]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
improved shadowmap side culling
authoreihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 6 Oct 2009 19:24:41 +0000 (19:24 +0000)
committereihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 6 Oct 2009 19:24:41 +0000 (19:24 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9316 d7cf8633-e32d-0410-b094-e92efae38249

client.h
gl_rsurf.c
matrixlib.c
r_shadow.c
r_shadow.h

index c6a347fa1b64bd653d01723dd78e652f34e327b0..d9fb6ab51362ec9b36cf0939c943735baccd88d7 100644 (file)
--- a/client.h
+++ b/client.h
@@ -149,6 +149,9 @@ typedef struct rtlight_s
        /// (important on big surfaces such as terrain)
        int static_numlighttrispvsbytes;
        unsigned char *static_lighttrispvs;
        /// (important on big surfaces such as terrain)
        int static_numlighttrispvsbytes;
        unsigned char *static_lighttrispvs;
+       /// masks of all shadowmap sides that have any potential static receivers or casters
+       int static_shadowmap_receivers;
+       int static_shadowmap_casters;
 }
 rtlight_t;
 
 }
 rtlight_t;
 
index 867a82b22926ad7a301ff46c345c934a77b88111..f3f121ce376b76d545424c20280f4e4905ad534f 100644 (file)
@@ -1064,18 +1064,21 @@ void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin,
        dp_model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
        dp_model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
-       int sidetotals[6] = { 0, 0, 0, 0, 0, 0 };
+       int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
+       int i;
        r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
        R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                surface = model->data_surfaces + surfacelist[surfacelistindex];
        r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
        R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                surface = model->data_surfaces + surfacelist[surfacelistindex];
-               if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
-                       continue;
-               R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, sidetotals);
+               sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
        }
        R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
        r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
        }
        R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
        r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+       r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
+       for(i = 0;i<6;i++)
+               if(!sidetotals[i])
+                       r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
 }
 
 void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 }
 
 void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
index 9ed67b59210b2c560c5cf70c30479a94a844df1a..73b8458afd731a00e0a630f21430f1acb017b961 100644 (file)
@@ -147,7 +147,6 @@ void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1)
 int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1)
 {
         float det;
 int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1)
 {
         float det;
-        int i, j;
 
         // note: orientation does not matter, as transpose(invert(transpose(m))) == invert(m), proof:
         //   transpose(invert(transpose(m))) * m
 
         // note: orientation does not matter, as transpose(invert(transpose(m))) == invert(m), proof:
         //   transpose(invert(transpose(m))) * m
index fa3ad8f731bf07f9bd5a03e9f85d11c95fc4d356..3817125059c611b99f99c3ac955a8d976deeb45d 100644 (file)
@@ -1379,7 +1379,36 @@ int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
     return mask;
 }
 
     return mask;
 }
 
-void R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
+int R_Shadow_FrustumCullSides(rtlight_t *rtlight, float size, float border)
+{
+       static const vec3_t lightnormals[6] = { { 1, 0, 0 }, { -1, 0, 0 }, { 0, 1, 0 }, { 0, -1, 0 }, { 0, 0, 1 }, { 0, 0, -1 } };
+       vec3_t frustumdir;
+       int i, j;
+       int sides = 0x3F;
+       // cos(45 + bias)
+       float scale = 0.707106781186548*(size - 2*border)/size;
+       for (i = 0;i < 5;i++)
+       {
+               if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
+                       continue;
+               Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, frustumdir);
+               VectorNormalize(frustumdir);
+               for (j = 0;j < 6;j++)
+                       if(DotProduct(frustumdir, lightnormals[j]) < -scale)
+                               sides &= ~(1 << j);
+       }
+    if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) > r_refdef.farclip - r_refdef.nearclip + 0.03125)
+       {
+        Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, frustumdir);
+        VectorNormalize(frustumdir);
+               for (j = 0;j < 6;j++)
+               if (DotProduct(frustumdir, lightnormals[j]) > scale) 
+               sides &= ~(1 << j);
+       }
+       return sides;
+}
+
+int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
 {
        int t, tend;
        const int *e;
 {
        int t, tend;
        const int *e;
@@ -1387,9 +1416,9 @@ void R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *in
        float normal[3];
        vec3_t p[3];
        float bias;
        float normal[3];
        vec3_t p[3];
        float bias;
-       unsigned char mask;
+       int mask, surfacemask = 0;
        if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
        if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
-               return;
+               return 0;
        bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
        tend = firsttriangle + numtris;
        if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
        bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
        tend = firsttriangle + numtris;
        if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
@@ -1405,9 +1434,13 @@ void R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *in
                                {
                                        Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
                                        mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
                                {
                                        Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
                                        mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
-                                       totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
-                                       shadowsides[numshadowsides] = mask;
-                                       shadowsideslist[numshadowsides++] = t;
+                                       surfacemask |= mask;
+                                       if(totals)
+                                       {
+                                               totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+                                               shadowsides[numshadowsides] = mask;
+                                               shadowsideslist[numshadowsides++] = t;
+                                       }
                                }
                        }
                }
                                }
                        }
                }
@@ -1420,9 +1453,13 @@ void R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *in
                                {
                                        Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
                                        mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
                                {
                                        Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
                                        mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
-                                       totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
-                                       shadowsides[numshadowsides] = mask;
-                                       shadowsideslist[numshadowsides++] = t;
+                                       surfacemask |= mask;
+                                       if(totals)
+                                       {
+                                               totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+                                               shadowsides[numshadowsides] = mask;
+                                               shadowsideslist[numshadowsides++] = t;
+                                       }
                                }
                        }
                }
                                }
                        }
                }
@@ -1441,9 +1478,13 @@ void R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *in
                                {
                                        Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
                                        mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
                                {
                                        Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
                                        mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
-                                       totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
-                                       shadowsides[numshadowsides] = mask;
-                                       shadowsideslist[numshadowsides++] = t;
+                                       surfacemask |= mask;
+                                       if(totals)
+                                       {
+                                               totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+                                               shadowsides[numshadowsides] = mask;
+                                               shadowsideslist[numshadowsides++] = t;
+                                       }
                                }
                        }
                }
                                }
                        }
                }
@@ -1457,13 +1498,18 @@ void R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *in
                                {
                                        Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
                                        mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
                                {
                                        Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
                                        mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
-                                       totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
-                                       shadowsides[numshadowsides] = mask;
-                                       shadowsideslist[numshadowsides++] = t;
+                                       surfacemask |= mask;
+                                       if(totals)
+                                       {
+                                               totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+                                               shadowsides[numshadowsides] = mask;
+                                               shadowsideslist[numshadowsides++] = t;
+                                       }
                                }
                        }
                }
        }
                                }
                        }
                }
        }
+       return surfacemask;
 }
 
 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
 }
 
 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
@@ -3315,6 +3361,8 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        rtlight->static_leafpvs = NULL;
        rtlight->static_numsurfaces = 0;
        rtlight->static_surfacelist = NULL;
        rtlight->static_leafpvs = NULL;
        rtlight->static_numsurfaces = 0;
        rtlight->static_surfacelist = NULL;
+       rtlight->static_shadowmap_receivers = 0x3F;
+       rtlight->static_shadowmap_casters = 0x3F;
        rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
        rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
        rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
        rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
        rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
        rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
@@ -3698,6 +3746,16 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
+static int R_Shadow_CalcEntitySideMask(rtlight_t *rtlight, entity_render_t *ent, float borderbias)
+{
+       vec3_t radius, worldorigin, lightorigin;
+       VectorSubtract(ent->maxs, ent->mins, radius);
+       VectorScale(radius, 0.5f, radius);
+       VectorAdd(ent->mins, radius, worldorigin);
+       Matrix4x4_Transform(&rtlight->matrix_worldtolight, worldorigin, lightorigin);
+       return R_Shadow_CalcSphereSideMask(lightorigin, VectorLength(radius) / rtlight->radius, borderbias);
+}
+
 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
 {
        vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
 {
        vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
@@ -3713,13 +3771,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
        {
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
        {
-               vec3_t radius, worldorigin, lightorigin;
-               VectorSubtract(ent->maxs, ent->mins, radius);
-               VectorScale(radius, 0.5f, radius);
-               VectorAdd(ent->mins, radius, worldorigin);
-               Matrix4x4_Transform(&rsurface.rtlight->matrix_worldtolight, worldorigin, lightorigin);
-               if (R_Shadow_CalcSphereSideMask(lightorigin, VectorLength(radius) / relativeshadowradius, r_shadow_shadowmapborder / (float)(r_shadow_shadowmapsize - r_shadow_shadowmapborder)) & (1 << r_shadow_shadowmapside))
-                       ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+               ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
        }
        else
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
        }
        else
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
@@ -3784,9 +3836,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        int numshadowentities;
        int numshadowentities_noselfshadow;
        static entity_render_t *lightentities[MAX_EDICTS];
        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 entity_render_t *shadowentities[MAX_EDICTS];
-       static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+       static unsigned char entitysides[MAX_EDICTS];
+       int lightentities_noselfshadow;
+       int shadowentities_noselfshadow;
        vec3_t nearestpoint;
        vec_t distance;
        qboolean castshadows;
        vec3_t nearestpoint;
        vec_t distance;
        qboolean castshadows;
@@ -3889,8 +3942,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
        numlightentities_noselfshadow = 0;
        // 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;
        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)
        {
        // add dynamic entities that are lit by the light
        if (r_drawentities.integer)
        {
@@ -3916,7 +3972,7 @@ 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)
                                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_noselfshadow[numlightentities_noselfshadow++] = ent;
+                                       lightentities[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent;
                                else
                                        lightentities[numlightentities++] = ent;
                                // since it is lit, it probably also casts a shadow...
                                else
                                        lightentities[numlightentities++] = ent;
                                // since it is lit, it probably also casts a shadow...
@@ -3931,7 +3987,7 @@ 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))
                                        // 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_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                               shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
                                        else
                                                shadowentities[numshadowentities++] = ent;
                                }
                                        else
                                                shadowentities[numshadowentities++] = ent;
                                }
@@ -3949,7 +4005,7 @@ 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))
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                                {
                                        if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
-                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                               shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
                                        else
                                                shadowentities[numshadowentities++] = ent;
                                }
                                        else
                                                shadowentities[numshadowentities++] = ent;
                                }
@@ -3980,7 +4036,7 @@ 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++)
                for (i = 0;i < numshadowentities;i++)
                        R_Shadow_DrawEntityShadow(shadowentities[i]);
                for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+                       R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
        }
 
        if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
        }
 
        if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
@@ -3993,7 +4049,7 @@ 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++)
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i]);
                for (i = 0;i < numlightentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                       R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
        }
 
        castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
        }
 
        castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
@@ -4007,8 +4063,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 
        if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3 && r_glsl.integer && gl_support_fragment_shader)
        {
 
        if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3 && r_glsl.integer && gl_support_fragment_shader)
        {
+               float borderbias;
                int side;
                int size;
                int side;
                int size;
+               int castermask = 0;
+               int receivermask = 0;
 
                r_shadow_shadowmaplod = 0;
                for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
 
                r_shadow_shadowmaplod = 0;
                for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
@@ -4017,16 +4076,47 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 
                size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
                size = bound(1, size, 2048);
 
                size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
                size = bound(1, size, 2048);
+               borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
+
+               if (numsurfaces)
+               {
+                       castermask = 0x3F;
+                       receivermask = 0x3F;
+                       if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+                       {
+                               castermask &= rtlight->static_shadowmap_casters;
+                               receivermask &= rtlight->static_shadowmap_receivers;
+                       }
+               }
+               if (receivermask < 0x3F) 
+               {
+                       for (i = 0;i < numlightentities;i++)
+                               receivermask |= R_Shadow_CalcEntitySideMask(rtlight, lightentities[i], borderbias);
+                       if (receivermask < 0x3F)
+                               for(i = 0; i < numlightentities_noselfshadow;i++)
+                                       receivermask |= R_Shadow_CalcEntitySideMask(rtlight, lightentities[lightentities_noselfshadow - i], borderbias);
+               }
+
+               receivermask &= R_Shadow_FrustumCullSides(rtlight, size, r_shadow_shadowmapborder);
+
+               if (receivermask)
+               {
+                       for (i = 0;i < numshadowentities;i++)
+                               castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(rtlight, shadowentities[i], borderbias));
+                       for (i = 0;i < numshadowentities_noselfshadow;i++)
+                               castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(rtlight, shadowentities[shadowentities_noselfshadow - i], borderbias)); 
+               }
 
                //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
 
                // render shadow casters into 6 sided depth texture
 
                //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
 
                // render shadow casters into 6 sided depth texture
-               for (side = 0;side < 6;side++)
+               for (side = 0;side < 6;side++) if (receivermask & (1 << side))
                {
                        R_Shadow_RenderMode_ShadowMap(side, true, size);
                {
                        R_Shadow_RenderMode_ShadowMap(side, true, size);
+                       if (! (castermask & (1 << side))) continue;
                        if (numsurfaces)
                                R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs);
                        if (numsurfaces)
                                R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs);
-                       for (i = 0;i < numshadowentities;i++)
+                       for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
                                R_Shadow_DrawEntityShadow(shadowentities[i]);
                }
 
                                R_Shadow_DrawEntityShadow(shadowentities[i]);
                }
 
@@ -4036,15 +4126,18 @@ 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++)
                        // draw lighting in the unmasked areas
                        R_Shadow_RenderMode_Lighting(false, false, true);
                        for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
                }
 
                // render shadow casters into 6 sided depth texture
                }
 
                // render shadow casters into 6 sided depth texture
-               for (side = 0;side < 6;side++)
+               if (numshadowentities_noselfshadow) 
                {
                {
-                       R_Shadow_RenderMode_ShadowMap(side, false, size);
-                       for (i = 0;i < numshadowentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+                       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]);
+                       }
                }
 
                // render lighting using the depth texture as shadowmap
                }
 
                // render lighting using the depth texture as shadowmap
@@ -4071,7 +4164,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        // draw lighting in the unmasked areas
                        R_Shadow_RenderMode_Lighting(true, false, false);
                        for (i = 0;i < numlightentities_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]);
+                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
 
                        // optionally draw the illuminated areas
                        // for performance analysis by level designers
 
                        // optionally draw the illuminated areas
                        // for performance analysis by level designers
@@ -4079,11 +4172,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        {
                                R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
                                for (i = 0;i < numlightentities_noselfshadow;i++)
                        {
                                R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
                                for (i = 0;i < numlightentities_noselfshadow;i++)
-                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                                       R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
                        }
                }
                for (i = 0;i < numshadowentities_noselfshadow;i++)
                        }
                }
                for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+                       R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
 
                if (numsurfaces + numlightentities)
                {
 
                if (numsurfaces + numlightentities)
                {
@@ -4106,7 +4199,7 @@ 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++)
                        for (i = 0;i < numlightentities;i++)
                                R_Shadow_DrawEntityLight(lightentities[i]);
                        for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
                }
        }
 }
                }
        }
 }
index b13472011d6e9a6dcb19b65a95ca2295742cb5e4..4ca6f021e4bdbe6a2b747f0493d444122f463232 100644 (file)
@@ -44,7 +44,7 @@ void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f
 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
 int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias);
 int R_Shadow_CalcSphereSideMask(const vec3_t p1, float radius, float bias);
-void R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals);
+int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals);
 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject);
 void R_Shadow_RenderMode_Begin(void);
 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);
 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject);
 void R_Shadow_RenderMode_Begin(void);
 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight);