X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=4ee874d6724f9183cdbcb74276cb1e0536c55ab3;hb=1fa82ae49ae155e5258c0675fb619922281d6439;hp=e2758141dd2d681290e10b79c085f1e0b82452c2;hpb=302711d37e168e57a9e2c8003084a22a3285c555;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index e2758141..4ee874d6 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -22,13 +22,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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)"}; cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"}; -cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"}; +cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"}; +cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"}; cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; /* @@ -43,7 +43,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) int smax, tmax, i, size, size3, maps, l; int *bl, scale; unsigned char *lightmap, *out, *stain; - model_t *model = ent->model; + dp_model_t *model = ent->model; int *intblocklights; unsigned char *templight; @@ -52,12 +52,15 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) size = smax*tmax; size3 = size*3; + r_refdef.stats.lightmapupdatepixels += size; + r_refdef.stats.lightmapupdates++; + if (cl.buildlightmapmemorysize < size*sizeof(int[3])) { 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 @@ -66,7 +69,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) templight = (unsigned char *)cl.buildlightmapmemory; // update cached lighting info - surface->cached_dlight = 0; + model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false; lightmap = surface->lightmapinfo->samples; @@ -85,7 +88,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // add all the lightmaps if (lightmap) for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) - for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } @@ -96,27 +99,28 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will // be doubled during rendering to achieve 2x overbright // (0 = 0.0, 128 = 1.0, 256 = 2.0) - if (model->brushq1.lightmaprgba) + if (stain) { - for (i = 0;i < size;i++) + for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - *out++ = 255; + l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255); + l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255); + l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255); + out[3] = 255; } } else { - for (i = 0;i < size;i++) + for (i = 0;i < size;i++, bl += 3, out += 4) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = bl[0] >> 8;out[2] = min(l, 255); + l = bl[1] >> 8;out[1] = min(l, 255); + l = bl[2] >> 8;out[0] = min(l, 255); + out[3] = 255; } } - R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); + R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1); // update the surface's deluxemap if it has one if (surface->deluxemaptexture != r_texture_blanknormalmap) @@ -132,7 +136,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) { // add the normalmap with weighting proportional to the style's lightmap intensity l = (int)(VectorLength(lightmap + i*3) * scale); @@ -145,34 +149,20 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) bl = intblocklights; out = templight; // we simply renormalize the weighted normals to get a valid deluxemap - if (model->brushq1.lightmaprgba) + for (i = 0;i < size;i++, bl += 3, out += 4) { - for (i = 0;i < size;i++, bl += 3) - { - VectorCopy(bl, n); - VectorNormalize(n); - l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); - *out++ = 255; - } - } - else - { - for (i = 0;i < size;i++, bl += 3) - { - VectorCopy(bl, n); - VectorNormalize(n); - l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); - } + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255); + out[3] = 255; } - R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); + R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1); } } -void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) +void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8]) { float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surface, *endsurface; @@ -226,7 +216,7 @@ loc0: s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; i = (int)(s * s + t * t + dist2); - if (i > maxdist) + if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel continue; // reduce calculations @@ -269,7 +259,7 @@ loc0: } // force lightmap upload if (stained) - surface->cached_dlight = true; + model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true; } } @@ -299,9 +289,9 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int int n; float fcolor[8]; entity_render_t *ent; - model_t *model; + dp_model_t *model; vec3_t org; - if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) + if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -312,7 +302,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); + R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl.num_brushmodel_entities;n++) @@ -345,6 +335,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r // 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]; @@ -352,24 +343,27 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthRange(0, 1); + 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_Mesh_ResetTextureState(); - i = surfacelist[0]; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale, - 0.125f); + isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex); + + 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, + 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, numpoints - 2, polygonelements, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } // LordHavoc: this is just a nice debugging tool, very slow @@ -378,15 +372,15 @@ void R_DrawPortals(void) int i, leafnum; mportal_t *portal; float center[3], f; - model_t *model = r_refdef.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; if (model == NULL) return; - for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) + for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++) { - if (r_viewcache.world_leafvisible[leafnum]) + if (r_refdef.viewcache.world_leafvisible[leafnum]) { //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) - for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) + for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) if (!R_CullBox(portal->mins, portal->maxs)) @@ -396,61 +390,84 @@ void R_DrawPortals(void) VectorAdd(center, portal->points[i].position, center); f = ixtable[portal->numpoints]; VectorScale(center, f, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight); } } } } } -void R_View_WorldVisibility(void) +void R_View_WorldVisibility(qboolean forcenovis) { int i, j, *mark; mleaf_t *leaf; mleaf_t *viewleaf; - model_t *model = r_refdef.worldmodel; + dp_model_t *model = r_refdef.scene.worldmodel; if (!model) return; + if (r_refdef.view.usecustompvs) + { + // clear the visible surface and leaf flags arrays + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + r_refdef.viewcache.world_novis = false; + + // simply cull each marked leaf to the frustum (view pyramid) + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // if leaf is in current pvs and on the screen, mark its surfaces + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + { + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_refdef.viewcache.world_surfacevisible[*mark] = true; + } + } + return; + } + // if possible find the leaf the view origin is in - viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL; + 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_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits)); + 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) { // clear the visible surface and leaf flags arrays - memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces); - memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs); + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); - r_viewcache.world_novis = false; + r_refdef.viewcache.world_novis = false; // if floating around in the void (no pvs data available, and no // portals available), simply use all on-screen leafs. - if (!viewleaf || viewleaf->clusterindex < 0) + if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis) { // no visibility method: (used when floating around in the void) // simply cull each leaf to the frustum (view pyramid) // similar to quake's RecursiveWorldNode but without cache misses - r_viewcache.world_novis = true; + r_refdef.viewcache.world_novis = true; for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces if (!R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } - // if the user prefers to disable portal culling (testing?), simply - // use all on-screen leafs that are in the pvs. - else if (!r_useportalculling.integer) + // just check if each leaf in the PVS is on screen + // (unless portal culling is enabled) + else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer)) { // pvs method: // simply check if each leaf is in the Potentially Visible Set, @@ -459,17 +476,17 @@ void R_View_WorldVisibility(void) for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } - // otherwise use a recursive portal flow, culling each portal to + // if desired use a recursive portal flow, culling each portal to // frustum and checking if the leaf the portal leads to is in the pvs else { @@ -488,14 +505,14 @@ void R_View_WorldVisibility(void) while (leafstackpos) { leaf = leafstack[--leafstackpos]; - if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs]) + if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) continue; r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; + r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; // mark any surfaces bounding this leaf if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; // follow portals into other leafs // the checks are: // if viewer is behind portal (portal faces outward into the scene) @@ -506,9 +523,9 @@ void R_View_WorldVisibility(void) for (p = leaf->portals;p;p = p->next) { r_refdef.stats.world_portals++; - if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) - && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] - && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex) + if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1) + && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs] + && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs) && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0]))) leafstack[leafstackpos++] = p->past; @@ -516,48 +533,140 @@ void R_View_WorldVisibility(void) } } } + + if (r_usesurfaceculling.integer) + { + int k = model->firstmodelsurface; + int l = k + model->nummodelsurfaces; + unsigned char *visible = r_refdef.viewcache.world_surfacevisible; + msurface_t *surfaces = model->data_surfaces; + msurface_t *surface; + for (;k < l;k++) + { + if (visible[k]) + { + surface = surfaces + k; + if (R_CullBox(surface->mins, surface->maxs)) + visible[k] = false; + } + } +} } void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; - if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(true, true, false); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(true, true, false, false, false); else - R_DrawModelSurfaces(ent, true, true, false); + 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) + RSurf_ActiveWorldEntity(); + else + 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) { - model_t *model = ent->model; + dp_model_t *model = ent->model; if (model == NULL) return; - if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(false, true, false); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, true, false, false, false); else - R_DrawModelSurfaces(ent, false, true, false); + R_DrawModelSurfaces(ent, false, true, false, false, false); } void R_Q1BSP_DrawDepth(entity_render_t *ent) { - model_t *model = ent->model; + dp_model_t *model = ent->model; if (model == NULL) return; - if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(false, false, true); + GL_ColorMask(0,0,0,0); + GL_Color(1,1,1,1); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); +// R_Mesh_ResetTextureState(); + R_SetupShader_DepthOrShadow(); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, true, false, false); else - R_DrawModelSurfaces(ent, false, false, true); + R_DrawModelSurfaces(ent, false, false, true, false, false); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); +} + +void R_Q1BSP_DrawDebug(entity_render_t *ent) +{ + if (ent->model == NULL) + return; + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, false, true, false); + else + 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 { - model_t *model; + dp_model_t *model; vec3_t relativelightorigin; float lightradius; int *outleaflist; unsigned char *outleafpvs; int outnumleafs; + unsigned char *visitingleafpvs; int *outsurfacelist; unsigned char *outsurfacepvs; unsigned char *tempsurfacepvs; @@ -571,231 +680,458 @@ 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) +#define GETLIGHTINFO_MAXNODESTACK 4096 + +static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces) { + // nodestack + mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK]; + int nodestackpos = 0; + // node processing + mplane_t *plane; + mnode_t *node; int sides; + // leaf processing mleaf_t *leaf; - for (;;) + const msurface_t *surface; + const msurface_t *surfaces = info->model->data_surfaces; + int numleafsurfaces; + int leafsurfaceindex; + int surfaceindex; + int triangleindex, t; + int currentmaterialflags; + qboolean castshadow; + const int *e; + const vec_t *v[3]; + float v2[3][3]; + qboolean insidebox; + qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0; + qboolean svbspactive = info->svbsp_active; + qboolean svbspinsertoccluder = info->svbsp_insertoccluder; + const int *leafsurfaceindices; + qboolean addedtris; + int i; + mportal_t *portal; + static float points[128][3]; + // push the root node onto our nodestack + nodestack[nodestackpos++] = info->model->brush.data_nodes; + // we'll be done when the nodestack is empty + while (nodestackpos) { - mplane_t *plane = node->plane; - //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) - // return; - if (!plane) - break; - //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes)) - // return; - if (plane->type < 3) + // get a node from the stack to process + node = nodestack[--nodestackpos]; + // is it a node or a leaf? + plane = node->plane; + if (plane) { - if (info->lightmins[plane->type] > plane->dist) - node = node->children[0]; - else if (info->lightmaxs[plane->type] < plane->dist) - node = node->children[1]; - else if (info->relativelightorigin[plane->type] >= plane->dist) + // node +#if 0 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + continue; +#endif +#if 0 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) + continue; +#endif + // axial planes can be processed much more quickly + if (plane->type < 3) { - R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); - node = node->children[1]; + // axial plane + if (info->lightmins[plane->type] > plane->dist) + nodestack[nodestackpos++] = node->children[0]; + else if (info->lightmaxs[plane->type] < plane->dist) + nodestack[nodestackpos++] = node->children[1]; + else + { + // recurse front side first because the svbsp building prefers it + if (info->relativelightorigin[plane->type] >= plane->dist) + { + if (nodestackpos < GETLIGHTINFO_MAXNODESTACK) + nodestack[nodestackpos++] = node->children[0]; + nodestack[nodestackpos++] = node->children[1]; + } + else + { + if (nodestackpos < GETLIGHTINFO_MAXNODESTACK) + nodestack[nodestackpos++] = node->children[1]; + nodestack[nodestackpos++] = node->children[0]; + } + } } else { - R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]); - node = node->children[0]; + // sloped plane + sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); + switch (sides) + { + default: + continue; // ERROR: NAN bounding box! + case 1: + nodestack[nodestackpos++] = node->children[0]; + break; + case 2: + nodestack[nodestackpos++] = node->children[1]; + break; + case 3: + // recurse front side first because the svbsp building prefers it + if (PlaneDist(info->relativelightorigin, plane) >= 0) + { + if (nodestackpos < GETLIGHTINFO_MAXNODESTACK) + nodestack[nodestackpos++] = node->children[0]; + nodestack[nodestackpos++] = node->children[1]; + } + else + { + if (nodestackpos < GETLIGHTINFO_MAXNODESTACK) + nodestack[nodestackpos++] = node->children[1]; + nodestack[nodestackpos++] = node->children[0]; + } + break; + } } } else { - sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane); - if (sides == 3) + // leaf + leaf = (mleaf_t *)node; +#if 1 + if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex)) + continue; +#endif +#if 1 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs)) + continue; +#endif +#if 1 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes)) + continue; +#endif + + if (svbspactive) { - // recurse front side first because the svbsp building prefers it - if (PlaneDist(info->relativelightorigin, plane) >= 0) + // we can occlusion test the leaf by checking if all of its portals + // are occluded (unless the light is in this leaf - but that was + // already handled by the caller) + for (portal = leaf->portals;portal;portal = portal->next) { - R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]); - node = node->children[1]; + for (i = 0;i < portal->numpoints;i++) + VectorCopy(portal->points[i].position, points[i]); + if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2) + break; } - else + if (leaf->portals && portal == NULL) + continue; // no portals of this leaf visible + } + + // add this leaf to the reduced light bounds + 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]); + + // mark this leaf as being visible to the light + if (info->outleafpvs) + { + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) { - R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]); - node = node->children[0]; + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; } } - else if (sides == 0) - return; // ERROR: NAN bounding box! - else - node = node->children[sides - 1]; - } - } - if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes)) - return; - leaf = (mleaf_t *)node; - if (info->svbsp_active) - { - int i; - mportal_t *portal; - double points[128][3]; - for (portal = leaf->portals;portal;portal = portal->next) - { - for (i = 0;i < portal->numpoints;i++) - VectorCopy(portal->points[i].position, points[i]); - if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2) - break; - } - if (portal == NULL) - return; // no portals of this leaf visible - } - else - { - 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 leafindex = leaf - info->model->brush.data_leafs; - if (!CHECKPVSBIT(info->outleafpvs, leafindex)) + + // when using BIH, we skip the surfaces here + if (skipsurfaces) + continue; + + // iterate the surfaces linked by this leaf and check their triangles + leafsurfaceindices = leaf->firstleafsurface; + numleafsurfaces = leaf->numleafsurfaces; + if (svbspinsertoccluder) { - SETPVSBIT(info->outleafpvs, leafindex); - info->outleaflist[info->outnumleafs++] = leafindex; + for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++) + { + surfaceindex = leafsurfaceindices[leafsurfaceindex]; + if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + continue; + SETPVSBIT(info->outsurfacepvs, surfaceindex); + surface = surfaces + surfaceindex; + if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) + continue; + currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; + castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); + if (!castshadow) + continue; + 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); + } + } } - } - } - if (info->outsurfacepvs) - { - int leafsurfaceindex; - int surfaceindex; - int triangleindex, t; - msurface_t *surface; - const int *e; - const vec_t *v[3]; - double v2[3][3]; - for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++) - { - surfaceindex = leaf->firstleafsurface[leafsurfaceindex]; - if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + else { - 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))) + for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++) { - qboolean addedtris = false; - qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs); + surfaceindex = leafsurfaceindices[leafsurfaceindex]; + if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + continue; + SETPVSBIT(info->outsurfacepvs, surfaceindex); + surface = surfaces + surfaceindex; + if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)) + continue; + addedtris = false; + currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; + castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); + 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; - 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)) + continue; + if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2)) + continue; + // we don't omit triangles from lighting even if they are + // backfacing, because when using shadowmapping they are often + // not fully occluded on the horizon of an edge + SETPVSBIT(info->outlighttrispvs, t); + addedtris = true; + if (castshadow) { - if (info->svbsp_insertoccluder) + if (currentmaterialflags & MATERIALFLAG_NOCULLFACE) + { + // if the material is double sided we + // can't cull by direction + SETPVSBIT(info->outshadowtrispvs, t); + } + else if (frontsidecasting) { - if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[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)) - continue; - addedtris = true; + // front side casting occludes backfaces, + // so they are completely useless as both + // casters and lit polygons + if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); } else { - 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 + if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); } } } if (addedtris) - { - SETPVSBIT(info->outsurfacepvs, surfaceindex); info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; - } } } } } } -void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp) +static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih) { - if (use_svbsp) + bih_leaf_t *leaf; + bih_node_t *node; + int nodenum; + int axis; + int surfaceindex; + int t; + int nodeleafindex; + int nodenumleafs; + const int *nodeleaflist; + int currentmaterialflags; + qboolean castshadow; + msurface_t *surface; + const int *e; + const vec_t *v[3]; + float v2[3][3]; + int nodestack[GETLIGHTINFO_MAXNODESTACK]; + int nodestackpos = 0; + // note: because the BSP leafs are not in the BIH tree, the _BSP function + // must be called to mark leafs visible for entity culling... + // we start at the root node + nodestack[nodestackpos++] = 0; + // we'll be done when the stack is empty + while (nodestackpos) { - double origin[3]; - VectorCopy(info->relativelightorigin, origin); - if (!r_svbsp.nodes) + // pop one off the stack to process + nodenum = nodestack[--nodestackpos]; + if (nodenum >= 0) + { + // node + node = bih->nodes + nodenum; + if (node->type == BIH_UNORDERED) + { + nodeleaflist = node->children; + for (nodenumleafs = 0;nodenumleafs < BIH_MAXUNORDEREDCHILDREN;nodenumleafs++) + if (node->children[nodenumleafs] < 0) + break; + } + else + { + axis = node->type - BIH_SPLITX; +#if 0 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + continue; +#endif +#if 0 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) + continue; +#endif + if (info->lightmins[axis] <= node->backmax) + { + if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK) + nodestack[nodestackpos++] = node->front; + nodestack[nodestackpos++] = node->back; + continue; + } + else if (info->lightmaxs[axis] >= node->frontmin) + { + nodestack[nodestackpos++] = node->front; + continue; + } + else + continue; // light falls between children, nothing here + } + } + else { - r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18); - r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t)); + // leaf + nodenum = -1-nodenum; + nodenumleafs = 1; + nodeleaflist = &nodenum; } + + for (nodeleafindex = 0;nodeleafindex < nodenumleafs;nodeleafindex++) + { + leaf = bih->leafs + nodeleaflist[nodeleafindex]; + if (leaf->type != BIH_RENDERTRIANGLE) + continue; +#if 1 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs)) + continue; +#endif +#if 1 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes)) + continue; +#endif + surfaceindex = leaf->surfaceindex; + surface = info->model->data_surfaces + surfaceindex; + currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; + castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); + t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle; + e = info->model->brush.shadowmesh->element3i + t * 3; + v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3; + v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3; + v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3; + VectorCopy(v[0], v2[0]); + VectorCopy(v[1], v2[1]); + VectorCopy(v[2], v2[2]); + if (info->svbsp_insertoccluder) + { + if (castshadow) + SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0); + continue; + } + if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2)) + continue; + // we don't occlude triangles from lighting even + // if they are backfacing, because when using + // shadowmapping they are often not fully occluded + // on the horizon of an edge + SETPVSBIT(info->outlighttrispvs, t); + if (castshadow) + { + if (currentmaterialflags & MATERIALFLAG_NOCULLFACE) + { + // if the material is double sided we + // can't cull by direction + SETPVSBIT(info->outshadowtrispvs, t); + } + else if (r_shadow_frontsidecasting.integer) + { + // front side casting occludes backfaces, + // so they are completely useless as both + // casters and lit polygons + if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); + } + else + { + // back side casting does not occlude + // anything so we can't cull lit polygons + if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); + } + } + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + { + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + } + } + } +} + +static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp) +{ + extern cvar_t r_shadow_usebihculling; + if (use_svbsp) + { + float origin[3]; + VectorCopy(info->relativelightorigin, origin); + r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12); + r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t)); info->svbsp_active = true; info->svbsp_insertoccluder = true; for (;;) { SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes); - R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes); + R_Q1BSP_RecursiveGetLightInfo_BSP(info, false); // if that failed, retry with more nodes if (r_svbsp.ranoutofnodes) { // an upper limit is imposed if (r_svbsp.maxnodes >= 2<<22) 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*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t)); + //Mem_Free(r_svbsp.nodes); + //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); + // now clear the visibility arrays because we need to redo it + info->outnumleafs = 0; info->outnumsurfaces = 0; + memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3); + memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3); + if (info->model->brush.shadowmesh) + memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3); + else + memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3); + memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3); } else info->svbsp_active = false; @@ -827,16 +1163,42 @@ void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean us } info->svbsp_insertoccluder = false; - R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes); - if (developer.integer >= 100 && use_svbsp) + // 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 + if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL) + { + R_Q1BSP_RecursiveGetLightInfo_BSP(info, true); + R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih); + } + else + R_Q1BSP_RecursiveGetLightInfo_BSP(info, false); + // we're