2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
27 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
28 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
29 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
30 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
31 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
37 Combine and scale multiple lightmaps into the 8.8 format in blocklights
40 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
42 int smax, tmax, i, size, size3, maps, l;
44 unsigned char *lightmap, *out, *stain;
45 dp_model_t *model = ent->model;
47 unsigned char *templight;
49 smax = (surface->lightmapinfo->extents[0]>>4)+1;
50 tmax = (surface->lightmapinfo->extents[1]>>4)+1;
54 r_refdef.stats.lightmapupdatepixels += size;
55 r_refdef.stats.lightmapupdates++;
57 if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
59 cl.buildlightmapmemorysize = size*sizeof(int[3]);
60 if (cl.buildlightmapmemory)
61 Mem_Free(cl.buildlightmapmemory);
62 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
65 // these both point at the same buffer, templight is only used for final
66 // processing and can replace the intblocklights data as it goes
67 intblocklights = (int *)cl.buildlightmapmemory;
68 templight = (unsigned char *)cl.buildlightmapmemory;
70 // update cached lighting info
71 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
73 lightmap = surface->lightmapinfo->samples;
75 // set to full bright if no light data
77 if (!model->brushq1.lightdata)
79 for (i = 0;i < size3;i++)
85 memset(bl, 0, size3*sizeof(*bl));
87 // add all the lightmaps
89 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
90 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
91 bl[i] += lightmap[i] * scale;
94 stain = surface->lightmapinfo->stainsamples;
97 // the >> 16 shift adjusts down 8 bits to account for the stainmap
98 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
99 // be doubled during rendering to achieve 2x overbright
100 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
103 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
105 l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
106 l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
107 l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
113 for (i = 0;i < size;i++, bl += 3, out += 4)
115 l = bl[0] >> 8;out[2] = min(l, 255);
116 l = bl[1] >> 8;out[1] = min(l, 255);
117 l = bl[2] >> 8;out[0] = min(l, 255);
122 R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
124 // update the surface's deluxemap if it has one
125 if (surface->deluxemaptexture != r_texture_blanknormalmap)
128 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
129 lightmap = surface->lightmapinfo->samples;
130 // clear to no normalmap
132 memset(bl, 0, size3*sizeof(*bl));
133 // add all the normalmaps
134 if (lightmap && normalmap)
136 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
138 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
140 // add the normalmap with weighting proportional to the style's lightmap intensity
141 l = (int)(VectorLength(lightmap + i*3) * scale);
142 bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
143 bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
144 bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
150 // we simply renormalize the weighted normals to get a valid deluxemap
151 for (i = 0;i < size;i++, bl += 3, out += 4)
155 l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
156 l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
157 l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
160 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
164 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
166 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
167 msurface_t *surface, *endsurface;
168 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
172 maxdist = radius * radius;
173 invradius = 1.0f / radius;
178 ndist = PlaneDiff(origin, node->plane);
181 node = node->children[0];
186 node = node->children[1];
190 dist2 = ndist * ndist;
191 maxdist3 = maxdist - dist2;
193 if (node->plane->type < 3)
195 VectorCopy(origin, impact);
196 impact[node->plane->type] -= ndist;
200 impact[0] = origin[0] - node->plane->normal[0] * ndist;
201 impact[1] = origin[1] - node->plane->normal[1] * ndist;
202 impact[2] = origin[2] - node->plane->normal[2] * ndist;
205 for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
207 if (surface->lightmapinfo->stainsamples)
209 smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
210 tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
212 impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
213 impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
215 s = bound(0, impacts, smax * 16) - impacts;
216 t = bound(0, impactt, tmax * 16) - impactt;
217 i = (int)(s * s + t * t + dist2);
218 if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
221 // reduce calculations
222 for (s = 0, i = impacts; s < smax; s++, i -= 16)
223 sdtable[s] = i * i + dist2;
225 bl = surface->lightmapinfo->stainsamples;
