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gl_rsurf.c
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gl_rsurf.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_surf.c: surface-related refresh code
#include "quakedef.h"
#include "r_shadow.h"
#include "portals.h"
#include "csprogs.h"
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_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"};
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
{
int smax, tmax, i, size, size3, maps, l;
int *bl, scale;
unsigned char *lightmap, *out, *stain;
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
bl = intblocklights;
if (!model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
bl[i] = 128*256;
}
else
{
// clear to no light
memset(bl, 0, size3*sizeof(*bl));
// add all the lightmaps
if (lightmap)
for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
bl[i] += lightmap[i] * scale;
}
stain = surface->lightmapinfo->stainsamples;
bl = intblocklights;
out = templight;
// the >> 16 shift adjusts down 8 bits to account for the stainmap
// 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 (stain)
{
for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
{
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++, bl += 3, out += 4)
{
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;
}
}
R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
// update the surface's deluxemap if it has one
if (surface->deluxemaptexture != r_texture_blanknormalmap)
{
vec3_t n;
unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
lightmap = surface->lightmapinfo->samples;
// clear to no normalmap
bl = intblocklights;
memset(bl, 0, size3*sizeof(*bl));
// add all the normalmaps
if (lightmap && normalmap)
{
for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
{
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[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
}
}
}
bl = intblocklights;
out = templight;
// we simply renormalize the weighted normals to get a valid deluxemap
for (i = 0;i < size;i++, bl += 3, out += 4)
{
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, 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;
int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
unsigned char *bl;
vec3_t impact;
maxdist = radius * radius;
invradius = 1.0f / radius;
loc0:
if (!node->plane)
return;
ndist = PlaneDiff(origin, node->plane);
if (ndist > radius)
{
node = node->children[0];
goto loc0;
}
if (ndist < -radius)
{
node = node->children[1];
goto loc0;
}
dist2 = ndist * ndist;
maxdist3 = maxdist - dist2;
if (node->plane->type < 3)
{
VectorCopy(origin, impact);
impact[node->plane->type] -= ndist;
}
else
{
impact[0] = origin[0] - node->plane->normal[0] * ndist;
impact[1] = origin[1] - node->plane->normal[1] * ndist;
impact[2] = origin[2] - node->plane->normal[2] * ndist;
}
for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
{
if (surface->lightmapinfo->stainsamples)
{
smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
i = (int)(s * s + t * t + dist2);
if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
continue;
// reduce calculations
for (s = 0, i = impacts; s < smax; s++, i -= 16)
sdtable[s] = i * i + dist2;
bl = surface->lightmapinfo->stainsamples;
smax3 = smax * 3;
stained = false;
i = impactt;
for (t = 0;t < tmax;t++, i -= 16)
{
td = i * i;
// make sure some part of it is visible on this line
if (td < maxdist3)
{
maxdist2 = maxdist - td;
for (s = 0;s < smax;s++)
{
if (sdtable[s] < maxdist2)
{
ratio = lhrandom(0.0f, 1.0f);
a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
if (a >= (1.0f / 64.0f))
{
if (a > 1)
a = 1;
bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
stained = true;
}
}
bl += 3;
}
}
else // skip line
bl += smax3;
}
// force lightmap upload
if (stained)
model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
}
}
if (node->children[0]->plane)
{
if (node->children[1]->plane)
{
R_StainNode(node->children[0], model, origin, radius, fcolor);
node = node->children[1];
goto loc0;
}
else
{
node = node->children[0];
goto loc0;
}
}
else if (node->children[1]->plane)
{
node = node->children[1];
goto loc0;
}
}
void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
{
int n;
float fcolor[8];
entity_render_t *ent;
dp_model_t *model;
vec3_t org;
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[2] = cb1;
fcolor[3] = ca1 * (1.0f / 64.0f);
fcolor[4] = cr2 - cr1;
fcolor[5] = cg2 - cg1;
fcolor[6] = cb2 - cb1;
fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
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++)
{
ent = &cl.entities[cl.brushmodel_entities[n]].render;
model = ent->model;
if (model && model->name[0] == '*')
{
if (model->brush.data_nodes)
{
Matrix4x4_Transform(&ent->inversematrix, origin, org);
R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
}
}
}
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
// due to the hacky nature of this function's parameters, this is never
// called with a batch, so numsurfaces is always 1, and the surfacelist
// contains only a leaf number for coloring purposes
const mportal_t *portal = (mportal_t *)ent;
qboolean isvis;
int i, numpoints;
float *v;
float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
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_EntityMatrix(&identitymatrix);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
R_Mesh_VertexPointer(vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
i = surfacelist[0] >> 1;
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,
isvis ? 0.125f : 0.03125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
void R_DrawPortals(void)
{
int i, leafnum;
mportal_t *portal;
float center[3], f;
dp_model_t *model = r_refdef.scene.worldmodel;
if (model == NULL)
return;
for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;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.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
{
if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
if (!R_CullBox(portal->mins, portal->maxs))
{
VectorClear(center);
for (i = 0;i < portal->numpoints;i++)
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, rsurface.rtlight);
}
}
}
}
}
void R_View_WorldVisibility(qboolean forcenovis)
{
int i, j, *mark;
mleaf_t *leaf;
mleaf_t *viewleaf;
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_refdef.view.origin) : NULL;
// if possible fetch the visible cluster bits
if (!r_lockpvs.integer && model->brush.FatPVS)
model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
if (!r_lockvisibility.integer)
{
// 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;
// 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)
{
// 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_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_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;
}
}
}
// 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,
// and cull to frustum (view pyramid)
// 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 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;
}
}
}
// 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
{
int leafstackpos;
mportal_t *p;
mleaf_t *leafstack[8192];
// simple-frustum portal method:
// follows portals leading outward from viewleaf, does not venture
// offscreen or into leafs that are not visible, faster than
// Quake's RecursiveWorldNode and vastly better in unvised maps,
// often culls some surfaces that pvs alone would miss
// (such as a room in pvs that is hidden behind a wall, but the
// passage leading to the room is off-screen)
leafstack[0] = viewleaf;
leafstackpos = 1;
while (leafstackpos)
{
leaf = leafstack[--leafstackpos];
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_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)
// and the portal polygon's bounding box is on the screen
// and the leaf has not been visited yet
// and the leaf is visible in the pvs
// (the first two checks won't cause as many cache misses as the leaf checks)
for (p = leaf->portals;p;p = p->next)
{
r_refdef.stats.world_portals++;
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;
}
}
}
}
}
void R_Q1BSP_DrawSky(entity_render_t *ent)
{
if (ent->model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(true, true, false, false, false);
else
R_DrawModelSurfaces(ent, true, true, false, false, false);
}
extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
{
int i, j, n, flagsmask;
dp_model_t *model = ent->model;
msurface_t *surfaces;
if (model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
RSurf_ActiveWorldEntity();
else
RSurf_ActiveModelEntity(ent, false, false, false);
surfaces = model->data_surfaces;
flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
// add visible surfaces to draw list
if (ent == r_refdef.scene.worldentity)
{
for (i = 0;i < model->nummodelsurfaces;i++)
{
j = model->sortedmodelsurfaces[i];
if (r_refdef.viewcache.world_surfacevisible[j])
if (surfaces[j].texture->basematerialflags & flagsmask)
R_Water_AddWaterPlane(surfaces + j, 0);
}
}
else
{
if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
n = ent->entitynumber;
else
n = 0;
for (i = 0;i < model->nummodelsurfaces;i++)
{
j = model->sortedmodelsurfaces[i];
if (surfaces[j].texture->basematerialflags & flagsmask)
R_Water_AddWaterPlane(surfaces + j, n);
}
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
void R_Q1BSP_Draw(entity_render_t *ent)
{
dp_model_t *model = ent->model;
if (model == NULL)
return;
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_SetupShader_DepthOrShadow();
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, true, false);
else
R_DrawModelSurfaces(ent, false, false, false, true, false);
}
void R_Q1BSP_DrawPrepass(entity_render_t *ent)
{
dp_model_t *model = ent->model;
if (model == NULL)
return;
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, true, false, false, true);
else
R_DrawModelSurfaces(ent, false, true, false, false, true);
}
typedef struct r_q1bsp_getlightinfo_s
{
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;
int numfrustumplanes;
const mplane_t *frustumplanes;
}
r_q1bsp_getlightinfo_t;
static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
{
int sides;
mleaf_t *leaf;
for (;;)
{
mplane_t *plane = node->plane;
//if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
// return;
if (!plane)
break;
//if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
// return;
if (plane->type < 3)
{
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
{
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, info->numfrustumplanes, info->frustumplanes))
return;
leaf = (mleaf_t *)node;
if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
return;
if (info->svbsp_active)
{
int i;
mportal_t *portal;
static float 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
}
if (info->svbsp_insertoccluder)
{
int leafsurfaceindex;
int surfaceindex;
int triangleindex, t;
int currentmaterialflags;
qboolean castshadow;
msurface_t *surface;
const int *e;
const vec_t *v[3];
float v2[3][3];
for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
surface = info->model->data_surfaces + surfaceindex;
currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
if (castshadow && BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
{
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)
{
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 (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
}
}
}
}
return;
}
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;
}
}
if (info->outsurfacepvs)
{
int leafsurfaceindex;
int surfaceindex;
int triangleindex, t;
int currentmaterialflags;
qboolean castshadow;
msurface_t *surface;
const int *e;
const vec_t *v[3];
float v2[3][3];
for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
{
surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
{
surface = info->model->data_surfaces + surfaceindex;
currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
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)
{
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 (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
{
if (info->svbsp_active)
{
if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
continue;
}
if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
{
// if the material is double sided we
// can't cull by direction
SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
if (castshadow)
SETPVSBIT(info->outshadowtrispvs, t);
}
#if 0
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]))
continue;
SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
if (castshadow)
SETPVSBIT(info->outshadowtrispvs, t);
}
#endif
else
{
// back side casting does not occlude
// anything so we can't cull lit polygons
SETPVSBIT(info->outlighttrispvs, t);
addedtris = true;
if (castshadow && !PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
SETPVSBIT(info->outshadowtrispvs, t);
}
}
}
if (addedtris)
{
SETPVSBIT(info->outsurfacepvs, surfaceindex);
info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
}
}
}
}
}
}
static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
{
if (use_svbsp)
{
float 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_extra.integer && use_svbsp)
{
Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
Con_DPrintf("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_DPrintf("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, int numfrustumplanes, const mplane_t *frustumplanes)
{
r_q1bsp_getlightinfo_t info;
VectorCopy(relativelightorigin, info.relativelightorigin);
info.lightradius = lightradius;
info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
if (ent->model == NULL)
{
VectorCopy(info.lightmins, outmins);
VectorCopy(info.lightmaxs, outmaxs);
*outnumleafspointer = 0;
*outnumsurfacespointer = 0;
return;
}
info.model = ent->model;
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;
info.numfrustumplanes = numfrustumplanes;
info.frustumplanes = frustumplanes;
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.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;
RSurf_ActiveWorldEntity();