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_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"};
/*
// 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)
- for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
+ if (stain)
{
- 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;
+ for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
+ {
+ 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++, bl += 3, out += 4)
+ {
+ 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_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
i = surfacelist[0];
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
0.125f);
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_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
}
}
}
- // 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 (r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
{
// pvs method:
// simply check if each leaf is in the Potentially Visible Set,
}
}
}
- // 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
{
model_t *model = ent->model;
if (model == NULL)
return;
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupDepthOrShadowShader();
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else
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 (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(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
}
}
R_Shadow_RenderMode_End();
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 | MATERIALFLAG_WATER))
+ if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+ continue;
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+ 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 < kend;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_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.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
+ continue;
+ }
+ batchnumtriangles = 0;
+ batchfirsttriangle = surface->num_firsttriangle;
+ for (l = k;l < kend;l++)
+ {
+ surface = batchsurfacelist[l];
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
{
- // use the bufferobject if all triangles are accepted
- usebufferobject = true;
- batchnumtriangles = 0;
- batchfirsttriangle = surface->num_firsttriangle;
- for (l = k;l < kend;l++)
+ if (trispvs)
{
- surface = batchsurfacelist[l];
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
+ if (!CHECKPVSBIT(trispvs, 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 (batchnumtriangles >= BATCHSIZE)
- {
- r_refdef.stats.lights_lighttriangles += batchnumtriangles;
- Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- if (usebufferobject && batchnumtriangles >= 100)
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
- else
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
- usebufferobject = true;
- batchnumtriangles = 0;
- batchfirsttriangle = m;
- }
- 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++;
+ 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 (batchnumtriangles > 0)
+ if (batchnumtriangles >= BATCHSIZE)
{
r_refdef.stats.lights_lighttriangles += batchnumtriangles;
Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
- if (usebufferobject && batchnumtriangles >= 100)
- R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
+ // use the element buffer if all triangles are consecutive
+ if (m == batchfirsttriangle + 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, batchnumtriangles, batchelements, 0, 0);
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
+ usebufferobject = true;
+ batchnumtriangles = 0;
+ batchfirsttriangle = m;
}
+ 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++;
}
}
+ if (batchnumtriangles > 0)
+ {
+ r_refdef.stats.lights_lighttriangles += batchnumtriangles;
+ Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+ // use the element buffer if all triangles are consecutive
+ if (m == batchfirsttriangle + 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);
+ }
}
}
}