]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Various cleanup.
[xonotic/darkplaces.git] / r_shadow.c
index 87609f7c21b9edf3339fddad2be3a72b6790aef9..024fabac435b9dedf64805f3b5a0e53be53e8fa9 100644 (file)
@@ -334,6 +334,13 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
+cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0.1", "make light bounds bigger by *1.0+enlarge"};
+cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
 cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
@@ -804,6 +811,13 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_culllights_pvs);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
@@ -2846,12 +2860,26 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (!settings->staticmode)
                {
-                       if (R_CullBox(cullmins, cullmaxs))
-                               continue;
+                       // skip if the expanded light box does not touch any visible leafs
                        if (r_refdef.scene.worldmodel
-                        && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
-                        && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+                               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
                                continue;
+                       // skip if the expanded light box is not visible to traceline
+                       // note that PrepareLight already did this check but for a smaller box, so we
+                       // end up casting more traces per frame per light when using bouncegrid, which
+                       // is probably fine (and they use the same timer)
+                       if (r_shadow_culllights_trace.integer)
+                       {
+                               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                                       rtlight->trace_timer = realtime;
+                               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                                       return;
+                       }
+                       // skip if expanded light box is offscreen
+                       if (R_CullBox(cullmins, cullmaxs))
+                               continue;
+                       // skip if overall light intensity is zero
                        if (w * VectorLength2(rtlight->color) == 0.0f)
                                continue;
                }
@@ -3316,6 +3344,7 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
        int bouncecount;
        int hitsupercontentsmask;
        int skipsupercontentsmask;
+       int skipmaterialflagsmask;
        int maxbounce;
        int shootparticles;
        int shotparticles;
@@ -3345,10 +3374,11 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
 
        // figure out what we want to interact with
        if (settings.hitmodels)
-               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
+               hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
        else
                hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
-       skipsupercontentsmask = SUPERCONTENTS_SKY; // this allows the e1m5 sky shadow to work by ignoring the sky surfaces
+       skipsupercontentsmask = 0;
+       skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT;
        maxbounce = settings.maxbounce;
 
        for (lightindex = 0;lightindex < range2;lightindex++)
@@ -3449,12 +3479,12 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                                {
                                        // static mode fires a LOT of rays but none of them are identical, so they are not cached
                                        // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
-                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
                                }
                                else
                                {
                                        // dynamic mode fires many rays and most will match the cache from the previous frame
-                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask);
+                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
                                }
                                if (bouncecount > 0 || settings.includedirectlighting)
                                {
@@ -4138,7 +4168,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                // this variable must be set for the CompileShadowVolume/CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
                R_FrameData_SetMark();
-               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
+               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL, rtlight->shadow == 0);
                R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
                numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
@@ -4656,7 +4686,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
        */
 
-       // if lightstyle is currently off, don't draw the light
+       // skip if lightstyle is currently off
        if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
                return;
 
@@ -4664,10 +4694,27 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        if (nolight)
                return;
 
-       // if the light box is offscreen, skip it
+       // skip if the light box is not touching any visible leafs
+       if (r_shadow_culllights_pvs.integer
+               && r_refdef.scene.worldmodel
+               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs))
+               return;
+
+       // skip if the light box is not visible to traceline
+       if (r_shadow_culllights_trace.integer)
+       {
+               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                       rtlight->trace_timer = realtime;
+               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                       return;
+       }
+
+       // skip if the light box is off screen
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
+       // in the typical case this will be quickly replaced by GetLightInfo
        VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
        VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
 
@@ -4694,7 +4741,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes, rtlight->shadow == 0);
                R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
@@ -5994,8 +6041,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        }
        else
        {
-               // FIXME: these traces should scan all render entities instead of cl.world
-               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+               if (CL_Cache_TraceLineSurfaces(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT).fraction < 1)
                        return;
        }
        VectorScale(rtlight->currentcolor, cscale, color);
@@ -6328,7 +6374,7 @@ static void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -6778,7 +6824,7 @@ static void R_Shadow_SetCursorLocationForView(void)
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
-       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
+       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -7577,7 +7623,7 @@ void R_LightPoint(float *color, const vec3_t p, const int flags)
                        if (f <= 0)
                                continue;
                        // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
                                VectorMA(color, f, light->currentcolor, color);
                }
        }
@@ -7598,7 +7644,7 @@ void R_LightPoint(float *color, const vec3_t p, const int flags)
                        if (f <= 0)
                                continue;
                        // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
                                VectorMA(color, f, light->color, color);
                }
        }
@@ -7682,7 +7728,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
                        // scale down intensity to add to both ambient and diffuse
                        //intensity *= 0.5f;
@@ -7715,7 +7761,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
                        // scale down intensity to add to both ambient and diffuse
                        //intensity *= 0.5f;