230 for (t = 0;t < tmax;t++, i -= 16)
233 // make sure some part of it is visible on this line
236 maxdist2 = maxdist - td;
237 for (s = 0;s < smax;s++)
239 if (sdtable[s] < maxdist2)
241 ratio = lhrandom(0.0f, 1.0f);
242 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
243 if (a >= (1.0f / 64.0f))
247 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
248 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
249 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
259 // force lightmap upload
261 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
265 if (node->children[0]->plane)
267 if (node->children[1]->plane)
269 R_StainNode(node->children[0], model, origin, radius, fcolor);
270 node = node->children[1];
275 node = node->children[0];
279 else if (node->children[1]->plane)
281 node = node->children[1];
286 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
290 entity_render_t *ent;
293 if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
298 fcolor[3] = ca1 * (1.0f / 64.0f);
299 fcolor[4] = cr2 - cr1;
300 fcolor[5] = cg2 - cg1;
301 fcolor[6] = cb2 - cb1;
302 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
304 R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
306 // look for embedded bmodels
307 for (n = 0;n < cl.num_brushmodel_entities;n++)
309 ent = &cl.entities[cl.brushmodel_entities[n]].render;
311 if (model && model->name[0] == '*')
313 if (model->brush.data_nodes)
315 Matrix4x4_Transform(&ent->inversematrix, origin, org);
316 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
324 =============================================================
328 =============================================================
331 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
333 // due to the hacky nature of this function's parameters, this is never
334 // called with a batch, so numsurfaces is always 1, and the surfacelist
335 // contains only a leaf number for coloring purposes
336 const mportal_t *portal = (mportal_t *)ent;
340 float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
345 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
347 GL_CullFace(GL_NONE);
348 R_EntityMatrix(&identitymatrix);
350 numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
352 // R_Mesh_ResetTextureState();
354 isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
356 i = surfacelist[0] >> 1;
357 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
358 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
359 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360 isvis ? 0.125f : 0.03125f);
361 for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
362 VectorCopy(portal->points[i].position, v);
363 R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
364 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
365 R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
368 // LordHavoc: this is just a nice debugging tool, very slow
369 void R_DrawPortals(void)
374 dp_model_t *model = r_refdef.scene.worldmodel;
377 for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
379 if (r_refdef.viewcache.world_leafvisible[leafnum])
381 //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
382 for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
384 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
385 if (!R_CullBox(portal->mins, portal->maxs))
388 for (i = 0;i < portal->numpoints;i++)
389 VectorAdd(center, portal->points[i].position, center);
390 f = ixtable[portal->numpoints];
391 VectorScale(center, f, center);
392 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
399 void R_View_WorldVisibility(qboolean forcenovis)
404 dp_model_t *model = r_refdef.scene.worldmodel;
409 if (r_refdef.view.usecustompvs)
411 // clear the visible surface and leaf flags arrays
412 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
413 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
414 r_refdef.viewcache.world_novis = false;
416 // simply cull each marked leaf to the frustum (view pyramid)
417 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
419 // if leaf is in current pvs and on the screen, mark its surfaces
420 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
422 r_refdef.stats.world_leafs++;
423 r_refdef.viewcache.world_leafvisible[j] = true;
424 if (leaf->numleafsurfaces)
425 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
426 r_refdef.viewcache.world_surfacevisible[*mark] = true;
432 // if possible find the leaf the view origin is in
433 viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
434 // if possible fetch the visible cluster bits
435 if (!r_lockpvs.integer && model->brush.FatPVS)
436 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
438 if (!r_lockvisibility.integer)
440 // clear the visible surface and leaf flags arrays
441 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
442 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
444 r_refdef.viewcache.world_novis = false;
446 // if floating around in the void (no pvs data available, and no
447 // portals available), simply use all on-screen leafs.
