X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rsurf.c;h=9a848f879fccf6a24efde1d866c8efee35a0ba99;hp=839cf24acdae33e5f9909ec9baac4fac0dea130f;hb=7fe21433f8c26bd2442ab72707f7f6063c1932e7;hpb=902f14e9a4773dd27a338562511f418763b903f7 diff --git a/gl_rsurf.c b/gl_rsurf.c index 839cf24a..9a848f87 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -25,23 +25,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define MAX_LIGHTMAP_SIZE 256 -cvar_t r_ambient = {0, "r_ambient", "0"}; -cvar_t r_drawportals = {0, "r_drawportals", "0"}; -cvar_t r_testvis = {0, "r_testvis", "0"}; -cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"}; -cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"}; -cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"}; -cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"}; -cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"}; - -// flag arrays used for visibility checking on world model -// (all other entities have no per-surface/per-leaf visibility checks) -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters -qbyte r_pvsbits[(32768+7)>>3]; -// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs -qbyte r_worldleafvisible[32768]; -// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces -qbyte r_worldsurfacevisible[262144]; +cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), 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_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"}; /* =============== @@ -52,11 +40,12 @@ Combine and scale multiple lightmaps into the 8.8 format in blocklights */ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) { - int smax, tmax, i, j, size, size3, maps, stride, l; - unsigned int *bl, scale; - qbyte *lightmap, *out, *stain; - static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting - static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; + int smax, tmax, i, size, size3, maps, l; + int *bl, scale; + unsigned char *lightmap, *out, *stain; + model_t *model = ent->model; + static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting + static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4]; // update cached lighting info surface->cached_dlight = 0; @@ -69,7 +58,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) // set to full bright if no light data bl = intblocklights; - if (!ent->model->brushq1.lightdata) + if (!model->brushq1.lightdata) { for (i = 0;i < size3;i++) bl[i] = 255*256; @@ -77,16 +66,13 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) else { // clear to no light - memset(bl, 0, size*3*sizeof(unsigned int)); + memset(bl, 0, size3*sizeof(*bl)); // add all the lightmaps if (lightmap) - { - bl = intblocklights; for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3) - for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) + for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++) bl[i] += lightmap[i] * scale; - } } stain = surface->lightmapinfo->stainsamples; @@ -96,35 +82,80 @@ 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 (ent->model->brushq1.lightmaprgba) + if (model->brushq1.lightmaprgba) { - stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++) { - for (j = 0;j < smax;j++) - { - 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++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + *out++ = 255; } } else { - stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3; - for (i = 0;i < tmax;i++, out += stride) + for (i = 0;i < size;i++) + { + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + } + } + + R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); + + // update the surface's deluxemap if it has one + if (surface->deluxemaptexture != r_texture_blanknormalmap) + { + vec3_t n; + unsigned char *normalmap = surface->lightmapinfo->nmapsamples; + lightmap = surface->lightmapinfo->samples; + // clear to no normalmap + bl = intblocklights; + memset(bl, 0, size3*sizeof(*bl)); + // add all the normalmaps + if (lightmap && normalmap) + { + 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++) + { + // add the normalmap with weighting proportional to the style's lightmap intensity + l = (int)(VectorLength(lightmap + i*3) * scale); + bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l; + bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l; + bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l; + } + } + } + bl = intblocklights; + out = templight; + // we simply renormalize the weighted normals to get a valid deluxemap + if (model->brushq1.lightmaprgba) { - for (j = 0;j < smax;j++) + for (i = 0;i < size;i++, bl += 3) { - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); - l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255); + 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); + } + } + R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); } - - R_UpdateTexture(surface->lightmaptexture, templight); } void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8]) @@ -132,7 +163,7 @@ void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radi float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2; msurface_t *surface, *endsurface; int i, s, t, smax, tmax, smax3, impacts, impactt, stained; - qbyte *bl; + unsigned char *bl; vec3_t impact; maxdist = radius * radius; @@ -175,12 +206,12 @@ loc0: smax = (surface->lightmapinfo->extents[0] >> 4) + 1; tmax = (surface->lightmapinfo->extents[1] >> 4) + 1; - impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]; - impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]; + impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]); + impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]); s = bound(0, impacts, smax * 16) - impacts; t = bound(0, impactt, tmax * 16) - impactt; - i = s * s + t * t + dist2; + i = (int)(s * s + t * t + dist2); if (i > maxdist) continue; @@ -210,9 +241,9 @@ loc0: { if (a > 1) a = 1; - bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); - bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); - bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); + bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0])); + bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1])); + bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2])); stained = true; } } @@ -270,13 +301,12 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor); // look for embedded bmodels - for (n = 0;n < cl_num_brushmodel_entities;n++) + for (n = 0;n < cl.num_brushmodel_entities;n++) { - ent = &cl_entities[cl_brushmodel_entities[n]].render; + ent = &cl.entities[cl.brushmodel_entities[n]].render; model = ent->model; if (model && model->name[0] == '*') { - Mod_CheckLoaded(model); if (model->brush.data_nodes) { Matrix4x4_Transform(&ent->inversematrix, origin, org); @@ -295,43 +325,42 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ============================================================= */ -static void R_DrawPortal_Callback(const void *calldata1, int calldata2) +static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int i; + // due to the hacky nature of this function's parameters, this is never + // called with a batch, so numsurfaces is always 1, and the surfacelist + // contains only a leaf number for coloring purposes + const mportal_t *portal = (mportal_t *)ent; + int i, numpoints; float *v; - rmeshstate_t m; - const mportal_t *portal = calldata1; + float vertex3f[POLYGONELEMENTS_MAXPOINTS*3]; + CHECKGLERROR GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); - R_Mesh_Matrix(&r_identitymatrix); + GL_CullFace(GL_NONE); + R_Mesh_Matrix(&identitymatrix); + + numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS); - memset(&m, 0, sizeof(m)); - m.pointer_vertex = varray_vertex3f; - R_Mesh_State(&m); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); - i = calldata2; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f), - ((i & 0x0038) >> 3) * (1.0f / 7.0f), - ((i & 0x01C0) >> 6) * (1.0f / 7.0f), + 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, 0.125f); - if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0) - { - for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3) - VectorCopy(portal->points[i].position, v); - } - else - for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3) - VectorCopy(portal->points[i].position, v); - GL_LockArrays(0, portal->numpoints); - R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements); - GL_LockArrays(0, 0); + for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) + VectorCopy(portal->points[i].position, v); + R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements); } // LordHavoc: this is just a nice debugging tool, very slow -static void R_DrawPortals(void) +void R_DrawPortals(void) { - int i, leafnum;//, portalnum; + int i, leafnum; mportal_t *portal; float center[3], f; model_t *model = r_refdef.worldmodel; @@ -339,7 +368,7 @@ static void R_DrawPortals(void) return; for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) { - if (r_worldleafvisible[leafnum]) + if (r_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) @@ -352,45 +381,14 @@ static 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, portal, portalnum); - R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum); + R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight); } } } } } -static void R_DrawCollisionBrush(colbrushf_t *brush) -{ - int i; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = brush->points->v; - R_Mesh_State(&m); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) -{ - int i; - rmeshstate_t m; - if (!surface->num_collisiontriangles) - return; - memset(&m, 0, sizeof(m)); - m.pointer_vertex = surface->data_collisionvertex3f; - R_Mesh_State(&m); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->num_collisionvertices); - R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); - GL_LockArrays(0, 0); -} - -void R_WorldVisibility(void) +void R_View_WorldVisibility(void) { int i, j, *mark; mleaf_t *leaf; @@ -401,106 +399,121 @@ void R_WorldVisibility(void) return; // if possible find the leaf the view origin is in - viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL; + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL; // if possible fetch the visible cluster bits - if (model->brush.FatPVS) - model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + if (!r_lockpvs.integer && model->brush.FatPVS) + model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits)); - // clear the visible surface and leaf flags arrays - memset(r_worldsurfacevisible, 0, model->num_surfaces); - memset(r_worldleafvisible, 0, model->brush.num_leafs); - - // if the user prefers surfaceworldnode (testing?) or the viewleaf could - // not be found, or the viewleaf is not part of the visible world - // (floating around in the void), use the pvs method - if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0) + if (!r_lockvisibility.integer) { - // pvs method: - // similar to quake's RecursiveWorldNode but without cache misses - for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) + // 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); + + r_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 leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + // 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; + for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { - c_leafs++; - r_worldleafvisible[j] = true; - if (leaf->numleafsurfaces) - for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_worldsurfacevisible[*mark] = true; + // 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; + if (leaf->numleafsurfaces) + for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) + r_viewcache.world_surfacevisible[*mark] = true; + } } } - } - else - { - int leafstackpos; - mportal_t *p; - mleaf_t *leafstack[8192]; - // portal method: - // follows portals leading outward from viewleaf, does not venture - // offscreen or into leafs that are not visible, faster than Quake's - // RecursiveWorldNode and vastly better in unvised maps, often culls a - // lot of surface that pvs alone would miss - leafstack[0] = viewleaf; - leafstackpos = 1; - while (leafstackpos) + // 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) + { + // pvs method: + // simply check if each leaf is in the Potentially Visible Set, + // and cull to frustum (view pyramid) + // 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 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)) + { + r_refdef.stats.world_leafs++; + r_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; + } + } + } + // otherwise use a recursive portal flow, culling each portal to + // frustum and checking if the leaf the portal leads to is in the pvs + else { - c_leafs++; - leaf = leafstack[--leafstackpos]; - r_worldleafvisible[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_worldsurfacevisible[*mark] = true; - // follow portals into other leafs - // the checks are: - // if viewer is behind portal (portal faces outward into the scene) - // and the portal polygon's bounding box is on the screen - // and the leaf has not been visited yet - // and the leaf is visible in the pvs - // (the first two checks won't cause as many cache misses as the leaf checks) - for (p = leaf->portals;p;p = p->next) - if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex)) - leafstack[leafstackpos++] = p->past; + int leafstackpos; + mportal_t *p; + mleaf_t *leafstack[8192]; + // simple-frustum portal method: + // follows portals leading outward from viewleaf, does not venture + // offscreen or into leafs that are not visible, faster than + // Quake's RecursiveWorldNode and vastly better in unvised maps, + // often culls some surfaces that pvs alone would miss + // (such as a room in pvs that is hidden behind a wall, but the + // passage leading to the room is off-screen) + leafstack[0] = viewleaf; + leafstackpos = 1; + while (leafstackpos) + { + r_refdef.stats.world_leafs++; + leaf = leafstack[--leafstackpos]; + r_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; + // follow portals into other leafs + // the checks are: + // if viewer is behind portal (portal faces outward into the scene) + // and the portal polygon's bounding box is on the screen + // and the leaf has not been visited yet + // and the leaf is visible in the pvs + // (the first two checks won't cause as many cache misses as the leaf checks) + 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) + && !R_CullBox(p->mins, p->maxs) + && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0]))) + leafstack[leafstackpos++] = p->past; + } + } } } - - if (r_drawportals.integer) - R_DrawPortals(); } void R_Q1BSP_DrawSky(entity_render_t *ent) { if (ent->model == NULL) return; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, true); + R_DrawSurfaces(ent, true); } void R_Q1BSP_Draw(entity_render_t *ent) { - if (ent->model == NULL) + model_t *model = ent->model; + if (model == NULL) return; - c_bmodels++; - if (r_drawcollisionbrushes.integer < 2) - R_DrawSurfaces(ent, false); - if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes) - { - int i; - model_t *model = ent->model; - msurface_t *surface; - q3mbrush_t *brush; - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(true); - qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->num_collisiontriangles) - R_DrawCollisionSurface(ent, surface); - qglPolygonOffset(0, 0); - } + R_DrawSurfaces(ent, false); } typedef struct r_q1bsp_getlightinfo_s @@ -509,16 +522,19 @@ typedef struct r_q1bsp_getlightinfo_s vec3_t relativelightorigin; float lightradius; int *outleaflist; - qbyte *outleafpvs; + unsigned char *outleafpvs; int outnumleafs; int *outsurfacelist; - qbyte *outsurfacepvs; + unsigned char *outsurfacepvs; + unsigned char *tempsurfacepvs; int outnumsurfaces; vec3_t outmins; vec3_t outmaxs; vec3_t lightmins; vec3_t lightmaxs; - const qbyte *pvs; + const unsigned char *pvs; + qboolean svbsp_active; + qboolean svbsp_insertoccluder; } r_q1bsp_getlightinfo_t; @@ -528,21 +544,57 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) mleaf_t *leaf; for (;;) { - if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) - return; - if (!node->plane) + mplane_t *plane = node->plane; + //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) + // return; + if (!plane) break; - sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1; - if (sides == 2) + if (plane->type < 3) + sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1)); + else + 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! else - node = node->children[sides]; + 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 (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex)) + return; + } + // inserting occluders does not alter the leaf 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]); @@ -559,32 +611,52 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) 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)) - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) + 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 ((!r_shadow_frontsidecasting.integer || 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; + if (info->svbsp_insertoccluder) + continue; + else + break; } } } @@ -593,7 +665,80 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node) } } -void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer) +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; + + // we HAVE to mark the leaf the light is in as lit, because portals are + // irrelevant to a leaf that the light source is inside of + // (and they are all facing away, too) + { + mnode_t *node = info->model->brush.data_nodes; + mleaf_t *leaf; + while (node->plane) + node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist]; + leaf = (mleaf_t *)node; + info->outmins[0] = min(info->outmins[0], leaf->mins[0]); + info->outmins[1] = min(info->outmins[1], leaf->mins[1]); + info->outmins[2] = min(info->outmins[2], leaf->mins[2]); + info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]); + info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]); + info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]); + if (info->outleafpvs) + { + int leafindex = leaf - info->model->brush.data_leafs; + if (!CHECKPVSBIT(info->outleafpvs, leafindex)) + { + SETPVSBIT(info->outleafpvs, leafindex); + info->outleaflist[info->outnumleafs++] = leafindex; + } + } + } + + 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; VectorCopy(relativelightorigin, info.relativelightorigin); @@ -623,26 +768,17 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa VectorCopy(info.relativelightorigin, info.outmaxs); memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3); memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3); - if (info.model->brush.GetPVS) + if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer) info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin); 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]); @@ -656,89 +792,263 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa *outnumsurfacespointer = info.outnumsurfaces; } -void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs) +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; - if (r_drawcollisionbrushes.integer < 2) + 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); + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + surface = model->data_surfaces + surfacelist[surfacelistindex]; + texture = surface->texture; + if (texture->basematerialflags & MATERIALFLAG_NOSHADOW) + continue; + 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, 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 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, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs); + } +} + +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 = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value; + texture_t *t = NULL; + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + msurface_t *surfacelist[1024]; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs)) + return; + R_UpdateAllTextureInfo(ent); + if (model->brush.shadowmesh) { R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) { - surface = model->data_surfaces + surfacelist[surfacelistindex]; - if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL) + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW) continue; - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - 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 + r_shadow_projectdistance.value, 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 + { + projectdistance = lightradius + model->radius*2; + RSurf_ActiveEntity(ent, false, false); + R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles); + // identify lit faces within the bounding box + for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++) + { + surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex]; + if (t != surface->texture || numsurfacelist >= maxsurfacelist) + { + if (numsurfacelist) + { + R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist); + numsurfacelist = 0; + } + t = surface->texture; + rsurface_texture = t->currentframe; + f = (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) == 0; + } + if (f && surface->num_triangles) + surfacelist[numsurfacelist++] = surface; + } + if (numsurfacelist) + 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); } } -void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist) +#define BATCHSIZE 256 + +static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + int surfacelistindex, batchcount; + texture_t *t; + msurface_t *batchsurfaces[BATCHSIZE]; + // 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_SetupEntityLight(ent); + t = NULL; + batchcount = 0; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; + if (t != surface->texture) + { + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + batchcount = 0; + t = surface->texture; + R_UpdateTextureInfo(ent, t); + rsurface_texture = t->currentframe; + } + batchsurfaces[batchcount++] = surface; + } + if (batchcount > 0) + R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces); + R_Shadow_RenderMode_End(); +} + +static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist) +{ + int batchsurfaceindex; + msurface_t *batchsurface; + vec3_t tempcenter, center; + for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++) + { + batchsurface = batchsurfacelist[batchsurfaceindex]; + tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f; + tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f; + tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight); + } +} + +#define RSURF_MAX_BATCHSURFACES 1024 + +void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist) { model_t *model = ent->model; msurface_t *surface; - texture_t *t; - int surfacelistindex; - if (r_drawcollisionbrushes.integer < 2) + int surfacelistindex, batchnumsurfaces; + msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; + texture_t *tex; + qboolean skip; + CHECKGLERROR + RSurf_ActiveEntity(ent, true, true); + R_UpdateAllTextureInfo(ent); + tex = NULL; + rsurface_texture = NULL; + skip = false; + batchnumsurfaces = 0; + CHECKGLERROR + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) { - R_Mesh_Matrix(&ent->matrix); - if (!r_shadow_compilingrtlight) - R_UpdateAllTextureInfo(ent); - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]])) + continue; + surface = model->data_surfaces + surfacelist[surfacelistindex]; + r_refdef.stats.lights_lighttriangles += surface->num_triangles; + if (tex != surface->texture) { - surface = model->data_surfaces + surfacelist[surfacelistindex]; - if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->num_triangles) + if (batchnumsurfaces > 0) + { + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; + } + tex = surface->texture; + rsurface_texture = surface->texture->currentframe; + skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0; + if (skip) continue; - if (r_shadow_compilingrtlight) + } + if (!skip && surface->num_triangles) + { + if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES) { - // if compiling an rtlight, capture the mesh - t = surface->texture; - if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { -#if 1 - int tri; - int *e; - float *lightmins, *lightmaxs, *v[3], *vertex3f; - e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle; - vertex3f = surface->groupmesh->data_vertex3f; - lightmins = r_shadow_compilingrtlight->cullmins; - lightmaxs = r_shadow_compilingrtlight->cullmaxs; - for (tri = 0;tri < surface->num_triangles;tri++, e += 3) - { - v[0] = vertex3f + e[0] * 3; - v[1] = vertex3f + e[1] * 3; - v[2] = vertex3f + e[2] * 3; - if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2]))) - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e); - } -#else - Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)); -#endif - } + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; } - else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) + batchsurfacelist[batchnumsurfaces++] = surface; + } + } + if (batchnumsurfaces > 0) + { + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist); + else + R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist); + batchnumsurfaces = 0; + } +} + +//Made by [515] +void R_ReplaceWorldTexture (void) +{ + model_t *m; + texture_t *t; + int i; + const char *r, *newt; + m = r_refdef.worldmodel; + + if(Cmd_Argc() < 2) + { + Con_Print("r_replacemaptexture - replaces texture\n"); + Con_Print("r_replacemaptexture - switch back to default texture\n"); + return; + } + if(!cl.islocalgame || !cl.worldmodel) + { + Con_Print("This command works only in singleplayer\n"); + return; + } + r = Cmd_Argv(1); + newt = Cmd_Argv(2); + if(!newt[0]) + newt = r; + for(i=0,t=m->data_textures;inum_textures;i++,t++) + { + if(t->width && !strcasecmp(t->name, r)) + { + if(Mod_LoadSkinFrame(&t->skinframes[0], (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer)) { - t = surface->texture->currentframe; - // FIXME: transparent surfaces need to be lit later - if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL) - { - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglDisable(GL_CULL_FACE); - R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, t->skin.base, NULL, NULL, t->skin.nmap, t->skin.gloss); - if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) - qglEnable(GL_CULL_FACE); - } + Con_Printf("%s replaced with %s\n", r, newt); + return; + } + else + { + Con_Printf("%s was not found\n", newt); + Mod_LoadSkinFrame(&t->skinframes[0], (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default + return; } } } } +//Made by [515] +void R_ListWorldTextures (void) +{ + model_t *m; + texture_t *t; + int i; + m = r_refdef.worldmodel; + + Con_Print("Worldmodel textures :\n"); + for(i=0,t=m->data_textures;inum_textures;i++,t++) + if (t->numskinframes) + Con_Printf("%s\n", t->name); +} + #if 0 static void gl_surf_start(void) { @@ -757,14 +1067,14 @@ void GL_Surf_Init(void) { Cvar_RegisterVariable(&r_ambient); - Cvar_RegisterVariable(&r_drawportals); - Cvar_RegisterVariable(&r_testvis); - Cvar_RegisterVariable(&r_detailtextures); - Cvar_RegisterVariable(&r_surfaceworldnode); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor); - Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset); + Cvar_RegisterVariable(&r_lockpvs); + Cvar_RegisterVariable(&r_lockvisibility); + Cvar_RegisterVariable(&r_useportalculling); Cvar_RegisterVariable(&r_q3bsp_renderskydepth); + Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes"); // By [515] + Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515] + //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap); }