X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=d589cfcb1b726f3f83304063c83b4267411b8628;hb=761fffe0368fc91c54499c416d10fa98d888e5bd;hp=d72dcbab094c3d13bba9d89ab3505230d28cf9ca;hpb=28ec519a940cecc1345667418ffac2166ae55424;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index d72dcbab..d589cfcb 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -22,26 +22,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" #include "portals.h" +#include "csprogs.h" +#include "image.h" -#define MAX_LIGHTMAP_SIZE 256 - -cvar_t r_ambient = {0, "r_ambient", "0"}; -cvar_t r_drawportals = {0, "r_drawportals", "0"}; -cvar_t r_testvis = {0, "r_testvis", "0"}; -cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; -cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; -cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; -cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; -cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; - -// flag arrays used for visibility checking on world model -// (all other entities have no per-surface/per-leaf visibility checks) -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters -qbyte r_pvsbits[(32768+7)>>3]; -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs -qbyte r_worldleafvisible[32768]; -// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces -qbyte r_worldsurfacevisible[262144]; +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", "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"}; /* =============== @@ -52,41 +41,56 @@ Combine and scale multiple lightmaps into the 8.8 format in blocklights */ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - int smax, tmax, i, j, size, size3, maps, stride, l; - unsigned int *bl, scale; - qbyte *lightmap, *out, *stain; - static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting - static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; - - // update cached lighting info - surface->cached_dlight = 0; + int smax, tmax, i, size, size3, maps, l; + int *bl, scale; + unsigned char *lightmap, *out, *stain; + dp_model_t *model = ent->model; + int *intblocklights; + unsigned char *templight; smax = (surface->lightmapinfo->extents[0]>>4)+1; tmax = (surface->lightmapinfo->extents[1]>>4)+1; size = smax*tmax; size3 = size*3; + + r_refdef.stats[r_stat_lightmapupdatepixels] += size; + r_refdef.stats[r_stat_lightmapupdates]++; + + if (cl.buildlightmapmemorysize < size*sizeof(int[3])) + { + cl.buildlightmapmemorysize = size*sizeof(int[3]); + if (cl.buildlightmapmemory) + Mem_Free(cl.buildlightmapmemory); + cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize); + } + + // these both point at the same buffer, templight is only used for final + // processing and can replace the intblocklights data as it goes + intblocklights = (int *)cl.buildlightmapmemory; + templight = (unsigned char *)cl.buildlightmapmemory; + + // update cached lighting info + model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false; + lightmap = surface->lightmapinfo->samples; // set to full bright if no light data bl = intblocklights; - if (!ent->model->brushq1.lightdata) + if (!model->brushq1.lightdata) { for (i = 0;i < size3;i++) - bl[i] = 255*256; + bl[i] = 128*256; } else { // clear to no light - memset(bl, 0, size*3*sizeof(unsigned int)); + memset(bl, 0, size3*sizeof(*bl)); // add all the lightmaps if (lightmap) - { - bl = intblocklights; for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; - } } stain = surface->lightmapinfo->stainsamples; @@ -96,43 +100,77 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will // be doubled during rendering to achieve 2x overbright // (0 = 0.0, 128 = 1.0, 256 = 2.0) - if (ent->model->brushq1.lightmaprgba) + if (stain) { - stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4) { - for (j = 0;j < smax;j++) - { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - *out++ = 255; - } + l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255); + l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255); + l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255); + out[3] = 255; } } else { - stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++, bl += 3, out += 4) + { + l = bl[0] >> 8;out[2] = min(l, 255); + l = bl[1] >> 8;out[1] = min(l, 255); + l = bl[2] >> 8;out[0] = min(l, 255); + out[3] = 255; + } + } + + 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) + { + vec3_t n; + unsigned char *normalmap = surface->lightmapinfo->nmapsamples; + lightmap = surface->lightmapinfo->samples; + // clear to no normalmap + bl = intblocklights; + memset(bl, 0, size3*sizeof(*bl)); + // add all the normalmaps + if (lightmap && normalmap) { - for (j = 0;j < smax;j++) + for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) + { + // add the normalmap with weighting proportional to the style's lightmap intensity + l = (int)(VectorLength(lightmap + i*3) * scale); + bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l; + bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l; + bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l; + } } } + bl = intblocklights; + out = templight; + // we simply renormalize the weighted normals to get a valid deluxemap + for (i = 0;i < size;i++, bl += 3, out += 4) + { + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255); + 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], 0, smax, tmax, 1); } - - R_UpdateTexture(surface->lightmaptexture, templight); } -void R_StainNode (mnode_t *node, 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; int i, s, t, smax, tmax, smax3, impacts, impactt, stained; - qbyte *bl; + unsigned char *bl; vec3_t impact; maxdist = radius * radius; @@ -175,13 +213,13 @@ loc0: smax = (surface->lightmapinfo->extents[0] >> 4) + 1; tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]; - impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]; + impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]); + impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]); s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; - if (i > maxdist) + i = (int)(s * s + t * t + dist2); + if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel continue; // reduce calculations @@ -210,9 +248,9 @@ loc0: { if (a > 1) a = 1; - bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); - bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); - bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); stained = true; } } @@ -224,7 +262,7 @@ loc0: } // force lightmap upload if (stained) - surface->cached_dlight = true; + model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true; } } @@ -254,9 +292,9 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int int n; float fcolor[8]; entity_render_t *ent; - model_t *model; + dp_model_t *model; vec3_t org; - if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) + if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -267,16 +305,15 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); + R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor); // look for embedded bmodels - for (n = 0;n < cl_num_brushmodel_entities;n++) + for (n = 0;n < cl.num_brushmodel_entities;n++) { - ent = &cl_entities[cl_brushmodel_entities[n]].render; + ent = &cl.entities[cl.brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { - Mod_CheckLoaded(model); if (model->brush.data_nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); @@ -295,54 +332,58 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int i; + // due to the hacky nature of this function's parameters, this is never + // called with a batch, so numsurfaces is always 1, and the surfacelist + // contains only a leaf number for coloring purposes + const mportal_t *portal = (mportal_t *)ent; + qboolean isvis; + int i, numpoints; float *v; - rmeshstate_t m; - const mportal_t *portal = calldata1; + float vertex3f[POLYGONELEMENTS_MAXPOINTS*3]; + CHECKGLERROR GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); - R_Mesh_Matrix(&r_identitymatrix); + GL_CullFace(GL_NONE); + R_EntityMatrix(&identitymatrix); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); + numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS); - i = calldata2; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), - 0.125f); - if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) - { - for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) - VectorCopy(portal->points[i].position, v); - } - else - for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) - VectorCopy(portal->points[i].position, v); - GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements); - GL_LockArrays(0, 0); +// R_Mesh_ResetTextureState(); + + isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex); + + i = surfacelist[0] >> 1; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale, + isvis ? 0.125f : 0.03125f); + for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + 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 -static void R_DrawPortals(void) +void R_DrawPortals(void) { - int i, leafnum;//, portalnum; + int i, leafnum; mportal_t *portal; float center[3], f; - model_t *model = r_refdef.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; if (model == NULL) return; - for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) + for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++) { - if (r_worldleafvisible[leafnum]) + if (r_refdef.viewcache.world_leafvisible[leafnum]) { //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) - for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) + for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) if (!R_CullBox(portal->mins, portal->maxs)) @@ -352,199 +393,765 @@ static void R_DrawPortals(void) VectorAdd(center, portal->points[i].position, center); f = ixtable[portal->numpoints]; VectorScale(center, f, center); - //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum); + R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight); } } } } } -static void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = brush->points->v; - R_Mesh_State(&m); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) +static void R_View_WorldVisibility_CullSurfaces(void) { - int i; - rmeshstate_t m; - if (!surface->num_collisiontriangles) + 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; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->data_collisionvertex3f; - R_Mesh_State(&m); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->num_collisionvertices); - R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); - GL_LockArrays(0, 0); + 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_WorldVisibility(void) +void R_View_WorldVisibility(qboolean forcenovis) { int i, j, *mark; mleaf_t *leaf; mleaf_t *viewleaf; - model_t *model = r_refdef.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; if (!model) return; - // if possible find the leaf the view origin is in - viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; - // if possible fetch the visible cluster bits - if (model->brush.FatPVS) - model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); - - // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->num_surfaces); - memset(r_worldleafvisible, 0, model->brush.num_leafs); - - // if the user prefers surfaceworldnode (testing?) or the viewleaf could - // not be found, or the viewleaf is not part of the visible world - // (floating around in the void), use the pvs method - if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) + if (r_refdef.view.usecustompvs) { - // pvs method: - // similar to quake's RecursiveWorldNode but without cache misses + // clear the visible surface and leaf flags arrays + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + r_refdef.viewcache.world_novis = false; + + // simply cull each marked leaf to the frustum (view pyramid) for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { - c_leafs++; - r_worldleafvisible[j] = true; + 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_worldsurfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } + R_View_WorldVisibility_CullSurfaces(); + return; } - else + + // if possible find the leaf the view origin is in + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL; + // if possible