448 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
450 // no visibility method: (used when floating around in the void)
451 // simply cull each leaf to the frustum (view pyramid)
452 // similar to quake's RecursiveWorldNode but without cache misses
453 r_refdef.viewcache.world_novis = true;
454 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
456 // if leaf is in current pvs and on the screen, mark its surfaces
457 if (!R_CullBox(leaf->mins, leaf->maxs))
459 r_refdef.stats.world_leafs++;
460 r_refdef.viewcache.world_leafvisible[j] = true;
461 if (leaf->numleafsurfaces)
462 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
463 r_refdef.viewcache.world_surfacevisible[*mark] = true;
467 // just check if each leaf in the PVS is on screen
468 // (unless portal culling is enabled)
469 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
472 // simply check if each leaf is in the Potentially Visible Set,
473 // and cull to frustum (view pyramid)
474 // similar to quake's RecursiveWorldNode but without cache misses
475 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
477 // if leaf is in current pvs and on the screen, mark its surfaces
478 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
480 r_refdef.stats.world_leafs++;
481 r_refdef.viewcache.world_leafvisible[j] = true;
482 if (leaf->numleafsurfaces)
483 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
484 r_refdef.viewcache.world_surfacevisible[*mark] = true;
488 // if desired use a recursive portal flow, culling each portal to
489 // frustum and checking if the leaf the portal leads to is in the pvs
494 mleaf_t *leafstack[8192];
495 // simple-frustum portal method:
496 // follows portals leading outward from viewleaf, does not venture
497 // offscreen or into leafs that are not visible, faster than
498 // Quake's RecursiveWorldNode and vastly better in unvised maps,
499 // often culls some surfaces that pvs alone would miss
500 // (such as a room in pvs that is hidden behind a wall, but the
501 // passage leading to the room is off-screen)
502 leafstack[0] = viewleaf;
506 leaf = leafstack[--leafstackpos];
507 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
509 r_refdef.stats.world_leafs++;
510 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
511 // mark any surfaces bounding this leaf
512 if (leaf->numleafsurfaces)
513 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
514 r_refdef.viewcache.world_surfacevisible[*mark] = true;
515 // follow portals into other leafs
517 // if viewer is behind portal (portal faces outward into the scene)
518 // and the portal polygon's bounding box is on the screen
519 // and the leaf has not been visited yet
520 // and the leaf is visible in the pvs
521 // (the first two checks won't cause as many cache misses as the leaf checks)
522 for (p = leaf->portals;p;p = p->next)
524 r_refdef.stats.world_portals++;
525 if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
526 && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
527 && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
528 && !R_CullBox(p->mins, p->maxs)
529 && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
530 leafstack[leafstackpos++] = p->past;
537 void R_Q1BSP_DrawSky(entity_render_t *ent)
539 if (ent->model == NULL)
541 if (ent == r_refdef.scene.worldentity)
542 R_DrawWorldSurfaces(true, true, false, false, false);
544 R_DrawModelSurfaces(ent, true, true, false, false, false);
547 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
548 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
550 int i, j, n, flagsmask;
551 dp_model_t *model = ent->model;
552 msurface_t *surfaces;
556 if (ent == r_refdef.scene.worldentity)
557 RSurf_ActiveWorldEntity();
559 RSurf_ActiveModelEntity(ent, false, false, false);
561 surfaces = model->data_surfaces;
562 flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
564 // add visible surfaces to draw list
565 if (ent == r_refdef.scene.worldentity)
567 for (i = 0;i < model->nummodelsurfaces;i++)
569 j = model->sortedmodelsurfaces[i];
570 if (r_refdef.viewcache.world_surfacevisible[j])
571 if (surfaces[j].texture->basematerialflags & flagsmask)
572 R_Water_AddWaterPlane(surfaces + j, 0);
577 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
578 n = ent->entitynumber;
581 for (i = 0;i < model->nummodelsurfaces;i++)
583 j = model->sortedmodelsurfaces[i];
584 if (surfaces[j].texture->basematerialflags & flagsmask)
585 R_Water_AddWaterPlane(surfaces + j, n);
588 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
591 void R_Q1BSP_Draw(entity_render_t *ent)
593 dp_model_t *model = ent->model;
596 if (ent == r_refdef.scene.worldentity)
597 R_DrawWorldSurfaces(false, true, false, false, false);
599 R_DrawModelSurfaces(ent, false, true, false, false, false);
602 void R_Q1BSP_DrawDepth(entity_render_t *ent)
604 dp_model_t *model = ent->model;
607 GL_ColorMask(0,0,0,0);
610 GL_BlendFunc(GL_ONE, GL_ZERO);
612 // R_Mesh_ResetTextureState();
613 R_SetupShader_DepthOrShadow();
614 if (ent == r_refdef.scene.worldentity)
615 R_DrawWorldSurfaces(false, false, true, false, false);
617 R_DrawModelSurfaces(ent, false, false, true, false, false);
618 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
621 void R_Q1BSP_DrawDebug(entity_render_t *ent)
623 if (ent->model == NULL)
625 if (ent == r_refdef.scene.worldentity)
626 R_DrawWorldSurfaces(false, false, false, true, false);
628 R_DrawModelSurfaces(ent, false, false, false, true, false);
631 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
633 dp_model_t *model = ent->model;
636 if (ent == r_refdef.scene.worldentity)
637 R_DrawWorldSurfaces(false, true, false, false, true);
639 R_DrawModelSurfaces(ent, false, true, false, false, true);
642 typedef struct r_q1bsp_getlightinfo_s
645 vec3_t relativelightorigin;
648 unsigned char *outleafpvs;
650 unsigned char *visitingleafpvs;
652 unsigned char *outsurfacepvs;
653 unsigned char *tempsurfacepvs;
654 unsigned char *outshadowtrispvs;
655 unsigned char *outlighttrispvs;
661 const unsigned char *pvs;
662 qboolean svbsp_active;
663 qboolean svbsp_insertoccluder;
664 int numfrustumplanes;
665 const mplane_t *frustumplanes;
667 r_q1bsp_getlightinfo_t;
669 #define GETLIGHTINFO_MAXNODESTACK 4096
671 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
674 mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
675 int nodestackpos = 0;
682 const msurface_t *surface;
683 const msurface_t *surfaces = info->model->data_surfaces;
685 int leafsurfaceindex;
687 int triangleindex, t;
688 int currentmaterialflags;
694 qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
695 qboolean svbspactive = info->svbsp_active;
696 qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
697 const int *leafsurfaceindices;
701 static float points[128][3];
702 // push the root node onto our nodestack
703 nodestack[nodestackpos++] = info->model->brush.data_nodes;
704 // we'll be done when the nodestack is empty
707 // get a node from the stack to process
708 node = nodestack[--nodestackpos];
709 // is it a node or a leaf?
715 if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
719 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
722 // axial planes can be processed much more quickly
726 if (info->lightmins[plane->type] > plane->dist)
727 nodestack[nodestackpos++] = node->children[0];
728 else if (info->lightmaxs[plane->type] < plane->dist)
729 nodestack[nodestackpos++] = node->children[1];
732 // recurse front side first because the svbsp building prefers it
733 if (info->relativelightorigin[plane->type] >= plane->dist)
735 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
736 nodestack[nodestackpos++] = node->children[0];
737 nodestack[nodestackpos++] = node->children[1];
741 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
742 nodestack[nodestackpos++] = node->children[1];
743 nodestack[nodestackpos++] = node->children[0];
750 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
754 continue; // ERROR: NAN bounding box!
