int axis;
int surfaceindex;
int t;
+ int nodeleafindex;
+ const int *nodeleaflist;
int currentmaterialflags;
qboolean castshadow;
msurface_t *surface;
// 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;
+ nodestack[nodestackpos++] = bih->rootnode;
// we'll be done when the stack is empty
while (nodestackpos)
{
// 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 (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
+ {
+ leaf = bih->leafs + node->children[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;
+ }
+ }
+ }
+ else
{
- // node
- node = bih->nodes + nodenum;
axis = node->type - BIH_SPLITX;
#if 0
if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
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;
- else
- continue; // light falls between children, nothing here
- }
- else
- {
- // leaf
- leaf = bih->leafs + (-1-nodenum);
- 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))
+ nodestack[nodestackpos++] = node->front;
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;
}
+ else
+ continue; // light falls between children, nothing here
}
}
}