#include "quakedef.h"
#include "r_shadow.h"
#include "portals.h"
-
-#define MAX_LIGHTMAP_SIZE 256
+#include "csprogs.h"
cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
cl.buildlightmapmemorysize = size*sizeof(int[3]);
if (cl.buildlightmapmemory)
Mem_Free(cl.buildlightmapmemory);
- cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
+ cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
}
// these both point at the same buffer, templight is only used for final
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
i = (int)(s * s + t * t + dist2);
- if ((i > maxdist) || (smax > sizeof(sdtable)/sizeof(sdtable[0]))) // smax overflow fix from Andreas Dehmel
+ if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
continue;
// reduce calculations
// called with a batch, so numsurfaces is always 1, and the surfacelist
// contains only a leaf number for coloring purposes
const mportal_t *portal = (mportal_t *)ent;
+ qboolean isvis;
int i, numpoints;
float *v;
float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+
+ isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
- i = surfacelist[0];
+ i = surfacelist[0] >> 1;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
- 0.125f);
+ isvis ? 0.125f : 0.03125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
- R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
+ R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
// if possible fetch the visible cluster bits
if (!r_lockpvs.integer && model->brush.FatPVS)
- model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
+ model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
if (!r_lockvisibility.integer)
{
R_DrawModelSurfaces(ent, true, true, false, false, false);
}
+extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
+ int i, j, n, flagsmask;
dp_model_t *model = ent->model;
+ msurface_t *surfaces;
if (model == NULL)
return;
+
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, false, true, false);
+ RSurf_ActiveWorldEntity();
else
- R_DrawModelSurfaces(ent, false, false, false, true, false);
+ RSurf_ActiveModelEntity(ent, false, false, false);
+
+ surfaces = model->data_surfaces;
+ flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
+
+ // add visible surfaces to draw list
+ if (ent == r_refdef.scene.worldentity)
+ {
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ j = model->sortedmodelsurfaces[i];
+ if (r_refdef.viewcache.world_surfacevisible[j])
+ if (surfaces[j].texture->basematerialflags & flagsmask)
+ R_Water_AddWaterPlane(surfaces + j, 0);
+ }
+ }
+ else
+ {
+ if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
+ n = ent->entitynumber;
+ else
+ n = 0;
+ for (i = 0;i < model->nummodelsurfaces;i++)
+ {
+ j = model->sortedmodelsurfaces[i];
+ if (surfaces[j].texture->basematerialflags & flagsmask)
+ R_Water_AddWaterPlane(surfaces + j, n);
+ }
+ }
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Q1BSP_Draw(entity_render_t *ent)
GL_AlphaTest(false);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- R_SetupDepthOrShadowShader();
+ R_SetupShader_DepthOrShadow();
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else
if (ent->model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, false, false, true);
+ R_DrawWorldSurfaces(false, false, false, true, false);
else
- R_DrawModelSurfaces(ent, false, false, false, false, true);
+ R_DrawModelSurfaces(ent, false, false, false, true, false);
+}
+
+void R_Q1BSP_DrawPrepass(entity_render_t *ent)
+{
+ dp_model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, true, false, false, true);
+ else
+ R_DrawModelSurfaces(ent, false, true, false, false, true);
}
typedef struct r_q1bsp_getlightinfo_s
const unsigned char *pvs;
qboolean svbsp_active;
qboolean svbsp_insertoccluder;
+ int numfrustumplanes;
+ const mplane_t *frustumplanes;
}
r_q1bsp_getlightinfo_t;
-void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
{
int sides;
mleaf_t *leaf;
// return;
if (!plane)
break;
- //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+ //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
// return;
if (plane->type < 3)
{
node = node->children[sides - 1];
}
}
- if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
return;
leaf = (mleaf_t *)node;
+ if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ return;
if (info->svbsp_active)
{
int i;
mportal_t *portal;
- double points[128][3];
+ static float points[128][3];
for (portal = leaf->portals;portal;portal = portal->next)
{
for (i = 0;i < portal->numpoints;i++)
if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
break;
}
- if (portal == NULL)
+ if (leaf->portals && portal == NULL)
return; // no portals of this leaf visible
}
- else
+ if (info->svbsp_insertoccluder)
{
- if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
- return;
- }
- // inserting occluders does not alter the leaf info
- if (!info->svbsp_insertoccluder)
- {
- info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
- info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
- info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
- info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
- info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
- info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
- if (info->outleafpvs)
+ int leafsurfaceindex;
+ int surfaceindex;
+ int triangleindex, t;
+ int currentmaterialflags;
+ qboolean castshadow;
+ msurface_t *surface;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
- int leafindex = leaf - info->model->brush.data_leafs;
- if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+ surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
- SETPVSBIT(info->outleafpvs, leafindex);
- info->outleaflist[info->outnumleafs++] = leafindex;
+ surface = info->model->data_surfaces + surfaceindex;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ if (castshadow && BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ {
+ qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ }
+ }
}
}
+ return;
+ }
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+ if (info->outleafpvs)
+ {
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+ {
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
+ }
}
if (info->outsurfacepvs)
{
int leafsurfaceindex;
int surfaceindex;
int triangleindex, t;
+ int currentmaterialflags;
+ qboolean castshadow;
msurface_t *surface;
const int *e;
const vec_t *v[3];
- double v2[3][3];
+ float v2[3][3];
for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
surface = info->model->data_surfaces + surfaceindex;
- if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
- && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
{
qboolean addedtris = false;
qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
{
- if (info->svbsp_insertoccluder)
+ if (info->svbsp_active)
{
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
continue;
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
- continue;
- VectorCopy(v[0], v2[0]);
- VectorCopy(v[1], v2[1]);
- VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
+ }
+ if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (castshadow)
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+#if 0
+ else if (r_shadow_frontsidecasting.integer)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
continue;
+ SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
+ if (castshadow)
+ SETPVSBIT(info->outshadowtrispvs, t);
}
+#endif
else
{
- if (info->svbsp_active)
- {
- VectorCopy(v[0], v2[0]);
- VectorCopy(v[1], v2[1]);
- VectorCopy(v[2], v2[2]);
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
- continue;
- }
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
- {
- // if the material is double sided we
- // can't cull by direction
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- else if (r_shadow_frontsidecasting.integer)
- {
- // front side casting occludes backfaces,
- // so they are completely useless as both
- // casters and lit polygons
- if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
- continue;
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
- else
- {
- // back side casting does not occlude
- // anything so we can't cull lit polygons
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
- SETPVSBIT(info->outshadowtrispvs, t);
- }
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (castshadow && !PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
}
}
}
}
}
-void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
{
if (use_svbsp)
{
- double origin[3];
+ float origin[3];
VectorCopy(info->relativelightorigin, origin);
if (!r_svbsp.nodes)
{
r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
- r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
}
info->svbsp_active = true;
info->svbsp_insertoccluder = true;
break;
Mem_Free(r_svbsp.nodes);
r_svbsp.maxnodes *= 2;
- r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
}
else
break;
}
// now clear the surfacepvs array because we need to redo it
- memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
- info->outnumsurfaces = 0;
+ //memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+ //info->outnumsurfaces = 0;
}
else
info->svbsp_active = false;
info->svbsp_insertoccluder = false;
R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
- if (developer.integer >= 100 && use_svbsp)
+ if (developer_extra.integer && use_svbsp)
{
- Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
- Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
- Con_Printf("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);
+ Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
+ Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
+ Con_DPrintf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
}
}
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.outshadowtrispvs = outshadowtrispvs;
info.outlighttrispvs = outlighttrispvs;
info.outnumsurfaces = 0;
+ info.numfrustumplanes = numfrustumplanes;
+ info.frustumplanes = frustumplanes;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
info.pvs = NULL;
- R_UpdateAllTextureInfo(ent);
+ RSurf_ActiveWorldEntity();
if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
{
// optionally using svbsp for exact culling of compiled lights
// (or if the user enables dlight svbsp culling, which is mostly for
// debugging not actual use)
- R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
+ R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
}
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+
// limit combined leaf box to light boundaries
outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
msurface_t *surface;
int surfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->data_surfaces + surfacelist[surfacelistindex];
- if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
+ if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
- r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+ r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
}
extern cvar_t r_polygonoffset_submodel_factor;
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
dp_model_t *model = ent->model;
- msurface_t *surface;
+ const msurface_t *surface;
int modelsurfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
- R_UpdateAllTextureInfo(ent);
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
if (model->brush.shadowmesh)
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
}
else
{
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- rsurface.texture = surface->texture->currentframe;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
}
if (ent->model->brush.submodel)
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
}
+void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
+{
+ dp_model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex;
+ int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
+ int i;
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
+ }
+ R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+ r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
+ for(i = 0;i<6;i++)
+ if(!sidetotals[i])
+ r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
+}
+
+#define RSURF_MAX_BATCHSURFACES 8192
+
+static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+
+void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
+{
+ dp_model_t *model = ent->model;
+ const msurface_t *surface;
+ int modelsurfacelistindex, batchnumsurfaces;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+ return;
+ // identify lit faces within the bounding box
+ for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+ {
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
+ continue;
+ rsurface.texture = R_GetCurrentTexture(surface->texture);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+ continue;
+ r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+ r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ batchsurfacelist[0] = surface;
+ batchnumsurfaces = 1;
+ while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
+ {
+ surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+ if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
+ continue;
+ if (surface->texture != batchsurfacelist[0]->texture)
+ break;
+ if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+ continue;
+ r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+ r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+ batchsurfacelist[batchnumsurfaces++] = surface;
+ }
+ --modelsurfacelistindex;
+ GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
+ RSurf_PrepareVerticesForBatch(false, false, batchnumsurfaces, batchsurfacelist);
+ RSurf_DrawBatch_Simple(batchnumsurfaces, batchsurfacelist);
+ }
+}
+
#define BATCHSIZE 1024
static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i, j, endsurface;
texture_t *t;
- msurface_t *surface;
+ const msurface_t *surface;
// note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(rtlight);
- R_Shadow_RenderMode_Lighting(false, true);
+ R_Shadow_RenderMode_Lighting(false, true, false);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
surface = rsurface.modelsurfaces + surfacelist[i];
t = surface->texture;
- R_UpdateTextureInfo(ent, t);
- rsurface.texture = t->currentframe;
+ rsurface.texture = R_GetCurrentTexture(t);
endsurface = min(j + BATCHSIZE, numsurfaces);
for (j = i;j < endsurface;j++)
{
R_Shadow_RenderMode_End();
}
-#define RSURF_MAX_BATCHSURFACES 8192
-
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
+extern qboolean r_shadow_usingdeferredprepass;
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
{
dp_model_t *model = ent->model;
- msurface_t *surface;
+ const msurface_t *surface;
int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
- qboolean usebufferobject, culltriangles;
const int *element3i;
- msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
- int batchelements[BATCHSIZE*3];
+ static int batchelements[BATCHSIZE*3];
texture_t *tex;
CHECKGLERROR
- R_UpdateAllTextureInfo(ent);
- culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
element3i = rsurface.modelelement3i;
// this is a double loop because non-visible surface skipping has to be
// fast, and even if this is not the world model (and hence no visibility
{
surface = batchsurfacelist[k];
tex = surface->texture;
- rsurface.texture = tex->currentframe;
+ rsurface.texture = R_GetCurrentTexture(tex);
// gather surfaces into a batch range
for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
;
// now figure out what to do with this particular range of surfaces
if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
continue;
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
}
continue;
}
+ if (r_shadow_usingdeferredprepass)
+ continue;
batchnumtriangles = 0;
batchfirsttriangle = surface->num_firsttriangle;
m = 0; // hush warning
RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
{
- if (trispvs)
- {
- if (!CHECKPVSBIT(trispvs, m))
- {
- usebufferobject = false;
- continue;
- }
- }
- else if (culltriangles)
- {
- if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
- {
- usebufferobject = false;
- continue;
- }
- }
+ if (lighttrispvs && r_test.integer && !CHECKPVSBIT(lighttrispvs, m))
+ continue;
if (batchnumtriangles >= BATCHSIZE)
{
r_refdef.stats.lights_lighttriangles += batchnumtriangles;
R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
else
R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
- usebufferobject = true;
batchnumtriangles = 0;
batchfirsttriangle = m;
}
{
if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
{
- if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
+ if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
{
// t->skinframes[0] = skinframe;
t->currentskinframe = skinframe;