756 nodestack[nodestackpos++] = node->children[0];
759 nodestack[nodestackpos++] = node->children[1];
762 // recurse front side first because the svbsp building prefers it
763 if (PlaneDist(info->relativelightorigin, plane) >= 0)
765 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
766 nodestack[nodestackpos++] = node->children[0];
767 nodestack[nodestackpos++] = node->children[1];
771 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
772 nodestack[nodestackpos++] = node->children[1];
773 nodestack[nodestackpos++] = node->children[0];
782 leaf = (mleaf_t *)node;
784 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
788 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
792 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
798 // we can occlusion test the leaf by checking if all of its portals
799 // are occluded (unless the light is in this leaf - but that was
800 // already handled by the caller)
801 for (portal = leaf->portals;portal;portal = portal->next)
803 for (i = 0;i < portal->numpoints;i++)
804 VectorCopy(portal->points[i].position, points[i]);
805 if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
808 if (leaf->portals && portal == NULL)
809 continue; // no portals of this leaf visible
812 // add this leaf to the reduced light bounds
813 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
814 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
815 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
816 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
817 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
818 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
820 // mark this leaf as being visible to the light
821 if (info->outleafpvs)
823 int leafindex = leaf - info->model->brush.data_leafs;
824 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
826 SETPVSBIT(info->outleafpvs, leafindex);
827 info->outleaflist[info->outnumleafs++] = leafindex;
831 // when using BIH, we skip the surfaces here
835 // iterate the surfaces linked by this leaf and check their triangles
836 leafsurfaceindices = leaf->firstleafsurface;
837 numleafsurfaces = leaf->numleafsurfaces;
838 if (svbspinsertoccluder)
840 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
842 surfaceindex = leafsurfaceindices[leafsurfaceindex];
843 if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
845 SETPVSBIT(info->outsurfacepvs, surfaceindex);
846 surface = surfaces + surfaceindex;
847 if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
849 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
850 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
853 insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
854 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
856 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
857 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
858 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
859 VectorCopy(v[0], v2[0]);
860 VectorCopy(v[1], v2[1]);
861 VectorCopy(v[2], v2[2]);
862 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
863 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
869 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
871 surfaceindex = leafsurfaceindices[leafsurfaceindex];
872 if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
874 SETPVSBIT(info->outsurfacepvs, surfaceindex);
875 surface = surfaces + surfaceindex;
876 if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
879 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
880 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
881 insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
882 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
884 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
885 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
886 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
887 VectorCopy(v[0], v2[0]);
888 VectorCopy(v[1], v2[1]);
889 VectorCopy(v[2], v2[2]);
890 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
892 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
894 // we don't omit triangles from lighting even if they are
895 // backfacing, because when using shadowmapping they are often
896 // not fully occluded on the horizon of an edge
897 SETPVSBIT(info->outlighttrispvs, t);
901 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
903 // if the material is double sided we
904 // can't cull by direction
905 SETPVSBIT(info->outshadowtrispvs, t);
907 else if (frontsidecasting)
909 // front side casting occludes backfaces,
910 // so they are completely useless as both
911 // casters and lit polygons
912 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
913 SETPVSBIT(info->outshadowtrispvs, t);
917 // back side casting does not occlude
918 // anything so we can't cull lit polygons
919 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
920 SETPVSBIT(info->outshadowtrispvs, t);
925 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
932 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
940 int currentmaterialflags;
946 int nodestack[GETLIGHTINFO_MAXNODESTACK];
947 int nodestackpos = 0;
948 // note: because the BSP leafs are not in the BIH tree, the _BSP function
949 // must be called to mark leafs visible for entity culling...
950 // we start at the root node
951 nodestack[nodestackpos++] = 0;
952 // we'll be done when the stack is empty
955 // pop one off the stack to process
956 nodenum = nodestack[--nodestackpos];
960 node = bih->nodes + nodenum;
961 axis = node->type - BIH_SPLITX;
963 if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
967 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
970 if (info->lightmins[axis] <= node->backmax)
972 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
973 nodestack[nodestackpos++] = node->front;
974 nodestack[nodestackpos++] = node->back;
976 else if (info->lightmaxs[axis] >= node->frontmin)
977 nodestack[nodestackpos++] = node->front;
979 continue; // light falls between children, nothing here
984 leaf = bih->leafs + (-1-nodenum);
985 if (leaf->type != BIH_RENDERTRIANGLE)
988 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
