2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
27 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
28 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)"};
29 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)"};
30 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)"};
31 cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"};
32 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"};
38 Combine and scale multiple lightmaps into the 8.8 format in blocklights
41 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
43 int smax, tmax, i, size, size3, maps, l;
45 unsigned char *lightmap, *out, *stain;
46 dp_model_t *model = ent->model;
48 unsigned char *templight;
50 smax = (surface->lightmapinfo->extents[0]>>4)+1;
51 tmax = (surface->lightmapinfo->extents[1]>>4)+1;
55 r_refdef.stats.lightmapupdatepixels += size;
56 r_refdef.stats.lightmapupdates++;
58 if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
60 cl.buildlightmapmemorysize = size*sizeof(int[3]);
61 if (cl.buildlightmapmemory)
62 Mem_Free(cl.buildlightmapmemory);
63 cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
66 // these both point at the same buffer, templight is only used for final
67 // processing and can replace the intblocklights data as it goes
68 intblocklights = (int *)cl.buildlightmapmemory;
69 templight = (unsigned char *)cl.buildlightmapmemory;
71 // update cached lighting info
72 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
74 lightmap = surface->lightmapinfo->samples;
76 // set to full bright if no light data
78 if (!model->brushq1.lightdata)
80 for (i = 0;i < size3;i++)
86 memset(bl, 0, size3*sizeof(*bl));
88 // add all the lightmaps
90 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
91 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
92 bl[i] += lightmap[i] * scale;
95 stain = surface->lightmapinfo->stainsamples;
98 // the >> 16 shift adjusts down 8 bits to account for the stainmap
99 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
100 // be doubled during rendering to achieve 2x overbright
101 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
104 for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
106 l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
107 l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
108 l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
114 for (i = 0;i < size;i++, bl += 3, out += 4)
116 l = bl[0] >> 8;out[2] = min(l, 255);
117 l = bl[1] >> 8;out[1] = min(l, 255);
118 l = bl[2] >> 8;out[0] = min(l, 255);
123 R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
125 // update the surface's deluxemap if it has one
126 if (surface->deluxemaptexture != r_texture_blanknormalmap)
129 unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
130 lightmap = surface->lightmapinfo->samples;
131 // clear to no normalmap
133 memset(bl, 0, size3*sizeof(*bl));
134 // add all the normalmaps
135 if (lightmap && normalmap)
137 for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
139 for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
141 // add the normalmap with weighting proportional to the style's lightmap intensity
142 l = (int)(VectorLength(lightmap + i*3) * scale);
143 bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
144 bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
145 bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
151 // we simply renormalize the weighted normals to get a valid deluxemap
152 for (i = 0;i < size;i++, bl += 3, out += 4)
156 l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
157 l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
158 l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
161 R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
165 void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
167 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
168 msurface_t *surface, *endsurface;
169 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
173 maxdist = radius * radius;
174 invradius = 1.0f / radius;
179 ndist = PlaneDiff(origin, node->plane);
182 node = node->children[0];
187 node = node->children[1];
191 dist2 = ndist * ndist;
192 maxdist3 = maxdist - dist2;
194 if (node->plane->type < 3)
196 VectorCopy(origin, impact);
197 impact[node->plane->type] -= ndist;
201 impact[0] = origin[0] - node->plane->normal[0] * ndist;
202 impact[1] = origin[1] - node->plane->normal[1] * ndist;
203 impact[2] = origin[2] - node->plane->normal[2] * ndist;
206 for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
208 if (surface->lightmapinfo->stainsamples)
210 smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
211 tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
213 impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
214 impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
216 s = bound(0, impacts, smax * 16) - impacts;
217 t = bound(0, impactt, tmax * 16) - impactt;
218 i = (int)(s * s + t * t + dist2);
219 if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
222 // reduce calculations
223 for (s = 0, i = impacts; s < smax; s++, i -= 16)
224 sdtable[s] = i * i + dist2;
226 bl = surface->lightmapinfo->stainsamples;
231 for (t = 0;t < tmax;t++, i -= 16)
234 // make sure some part of it is visible on this line
237 maxdist2 = maxdist - td;
238 for (s = 0;s < smax;s++)
240 if (sdtable[s] < maxdist2)
242 ratio = lhrandom(0.0f, 1.0f);
243 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
244 if (a >= (1.0f / 64.0f))
248 bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
249 bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
250 bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
260 // force lightmap upload
262 model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
266 if (node->children[0]->plane)
268 if (node->children[1]->plane)
270 R_StainNode(node->children[0], model, origin, radius, fcolor);
271 node = node->children[1];
276 node = node->children[0];
280 else if (node->children[1]->plane)
282 node = node->children[1];
287 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
291 entity_render_t *ent;
294 if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
299 fcolor[3] = ca1 * (1.0f / 64.0f);
300 fcolor[4] = cr2 - cr1;
301 fcolor[5] = cg2 - cg1;
302 fcolor[6] = cb2 - cb1;
303 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
305 R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
307 // look for embedded bmodels
308 for (n = 0;n < cl.num_brushmodel_entities;n++)
310 ent = &cl.entities[cl.brushmodel_entities[n]].render;
312 if (model && model->name[0] == '*')
314 if (model->brush.data_nodes)
316 Matrix4x4_Transform(&ent->inversematrix, origin, org);
317 R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
325 =============================================================
329 =============================================================
332 static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
334 // due to the hacky nature of this function's parameters, this is never
335 // called with a batch, so numsurfaces is always 1, and the surfacelist
336 // contains only a leaf number for coloring purposes
337 const mportal_t *portal = (mportal_t *)ent;
341 float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
343 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
346 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
348 GL_CullFace(GL_NONE);
349 R_EntityMatrix(&identitymatrix);
351 numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
353 // R_Mesh_ResetTextureState();
355 isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
357 i = surfacelist[0] >> 1;
358 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
359 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
360 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
361 isvis ? 0.125f : 0.03125f);
362 for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
363 VectorCopy(portal->points[i].position, v);
364 R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
365 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
366 R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
369 // LordHavoc: this is just a nice debugging tool, very slow
370 void R_DrawPortals(void)
375 dp_model_t *model = r_refdef.scene.worldmodel;
378 for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
380 if (r_refdef.viewcache.world_leafvisible[leafnum])
382 //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
383 for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
385 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
386 if (!R_CullBox(portal->mins, portal->maxs))
389 for (i = 0;i < portal->numpoints;i++)
390 VectorAdd(center, portal->points[i].position, center);
391 f = ixtable[portal->numpoints];
392 VectorScale(center, f, center);
393 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
400 void R_View_WorldVisibility(qboolean forcenovis)
405 dp_model_t *model = r_refdef.scene.worldmodel;
410 if (r_refdef.view.usecustompvs)
412 // clear the visible surface and leaf flags arrays
413 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
414 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
415 r_refdef.viewcache.world_novis = false;
417 // simply cull each marked leaf to the frustum (view pyramid)
418 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
420 // if leaf is in current pvs and on the screen, mark its surfaces
421 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
423 r_refdef.stats.world_leafs++;
424 r_refdef.viewcache.world_leafvisible[j] = true;
425 if (leaf->numleafsurfaces)
426 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
427 r_refdef.viewcache.world_surfacevisible[*mark] = true;
433 // if possible find the leaf the view origin is in
434 viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
435 // if possible fetch the visible cluster bits
436 if (!r_lockpvs.integer && model->brush.FatPVS)
437 model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
439 if (!r_lockvisibility.integer)
441 // clear the visible surface and leaf flags arrays
442 memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
443 memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
445 r_refdef.viewcache.world_novis = false;
447 // if floating around in the void (no pvs data available, and no
448 // portals available), simply use all on-screen leafs.
449 if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
451 // no visibility method: (used when floating around in the void)
452 // simply cull each leaf to the frustum (view pyramid)
453 // similar to quake's RecursiveWorldNode but without cache misses
454 r_refdef.viewcache.world_novis = true;
455 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
457 // if leaf is in current pvs and on the screen, mark its surfaces
458 if (!R_CullBox(leaf->mins, leaf->maxs))
460 r_refdef.stats.world_leafs++;
461 r_refdef.viewcache.world_leafvisible[j] = true;
462 if (leaf->numleafsurfaces)
463 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
464 r_refdef.viewcache.world_surfacevisible[*mark] = true;
468 // just check if each leaf in the PVS is on screen
469 // (unless portal culling is enabled)
470 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
473 // simply check if each leaf is in the Potentially Visible Set,
474 // and cull to frustum (view pyramid)
475 // similar to quake's RecursiveWorldNode but without cache misses
476 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
478 // if leaf is in current pvs and on the screen, mark its surfaces
479 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
481 r_refdef.stats.world_leafs++;
482 r_refdef.viewcache.world_leafvisible[j] = true;
483 if (leaf->numleafsurfaces)
484 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
485 r_refdef.viewcache.world_surfacevisible[*mark] = true;
489 // if desired use a recursive portal flow, culling each portal to
490 // frustum and checking if the leaf the portal leads to is in the pvs
495 mleaf_t *leafstack[8192];
496 // simple-frustum portal method:
497 // follows portals leading outward from viewleaf, does not venture
498 // offscreen or into leafs that are not visible, faster than
499 // Quake's RecursiveWorldNode and vastly better in unvised maps,
500 // often culls some surfaces that pvs alone would miss
501 // (such as a room in pvs that is hidden behind a wall, but the
502 // passage leading to the room is off-screen)
503 leafstack[0] = viewleaf;
507 leaf = leafstack[--leafstackpos];
508 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
510 r_refdef.stats.world_leafs++;
511 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
512 // mark any surfaces bounding this leaf
513 if (leaf->numleafsurfaces)
514 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
515 r_refdef.viewcache.world_surfacevisible[*mark] = true;
516 // follow portals into other leafs
518 // if viewer is behind portal (portal faces outward into the scene)
519 // and the portal polygon's bounding box is on the screen
520 // and the leaf has not been visited yet
521 // and the leaf is visible in the pvs
522 // (the first two checks won't cause as many cache misses as the leaf checks)
523 for (p = leaf->portals;p;p = p->next)
525 r_refdef.stats.world_portals++;
526 if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
527 && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
528 && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
529 && !R_CullBox(p->mins, p->maxs)
530 && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
531 leafstack[leafstackpos++] = p->past;
537 if (r_usesurfaceculling.integer)
539 int k = model->firstmodelsurface;
540 int l = k + model->nummodelsurfaces;
541 unsigned char *visible = r_refdef.viewcache.world_surfacevisible;
542 msurface_t *surfaces = model->data_surfaces;
548 surface = surfaces + k;
549 if (R_CullBox(surface->mins, surface->maxs))
556 void R_Q1BSP_DrawSky(entity_render_t *ent)
558 if (ent->model == NULL)
560 if (ent == r_refdef.scene.worldentity)
561 R_DrawWorldSurfaces(true, true, false, false, false);
563 R_DrawModelSurfaces(ent, true, true, false, false, false);
566 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
567 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
569 int i, j, n, flagsmask;
570 dp_model_t *model = ent->model;
571 msurface_t *surfaces;
575 if (ent == r_refdef.scene.worldentity)
576 RSurf_ActiveWorldEntity();
578 RSurf_ActiveModelEntity(ent, false, false, false);
580 surfaces = model->data_surfaces;
