X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=23e6f3af66fd6440fe43ad3af964e67cb4c05de9;hp=6f1d9625f74996bfdb24fb1d3aa80ab8e2580497;hb=6a8837801b8272f311dcb0c39e4b6b72b0a05a97;hpb=f08d68a017c085bf75f45914b5a80d844f0e232b diff --git a/gl_rsurf.c b/gl_rsurf.c index 6f1d9625..23e6f3af 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -28,7 +28,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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"}; /* @@ -52,6 +52,9 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) size = smax*tmax; size3 = size*3; + r_refdef.stats.lightmapupdatepixels += size; + r_refdef.stats.lightmapupdates++; + if (cl.buildlightmapmemorysize < size*sizeof(int[3])) { cl.buildlightmapmemorysize = size*sizeof(int[3]); @@ -85,7 +88,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // add all the lightmaps if (lightmap) for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) - for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; } @@ -96,23 +99,24 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // 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) - if (model->brushq1.lightmaprgba) + if (stain) { - for (i = 0;i < size;i++) + for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - *out++ = 255; + 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++) + for (i = 0;i < size;i++, bl += 3, out += 4) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + 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; } } @@ -132,7 +136,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3) { - for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) + for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++) { // add the normalmap with weighting proportional to the style's lightmap intensity l = (int)(VectorLength(lightmap + i*3) * scale); @@ -145,28 +149,14 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) bl = intblocklights; out = templight; // we simply renormalize the weighted normals to get a valid deluxemap - if (model->brushq1.lightmaprgba) + for (i = 0;i < size;i++, bl += 3, out += 4) { - for (i = 0;i < size;i++, bl += 3) - { - VectorCopy(bl, n); - VectorNormalize(n); - l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); - *out++ = 255; - } - } - else - { - for (i = 0;i < size;i++, bl += 3) - { - VectorCopy(bl, n); - VectorNormalize(n); - l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255); - l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255); - } + VectorCopy(bl, n); + VectorNormalize(n); + l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255); + l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255); + l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255); + out[3] = 255; } R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); } @@ -301,7 +291,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int entity_render_t *ent; model_t *model; vec3_t org; - if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata) + if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata) return; fcolor[0] = cr1; fcolor[1] = cg1; @@ -312,7 +302,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int fcolor[6] = cb2 - cb1; fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f); - R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); + R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor); // look for embedded bmodels for (n = 0;n < cl.num_brushmodel_entities;n++) @@ -352,6 +342,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthRange(0, 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); GL_CullFace(GL_NONE); R_Mesh_Matrix(&identitymatrix); @@ -361,15 +352,16 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r 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_view.colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale, + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x01C0) >> 6) * (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 @@ -378,15 +370,15 @@ void R_DrawPortals(void) int i, leafnum; mportal_t *portal; float center[3], f; - model_t *model = r_refdef.worldmodel; + model_t *model = r_refdef.scene.worldmodel; if (model == NULL) return; - for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) + for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++) { - if (r_viewcache.world_leafvisible[leafnum]) + if (r_refdef.viewcache.world_leafvisible[leafnum]) { //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) - for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) + for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) { if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS) if (!R_CullBox(portal->mins, portal->maxs)) @@ -396,61 +388,84 @@ void R_DrawPortals(void) VectorAdd(center, portal->points[i].position, center); f = ixtable[portal->numpoints]; VectorScale(center, f, center); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight); } } } } } -void R_View_WorldVisibility(void) +void R_View_WorldVisibility(qboolean forcenovis) { int i, j, *mark; mleaf_t *leaf; mleaf_t *viewleaf; - model_t *model = r_refdef.worldmodel; + model_t *model = r_refdef.scene.worldmodel; if (!model) return; + if (r_refdef.view.usecustompvs) + { + // clear the visible surface and leaf flags arrays + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + r_refdef.viewcache.world_novis = false; + + // simply cull each marked leaf to the frustum (view pyramid) + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + { + // 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)) + { + r_refdef.stats.world_leafs++; + r_refdef.viewcache.world_leafvisible[j] = true; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_refdef.viewcache.world_surfacevisible[*mark] = true; + } + } + return; + } + // if possible find the leaf the view origin is in - viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL; + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL; // if possible fetch the visible cluster bits if (!r_lockpvs.integer && model->brush.FatPVS) - model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits)); + model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false); if (!r_lockvisibility.integer) { // clear the visible surface and leaf flags arrays - memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces); - memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs); + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); - r_viewcache.world_novis = false; + r_refdef.viewcache.world_novis = false; // 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) + if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis) { // no visibility method: (used when floating around in the void) // simply cull each leaf to the frustum (view pyramid) // similar to quake's RecursiveWorldNode but without cache misses - r_viewcache.world_novis = true; + r_refdef.viewcache.world_novis = true; for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces if (!R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } - // 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, @@ -459,17 +474,17 @@ void R_View_WorldVisibility(void) for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } - // 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 { @@ -488,14 +503,14 @@ void R_View_WorldVisibility(void) while (leafstackpos) { leaf = leafstack[--leafstackpos]; - if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs]) + if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) continue; r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; + r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; // mark any surfaces bounding this leaf if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; // follow portals into other leafs // the checks are: // if viewer is behind portal (portal faces outward into the scene) @@ -506,9 +521,9 @@ void R_View_WorldVisibility(void) for (p = leaf->portals;p;p = p->next) { r_refdef.stats.world_portals++; - if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) - && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] - && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex) + if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1) + && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs] + && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs) && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0]))) leafstack[leafstackpos++] = p->past; @@ -522,10 +537,21 @@ void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; - if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(true, true, false); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(true, true, false, false, false); else - R_DrawModelSurfaces(ent, true, true, false); + R_DrawModelSurfaces(ent, true, true, false, false, false); +} + +void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent) +{ + model_t *model = ent->model; + if (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); } void R_Q1BSP_Draw(entity_render_t *ent) @@ -533,10 +559,10 @@ void R_Q1BSP_Draw(entity_render_t *ent) model_t *model = ent->model; if (model == NULL) return; - if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(false, true, false); + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, true, false, false, false); else - R_DrawModelSurfaces(ent, false, true, false); + R_DrawModelSurfaces(ent, false, true, false, false, false); } void R_Q1BSP_DrawDepth(entity_render_t *ent) @@ -544,10 +570,30 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent) model_t *model = ent->model; if (model == NULL) return; - if (ent == r_refdef.worldentity) - R_DrawWorldSurfaces(false, false, true); + 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 (ent->model == NULL) + return; + if (ent == r_refdef.scene.worldentity) + R_DrawWorldSurfaces(false, false, false, false, true); else - R_DrawModelSurfaces(ent, false, false, true); + R_DrawModelSurfaces(ent, false, false, false, false, true); } typedef struct r_q1bsp_getlightinfo_s @@ -585,7 +631,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) // return; if (!plane) break; - //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes)) + //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes)) // return; if (plane->type < 3) { @@ -627,7 +673,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) node = node->children[sides - 1]; } } - if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes)) + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes)) return; leaf = (mleaf_t *)node; if (info->svbsp_active) @@ -929,6 +975,8 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true); } +extern cvar_t r_polygonoffset_submodel_factor; +extern cvar_t r_polygonoffset_submodel_offset; 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; @@ -939,6 +987,8 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) return; R_UpdateAllTextureInfo(ent); + if (ent->model->brush.submodel) + GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value); if (model->brush.shadowmesh) { R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); @@ -959,14 +1009,16 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; - rsurface_texture = surface->texture->currentframe; - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) + rsurface.texture = surface->texture->currentframe; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) continue; RSurf_PrepareVerticesForBatch(false, false, 1, &surface); - R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); + R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); } - 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); + 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); } + if (ent->model->brush.submodel) + GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset); } #define BATCHSIZE 1024 @@ -984,41 +1036,39 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co for (i = 0;i < numsurfaces;i = j) { j = i + 1; - surface = rsurface_model->data_surfaces + surfacelist[i]; + surface = rsurface.modelsurfaces + surfacelist[i]; t = surface->texture; R_UpdateTextureInfo(ent, t); - rsurface_texture = t->currentframe; + rsurface.texture = t->currentframe; endsurface = min(j + BATCHSIZE, numsurfaces); for (j = i;j < endsurface;j++) { - surface = rsurface_model->data_surfaces + surfacelist[j]; + surface = rsurface.modelsurfaces + surfacelist[j]; 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(); } -#define RSURF_MAX_BATCHSURFACES 1024 +#define RSURF_MAX_BATCHSURFACES 8192 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs) { model_t *model = ent->model; msurface_t *surface; - int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex; + int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle; qboolean usebufferobject, culltriangles; const int *element3i; msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; int batchelements[BATCHSIZE*3]; texture_t *tex; CHECKGLERROR - RSurf_ActiveModelEntity(ent, true, true); R_UpdateAllTextureInfo(ent); - CHECKGLERROR culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW); - element3i = rsurface_model->surfmesh.data_element3i; + element3i = rsurface.modelelement3i; // this is a double loop because non-visible surface skipping has to be // fast, and even if this is not the world model (and hence no visibility // checking) the input surface list and batch buffer are different formats @@ -1027,10 +1077,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface { batchnumsurfaces = 0; endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces); - if (ent == r_refdef.worldentity) + if (ent == r_refdef.scene.worldentity) { for (;i < endsurface;i++) - if (r_viewcache.world_surfacevisible[surfacelist[i]]) + if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]]) batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; } else @@ -1040,90 +1090,85 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface } if (!batchnumsurfaces) continue; - for (k = 0;k < batchnumsurfaces;k = l) + for (k = 0;k < batchnumsurfaces;k = kend) { surface = batchsurfacelist[k]; tex = surface->texture; - rsurface_texture = tex->currentframe; - if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER)) + rsurface.texture = tex->currentframe; + // gather surfaces into a batch range + 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)) + 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 < batchnumsurfaces && tex == batchsurfacelist[l]->texture;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_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface_model->data_surfaces, r_shadow_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; - // note: this only accepts consecutive surfaces because - // non-consecutive surfaces often have extreme vertex - // ranges (due to large numbers of surfaces omitted - // between them) - surface = batchsurfacelist[k]; - for (l = k;l < batchnumsurfaces && surface == batchsurfacelist[l] && tex == surface->texture;l++, surface++) + if (trispvs) { - RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++) + if (!CHECKPVSBIT(trispvs, m)) { - if (culltriangles) - { - if (trispvs) - { - if (!CHECKPVSBIT(trispvs, m)) - { - usebufferobject = false; - continue; - } - } - else - { - if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_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; - } - } - } - 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++; - r_refdef.stats.lights_lighttriangles++; - if (batchnumtriangles >= BATCHSIZE) - { - Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0); - batchnumtriangles = 0; - usebufferobject = false; - } + usebufferobject = false; + continue; } - r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles; } - if (batchnumtriangles > 0) + 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) - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchsurfacelist[k]->num_firsttriangle); + // 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++; } } - else + if (batchnumtriangles > 0) { - // skip ahead to the next texture - for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++) - ; + 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); } } } @@ -1137,7 +1182,12 @@ void R_ReplaceWorldTexture (void) int i; const char *r, *newt; skinframe_t *skinframe; - m = r_refdef.worldmodel; + if (!r_refdef.scene.worldmodel) + { + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; if(Cmd_Argc() < 2) { @@ -1156,13 +1206,14 @@ void R_ReplaceWorldTexture (void) newt = r; for(i=0,t=m->data_textures;inum_textures;i++,t++) { - if(t->width && !strcasecmp(t->name, r)) + if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) ) { - if ((skinframe = R_SkinFrame_LoadExternal((char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true))) + if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true))) { - t->skinframes[0] = skinframe; +// t->skinframes[0] = skinframe; + t->currentskinframe = skinframe; + t->currentskinframe = skinframe; Con_Printf("%s replaced with %s\n", r, newt); - return; } else { @@ -1179,7 +1230,12 @@ void R_ListWorldTextures (void) model_t *m; texture_t *t; int i; - m = r_refdef.worldmodel; + if (!r_refdef.scene.worldmodel) + { + Con_Printf("There is no worldmodel\n"); + return; + } + m = r_refdef.scene.worldmodel; Con_Print("Worldmodel textures :\n"); for(i=0,t=m->data_textures;inum_textures;i++,t++)