992 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
995 surfaceindex = leaf->surfaceindex;
996 surface = info->model->data_surfaces + surfaceindex;
997 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
998 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
999 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1000 e = info->model->brush.shadowmesh->element3i + t * 3;
1001 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1002 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1003 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1004 VectorCopy(v[0], v2[0]);
1005 VectorCopy(v[1], v2[1]);
1006 VectorCopy(v[2], v2[2]);
1007 if (info->svbsp_insertoccluder)
1010 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1013 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1015 // we don't occlude triangles from lighting even
1016 // if they are backfacing, because when using
1017 // shadowmapping they are often not fully occluded
1018 // on the horizon of an edge
1019 SETPVSBIT(info->outlighttrispvs, t);
1022 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1024 // if the material is double sided we
1025 // can't cull by direction
1026 SETPVSBIT(info->outshadowtrispvs, t);
1028 else if (r_shadow_frontsidecasting.integer)
1030 // front side casting occludes backfaces,
1031 // so they are completely useless as both
1032 // casters and lit polygons
1033 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1034 SETPVSBIT(info->outshadowtrispvs, t);
1038 // back side casting does not occlude
1039 // anything so we can't cull lit polygons
1040 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1041 SETPVSBIT(info->outshadowtrispvs, t);
1044 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1046 SETPVSBIT(info->outsurfacepvs, surfaceindex);
1047 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1053 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1055 extern cvar_t r_shadow_usebihculling;
1059 VectorCopy(info->relativelightorigin, origin);
1060 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1061 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1062 info->svbsp_active = true;
1063 info->svbsp_insertoccluder = true;
1066 SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1067 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1068 // if that failed, retry with more nodes
1069 if (r_svbsp.ranoutofnodes)
1071 // an upper limit is imposed
1072 if (r_svbsp.maxnodes >= 2<<22)
1074 r_svbsp.maxnodes *= 2;
1075 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1076 //Mem_Free(r_svbsp.nodes);
1077 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1082 // now clear the visibility arrays because we need to redo it
1083 info->outnumleafs = 0;
1084 info->outnumsurfaces = 0;
1085 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1086 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1087 if (info->model->brush.shadowmesh)
1088 memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1090 memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1091 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1094 info->svbsp_active = false;
1096 // we HAVE to mark the leaf the light is in as lit, because portals are
1097 // irrelevant to a leaf that the light source is inside of
1098 // (and they are all facing away, too)
1100 mnode_t *node = info->model->brush.data_nodes;
1103 node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1104 leaf = (mleaf_t *)node;
1105 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1106 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1107 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1108 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1109 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1110 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1111 if (info->outleafpvs)
1113 int leafindex = leaf - info->model->brush.data_leafs;
1114 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1116 SETPVSBIT(info->outleafpvs, leafindex);
1117 info->outleaflist[info->outnumleafs++] = leafindex;
1122 info->svbsp_insertoccluder = false;
1123 // use BIH culling on single leaf maps (generally this only happens if running a model as a map), otherwise use BSP culling to make use of vis data
1124 if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1126 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1127 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1130 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1131 // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1132 r_svbsp.nodes = NULL;
1133 if (developer_extra.integer && use_svbsp)
1135 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1136 Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
1137 Con_DPrintf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
1141 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1143 int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1147 const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1148 const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1149 if (as->texture < bs->texture)
1151 if (as->texture > bs->texture)
1156 extern cvar_t r_shadow_sortsurfaces;
1158 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
1160 r_q1bsp_getlightinfo_t info;
1161 VectorCopy(relativelightorigin, info.relativelightorigin);
1162 info.lightradius = lightradius;
1163 info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1164 info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1165 info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1166 info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1167 info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1168 info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1169 if (ent->model == NULL)
1171 VectorCopy(info.lightmins, outmins);
1172 VectorCopy(info.lightmaxs, outmaxs);
1173 *outnumleafspointer = 0;
1174 *outnumsurfacespointer = 0;
1177 info.model = ent->model;
1178 info.outleaflist = outleaflist;
1179 info.outleafpvs = outleafpvs;
1180 info.outnumleafs = 0;
1181 info.visitingleafpvs = visitingleafpvs;
1182 info.outsurfacelist = outsurfacelist;
1183 info.outsurfacepvs = outsurfacepvs;
1184 info.outshadowtrispvs = outshadowtrispvs;
1185 info.outlighttrispvs = outlighttrispvs;
1186 info.outnumsurfaces = 0;
1187 info.numfrustumplanes = numfrustumplanes;
1188 info.frustumplanes = frustumplanes;
1189 VectorCopy(info.relativelightorigin, info.outmins);
1190 VectorCopy(info.relativelightorigin, info.outmaxs);
1191 memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1192 memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1193 memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1194 if (info.model->brush.shadowmesh)
1195 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1197 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1198 memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1199 if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1200 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1203 RSurf_ActiveWorldEntity();
1205 if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1207 // use portal recursion for exact light volume culling, and exact surface checking
1208 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1210 else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1212 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1213 Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
1217 // recurse the bsp tree, checking leafs and surfaces for visibility
1218 // optionally using svbsp for exact culling of compiled lights
1219 // (or if the user enables dlight svbsp culling, which is mostly for
1220 // debugging not actual use)
1221 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1224 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1226 // limit combined leaf box to light boundaries
1227 outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1228 outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1229 outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1230 outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1231 outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1232 outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1234 *outnumleafspointer = info.outnumleafs;
1235 *outnumsurfacespointer = info.outnumsurfaces;
1237 // now sort surfaces by texture for faster rendering
1238 r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1239 if (r_shadow_sortsurfaces.integer)
1240 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1243 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1245 dp_model_t *model = ent->model;
1246 msurface_t *surface;
1247 int surfacelistindex;
1248 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1249 // if triangle neighbors are disabled, shadowvolumes are disabled
1250 if (!model->brush.shadowmesh->neighbor3i)
1252 r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1253 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1254 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1256 surface = model->data_surfaces + surfacelist[surfacelistindex];
1257 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1259 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);
1261 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1262 r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1265 extern cvar_t r_polygonoffset_submodel_factor;
1266 extern cvar_t r_polygonoffset_submodel_offset;
1267 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
1269 dp_model_t *model = ent->model;
1270 const msurface_t *surface;
1271 int modelsurfacelistindex;
1272 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1273 // check the box in modelspace, it was already checked in worldspace
1274 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1276 R_FrameData_SetMark();
1277 if (ent->model->brush.submodel)
1278 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1279 if (model->brush.shadowmesh)
1281 // if triangle neighbors are disabled, shadowvolumes are disabled
1282 if (!model->brush.shadowmesh->neighbor3i)
1284 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1285 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1287 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1288 if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1290 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1292 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1296 // if triangle neighbors are disabled, shadowvolumes are disabled
1297 if (!model->surfmesh.data_neighbor3i)
1299 projectdistance = lightradius + model->radius*2;
1300 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1301 // identify lit faces within the bounding box
1302 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1304 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1305 rsurface.texture = R_GetCurrentTexture(surface->texture);
1306 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1308 R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1310 R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
1312 if (ent->model->brush.submodel)
1313 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1314 R_FrameData_ReturnToMark();
1317 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1319 dp_model_t *model = ent->model;
1320 msurface_t *surface;
1321 int surfacelistindex;
1322 int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1324 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1325 R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1326 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1328 surface = model->data_surfaces + surfacelist[surfacelistindex];
1329 sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
1331 R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1332 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1333 r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1336 r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1339 #define RSURF_MAX_BATCHSURFACES 8192
1341 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1343 void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
1345 dp_model_t *model = ent->model;
1346 const msurface_t *surface;
1347 int modelsurfacelistindex, batchnumsurfaces;
1348 // check the box in modelspace, it was already checked in worldspace
1349 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1351 R_FrameData_SetMark();
1352 // identify lit faces within the bounding box
1353 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1355 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1356 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1358 rsurface.texture = R_GetCurrentTexture(surface->texture);
1359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1361 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1363 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1364 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1365 batchsurfacelist[0] = surface;
1366 batchnumsurfaces = 1;
1367 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1369 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1370 if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1372 if (surface->texture != batchsurfacelist[0]->texture)
1374 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1376 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1377 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1378 batchsurfacelist[batchnumsurfaces++] = surface;
1380 --modelsurfacelistindex;
1381 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1382 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
1383 if (rsurface.batchvertex3fbuffer)
1384 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
1386 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
1389 R_FrameData_ReturnToMark();
1392 #define BATCHSIZE 1024
1394 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1396 int i, j, endsurface;
1398 const msurface_t *surface;
1399 R_FrameData_SetMark();
1400 // note: in practice this never actually receives batches
1401 R_Shadow_RenderMode_Begin();
1402 R_Shadow_RenderMode_ActiveLight(rtlight);
1403 R_Shadow_RenderMode_Lighting(false, true, false);
1404 R_Shadow_SetupEntityLight(ent);
1405 for (i = 0;i < numsurfaces;i = j)
1408 surface = rsurface.modelsurfaces + surfacelist[i];
1409 t = surface->texture;
1410 rsurface.texture = R_GetCurrentTexture(t);
1411 endsurface = min(j + BATCHSIZE, numsurfaces);
1412 for (j = i;j < endsurface;j++)
1414 surface = rsurface.modelsurfaces + surfacelist[j];
1415 if (t != surface->texture)
1417 R_Shadow_RenderLighting(1, &surface);
1420 R_Shadow_RenderMode_End();
1421 R_FrameData_ReturnToMark();
1424 extern qboolean r_shadow_usingdeferredprepass;
1425 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1427 dp_model_t *model = ent->model;
1428 const msurface_t *surface;
1429 int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1430 const msurface_t **texturesurfacelist;
1433 R_FrameData_SetMark();
1434 // this is a double loop because non-visible surface skipping has to be
1435 // fast, and even if this is not the world model (and hence no visibility
1436 // checking) the input surface list and batch buffer are different formats
1437 // so some processing is necessary. (luckily models have few surfaces)
1438 for (i = 0;i < numsurfaces;)
1440 batchnumsurfaces = 0;
1441 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1442 if (ent == r_refdef.scene.worldentity)
1444 for (;i < endsurface;i++)
1445 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1446 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1450 for (;i < endsurface;i++)
1451 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1453 if (!batchnumsurfaces)
1455 for (k = 0;k < batchnumsurfaces;k = kend)
1457 surface = batchsurfacelist[k];
1458 tex = surface->texture;
1459 rsurface.texture = R_GetCurrentTexture(tex);
1460 // gather surfaces into a batch range
1461 for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1463 // now figure out what to do with this particular range of surfaces
1464 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1466 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1468 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1470 vec3_t tempcenter, center;
1471 for (l = k;l < kend;l++)
1473 surface = batchsurfacelist[l];
1474 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1475 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1476 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1477 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1478 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1482 if (r_shadow_usingdeferredprepass)
1484 texturenumsurfaces = kend - k;
1485 texturesurfacelist = batchsurfacelist + k;
1486 R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1489 R_FrameData_ReturnToMark();
1493 void R_ReplaceWorldTexture (void)
1498 const char *r, *newt;
1499 skinframe_t *skinframe;
1500 if (!r_refdef.scene.worldmodel)
1502 Con_Printf("There is no worldmodel\n");
1505 m = r_refdef.scene.worldmodel;
1509 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1510 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1513 if(!cl.islocalgame || !cl.worldmodel)
1515 Con_Print("This command works only in singleplayer\n");
1522 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1524 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1526 if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1528 // t->skinframes[0] = skinframe;
1529 t->currentskinframe = skinframe;
1530 t->currentskinframe = skinframe;
1531 Con_Printf("%s replaced with %s\n", r, newt);
1535 Con_Printf("%s was not found\n", newt);
1543 void R_ListWorldTextures (void)
1548 if (!r_refdef.scene.worldmodel)
1550 Con_Printf("There is no worldmodel\n");
1553 m = r_refdef.scene.worldmodel;
1555 Con_Print("Worldmodel textures :\n");
1556 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1557 if (t->numskinframes)
1558 Con_Printf("%s\n", t->name);
1562 static void gl_surf_start(void)
1566 static void gl_surf_shutdown(void)
1570 static void gl_surf_newmap(void)
1575 void GL_Surf_Init(void)
1578 Cvar_RegisterVariable(&r_ambient);
1579 Cvar_RegisterVariable(&r_lockpvs);
1580 Cvar_RegisterVariable(&r_lockvisibility);
1581 Cvar_RegisterVariable(&r_useportalculling);
1582 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1584 Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1585 Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1587 //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);