X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=f3e5611ef58af2a8412528f3c2492e720c063ea6;hb=ab9e8a37699390a5dc199e4def9cdbaaa59d82cf;hp=402208d750d737168cb145dbbb9d465a1ea280ca;hpb=e86ad109f5b381e160458c049bd9351800ccb32f;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 402208d7..f3e5611e 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -28,7 +28,7 @@ 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", "2", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"}; -cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"}; +cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"}; cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"}; /* @@ -362,7 +362,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) VectorCopy(portal->points[i].position, v); R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false); + R_SetupShader_Generic_NoTexture(false, false); R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } @@ -397,6 +397,29 @@ void R_DrawPortals(void) } } +static void R_View_WorldVisibility_CullSurfaces(void) +{ + int surfaceindex; + int surfaceindexstart; + int surfaceindexend; + unsigned char *surfacevisible; + msurface_t *surfaces; + dp_model_t *model = r_refdef.scene.worldmodel; + if (!model) + return; + if (r_trippy.integer) + return; + if (r_usesurfaceculling.integer < 1) + return; + surfaceindexstart = model->firstmodelsurface; + surfaceindexend = surfaceindexstart + model->nummodelsurfaces; + surfaces = model->data_surfaces; + surfacevisible = r_refdef.viewcache.world_surfacevisible; + for (surfaceindex = surfaceindexstart;surfaceindex < surfaceindexend;surfaceindex++) + if (surfacevisible[surfaceindex] && R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs)) + surfacevisible[surfaceindex] = 0; +} + void R_View_WorldVisibility(qboolean forcenovis) { int i, j, *mark; @@ -427,6 +450,7 @@ void R_View_WorldVisibility(qboolean forcenovis) r_refdef.viewcache.world_surfacevisible[*mark] = true; } } + R_View_WorldVisibility_CullSurfaces(); return; } @@ -540,23 +564,7 @@ void R_View_WorldVisibility(qboolean forcenovis) } } - 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; - } - } -} + R_View_WorldVisibility_CullSurfaces(); } void R_Q1BSP_DrawSky(entity_render_t *ent) @@ -1498,7 +1506,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface // VorteX: added MATERIALFLAG_NORTLIGHT if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL) continue; - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) + if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) continue; if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) {