#include "quakedef.h"
#include "r_shadow.h"
#include "portals.h"
+#include "csprogs.h"
+#include "image.h"
cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
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)"};
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)"};
-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)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "2", "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)"};
+cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
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"};
/*
size = smax*tmax;
size3 = size*3;
- r_refdef.stats.lightmapupdatepixels += size;
- r_refdef.stats.lightmapupdates++;
+ r_refdef.stats[r_stat_lightmapupdatepixels] += size;
+ r_refdef.stats[r_stat_lightmapupdates]++;
if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
{
}
}
- R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+ if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+ Image_MakesRGBColorsFromLinear_Lightmap(templight, templight, size);
+ R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
// update the surface's deluxemap if it has one
if (surface->deluxemaptexture != r_texture_blanknormalmap)
l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
out[3] = 255;
}
- R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+ R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
}
}
-void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+static void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surface, *endsurface;
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+// R_Mesh_ResetTextureState();
isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
isvis ? 0.125f : 0.03125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
- R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
+ R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
+ R_SetupShader_Generic_NoTexture(false, false);
+ R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
VectorAdd(center, portal->points[i].position, center);
f = ixtable[portal->numpoints];
VectorScale(center, f, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
+ R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
}
}
}
}
}
+static void R_View_WorldVisibility_CullSurfaces(void)
+{
+ int surfaceindex;
+ int surfaceindexstart;
+ int surfaceindexend;
+ unsigned char *surfacevisible;
+ msurface_t *surfaces;
+ dp_model_t *model = r_refdef.scene.worldmodel;
+ if (!model)
+ return;
+ if (r_trippy.integer)
+ return;
+ if (r_usesurfaceculling.integer < 1)
+ return;
+ surfaceindexstart = model->firstmodelsurface;
+ surfaceindexend = surfaceindexstart + model->nummodelsurfaces;
+ surfaces = model->data_surfaces;
+ surfacevisible = r_refdef.viewcache.world_surfacevisible;
+ for (surfaceindex = surfaceindexstart;surfaceindex < surfaceindexend;surfaceindex++)
+ if (surfacevisible[surfaceindex] && R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs))
+ surfacevisible[surfaceindex] = 0;
+}
+
void R_View_WorldVisibility(qboolean forcenovis)
{
int i, j, *mark;
// if leaf is in current pvs and on the screen, mark its surfaces
if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
+ R_View_WorldVisibility_CullSurfaces();
return;
}
// if floating around in the void (no pvs data available, and no
// portals available), simply use all on-screen leafs.
- if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
+ if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
{
// no visibility method: (used when floating around in the void)
// simply cull each leaf to the frustum (view pyramid)
r_refdef.viewcache.world_novis = true;
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
+ if (leaf->clusterindex < 0)
+ continue;
// if leaf is in current pvs and on the screen, mark its surfaces
if (!R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
// similar to quake's RecursiveWorldNode but without cache misses
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
+ if (leaf->clusterindex < 0)
+ continue;
// if leaf is in current pvs and on the screen, mark its surfaces
if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- r_refdef.stats.world_leafs++;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
int leafstackpos;
mportal_t *p;
mleaf_t *leafstack[8192];
+ vec3_t cullmins, cullmaxs;
+ float cullbias = r_nearclip.value * 2.0f; // the nearclip plane can easily end up culling portals in certain perfectly-aligned views, causing view blackouts
// simple-frustum portal method:
// follows portals leading outward from viewleaf, does not venture
