]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
laying the groundwork for zpass shadow volume support (slightly faster
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 12 Feb 2009 19:45:42 +0000 (19:45 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 12 Feb 2009 19:45:42 +0000 (19:45 +0000)
rendering)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8705 d7cf8633-e32d-0410-b094-e92efae38249

client.h
gl_rsurf.c
r_shadow.c

index 4c52a6322cf95e89c5d97494bf9a3541035af18d..59d6b1c4482562c7604076dc1a0de95e6982a5f7 100644 (file)
--- a/client.h
+++ b/client.h
@@ -122,7 +122,8 @@ typedef struct rtlight_s
        // true if this is a compiled world light, cleared if the light changes
        int compiled;
        // premade shadow volumes to render for world entity
-       shadowmesh_t *static_meshchain_shadow;
+       shadowmesh_t *static_meshchain_shadow_zpass;
+       shadowmesh_t *static_meshchain_shadow_zfail;
        // used for visibility testing (more exact than bbox)
        int static_numleafs;
        int static_numleafpvsbytes;
index e84263106c10274ad16e4b44b97ef0357dc86d9d..df0836a63a88532555c3cb846f3c2b980ac56162 100644 (file)
@@ -965,7 +965,7 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        msurface_t *surface;
        int surfacelistindex;
        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_compilingrtlight->static_meshchain_shadow_zfail = 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++)
        {
@@ -975,7 +975,7 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
                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, ent->mins, ent->maxs);
-       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
+       r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
 }
 
 extern cvar_t r_polygonoffset_submodel_factor;
index 3ef49ab609c43ec230029af2c00f9227fb7a77e9..f0c09fa2b034bb3fc4915cd74200fd9f5c31fb0e 100644 (file)
@@ -615,7 +615,7 @@ void R_Shadow_PrepareShadowMark(int numtris)
        numshadowmark = 0;
 }
 
-int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
        int i, j;
        int outtriangles = 0, outvertices = 0;
@@ -812,6 +812,117 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
        return outtriangles;
 }
 
+#if 0
+static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+{
+       int i, j, k;
+       int outtriangles = 0, outvertices = 0;
+       const int *element;
+       const float *vertex;
+       float ratio, direction[3], projectvector[3];
+       qboolean side[4];
+
+       if (projectdirection)
+               VectorScale(projectdirection, projectdistance, projectvector);
+       else
+               VectorClear(projectvector);
+
+       for (i = 0;i < numshadowmarktris;i++)
+       {
+               int remappedelement[3];
+               int markindex;
+               const int *neighbortriangle;
+
+               markindex = shadowmarktris[i] * 3;
+               neighbortriangle = inneighbor3i + markindex;
+               side[0] = shadowmark[neighbortriangle[0]] != shadowmarkcount;
+               side[1] = shadowmark[neighbortriangle[1]] != shadowmarkcount;
+               side[2] = shadowmark[neighbortriangle[2]] != shadowmarkcount;
+               if (side[0] + side[1] + side[2] == 0)
+                       continue;
+
+               side[3] = side[0];
+               element = inelement3i + markindex;
+
+               for (j = 0;j < 3;j++)
+               {
+                       if (side[j] + side[j+1] == 0)
+                               continue;
+                       k = element[j];
+                       if (vertexupdate[k] != vertexupdatenum)
+                       {
+                               vertexupdate[k] = vertexupdatenum;
+                               vertexremap[k] = outvertices;
+                               vertex = invertex3f + element[j] * 3;
+                               VectorCopy(vertex, outvertex3f);
+                               if (projectdirection)
+                               {
+                                       // project one copy of the vertex according to projectvector
+                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
+                               }
+                               else
+                               {
+                                       // project one copy of the vertex to the sphere radius of the light
+                                       // (FIXME: would projecting it to the light box be better?)
+                                       VectorSubtract(vertex, projectorigin, direction);
+                                       ratio = projectdistance / VectorLength(direction);
+                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
+                               }
+                               outvertex3f += 6;
+                               outvertices += 2;
+                       }
+               }
+
+               // output the sides (facing outward from this triangle)
+               if (side[0])
+               {
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[1] = vertexremap[element[1]];
+                       outelement3i[0] = remappedelement[1];
+                       outelement3i[1] = remappedelement[0];
+                       outelement3i[2] = remappedelement[0] + 1;
+                       outelement3i[3] = remappedelement[1];
+                       outelement3i[4] = remappedelement[0] + 1;
+                       outelement3i[5] = remappedelement[1] + 1;
+
+                       outelement3i += 6;
+                       outtriangles += 2;
+               }
+               if (side[1])
+               {
+                       remappedelement[1] = vertexremap[element[1]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[2];
+                       outelement3i[1] = remappedelement[1];
+                       outelement3i[2] = remappedelement[1] + 1;
+                       outelement3i[3] = remappedelement[2];
+                       outelement3i[4] = remappedelement[1] + 1;
+                       outelement3i[5] = remappedelement[2] + 1;
+
+                       outelement3i += 6;
+                       outtriangles += 2;
+               }
+               if (side[2])
+               {
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[0];
+                       outelement3i[1] = remappedelement[2];
+                       outelement3i[2] = remappedelement[2] + 1;
+                       outelement3i[3] = remappedelement[0];
+                       outelement3i[4] = remappedelement[2] + 1;
+                       outelement3i[5] = remappedelement[0] + 1;
+
+                       outelement3i += 6;
+                       outtriangles += 2;
+               }
+       }
+       if (outnumvertices)
+               *outnumvertices = outvertices;
+       return outtriangles;
+}
+#endif
+
 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 t, tend;
@@ -871,6 +982,24 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
        }
 }
 
+qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
+{
+#if 1
+       return false;
+#else
+       if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
+               return false;
+       // check if the shadow volume intersects the near plane
+       //
+       // a ray between the eye and light origin may intersect the caster,
+       // indicating that the shadow may touch the eye location, however we must
+       // test the near plane (a polygon), not merely the eye location, so it is
+       // easiest to enlarge the caster bounding shape slightly for this.
+       // TODO
+       return true;
+#endif
+}
+
 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
 {
        int i, tris, outverts;
@@ -910,12 +1039,12 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        if (r_shadow_compilingrtlight)
        {
                // if we're compiling an rtlight, capture the mesh
-               tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
        }
        else
        {
-               tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
                r_refdef.stats.lights_dynamicshadowtriangles += tris;
                r_refdef.stats.lights_shadowtriangles += tris;
                CHECKGLERROR
@@ -2461,10 +2590,11 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 {
        int i;
        int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
-       int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
+       int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
        entity_render_t *ent = r_refdef.scene.worldentity;
        dp_model_t *model = r_refdef.scene.worldmodel;
        unsigned char *data;
+       shadowmesh_t *mesh;
 
        // compile the light
        rtlight->compiled = true;
@@ -2522,17 +2652,15 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
        //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
-       shadowmeshes = 0;
-       shadowmeshtris = 0;
-       if (rtlight->static_meshchain_shadow)
-       {
-               shadowmesh_t *mesh;
-               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
-               {
-                       shadowmeshes++;
-                       shadowmeshtris += mesh->numtriangles;
-               }
-       }
+       shadowzpasstris = 0;
+       if (rtlight->static_meshchain_shadow_zpass)
+               for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
+                       shadowzpasstris += mesh->numtriangles;
+
+       shadowzfailtris = 0;
+       if (rtlight->static_meshchain_shadow_zfail)
+               for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
+                       shadowzfailtris += mesh->numtriangles;
 
        lighttris = 0;
        if (rtlight->static_numlighttrispvsbytes)
@@ -2547,16 +2675,19 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                shadowtris++;
 
        if (developer.integer >= 10)
-               Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
+               Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
 {
        if (rtlight->compiled)
        {
-               if (rtlight->static_meshchain_shadow)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
-               rtlight->static_meshchain_shadow = NULL;
+               if (rtlight->static_meshchain_shadow_zpass)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
+               rtlight->static_meshchain_shadow_zpass = NULL;
+               if (rtlight->static_meshchain_shadow_zfail)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
+               rtlight->static_meshchain_shadow_zfail = NULL;
                // these allocations are grouped
                if (rtlight->static_surfacelist)
                        Mem_Free(rtlight->static_surfacelist);
@@ -2756,12 +2887,17 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 
 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
+       shadowmesh_t *mesh;
+       int t, tend;
+       int surfacelistindex;
+       msurface_t *surface;
+
        RSurf_ActiveWorldEntity();
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
-               shadowmesh_t *mesh;
                CHECKGLERROR
-               for (mesh = rsurface.rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+               mesh = rsurface.rtlight->static_meshchain_shadow_zfail;
+               for (;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
                        R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
@@ -2783,9 +2919,6 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
        }
        else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
        {
-               int t, tend;
-               int surfacelistindex;
-               msurface_t *surface;
                R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {