X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=967edc6f56e8a1778c593ebd3c4fab365d3835e3;hb=7c586d061e7308e0e8164827fa0e14b470921d67;hp=554fb0fa2cbeccba0ee61346bf42ff791b7d30ad;hpb=f2467d484c38a13d23bb92f91c19a9d6a71f7bec;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 554fb0fa..967edc6f 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -27,7 +27,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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", "improve framerate by culling offscreen 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"}; /* @@ -119,7 +120,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) } } - R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); + 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) @@ -157,7 +158,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) 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); } } @@ -349,10 +350,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r 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); @@ -363,7 +361,9 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r 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(NULL, NULL, GL_MODULATE, 1, 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 @@ -446,7 +446,7 @@ void R_View_WorldVisibility(qboolean forcenovis) // 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) @@ -454,6 +454,8 @@ void R_View_WorldVisibility(qboolean forcenovis) 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)) { @@ -475,6 +477,8 @@ void R_View_WorldVisibility(qboolean forcenovis) // 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)) { @@ -507,6 +511,8 @@ void R_View_WorldVisibility(qboolean forcenovis) leaf = leafstack[--leafstackpos]; if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) continue; + if (leaf->clusterindex < 0) + continue; r_refdef.stats.world_leafs++; r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; // mark any surfaces bounding this leaf @@ -533,6 +539,24 @@ void R_View_WorldVisibility(qboolean forcenovis) } } } + + if (r_usesurfaceculling.integer) + { + int k = model->firstmodelsurface; + int l = k + model->nummodelsurfaces; + unsigned char *visible = r_refdef.viewcache.world_surfacevisible; + msurface_t *surfaces = model->data_surfaces; + msurface_t *surface; + for (;k < l;k++) + { + if (visible[k]) + { + surface = surfaces + k; + if (R_CullBox(surface->mins, surface->maxs)) + visible[k] = false; + } + } +} } void R_Q1BSP_DrawSky(entity_render_t *ent) @@ -610,10 +634,8 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent) 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(); + R_SetupShader_DepthOrShadow(false); if (ent == r_refdef.scene.worldentity) R_DrawWorldSurfaces(false, false, true, false, false); else @@ -669,101 +691,191 @@ typedef struct r_q1bsp_getlightinfo_s } 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 frontsidecasting = r_shadow_frontsidecasting.integer != 0; + 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) + nodestack[nodestackpos++] = node->children[0]; + nodestack[nodestackpos++] = node->children[1]; + } + else + { + if (nodestackpos < GETLIGHTINFO_MAXNODESTACK) + 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) + nodestack[nodestackpos++] = node->children[0]; + nodestack[nodestackpos++] = node->children[1]; + } + else + { + if (nodestackpos < GETLIGHTINFO_MAXNODESTACK) + 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 (r_shadow_frontsidecasting.integer && 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 (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex)) - return; - 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 - } - if (info->svbsp_insertoccluder) - { - int leafsurfaceindex; - int surfaceindex; - int triangleindex, t; - int currentmaterialflags; - qboolean castshadow; - 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)) + + // 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) { - surface = info->model->data_surfaces + surfaceindex; - currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; - castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); - if (castshadow && BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) + for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++) { - 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; + 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; @@ -777,47 +889,21 @@ static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t } } } - } - return; - } - 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)) - { - SETPVSBIT(info->outleafpvs, leafindex); - info->outleaflist[info->outnumleafs++] = leafindex; - } - } - if (info->outsurfacepvs) - { - int leafsurfaceindex; - int surfaceindex; - int triangleindex, t; - int currentmaterialflags; - qboolean castshadow; - 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; - castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); - if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) + 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; @@ -826,91 +912,215 @@ static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t VectorCopy(v[0], v2[0]); VectorCopy(v[1], v2[1]); VectorCopy(v[2], v2[2]); - if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs)) + if (!insidebox && !TriangleOverlapsBox(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_active) - { - 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 (castshadow) - SETPVSBIT(info->outshadowtrispvs, t); + SETPVSBIT(info->outshadowtrispvs, t); } -#if 0 - else if (r_shadow_frontsidecasting.integer) + 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])) - continue; - SETPVSBIT(info->outlighttrispvs, t); - addedtris = true; - if (castshadow) + if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) SETPVSBIT(info->outshadowtrispvs, t); } -#endif else { // back side casting does not occlude // anything so we can't cull lit polygons - SETPVSBIT(info->outlighttrispvs, t); - addedtris = true; - if (castshadow && !PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + 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; + 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 (currentmaterialflags & MATERIALFLAG_NOCULLFACE) + { + // if the material is double sided we + // can't cull by direction + 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, 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) + 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); - //info->outnumsurfaces = 0; + // 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; @@ -942,7 +1152,16 @@ static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboo } 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); @@ -951,6 +1170,23 @@ static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboo } } +static msurface_t *r_q1bsp_getlightinfo_surfaces; + +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) { r_q1bsp_getlightinfo_t info; @@ -1029,6 +1265,11 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *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) @@ -1037,6 +1278,9 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi msurface_t *surface; int surfacelistindex; float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; + // 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++) @@ -1061,10 +1305,14 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightor // 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++) { @@ -1077,6 +1325,9 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightor } 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 @@ -1086,13 +1337,13 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightor 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) @@ -1129,6 +1380,7 @@ void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relative // 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++) { @@ -1159,9 +1411,14 @@ void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relative } --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, batchnumsurfaces, batchsurfacelist); + if (rsurface.batchvertex3fbuffer) + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); + else + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); + RSurf_DrawBatch(); } + R_FrameData_ReturnToMark(); } #define BATCHSIZE 1024 @@ -1171,7 +1428,8 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co 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); @@ -1188,11 +1446,11 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co 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; @@ -1200,12 +1458,11 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { 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 @@ -1236,7 +1493,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface 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_NORTLIGHT)) != MATERIALFLAG_WALL) continue; if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) continue; @@ -1256,47 +1514,12 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface } 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] @@ -1309,8 +1532,7 @@ void R_ReplaceWorldTexture (void) 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; @@ -1323,8 +1545,7 @@ void R_ReplaceWorldTexture (void) } 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); @@ -1340,13 +1561,11 @@ void R_ReplaceWorldTexture (void) // 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; } } @@ -1393,6 +1612,7 @@ void GL_Surf_Init(void) 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");