X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=ffef01c8b69411433e4789a598ea5b17d005e12b;hb=71ba2584ab31feb6b1600b3d9c2dc94adf4634c7;hp=c55d8902b492eccf75ebdc627254d8617bd6b117;hpb=bca6ff3a0962b1bde364755a153e0f5ccb98f18a;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index c55d8902..ffef01c8 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -27,9 +27,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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_lockpvs = {0, "r_lockpvs", "0"}; +cvar_t r_lockvisibility = {0, "r_lockvisibility", "0"}; +cvar_t r_useportalculling = {0, "r_useportalculling", "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"}; @@ -37,11 +37,11 @@ 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]; +unsigned char r_pvsbits[(32768+7)>>3]; // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs -qbyte r_worldleafvisible[32768]; +unsigned char r_worldleafvisible[32768]; // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces -qbyte r_worldsurfacevisible[262144]; +unsigned char r_worldsurfacevisible[262144]; /* =============== @@ -54,9 +54,9 @@ 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; + unsigned char *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]; + static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; // update cached lighting info surface->cached_dlight = 0; @@ -84,7 +84,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { 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.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } } @@ -132,7 +132,7 @@ void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radi 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; @@ -210,9 +210,9 @@ 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; } } @@ -276,7 +276,6 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int model = ent->model; if (model && model->name[0] == '*') { - Mod_CheckLoaded(model); if (model->brush.data_nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); @@ -300,7 +299,7 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2) int i; float *v; rmeshstate_t m; - const mportal_t *portal = calldata1; + const mportal_t *portal = (mportal_t *)calldata1; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); @@ -403,66 +402,97 @@ void R_WorldVisibility(void) // 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) + if (!r_lockpvs.integer && 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_lockvisibility.integer) { - // pvs method: - // similar to quake's RecursiveWorldNode but without cache misses - for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + // clear the visible surface and leaf flags arrays + memset(r_worldsurfacevisible, 0, model->num_surfaces); + memset(r_worldleafvisible, 0, model->brush.num_leafs); + + // 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) { - // 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)) + // 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 + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { - c_leafs++; - r_worldleafvisible[j] = true; + // if leaf is in current pvs and on the screen, mark its surfaces + if (!R_CullBox(leaf->mins, leaf->maxs)) + { + renderstats.world_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } + } + } + // if the user prefers to disable portal culling (testing?), simply + // use all on-screen leafs that are in the pvs. + else if (!r_useportalculling.integer) + { + // 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 is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + renderstats.world_leafs++; + r_worldleafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_worldsurfacevisible[*mark] = true; + } + } + } + // otherwise 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]; + // 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) + { + renderstats.world_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) + { + renderstats.world_portals++; + 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)) + leafstack[leafstackpos++] = p->past; + } } } } - else - { - 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) - { - 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)) - leafstack[leafstackpos++] = p->past; - } - } if (r_drawportals.integer) R_DrawPortals(); @@ -478,17 +508,17 @@ void R_Q1BSP_DrawSky(entity_render_t *ent) void R_Q1BSP_Draw(entity_render_t *ent) { - if (ent->model == NULL) + model_t *model = ent->model; + if (model == NULL) return; - c_bmodels++; if (r_drawcollisionbrushes.integer < 2) R_DrawSurfaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) + if (r_drawcollisionbrushes.integer >= 1 && 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); @@ -509,16 +539,16 @@ typedef struct r_q1bsp_getlightinfo_s vec3_t relativelightorigin; float lightradius; int *outleaflist; - qbyte *outleafpvs; + unsigned char *outleafpvs; int outnumleafs; int *outsurfacelist; - qbyte *outsurfacepvs; + unsigned char *outsurfacepvs; int outnumsurfaces; vec3_t outmins; vec3_t outmaxs; vec3_t lightmins; vec3_t lightmaxs; - const qbyte *pvs; + const unsigned char *pvs; } r_q1bsp_getlightinfo_t; @@ -528,18 +558,22 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) mleaf_t *leaf; for (;;) { - if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) - return; - if (!node->plane) + mplane_t *plane = node->plane; + //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + // return; + if (!plane) break; - sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1; - if (sides == 2) + if (plane->type < 3) + sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1)); + else + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); + if (sides == 3) { R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); node = node->children[1]; } else - node = node->children[sides]; + node = node->children[sides - 1]; } leaf = (mleaf_t *)node; if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex)) @@ -593,7 +627,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) } } -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) +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) { r_q1bsp_getlightinfo_t