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", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
+cvar_t r_vis_trace = {0, "r_vis_trace", "0", "test if each portal or leaf is visible using tracelines"};
+cvar_t r_vis_trace_samples = {0, "r_vis_trace_samples", "1", "use this many randomly positioned tracelines each frame to refresh the visible timer"};
+cvar_t r_vis_trace_delay = {0, "r_vis_trace_delay", "1", "keep a portal visible for this many seconds"};
+cvar_t r_vis_trace_eyejitter = {0, "r_vis_trace_eyejitter", "8", "use a random offset of this much on the start of each traceline"};
+cvar_t r_vis_trace_enlarge = {0, "r_vis_trace_enlarge", "0", "make portal bounds bigger for tests by (1+this)*size"};
+cvar_t r_vis_trace_expand = {0, "r_vis_trace_expand", "0", "make portal bounds bigger for tests by this many units"};
+cvar_t r_vis_trace_pad = {0, "r_vis_trace_pad", "8", "accept traces that hit within this many units of the portal"};
+cvar_t r_vis_trace_surfaces = {0, "r_vis_trace_surfaces", "0", "also use tracelines to 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"};
/*
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;
+ for (surfaceindex = surfaceindexstart; surfaceindex < surfaceindexend; surfaceindex++)
+ {
+ if (surfacevisible[surfaceindex])
+ {
+ if (R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs)
+ || (r_vis_trace_surfaces.integer && !R_CanSeeBox(r_vis_trace_samples.integer, r_vis_trace_eyejitter.value, r_vis_trace_enlarge.value, r_vis_trace_expand.value, r_vis_trace_pad.value, r_refdef.view.origin, surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs)))
+ surfacevisible[surfaceindex] = 0;
+ }
+ }
}
void R_View_WorldVisibility(qboolean forcenovis)
// 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 || forcenovis || r_trippy.integer)
+ if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || !r_refdef.view.usevieworiginculling)
{
// no visibility method: (used when floating around in the void)
// simply cull each leaf to the frustum (view pyramid)
cullmaxs[2] = p->maxs[2] + cullbias;
if (R_CullBox(cullmins, cullmaxs))
continue;
+ if (r_vis_trace.integer)
+ {
+ if (p->tracetime != realtime && R_CanSeeBox(r_vis_trace_samples.value, r_vis_trace_eyejitter.value, r_vis_trace_enlarge.value, r_vis_trace_expand.value, r_vis_trace_pad.value, r_refdef.view.origin, cullmins, cullmaxs))
+ p->tracetime = realtime;
+ if (realtime - p->tracetime > r_vis_trace_delay.value)
+ continue;
+ }
if (leafstackpos >= (int)(sizeof(leafstack) / sizeof(leafstack[0])))
break;
leafstack[leafstackpos++] = p->past;
}
}
- R_View_WorldVisibility_CullSurfaces();
+ R_View_WorldVisibility_CullSurfaces();
}
void R_Q1BSP_DrawSky(entity_render_t *ent)
{
if (ent->model == NULL)
return;
- if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(true, true, false, false, false);
- else
- R_DrawModelSurfaces(ent, true, true, false, false, false);
+ R_DrawModelSurfaces(ent, true, true, false, false, false);
}
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
if (model == NULL)
return;
- if (ent == r_refdef.scene.worldentity)
- RSurf_ActiveWorldEntity();
- else
- RSurf_ActiveModelEntity(ent, true, false, false);
+ RSurf_ActiveModelEntity(ent, true, false, false);
surfaces = model->data_surfaces;
flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
R_Water_AddWaterPlane(surfaces + j, n);
}
}
- rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
}
void R_Q1BSP_Draw(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, false);
- else
- R_DrawModelSurfaces(ent, false, true, false, false, false);
+ R_DrawModelSurfaces(ent, false, true, false, false, false);
}
void R_Q1BSP_DrawDepth(entity_render_t *ent)
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
// R_Mesh_ResetTextureState();
- if (ent == r_refdef.scene.worldentity)
- R_DrawWorldSurfaces(false, false, true, false, false);
- else
- R_DrawModelSurfaces(ent, false, false, true, false, false);
+ 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);
}
{
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);
+ 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);
+ R_DrawModelSurfaces(ent, false, true, false, false, true);
}
typedef struct r_q1bsp_getlightinfo_s
const unsigned char *pvs;
qboolean svbsp_active;
qboolean svbsp_insertoccluder;
+ qboolean noocclusion; // avoids PVS culling
+ qboolean frontsidecasting; // casts shadows from surfaces facing the light (otherwise ones facing away)
int numfrustumplanes;
const mplane_t *frustumplanes;
}
const vec_t *v[3];
float v2[3][3];
qboolean insidebox;
- qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+ qboolean noocclusion = info->noocclusion;
+ qboolean frontsidecasting = info->frontsidecasting;
qboolean svbspactive = info->svbsp_active;
qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
const int *leafsurfaceindices;
// recurse front side first because the svbsp building prefers it
if (info->relativelightorigin[plane->type] >= plane->dist)
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[0];
nodestack[nodestackpos++] = node->children[1];
}
else
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[1];
nodestack[nodestackpos++] = node->children[0];
}
// recurse front side first because the svbsp building prefers it
if (PlaneDist(info->relativelightorigin, plane) >= 0)
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[0];
nodestack[nodestackpos++] = node->children[1];
}
else
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[1];
nodestack[nodestackpos++] = node->children[0];
}
// leaf
leaf = (mleaf_t *)node;
#if 1
- if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ if (!info->noocclusion && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
continue;
#endif
#if 1
addedtris = true;
if (castshadow)
{
- if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
{
// if the material is double sided we
// can't cull by direction
int nodeleafindex;
int currentmaterialflags;
qboolean castshadow;
+ qboolean noocclusion = info->noocclusion;
+ qboolean frontsidecasting = info->frontsidecasting;
msurface_t *surface;
const int *e;
const vec_t *v[3];
SETPVSBIT(info->outlighttrispvs, t);
if (castshadow)
{
- if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ if (noocclusion || (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)
+ else if (frontsidecasting)
{
// front side casting occludes backfaces,
// so they are completely useless as both
#endif
if (info->lightmins[axis] <= node->backmax)
{
- if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->front;
nodestack[nodestackpos++] = node->back;
continue;
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)
+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, qboolean noocclusion)
{
r_q1bsp_getlightinfo_t info;
+ info.frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+ info.noocclusion = noocclusion || !info.frontsidecasting;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.lightradius = lightradius;
info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
else
memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
- if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
+ if (info.model->brush.GetPVS && !info.noocclusion)
info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
else
info.pvs = NULL;
- RSurf_ActiveWorldEntity();
+ RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
- if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
+ if (!info.noocclusion && 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, info.visitingleafpvs);
}
- else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
+ else if (!info.noocclusion && 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, info.visitingleafpvs);
// 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) != 0);
+ R_Q1BSP_CallRecursiveGetLightInfo(&info, !info.noocclusion && (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
+ rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
// limit combined leaf box to light boundaries
outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
int i;
if (!model->brush.shadowmesh)
return;
- r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+ // FIXME: the sidetotals code incorrectly assumes that static_meshchain is
+ // a single mesh - to prevent that from crashing (sideoffsets, sidetotals
+ // exceeding the number of triangles in a single mesh) we have to make sure
+ // that we make only a single mesh - so over-estimate the size of the mesh
+ // to match the model.
+ r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, model->surfmesh.num_vertices, model->surfmesh.num_triangles, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
// note: in practice this never actually receives batches
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(rtlight);
- R_Shadow_RenderMode_Lighting(false, true, false);
+ R_Shadow_RenderMode_Lighting(false, true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
{
;
// now figure out what to do with this particular range of surfaces
// VorteX: added MATERIALFLAG_NORTLIGHT
- if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;
{
if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
{
- if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
+ if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true, false)))
{
// t->skinframes[0] = skinframe;
t->currentskinframe = skinframe;
Con_Print("Worldmodel textures :\n");
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
- if (t->numskinframes)
+ if (t->name[0] && strcasecmp(t->name, "NO TEXTURE FOUND"))
Con_Printf("%s\n", t->name);
}
Cvar_RegisterVariable(&r_lockvisibility);
Cvar_RegisterVariable(&r_useportalculling);
Cvar_RegisterVariable(&r_usesurfaceculling);
+ Cvar_RegisterVariable(&r_vis_trace);
+ Cvar_RegisterVariable(&r_vis_trace_samples);
+ Cvar_RegisterVariable(&r_vis_trace_delay);
+ Cvar_RegisterVariable(&r_vis_trace_eyejitter);
+ Cvar_RegisterVariable(&r_vis_trace_enlarge);
+ Cvar_RegisterVariable(&r_vis_trace_expand);
+ Cvar_RegisterVariable(&r_vis_trace_pad);
+ Cvar_RegisterVariable(&r_vis_trace_surfaces);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");