581 flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
583 // add visible surfaces to draw list
584 if (ent == r_refdef.scene.worldentity)
586 for (i = 0;i < model->nummodelsurfaces;i++)
588 j = model->sortedmodelsurfaces[i];
589 if (r_refdef.viewcache.world_surfacevisible[j])
590 if (surfaces[j].texture->basematerialflags & flagsmask)
591 R_Water_AddWaterPlane(surfaces + j, 0);
596 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
597 n = ent->entitynumber;
600 for (i = 0;i < model->nummodelsurfaces;i++)
602 j = model->sortedmodelsurfaces[i];
603 if (surfaces[j].texture->basematerialflags & flagsmask)
604 R_Water_AddWaterPlane(surfaces + j, n);
607 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
610 void R_Q1BSP_Draw(entity_render_t *ent)
612 dp_model_t *model = ent->model;
615 if (ent == r_refdef.scene.worldentity)
616 R_DrawWorldSurfaces(false, true, false, false, false);
618 R_DrawModelSurfaces(ent, false, true, false, false, false);
621 void R_Q1BSP_DrawDepth(entity_render_t *ent)
623 dp_model_t *model = ent->model;
626 GL_ColorMask(0,0,0,0);
629 GL_BlendFunc(GL_ONE, GL_ZERO);
631 // R_Mesh_ResetTextureState();
632 R_SetupShader_DepthOrShadow();
633 if (ent == r_refdef.scene.worldentity)
634 R_DrawWorldSurfaces(false, false, true, false, false);
636 R_DrawModelSurfaces(ent, false, false, true, false, false);
637 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
640 void R_Q1BSP_DrawDebug(entity_render_t *ent)
642 if (ent->model == NULL)
644 if (ent == r_refdef.scene.worldentity)
645 R_DrawWorldSurfaces(false, false, false, true, false);
647 R_DrawModelSurfaces(ent, false, false, false, true, false);
650 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
652 dp_model_t *model = ent->model;
655 if (ent == r_refdef.scene.worldentity)
656 R_DrawWorldSurfaces(false, true, false, false, true);
658 R_DrawModelSurfaces(ent, false, true, false, false, true);
661 typedef struct r_q1bsp_getlightinfo_s
664 vec3_t relativelightorigin;
667 unsigned char *outleafpvs;
669 unsigned char *visitingleafpvs;
671 unsigned char *outsurfacepvs;
672 unsigned char *tempsurfacepvs;
673 unsigned char *outshadowtrispvs;
674 unsigned char *outlighttrispvs;
680 const unsigned char *pvs;
681 qboolean svbsp_active;
682 qboolean svbsp_insertoccluder;
683 int numfrustumplanes;
684 const mplane_t *frustumplanes;
686 r_q1bsp_getlightinfo_t;
688 #define GETLIGHTINFO_MAXNODESTACK 4096
690 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
693 mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
694 int nodestackpos = 0;
701 const msurface_t *surface;
702 const msurface_t *surfaces = info->model->data_surfaces;
704 int leafsurfaceindex;
706 int triangleindex, t;
707 int currentmaterialflags;
713 qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
714 qboolean svbspactive = info->svbsp_active;
715 qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
716 const int *leafsurfaceindices;
720 static float points[128][3];
721 // push the root node onto our nodestack
722 nodestack[nodestackpos++] = info->model->brush.data_nodes;
723 // we'll be done when the nodestack is empty
726 // get a node from the stack to process
727 node = nodestack[--nodestackpos];
728 // is it a node or a leaf?
734 if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
738 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
741 // axial planes can be processed much more quickly
745 if (info->lightmins[plane->type] > plane->dist)
746 nodestack[nodestackpos++] = node->children[0];
747 else if (info->lightmaxs[plane->type] < plane->dist)
748 nodestack[nodestackpos++] = node->children[1];
751 // recurse front side first because the svbsp building prefers it
752 if (info->relativelightorigin[plane->type] >= plane->dist)
754 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
755 nodestack[nodestackpos++] = node->children[0];
756 nodestack[nodestackpos++] = node->children[1];
760 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
761 nodestack[nodestackpos++] = node->children[1];
762 nodestack[nodestackpos++] = node->children[0];
769 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
773 continue; // ERROR: NAN bounding box!