fetch the visible cluster bits + if (!r_lockpvs.integer && model->brush.FatPVS) + model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false); + + if (!r_lockvisibility.integer) { - int leafstackpos; - mportal_t *p; - mleaf_t *leafstack[8192]; - // portal method: - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode and vastly better in unvised maps, often culls a - // lot of surface that pvs alone would miss - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) + // clear the visible surface and leaf flags arrays + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + + r_refdef.viewcache.world_novis = false; + + // 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 || r_trippy.integer) + { + // no visibility method: (used when floating around in the void) + // simply cull each leaf to the frustum (view pyramid) + // similar to quake's RecursiveWorldNode but without cache misses + 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[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; + } + } + } + // just check if each leaf in the PVS is on screen + // (unless portal culling is enabled) + else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer)) { - c_leafs++; - leaf = leafstack[--leafstackpos]; - r_worldleafvisible[leaf - model->brush.data_leafs] = true; - // mark any surfaces bounding this leaf - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*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 - // and the leaf is visible in the pvs - // (the first two checks won't cause as many cache misses as the leaf checks) - for (p = leaf->portals;p;p = p->next) - if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) + // pvs method: + // simply check if each leaf is in the Potentially Visible Set, + // and cull to frustum (view pyramid) + // 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[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; + } + } + } + // if desired use a recursive portal flow, culling each portal to + // frustum and checking if the leaf the portal leads to is in the pvs + else + { + 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 + // Quake's RecursiveWorldNode and vastly better in unvised maps, + // often culls some surfaces that pvs alone would miss + // (such as a room in pvs that is hidden behind a wall, but the + // passage leading to the room is off-screen) + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) + { + leaf = leafstack[--leafstackpos]; + if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) + continue; + 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) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_refdef.viewcache.world_surfacevisible[*mark] = true; + // follow portals into other leafs + // the checks are: + // the leaf has not been visited yet + // and the leaf is visible in the pvs + // the portal polygon's bounding box is on the screen + for (p = leaf->portals;p;p = p->next) + { + 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; + } + } } } - if (r_drawportals.integer) - R_DrawPortals(); + R_View_WorldVisibility_CullSurfaces(); } void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, true); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(true, true, false, false, false); + else + R_DrawModelSurfaces(ent, true, true, false, false, false); +} + +void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent) +{ + int i, j, n, flagsmask; + dp_model_t *model = ent->model; + msurface_t *surfaces; + if (model == NULL) + return; + + if (ent == r_refdef.scene.worldentity) + RSurf_ActiveWorldEntity(); + else + RSurf_ActiveModelEntity(ent, true, false, false); + + surfaces = model->data_surfaces; + flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA; + + // add visible surfaces to draw list + if (ent == r_refdef.scene.worldentity) + { + for (i = 0;i < model->nummodelsurfaces;i++) + { + j = model->sortedmodelsurfaces[i]; + if (r_refdef.viewcache.world_surfacevisible[j]) + if (surfaces[j].texture->basematerialflags & flagsmask) + 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, n); + } + } + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Q1BSP_Draw(entity_render_t *ent) +{ + dp_model_t *model = ent->model; + if (model == NULL) + return; + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, true, false, false, false); + else + R_DrawModelSurfaces(ent, false, true, false, false, false); +} + +void R_Q1BSP_DrawDepth(entity_render_t *ent) +{ + dp_model_t *model = ent->model; + 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); +// R_Mesh_ResetTextureState(); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, true, false, false); + else + R_DrawModelSurfaces(ent, false, false, true, false, false); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); +} + +void R_Q1BSP_DrawDebug(entity_render_t *ent) { if (ent->model == NULL) return; - c_bmodels++; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) - { - int i; - model_t *model = ent->model; - msurface_t *surface; - q3mbrush_t *brush; - R_Mesh_Matrix(&ent->matrix); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->num_collisiontriangles) - R_DrawCollisionSurface(ent, surface); - qglPolygonOffset(0, 0); - } + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, false, true, false); + else + R_DrawModelSurfaces(ent, false, false, false, true, false); +} + +void R_Q1BSP_DrawPrepass(entity_render_t *ent) +{ + dp_model_t *model = ent->model; + if (model == NULL) + return; + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, true, false, false, true); + else + R_DrawModelSurfaces(ent, false, true, false, false, true); } typedef struct r_q1bsp_getlightinfo_s { - model_t *model; + dp_model_t *model; vec3_t relativelightorigin; float lightradius; int *outleaflist; - qbyte *outleafpvs; + unsigned char *outleafpvs; int outnumleafs; + unsigned char *visitingleafpvs; int *outsurfacelist; - qbyte *outsurfacepvs; + unsigned char *outsurfacepvs; + unsigned char *tempsurfacepvs; + unsigned char *outshadowtrispvs; + unsigned char *outlighttrispvs; int outnumsurfaces; vec3_t outmins; vec3_t outmaxs; vec3_t lightmins; vec3_t