#define MAX_LIGHTMAP_SIZE 256
-cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
+cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
-cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
/*
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;
+ dp_model_t *model = ent->model;
+ int *intblocklights;
+ unsigned char *templight;
smax = (surface->lightmapinfo->extents[0]>>4)+1;
tmax = (surface->lightmapinfo->extents[1]>>4)+1;
size = smax*tmax;
size3 = size*3;
+
+ r_refdef.stats.lightmapupdatepixels += size;
+ r_refdef.stats.lightmapupdates++;
+
+ if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
+ {
+ cl.buildlightmapmemorysize = size*sizeof(int[3]);
+ if (cl.buildlightmapmemory)
+ Mem_Free(cl.buildlightmapmemory);
+ cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
+ }
+
+ // these both point at the same buffer, templight is only used for final
+ // processing and can replace the intblocklights data as it goes
+ intblocklights = (int *)cl.buildlightmapmemory;
+ templight = (unsigned char *)cl.buildlightmapmemory;
+
+ // update cached lighting info
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
+
lightmap = surface->lightmapinfo->samples;
// set to full bright if no light data
if (!model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
- bl[i] = 255*256;
+ bl[i] = 128*256;
}
else
{
// add all the lightmaps
if (lightmap)
for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+ for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
bl[i] += lightmap[i] * scale;
}
// scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
// be doubled during rendering to achieve 2x overbright
// (0 = 0.0, 128 = 1.0, 256 = 2.0)
- if (model->brushq1.lightmaprgba)
+ if (stain)
{
- for (i = 0;i < size;i++)
+ for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
{
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- *out++ = 255;
+ l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
+ l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
+ l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
+ out[3] = 255;
}
}
else
{
- for (i = 0;i < size;i++)
+ for (i = 0;i < size;i++, bl += 3, out += 4)
{
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
- l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+ l = bl[0] >> 8;out[2] = min(l, 255);
+ l = bl[1] >> 8;out[1] = min(l, 255);
+ l = bl[2] >> 8;out[0] = min(l, 255);
+ out[3] = 255;
}
}
{
for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
{
- for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
+ for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
{
// add the normalmap with weighting proportional to the style's lightmap intensity
l = (int)(VectorLength(lightmap + i*3) * scale);
bl = intblocklights;
out = templight;
// we simply renormalize the weighted normals to get a valid deluxemap
- if (model->brushq1.lightmaprgba)
- {
- for (i = 0;i < size;i++, bl += 3)
- {
- 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, out += 4)
{
- for (i = 0;i < size;i++, bl += 3)
- {
- VectorCopy(bl, n);
- VectorNormalize(n);
- l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
- l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
- l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
- }
+ VectorCopy(bl, n);
+ VectorNormalize(n);
+ l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
+ l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
+ l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
+ out[3] = 255;
}
R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
}
}
-void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surface, *endsurface;
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
i = (int)(s * s + t * t + dist2);
- if (i > maxdist)
+ if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
continue;
// reduce calculations
}
// force lightmap upload
if (stained)
- surface->cached_dlight = true;
+ model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
}
}
int n;
float fcolor[8];
entity_render_t *ent;
- model_t *model;
+ dp_model_t *model;
vec3_t org;
- if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
+ if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
return;
fcolor[0] = cr1;
fcolor[1] = cg1;
fcolor[6] = cb2 - cb1;
fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
- R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
+ R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
for (n = 0;n < cl.num_brushmodel_entities;n++)
CHECKGLERROR
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
R_Mesh_Matrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
i = surfacelist[0];
- GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
0.125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
- R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+ R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
int i, leafnum;
mportal_t *portal;
float center[3], f;
- model_t *model = r_refdef.worldmodel;
+ dp_model_t *model = r_refdef.scene.worldmodel;
if (model == NULL)
return;
- for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
+ for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
{
- if (r_viewcache.world_leafvisible[leafnum])
+ if (r_refdef.viewcache.world_leafvisible[leafnum])
{
//for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
- for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
+ for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
{
if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
if (!R_CullBox(portal->mins, portal->maxs))
VectorAdd(center, portal->points[i].position, center);
f = ixtable[portal->numpoints];
VectorScale(center, f, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
}
}
}
}
}
-void R_View_WorldVisibility(void)
+void R_View_WorldVisibility(qboolean forcenovis)
{
int i, j, *mark;
mleaf_t *leaf;
mleaf_t *viewleaf;
- model_t *model = r_refdef.worldmodel;
+ dp_model_t *model = r_refdef.scene.worldmodel;
if (!model)
return;
+ if (r_refdef.view.usecustompvs)
+ {
+ // clear the visible surface and leaf flags arrays
+ memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+ memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
+ r_refdef.viewcache.world_novis = false;
+
+ // simply cull each marked leaf to the frustum (view pyramid)
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+ {
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ {
+ r_refdef.stats.world_leafs++;
+ r_refdef.viewcache.world_leafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
+ }
+ }
+ return;
+ }
+
// if possible find the leaf the view origin is in
- viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
+ viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
// if possible fetch the visible cluster bits
if (!r_lockpvs.integer && model->brush.FatPVS)
- model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits));
+ model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
if (!r_lockvisibility.integer)
{
// clear the visible surface and leaf flags arrays
- memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
- memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
+ memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+ memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
- r_viewcache.world_novis = false;
+ r_refdef.viewcache.world_novis = false;
// if floating around in the void (no pvs data available, and no
// portals available), simply use all on-screen leafs.
- if (!viewleaf || viewleaf->clusterindex < 0)
+ if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
{
// no visibility method: (used when floating around in the void)
// simply cull each leaf to the frustum (view pyramid)
// similar to quake's RecursiveWorldNode but without cache misses
- r_viewcache.world_novis = true;
+ r_refdef.viewcache.world_novis = true;
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
// if leaf is in current pvs and on the screen, mark its surfaces
if (!R_CullBox(leaf->mins, leaf->maxs))
{
r_refdef.stats.world_leafs++;
- r_viewcache.world_leafvisible[j] = true;
+ r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_viewcache.world_surfacevisible[*mark] = true;
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
}
- // if the user prefers to disable portal culling (testing?), simply
- // use all on-screen leafs that are in the pvs.
- else if (!r_useportalculling.integer)
+ // just check if each leaf in the PVS is on screen
+ // (unless portal culling is enabled)
+ else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
{
// pvs method:
// simply check if each leaf is in the Potentially Visible Set,
for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
// if leaf is in current pvs and on the screen, mark its surfaces
- if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+ if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
r_refdef.stats.world_leafs++;
- r_viewcache.world_leafvisible[j] = true;
+ r_refdef.viewcache.world_leafvisible[j] = true;
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_viewcache.world_surfacevisible[*mark] = true;
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
}
}
}
- // otherwise use a recursive portal flow, culling each portal to
+ // if desired use a recursive portal flow, culling each portal to
// frustum and checking if the leaf the portal leads to is in the pvs
else
{
leafstackpos = 1;
while (leafstackpos)
{
- r_refdef.stats.world_leafs++;
leaf = leafstack[--leafstackpos];
- r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
+ if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
+ continue;
+ r_refdef.stats.world_leafs++;
+ r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
// mark any surfaces bounding this leaf
if (leaf->numleafsurfaces)
for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
- r_viewcache.world_surfacevisible[*mark] = true;
+ r_refdef.viewcache.world_surfacevisible[*mark] = true;
// follow portals into other leafs
// the checks are:
// if viewer is behind portal (portal faces outward into the scene)
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_CullBox(p->mins, p->maxs) && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex))
+ if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
+ && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
+ && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
+ && !R_CullBox(p->mins, p->maxs)
+ && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
leafstack[leafstackpos++] = p->past;
}
}
{
if (ent->model == NULL)
return;
- R_DrawSurfaces(ent, true);
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(true, true, false, false, false);
+ else
+ R_DrawModelSurfaces(ent, true, true, false, false, false);
+}
+
+void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
+{
+ dp_model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, false, false, true, false);
+ else
+ R_DrawModelSurfaces(ent, false, false, false, true, false);
}
void R_Q1BSP_Draw(entity_render_t *ent)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
if (model == NULL)
return;
- R_DrawSurfaces(ent, false);
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, true, false, false, false);
+ else
+ R_DrawModelSurfaces(ent, false, true, false, false, false);
+}
+
+void R_Q1BSP_DrawDepth(entity_render_t *ent)
+{
+ dp_model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupDepthOrShadowShader();
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, false, true, false, false);
+ else
+ R_DrawModelSurfaces(ent, false, false, true, false, false);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+}
+
+void R_Q1BSP_DrawDebug(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, false, false, false, true);
+ else
+ R_DrawModelSurfaces(ent, false, false, false, false, true);
}
typedef struct r_q1bsp_getlightinfo_s
{
- model_t *model;
+ dp_model_t *model;
vec3_t relativelightorigin;
float lightradius;
int *outleaflist;
unsigned char *outleafpvs;
int outnumleafs;
+ unsigned char *visitingleafpvs;
int *outsurfacelist;
unsigned char *outsurfacepvs;
+ unsigned char *tempsurfacepvs;
+ unsigned char *outshadowtrispvs;
+ unsigned char *outlighttrispvs;
int outnumsurfaces;
vec3_t outmins;
vec3_t outmaxs;
vec3_t lightmins;
vec3_t lightmaxs;
const unsigned char *pvs;
+ qboolean svbsp_active;
+ qboolean svbsp_insertoccluder;
}
r_q1bsp_getlightinfo_t;
// return;
if (!plane)
break;
+ //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+ // return;
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];
+ if (info->lightmins[plane->type] > plane->dist)
+ node = node->children[0];
+ else if (info->lightmaxs[plane->type] < plane->dist)
+ node = node->children[1];
+ else if (info->relativelightorigin[plane->type] >= plane->dist)
+ {
+ 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 - 1];
+ {
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+ if (sides == 3)
+ {
+ // 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 - 1];
+ }
}
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+ return;
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]);
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))
+ qboolean addedtris = false;
+ qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ 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 (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
{
- 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_insertoccluder)
+ {
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+ continue;
+ if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
