X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=c0d23b14322d382bedc7aa9494e0b27d67487ce6;hb=61f6f92291491fe35ecd38747e37e6d569fec28d;hp=8c24694bceb37f08ab48657eeedce800fc6d5602;hpb=a0338ffd578afdaf693aee96bc6f948afb5b1844;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 8c24694b..c0d23b14 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -24,6 +24,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // used for dlight push checking and other things int r_framecount; +// used for visibility checking +qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; + mplane_t frustum[4]; matrix4x4_t r_identitymatrix; @@ -36,10 +39,11 @@ qboolean envmap; float r_farclip; // view origin -vec3_t r_origin; -vec3_t vpn; -vec3_t vright; -vec3_t vup; +vec3_t r_vieworigin; +vec3_t r_viewforward; +vec3_t r_viewleft; +vec3_t r_viewright; +vec3_t r_viewup; // // screen size info @@ -51,7 +55,6 @@ unsigned short d_lightstylevalue[256]; cvar_t r_drawentities = {0, "r_drawentities","1"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; -cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"}; cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; cvar_t r_speeds = {0, "r_speeds","0"}; cvar_t r_fullbright = {0, "r_fullbright","0"}; @@ -59,6 +62,7 @@ cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"}; +cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; @@ -73,7 +77,7 @@ cvar_t r_textureunits = {0, "r_textureunits", "32"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; - +cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) @@ -114,22 +118,23 @@ qboolean intimerefresh = 0; static void R_TimeRefresh_f (void) { int i; - float start, stop, time; + float timestart, timedelta, oldangles[3]; intimerefresh = 1; - start = Sys_DoubleTime (); + VectorCopy(cl.viewangles, oldangles); + VectorClear(cl.viewangles); + + timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) { - r_refdef.viewangles[0] = 0; - r_refdef.viewangles[1] = i/128.0*360.0; - r_refdef.viewangles[2] = 0; + Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1); CL_UpdateScreen(); } + timedelta = Sys_DoubleTime() - timestart; - stop = Sys_DoubleTime (); + VectorCopy(oldangles, cl.viewangles); intimerefresh = 0; - time = stop-start; - Con_Printf ("%f seconds (%f fps)\n", time, 128/time); + Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta); } vec3_t fogcolor; @@ -241,21 +246,22 @@ void GL_Main_Init(void) Matrix4x4_CreateIdentity(&r_identitymatrix); // FIXME: move this to client? FOG_registercvars(); - Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); - Cvar_RegisterVariable (&r_drawentities); - Cvar_RegisterVariable (&r_drawviewmodel); - Cvar_RegisterVariable (&r_shadows); - Cvar_RegisterVariable (&r_shadow_staticworldlights); - Cvar_RegisterVariable (&r_speeds); - Cvar_RegisterVariable (&r_fullbrights); - Cvar_RegisterVariable (&r_wateralpha); - Cvar_RegisterVariable (&r_dynamic); - Cvar_RegisterVariable (&r_fullbright); - Cvar_RegisterVariable (&r_textureunits); - Cvar_RegisterVariable (&r_shadow_cull); - Cvar_RegisterVariable (&r_lerpsprites); - Cvar_RegisterVariable (&r_lerpmodels); - Cvar_RegisterVariable (&r_waterscroll); + Cmd_AddCommand("timerefresh", R_TimeRefresh_f); + Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_drawviewmodel); + Cvar_RegisterVariable(&r_shadow_staticworldlights); + Cvar_RegisterVariable(&r_speeds); + Cvar_RegisterVariable(&r_fullbrights); + Cvar_RegisterVariable(&r_wateralpha); + Cvar_RegisterVariable(&r_dynamic); + Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_textureunits); + Cvar_RegisterVariable(&r_shadow_cull); + Cvar_RegisterVariable(&r_lerpsprites); + Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_waterscroll); + Cvar_RegisterVariable(&r_watershader); + Cvar_RegisterVariable(&r_drawcollisionbrushes); if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); @@ -331,7 +337,8 @@ void Render_Init(void) R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - ui_init(); + //ui_init(); + UI_Init(); Sbar_Init(); R_LightningBeams_Init(); } @@ -397,132 +404,7 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) return false; } -int PVS_CullBox(const vec3_t mins, const vec3_t maxs) -{ - int stackpos, sides; - mnode_t *node, *stack[4096]; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->brushq1.nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->pvsframe == cl.worldmodel->brushq1.pvsframecount) - return false; - } - else - { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - -int VIS_CullBox(const vec3_t mins, const vec3_t maxs) -{ - int stackpos, sides; - mnode_t *node, *stack[4096]; - if (R_CullBox(mins, maxs)) - return true; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->brushq1.nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount) - return false; - } - else - { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - -int R_CullSphere(const vec3_t origin, vec_t radius) -{ - return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist - || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist - || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist - || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist); -} - -int PVS_CullSphere(const vec3_t origin, vec_t radius) -{ - int stackpos; - mnode_t *node, *stack[4096]; - float dist; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->brushq1.nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->pvsframe == cl.worldmodel->brushq1.pvsframecount) - return false; - } - else - { - dist = PlaneDiff(origin, node->plane); - if (dist <= radius) - stack[stackpos++] = node->children[1]; - if (dist >= -radius) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - -int VIS_CullSphere(const vec3_t origin, vec_t radius) -{ - int stackpos; - mnode_t *node, *stack[4096]; - float dist; - if (R_CullSphere(origin, radius)) - return true; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->brushq1.nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount) - return false; - } - else - { - dist = PlaneDiff(origin, node->plane); - if (dist <= radius) - stack[stackpos++] = node->children[1]; - if (dist >= -radius) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - +#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs)))) //================================================================================== @@ -552,8 +434,8 @@ static void R_MarkEntities (void) R_LerpAnimation(ent); R_UpdateEntLights(ent); if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) - && !VIS_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale) - && !VIS_CullBox(ent->mins, ent->maxs)) + && !VIS_CullBox(ent->mins, ent->maxs) + && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL)))) { ent->visframe = r_framecount; R_FarClip_Box(ent->mins, ent->maxs); @@ -608,7 +490,7 @@ void R_DrawViewModel (void) */ void R_DrawNoModel(entity_render_t *ent); -void R_DrawModels () +void R_DrawModels(void) { int i; entity_render_t *ent; @@ -629,205 +511,24 @@ void R_DrawModels () } } -void R_DrawFakeShadows (void) -{ - int i; - entity_render_t *ent; - - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawFakeShadow) - ent->model->DrawFakeShadow(ent); - - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow) - ent->model->DrawFakeShadow(ent); - } -} - #include "r_shadow.h" int shadowframecount = 0; -int Light_CullBox(const vec3_t mins, const vec3_t maxs) -{ - int stackpos, sides; - mnode_t *node, *stack[4096]; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->brushq1.nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->worldnodeframe == shadowframecount) - return false; - } - else - { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - -int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs) -{ - int stackpos, sides; - mnode_t *node, *stack[4096]; - if (R_CullBox(mins, maxs)) - return true; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->brushq1.nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount) - return false; - } - else - { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - -int LightAndVis_CullPointCloud(int numpoints, const float *points) -{ - int i; - const float *p; - int stackpos, sides; - mnode_t *node, *stack[4096]; - //if (R_CullBox(mins, maxs)) - // return true; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->brushq1.nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount) - return false; - } - else - { - sides = 0; - for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3) - { - if (DotProduct(p, node->plane->normal) < node->plane->dist) - sides |= 1; - else - sides |= 2; - } - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } - } - return true; -} - - void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked) { vec3_t relativelightorigin; - #if 0 - int i; - vec3_t temp; - float dist, projectdistance; - float points[16][3]; - #endif // rough checks - if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL) - return; - if (r_shadow_cull.integer) + if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]))) { - if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] - || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] - || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2] - || (lightmarked && Light_CullBox(ent->mins, ent->maxs))) - return; - } - #if 0 - if (r_shadow_cull.integer) - { - projectdistance = cullradius; - // calculate projected bounding box and decide if it is on-screen - for (i = 0;i < 8;i++) - { - temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0]; - temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1]; - temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2]; - Matrix4x4_Transform(&ent->matrix, temp, points[i]); - VectorSubtract(points[i], lightorigin, temp); - dist = projectdistance / sqrt(DotProduct(temp, temp)); - VectorMA(lightorigin, dist, temp, points[i+8]); - } - if (LightAndVis_CullPointCloud(16, points[0])) - return; - /* - for (i = 0;i < 8;i++) - { - p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0]; - p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1]; - p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2]; - Matrix4x4_Transform(&ent->matrix, p2, p); - VectorSubtract(p, lightorigin, temp); - dist = projectdistance / sqrt(DotProduct(temp, temp)); - VectorMA(p, dist, temp, p2); - if (i) - { - if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0]; - if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1]; - if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2]; - } - else - { - VectorCopy(p, mins); - VectorCopy(p, maxs); - } - if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0]; - if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1]; - if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2]; - } - if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0] - || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1] - || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2] - || LightAndVis_CullBox(mins, maxs)) - return; - */ + Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin); + ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius); } - #endif - Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin); - ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius); } void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light); -extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz); -void R_ShadowVolumeLighting (int visiblevolumes) +void R_ShadowVolumeLighting(int visiblevolumes) { int i; entity_render_t *ent; @@ -837,7 +538,6 @@ void R_ShadowVolumeLighting (int visiblevolumes) worldlight_t *wl; rdlight_t *rd; rmeshstate_t m; - mleaf_t *leaf; matrix4x4_t matrix; matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz; matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; @@ -851,7 +551,7 @@ void R_ShadowVolumeLighting (int visiblevolumes) GL_DepthMask(false); GL_DepthTest(r_shadow_visiblevolumes.integer < 2); qglDisable(GL_CULL_FACE); - GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1); + GL_Color(0.0, 0.0125, 0.1, 1); } else R_Shadow_Stage_Begin(); @@ -863,63 +563,17 @@ void R_ShadowVolumeLighting (int visiblevolumes) { if (d_lightstylevalue[wl->style] <= 0) continue; - if (R_CullBox(wl->mins, wl->maxs)) - //if (R_CullSphere(wl->origin, cullradius)) + if (VIS_CullBox(wl->mins, wl->maxs)) continue; - //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius)) - // continue; - //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius)) - // continue; if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer) continue; + if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs)) + continue; cullradius = wl->cullradius; lightradius = wl->lightradius; - - if (cl.worldmodel != NULL) - { - for (i = 0;i < wl->numleafs;i++) - if (wl->leafs[i]->visframe == r_framecount) - break; - if (i == wl->numleafs) - continue; - leaf = wl->leafs[i++]; - VectorCopy(leaf->mins, clipmins); - VectorCopy(leaf->maxs, clipmaxs); - for (;i < wl->numleafs;i++) - { - leaf = wl->leafs[i]; - if (leaf->visframe == r_framecount) - { - if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0]; - if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0]; - if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1]; - if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1]; - if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2]; - if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2]; - } - } - if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0]; - if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0]; - if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1]; - if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1]; - if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2]; - if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2]; - } - else - { - VectorCopy(wl->mins, clipmins); - VectorCopy(wl->maxs, clipmaxs); - } - - //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius)) - if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs)) - continue; - - // mark the leafs we care about so only things in those leafs will matter - if (cl.worldmodel != NULL) - for (i = 0;i < wl->numleafs;i++) - wl->leafs[i]->worldnodeframe = shadowframecount; + VectorCopy(wl->mins, clipmins); + VectorCopy(wl->maxs, clipmaxs); f = d_lightstylevalue[wl->style] * (1.0f / 256.0f); VectorScale(wl->light, f, lightcolor); @@ -929,13 +583,13 @@ void R_ShadowVolumeLighting (int visiblevolumes) VectorScale(lightcolor, f, lightcolor); } - if (wl->castshadows && (gl_stencil || visiblevolumes)) + if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes)) { if (!visiblevolumes) R_Shadow_Stage_ShadowVolumes(); ent = &cl_entities[0].render; - if (wl->shadowvolume && r_shadow_staticworldlights.integer) - R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl); + if (r_shadow_staticworldlights.integer) + R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix); else R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true); if (r_drawentities.integer) @@ -945,12 +599,13 @@ void R_ShadowVolumeLighting (int visiblevolumes) if (!visiblevolumes) { - if (wl->castshadows && gl_stencil) + if (r_shadow_worldshadows.integer && wl->castshadows && gl_stencil) R_Shadow_Stage_LightWithShadows(); else R_Shadow_Stage_LightWithoutShadows(); // calculate world to filter matrix + //Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0] + cl.time * 12, wl->angles[1] + cl.time * 45, wl->angles[2], lightradius); Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius); Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix); // calculate world to attenuationxyz/xy matrix @@ -967,14 +622,14 @@ void R_ShadowVolumeLighting (int visiblevolumes) if (ent->model && ent->model->DrawLight) { Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); - if (wl->numsurfaces) - R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + if (r_shadow_staticworldlights.integer) + R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); else - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap); } if (r_drawentities.integer) { @@ -986,11 +641,11 @@ void R_ShadowVolumeLighting (int visiblevolumes) && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) { Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap); } } } @@ -1014,7 +669,7 @@ void R_ShadowVolumeLighting (int visiblevolumes) cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin); VectorScale(rd->light, (1.0f / 4096.0f), lightcolor); - if (gl_stencil || visiblevolumes) + if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes)) { if (!visiblevolumes) R_Shadow_Stage_ShadowVolumes(); @@ -1033,7 +688,7 @@ void R_ShadowVolumeLighting (int visiblevolumes) if (!visiblevolumes) { - if (gl_stencil) + if (r_shadow_dlightshadows.integer && gl_stencil) R_Shadow_Stage_LightWithShadows(); else R_Shadow_Stage_LightWithoutShadows(); @@ -1055,11 +710,11 @@ void R_ShadowVolumeLighting (int visiblevolumes) if (ent->model && ent->model->DrawLight) { Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, NULL); } if (r_drawentities.integer) { @@ -1071,11 +726,11 @@ void R_ShadowVolumeLighting (int visiblevolumes) && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) { Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, NULL); } } } @@ -1084,10 +739,12 @@ void R_ShadowVolumeLighting (int visiblevolumes) } if (visiblevolumes) + { qglEnable(GL_CULL_FACE); + qglDisable(GL_SCISSOR_TEST); + } else R_Shadow_Stage_End(); - qglDisable(GL_SCISSOR_TEST); } static void R_SetFrustum (void) @@ -1096,24 +753,24 @@ static void R_SetFrustum (void) // degrees assumed a square view (wrong), so I removed it, Quake2 has it // disabled as well. - // rotate VPN right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); - frustum[0].dist = DotProduct (r_origin, frustum[0].normal); + // rotate R_VIEWFORWARD right by FOV_X/2 degrees + RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2)); + frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); PlaneClassify(&frustum[0]); - // rotate VPN left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); - frustum[1].dist = DotProduct (r_origin, frustum[1].normal); + // rotate R_VIEWFORWARD left by FOV_X/2 degrees + RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); + frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); PlaneClassify(&frustum[1]); - // rotate VPN up by FOV_X/2 degrees - RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); - frustum[2].dist = DotProduct (r_origin, frustum[2].normal); + // rotate R_VIEWFORWARD up by FOV_X/2 degrees + RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); + frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); PlaneClassify(&frustum[2]); - // rotate VPN down by FOV_X/2 degrees - RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); - frustum[3].dist = DotProduct (r_origin, frustum[3].normal); + // rotate R_VIEWFORWARD down by FOV_X/2 degrees + RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); + frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); PlaneClassify(&frustum[3]); } @@ -1135,12 +792,13 @@ static void R_SetupFrame (void) r_framecount++; -// build the transformation matrix for the given view angles - VectorCopy (r_refdef.vieworg, r_origin); + // break apart the viewentity matrix into vectors for various purposes + Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); + VectorNegate(r_viewleft, r_viewright); - AngleVectors (r_refdef.viewangles, vpn, vright, vup); + GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); - R_AnimateLight (); + R_AnimateLight(); } @@ -1163,16 +821,16 @@ static void R_BlendView(void) GL_DepthTest(false); // magic GL_VertexPointer(vertex3f); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - r = 64000; - vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; - vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; - vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; - vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3; - vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3; - vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3; - vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r; - vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r; - vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r; + r = 64; + vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r; + vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r; + vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r; + vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3; + vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3; + vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3; + vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r; + vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r; + vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r; R_Mesh_Draw(3, 1, polygonelements); } @@ -1194,7 +852,7 @@ void R_RenderView (void) { if (!gl_stencil) { - Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n"); + Con_Printf("Realtime world lighting requires 32bit color turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n"); Cvar_SetValueQuick(&r_shadow_realtime_world, 0); } } @@ -1205,6 +863,9 @@ void R_RenderView (void) R_MoveExplosions(); R_TimeReport("mexplosion"); + qglPolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL); + R_Textures_Frame(); R_SetupFrame(); R_SetFrustum(); @@ -1213,20 +874,22 @@ void R_RenderView (void) R_BuildLightList(); R_TimeReport("setup"); + if (cl.worldmodel && cl.worldmodel->brush.FatPVS) + cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + R_WorldVisibility(world); R_TimeReport("worldvis"); - R_FarClip_Start(r_origin, vpn, 768.0f); + R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f); R_MarkEntities(); r_farclip = R_FarClip_Finish() + 256.0f; - R_TimeReport("markentity"); - - GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); - if (r_shadow_realtime_world.integer || gl_stencil) + if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer))) GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f); else GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip); - GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles); + GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix); + R_TimeReport("markentity"); + qglDepthFunc(GL_LEQUAL); R_Mesh_Start(); @@ -1245,20 +908,11 @@ void R_RenderView (void) if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); - R_DrawModels(r_shadow_realtime_world.integer); + R_DrawModels(); R_TimeReport("models"); - if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer) - { - R_DrawFakeShadows(); - R_TimeReport("fakeshadow"); - } - - if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) - { - R_ShadowVolumeLighting(false); - R_TimeReport("dynlight"); - } + R_ShadowVolumeLighting(false); + R_TimeReport("rtlights"); R_DrawLightningBeams(); R_TimeReport("lightning"); @@ -1292,6 +946,9 @@ void R_RenderView (void) R_Mesh_Finish(); R_TimeReport("meshfinish"); + + qglPolygonOffset(0, 0); + qglDisable(GL_POLYGON_OFFSET_FILL); } /* @@ -1318,15 +975,14 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; GL_ColorPointer(color); - R_FillColors(color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + R_FillColors(color, 8, cr, cg, cb, ca); if (fogenabled) { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { - VectorSubtract(v, r_origin, diff); + VectorSubtract(v, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; - f2 *= r_colorscale; c[0] = c[0] * f1 + fogcolor[0] * f2; c[1] = c[1] * f1 + fogcolor[1] * f2; c[2] = c[2] * f1 + fogcolor[2] * f2; @@ -1401,28 +1057,23 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); GL_ColorPointer(color4f); - VectorSubtract(ent->origin, r_origin, diff); + VectorSubtract(ent->origin, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale; - c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale; - c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale; + c[0] = (c[0] * f1 + fogcolor[0] * f2); + c[1] = (c[1] * f1 + fogcolor[1] * f2); + c[2] = (c[2] * f1 + fogcolor[2] * f2); c[3] *= ent->alpha; } } - else if (r_colorscale != 1 || ent->alpha != 1) + else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); GL_ColorPointer(color4f); for (i = 0, c = color4f;i < 6;i++, c += 4) - { - c[0] *= r_colorscale; - c[1] *= r_colorscale; - c[2] *= r_colorscale; c[3] *= ent->alpha; - } } else GL_ColorPointer(nomodelcolor4f); @@ -1445,12 +1096,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo VectorNormalizeFast (normal); // calculate 'right' vector for start - VectorSubtract (r_origin, org1, diff); + VectorSubtract (r_vieworigin, org1, diff); VectorNormalizeFast (diff); CrossProduct (normal, diff, right1); // calculate 'right' vector for end - VectorSubtract (r_origin, org2, diff); + VectorSubtract (r_vieworigin, org2, diff); VectorNormalizeFast (diff); CrossProduct (normal, diff, right2); @@ -1477,12 +1128,12 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth if (fogenabled) { - VectorSubtract(origin, r_origin, diff); + VectorSubtract(origin, r_vieworigin, diff); ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); } R_Mesh_Matrix(&r_identitymatrix); - GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + GL_Color(cr, cg, cb, ca); GL_VertexPointer(varray_vertex3f); GL_BlendFunc(blendfunc1, blendfunc2); GL_DepthMask(false);