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, false, false);
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 || r_trippy.integer)
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->clusterindex < 0)
459 // if leaf is in current pvs and on the screen, mark its surfaces
460 if (!R_CullBox(leaf->mins, leaf->maxs))
462 r_refdef.stats.world_leafs++;
463 r_refdef.viewcache.world_leafvisible[j] = true;
464 if (leaf->numleafsurfaces)
465 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
466 r_refdef.viewcache.world_surfacevisible[*mark] = true;
470 // just check if each leaf in the PVS is on screen
471 // (unless portal culling is enabled)
472 else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
475 // simply check if each leaf is in the Potentially Visible Set,
476 // and cull to frustum (view pyramid)
477 // similar to quake's RecursiveWorldNode but without cache misses
478 for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
480 if (leaf->clusterindex < 0)
482 // if leaf is in current pvs and on the screen, mark its surfaces
483 if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
485 r_refdef.stats.world_leafs++;
486 r_refdef.viewcache.world_leafvisible[j] = true;
487 if (leaf->numleafsurfaces)
488 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
489 r_refdef.viewcache.world_surfacevisible[*mark] = true;
493 // if desired use a recursive portal flow, culling each portal to
494 // frustum and checking if the leaf the portal leads to is in the pvs
499 mleaf_t *leafstack[8192];
500 // simple-frustum portal method:
501 // follows portals leading outward from viewleaf, does not venture
502 // offscreen or into leafs that are not visible, faster than
503 // Quake's RecursiveWorldNode and vastly better in unvised maps,
504 // often culls some surfaces that pvs alone would miss
505 // (such as a room in pvs that is hidden behind a wall, but the
506 // passage leading to the room is off-screen)
507 leafstack[0] = viewleaf;
511 leaf = leafstack[--leafstackpos];
512 if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
514 if (leaf->clusterindex < 0)
516 r_refdef.stats.world_leafs++;
517 r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
518 // mark any surfaces bounding this leaf
519 if (leaf->numleafsurfaces)
520 for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
521 r_refdef.viewcache.world_surfacevisible[*mark] = true;
522 // follow portals into other leafs
524 // if viewer is behind portal (portal faces outward into the scene)
525 // and the portal polygon's bounding box is on the screen
526 // and the leaf has not been visited yet
527 // and the leaf is visible in the pvs
528 // (the first two checks won't cause as many cache misses as the leaf checks)
529 for (p = leaf->portals;p;p = p->next)
531 r_refdef.stats.world_portals++;
532 if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
533 && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
534 && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
535 && !R_CullBox(p->mins, p->maxs)
536 && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
537 leafstack[leafstackpos++] = p->past;
543 if (r_usesurfaceculling.integer)
545 int k = model->firstmodelsurface;
546 int l = k + model->nummodelsurfaces;
547 unsigned char *visible = r_refdef.viewcache.world_surfacevisible;
548 msurface_t *surfaces = model->data_surfaces;
554 surface = surfaces + k;
555 if (R_CullBox(surface->mins, surface->maxs))
562 void R_Q1BSP_DrawSky(entity_render_t *ent)
564 if (ent->model == NULL)
566 if (ent == r_refdef.scene.worldentity)
567 R_DrawWorldSurfaces(true, true, false, false, false);
569 R_DrawModelSurfaces(ent, true, true, false, false, false);
572 extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
573 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
575 int i, j, n, flagsmask;
576 dp_model_t *model = ent->model;
577 msurface_t *surfaces;
581 if (ent == r_refdef.scene.worldentity)
582 RSurf_ActiveWorldEntity();
584 RSurf_ActiveModelEntity(ent, true, false, false);
586 surfaces = model->data_surfaces;
587 flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
589 // add visible surfaces to draw list
590 if (ent == r_refdef.scene.worldentity)
592 for (i = 0;i < model->nummodelsurfaces;i++)
594 j = model->sortedmodelsurfaces[i];
595 if (r_refdef.viewcache.world_surfacevisible[j])
596 if (surfaces[j].texture->basematerialflags & flagsmask)
597 R_Water_AddWaterPlane(surfaces + j, 0);
602 if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
603 n = ent->entitynumber;
606 for (i = 0;i < model->nummodelsurfaces;i++)
608 j = model->sortedmodelsurfaces[i];
609 if (surfaces[j].texture->basematerialflags & flagsmask)
610 R_Water_AddWaterPlane(surfaces + j, n);
613 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
616 void R_Q1BSP_Draw(entity_render_t *ent)
618 dp_model_t *model = ent->model;
621 if (ent == r_refdef.scene.worldentity)
622 R_DrawWorldSurfaces(false, true, false, false, false);
624 R_DrawModelSurfaces(ent, false, true, false, false, false);
627 void R_Q1BSP_DrawDepth(entity_render_t *ent)
629 dp_model_t *model = ent->model;
632 GL_ColorMask(0,0,0,0);
635 GL_BlendFunc(GL_ONE, GL_ZERO);
637 // R_Mesh_ResetTextureState();
638 R_SetupShader_DepthOrShadow(false);
639 if (ent == r_refdef.scene.worldentity)
640 R_DrawWorldSurfaces(false, false, true, false, false);
642 R_DrawModelSurfaces(ent, false, false, true, false, false);
643 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
646 void R_Q1BSP_DrawDebug(entity_render_t *ent)
648 if (ent->model == NULL)
650 if (ent == r_refdef.scene.worldentity)
651 R_DrawWorldSurfaces(false, false, false, true, false);
653 R_DrawModelSurfaces(ent, false, false, false, true, false);
656 void R_Q1BSP_DrawPrepass(entity_render_t *ent)
658 dp_model_t *model = ent->model;
661 if (ent == r_refdef.scene.worldentity)
662 R_DrawWorldSurfaces(false, true, false, false, true);
664 R_DrawModelSurfaces(ent, false, true, false, false, true);
667 typedef struct r_q1bsp_getlightinfo_s
670 vec3_t relativelightorigin;
673 unsigned char *outleafpvs;
675 unsigned char *visitingleafpvs;
677 unsigned char *outsurfacepvs;
678 unsigned char *tempsurfacepvs;
679 unsigned char *outshadowtrispvs;
680 unsigned char *outlighttrispvs;
686 const unsigned char *pvs;
687 qboolean svbsp_active;
688 qboolean svbsp_insertoccluder;
689 int numfrustumplanes;
690 const mplane_t *frustumplanes;
692 r_q1bsp_getlightinfo_t;
694 #define GETLIGHTINFO_MAXNODESTACK 4096
696 static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
699 mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
700 int nodestackpos = 0;
707 const msurface_t *surface;
708 const msurface_t *surfaces = info->model->data_surfaces;
710 int leafsurfaceindex;
712 int triangleindex, t;
713 int currentmaterialflags;
719 qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
720 qboolean svbspactive = info->svbsp_active;
721 qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
722 const int *leafsurfaceindices;
726 static float points[128][3];
727 // push the root node onto our nodestack
728 nodestack[nodestackpos++] = info->model->brush.data_nodes;
729 // we'll be done when the nodestack is empty
732 // get a node from the stack to process
733 node = nodestack[--nodestackpos];
734 // is it a node or a leaf?
740 if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
744 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
747 // axial planes can be processed much more quickly
751 if (info->lightmins[plane->type] > plane->dist)
752 nodestack[nodestackpos++] = node->children[0];
753 else if (info->lightmaxs[plane->type] < plane->dist)
754 nodestack[nodestackpos++] = node->children[1];
757 // recurse front side first because the svbsp building prefers it
758 if (info->relativelightorigin[plane->type] >= plane->dist)
760 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
761 nodestack[nodestackpos++] = node->children[0];
762 nodestack[nodestackpos++] = node->children[1];
766 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
767 nodestack[nodestackpos++] = node->children[1];
768 nodestack[nodestackpos++] = node->children[0];
775 sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
779 continue; // ERROR: NAN bounding box!