lightmaxs; - const qbyte *pvs; + const unsigned char *pvs; + qboolean svbsp_active; + qboolean svbsp_insertoccluder; + int numfrustumplanes; + const mplane_t *frustumplanes; } r_q1bsp_getlightinfo_t; -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) { - if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) - return; - if (!node->plane) - break; - sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1; - if (sides == 2) + // get a node from the stack to process + node = nodestack[--nodestackpos]; + // is it a node or a leaf? + plane = node->plane; + if (plane) { - R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); - node = node->children[1]; + // 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) + { + // 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 + { + // 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 + { + // 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) + { + // 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) + { + 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 (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)) + { + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = 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) + { + 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); + } + } + } + else + { + 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; + 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; + 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 (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 (addedtris) + 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 - node = node->children[sides]; + { + 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 + } } - leaf = (mleaf_t *)node; - if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) +} + +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); + 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_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; + r_svbsp.maxnodes *= 2; + 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 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; + + // we HAVE to mark the leaf the light is in as lit, because portals are + // irrelevant to a leaf that the light source is inside of + // (and they are all facing away, too) + { + mnode_t *node = info->model->brush.data_nodes; + mleaf_t *leaf; + while (node->plane) + node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist]; + leaf = (mleaf_t *)node; 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]); @@ -560,41 +1167,45 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) info->outleaflist[info->outnumleafs++] = leafindex; } } - if (info->outsurfacepvs) - { - int leafsurfaceindex; - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) - { - int surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) - { - msurface_t *surface = info->model->data_surfaces + surfaceindex; - if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { - int triangleindex, t; - const int *e; - const vec_t *v[3]; - 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 (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - { - SETPVSBIT(info->outsurfacepvs, surfaceindex); - info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; - break; - } - } - } - } - } - } + } + + info->svbsp_insertoccluder = false; + // 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); + 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); + 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); } } -void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +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) { r_q1bsp_getlightinfo_t info; VectorCopy(relativelightorigin, info.relativelightorigin); @@ -617,34 +1228,51 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa info.outleaflist = outleaflist; info.outleafpvs = outleafpvs; info.outnumleafs = 0; + info.visitingleafpvs = visitingleafpvs; info.outsurfacelist = outsurfacelist; info.outsurfacepvs = outsurfacepvs; + info.outshadowtrispvs = outshadowtrispvs; + info.outlighttrispvs = outlighttrispvs; info.outnumsurfaces = 0; + info.numfrustumplanes = numfrustumplanes; + info.frustumplanes = frustumplanes; VectorCopy(info.relativelightorigin, info.outmins); VectorCopy(info.relativelightorigin, info.outmaxs); + memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3); - if (info.model->brush.GetPVS) + if (info.model->brush.shadowmesh) + memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3); + 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) info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin); else info.pvs = NULL; - R_UpdateAllTextureInfo(ent); - if (r_shadow_compilingrtlight) + RSurf_ActiveWorldEntity(); + + if (r_shadow_frontsidecasting.integer && 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); + 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_realtime_dlight_portalculling.integer) + else if (r_shadow_frontsidecasting.integer && 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); + 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); } else { - // use BSP recursion as lights are often small - R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes); + // recurse the bsp tree, checking leafs and surfaces for visibility + // 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); } + rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + // limit combined leaf box to light boundaries outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]); outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]); @@ -655,173 +1283,345 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumleafspointer = info.outnumleafs; *outnumsurfacespointer = info.outnumsurfaces; -} -extern float *rsurface_vertex3f; -extern float *rsurface_svector3f; -extern float *rsurface_tvector3f; -extern float *rsurface_normal3f; -extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg); + // 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_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist) { - model_t *model = ent->model; + dp_model_t *model = ent->model; msurface_t *surface; int surfacelistindex; - float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value; - vec3_t modelorg; - texture_t *texture; - // check the box in modelspace, it was already checked in worldspace - if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs)) + 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; - if (r_drawcollisionbrushes.integer >= 2) + 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++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW) + continue; + R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs); + } + 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); + r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true); +} + +extern cvar_t r_polygonoffset_submodel_factor; +extern cvar_t r_polygonoffset_submodel_offset; +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) +{ + dp_model_t *model = ent->model; + const msurface_t *surface; + int modelsurfacelistindex; + float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) return; - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); + 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); - if (r_shadow_compilingrtlight) + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->data_surfaces + surfacelist[surfacelistindex]; - texture = surface->texture; - if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) - continue; - if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - continue; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - } - } - else - { - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - surface = model->data_surfaces + surfacelist[surfacelistindex]; - texture = surface->texture->currentframe; - if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) - continue; - if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - continue; - R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - } + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW) + continue; + 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); } - R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); + 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); } else { - projectdistance = lightradius + ent->model->radius; - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + // 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 + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - surface = model->data_surfaces + surfacelist[surfacelistindex]; - // FIXME: get current skin - texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh); - if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles) + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + rsurface.texture = R_GetCurrentTexture(surface->texture); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) continue; - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - // identify lit faces within the bounding box - R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles); - R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs); - R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); + 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.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_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist) +void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist) { - model_t *model = ent->model; + dp_model_t *model = ent->model; msurface_t *surface; - texture_t *texture; int surfacelistindex; - vec3_t modelorg; - if (r_drawcollisionbrushes.integer >= 2) + 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++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + 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); + } + R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist); + r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true); + r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks; + for(i = 0;i<6;i++) + if(!sidetotals[i]) + r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i); +} + +#define RSURF_MAX_BATCHSURFACES 8192 + +static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; + +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) +{ + dp_model_t *model = ent->model; + const msurface_t *surface; + int modelsurfacelistindex, batchnumsurfaces; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) return; - if (r_shadow_compilingrtlight) + R_FrameData_SetMark(); + // identify lit faces within the bounding box + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - // if compiling an rtlight, capture the meshes - int tri; - int *e; - float *lightmins, *lightmaxs, *v[3], *vertex3f; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side))) + continue; + rsurface.texture = R_GetCurrentTexture(surface->texture); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) + continue; + if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) + continue; + 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) { - surface = model->data_surfaces + surfacelist[surfacelistindex]; - texture = surface->texture; - if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles) + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side))) continue; - e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle; - vertex3f = surface->groupmesh->data_vertex3f; - lightmins = r_shadow_compilingrtlight->cullmins; - lightmaxs = r_shadow_compilingrtlight->cullmaxs; - for (tri = 0;tri < surface->num_triangles;tri++, e += 3) - { - v[0] = vertex3f + e[0] * 3; - v[1] = vertex3f + e[1] * 3; - v[2] = vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e); - } + if (surface->texture != batchsurfacelist[0]->texture) + break; + if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs)) + continue; + 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(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, batchnumsurfaces, batchsurfacelist); + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); + RSurf_DrawBatch(); } - else + R_FrameData_ReturnToMark(); +} + +#define BATCHSIZE 1024 + +static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + int i, j, endsurface; + texture_t *t; + const msurface_t *surface; + 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_SetupEntityLight(ent); + for (i = 0;i < numsurfaces;i = j) { - R_UpdateAllTextureInfo(ent); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + j = i + 1; + surface = rsurface.modelsurfaces + surfacelist[i]; + t = surface->texture; + rsurface.texture = R_GetCurrentTexture(t); + endsurface = min(j + BATCHSIZE, numsurfaces); + for (j = i;j < endsurface;j++) + { + surface = rsurface.modelsurfaces + surfacelist[j]; + if (t != surface->texture) + break; + R_Shadow_RenderLighting(1, &surface); + } + } + R_Shadow_RenderMode_End(); + R_FrameData_ReturnToMark(); +} + +extern qboolean r_shadow_usingdeferredprepass; +void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs) +{ + dp_model_t *model = ent->model; + const msurface_t *surface; + int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces; + const msurface_t **texturesurfacelist; + texture_t *tex; + CHECKGLERROR + 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 + // so some processing is necessary. (luckily models have few surfaces) + for (i = 0;i < numsurfaces;) + { + batchnumsurfaces = 0; + endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces); + if (ent == r_refdef.scene.worldentity) + { + for (;i < endsurface;i++) + if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]]) + batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; + } + else + { + for (;i < endsurface;i++) + batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; + } + if (!batchnumsurfaces) + continue; + for (k = 0;k < batchnumsurfaces;k = kend) { - if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]) + surface = batchsurfacelist[k]; + tex = surface->texture; + rsurface.texture = R_GetCurrentTexture(tex); + // gather surfaces into a batch range + for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++) + ; + // now figure out what to do with this particular range of surfaces + // VorteX: added MATERIALFLAG_NORTLIGHT + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL) continue; - surface = model->data_surfaces + surfacelist[surfacelistindex]; - texture = surface->texture->currentframe; - // FIXME: transparent surfaces need to be lit later - if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles) + if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) continue; - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - if (!rsurface_svector3f) + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { - rsurface_svector3f = varray_svector3f; - rsurface_tvector3f = varray_tvector3f; - rsurface_normal3f = varray_normal3f; - Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f); - } - if (ent->colormap >= 0) - { - vec3_t lightcolorpants, lightcolorshirt; - // 128-224 are backwards ranges - int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12; - if (texture->skin.pants && b >= 224) - { - qbyte *bcolor = (qbyte *) (&palette_complete[b]); - lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f); - lightcolorpants[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f); - lightcolorpants[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f); - } - else - VectorClear(lightcolorpants); - // 128-224 are backwards ranges - b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12; - if (texture->skin.shirt && b >= 224) + vec3_t tempcenter, center; + for (l = k;l < kend;l++) { - qbyte *bcolor = (qbyte *) (&palette_complete[b]); - lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f); - lightcolorshirt[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f); - lightcolorshirt[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f); + surface = batchsurfacelist[l]; + 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); + 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); } - else - VectorClear(lightcolorshirt); - R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss); + continue; + } + if (r_shadow_usingdeferredprepass) + continue; + texturenumsurfaces = kend - k; + texturesurfacelist = batchsurfacelist + k; + R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist); + } + } + R_FrameData_ReturnToMark(); +} + +//Made by [515] +static void R_ReplaceWorldTexture (void) +{ + dp_model_t *m; + texture_t *t; + int i; + const char *r, *newt; + skinframe_t *skinframe; + if (!r_refdef.scene.worldmodel) + { + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; + + if(Cmd_Argc() < 2) + { + Con_Print("r_replacemaptexture - replaces texture\n"); + Con_Print("r_replacemaptexture - switch back to default texture\n"); + return; + } + if(!cl.islocalgame || !cl.worldmodel) + { + Con_Print("This command works only in singleplayer\n"); + return; + } + r = Cmd_Argv(1); + newt = Cmd_Argv(2); + if(!newt[0]) + newt = r; + for(i=0,t=m->data_textures;inum_textures;i++,t++) + { + if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) ) + { + if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true))) + { +// t->skinframes[0] = skinframe; + t->currentskinframe = skinframe; + Con_Printf("%s replaced with %s\n", r, newt); } else - R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, texture->skin.merged ? texture->skin.merged : texture->skin.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss); - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); + { + Con_Printf("%s was not found\n", newt); + return; + } } } } +//Made by [515] +static void R_ListWorldTextures (void) +{ + dp_model_t *m; + texture_t *t; + int i; + if (!r_refdef.scene.worldmodel) + { + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; + + Con_Print("Worldmodel textures :\n"); + for(i=0,t=m->data_textures;inum_textures;i++,t++) + if (t->numskinframes) + Con_Printf("%s\n", t->name); +} + #if 0 static void gl_surf_start(void) { @@ -840,14 +1640,15 @@ void GL_Surf_Init(void) { Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_drawportals); - Cvar_RegisterVariable(&r_testvis); - Cvar_RegisterVariable(&r_detailtextures); - Cvar_RegisterVariable(&r_surfaceworldnode); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + 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"); + Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); + //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }