#include "quakedef.h"
#include "r_shadow.h"
+#include "portals.h"
#define MAX_LIGHTMAP_SIZE 256
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 (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 (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])))
{
SETPVSBIT(info->outsurfacepvs, surfaceindex);
info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
else
info.pvs = NULL;
R_UpdateAllTextureInfo(ent);
- /*
if (r_shadow_compilingrtlight)
{
- Portal_Visibility(info.model, info.relativelightorigin, leafmark, surfacemark, const mplane_t *frustumplanes, int numfrustumplanes, int exact, const float *boxmins, const float *boxmaxs, float *updateleafsmins, float *updateleafsmaxs)
+ // 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);
}
// limit combined leaf box to light boundaries
- outmins[0] = max(info.outmins[0], info.lightmins[0]);
- outmins[1] = max(info.outmins[1], info.lightmins[1]);
- outmins[2] = max(info.outmins[2], info.lightmins[2]);
- outmaxs[0] = min(info.outmaxs[0], info.lightmaxs[0]);
- outmaxs[1] = min(info.outmaxs[1], info.lightmaxs[1]);
- outmaxs[2] = min(info.outmaxs[2], info.lightmaxs[2]);
+ outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
+ outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
+ outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
+ outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
+ outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
+ outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
*outnumleafspointer = info.outnumleafs;
*outnumsurfacespointer = info.outnumsurfaces;
// 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(relativelightorigin, 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
+ }
}
else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
{