GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- qglDisable(GL_CULL_FACE);CHECKGLERROR
+ GL_CullFace(GL_NONE);
R_Mesh_Matrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
R_Mesh_ResetTextureState();
i = surfacelist[0];
- GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
- ((i & 0x0038) >> 3) * (1.0f / 7.0f),
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_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);
- qglEnable(GL_CULL_FACE);CHECKGLERROR
}
// LordHavoc: this is just a nice debugging tool, very slow
int outnumleafs;
int *outsurfacelist;
unsigned char *outsurfacepvs;
+ unsigned char *tempsurfacepvs;
int outnumsurfaces;
vec3_t outmins;
vec3_t outmaxs;
vec3_t lightmins;
vec3_t lightmaxs;
const unsigned char *pvs;
+ qboolean svbsp_active;
+ qboolean svbsp_insertoccluder;
}
r_q1bsp_getlightinfo_t;
sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
if (sides == 3)
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
- node = node->children[1];
+ // recurse front side first because the svbsp building prefers it
+ if (PlaneDist(info->relativelightorigin, plane) > 0)
+ {
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+ node = node->children[1];
+ }
+ else
+ {
+ R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
+ node = node->children[0];
+ }
}
else if (sides == 0)
return; // ERROR: NAN bounding box!
node = node->children[sides - 1];
}
leaf = (mleaf_t *)node;
- if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ if (info->svbsp_active)
+ {
+ int i;
+ mportal_t *portal;
+ double points[128][3];
+ for (portal = leaf->portals;portal;portal = portal->next)
+ {
+ for (i = 0;i < portal->numpoints;i++)
+ VectorCopy(portal->points[i].position, points[i]);
+ if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
+ break;
+ }
+ if (portal == NULL)
+ return; // no portals of this leaf visible
+ }
+ else
+ {
+ if (info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ return;
+ }
+ // inserting occluders does not alter the light info
+ if (!info->svbsp_insertoccluder)
{
info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
info->outleaflist[info->outnumleafs++] = leafindex;
}
}
- if (info->outsurfacepvs)
+ }
+ if (info->outsurfacepvs)
+ {
+ int leafsurfaceindex;
+ int surfaceindex;
+ int triangleindex, t;
+ msurface_t *surface;
+ const int *e;
+ const vec_t *v[3];
+ double v2[3][3];
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
- int leafsurfaceindex;
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
+ surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
- int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ surface = info->model->data_surfaces + surfaceindex;
+ if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
+ && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
{
- msurface_t *surface = info->model->data_surfaces + surfaceindex;
- if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
- int triangleindex, t;
- const int *e;
- const vec_t *v[3];
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 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;
+ if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2])
+ && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
+ && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
+ && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
+ && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
+ && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
+ && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
{
- 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;
- if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ if (info->svbsp_active)
{
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- break;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], info->svbsp_insertoccluder, NULL, NULL, 0) & 2))
+ continue;
}
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ break;
}
}
}
}
}
+void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+{
+ if (use_svbsp)
+ {
+ double origin[3];
+ VectorCopy(info->relativelightorigin, origin);
+ if (!r_svbsp.nodes)
+ {
+ r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
+ r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ }
+ info->svbsp_active = true;
+ info->svbsp_insertoccluder = true;
+ for (;;)
+ {
+ SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
+ R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+ // if that failed, retry with more nodes
+ if (r_svbsp.ranoutofnodes)
+ {
+ // an upper limit is imposed
+ if (r_svbsp.maxnodes >= 2<<22)
+ break;
+ Mem_Free(r_svbsp.nodes);
+ r_svbsp.maxnodes *= 2;
+ r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+ }
+ else
+ break;
+ }
+ // now clear the surfacepvs array because we need to redo it
+ memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+ info->outnumsurfaces = 0;
+ }
+ else
+ info->svbsp_active = false;
+ info->svbsp_insertoccluder = false;
+ R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+ if (developer.integer >= 100 && use_svbsp)
+ {
+ Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
+ Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
+ Con_Printf("queries : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
+ }
+}
+
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)
{
r_q1bsp_getlightinfo_t info;
else
info.pvs = NULL;
R_UpdateAllTextureInfo(ent);
- if (r_shadow_compilingrtlight)
- {
- // 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);
- }
- else if (r_shadow_realtime_dlight_portalculling.integer)
- {
- // 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);
- }
- else
- {
- // use BSP recursion as lights are often small
- R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
- }
+
+ // recurse the bsp tree, checking leafs and surfaces for visibility
+ // 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);
// limit combined leaf box to light boundaries
outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
*outnumsurfacespointer = info.outnumsurfaces;
}
-void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
{
model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
- float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
texture_t *texture;
r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
{
surface = model->data_surfaces + surfacelist[surfacelistindex];
texture = surface->texture;
- if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ if (texture->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
continue;
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
}
-void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
+void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t relativelightdirection, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
}
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
model_t *model = ent->model;
msurface_t *surface;
int modelsurfacelistindex;
int f = 0;
- float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+ float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
texture_t *t = NULL;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
t = surface->texture->currentframe;
- if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
- continue;
- if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+ if (t->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
}
else
{
{
if (numsurfacelist)
{
- R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+ R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
numsurfacelist = 0;
}
t = surface->texture;
rsurface_texture = t->currentframe;
- f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
+ f = rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW;
}
if (f && surface->num_triangles)
surfacelist[numsurfacelist++] = surface;
}
if (numsurfacelist)
- R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
- R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+ R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
+ R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
}
}
int surfacelistindex, batchcount;
texture_t *t;
msurface_t *batchsurfaces[BATCHSIZE];
- // note: in practice this never actualy batches, oh well
+ // note: in practice this never actually batches, oh well
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
R_Shadow_RenderMode_Lighting(false, true);
R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
batchnumsurfaces = 0;
}
- qglEnable(GL_CULL_FACE);CHECKGLERROR
}
//Made by [515]
{
if(t->width && !strcasecmp(t->name, r))
{
- if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
+ if(Mod_LoadSkinFrame(&t->skinframes[0], (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
{
Con_Printf("%s replaced with %s\n", r, newt);
return;
else
{
Con_Printf("%s was not found\n", newt);
- Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
+ Mod_LoadSkinFrame(&t->skinframes[0], (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
return;
}
}
Con_Print("Worldmodel textures :\n");
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
- if(t->skin.base != r_texture_notexture)
+ if (t->numskinframes)
Con_Printf("%s\n", t->name);
}