]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
optimized shadow volume generation a bit (only projects vertices that are necessary)
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 5 Apr 2003 16:53:14 +0000 (16:53 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 5 Apr 2003 16:53:14 +0000 (16:53 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2909 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index 26ad012426483922d63d6df35ed1c4d9720bf430..59e94363a52c151b57ea4c52202f5b7d926fe093 100644 (file)
@@ -26,6 +26,9 @@ int *trianglefacinglightlist;
 
 int maxshadowvertices;
 float *shadowvertex3f;
+int maxvertexupdate;
+int *vertexupdate;
+int vertexupdatenum;
 
 rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_normalcubetexture;
@@ -44,7 +47,7 @@ cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
@@ -67,6 +70,9 @@ void r_shadow_start(void)
        shadowelements = NULL;
        maxshadowvertices = 0;
        shadowvertex3f = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexupdatenum = 0;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
        trianglefacinglightlist = NULL;
@@ -96,6 +102,9 @@ void r_shadow_shutdown(void)
        shadowelements = NULL;
        maxshadowvertices = 0;
        shadowvertex3f = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexupdatenum = 0;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
        trianglefacinglightlist = NULL;
@@ -119,7 +128,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
-       Cvar_RegisterVariable(&r_shadow_shadownudge);
+       Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_portallight);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_texture3d);
@@ -127,21 +136,6 @@ void R_Shadow_Init(void)
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-void R_Shadow_ProjectVertex3f(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
-{
-       int i;
-       float *in, *out, diff[3];
-       in = verts;
-       out = verts + numverts * 3;
-       for (i = 0;i < numverts;i++, in += 3, out += 3)
-       {
-               VectorSubtract(in, relativelightorigin, diff);
-               VectorNormalizeFast(diff);
-               VectorMA(in, projectdistance, diff, out);
-               VectorMA(in, r_shadow_shadownudge.value, diff, in);
-       }
-}
-
 int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
 {
        int i, tris = 0;
@@ -163,10 +157,21 @@ int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *
        return tris;
 }
 
-int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out)
+int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance)
 {
-       int i, tris;
+       int i, j, tris, vertexpointeradjust = numverts * 3;
        const int *e, *n;
+       float *vin, *vout;
+
+       if (maxvertexupdate < numverts)
+       {
+               maxvertexupdate = numverts;
+               if (vertexupdate)
+                       Mem_Free(vertexupdate);
+               vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+       }
+       vertexupdatenum++;
+
        // check each frontface for bordering backfaces,
        // and cast shadow polygons from those edges,
        // also create front and back caps for shadow volume
@@ -184,6 +189,19 @@ int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbor
        for (i = 0;i < numfacing;i++)
        {
                e = elements + facinglist[i] * 3;
+               // generate vertices if needed
+               for (j = 0;j < 3;j++)
+               {
+                       if (vertexupdate[e[j]] != vertexupdatenum)
+                       {
+                               vertexupdate[e[j]] = vertexupdatenum;
+                               vin = vertices + e[j] * 3;
+                               vout = vin + vertexpointeradjust;
+                               vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]);
+                               vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]);
+                               vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]);
+                       }
+               }
                out[0] = e[2] + numverts;
                out[1] = e[1] + numverts;
                out[2] = e[0] + numverts;
@@ -319,14 +337,13 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v
        if (!tris)
                return;
 
-       // output triangle elements
-       tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
-       if (!tris)
-               return;
-
        // by clever use of elements we can construct the whole shadow from
        // the unprojected vertices and the projected vertices
-       R_Shadow_ProjectVertex3f(varray_vertex3f, numverts, relativelightorigin, projectdistance);
+
+       // output triangle elements and vertices
+       tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance);
+       if (!tris)
+               return;
 
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
@@ -1814,9 +1831,8 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
 
                                // now that we have the buffers big enough, construct shadow volume mesh
                                memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
-                               R_Shadow_ProjectVertex3f(vertex3f, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius);
                                tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
-                               tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
+                               tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value);
                                // add the constructed shadow volume mesh
                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
                        }