]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
renamed r_bloomstate to r_fb because it contains framebuffer settings
[xonotic/darkplaces.git] / gl_rsurf.c
index 2ece8bd0d06e63781bcdf52a8e0eddf4262e73da..34aef9189799fe4466054248752bf1ee0fb7de38 100644 (file)
@@ -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);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, 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;
        }
 
@@ -446,7 +470,7 @@ 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)
+               if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
                {
                        // no visibility method: (used when floating around in the void)
                        // simply cull each leaf to the frustum (view pyramid)
@@ -454,6 +478,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                        r_refdef.viewcache.world_novis = true;
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                // if leaf is in current pvs and on the screen, mark its surfaces
                                if (!R_CullBox(leaf->mins, leaf->maxs))
                                {
@@ -475,6 +501,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                        // similar to quake's RecursiveWorldNode but without cache misses
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                // 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))
                                {
@@ -507,6 +535,8 @@ void R_View_WorldVisibility(qboolean forcenovis)
                                leaf = leafstack[--leafstackpos];
                                if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
                                        continue;
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                r_refdef.stats.world_leafs++;
                                r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
                                // mark any surfaces bounding this leaf
@@ -534,23 +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)
@@ -575,7 +589,7 @@ void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
        if (ent == r_refdef.scene.worldentity)
                RSurf_ActiveWorldEntity();
        else
-               RSurf_ActiveModelEntity(ent, false, false, false);
+               RSurf_ActiveModelEntity(ent, true, false, false);
 
        surfaces = model->data_surfaces;
        flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
@@ -629,7 +643,7 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(false);
        if (ent == r_refdef.scene.worldentity)
                R_DrawWorldSurfaces(false, false, true, false, false);
        else
@@ -957,7 +971,6 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons
        int surfaceindex;
        int t;
        int nodeleafindex;
-       const int *nodeleaflist;
        int currentmaterialflags;
        qboolean castshadow;
        msurface_t *surface;
@@ -979,7 +992,6 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons
                node = bih->nodes + nodenum;
                if (node->type == BIH_UNORDERED)
                {
-                       nodeleaflist = node->children;
                        for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
                        {
                                leaf = bih->leafs + node->children[nodeleafindex];
@@ -1349,6 +1361,8 @@ void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin,
        int surfacelistindex;
        int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 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);
        R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
@@ -1489,9 +1503,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                        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))
+                       // 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)
                        {