781 nodestack[nodestackpos++] = node->children[0];
784 nodestack[nodestackpos++] = node->children[1];
787 // recurse front side first because the svbsp building prefers it
788 if (PlaneDist(info->relativelightorigin, plane) >= 0)
790 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
791 nodestack[nodestackpos++] = node->children[0];
792 nodestack[nodestackpos++] = node->children[1];
796 if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
797 nodestack[nodestackpos++] = node->children[1];
798 nodestack[nodestackpos++] = node->children[0];
807 leaf = (mleaf_t *)node;
809 if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
813 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
817 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
823 // we can occlusion test the leaf by checking if all of its portals
824 // are occluded (unless the light is in this leaf - but that was
825 // already handled by the caller)
826 for (portal = leaf->portals;portal;portal = portal->next)
828 for (i = 0;i < portal->numpoints;i++)
829 VectorCopy(portal->points[i].position, points[i]);
830 if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
833 if (leaf->portals && portal == NULL)
834 continue; // no portals of this leaf visible
837 // add this leaf to the reduced light bounds
838 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
839 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
840 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
841 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
842 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
843 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
845 // mark this leaf as being visible to the light
846 if (info->outleafpvs)
848 int leafindex = leaf - info->model->brush.data_leafs;
849 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
851 SETPVSBIT(info->outleafpvs, leafindex);
852 info->outleaflist[info->outnumleafs++] = leafindex;
856 // when using BIH, we skip the surfaces here
860 // iterate the surfaces linked by this leaf and check their triangles
861 leafsurfaceindices = leaf->firstleafsurface;
862 numleafsurfaces = leaf->numleafsurfaces;
863 if (svbspinsertoccluder)
865 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
867 surfaceindex = leafsurfaceindices[leafsurfaceindex];
868 if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
870 SETPVSBIT(info->outsurfacepvs, surfaceindex);
871 surface = surfaces + surfaceindex;
872 if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
874 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
875 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
878 insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
879 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
881 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
882 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
883 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
884 VectorCopy(v[0], v2[0]);
885 VectorCopy(v[1], v2[1]);
886 VectorCopy(v[2], v2[2]);
887 if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
888 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
894 for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
896 surfaceindex = leafsurfaceindices[leafsurfaceindex];
897 if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
899 SETPVSBIT(info->outsurfacepvs, surfaceindex);
900 surface = surfaces + surfaceindex;
901 if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
904 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
905 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
906 insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
907 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
909 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
910 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
911 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
912 VectorCopy(v[0], v2[0]);
913 VectorCopy(v[1], v2[1]);
914 VectorCopy(v[2], v2[2]);
915 if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
917 if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
919 // we don't omit triangles from lighting even if they are
920 // backfacing, because when using shadowmapping they are often
921 // not fully occluded on the horizon of an edge
922 SETPVSBIT(info->outlighttrispvs, t);
926 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
928 // if the material is double sided we
929 // can't cull by direction
930 SETPVSBIT(info->outshadowtrispvs, t);
932 else if (frontsidecasting)
934 // front side casting occludes backfaces,
935 // so they are completely useless as both
936 // casters and lit polygons
937 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
938 SETPVSBIT(info->outshadowtrispvs, t);
942 // back side casting does not occlude
943 // anything so we can't cull lit polygons
944 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
945 SETPVSBIT(info->outshadowtrispvs, t);
950 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
957 static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
966 int currentmaterialflags;
972 int nodestack[GETLIGHTINFO_MAXNODESTACK];
973 int nodestackpos = 0;
974 // note: because the BSP leafs are not in the BIH tree, the _BSP function
975 // must be called to mark leafs visible for entity culling...
976 // we start at the root node
977 nodestack[nodestackpos++] = bih->rootnode;
978 // we'll be done when the stack is empty
981 // pop one off the stack to process
982 nodenum = nodestack[--nodestackpos];
984 node = bih->nodes + nodenum;
985 if (node->type == BIH_UNORDERED)
987 for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
989 leaf = bih->leafs + node->children[nodeleafindex];
990 if (leaf->type != BIH_RENDERTRIANGLE)
993 if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
997 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
1000 surfaceindex = leaf->surfaceindex;
1001 surface = info->model->data_surfaces + surfaceindex;
1002 currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
1003 castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
1004 t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
1005 e = info->model->brush.shadowmesh->element3i + t * 3;
1006 v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
1007 v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
1008 v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
1009 VectorCopy(v[0], v2[0]);
1010 VectorCopy(v[1], v2[1]);
1011 VectorCopy(v[2], v2[2]);
1012 if (info->svbsp_insertoccluder)
1015 SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
1018 if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
1020 // we don't occlude triangles from lighting even
1021 // if they are backfacing, because when using
1022 // shadowmapping they are often not fully occluded
1023 // on the horizon of an edge
1024 SETPVSBIT(info->outlighttrispvs, t);
1027 if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
1029 // if the material is double sided we
1030 // can't cull by direction
1031 SETPVSBIT(info->outshadowtrispvs, t);
1033 else if (r_shadow_frontsidecasting.integer)
1035 // front side casting occludes backfaces,
1036 // so they are completely useless as both
1037 // casters and lit polygons
1038 if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1039 SETPVSBIT(info->outshadowtrispvs, t);
1043 // back side casting does not occlude
1044 // anything so we can't cull lit polygons
1045 if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
1046 SETPVSBIT(info->outshadowtrispvs, t);
1049 if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
1051 SETPVSBIT(info->outsurfacepvs, surfaceindex);
1052 info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
1058 axis = node->type - BIH_SPLITX;
1060 if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
1064 if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
1067 if (info->lightmins[axis] <= node->backmax)
1069 if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
1070 nodestack[nodestackpos++] = node->front;
1071 nodestack[nodestackpos++] = node->back;
1074 else if (info->lightmaxs[axis] >= node->frontmin)
1076 nodestack[nodestackpos++] = node->front;
1080 continue; // light falls between children, nothing here
1085 static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
1087 extern cvar_t r_shadow_usebihculling;
1091 VectorCopy(info->relativelightorigin, origin);
1092 r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
1093 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1094 info->svbsp_active = true;
1095 info->svbsp_insertoccluder = true;
1098 SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
1099 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1100 // if that failed, retry with more nodes
1101 if (r_svbsp.ranoutofnodes)
1103 // an upper limit is imposed
1104 if (r_svbsp.maxnodes >= 2<<22)
1106 r_svbsp.maxnodes *= 2;
1107 r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
1108 //Mem_Free(r_svbsp.nodes);
1109 //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
1114 // now clear the visibility arrays because we need to redo it
1115 info->outnumleafs = 0;
1116 info->outnumsurfaces = 0;
1117 memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
1118 memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
1119 if (info->model->brush.shadowmesh)
1120 memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
1122 memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1123 memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
1126 info->svbsp_active = false;
1128 // we HAVE to mark the leaf the light is in as lit, because portals are
1129 // irrelevant to a leaf that the light source is inside of
1130 // (and they are all facing away, too)
1132 mnode_t *node = info->model->brush.data_nodes;
1135 node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
1136 leaf = (mleaf_t *)node;
1137 info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
1138 info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
1139 info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
1140 info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
1141 info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
1142 info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
1143 if (info->outleafpvs)
1145 int leafindex = leaf - info->model->brush.data_leafs;
1146 if (!CHECKPVSBIT(info->outleafpvs, leafindex))
1148 SETPVSBIT(info->outleafpvs, leafindex);
1149 info->outleaflist[info->outnumleafs++] = leafindex;
1154 info->svbsp_insertoccluder = false;
1155 // 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
1156 if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
1158 R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
1159 R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
1162 R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
1163 // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
1164 r_svbsp.nodes = NULL;
1165 if (developer_extra.integer && use_svbsp)
1167 Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
1168 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);
1169 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);
1173 static msurface_t *r_q1bsp_getlightinfo_surfaces;
1175 int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
1179 const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
1180 const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
1181 if (as->texture < bs->texture)
1183 if (as->texture > bs->texture)
1188 extern cvar_t r_shadow_sortsurfaces;
1190 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)
1192 r_q1bsp_getlightinfo_t info;
1193 VectorCopy(relativelightorigin, info.relativelightorigin);
1194 info.lightradius = lightradius;
1195 info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
1196 info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
1197 info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
1198 info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
1199 info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
1200 info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
1201 if (ent->model == NULL)
1203 VectorCopy(info.lightmins, outmins);
1204 VectorCopy(info.lightmaxs, outmaxs);
1205 *outnumleafspointer = 0;
1206 *outnumsurfacespointer = 0;
1209 info.model = ent->model;
1210 info.outleaflist = outleaflist;
1211 info.outleafpvs = outleafpvs;
1212 info.outnumleafs = 0;
1213 info.visitingleafpvs = visitingleafpvs;
1214 info.outsurfacelist = outsurfacelist;
1215 info.outsurfacepvs = outsurfacepvs;
1216 info.outshadowtrispvs = outshadowtrispvs;
1217 info.outlighttrispvs = outlighttrispvs;
