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;
}
}
}
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]);
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]))
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;
}
}
}
}
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)
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]);
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);
}
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;
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);
}
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);
}
}
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();
}
{
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]