X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=e348e3e9427b4229ed84b7b51bf90f563cec5a16;hb=0b5e8b49f3ed65b746481dc175d67daf0c48a830;hp=4a33fd9fe4145d17db15ee172a590071e0adb581;hpb=aadd101471d0227217f84d3dc6ed03fec4aacd4c;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 4a33fd9f..e348e3e9 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -256,6 +256,10 @@ cvar_t r_buffermegs[R_BUFFERDATA_COUNT] = {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"}, }; +cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"}; +cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"}; +cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"}; + extern cvar_t v_glslgamma_2d; extern qbool v_flipped_state; @@ -511,8 +515,8 @@ static void R_BuildFogTexture(void) } if (r_texture_fogattenuation) { - R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1); - //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1); + R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0); + //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0); } else { @@ -1553,7 +1557,7 @@ static int R_BlendFuncFlags(int src, int dst) return r; } -void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy) +void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -1820,7 +1824,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif // lightmapped wall if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; - if (r_refdef.fogenabled && !notrippy) + if (r_refdef.fogenabled && !ui) permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); if (t->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; @@ -1892,7 +1896,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif } if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG)) permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE); - if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy) + if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui) permutation |= SHADERPERMUTATION_FOGALPHAHACK; switch(vid.renderpath) { @@ -1954,7 +1958,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]); } // additive passes are only darkened by fog, not tinted - if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy) + if (r_glsl_permutation->loc_FogColor >= 0 && !ui) { if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); @@ -3189,7 +3193,7 @@ static void gl_main_shutdown(void) r_texture_numcubemaps = 0; //r_texture_fogintensity = NULL; memset(&r_fb, 0, sizeof(r_fb)); - R_GLSL_Restart_f(&cmd_local); + R_GLSL_Restart_f(&cmd_client); r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); @@ -3409,6 +3413,9 @@ void GL_Main_Init(void) for (i = 0;i < R_BUFFERDATA_COUNT;i++) Cvar_RegisterVariable(&r_buffermegs[i]); Cvar_RegisterVariable(&r_batch_dynamicbuffer); + Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled); + Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine); + Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue(&cvars_all, "r_fullbrights", 0); #ifdef DP_MOBILETOUCH @@ -4071,7 +4078,7 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.scene.numentities;i++) { ent = r_refdef.scene.entities[i]; - if (ent != &cl.viewent.render && r_refdef.viewcache.world_novis) + if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL)) { r_refdef.viewcache.entityvisible[i] = false; continue; @@ -4249,7 +4256,7 @@ static void R_View_SetFrustum(const int *scissor) int i; double fpx = +1, fnx = -1, fpy = +1, fny = -1; vec3_t forward, left, up, origin, v; - if(r_lockvisibility.integer || r_lockpvs.integer) + if(r_lockvisibility.integer) return; if(scissor) { @@ -5577,7 +5584,7 @@ void R_UpdateVariables(void) } if (r_texture_gammaramps) { - R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1); + R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0); } else { @@ -5681,7 +5688,7 @@ void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, i rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity if(R_CompileShader_CheckStaticParms()) - R_GLSL_Restart_f(&cmd_local); + R_GLSL_Restart_f(&cmd_client); if (!r_drawentities.integer) r_refdef.scene.numentities = 0; @@ -8734,7 +8741,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render screenspace normalmap to texture GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false); + R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false); RSurf_DrawBatch(); return; } @@ -8762,18 +8769,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render water or distortion background GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false); + R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false); RSurf_DrawBatch(); // blend surface on top GL_DepthMask(false); - R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false); + R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false); RSurf_DrawBatch(); } else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)) { // render surface with reflection texture as input GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false); + R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false); RSurf_DrawBatch(); } } @@ -8782,7 +8789,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface // render surface batch normally GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui); + R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui); RSurf_DrawBatch(); } @@ -9989,7 +9996,7 @@ int r_maxsurfacelist = 0; const msurface_t **r_surfacelist = NULL; void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui) { - int i, j, endj, flagsmask; + int i, j, flagsmask; model_t *model = ent->model; msurface_t *surfaces; unsigned char *update; @@ -10017,26 +10024,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep surfaces = model->data_surfaces; update = model->brushq1.lightmapupdateflags; - // update light styles - if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0) - { - model_brush_lightstyleinfo_t *style; - // Iterate over each active style - for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) - { - if (style->value != r_refdef.scene.lightstylevalue[style->style]) - { - int *list = style->surfacelist; - style->value = r_refdef.scene.lightstylevalue[style->style]; - // Iterate over every surface this style applies to - for (j = 0;j < style->numsurfaces;j++) - // Update brush entities even if not visible otherwise they'll render solid black. - if(r_refdef.viewcache.world_surfacevisible[list[j]] || ent != r_refdef.scene.worldentity) - update[list[j]] = true; - } - } - } - flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL; if (debug) @@ -10046,12 +10033,17 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep return; } + // check if this is an empty model + if (model->nummodelsurfaces == 0) + return; + rsurface.lightmaptexture = NULL; rsurface.deluxemaptexture = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; rsurface.rtlight = NULL; numsurfacelist = 0; + // add visible surfaces to draw list if (ent == r_refdef.scene.worldentity) { @@ -10062,10 +10054,17 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep if (r_refdef.viewcache.world_surfacevisible[j]) r_surfacelist[numsurfacelist++] = surfaces + j; } + + // don't do anything if there were no surfaces added (none of the world entity is visible) + if (!numsurfacelist) + { + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity + return; + } } else if (ui) { - // for ui we have to preserve the order of surfaces + // for ui we have to preserve the order of surfaces (not using sortedmodelsurfaces) for (i = 0; i < model->nummodelsurfaces; i++) r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i; } @@ -10075,19 +10074,47 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep for (i = 0; i < model->nummodelsurfaces; i++) r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i]; } - // don't do anything if there were no surfaces - if (!numsurfacelist) - { - rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity - return; - } - // update lightmaps if needed - if (update) + + /* + * Mark lightmaps as dirty if their lightstyle's value changed. We do this by + * using style chains because most styles do not change on most frames, and most + * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep) + * break this rule and animate most surfaces. + */ + if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer) { - for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) + model_brush_lightstyleinfo_t *style; + + // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so + for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++) + { + if (style->value != r_refdef.scene.lightstylevalue[style->style]) + { + int* list = style->surfacelist; + style->value = r_refdef.scene.lightstylevalue[style->style]; + // Value changed - mark the surfaces belonging to this style chain as dirty + for (j = 0; j < style->numsurfaces; j++) + update[list[j]] = true; + } + } + // Now check if update flags are set on any surfaces that are visible + if (r_q1bsp_lightmap_updates_hidden_surfaces.integer) + { + /* + * We can do less frequent texture uploads (approximately 10hz for animated + * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible. + * For optimal efficiency, this includes the submodels of the worldmodel, so we + * use model->num_surfaces, not nummodelsurfaces. + */ + for (i = 0; i < model->num_surfaces;i++) + if (update[i]) + R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer); + } + else { - if (update[j]) - R_BuildLightMap(ent, surfaces + j); + for (i = 0; i < numsurfacelist; i++) + if (update[r_surfacelist[i] - surfaces]) + R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer); } }