1218 info.outnumsurfaces = 0;
1219 info.numfrustumplanes = numfrustumplanes;
1220 info.frustumplanes = frustumplanes;
1221 VectorCopy(info.relativelightorigin, info.outmins);
1222 VectorCopy(info.relativelightorigin, info.outmaxs);
1223 memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1224 memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
1225 memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
1226 if (info.model->brush.shadowmesh)
1227 memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
1229 memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1230 memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
1231 if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
1232 info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
1235 RSurf_ActiveWorldEntity();
1237 if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
1239 // use portal recursion for exact light volume culling, and exact surface checking
1240 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);
1242 else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
1244 // use portal recursion for exact light volume culling, but not the expensive exact surface checking
1245 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);
1249 // recurse the bsp tree, checking leafs and surfaces for visibility
1250 // optionally using svbsp for exact culling of compiled lights
1251 // (or if the user enables dlight svbsp culling, which is mostly for
1252 // debugging not actual use)
1253 R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
1256 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
1258 // limit combined leaf box to light boundaries
1259 outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
1260 outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
1261 outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
1262 outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
1263 outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
1264 outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
1266 *outnumleafspointer = info.outnumleafs;
1267 *outnumsurfacespointer = info.outnumsurfaces;
1269 // now sort surfaces by texture for faster rendering
1270 r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
1271 if (r_shadow_sortsurfaces.integer)
1272 qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
1275 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1277 dp_model_t *model = ent->model;
1278 msurface_t *surface;
1279 int surfacelistindex;
1280 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1281 // if triangle neighbors are disabled, shadowvolumes are disabled
1282 if (!model->brush.shadowmesh->neighbor3i)
1284 r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1285 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1286 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1288 surface = model->data_surfaces + surfacelist[surfacelistindex];
1289 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
1291 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);
1293 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);
1294 r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
1297 extern cvar_t r_polygonoffset_submodel_factor;
1298 extern cvar_t r_polygonoffset_submodel_offset;
1299 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)
1301 dp_model_t *model = ent->model;
1302 const msurface_t *surface;
1303 int modelsurfacelistindex;
1304 float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
1305 // check the box in modelspace, it was already checked in worldspace
1306 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1308 R_FrameData_SetMark();
1309 if (ent->model->brush.submodel)
1310 GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
1311 if (model->brush.shadowmesh)
1313 // if triangle neighbors are disabled, shadowvolumes are disabled
1314 if (!model->brush.shadowmesh->neighbor3i)
1316 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1317 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1319 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1320 if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1322 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);
1324 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);
1328 // if triangle neighbors are disabled, shadowvolumes are disabled
1329 if (!model->surfmesh.data_neighbor3i)
1331 projectdistance = lightradius + model->radius*2;
1332 R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
1333 // identify lit faces within the bounding box
1334 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1336 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1337 rsurface.texture = R_GetCurrentTexture(surface->texture);
1338 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1340 R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
1342 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);
1344 if (ent->model->brush.submodel)
1345 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
1346 R_FrameData_ReturnToMark();
1349 void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
1351 dp_model_t *model = ent->model;
1352 msurface_t *surface;
1353 int surfacelistindex;
1354 int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
1356 if (!model->brush.shadowmesh)
1358 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1359 R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
1360 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1362 surface = model->data_surfaces + surfacelist[surfacelistindex];
1363 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);
1365 R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
1366 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
1367 r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
1370 r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
1373 #define RSURF_MAX_BATCHSURFACES 8192
1375 static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
1377 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)
1379 dp_model_t *model = ent->model;
1380 const msurface_t *surface;
1381 int modelsurfacelistindex, batchnumsurfaces;
1382 // check the box in modelspace, it was already checked in worldspace
1383 if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
1385 R_FrameData_SetMark();
