X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rsurf.c;h=967edc6f56e8a1778c593ebd3c4fab365d3835e3;hb=f219f9b10acc57d83de1f9256a47e1b5423ea084;hp=1c93ba5f6f8797fa3fdf855edc5a8d2f70940312;hpb=fc3e16ee6c45ac0e550735eb1955b4f578b9c0ca;p=xonotic%2Fdarkplaces.git diff --git a/gl_rsurf.c b/gl_rsurf.c index 1c93ba5f..967edc6f 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -27,7 +27,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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", "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_useportalculling = {0, "r_useportalculling", "2", "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_usesurfaceculling = {0, "r_usesurfaceculling", "1", "improve framerate by culling offscreen surfaces"}; 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"}; /* @@ -119,7 +120,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) } } - R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax); + R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1); // update the surface's deluxemap if it has one if (surface->deluxemaptexture != r_texture_blanknormalmap) @@ -157,7 +158,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface) 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); + R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1); } } @@ -361,7 +362,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) VectorCopy(portal->points[i].position, v); R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false); R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } @@ -445,7 +446,7 @@ void R_View_WorldVisibility(qboolean forcenovis) // 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 || forcenovis) + if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer) { // no visibility method: (used when floating around in the void) // simply cull each leaf to the frustum (view pyramid) @@ -453,6 +454,8 @@ void R_View_WorldVisibility(qboolean forcenovis) r_refdef.viewcache.world_novis = true; for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { + if (leaf->clusterindex < 0) + continue; // if leaf is in current pvs and on the screen, mark its surfaces if (!R_CullBox(leaf->mins, leaf->maxs)) { @@ -474,6 +477,8 @@ void R_View_WorldVisibility(qboolean forcenovis) // similar to quake's RecursiveWorldNode but without cache misses for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { + if (leaf->clusterindex < 0) + continue; // 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)) { @@ -506,6 +511,8 @@ void R_View_WorldVisibility(qboolean forcenovis) leaf = leafstack[--leafstackpos]; if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) continue; + if (leaf->clusterindex < 0) + continue; r_refdef.stats.world_leafs++; r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; // mark any surfaces bounding this leaf @@ -532,6 +539,24 @@ void R_View_WorldVisibility(qboolean forcenovis) } } } + + if (r_usesurfaceculling.integer) + { + int k = model->firstmodelsurface; + int l = k + model->nummodelsurfaces; + unsigned char *visible = r_refdef.viewcache.world_surfacevisible; + msurface_t *surfaces = model->data_surfaces; + msurface_t *surface; + for (;k < l;k++) + { + if (visible[k]) + { + surface = surfaces + k; + if (R_CullBox(surface->mins, surface->maxs)) + visible[k] = false; + } + } +} } void R_Q1BSP_DrawSky(entity_render_t *ent) @@ -609,9 +634,8 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent) GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); - GL_AlphaTest(false); // R_Mesh_ResetTextureState(); - R_SetupShader_DepthOrShadow(); + R_SetupShader_DepthOrShadow(false); if (ent == r_refdef.scene.worldentity) R_DrawWorldSurfaces(false, false, true, false, false); else @@ -938,6 +962,7 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons int axis; int surfaceindex; int t; + int nodeleafindex; int currentmaterialflags; qboolean castshadow; msurface_t *surface; @@ -949,16 +974,87 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons // note: because the BSP leafs are not in the BIH tree, the _BSP function // must be called to mark leafs visible for entity culling... // we start at the root node - nodestack[nodestackpos++] = 0; + nodestack[nodestackpos++] = bih->rootnode; // we'll be done when the stack is empty while (nodestackpos) { // pop one off the stack to process nodenum = nodestack[--nodestackpos]; - if (nodenum >= 0) + // node + node = bih->nodes + nodenum; + if (node->type == BIH_UNORDERED) + { + for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++) + { + leaf = bih->leafs + node->children[nodeleafindex]; + if (leaf->type != BIH_RENDERTRIANGLE) + continue; +#if 1 + if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs)) + continue; +#endif +#if 1 + if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes)) + continue; +#endif + surfaceindex = leaf->surfaceindex; + surface = info->model->data_surfaces + surfaceindex; + currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; + castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); + t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle; + e = info->model->brush.shadowmesh->element3i + t * 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; + VectorCopy(v[0], v2[0]); + VectorCopy(v[1], v2[1]); + VectorCopy(v[2], v2[2]); + if (info->svbsp_insertoccluder) + { + if (castshadow) + SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0); + continue; + } + if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2)) + continue; + // we don't occlude triangles from lighting even + // if they are backfacing, because when using + // shadowmapping they are often not fully occluded + // on the horizon of an edge + SETPVSBIT(info->outlighttrispvs, t); + if (castshadow) + { + if (currentmaterialflags & MATERIALFLAG_NOCULLFACE) + { + // if the material is double sided we + // can't cull by direction + 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, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); + } + else + { + // back side casting does not occlude + // anything so we can't cull lit polygons + if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) + SETPVSBIT(info->outshadowtrispvs, t); + } + } + if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) + { + SETPVSBIT(info->outsurfacepvs, surfaceindex); + info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; + } + } + } + else { - // node - node = bih->nodes + nodenum; axis = node->type - BIH_SPLITX; #if 0 if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs)) @@ -973,80 +1069,15 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK) nodestack[nodestackpos++] = node->front; nodestack[nodestackpos++] = node->back; + continue; } else if (info->lightmaxs[axis] >= node->frontmin) - nodestack[nodestackpos++] = node->front; - else - continue; // light falls between children, nothing here - } - else - { - // leaf - leaf = bih->leafs + (-1-nodenum); - if (leaf->type != BIH_RENDERTRIANGLE) - continue; -#if 1 - if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs)) - continue; -#endif -#if 1 - if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes)) - continue; -#endif - surfaceindex = leaf->surfaceindex; - surface = info->model->data_surfaces + surfaceindex; - currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags; - castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW); - t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle; - e = info->model->brush.shadowmesh->element3i + t * 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; - VectorCopy(v[0], v2[0]); - VectorCopy(v[1], v2[1]); - VectorCopy(v[2], v2[2]); - if (info->svbsp_insertoccluder) { - if (castshadow) - SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0); + nodestack[nodestackpos++] = node->front; continue; } - if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2)) - continue; - // we don't occlude triangles from lighting even - // if they are backfacing, because when using - // shadowmapping they are often not fully occluded - // on the horizon of an edge - SETPVSBIT(info->outlighttrispvs, t); - if (castshadow) - { - if (currentmaterialflags & MATERIALFLAG_NOCULLFACE) - { - // if the material is double sided we - // can't cull by direction - 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, v2[0], v2[1], v2[2])) - SETPVSBIT(info->outshadowtrispvs, t); - } - else - { - // back side casting does not occlude - // anything so we can't cull lit polygons - if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2])) - SETPVSBIT(info->outshadowtrispvs, t); - } - } - if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex)) - { - SETPVSBIT(info->outsurfacepvs, surfaceindex); - info->outsurfacelist[info->outnumsurfaces++] = surfaceindex; - } + else + continue; // light falls between children, nothing here } } } @@ -1462,7 +1493,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface 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)) + // VorteX: added MATERIALFLAG_NORTLIGHT + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL + MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL) continue; if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) continue; @@ -1580,6 +1612,7 @@ void GL_Surf_Init(void) Cvar_RegisterVariable(&r_lockpvs); Cvar_RegisterVariable(&r_lockvisibility); Cvar_RegisterVariable(&r_useportalculling); + Cvar_RegisterVariable(&r_usesurfaceculling); Cvar_RegisterVariable(&r_q3bsp_renderskydepth); Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");