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Should fix some pvs issues.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3546 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2010-07-11 16:23:04 +00:00
parent c6f49f4ec4
commit ad3da01975

View file

@ -1034,6 +1034,45 @@ static struct shadowmesh_s *SHM_BuildShadowVolumeMesh(dlight_t *dl, unsigned cha
static qboolean Sh_VisOverlaps(qbyte *v1, qbyte *v2)
{
int i, m;
m = (cl.worldmodel->numleafs-1)>>3;
for (i=0 ; i<m ; i++)
{
if (v1[i] & v2[i])
return true;
}
return false;
}
static qboolean Sh_LeafInView(qbyte *lightvis, qbyte *vvis)
{
int i;
int m = (cl.worldmodel->numleafs);
mleaf_t *wl = cl.worldmodel->leafs;
unsigned char lv;
/*we can potentially walk off the end of the leafs, but lightvis shouldn't be set for those*/
for (i = 0; i < m; i += 1<<3)
{
lv = lightvis[i>>3];// & vvis[i>>3];
if (!lv)
continue;
if ((lv&0x01) && wl[i+0].visframe == r_visframecount) return true;
if ((lv&0x02) && wl[i+1].visframe == r_visframecount) return true;
if ((lv&0x04) && wl[i+2].visframe == r_visframecount) return true;
if ((lv&0x08) && wl[i+3].visframe == r_visframecount) return true;
if ((lv&0x10) && wl[i+4].visframe == r_visframecount) return true;
if ((lv&0x20) && wl[i+5].visframe == r_visframecount) return true;
if ((lv&0x40) && wl[i+6].visframe == r_visframecount) return true;
if ((lv&0x80) && wl[i+7].visframe == r_visframecount) return true;
}
return false;
}
static void Sh_Scissor (int x, int y, int width, int height)
{
@ -1395,7 +1434,7 @@ void Sh_Shutdown(void)
}
}
void Sh_GenShadowMap (dlight_t *l)
void Sh_GenShadowMap (dlight_t *l, qbyte *lvis)
{
int f;
int smsize = SHADOWMAP_SIZE;
@ -1426,11 +1465,6 @@ void Sh_GenShadowMap (dlight_t *l)
smesh = l->worldshadowmesh;
else
{
unsigned int leaf;
qbyte lvisb[MAX_MAP_LEAFS/8];
qbyte *lvis;
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, l->origin);
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
smesh = SHM_BuildShadowVolumeMesh(l, lvis, NULL);
}
@ -1476,6 +1510,8 @@ void Sh_GenShadowMap (dlight_t *l)
qglLoadMatrixf(r_refdef.m_view);
qglViewport(r_refdef.pxrect.x, vid.pixelheight - r_refdef.pxrect.y, r_refdef.pxrect.width, r_refdef.pxrect.height);
R_SetFrustum(r_refdef.m_projection, r_refdef.m_view);
}
static float shadowprojectionbias[16] =
@ -1486,7 +1522,7 @@ static float shadowprojectionbias[16] =
0.5f, 0.5f, 0.4993f, 1.0f
};
static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour)
static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour, qbyte *vvis)
{
float t[16];
float bp[16];
@ -1494,6 +1530,8 @@ static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour)
vec3_t biasorg;
int ve;
vec3_t mins, maxs;
qbyte *lvis;
qbyte lvisb[MAX_MAP_LEAFS/8];
if (R_CullSphere(l->origin, l->radius))
{
@ -1515,7 +1553,28 @@ static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour)
return;
}
Sh_GenShadowMap(l);
if (l->worldshadowmesh)
{
//fixme: check head node first?
if (!Sh_LeafInView(l->worldshadowmesh->litleaves, vvis))
{
bench.numpvsculled++;
return;
}
}
else
{
int leaf;
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, l->origin);
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
{
bench.numpvsculled++;
return;
}
}
Sh_GenShadowMap(l, lvis);
if (l->fov)
Matrix4_Projection_Far(proj, l->fov, l->fov, nearplane, l->radius);
@ -1819,51 +1878,10 @@ static void Sh_DrawStencilLightShadows(dlight_t *dl, qbyte *lvis, qbyte *vvis, q
}
}
static qboolean Sh_VisOverlaps(qbyte *v1, qbyte *v2)
{
int i, m;
m = (cl.worldmodel->numleafs-1)>>3;
for (i=0 ; i<m ; i++)
{
if (v1[i] & v2[i])
return true;
}
return false;
}
static qboolean Sh_LeafInView(qbyte *lightvis, qbyte *vvis)
{
int i;
int m = (cl.worldmodel->numleafs);
mleaf_t *wl = cl.worldmodel->leafs;
unsigned char lv;
/*we can potentially walk off the end of the leafs, but lightvis shouldn't be set for those*/
for (i = 0; i < m; i += 1<<3)
{
lv = lightvis[i>>3];// & vvis[i>>3];
if (!lv)
continue;
if ((lv&0x01) && wl[i+0].visframe == r_visframecount) return true;
if ((lv&0x02) && wl[i+1].visframe == r_visframecount) return true;
if ((lv&0x04) && wl[i+2].visframe == r_visframecount) return true;
if ((lv&0x08) && wl[i+3].visframe == r_visframecount) return true;
if ((lv&0x10) && wl[i+4].visframe == r_visframecount) return true;
if ((lv&0x20) && wl[i+5].visframe == r_visframecount) return true;
if ((lv&0x40) && wl[i+6].visframe == r_visframecount) return true;
if ((lv&0x80) && wl[i+7].visframe == r_visframecount) return true;
}
return false;
}
//draws a light using stencil shadows.
//redraws world geometry up to 3 times per light...
static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
{
extern int gldepthfunc;
int i;
int sdecrw;
int sincrw;
int leaf;
@ -1896,31 +1914,13 @@ static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
bench.numpvsculled++;
return false;
}
/*
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
else
i = r_viewleaf - cl.worldmodel->leafs;
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if (!Sh_VisOverlaps(dl->worldshadowmesh->litleaves, vvis)) //The two viewing areas do not intersect.
return;
*/
lvis = NULL;
}
else
{
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, r_refdef.vieworg);
else
i = r_viewleaf - cl.worldmodel->leafs;
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
{
bench.numpvsculled++;
@ -2106,14 +2106,9 @@ static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
}
else
{
int i;
int leaf;
qbyte *lvis;
qbyte lvisb[MAX_MAP_LEAFS/8];
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
i = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, r_refdef.vieworg);
else
i = r_viewleaf - cl.worldmodel->leafs;
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
@ -2121,8 +2116,6 @@ static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
if (!dl->die)
SHM_BuildShadowVolumeMesh(dl, lvis, vvis);
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
// return;
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
{
bench.numpvsculled++;
@ -2215,7 +2208,7 @@ void Sh_DrawLights(qbyte *vis)
}
else if (dl->flags & LFLAG_SHADOWMAP)
{
Sh_DrawShadowMapLight(dl, colour);
Sh_DrawShadowMapLight(dl, colour, vis);
}
else
{