]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
removed r_shadow_realtime_world_compilelight cvar and all code relating to it (no...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 7 Sep 2005 08:47:55 +0000 (08:47 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 7 Sep 2005 08:47:55 +0000 (08:47 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5688 d7cf8633-e32d-0410-b094-e92efae38249

client.h
gl_rsurf.c
r_shadow.c
r_shadow.h

index 9c06485f2fefafca4032ae337f6f8d2ee35b3c84..c50db411eb7269a06cc6dbddd35c227f5720a988 100644 (file)
--- a/client.h
+++ b/client.h
@@ -132,9 +132,8 @@ typedef struct rtlight_s
        int isstatic;
        // true if this is a compiled world light, cleared if the light changes
        int compiled;
-       // premade shadow volumes and lit surfaces to render for world entity
+       // premade shadow volumes to render for world entity
        shadowmesh_t *static_meshchain_shadow;
-       shadowmesh_t *static_meshchain_light;
        // used for visibility testing (more exact than bbox)
        int static_numleafs;
        int static_numleafpvsbytes;
index c2c822618c944ae525e2d71bc6471347ec02cec1..0312e8ad6cee127cfcedce37ac295543471db97a 100644 (file)
@@ -736,123 +736,94 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, int numsurfa
        texture_t *texture;
        int surfacelistindex;
        vec3_t modelorg;
+       texture_t *tex;
+       vec3_t lightcolorpants, lightcolorshirt;
+       rtexture_t *basetexture = NULL;
+       rtexture_t *glosstexture = NULL;
+       float specularscale = 0;
+       qboolean skip;
        if (r_drawcollisionbrushes.integer >= 2)
                return;
-       if (r_shadow_compilingrtlight)
+       R_UpdateAllTextureInfo(ent);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       tex = NULL;
+       texture = NULL;
+       skip = false;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               // if compiling an rtlight, capture the meshes
-               int tri;
-               int *e;
-               float *lightmins, *lightmaxs, *v[3], *vertex3f;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
+                       continue;
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               if (tex != surface->texture)
                {
-                       surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       texture = surface->texture;
-                       if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+                       tex = surface->texture;
+                       texture = surface->texture->currentframe;
+                       // FIXME: transparent surfaces need to be lit later
+                       skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL;
+                       if (skip)
                                continue;
-                       e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
-                       vertex3f = surface->groupmesh->data_vertex3f;
-                       lightmins = r_shadow_compilingrtlight->cullmins;
-                       lightmaxs = r_shadow_compilingrtlight->cullmaxs;
-                       for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
+                       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               qglDisable(GL_CULL_FACE);
+                       else
+                               qglEnable(GL_CULL_FACE);
+                       glosstexture = r_texture_black;
+                       specularscale = 0;
+                       if (texture->skin.gloss)
                        {
-                               v[0] = vertex3f + e[0] * 3;
-                               v[1] = vertex3f + e[1] * 3;
-                               v[2] = vertex3f + e[2] * 3;
-                               if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
+                               if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
+                               {
+                                       glosstexture = texture->skin.gloss;
+                                       specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
+                               }
                        }
-               }
-       }
-       else
-       {
-               texture_t *tex;
-               vec3_t lightcolorpants, lightcolorshirt;
-               rtexture_t *basetexture = NULL;
-               rtexture_t *glosstexture = NULL;
-               float specularscale = 0;
-               qboolean skip;
-               R_UpdateAllTextureInfo(ent);
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               tex = NULL;
-               texture = NULL;
-               skip = false;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
-                               continue;
-                       surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       if (tex != surface->texture)
+                       else
                        {
-                               tex = surface->texture;
-                               texture = surface->texture->currentframe;
-                               // FIXME: transparent surfaces need to be lit later
-                               skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL;
-                               if (skip)
-                                       continue;
-                               if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                       qglDisable(GL_CULL_FACE);
-                               else
-                                       qglEnable(GL_CULL_FACE);
-                               glosstexture = r_texture_black;
-                               specularscale = 0;
-                               if (texture->skin.gloss)
+                               if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
                                {
-                                       if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-                                       {
-                                               glosstexture = texture->skin.gloss;
-                                               specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
-                                       }
+                                       glosstexture = r_texture_white;
+                                       specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
                                }
-                               else
+                       }
+                       VectorClear(lightcolorpants);
+                       VectorClear(lightcolorshirt);
+                       if (ent->colormap >= 0)
+                       {
+                               // 128-224 are backwards ranges
+                               int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
+                               if (texture->skin.pants && b < 224)
                                {
-                                       if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-                                       {
-                                               glosstexture = r_texture_white;
-                                               specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
-                                       }
+                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+                                       lightcolorpants[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+                                       lightcolorpants[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+                                       lightcolorpants[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
                                }
-                               VectorClear(lightcolorpants);
-                               VectorClear(lightcolorshirt);
-                               if (ent->colormap >= 0)
+                               // 128-224 are backwards ranges
+                               b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
+                               if (texture->skin.shirt && b < 224)
                                {
-                                       // 128-224 are backwards ranges
-                                       int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
-                                       if (texture->skin.pants && b < 224)
-                                       {
-                                               qbyte *bcolor = (qbyte *) (&palette_complete[b]);
-                                               lightcolorpants[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
-                                               lightcolorpants[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
-                                               lightcolorpants[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
-                                       }
-                                       // 128-224 are backwards ranges
-                                       b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
-                                       if (texture->skin.shirt && b < 224)
-                                       {
-                                               qbyte *bcolor = (qbyte *) (&palette_complete[b]);
-                                               lightcolorshirt[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
-                                               lightcolorshirt[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
-                                               lightcolorshirt[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
-                                       }
-                                       basetexture = texture->skin.base;
+                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+                                       lightcolorshirt[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+                                       lightcolorshirt[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+                                       lightcolorshirt[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
                                }
-                               else
-                                       basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
-                               if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
-                                       skip = true;
-                       }
-                       if (skip || !surface->num_triangles)
-                               continue;
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                       if (!rsurface_svector3f)
-                       {
-                               rsurface_svector3f = varray_svector3f;
-                               rsurface_tvector3f = varray_tvector3f;
-                               rsurface_normal3f = varray_normal3f;
-                               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                               basetexture = texture->skin.base;
                        }
-                       R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
+                       else
+                               basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
+                       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+                               skip = true;
+               }
+               if (skip || !surface->num_triangles)
+                       continue;
+               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+               if (!rsurface_svector3f)
+               {
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
+               R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
        }
        qglEnable(GL_CULL_FACE);
 }
index 360994020e092c0a5d1de94e0196624aab54d7c0..b2408c279ff2d3c8bf39ce62defd1d71ea32d005 100644 (file)
@@ -210,7 +210,6 @@ cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_wo
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
-cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
@@ -614,7 +613,6 @@ void R_Shadow_Help_f(void)
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
-"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
@@ -655,7 +653,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
-       Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
@@ -2613,7 +2610,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
+       int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
        entity_render_t *ent = r_refdef.worldentity;
        model_t *model = r_refdef.worldmodel;
        qbyte *data;
@@ -2659,12 +2656,6 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
                        rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
                }
-               if (model->DrawLight)
-               {
-                       rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-                       model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
-                       rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
-               }
                // switch back to rendering when DrawShadowVolume or DrawLight is called
                r_shadow_compilingrtlight = NULL;
        }
@@ -2686,19 +2677,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                }
        }
 
-       lightmeshes = 0;
-       lighttris = 0;
-       if (rtlight->static_meshchain_light)
-       {
-               shadowmesh_t *mesh;
-               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-               {
-                       lightmeshes++;
-                       lighttris += mesh->numtriangles;
-               }
-       }
-
-       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -2708,9 +2687,6 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                if (rtlight->static_meshchain_shadow)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
                rtlight->static_meshchain_shadow = NULL;
-               if (rtlight->static_meshchain_light)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
-               rtlight->static_meshchain_light = NULL;
                // these allocations are grouped
                if (rtlight->static_leaflist)
                        Mem_Free(rtlight->static_leaflist);
@@ -2786,7 +2762,6 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
 
 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
 {
-       shadowmesh_t *mesh;
        // set up properties for rendering light onto this entity
        r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
        r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
@@ -2808,37 +2783,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l
                }
        }
        if (ent == r_refdef.worldentity)
-       {
-               if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
-               {
-                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                       {
-                               rtexture_t *glosstexture = r_texture_black;
-                               float specularscale = 0;
-                               if (mesh->map_specular)
-                               {
-                                       if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-                                       {
-                                               glosstexture = mesh->map_specular;
-                                               specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
-                                       }
-                               }
-                               else
-                               {
-                                       if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-                                       {
-                                               glosstexture = r_texture_white;
-                                               specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
-                                       }
-                               }
-                               if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
-                                       continue;
-                               R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, r_texture_black, r_texture_black, mesh->map_normal, glosstexture);
-                       }
-               }
-               else
-                       ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
-       }
+               ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
        else
                ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
 }
index 9de0b8832dd3d525cc1727e4aed5d2d2a13ed646..23d2a48138b7af3ab7b80f85839f8901b20f0db0 100644 (file)
@@ -21,7 +21,6 @@ extern cvar_t r_shadow_realtime_world_dlightshadows;
 extern cvar_t r_shadow_realtime_world_lightmaps;
 extern cvar_t r_shadow_realtime_world_shadows;
 extern cvar_t r_shadow_realtime_world_compile;
-extern cvar_t r_shadow_realtime_world_compilelight;
 extern cvar_t r_shadow_realtime_world_compileshadow;
 extern cvar_t r_shadow_scissor;
 extern cvar_t r_shadow_shadow_polygonfactor;