]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
further optimizations to batching code, not much gain if any from these, but it may...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 23 Feb 2007 09:02:48 +0000 (09:02 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 23 Feb 2007 09:02:48 +0000 (09:02 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6902 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c
todo

index b929e924c2a2ba09091ae4fa5966c232528eef20..ff9f78b99fc3544187bb9d2fb82f50ac8e93b538 100644 (file)
@@ -811,14 +811,12 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        msurface_t *surface;
        int surfacelistindex;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       texture_t *texture;
        r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
        R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                surface = model->data_surfaces + surfacelist[surfacelistindex];
-               texture = surface->texture;
-               if (texture->basematerialflags & MATERIALFLAG_NOSHADOW)
+               if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
                        continue;
                R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
        }
@@ -826,28 +824,12 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
 }
 
-void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t relativelightdirection, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
-       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-       {
-               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
-       }
-}
-
 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        model_t *model = ent->model;
        msurface_t *surface;
        int modelsurfacelistindex;
-       int f = 0;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       texture_t *t = NULL;
-       const int maxsurfacelist = 1024;
-       int numsurfacelist = 0;
-       msurface_t *surfacelist[1024];
        // check the box in modelspace, it was already checked in worldspace
        if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
                return;
@@ -873,22 +855,12 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       if (t != surface->texture || numsurfacelist >= maxsurfacelist)
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               rsurface_texture = t->currentframe;
-                               f = (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) == 0;
-                       }
-                       if (f && surface->num_triangles)
-                               surfacelist[numsurfacelist++] = surface;
+                       rsurface_texture = surface->texture->currentframe;
+                       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                               continue;
+                       RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
-               if (numsurfacelist)
-                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
                R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
        }
 }
@@ -897,32 +869,34 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
 
 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int surfacelistindex, batchcount;
+       int i, j, batchnumsurfaces, endsurface;
        texture_t *t;
+       msurface_t *surface;
        msurface_t *batchsurfaces[BATCHSIZE];
        // note: in practice this never actually batches, oh well
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
        R_Shadow_RenderMode_Lighting(false, true);
        R_Shadow_SetupEntityLight(ent);
-       t = NULL;
-       batchcount = 0;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       for (i = 0;i < numsurfaces;i = j)
        {
-               msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
-               if (t != surface->texture)
+               j = i + 1;
+               surface = rsurface_model->data_surfaces + surfacelist[i];
+               t = surface->texture;
+               R_UpdateTextureInfo(ent, t);
+               rsurface_texture = t->currentframe;
+               endsurface = min(j + BATCHSIZE, numsurfaces);
+               batchnumsurfaces = 0;
+               batchsurfaces[batchnumsurfaces++] = surface;
+               for (;j < endsurface;j++)
                {
-                       if (batchcount > 0)
-                               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
-                       batchcount = 0;
-                       t = surface->texture;
-                       R_UpdateTextureInfo(ent, t);
-                       rsurface_texture = t->currentframe;
+                       surface = rsurface_model->data_surfaces + surfacelist[j];
+                       if (t != surface->texture)
+                               continue;
+                       batchsurfaces[batchnumsurfaces++] = surface;
                }
-               batchsurfaces[batchcount++] = surface;
+               R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfaces);
        }
-       if (batchcount > 0)
-               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
        R_Shadow_RenderMode_End();
 }
 
@@ -948,61 +922,50 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       int surfacelistindex, batchnumsurfaces;
+       int i, j, k, l, endsurface, batchnumsurfaces;
        msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
        texture_t *tex;
-       qboolean skip;
        CHECKGLERROR
        RSurf_ActiveEntity(ent, true, true);
        R_UpdateAllTextureInfo(ent);
-       tex = NULL;
-       rsurface_texture = NULL;
-       skip = false;
-       batchnumsurfaces = 0;
        CHECKGLERROR
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       // this is a double loop because non-visible surface skipping has to be
+       // fast, and even if this is not the world model (and hence no visibility
+       // checking) the input surface list and batch buffer are different formats
+       // so some processing is necessary.  (luckily models have few surfaces)
+       for (i = 0;i < numsurfaces;i = j)
        {
-               if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]]))
-                       continue;
-               surface = model->data_surfaces + surfacelist[surfacelistindex];
-               r_refdef.stats.lights_lighttriangles += surface->num_triangles;
-               if (tex != surface->texture)
+               batchnumsurfaces = 0;
+               endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
+               if (ent == r_refdef.worldentity)
                {
-                       if (batchnumsurfaces > 0)
-                       {
-                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
-                               else
-                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-                               batchnumsurfaces = 0;
-                       }
-                       tex = surface->texture;
-                       rsurface_texture = surface->texture->currentframe;
-                       skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
-                       if (skip)
-                               continue;
+                       for (j = i;j < endsurface;j++)
+                               if (r_viewcache.world_surfacevisible[surfacelist[j]])
+                                       batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[j];
                }
-               if (!skip && surface->num_triangles)
+               else
                {
-                       if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
+                       for (j = i;j < endsurface;j++)
+                               batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[j];
+               }
+               if (!batchnumsurfaces)
+                       continue;
+               for (k = 0;k < batchnumsurfaces;k = l)
+               {
+                       l = k + 1;
+                       surface = batchsurfacelist[k];
+                       tex = surface->texture;
+                       rsurface_texture = tex->currentframe;
+                       for (;l < batchnumsurfaces && tex == batchsurfacelist[k]->texture;l++);
+                       if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
                        {
                                if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
+                                       R_Q1BSP_DrawLight_TransparentBatch(l - k, batchsurfacelist + k);
                                else
-                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-                               batchnumsurfaces = 0;
+                                       R_Shadow_RenderSurfacesLighting(l - k, batchsurfacelist + k);
                        }
-                       batchsurfacelist[batchnumsurfaces++] = surface;
                }
        }
-       if (batchnumsurfaces > 0)
-       {
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
-               else
-                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-               batchnumsurfaces = 0;
-       }
 }
 
 //Made by [515]
diff --git a/todo b/todo
index b4f975595798b94bdc82a9372eb2999692ebf43a..6139712023d3b5d7cfea07772645661672577fc8 100644 (file)
--- a/todo
+++ b/todo
@@ -64,6 +64,7 @@
 0 bug darkplaces client: it has been reported that sometimes level changes on quakeworld servers don't load a map, this may be related to downloading? (Baker)
 0 bug darkplaces client: name (and probably other userinfo properties) are not being set when entering a qw server?
 0 bug darkplaces client: when going through a teleporter the cl_movement prediction still interpolates the move (div0)
+0 bug darkplaces docs: host_maxfps is gone, correct the darkplaces.txt and host.c cvar description for host_framerate
 0 bug darkplaces loader: make rtlight entity loader support q3map/q3map2 lights properly, they use a spawnflag for LINEAR mode, by default they use 1/(x*x) falloff (Carni, motorsep)
 0 bug darkplaces physics: when riding a lift down (such as near the start of e1m1), the player is not being pulled down, unlike in quake, this can cause repeated fall damage on very fast lifts (scar3crow)
 0 bug darkplaces readme: commandline options are slightly out of date, update them (Baker)