775 nodestack[nodestackpos++] = node->children[0];
778 nodestack[nodestackpos++] = node->children[1];
781 // recurse front side first because the svbsp building prefers it
782 if (PlaneDist(info->relativelightorigin, plane) >= 0)
784 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
785 nodestack[nodestackpos++] = node->children[0];
786 nodestack[nodestackpos++] = node->children[1];
790 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
791 nodestack[nodestackpos++] = node->children[1];
792 nodestack[nodestackpos++] = node->children[0];
801 leaf = (mleaf_t *)node;
803 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
807 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
811 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
817 // we can occlusion test the leaf by checking if all of its portals
818 // are occluded (unless the light is in this leaf - but that was
819 // already handled by the caller)
820 for (portal = leaf->portals;portal;portal = portal->next)
822 for (i = 0;i < portal->numpoints;i++)
823 VectorCopy(portal->points[i].position, points[i]);
824 if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
827 if (leaf->portals && portal == NULL)
828 continue; // no portals of this leaf visible
831 // add this leaf to the reduced light bounds
832 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
833 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
834 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
835 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
836 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
837 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
839 // mark this leaf as being visible to the light
840 if (info->outleafpvs)
842 int leafindex = leaf - info->model->brush.data_leafs;
843 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
845 SETPVSBIT(info->outleafpvs, leafindex);
846 info->outleaflist[info->outnumleafs++] = leafindex;
850 // when using BIH, we skip the surfaces here
854 // iterate the surfaces linked by this leaf and check their triangles
855 leafsurfaceindices = leaf->firstleafsurface;
856 numleafsurfaces = leaf->numleafsurfaces;
857 if (svbspinsertoccluder)
859 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
861 surfaceindex = leafsurfaceindices[leafsurfaceindex];
862 if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
864 SETPVSBIT(info->outsurfacepvs, surfaceindex);
865 surface = surfaces + surfaceindex;
866 if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
868 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
869 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
872 insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
873 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
875 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
876 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
877 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
878 VectorCopy(v[0], v2[0]);
879 VectorCopy(v[1], v2[1]);
880 VectorCopy(v[2], v2[2]);
881 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
882 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
888 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
890 surfaceindex = leafsurfaceindices[leafsurfaceindex];
891 if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
893 SETPVSBIT(info->outsurfacepvs, surfaceindex);
894 surface = surfaces + surfaceindex;
895 if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
898 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
899 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
900 insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
901 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
903 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
904 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
905 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
906 VectorCopy(v[0], v2[0]);
907 VectorCopy(v[1], v2[1]);
908 VectorCopy(v[2], v2[2]);
909 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
911 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
913 // we don't omit triangles from lighting even if they are
914 // backfacing, because when using shadowmapping they are often
915 // not fully occluded on the horizon of an edge
916 SETPVSBIT(info->outlighttrispvs, t);
920 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
922 // if the material is double sided we
923 // can't cull by direction
924 SETPVSBIT(info->outshadowtrispvs, t);
926 else if (frontsidecasting)
928 // front side casting occludes backfaces,
929 // so they are completely useless as both
930 // casters and lit polygons
931 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
932 SETPVSBIT(info->outshadowtrispvs, t);
936 // back side casting does not occlude
937 // anything so we can't cull lit polygons
938 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
939 SETPVSBIT(info->outshadowtrispvs, t);
944 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
951 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
960 int currentmaterialflags;
966 int nodestack[GETLIGHTINFO_MAXNODESTACK];
967 int nodestackpos = 0;
968 // note: because the BSP leafs are not in the BIH tree, the _BSP function
969 // must be called to mark leafs visible for entity culling...
970 // we start at the root node
971 nodestack[nodestackpos++] = bih->rootnode;
972 // we'll be done when the stack is empty
975 // pop one off the stack to process
976 nodenum = nodestack[--nodestackpos];
978 node = bih->nodes + nodenum;
979 if (node->type == BIH_UNORDERED)
981 for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
983 leaf = bih->leafs + node->children[nodeleafindex];
984 if (leaf->type != BIH_RENDERTRIANGLE)
987 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
991 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
994 surfaceindex = leaf->surfaceindex;
995 surface = info->model->data_surfaces + surfaceindex;
996 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
997 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
998 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
999 e = info->model->brush.shadowmesh->element3i + t * 3;
1000 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1001 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1002 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1003 VectorCopy(v[0], v2[0]);
1004 VectorCopy(v[1], v2[1]);
1005 VectorCopy(v[2], v2[2]);
1006 if (info->svbsp_insertoccluder)
1009 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1012 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1014 // we don't occlude triangles from lighting even
1015 // if they are backfacing, because when using
1016 // shadowmapping they are often not fully occluded
1017 // on the horizon of an edge
1018 SETPVSBIT(info->outlighttrispvs, t);
1021 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1023 // if the material is double sided we
1024 // can't cull by direction
1025 SETPVSBIT(info->outshadowtrispvs, t);
1027 else if (r_shadow_frontsidecasting.integer)
1029 // front side casting occludes backfaces,
1030 // so they are completely useless as both
1031 // casters and lit polygons
1032 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1033 SETPVSBIT(info->outshadowtrispvs, t);
1037 // back side casting does not occlude
1038 // anything so we can't cull lit polygons
1039 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1040 SETPVSBIT(info->outshadowtrispvs, t);
1043 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1045 SETPVSBIT(info->outsurfacepvs, surfaceindex);
1046 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1052 axis = node->type - BIH_SPLITX;
1054 if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
1058 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
1061 if (info->lightmins[axis] <= node->backmax)
1063 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
1064 nodestack[nodestackpos++] = node->front;
1065 nodestack[nodestackpos++] = node->back;
1068 else if (info->lightmaxs[axis] >= node->frontmin)
1070 nodestack[nodestackpos++] = node->front;
1074 continue; // light falls between children, nothing here
1079 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1081 extern cvar_t r_shadow_usebihculling;
1085 VectorCopy(info->relativelightorigin, origin);
1086 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1087 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1088 info->svbsp_active = true;
1089 info->svbsp_insertoccluder = true;
1092 SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1093 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1094 // if that failed, retry with more nodes
1095 if (r_svbsp.ranoutofnodes)
1097 // an upper limit is imposed
1098 if (r_svbsp.maxnodes >= 2<<22)
1100 r_svbsp.maxnodes *= 2;
1101 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1102 //Mem_Free(r_svbsp.nodes);
1103 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1108 // now clear the visibility arrays because we need to redo it
1109 info->outnumleafs = 0;
1110 info->outnumsurfaces = 0;
1111 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1112 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1113 if (info->model->brush.shadowmesh)
1114 memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1116 memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1117 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1120 info->svbsp_active = false;
1122 // we HAVE to mark the leaf the light is in as lit, because portals are
1123 // irrelevant to a leaf that the light source is inside of
1124 // (and they are all facing away, too)
1126 mnode_t *node = info->model->brush.data_nodes;
1129 node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1130 leaf = (mleaf_t *)node;
1131 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1132 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1133 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1134 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1135 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1136 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1137 if (info->outleafpvs)
1139 int leafindex = leaf - info->model->brush.data_leafs;
1140 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1142 SETPVSBIT(info->outleafpvs, leafindex);
1143 info->outleaflist[info->outnumleafs++] = leafindex;
1148 info->svbsp_insertoccluder = false;
1149 // 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
1150 if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1152 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1153 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1156 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1157 // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1158 r_svbsp.nodes = NULL;
1159 if (developer_extra.integer && use_svbsp)
1161 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1162 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);
1163 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);
1167 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1169 int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1173 const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1174 const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1175 if (as->texture < bs->texture)
1177 if (as->texture > bs->texture)
1182 extern cvar_t r_shadow_sortsurfaces;
1184 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)
1186 r_q1bsp_getlightinfo_t info;
1187 VectorCopy(relativelightorigin, info.relativelightorigin);
1188 info.lightradius = lightradius;
1189 info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1190 info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1191 info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1192 info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1193 info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1194 info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1195 if (ent->model == NULL)
1197 VectorCopy(info.lightmins, outmins);
1198 VectorCopy(info.lightmaxs, outmaxs);
1199 *outnumleafspointer = 0;
1200 *outnumsurfacespointer = 0;
1203 info.model = ent->model;
1204 info.outleaflist = outleaflist;
1205 info.outleafpvs = outleafpvs;
1206 info.outnumleafs = 0;
1207 info.visitingleafpvs = visitingleafpvs;
1208 info.outsurfacelist = outsurfacelist;
1209 info.outsurfacepvs = outsurfacepvs;
1210 info.outshadowtrispvs = outshadowtrispvs;
1211 info.outlighttrispvs = outlighttrispvs;
1212 info.outnumsurfaces = 0;
1213 info.numfrustumplanes = numfrustumplanes;
1214 info.frustumplanes = frustumplanes;
1215 VectorCopy(info.relativelightorigin, info.outmins);
1216 VectorCopy(info.relativelightorigin, info.outmaxs);
1217 memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1218 memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1219 memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1220 if (info.model->brush.shadowmesh)
1221 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1223 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1224 memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1225 if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1226 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1229 RSurf_ActiveWorldEntity();
1231 if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1233 // use portal recursion for exact light volume culling, and exact surface checking
1234 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);
1236 else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1238 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1239 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);
1243 // recurse the bsp tree, checking leafs and surfaces for visibility
1244 // optionally using svbsp for exact culling of compiled lights
1245 // (or if the user enables dlight svbsp culling, which is mostly for
1246 // debugging not actual use)
1247 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1250 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1252 // limit combined leaf box to light boundaries
1253 outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1254 outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1255 outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1256 outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1257 outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1258 outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1260 *outnumleafspointer = info.outnumleafs;
1261 *outnumsurfacespointer = info.outnumsurfaces;
1263 // now sort surfaces by texture for faster rendering
1264 r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1265 if (r_shadow_sortsurfaces.integer)
1266 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1269 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1271 dp_model_t *model = ent->model;
1272 msurface_t *surface;
1273 int surfacelistindex;
1274 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1275 // if triangle neighbors are disabled, shadowvolumes are disabled
1276 if (!model->brush.shadowmesh->neighbor3i)
1278 r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1279 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1280 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1282 surface = model->data_surfaces + surfacelist[surfacelistindex];
1283 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1285 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);
1287 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);
1288 r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1291 extern cvar_t r_polygonoffset_submodel_factor;
1292 extern cvar_t r_polygonoffset_submodel_offset;
1293 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)
1295 dp_model_t *model = ent->model;
1296 const msurface_t *surface;
1297 int modelsurfacelistindex;
1298 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1299 // check the box in modelspace, it was already checked in worldspace
1300 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1302 R_FrameData_SetMark();
1303 if (ent->model->brush.submodel)
1304 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1305 if (model->brush.shadowmesh)
1307 // if triangle neighbors are disabled, shadowvolumes are disabled
1308 if (!model->brush.shadowmesh->neighbor3i)
1310 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1311 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1313 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1314 if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1316 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);
1318 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);
1322 // if triangle neighbors are disabled, shadowvolumes are disabled
1323 if (!model->surfmesh.data_neighbor3i)
1325 projectdistance = lightradius + model->radius*2;
1326 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1327 // identify lit faces within the bounding box
1328 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1330 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1331 rsurface.texture = R_GetCurrentTexture(surface->texture);
1332 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1334 R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1336 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);
1338 if (ent->model->brush.submodel)
1339 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1340 R_FrameData_ReturnToMark();
1343 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1345 dp_model_t *model = ent->model;
1346 msurface_t *surface;
1347 int surfacelistindex;
1348 int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1350 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1351 R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1352 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1354 surface = model->data_surfaces + surfacelist[surfacelistindex];
1355 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);
1357 R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1358 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1359 r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1362 r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1365 #define RSURF_MAX_BATCHSURFACES 8192
1367 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1369 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)
1371 dp_model_t *model = ent->model;
1372 const msurface_t *surface;
1373 int modelsurfacelistindex, batchnumsurfaces;
1374 // check the box in modelspace, it was already checked in worldspace
1375 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1377 R_FrameData_SetMark();
