]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
cleaned up the fix for solid water in q1bsp dedicated servers
[xonotic/darkplaces.git] / gl_rsurf.c
index e28277663fbefb866bc0210f9729c5ee61587a54..967edc6f56e8a1778c593ebd3c4fab365d3835e3 100644 (file)
@@ -27,7 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
-cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "2", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
 cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"};
 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
 
@@ -362,7 +362,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
        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(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 }
 
@@ -446,7 +446,7 @@ void R_View_WorldVisibility(qboolean forcenovis)
 
                // if floating around in the void (no pvs data available, and no
                // portals available), simply use all on-screen leafs.
-               if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
+               if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
                {
                        // no visibility method: (used when floating around in the void)
                        // simply cull each leaf to the frustum (view pyramid)
@@ -454,6 +454,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                        r_refdef.viewcache.world_novis = true;
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                // if leaf is in current pvs and on the screen, mark its surfaces
                                if (!R_CullBox(leaf->mins, leaf->maxs))
                                {
@@ -475,6 +477,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                        // similar to quake's RecursiveWorldNode but without cache misses
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                // if leaf is in current pvs and on the screen, mark its surfaces
                                if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                {
@@ -507,6 +511,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                                leaf = leafstack[--leafstackpos];
                                if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
                                        continue;
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                r_refdef.stats.world_leafs++;
                                r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
                                // mark any surfaces bounding this leaf
@@ -629,7 +635,7 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(false);
        if (ent == r_refdef.scene.worldentity)
                R_DrawWorldSurfaces(false, false, true, false, false);
        else
@@ -956,6 +962,7 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons
        int axis;
        int surfaceindex;
        int t;
+       int nodeleafindex;
        int currentmaterialflags;
        qboolean castshadow;
        msurface_t *surface;
@@ -967,16 +974,87 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons
        // 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++] = 0;
+       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];
-               if (nodenum >= 0)
+               // 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 = bih->nodes + nodenum;
                        axis = node->type - BIH_SPLITX;
 #if 0
                        if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
@@ -991,80 +1069,15 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons
                                if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
                                        nodestack[nodestackpos++] = node->front;
                                nodestack[nodestackpos++] = node->back;
+                               continue;
                        }
                        else if (info->lightmaxs[axis] >= node->frontmin)
-                               nodestack[nodestackpos++] = node->front;
-                       else
-                               continue; // light falls between children, nothing here
-               }
-               else
-               {
-                       // leaf
-                       leaf = bih->leafs + (-1-nodenum);
-                       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);
+                               nodestack[nodestackpos++] = node->front;
                                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
+                               continue; // light falls between children, nothing here
                }
        }
 }
@@ -1480,7 +1493,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                        for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
                                ;
                        // now figure out what to do with this particular range of surfaces
-                       if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+                       // VorteX: added MATERIALFLAG_NORTLIGHT
+                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL + MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
                                continue;
                        if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
                                continue;