info; VectorCopy(relativelightorigin, info.relativelightorigin); @@ -656,6 +690,29 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumsurfacespointer = info.outnumsurfaces; } +void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist) +{ + model_t *model = ent->model; + msurface_t *surface; + int surfacelistindex; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *texture; + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true); + R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture; + if ((texture->basematerialflags & (MATERIALFLAG_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, 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, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist); + r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false); +} + extern float *rsurface_vertex3f; extern float *rsurface_svector3f; extern float *rsurface_tvector3f; @@ -667,7 +724,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, model_t *model = ent->model; msurface_t *surface; int surfacelistindex; - float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value; + float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value; vec3_t modelorg; texture_t *texture; // check the box in modelspace, it was already checked in worldspace @@ -675,42 +732,25 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, return; if (r_drawcollisionbrushes.integer >= 2) return; - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); + R_UpdateAllTextureInfo(ent); if (model->brush.shadowmesh) { R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - if (r_shadow_compilingrtlight) - { - 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++) { - 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 + 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); } 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); } else { - projectdistance = lightradius + ent->model->radius; + projectdistance = lightradius + ent->model->radius*2; Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { @@ -728,70 +768,92 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, } } -void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist) +#define RSURF_MAX_BATCHSURFACES 1024 + +void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, float *lightcolorpants, float *lightcolorshirt, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; msurface_t *surface; texture_t *texture; - int surfacelistindex; + int surfacelistindex, batchnumsurfaces; + msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; vec3_t modelorg; + texture_t *tex; + rtexture_t *basetexture = NULL; + rtexture_t *glosstexture = NULL; + float specularscale = 0; + qboolean skip; if (r_drawcollisionbrushes.integer >= 2) return; - if (r_shadow_compilingrtlight) + if (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt) < 0.0001) + return; + R_UpdateAllTextureInfo(ent); + Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); + tex = NULL; + texture = NULL; + skip = false; + batchnumsurfaces = 0; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - // if compiling an rtlight, capture the meshes - int tri; - int *e; - float *lightmins, *lightmaxs, *v[3], *vertex3f; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])) + continue; + surface = model->data_surfaces + surfacelist[surfacelistindex]; + renderstats.lights_lighttriangles += surface->num_triangles; + if (tex != surface->texture) { - surface = model->data_surfaces + surfacelist[surfacelistindex]; - texture = surface->texture; - if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles) - 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) + if (batchnumsurfaces > 0) { - 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); + R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + batchnumsurfaces = 0; } - } - } - else - { - R_UpdateAllTextureInfo(ent); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]) - continue; - surface = model->data_surfaces + surfacelist[surfacelistindex]; + tex = surface->texture; texture = surface->texture->currentframe; // FIXME: transparent surfaces need to be lit later - if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles) + skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL; + if (skip) continue; if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) qglDisable(GL_CULL_FACE); - RSurf_SetVertexPointer(ent, texture, surface, modelorg); - if (!rsurface_svector3f) + else + qglEnable(GL_CULL_FACE); + glosstexture = r_texture_black; + specularscale = 0; + if (texture->skin.gloss) { - 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 (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) + { + glosstexture = texture->skin.gloss; + specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value; + } } - // FIXME: add colormapping - 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.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss); - if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); + else + { + if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0) + { + glosstexture = r_texture_white; + specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value; + } + } + basetexture = (ent->colormap < 0 && texture->skin.merged) ? texture->skin.merged : texture->skin.base; + if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + skip = true; + } + if (!skip && surface->num_triangles) + { + if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) + { + R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + batchnumsurfaces = 0; + } + batchsurfacelist[batchnumsurfaces++] = surface; } } + if (batchnumsurfaces > 0) + { + R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg); + batchnumsurfaces = 0; + } + qglEnable(GL_CULL_FACE); } #if 0 @@ -813,9 +875,9 @@ 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_lockpvs); + Cvar_RegisterVariable(&r_lockvisibility); + Cvar_RegisterVariable(&r_useportalculling); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&r_q3bsp_renderskydepth);