// offscreen or into leafs that are not visible, faster than
leaf = leafstack[--leafstackpos];
if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
continue;
- r_refdef.stats.world_leafs++;
+ if (leaf->clusterindex < 0)
+ continue;
+ r_refdef.stats[r_stat_world_leafs]++;
r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
// mark any surfaces bounding this leaf
if (leaf->numleafsurfaces)
r_refdef.viewcache.world_surfacevisible[*mark] = true;
// follow portals into other leafs
// the checks are:
- // if viewer is behind portal (portal faces outward into the scene)
- // and the portal polygon's bounding box is on the screen
- // and the leaf has not been visited yet
+ // the leaf has not been visited yet
// and the leaf is visible in the pvs
- // (the first two checks won't cause as many cache misses as the leaf checks)
+ // the portal polygon's bounding box is on the screen
for (p = leaf->portals;p;p = p->next)
{
- r_refdef.stats.world_portals++;
- if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
- && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
- && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
- && !R_CullBox(p->mins, p->maxs)
- && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
- leafstack[leafstackpos++] = p->past;
+ r_refdef.stats[r_stat_world_portals]++;
+ if (r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs])
+ continue;
+ if (!CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex))
+ continue;
+ cullmins[0] = p->mins[0] - cullbias;
+ cullmins[1] = p->mins[1] - cullbias;
+ cullmins[2] = p->mins[2] - cullbias;
+ cullmaxs[0] = p->maxs[0] + cullbias;
+ cullmaxs[1] = p->maxs[1] + cullbias;
+ cullmaxs[2] = p->maxs[2] + cullbias;
+ if (R_CullBox(cullmins, cullmaxs))
+ continue;
+ if (leafstackpos >= (int)(sizeof(leafstack) / sizeof(leafstack[0])))
+ break;
+ leafstack[leafstackpos++] = p->past;
}
}
}
}
+
+ R_View_WorldVisibility_CullSurfaces();
}
void R_Q1BSP_DrawSky(entity_render_t *ent)
R_DrawModelSurfaces(ent, true, true, false, false, false);
}
-extern void R_Water_AddWaterPlane(msurface_t *surface);
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
- int i, j, flagsmask;
+ int i, j, n, flagsmask;
dp_model_t *model = ent->model;
msurface_t *surfaces;
if (model == NULL)
if (ent == r_refdef.scene.worldentity)
RSurf_ActiveWorldEntity();
else
- RSurf_ActiveModelEntity(ent, false, false, false);
+ RSurf_ActiveModelEntity(ent, true, false, false);
surfaces = model->data_surfaces;
- flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION;
+ flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
// add visible surfaces to draw list
if (ent == r_refdef.scene.worldentity)
j = model->sortedmodelsurfaces[i];
if (r_refdef.viewcache.world_surfacevisible[j])
if (surfaces[j].texture->basematerialflags & flagsmask)
- R_Water_AddWaterPlane(surfaces + j);
+ R_Water_AddWaterPlane(surfaces + j, 0);
}
}
else
{
+ if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
+ n = ent->entitynumber;
+ else
+ n = 0;
for (i = 0;i < model->nummodelsurfaces;i++)
{
j = model->sortedmodelsurfaces[i];
if (surfaces[j].texture->basematerialflags & flagsmask)
- R_Water_AddWaterPlane(surfaces + j);
+ R_Water_AddWaterPlane(surfaces + j, n);
}
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
void R_Q1BSP_DrawDepth(entity_render_t *ent)
{
dp_model_t *model = ent->model;
- if (model == NULL)
+ if (model == NULL || model->surfmesh.isanimated)
return;
GL_ColorMask(0,0,0,0);
GL_Color(1,1,1,1);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
- GL_AlphaTest(false);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- R_SetupShader_DepthOrShadow();
+// R_Mesh_ResetTextureState();
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else
const unsigned char *pvs;
qboolean svbsp_active;
qboolean svbsp_insertoccluder;
+ qboolean noocclusion; // avoids PVS culling
+ qboolean frontsidecasting; // casts shadows from surfaces facing the light (otherwise ones facing away)
int numfrustumplanes;
const mplane_t *frustumplanes;
}
r_q1bsp_getlightinfo_t;
-static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+#define GETLIGHTINFO_MAXNODESTACK 4096
+
+static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
{
+ // nodestack
+ mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
+ int nodestackpos = 0;
+ // node processing
+ mplane_t *plane;
+ mnode_t *node;
int sides;
+ // leaf processing
mleaf_t *leaf;
- for (;;)
+ const msurface_t *surface;
+ const msurface_t *surfaces = info->model->data_surfaces;
+ int numleafsurfaces;
+ int leafsurfaceindex;
+ int surfaceindex;
+ int triangleindex, t;
+ int currentmaterialflags;
+ qboolean castshadow;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ qboolean insidebox;
+ qboolean noocclusion = info->noocclusion;
+ qboolean frontsidecasting = info->frontsidecasting;
+ qboolean svbspactive = info->svbsp_active;
+ qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
+ const int *leafsurfaceindices;
+ qboolean addedtris;
+ int i;
+ mportal_t *portal;
+ static float points[128][3];
+ // push the root node onto our nodestack
+ nodestack[nodestackpos++] = info->model->brush.data_nodes;
+ // we'll be done when the nodestack is empty
+ while (nodestackpos)
{
- mplane_t *plane = node->plane;
- //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
- // return;
- if (!plane)
- break;
- //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
- // return;
- if (plane->type < 3)
+ // get a node from the stack to process
+ node = nodestack[--nodestackpos];
+ // is it a node or a leaf?
+ plane = node->plane;
+ if (plane)
{
- if (info->lightmins[plane->type] > plane->dist)
- node = node->children[0];
- else if (info->lightmaxs[plane->type] < plane->dist)
- node = node->children[1];
- else if (info->relativelightorigin[plane->type] >= plane->dist)
+ // node
+#if 0
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ continue;
+#endif
+#if 0
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+ continue;
+#endif
+ // axial planes can be processed much more quickly
+ if (plane->type < 3)
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
- node = node->children[1];
+ // axial plane
+ if (info->lightmins[plane->type] > plane->dist)
+ nodestack[nodestackpos++] = node->children[0];
+ else if (info->lightmaxs[plane->type] < plane->dist)
+ nodestack[nodestackpos++] = node->children[1];
+ else
+ {
+ // recurse front side first because the svbsp building prefers it
+ if (info->relativelightorigin[plane->type] >= plane->dist)
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+ nodestack[nodestackpos++] = node->children[0];
+ nodestack[nodestackpos++] = node->children[1];
+ }
+ else
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+ nodestack[nodestackpos++] = node->children[1];
+ nodestack[nodestackpos++] = node->children[0];
+ }
+ }
}
else
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
- node = node->children[0];
+ // sloped plane
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+ switch (sides)
+ {
+ default:
+ continue; // ERROR: NAN bounding box!
+ case 1:
+ nodestack[nodestackpos++] = node->children[0];
+ break;
+ case 2:
+ nodestack[nodestackpos++] = node->children[1];
+ break;
+ case 3:
+ // recurse front side first because the svbsp building prefers it
+ if (PlaneDist(info->relativelightorigin, plane) >= 0)
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+ nodestack[nodestackpos++] = node->children[0];
+ nodestack[nodestackpos++] = node->children[1];
+ }
+ else
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+ nodestack[nodestackpos++] = node->children[1];
+ nodestack[nodestackpos++] = node->children[0];
+ }
+ break;
+ }
}
}
else
{
- sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
- if (sides == 3)
+ // leaf
+ leaf = (mleaf_t *)node;
+#if 1
+ if (!info->noocclusion && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ continue;
+#endif
+#if 1
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+ continue;
+#endif
+#if 1
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+ continue;
+#endif
+
+ if (svbspactive)
{
- // recurse front side first because the svbsp building prefers it
- if (PlaneDist(info->relativelightorigin, plane) >= 0)
+ // we can occlusion test the leaf by checking if all of its portals
+ // are occluded (unless the light is in this leaf - but that was
+ // already handled by the caller)
+ for (portal = leaf->portals;portal;portal = portal->next)
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
- node = node->children[1];
+ for (i = 0;i < portal->numpoints;i++)
+ VectorCopy(portal->points[i].position, points[i]);
+ if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
+ break;
}
- else
+ if (leaf->portals && portal == NULL)
+ continue; // no portals of this leaf visible
+ }
+
+ // add this leaf to the reduced light bounds
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+
+ // mark this leaf as being visible to the light
+ if (info->outleafpvs)
+ {
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
- node = node->children[0];
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
}
}
- else if (sides == 0)
- return; // ERROR: NAN bounding box!
- else
- node = node->children[sides - 1];
- }
- }
- if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
- return;
- leaf = (mleaf_t *)node;
- if (info->svbsp_active)
- {
- int i;
- mportal_t *portal;
- static float points[128][3];
- for (portal = leaf->portals;portal;portal = portal->next)
- {
- for (i = 0;i < portal->numpoints;i++)
- VectorCopy(portal->points[i].position, points[i]);
- if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
- break;
- }
- if (portal == NULL)
- return; // no portals of this leaf visible
- }
- else
- {
- if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
- return;
- }
- // inserting occluders does not alter the leaf info
- if (!info->svbsp_insertoccluder)
- {
- info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
- info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
- info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
- info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
- info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
- info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
- if (info->outleafpvs)
- {
- int leafindex = leaf - info->model->brush.data_leafs;
- if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+
+ // when using BIH, we skip the surfaces here
+ if (skipsurfaces)
+ continue;
+
+ // iterate the surfaces linked by this leaf and check their triangles
+ leafsurfaceindices = leaf->firstleafsurface;
+ numleafsurfaces = leaf->numleafsurfaces;
+ if (svbspinsertoccluder)
{
- SETPVSBIT(info->outleafpvs, leafindex);
- info->outleaflist[info->outnumleafs++] = leafindex;
+ for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
+ {
+ surfaceindex = leafsurfaceindices[leafsurfaceindex];
+ if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ continue;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ surface = surfaces + surfaceindex;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ continue;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ if (!castshadow)
+ continue;
+ insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (insidebox || TriangleBBoxOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ }
+ }
}
- }
- }
- if (info->outsurfacepvs)
- {
- int leafsurfaceindex;
- int surfaceindex;
- int triangleindex, t;
- int currentmaterialflags;
- msurface_t *surface;
- const int *e;
- const vec_t *v[3];
- float v2[3][3];
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
- {
- surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ else
{
- surface = info->model->data_surfaces + surfaceindex;
- currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
- if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
- && (!info->svbsp_insertoccluder || !(currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+ for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
{
- qboolean addedtris = false;
- qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ surfaceindex = leafsurfaceindices[leafsurfaceindex];
+ if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ continue;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ surface = surfaces + surfaceindex;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ continue;
+ addedtris = false;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (!insidebox && !TriangleBBoxOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ continue;
+ if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ // we don't omit triangles from lighting even if they are
+ // backfacing, because when using shadowmapping they are often
+ // not fully occluded on the horizon of an edge
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (castshadow)
{
- if (info->svbsp_insertoccluder)
+ if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (frontsidecasting)
{
- if (currentmaterialflags & MATERIALFLAG_NOSHADOW)
- continue;
- VectorCopy(v[0], v2[0]);
- VectorCopy(v[1], v2[1]);
- VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
- continue;
- addedtris = true;
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
}
else
{
- if (info->svbsp_active)
- {
- VectorCopy(v[0], v2[0]);
- VectorCopy(v[1], v2[1]);
- VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
- continue;
- }
- if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
- {
- // if the material is double sided we
- // can't cull by direction
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- else if (r_shadow_frontsidecasting.integer)
- {
- // front side casting occludes backfaces,
- // so they are completely useless as both
- // casters and lit polygons
- if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
- continue;
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- else
- {
- // back side casting does not occlude
- // anything so we can't cull lit polygons
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
}
}
}
if (addedtris)
- {
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
+ }
+ }
+ }
+}
+
+static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
+{
+ bih_leaf_t *leaf;
+ bih_node_t *node;
+ int nodenum;
+ int axis;
+ int surfaceindex;
+ int t;
+ int nodeleafindex;
+ int currentmaterialflags;
+ qboolean castshadow;
+ qboolean noocclusion = info->noocclusion;
+ qboolean frontsidecasting = info->frontsidecasting;
+ msurface_t *surface;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ int nodestack[GETLIGHTINFO_MAXNODESTACK];
+ int nodestackpos = 0;
+ // note: because the BSP leafs are not in the BIH tree, the _BSP function
+ // must be called to mark leafs visible for entity culling...
+ // we start at the root node
+ nodestack[nodestackpos++] = bih->rootnode;
+ // we'll be done when the stack is empty
+ while (nodestackpos)
+ {
+ // pop one off the stack to process
+ nodenum = nodestack[--nodestackpos];
+ // node
+ node = bih->nodes + nodenum;
+ if (node->type == BIH_UNORDERED)
+ {
+ for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
+ {
+ leaf = bih->leafs + node->children[nodeleafindex];
+ if (leaf->type != BIH_RENDERTRIANGLE)
+ continue;
+#if 1
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+ continue;
+#endif
+#if 1
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+ continue;
+#endif
+ surfaceindex = leaf->surfaceindex;
+ surface = info->model->data_surfaces + surfaceindex;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
+ e = info->model->brush.shadowmesh->element3i + t * 3;
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (info->svbsp_insertoccluder)
+ {
+ if (castshadow)
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ continue;
+ }
+ if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ // we don't occlude triangles from lighting even
+ // if they are backfacing, because when using
+ // shadowmapping they are often not fully occluded
+ // on the horizon of an edge
+ SETPVSBIT(info->outlighttrispvs, t);
+ if (castshadow)
+ {
+ if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (frontsidecasting)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
}
}
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
+ }
+ }
+ else
+ {
+ axis = node->type - BIH_SPLITX;
+#if 0
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ continue;
+#endif
+#if 0
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+ continue;
+#endif
+ if (info->lightmins[axis] <= node->backmax)
+ {
+ if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+ nodestack[nodestackpos++] = node->front;
+ nodestack[nodestackpos++] = node->back;
+ continue;
+ }
+ else if (info->lightmaxs[axis] >= node->frontmin)
+ {
+ nodestack[nodestackpos++] = node->front;
+ continue;
}
+ else
+ continue; // light falls between children, nothing here
}
}
}
static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
{
+ extern cvar_t r_shadow_usebihculling;
if (use_svbsp)
{
float origin[3];
VectorCopy(info->relativelightorigin, origin);
- if (!r_svbsp.nodes)
- {
- r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
- r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
- }
+ r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
+ r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
info->svbsp_active = true;
info->svbsp_insertoccluder = true;
for (;;)
{
SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
- R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
// if that failed, retry with more nodes
if (r_svbsp.ranoutofnodes)
{
// an upper limit is imposed
if (r_svbsp.maxnodes >= 2<<22)
break;
- Mem_Free(r_svbsp.nodes);
r_svbsp.maxnodes *= 2;
- r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ //Mem_Free(r_svbsp.nodes);
+ //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
}
else
break;
}
- // now clear the surfacepvs array because we need to redo it
- memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+ // now clear the visibility arrays because we need to redo it
+ info->outnumleafs = 0;
info->outnumsurfaces = 0;
+ memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
+ memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+ if (info->model->brush.shadowmesh)
+ memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
+ else
+ memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
+ memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
}
else
info->svbsp_active = false;
}
info->svbsp_insertoccluder = false;
- R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+ // 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
+ if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
+ {
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
+ R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
+ }
+ else
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
+ // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
+ r_svbsp.nodes = NULL;
if (developer_extra.integer && use_svbsp)
{
Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
}
}
-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)
+static msurface_t *r_q1bsp_getlightinfo_surfaces;
+
+static int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
+{
+ int a = *(int*)ap;
+ int b = *(int*)bp;
+ const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
+ const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
+ if (as->texture < bs->texture)
+ return -1;
+ if (as->texture > bs->texture)
+ return 1;
+ return a - b;
+}
+
+extern cvar_t r_shadow_sortsurfaces;
+
+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, qboolean noocclusion)
{
r_q1bsp_getlightinfo_t info;
+ info.frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+ info.noocclusion = noocclusion || !info.frontsidecasting;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.lightradius = lightradius;
info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
else
memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
- if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
+ if (info.model->brush.GetPVS && !info.noocclusion)
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
info.pvs = NULL;
RSurf_ActiveWorldEntity();
- if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
+ if (!info.noocclusion && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
{
// use portal recursion for exact light volume culling, and exact surface checking
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);
}
- else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
+ else if (!info.noocclusion && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
{
// use portal recursion for exact light volume culling, but not the expensive exact surface checking
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);
// optionally using svbsp for exact culling of compiled lights
// (or if the user enables dlight svbsp culling, which is mostly for
// debugging not actual use)
- R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
+ R_Q1BSP_CallRecursiveGetLightInfo(&info, !info.noocclusion && (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
*outnumleafspointer = info.outnumleafs;
*outnumsurfacespointer = info.outnumsurfaces;
+
+ // now sort surfaces by texture for faster rendering
+ r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
+ if (r_shadow_sortsurfaces.integer)
+ qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
}
void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
msurface_t *surface;
int surfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ // if triangle neighbors are disabled, shadowvolumes are disabled
+ if (!model->brush.shadowmesh->neighbor3i)
+ return;
r_shadow_compilingrtlight->static_meshchain_shadow_zfail = 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++)
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
+ R_FrameData_SetMark();
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
if (model->brush.shadowmesh)
{
+ // if triangle neighbors are disabled, shadowvolumes are disabled
+ if (!model->brush.shadowmesh->neighbor3i)
+ return;
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
}
else
{
+ // if triangle neighbors are disabled, shadowvolumes are disabled
+ if (!model->surfmesh.data_neighbor3i)
+ return;
projectdistance = lightradius + model->radius*2;
R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
// identify lit faces within the bounding box
rsurface.texture = R_GetCurrentTexture(surface->texture);
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.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- 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, ent->mins, ent->maxs);
+ 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);
}
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
+ R_FrameData_ReturnToMark();
}
void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
int surfacelistindex;
int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
int i;
+ if (!model->brush.shadowmesh)
+ return;
r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
+ R_FrameData_SetMark();
// identify lit faces within the bounding box
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
continue;
if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
continue;
- r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
- r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
batchsurfacelist[0] = surface;
batchnumsurfaces = 1;
while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
break;
if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
continue;
- r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
- r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
+ r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
batchsurfacelist[batchnumsurfaces++] = surface;
}
--modelsurfacelistindex;
GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
- RSurf_PrepareVerticesForBatch(false, false, batchnumsurfaces, batchsurfacelist);
- RSurf_DrawBatch_Simple(batchnumsurfaces, batchsurfacelist);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, batchnumsurfaces, batchsurfacelist);
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ RSurf_DrawBatch();
}
+ R_FrameData_ReturnToMark();
}
#define BATCHSIZE 1024
int i, j, endsurface;
texture_t *t;
const msurface_t *surface;
- // note: in practice this never actually receives batches), oh well
+ R_FrameData_SetMark();
+ // note: in practice this never actually receives batches
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(rtlight);
- R_Shadow_RenderMode_Lighting(false, true, false);
+ R_Shadow_RenderMode_Lighting(false, true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
{
surface = rsurface.modelsurfaces + surfacelist[j];
if (t != surface->texture)
break;
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
+ R_Shadow_RenderLighting(1, &surface);
}
}
R_Shadow_RenderMode_End();
+ R_FrameData_ReturnToMark();
}
extern qboolean r_shadow_usingdeferredprepass;
{
dp_model_t *model = ent->model;
const msurface_t *surface;
- int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
- const int *element3i;
- static int batchelements[BATCHSIZE*3];
+ int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
+ const msurface_t **texturesurfacelist;
texture_t *tex;
CHECKGLERROR
- element3i = rsurface.modelelement3i;
+ R_FrameData_SetMark();
// 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
for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
;
// now figure out what to do with this particular range of surfaces
- if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+ // VorteX: added MATERIALFLAG_NORTLIGHT
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+ if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
for (l = k;l < kend;l++)
{
surface = batchsurfacelist[l];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ if (r_transparent_sortsurfacesbynearest.integer)
+ {
+ tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
+ tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
+ tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
+ }
+ else
+ {
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ }
Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
+ if (ent->transparent_offset) // transparent offset
+ {
+ center[0] += r_refdef.view.forward[0]*ent->transparent_offset;
+ center[1] += r_refdef.view.forward[1]*ent->transparent_offset;
+ center[2] += r_refdef.view.forward[2]*ent->transparent_offset;
+ }
+ R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : ((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort), center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
}
continue;
}
if (r_shadow_usingdeferredprepass)
continue;
- batchnumtriangles = 0;
- batchfirsttriangle = surface->num_firsttriangle;
- m = 0; // hush warning
- for (l = k;l < kend;l++)
- {
- surface = batchsurfacelist[l];
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
- {
- if (lighttrispvs && r_test.integer && !CHECKPVSBIT(lighttrispvs, m))
- continue;
- if (batchnumtriangles >= BATCHSIZE)
- {
- r_refdef.stats.lights_lighttriangles += batchnumtriangles;
- Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- // use the element buffer if all triangles are consecutive
- if (m == batchfirsttriangle + batchnumtriangles)
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
- else
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
- batchnumtriangles = 0;
- batchfirsttriangle = m;
- }
- batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
- batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
- batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
- batchnumtriangles++;
- }
- }
- if (batchnumtriangles > 0)
- {
- r_refdef.stats.lights_lighttriangles += batchnumtriangles;
- Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- // use the element buffer if all triangles are consecutive
- if (m == batchfirsttriangle + batchnumtriangles)
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
- else
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
- }
+ texturenumsurfaces = kend - k;
+ texturesurfacelist = batchsurfacelist + k;
+ R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
}
}
+ R_FrameData_ReturnToMark();
}
//Made by [515]
-void R_ReplaceWorldTexture (void)
+static void R_ReplaceWorldTexture (void)
{
dp_model_t *m;
texture_t *t;
skinframe_t *skinframe;
if (!r_refdef.scene.worldmodel)
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("There is no worldmodel\n");
+ Con_Printf("There is no worldmodel\n");
return;
}
m = r_refdef.scene.worldmodel;
}
if(!cl.islocalgame || !cl.worldmodel)
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Print("This command works only in singleplayer\n");
+ Con_Print("This command works only in singleplayer\n");
return;
}
r = Cmd_Argv(1);
{
// t->skinframes[0] = skinframe;
t->currentskinframe = skinframe;
- t->currentskinframe = skinframe;
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("%s replaced with %s\n", r, newt);
+ Con_Printf("%s replaced with %s\n", r, newt);
}
else
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("%s was not found\n", newt);
+ Con_Printf("%s was not found\n", newt);
return;
}
}
}
//Made by [515]
-void R_ListWorldTextures (void)
+static void R_ListWorldTextures (void)
{
dp_model_t *m;
texture_t *t;
Con_Print("Worldmodel textures :\n");
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
- if (t->numskinframes)
+ if (t->name[0] && strcasecmp(t->name, "NO TEXTURE FOUND"))
Con_Printf("%s\n", t->name);
}
Cvar_RegisterVariable(&r_lockpvs);
Cvar_RegisterVariable(&r_lockvisibility);
Cvar_RegisterVariable(&r_useportalculling);
+ Cvar_RegisterVariable(&r_usesurfaceculling);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");