->outleafpvs, leafindex);
+                               info->outleaflist[info->outnumleafs++] = leafindex;
+                       }
+               }
+       }
+
        info->svbsp_insertoccluder = false;
        R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
        if (developer.integer >= 100 && use_svbsp)
@@ -734,17 +768,30 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        VectorCopy(info.relativelightorigin, info.outmaxs);
        memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
        memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
-       if (info.model->brush.GetPVS)
+       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);
 
-       // 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);
+       if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
+       {
+               // use portal recursion for exact light volume culling, and exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+       }
+       else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
+       {
+               // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+       }
+       else
+       {
+               // 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);
+       }
 
        // limit combined leaf box to light boundaries
        outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
@@ -764,16 +811,12 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        msurface_t *surface;
        int surfacelistindex;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       texture_t *texture;
        r_shadow_compilingrtlight->static_meshchain_shadow = 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];
-               texture = surface->texture;
-               if (texture->basematerialflags & MATERIALFLAG_NOSHADOW)
-                       continue;
-               if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+               if (surface->texture->currentframe->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);
        }
@@ -781,28 +824,12 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
 }
 
-void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t relativelightdirection, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
-       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-       {
-               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
-       }
-}
-
 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        model_t *model = ent->model;
        msurface_t *surface;
        int modelsurfacelistindex;
-       int f = 0;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       texture_t *t = NULL;
-       const int maxsurfacelist = 1024;
-       int numsurfacelist = 0;
-       msurface_t *surfacelist[1024];
        // check the box in modelspace, it was already checked in worldspace
        if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
                return;
@@ -813,8 +840,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       t = surface->texture->currentframe;
-                       if (t->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       if (surface->texture->currentframe->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);
                }
@@ -829,22 +855,12 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       if (t != surface->texture || numsurfacelist >= maxsurfacelist)
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               rsurface_texture = t->currentframe;
-                               f = (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) == 0;
-                       }
-                       if (f && surface->num_triangles)
-                               surfacelist[numsurfacelist++] = surface;
+                       rsurface_texture = surface->texture->currentframe;
+                       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                               continue;
+                       RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
-               if (numsurfacelist)
-                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
                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);
        }
 }
@@ -853,32 +869,34 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
 
 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int surfacelistindex, batchcount;
+       int i, j, batchnumsurfaces, endsurface;
        texture_t *t;
+       msurface_t *surface;
        msurface_t *batchsurfaces[BATCHSIZE];
        // note: in practice this never actually batches, oh well
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
        R_Shadow_RenderMode_Lighting(false, true);
        R_Shadow_SetupEntityLight(ent);
-       t = NULL;
-       batchcount = 0;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       for (i = 0;i < numsurfaces;i = j)
        {
-               msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
-               if (t != surface->texture)
+               j = i + 1;
+               surface = rsurface_model->data_surfaces + surfacelist[i];
+               t = surface->texture;
+               R_UpdateTextureInfo(ent, t);
+               rsurface_texture = t->currentframe;
+               endsurface = min(j + BATCHSIZE, numsurfaces);
+               batchnumsurfaces = 0;
+               batchsurfaces[batchnumsurfaces++] = surface;
+               for (;j < endsurface;j++)
                {
-                       if (batchcount > 0)
-                               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
-                       batchcount = 0;
-                       t = surface->texture;
-                       R_UpdateTextureInfo(ent, t);
-                       rsurface_texture = t->currentframe;
+                       surface = rsurface_model->data_surfaces + surfacelist[j];
+                       if (t != surface->texture)
+                               continue;
+                       batchsurfaces[batchnumsurfaces++] = surface;
                }
-               batchsurfaces[batchcount++] = surface;
+               R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfaces);
        }
-       if (batchcount > 0)
-               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
        R_Shadow_RenderMode_End();
 }
 
@@ -904,61 +922,50 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       int surfacelistindex, batchnumsurfaces;
+       int i, j, k, l, endsurface, batchnumsurfaces;
        msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
        texture_t *tex;
-       qboolean skip;
        CHECKGLERROR
        RSurf_ActiveEntity(ent, true, true);
        R_UpdateAllTextureInfo(ent);
-       tex = NULL;
-       rsurface_texture = NULL;
-       skip = false;
-       batchnumsurfaces = 0;
        CHECKGLERROR
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       // 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;i = j)
        {
-               if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]]))
-                       continue;
-               surface = model->data_surfaces + surfacelist[surfacelistindex];
-               r_refdef.stats.lights_lighttriangles += surface->num_triangles;
-               if (tex != surface->texture)
+               batchnumsurfaces = 0;
+               endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
+               if (ent == r_refdef.worldentity)
                {
-                       if (batchnumsurfaces > 0)
-                       {
-                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
-                               else
-                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-                               batchnumsurfaces = 0;
-                       }
-                       tex = surface->texture;
-                       rsurface_texture = surface->texture->currentframe;
-                       skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
-                       if (skip)
-                               continue;
+                       for (j = i;j < endsurface;j++)
+                               if (r_viewcache.world_surfacevisible[surfacelist[j]])
+                                       batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[j];
                }
-               if (!skip && surface->num_triangles)
+               else
                {
-                       if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
+                       for (j = i;j < endsurface;j++)
+                               batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[j];
+               }
+               if (!batchnumsurfaces)
+                       continue;
+               for (k = 0;k < batchnumsurfaces;k = l)
+               {
+                       l = k + 1;
+                       surface = batchsurfacelist[k];
+                       tex = surface->texture;
+                       rsurface_texture = tex->currentframe;
+                       for (;l < batchnumsurfaces && tex == batchsurfacelist[k]->texture;l++);
+                       if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
                        {
                                if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
+                                       R_Q1BSP_DrawLight_TransparentBatch(l - k, batchsurfacelist + k);
                                else
-                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-                               batchnumsurfaces = 0;
+                                       R_Shadow_RenderSurfacesLighting(l - k, batchsurfacelist + k);
                        }
-                       batchsurfacelist[batchnumsurfaces++] = surface;
                }
        }
-       if (batchnumsurfaces > 0)
-       {
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
-               else
-                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-               batchnumsurfaces = 0;
-       }
 }
 
 //Made by [515]