using temporary framedata memory, so this pointer will be invalid soon, clear it + r_svbsp.nodes = NULL; + 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) +static msurface_t *r_q1bsp_getlightinfo_surfaces; + +int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp) +{ + int a = *(int*)ap; + int b = *(int*)bp; + const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a; + const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b; + if (as->texture < bs->texture) + return -1; + if (as->texture > bs->texture) + return 1; + return a - b; +} + +extern cvar_t r_shadow_sortsurfaces; + +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); @@ -859,13 +1221,17 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa info.outleaflist = outleaflist; info.outleafpvs = outleafpvs; info.outnumleafs = 0; + info.visitingleafpvs = visitingleafpvs; info.outsurfacelist = outsurfacelist; info.outsurfacepvs = outsurfacepvs; 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); memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3); if (info.model->brush.shadowmesh) @@ -877,17 +1243,17 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa 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) + if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals) { // use portal recursion for exact light volume culling, and exact surface checking - 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); + 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); } - else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer) + else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals) { // use portal recursion for exact light volume culling, but not the expensive exact surface checking - 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); + 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); } else { @@ -895,9 +1261,11 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa // 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]); @@ -908,65 +1276,160 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumleafspointer = info.outnumleafs; *outnumsurfacespointer = info.outnumsurfaces; + + // now sort surfaces by texture for faster rendering + r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces; + if (r_shadow_sortsurfaces.integer) + qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc); } void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist) { - model_t *model = ent->model; + dp_model_t *model = ent->model; 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); + // if triangle neighbors are disabled, shadowvolumes are disabled + if (!model->brush.shadowmesh->neighbor3i) + return; + 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); } -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +extern cvar_t r_polygonoffset_submodel_factor; +extern cvar_t r_polygonoffset_submodel_offset; +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) { - model_t *model = ent->model; - msurface_t *surface; + dp_model_t *model = ent->model; + 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); + R_FrameData_SetMark(); + 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) { + // if triangle neighbors are disabled, shadowvolumes are disabled + if (!model->brush.shadowmesh->neighbor3i) + return; R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); 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 { + // if triangle neighbors are disabled, shadowvolumes are disabled + if (!model->surfmesh.data_neighbor3i) + return; projectdistance = lightradius + model->radius*2; R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); // identify lit faces within the bounding box 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.model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); + } + 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); + } + if (ent->model->brush.submodel) + GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset); + R_FrameData_ReturnToMark(); +} + +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; + R_FrameData_SetMark(); + // 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; } - 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); + --modelsurfacelistindex; + GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist); + if (rsurface.batchvertex3fbuffer) + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); + else + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); + RSurf_DrawBatch(); } + R_FrameData_ReturnToMark(); } #define BATCHSIZE 1024 @@ -975,50 +1438,42 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co { int i, j, endsurface; texture_t *t; - msurface_t *surface; - // note: in practice this never actually receives batches), oh well + const msurface_t *surface; + R_FrameData_SetMark(); + // note: in practice this never actually receives batches R_Shadow_RenderMode_Begin(); - R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight); - R_Shadow_RenderMode_Lighting(false, true); + R_Shadow_RenderMode_ActiveLight(rtlight); + R_Shadow_RenderMode_Lighting(false, true, false); R_Shadow_SetupEntityLight(ent); for (i = 0;i < numsurfaces;i = j) { j = i + 1; - surface = rsurface.model->data_surfaces + surfacelist[i]; + 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++) { - surface = rsurface.model->data_surfaces + surfacelist[j]; + surface = rsurface.modelsurfaces + surfacelist[j]; if (t != surface->texture) break; - RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); + R_Shadow_RenderLighting(1, &surface); } } R_Shadow_RenderMode_End(); + R_FrameData_ReturnToMark(); } -#define RSURF_MAX_BATCHSURFACES 1024 - -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) { - model_t *model = ent->model; - msurface_t *surface; - int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex; - qboolean usebufferobject, culltriangles; - const int *element3i; - msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; - int batchelements[BATCHSIZE*3]; + dp_model_t *model = ent->model; + const msurface_t *surface; + int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces; + const msurface_t **texturesurfacelist; texture_t *tex; CHECKGLERROR - RSurf_ActiveModelEntity(ent, true, true); - R_UpdateAllTextureInfo(ent); - CHECKGLERROR - culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW); - element3i = rsurface.model->surfmesh.data_element3i; + R_FrameData_SetMark(); // 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 // checking) the input surface list and batch buffer are different formats @@ -1027,10 +1482,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { batchnumsurfaces = 0; endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces); - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) { for (;i < endsurface;i++) - if (r_viewcache.world_surfacevisible[surfacelist[i]]) + if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]]) batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; } else @@ -1040,104 +1495,57 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface } if (!batchnumsurfaces) continue; - for (k = 0;k < batchnumsurfaces;k = l) + for (k = 0;k < batchnumsurfaces;k = kend) { surface = batchsurfacelist[k]; tex = surface->texture; - rsurface.texture = tex->currentframe; - if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER)) + 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 | MATERIALFLAG_CAMERA))) + continue; + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { - if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) + vec3_t tempcenter, center; + for (l = k;l < kend;l++) { - vec3_t tempcenter, center; - for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++) - { - surface = batchsurfacelist[l]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.model->data_surfaces, r_shadow_rtlight); - } + surface = batchsurfacelist[l]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); } - else - { - // use the bufferobject if all triangles are accepted - usebufferobject = true; - batchnumtriangles = 0; - // note: this only accepts consecutive surfaces because - // non-consecutive surfaces often have extreme vertex - // ranges (due to large numbers of surfaces omitted - // between them) - surface = batchsurfacelist[k]; - for (l = k;l < batchnumsurfaces && surface == batchsurfacelist[l] && tex == surface->texture;l++, surface++) - { - RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++) - { - if (culltriangles) - { - if (trispvs) - { - if (!CHECKPVSBIT(trispvs, m)) - { - usebufferobject = false; - continue; - } - } - else - { - if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_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; - } - } - } - batchelements[batchnumtriangles*3+0] = element3i[m*3+0]; - batchelements[batchnumtriangles*3+1] = element3i[m*3+1]; - batchelements[batchnumtriangles*3+2] = element3i[m*3+2]; - batchnumtriangles++; - r_refdef.stats.lights_lighttriangles++; - if (batchnumtriangles >= BATCHSIZE) - { - Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0); - batchnumtriangles = 0; - usebufferobject = false; - } - } - r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles; - } - if (batchnumtriangles > 0) - { - Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); - if (usebufferobject) - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchsurfacelist[k]->num_firsttriangle); - else - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0); - } - } - } - else - { - // skip ahead to the next texture - for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++) - ; + continue; } + if (r_shadow_usingdeferredprepass) + continue; + texturenumsurfaces = kend - k; + texturesurfacelist = batchsurfacelist + k; + R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist); } } + R_FrameData_ReturnToMark(); } //Made by [515] void R_ReplaceWorldTexture (void) { - model_t *m; + dp_model_t *m; texture_t *t; int i; const char *r, *newt; skinframe_t *skinframe; - m = r_refdef.worldmodel; + if (!r_refdef.scene.worldmodel) + { + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; if(Cmd_Argc() < 2) { @@ -1156,13 +1564,14 @@ void R_ReplaceWorldTexture (void) newt = r; for(i=0,t=m->data_textures;inum_textures;i++,t++) { - if(t->width && !strcasecmp(t->name, r)) + if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) ) { - if ((skinframe = R_SkinFrame_LoadExternal((char*)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->skinframes[0] = skinframe; + t->currentskinframe = skinframe; + t->currentskinframe = skinframe; Con_Printf("%s replaced with %s\n", r, newt); - return; } else { @@ -1176,10 +1585,15 @@ void R_ReplaceWorldTexture (void) //Made by [515] void R_ListWorldTextures (void) { - model_t *m; + dp_model_t *m; texture_t *t; int i; - m = r_refdef.worldmodel; + if (!r_refdef.scene.worldmodel) + { + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; Con_Print("Worldmodel textures :\n"); for(i=0,t=m->data_textures;inum_textures;i++,t++) @@ -1208,6 +1622,7 @@ void GL_Surf_Init(void) Cvar_RegisterVariable(&r_lockpvs); Cvar_RegisterVariable(&r_lockvisibility); Cvar_RegisterVariable(&r_useportalculling); + Cvar_RegisterVariable(&r_usesurfaceculling); Cvar_RegisterVariable(&r_q3bsp_renderskydepth); Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");