1386 // identify lit faces within the bounding box
1387 for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
1389 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1390 if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
1392 rsurface.texture = R_GetCurrentTexture(surface->texture);
1393 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
1395 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1397 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1398 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1399 batchsurfacelist[0] = surface;
1400 batchnumsurfaces = 1;
1401 while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
1403 surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
1404 if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
1406 if (surface->texture != batchsurfacelist[0]->texture)
1408 if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
1410 r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
1411 r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
1412 batchsurfacelist[batchnumsurfaces++] = surface;
1414 --modelsurfacelistindex;
1415 GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
1416 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
1417 if (rsurface.batchvertex3fbuffer)
1418 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
1420 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
1423 R_FrameData_ReturnToMark();
1426 #define BATCHSIZE 1024
1428 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1430 int i, j, endsurface;
1432 const msurface_t *surface;
1433 R_FrameData_SetMark();
1434 // note: in practice this never actually receives batches
1435 R_Shadow_RenderMode_Begin();
1436 R_Shadow_RenderMode_ActiveLight(rtlight);
1437 R_Shadow_RenderMode_Lighting(false, true, false);
1438 R_Shadow_SetupEntityLight(ent);
1439 for (i = 0;i < numsurfaces;i = j)
1442 surface = rsurface.modelsurfaces + surfacelist[i];
1443 t = surface->texture;
1444 rsurface.texture = R_GetCurrentTexture(t);
1445 endsurface = min(j + BATCHSIZE, numsurfaces);
1446 for (j = i;j < endsurface;j++)
1448 surface = rsurface.modelsurfaces + surfacelist[j];
1449 if (t != surface->texture)
1451 R_Shadow_RenderLighting(1, &surface);
1454 R_Shadow_RenderMode_End();
1455 R_FrameData_ReturnToMark();
1458 extern qboolean r_shadow_usingdeferredprepass;
1459 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
1461 dp_model_t *model = ent->model;
1462 const msurface_t *surface;
1463 int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
1464 const msurface_t **texturesurfacelist;
1467 R_FrameData_SetMark();
1468 // this is a double loop because non-visible surface skipping has to be
1469 // fast, and even if this is not the world model (and hence no visibility
1470 // checking) the input surface list and batch buffer are different formats
1471 // so some processing is necessary. (luckily models have few surfaces)
1472 for (i = 0;i < numsurfaces;)
1474 batchnumsurfaces = 0;
1475 endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
1476 if (ent == r_refdef.scene.worldentity)
1478 for (;i < endsurface;i++)
1479 if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
1480 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1484 for (;i < endsurface;i++)
1485 batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
1487 if (!batchnumsurfaces)
1489 for (k = 0;k < batchnumsurfaces;k = kend)
1491 surface = batchsurfacelist[k];
1492 tex = surface->texture;
1493 rsurface.texture = R_GetCurrentTexture(tex);
1494 // gather surfaces into a batch range
1495 for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
1497 // now figure out what to do with this particular range of surfaces
1498 // VorteX: added MATERIALFLAG_NORTLIGHT
1499 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
1501 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
1503 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
1505 vec3_t tempcenter, center;
1506 for (l = k;l < kend;l++)
1508 surface = batchsurfacelist[l];
1509 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
1510 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
1511 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
1512 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
1513 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
1517 if (r_shadow_usingdeferredprepass)
1519 texturenumsurfaces = kend - k;
1520 texturesurfacelist = batchsurfacelist + k;
1521 R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
1524 R_FrameData_ReturnToMark();
1528 void R_ReplaceWorldTexture (void)
1533 const char *r, *newt;
1534 skinframe_t *skinframe;
1535 if (!r_refdef.scene.worldmodel)
1537 Con_Printf("There is no worldmodel\n");
1540 m = r_refdef.scene.worldmodel;
1544 Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
1545 Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
1548 if(!cl.islocalgame || !cl.worldmodel)
1550 Con_Print("This command works only in singleplayer\n");
1557 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1559 if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
1561 if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
1563 // t->skinframes[0] = skinframe;
1564 t->currentskinframe = skinframe;
1565 t->currentskinframe = skinframe;
1566 Con_Printf("%s replaced with %s\n", r, newt);
1570 Con_Printf("%s was not found\n", newt);
1578 void R_ListWorldTextures (void)
1583 if (!r_refdef.scene.worldmodel)
1585 Con_Printf("There is no worldmodel\n");
1588 m = r_refdef.scene.worldmodel;
1590 Con_Print("Worldmodel textures :\n");
1591 for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
1592 if (t->numskinframes)
1593 Con_Printf("%s\n", t->name);
1597 static void gl_surf_start(void)
1601 static void gl_surf_shutdown(void)
1605 static void gl_surf_newmap(void)
1610 void GL_Surf_Init(void)
1613 Cvar_RegisterVariable(&r_ambient);
1614 Cvar_RegisterVariable(&r_lockpvs);
1615 Cvar_RegisterVariable(&r_lockvisibility);
1616 Cvar_RegisterVariable(&r_useportalculling);
1617 Cvar_RegisterVariable(&r_usesurfaceculling);
1618 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
1620 Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
1621 Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
1623 //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);