+ continue;
+ addedtris = true;
+ }
+ else
{
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
- info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- break;
+ if (info->svbsp_active)
+ {
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ }
+ if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (r_shadow_frontsidecasting.integer)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+ continue;
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
}
}
}
+ if (addedtris)
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
}
}
}
}
}
-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)
+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 = (svbsp_node_t*) 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 = (svbsp_node_t*) 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, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.outleaflist = outleaflist;
info.outleafpvs = outleafpvs;
info.outnumleafs = 0;
+ info.visitingleafpvs = visitingleafpvs;
info.outsurfacelist = outsurfacelist;
info.outsurfacepvs = outsurfacepvs;
+ info.outshadowtrispvs = outshadowtrispvs;
+ info.outlighttrispvs = outlighttrispvs;
info.outnumsurfaces = 0;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
+ memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
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.shadowmesh)
+ memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
+ else
+ memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
+ memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
+ 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)
+
+ if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
{
// 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);
+ 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, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
}
- else if (r_shadow_realtime_dlight_portalculling.integer)
+ else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
{
// 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);
+ 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, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
}
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
*outnumsurfacespointer = info.outnumsurfaces;
}
-void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+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;
+ dp_model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
- float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
- texture_t *texture;
+ float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
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_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
- if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
- continue;
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, 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, lightradius + model->radius + 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 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, 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, 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, true);
}
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+extern cvar_t r_polygonoffset_submodel_factor;
+extern cvar_t r_polygonoffset_submodel_offset;
+void R_Q1BSP_DrawShadowVolume(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)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
msurface_t *surface;
int modelsurfacelistindex;
- int f = 0;
- float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
- texture_t *t = NULL;
- const int maxsurfacelist = 1024;
- int numsurfacelist = 0;
- msurface_t *surfacelist[1024];
+ float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
return;
R_UpdateAllTextureInfo(ent);
+ if (ent->model->brush.submodel)
+ GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
if (model->brush.shadowmesh)
{
R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
{
surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
- t = surface->texture->currentframe;
- if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
continue;
- if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
- 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 + projectdistance, 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, lightmins, lightmaxs, numsurfacelist, surfacelist);
- numsurfacelist = 0;
- }
- t = surface->texture;
- rsurface_texture = t->currentframe;
- f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
- }
- if (f && surface->num_triangles)
- surfacelist[numsurfacelist++] = surface;
+ rsurface.texture = surface->texture->currentframe;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
+ R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- if (numsurfacelist)
- R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, 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, projectdistance, numshadowmark, shadowmarklist);
+ R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
}
+ if (ent->model->brush.submodel)
+ GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
}
-#define BATCHSIZE 256
+#define BATCHSIZE 1024
static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- int surfacelistindex, batchcount;
+ int i, j, endsurface;
texture_t *t;
- msurface_t *batchsurfaces[BATCHSIZE];
- // note: in practice this never actually batches, oh well
+ msurface_t *surface;
+ // note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
- R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+ R_Shadow_RenderMode_ActiveLight(rtlight);
R_Shadow_RenderMode_Lighting(false, true);
R_Shadow_SetupEntityLight(ent);
- t = NULL;
- batchcount = 0;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ for (i = 0;i < numsurfaces;i = j)
{
- msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
- if (t != surface->texture)
+ j = i + 1;
+ surface = rsurface.modelsurfaces + surfacelist[i];
+ t = surface->texture;
+ R_UpdateTextureInfo(ent, t);
+ rsurface.texture = t->currentframe;
+ endsurface = min(j + BATCHSIZE, numsurfaces);
+ for (j = i;j < endsurface;j++)
{
- if (batchcount > 0)
- R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
- batchcount = 0;
- t = surface->texture;
- R_UpdateTextureInfo(ent, t);
- rsurface_texture = t->currentframe;
+ surface = rsurface.modelsurfaces + surfacelist[j];
+ if (t != surface->texture)
+ break;
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
}
- 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 8192
-#define RSURF_MAX_BATCHSURFACES 1024
-
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
{
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
msurface_t *surface;
- int surfacelistindex, batchnumsurfaces;
+ int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
+ qboolean usebufferobject, culltriangles;
+ const int *element3i;
msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+ int batchelements[BATCHSIZE*3];
texture_t *tex;
- 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++)
+ culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
+ element3i = rsurface.modelelement3i;
+ // this is a double loop because non-visible surface skipping has to be
+ // fast, and even if this is not the world model (and hence no visibility
+ // checking) the input surface list and batch buffer are different formats
+ // so some processing is necessary. (luckily models have few surfaces)
+ for (i = 0;i < numsurfaces;)
{
- if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]]))
+ batchnumsurfaces = 0;
+ endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
+ if (ent == r_refdef.scene.worldentity)
+ {
+ for (;i < endsurface;i++)
+ if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
+ batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+ }
+ else
+ {
+ for (;i < endsurface;i++)
+ batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+ }
+ if (!batchnumsurfaces)
continue;
- surface = model->data_surfaces + surfacelist[surfacelistindex];
- r_refdef.stats.lights_lighttriangles += surface->num_triangles;
- if (tex != surface->texture)
+ for (k = 0;k < batchnumsurfaces;k = kend)
{
- if (batchnumsurfaces > 0)
- {
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
- R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
- else
- R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
- batchnumsurfaces = 0;
- }
+ surface = batchsurfacelist[k];
tex = surface->texture;
- rsurface_texture = surface->texture->currentframe;
- skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
- if (skip)
+ rsurface.texture = tex->currentframe;
+ // gather surfaces into a batch range
+ for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
+ ;
+ // now figure out what to do with this particular range of surfaces
+ if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
continue;
- }
- if (!skip && surface->num_triangles)
- {
- if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+ continue;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ {
+ vec3_t tempcenter, center;
+ for (l = k;l < kend;l++)
+ {
+ surface = batchsurfacelist[l];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
+ }
+ continue;
+ }
+ batchnumtriangles = 0;
+ batchfirsttriangle = surface->num_firsttriangle;
+ m = 0; // hush warning
+ for (l = k;l < kend;l++)
+ {
+ surface = batchsurfacelist[l];
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
+ {
+ if (trispvs)
+ {
+ if (!CHECKPVSBIT(trispvs, m))
+ {
+ usebufferobject = false;
+ continue;
+ }
+ }
+ else if (culltriangles)
+ {
+ if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
+ {
+ usebufferobject = false;
+ continue;
+ }
+ }
+ if (batchnumtriangles >= BATCHSIZE)
+ {
+ r_refdef.stats.lights_lighttriangles += batchnumtriangles;
+ Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+ // use the element buffer if all triangles are consecutive
+ if (m == batchfirsttriangle + batchnumtriangles)
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
+ else
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
+ usebufferobject = true;
+ batchnumtriangles = 0;
+ batchfirsttriangle = m;
+ }
+ batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
+ batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
+ batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
+ batchnumtriangles++;
+ }
+ }
+ if (batchnumtriangles > 0)
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
- R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
+ r_refdef.stats.lights_lighttriangles += batchnumtriangles;
+ Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+ // use the element buffer if all triangles are consecutive
+ if (m == batchfirsttriangle + batchnumtriangles)
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
else
- R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
- batchnumsurfaces = 0;
+ R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
}
- 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;
+ dp_model_t *m;
texture_t *t;
int i;
const char *r, *newt;
- m = r_refdef.worldmodel;
+ skinframe_t *skinframe;
+ if (!r_refdef.scene.worldmodel)
+ {
+ Con_Printf("There is no worldmodel\n");
+ return;
+ }
+ m = r_refdef.scene.worldmodel;
if(Cmd_Argc() < 2)
{
newt = r;
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
{
- if(t->width && !strcasecmp(t->name, r))
+ if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
{
- if(Mod_LoadSkinFrame(&t->skinframes[0], (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
+ if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
{
+// t->skinframes[0] = skinframe;
+ t->currentskinframe = skinframe;
+ t->currentskinframe = skinframe;
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;
+ dp_model_t *m;
texture_t *t;
int i;
- m = r_refdef.worldmodel;
+ if (!r_refdef.scene.worldmodel)
+ {
+ Con_Printf("There is no worldmodel\n");
+ return;
+ }
+ m = r_refdef.scene.worldmodel;
Con_Print("Worldmodel textures :\n");
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
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]
+ Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
+ Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
//R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}