From 05dbb25f75f5aeff3822a7feccad0e53a1d3c5be Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 11 Mar 2018 19:26:55 +0000 Subject: [PATCH] Add r_shadow_culllights_trace feature, this culls rtlights by traceline checks similar to entities. Add r_shadow_culllights_pvs cvar so that the pvs checks can be turned off, for debugging or otherwise. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12349 d7cf8633-e32d-0410-b094-e92efae38249 --- client.h | 6 ++---- r_shadow.c | 57 ++++++++++++++++++++++++++++++++++++++++++++++++------ 2 files changed, 53 insertions(+), 10 deletions(-) diff --git a/client.h b/client.h index aae1c868..e3120c08 100644 --- a/client.h +++ b/client.h @@ -307,10 +307,8 @@ typedef struct rtlight_s /// culling vec3_t cullmins; vec3_t cullmaxs; - // culling - //vec_t cullradius; - // squared cullradius - //vec_t cullradius2; + /// when r_shadow_culllights_trace is set, this is refreshed by each successful trace. + double trace_timer; // rendering properties, updated each time a light is rendered // this is rtlight->color * d_lightstylevalue diff --git a/r_shadow.c b/r_shadow.c index 28624474..b774a5c3 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -334,6 +334,13 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"}; cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; +cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"}; +cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"}; +cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"}; +cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0.1", "make light bounds bigger by *1.0+enlarge"}; +cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"}; +cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"}; +cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"}; cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; @@ -804,6 +811,13 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_polygonfactor); Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); + Cvar_RegisterVariable(&r_shadow_culllights_pvs); + Cvar_RegisterVariable(&r_shadow_culllights_trace); + Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter); + Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge); + Cvar_RegisterVariable(&r_shadow_culllights_trace_samples); + Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples); + Cvar_RegisterVariable(&r_shadow_culllights_trace_delay); Cvar_RegisterVariable(&r_shadow_bouncegrid); Cvar_RegisterVariable(&r_shadow_bouncegrid_blur); Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse); @@ -2846,12 +2860,26 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (!settings->staticmode) { - if (R_CullBox(cullmins, cullmaxs)) - continue; + // skip if the expanded light box does not touch any visible leafs if (r_refdef.scene.worldmodel - && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs - && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs)) + && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs + && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs)) + continue; + // skip if the expanded light box is not visible to traceline + // note that PrepareLight already did this check but for a smaller box, so we + // end up casting more traces per frame per light when using bouncegrid, which + // is probably fine (and they use the same timer) + if (r_shadow_culllights_trace.integer) + { + if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) + rtlight->trace_timer = realtime; + if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) + return; + } + // skip if expanded light box is offscreen + if (R_CullBox(cullmins, cullmaxs)) continue; + // skip if overall light intensity is zero if (w * VectorLength2(rtlight->color) == 0.0f) continue; } @@ -4656,7 +4684,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) } */ - // if lightstyle is currently off, don't draw the light + // skip if lightstyle is currently off if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f)) return; @@ -4664,10 +4692,27 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight) if (nolight) return; - // if the light box is offscreen, skip it + // skip if the light box is not touching any visible leafs + if (r_shadow_culllights_pvs.integer + && r_refdef.scene.worldmodel + && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs + && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs)) + return; + + // skip if the light box is not visible to traceline + if (r_shadow_culllights_trace.integer) + { + if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs)) + rtlight->trace_timer = realtime; + if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value) + return; + } + + // skip if the light box is off screen if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs)) return; + // in the typical case this will be quickly replaced by GetLightInfo VectorCopy(rtlight->cullmins, rtlight->cached_cullmins); VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs); -- 2.39.2