1378 // identify lit faces within the bounding box
1379 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1381 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1382 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1384 rsurface.texture = R_GetCurrentTexture(surface->texture);
1385 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1387 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1389 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1390 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1391 batchsurfacelist[0] = surface;
1392 batchnumsurfaces = 1;
1393 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1395 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1396 if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1398 if (surface->texture != batchsurfacelist[0]->texture)
1400 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1402 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1403 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1404 batchsurfacelist[batchnumsurfaces++] = surface;
1406 --modelsurfacelistindex;
1407 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1408 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
1409 if (rsurface.batchvertex3fbuffer)
1410 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
1412 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
1415 R_FrameData_ReturnToMark();
1418 #define BATCHSIZE 1024
1420 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1422 int i, j, endsurface;
1424 const msurface_t *surface;
1425 R_FrameData_SetMark();
1426 // note: in practice this never actually receives batches
1427 R_Shadow_RenderMode_Begin();
1428 R_Shadow_RenderMode_ActiveLight(rtlight);
1429 R_Shadow_RenderMode_Lighting(false, true, false);
1430 R_Shadow_SetupEntityLight(ent);
1431 for (i = 0;i < numsurfaces;i = j)
1434 surface = rsurface.modelsurfaces + surfacelist[i];
1435 t = surface->texture;
1436 rsurface.texture = R_GetCurrentTexture(t);
1437 endsurface = min(j + BATCHSIZE, numsurfaces);
1438 for (j = i;j < endsurface;j++)
1440 surface = rsurface.modelsurfaces + surfacelist[j];
1441 if (t != surface->texture)
1443 R_Shadow_RenderLighting(1, &surface);
1446 R_Shadow_RenderMode_End();
1447 R_FrameData_ReturnToMark();
1450 extern qboolean r_shadow_usingdeferredprepass;
1451 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1453 dp_model_t *model = ent->model;
1454 const msurface_t *surface;
1455 int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1456 const msurface_t **texturesurfacelist;
1459 R_FrameData_SetMark();
1460 // this is a double loop because non-visible surface skipping has to be
1461 // fast, and even if this is not the world model (and hence no visibility
1462 // checking) the input surface list and batch buffer are different formats
1463 // so some processing is necessary. (luckily models have few surfaces)
1464 for (i = 0;i < numsurfaces;)
1466 batchnumsurfaces = 0;
1467 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1468 if (ent == r_refdef.scene.worldentity)
1470 for (;i < endsurface;i++)
1471 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1472 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1476 for (;i < endsurface;i++)
1477 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1479 if (!batchnumsurfaces)
1481 for (k = 0;k < batchnumsurfaces;k = kend)
1483 surface = batchsurfacelist[k];
1484 tex = surface->texture;
1485 rsurface.texture = R_GetCurrentTexture(tex);
1486 // gather surfaces into a batch range
1487 for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1489 // now figure out what to do with this particular range of surfaces
1490 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
1492 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1494 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1496 vec3_t tempcenter, center;
1497 for (l = k;l < kend;l++)
1499 surface = batchsurfacelist[l];
1500 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1501 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1502 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1503 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1504 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1508 if (r_shadow_usingdeferredprepass)
1510 texturenumsurfaces = kend - k;
1511 texturesurfacelist = batchsurfacelist + k;
1512 R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1515 R_FrameData_ReturnToMark();
1519 void R_ReplaceWorldTexture (void)
1524 const char *r, *newt;
1525 skinframe_t *skinframe;
1526 if (!r_refdef.scene.worldmodel)
1528 Con_Printf("There is no worldmodel\n");
1531 m = r_refdef.scene.worldmodel;
1535 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1536 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1539 if(!cl.islocalgame || !cl.worldmodel)
1541 Con_Print("This command works only in singleplayer\n");
1548 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1550 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1552 if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1554 // t->skinframes[0] = skinframe;
1555 t->currentskinframe = skinframe;
1556 t->currentskinframe = skinframe;
1557 Con_Printf("%s replaced with %s\n", r, newt);
1561 Con_Printf("%s was not found\n", newt);
1569 void R_ListWorldTextures (void)
1574 if (!r_refdef.scene.worldmodel)
1576 Con_Printf("There is no worldmodel\n");
1579 m = r_refdef.scene.worldmodel;
1581 Con_Print("Worldmodel textures :\n");
1582 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1583 if (t->numskinframes)
1584 Con_Printf("%s\n", t->name);
1588 static void gl_surf_start(void)
1592 static void gl_surf_shutdown(void)
1596 static void gl_surf_newmap(void)
1601 void GL_Surf_Init(void)
1604 Cvar_RegisterVariable(&r_ambient);
1605 Cvar_RegisterVariable(&r_lockpvs);
1606 Cvar_RegisterVariable(&r_lockvisibility);
1607 Cvar_RegisterVariable(&r_useportalculling);
1608 Cvar_RegisterVariable(&r_usesurfaceculling);
1609 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1611 Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1612 Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1614 //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);