X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=7674fb506bc666bcd498218f258168e7db593741;hp=57e108401260f615167a478d4ce81bc3bcb983d7;hb=78b6fb46fb00b5c74f08337becebc27e4e8688b8;hpb=c53c8b42b4c5acb7184e2d037415232541ec98a6 diff --git a/r_shadow.c b/r_shadow.c index 57e10840..7674fb50 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1289,6 +1289,12 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements); } + else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES) + { + tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); + R_Mesh_VertexPointer(shadowvertex3f, 0, 0); + R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0); + } else { // decide which type of shadow to generate and set stencil mode @@ -2989,8 +2995,7 @@ void R_RTLight_Compile(rtlight_t *rtlight) { // this variable must be set for the CompileShadowVolume/CompileShadowMap code r_shadow_compilingrtlight = rtlight; - R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles); - model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs); + model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL); numleafpvsbytes = (model->brush.num_leafs + 7) >> 3; numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3; numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3; @@ -3112,9 +3117,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) int i, j; mplane_t plane; // reset the count of frustum planes - // see rsurface.rtlight_frustumplanes definition for how much this array + // see rtlight->cached_frustumplanes definition for how much this array // can hold - rsurface.rtlight_numfrustumplanes = 0; + rtlight->cached_numfrustumplanes = 0; // haven't implemented a culling path for ortho rendering if (!r_refdef.view.useperspective) @@ -3125,7 +3130,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) break; if (i == 4) for (i = 0;i < 4;i++) - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i]; return; } @@ -3147,11 +3152,11 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) continue; // copy the plane - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i]; } // if all the standard frustum planes were accepted, the light is onscreen // otherwise we need to generate some more planes below... - if (rsurface.rtlight_numfrustumplanes < 4) + if (rtlight->cached_numfrustumplanes < 4) { // at least one of the stock frustum planes failed, so we need to // create one or two custom planes to enclose the light origin @@ -3182,12 +3187,12 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) // we have created a valid plane, compute extra info PlaneClassify(&plane); // copy the plane - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; #if 1 // if we've found 5 frustum planes then we have constructed a // proper split-side case and do not need to keep searching for // planes to enclose the light origin - if (rsurface.rtlight_numfrustumplanes == 5) + if (rtlight->cached_numfrustumplanes == 5) break; #endif } @@ -3195,9 +3200,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) #endif #if 0 - for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++) + for (i = 0;i < rtlight->cached_numfrustumplanes;i++) { - plane = rsurface.rtlight_frustumplanes[i]; + plane = rtlight->cached_frustumplanes[i]; Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane)); } #endif @@ -3217,7 +3222,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal); plane.dist = VectorNormalizeLength(plane.normal); plane.dist += DotProduct(plane.normal, rtlight->shadoworigin); - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; } } #endif @@ -3228,8 +3233,8 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) { VectorClear(plane.normal); plane.normal[i >> 1] = (i & 1) ? -1 : 1; - plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1]; - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane; + plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1]; + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane; } #endif @@ -3240,33 +3245,33 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) vec_t bestdist; // reduce all plane distances to tightly fit the rtlight cull box, which // is in worldspace - VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]); - VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]); - VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]); - VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]); - VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]); - VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]); - VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]); - VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]); - oldnum = rsurface.rtlight_numfrustumplanes; - rsurface.rtlight_numfrustumplanes = 0; + VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]); + VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]); + VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]); + VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]); + VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]); + VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]); + VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]); + VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]); + oldnum = rtlight->cached_numfrustumplanes; + rtlight->cached_numfrustumplanes = 0; for (j = 0;j < oldnum;j++) { // find the nearest point on the box to this plane - bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]); + bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]); for (i = 1;i < 8;i++) { - dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]); + dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]); if (bestdist > dist) bestdist = dist; } - Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist); + Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist); // if the nearest point is near or behind the plane, we want this // plane, otherwise the plane is useless as it won't cull anything - if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125) + if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125) { - PlaneClassify(&rsurface.rtlight_frustumplanes[j]); - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j]; + PlaneClassify(&rtlight->cached_frustumplanes[j]); + rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j]; } } } @@ -3295,14 +3300,14 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const CHECKGLERROR } else if (r_refdef.scene.worldentity->model) - r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); + r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs) { - qboolean zpass; + qboolean zpass = false; shadowmesh_t *mesh; int t, tend; int surfacelistindex; @@ -3313,8 +3318,11 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) { CHECKGLERROR - zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); - R_Shadow_RenderMode_StencilShadowVolumes(zpass); + if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES) + { + zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); + R_Shadow_RenderMode_StencilShadowVolumes(zpass); + } mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail; for (;mesh;mesh = mesh->next) { @@ -3359,7 +3367,7 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs); } else if (numsurfaces) - r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs); + r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs); rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } @@ -3444,7 +3452,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent) rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) +void R_CacheRTLight(rtlight_t *rtlight) { int i; float f; @@ -3456,14 +3464,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) int numshadowentities; int numshadowentities_noselfshadow; static entity_render_t *lightentities[MAX_EDICTS]; + static entity_render_t *lightentities_noselfshadow[MAX_EDICTS]; static entity_render_t *shadowentities[MAX_EDICTS]; - static unsigned char entitysides[MAX_EDICTS]; - int lightentities_noselfshadow; - int shadowentities_noselfshadow; - vec3_t nearestpoint; - vec_t distance; - qboolean castshadows; - int lodlinear; + static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS]; + + rtlight->draw = false; // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights) // skip lights that are basically invisible (color 0 0 0) @@ -3503,8 +3508,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; - VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins); - VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs); + VectorCopy(rtlight->cullmins, rtlight->cached_cullmins); + VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs); + + R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); if (rtlight->compiled && r_shadow_realtime_world_compile.integer) { @@ -3523,8 +3530,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) { // dynamic light, world available and can receive realtime lighting // calculate lit surfaces and leafs - R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); - r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs); + r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes); + R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); leaflist = r_shadow_buffer_leaflist; leafpvs = r_shadow_buffer_leafpvs; surfacelist = r_shadow_buffer_surfacelist; @@ -3532,7 +3539,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) shadowtrispvs = r_shadow_buffer_shadowtrispvs; lighttrispvs = r_shadow_buffer_lighttrispvs; // if the reduced leaf bounds are offscreen, skip it - if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) + if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) return; } else @@ -3556,19 +3563,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (i == numleafs) return; } - // set up a scissor rectangle for this light - if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) - return; - - R_Shadow_ComputeShadowCasterCullingPlanes(rtlight); // make a list of lit entities and shadow casting entities numlightentities = 0; numlightentities_noselfshadow = 0; - lightentities_noselfshadow = sizeof(lightentities)/sizeof(lightentities[0]) - 1; numshadowentities = 0; numshadowentities_noselfshadow = 0; - shadowentities_noselfshadow = sizeof(shadowentities)/sizeof(shadowentities[0]) - 1; // add dynamic entities that are lit by the light if (r_drawentities.integer) @@ -3578,11 +3578,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) dp_model_t *model; entity_render_t *ent = r_refdef.scene.entities[i]; vec3_t org; - if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs)) + if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs)) continue; // skip the object entirely if it is not within the valid // shadow-casting region (which includes the lit region) - if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes)) + if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes)) continue; if (!(model = ent->model)) continue; @@ -3595,7 +3595,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs)) continue; if (ent->flags & RENDER_NOSELFSHADOW) - lightentities[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent; + lightentities_noselfshadow[numlightentities_noselfshadow++] = ent; else lightentities[numlightentities++] = ent; // since it is lit, it probably also casts a shadow... @@ -3610,7 +3610,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // RENDER_NOSELFSHADOW entities such as the gun // (very weird, but keeps the player shadow off the gun) if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) - shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent; + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; else shadowentities[numshadowentities++] = ent; } @@ -3628,7 +3628,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1) { if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL)) - shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent; + shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent; else shadowentities[numshadowentities++] = ent; } @@ -3640,14 +3640,98 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0) return; + // count this light in the r_speeds + r_refdef.stats.lights++; + + // flag it as worth drawing later + rtlight->draw = true; + + // cache all the animated entities that cast a shadow but are not visible + for (i = 0;i < numshadowentities;i++) + if (shadowentities[i]->animcacheindex < 0) + R_AnimCache_GetEntity(shadowentities[i], false, false); + for (i = 0;i < numshadowentities_noselfshadow;i++) + if (shadowentities_noselfshadow[i]->animcacheindex < 0) + R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false); + + // allocate some temporary memory for rendering this light later in the frame + // reusable buffers need to be copied, static data can be used as-is + rtlight->cached_numlightentities = numlightentities; + rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow; + rtlight->cached_numshadowentities = numshadowentities; + rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow; + rtlight->cached_numsurfaces = numsurfaces; + rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities); + rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow); + rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities); + rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow); + if (shadowtrispvs == r_shadow_buffer_shadowtrispvs) + { + rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs); + rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs); + rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist); + } + else + { + // compiled light data + rtlight->cached_shadowtrispvs = shadowtrispvs; + rtlight->cached_lighttrispvs = lighttrispvs; + rtlight->cached_surfacelist = surfacelist; + } +} + +void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) +{ + int i; + int numsurfaces; + unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides; + int numlightentities; + int numlightentities_noselfshadow; + int numshadowentities; + int numshadowentities_noselfshadow; + entity_render_t **lightentities; + entity_render_t **lightentities_noselfshadow; + entity_render_t **shadowentities; + entity_render_t **shadowentities_noselfshadow; + int *surfacelist; + static unsigned char entitysides[MAX_EDICTS]; + static unsigned char entitysides_noselfshadow[MAX_EDICTS]; + vec3_t nearestpoint; + vec_t distance; + qboolean castshadows; + int lodlinear; + + // check if we cached this light this frame (meaning it is worth drawing) + if (!rtlight->draw) + return; + + // if R_FrameData_Store ran out of space we skip anything dependent on it + if (r_framedata_failed) + return; + + numlightentities = rtlight->cached_numlightentities; + numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow; + numshadowentities = rtlight->cached_numshadowentities; + numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow; + numsurfaces = rtlight->cached_numsurfaces; + lightentities = rtlight->cached_lightentities; + lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow; + shadowentities = rtlight->cached_shadowentities; + shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow; + shadowtrispvs = rtlight->cached_shadowtrispvs; + lighttrispvs = rtlight->cached_lighttrispvs; + surfacelist = rtlight->cached_surfacelist; + + // set up a scissor rectangle for this light + if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs)) + return; + // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); // make this the active rtlight for rendering purposes R_Shadow_RenderMode_ActiveLight(rtlight); - // count this light in the r_speeds - r_refdef.stats.lights++; if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows)) { @@ -3659,7 +3743,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numshadowentities;i++) R_Shadow_DrawEntityShadow(shadowentities[i]); for (i = 0;i < numshadowentities_noselfshadow;i++) - R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]); + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); + R_Shadow_RenderMode_VisibleLighting(false, false); } if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow) @@ -3672,7 +3757,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i]); for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows); @@ -3708,6 +3793,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder); + surfacesides = NULL; if (numsurfaces) { if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer) @@ -3717,6 +3803,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) } else { + surfacesides = r_shadow_buffer_surfacesides; for(i = 0;i < numsurfaces;i++) { msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i]; @@ -3732,7 +3819,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias); if (receivermask < 0x3F) for(i = 0; i < numlightentities_noselfshadow;i++) - receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias); + receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias); } receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder); @@ -3742,7 +3829,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numshadowentities;i++) castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); for (i = 0;i < numshadowentities_noselfshadow;i++) - castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); + castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); } //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size); @@ -3764,7 +3851,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // draw lighting in the unmasked areas R_Shadow_RenderMode_Lighting(false, false, true); for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); } // render shadow casters into 6 sided depth texture @@ -3773,8 +3860,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side)) { R_Shadow_RenderMode_ShadowMap(side, false, size); - for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side)) - R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]); + for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side)) + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); } } @@ -3794,42 +3881,25 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); R_Shadow_ClearStencil(); - if (numsurfaces + numshadowentities) - { - if (numsurfaces) - R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); - for (i = 0;i < numshadowentities;i++) - R_Shadow_DrawEntityShadow(shadowentities[i]); - } + if (numsurfaces) + R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs); + for (i = 0;i < numshadowentities;i++) + R_Shadow_DrawEntityShadow(shadowentities[i]); - if (numlightentities_noselfshadow) - { - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false, false); - for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(true, false, false); + for (i = 0;i < numlightentities_noselfshadow;i++) + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); - // optionally draw the illuminated areas - // for performance analysis by level designers - if (r_showlighting.integer && r_refdef.view.showdebug) - { - R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false); - for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); - } - for (i = 0;i < numshadowentities_noselfshadow;i++) - R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]); - } + for (i = 0;i < numshadowentities_noselfshadow;i++) + R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]); - if (numsurfaces + numlightentities) - { - // draw lighting in the unmasked areas - R_Shadow_RenderMode_Lighting(true, false, false); - if (numsurfaces) - R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); - for (i = 0;i < numlightentities;i++) - R_Shadow_DrawEntityLight(lightentities[i]); - } + // draw lighting in the unmasked areas + R_Shadow_RenderMode_Lighting(true, false, false); + if (numsurfaces) + R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs); + for (i = 0;i < numlightentities;i++) + R_Shadow_DrawEntityLight(lightentities[i]); } else { @@ -3840,7 +3910,52 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) for (i = 0;i < numlightentities;i++) R_Shadow_DrawEntityLight(lightentities[i]); for (i = 0;i < numlightentities_noselfshadow;i++) - R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]); + R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]); + } +} + +void R_PrepareRTLights(void) +{ + int flag; + int lnum; + size_t lightindex; + dlight_t *light; + size_t range; + float f; + + R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles); + + flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + if (r_shadow_debuglight.integer >= 0) + { + lightindex = r_shadow_debuglight.integer; + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_CacheRTLight(&light->rtlight); + } + else + { + range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + for (lightindex = 0;lightindex < range;lightindex++) + { + light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (light && (light->flags & flag)) + R_CacheRTLight(&light->rtlight); + } + } + if (r_refdef.scene.rtdlight) + { + for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) + R_CacheRTLight(r_refdef.scene.lights[lnum]); + } + else if(gl_flashblend.integer) + { + for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) + { + rtlight_t *rtlight = r_refdef.scene.lights[lnum]; + f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value; + VectorScale(rtlight->color, f, rtlight->currentcolor); + } } }