mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-12 13:32:08 +00:00
688 lines
24 KiB
C++
688 lines
24 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code 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 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#pragma hdrstop
|
|
#include "precompiled.h"
|
|
|
|
#include "tr_local.h"
|
|
|
|
extern idCVar r_useAreasConnectedForShadowCulling;
|
|
extern idCVar r_useParallelAddShadows;
|
|
extern idCVar r_forceShadowCaps;
|
|
extern idCVar r_useShadowPreciseInsideTest;
|
|
|
|
idCVar r_useAreasConnectedForShadowCulling( "r_useAreasConnectedForShadowCulling", "2", CVAR_RENDERER | CVAR_INTEGER, "cull entities cut off by doors" );
|
|
idCVar r_useParallelAddLights( "r_useParallelAddLights", "1", CVAR_RENDERER | CVAR_BOOL, "aadd all lights in parallel with jobs" );
|
|
|
|
/*
|
|
============================
|
|
R_ShadowBounds
|
|
|
|
Even though the extruded shadows are drawn projected to infinity, their effects are limited
|
|
to a fraction of the light's volume. An extruded box would require 12 faces to specify and
|
|
be a lot of trouble, but an axial bounding box is quick and easy to determine.
|
|
|
|
If the light is completely contained in the view, there is no value in trying to cull the
|
|
shadows, as they will all pass.
|
|
|
|
Pure function.
|
|
============================
|
|
*/
|
|
void R_ShadowBounds( const idBounds& modelBounds, const idBounds& lightBounds, const idVec3& lightOrigin, idBounds& shadowBounds )
|
|
{
|
|
for( int i = 0; i < 3; i++ )
|
|
{
|
|
shadowBounds[0][i] = __fsels( modelBounds[0][i] - lightOrigin[i], modelBounds[0][i], lightBounds[0][i] );
|
|
shadowBounds[1][i] = __fsels( lightOrigin[i] - modelBounds[1][i], modelBounds[1][i], lightBounds[1][i] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================
|
|
idRenderEntityLocal::IsDirectlyVisible()
|
|
============================
|
|
*/
|
|
bool idRenderEntityLocal::IsDirectlyVisible() const
|
|
{
|
|
if( viewCount != tr.viewCount )
|
|
{
|
|
return false;
|
|
}
|
|
if( viewEntity->scissorRect.IsEmpty() )
|
|
{
|
|
// a viewEntity was created for shadow generation, but the
|
|
// model global reference bounds isn't directly visible
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_AddSingleLight
|
|
|
|
May be run in parallel.
|
|
|
|
Sets vLight->removeFromList to true if the light should be removed from the list.
|
|
Builds a chain of entities that need to be added for shadows only off vLight->shadowOnlyViewEntities.
|
|
Allocates and fills in vLight->entityInteractionState.
|
|
|
|
Calc the light shader values, removing any light from the viewLight list
|
|
if it is determined to not have any visible effect due to being flashed off or turned off.
|
|
|
|
Add any precomputed shadow volumes.
|
|
===================
|
|
*/
|
|
static void R_AddSingleLight( viewLight_t* vLight )
|
|
{
|
|
// until proven otherwise
|
|
vLight->removeFromList = true;
|
|
vLight->shadowOnlyViewEntities = NULL;
|
|
vLight->preLightShadowVolumes = NULL;
|
|
|
|
// globals we really should pass in...
|
|
const viewDef_t* viewDef = tr.viewDef;
|
|
|
|
const idRenderLightLocal* light = vLight->lightDef;
|
|
const idMaterial* lightShader = light->lightShader;
|
|
if( lightShader == NULL )
|
|
{
|
|
common->Error( "R_AddSingleLight: NULL lightShader" );
|
|
return;
|
|
}
|
|
|
|
SCOPED_PROFILE_EVENT( lightShader->GetName() );
|
|
|
|
// see if we are suppressing the light in this view
|
|
if( !r_skipSuppress.GetBool() )
|
|
{
|
|
if( light->parms.suppressLightInViewID && light->parms.suppressLightInViewID == viewDef->renderView.viewID )
|
|
{
|
|
return;
|
|
}
|
|
if( light->parms.allowLightInViewID && light->parms.allowLightInViewID != viewDef->renderView.viewID )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// evaluate the light shader registers
|
|
float* lightRegs = ( float* )R_FrameAlloc( lightShader->GetNumRegisters() * sizeof( float ), FRAME_ALLOC_SHADER_REGISTER );
|
|
lightShader->EvaluateRegisters( lightRegs, light->parms.shaderParms, viewDef->renderView.shaderParms,
|
|
tr.viewDef->renderView.time[0] * 0.001f, light->parms.referenceSound );
|
|
|
|
// if this is a purely additive light and no stage in the light shader evaluates
|
|
// to a positive light value, we can completely skip the light
|
|
if( !lightShader->IsFogLight() && !lightShader->IsBlendLight() )
|
|
{
|
|
int lightStageNum;
|
|
for( lightStageNum = 0; lightStageNum < lightShader->GetNumStages(); lightStageNum++ )
|
|
{
|
|
const shaderStage_t* lightStage = lightShader->GetStage( lightStageNum );
|
|
|
|
// ignore stages that fail the condition
|
|
if( !lightRegs[ lightStage->conditionRegister ] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const int* registers = lightStage->color.registers;
|
|
|
|
// snap tiny values to zero
|
|
if( lightRegs[ registers[0] ] < 0.001f )
|
|
{
|
|
lightRegs[ registers[0] ] = 0.0f;
|
|
}
|
|
if( lightRegs[ registers[1] ] < 0.001f )
|
|
{
|
|
lightRegs[ registers[1] ] = 0.0f;
|
|
}
|
|
if( lightRegs[ registers[2] ] < 0.001f )
|
|
{
|
|
lightRegs[ registers[2] ] = 0.0f;
|
|
}
|
|
|
|
if( lightRegs[ registers[0] ] > 0.0f ||
|
|
lightRegs[ registers[1] ] > 0.0f ||
|
|
lightRegs[ registers[2] ] > 0.0f )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if( lightStageNum == lightShader->GetNumStages() )
|
|
{
|
|
// we went through all the stages and didn't find one that adds anything
|
|
// remove the light from the viewLights list, and change its frame marker
|
|
// so interaction generation doesn't think the light is visible and
|
|
// create a shadow for it
|
|
return;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------
|
|
// copy data used by backend
|
|
//--------------------------------------------
|
|
vLight->globalLightOrigin = light->globalLightOrigin;
|
|
vLight->lightProject[0] = light->lightProject[0];
|
|
vLight->lightProject[1] = light->lightProject[1];
|
|
vLight->lightProject[2] = light->lightProject[2];
|
|
vLight->lightProject[3] = light->lightProject[3];
|
|
|
|
// the fog plane is the light far clip plane
|
|
idPlane fogPlane( light->baseLightProject[2][0] - light->baseLightProject[3][0],
|
|
light->baseLightProject[2][1] - light->baseLightProject[3][1],
|
|
light->baseLightProject[2][2] - light->baseLightProject[3][2],
|
|
light->baseLightProject[2][3] - light->baseLightProject[3][3] );
|
|
const float planeScale = idMath::InvSqrt( fogPlane.Normal().LengthSqr() );
|
|
vLight->fogPlane[0] = fogPlane[0] * planeScale;
|
|
vLight->fogPlane[1] = fogPlane[1] * planeScale;
|
|
vLight->fogPlane[2] = fogPlane[2] * planeScale;
|
|
vLight->fogPlane[3] = fogPlane[3] * planeScale;
|
|
|
|
// copy the matrix for deforming the 'zeroOneCubeModel' to exactly cover the light volume in world space
|
|
vLight->inverseBaseLightProject = light->inverseBaseLightProject;
|
|
|
|
vLight->falloffImage = light->falloffImage;
|
|
vLight->lightShader = light->lightShader;
|
|
vLight->shaderRegisters = lightRegs;
|
|
|
|
if( r_useLightScissors.GetInteger() != 0 )
|
|
{
|
|
// Calculate the matrix that projects the zero-to-one cube to exactly cover the
|
|
// light frustum in clip space.
|
|
idRenderMatrix invProjectMVPMatrix;
|
|
idRenderMatrix::Multiply( viewDef->worldSpace.mvp, light->inverseBaseLightProject, invProjectMVPMatrix );
|
|
|
|
// Calculate the projected bounds, either not clipped at all, near clipped, or fully clipped.
|
|
idBounds projected;
|
|
if( r_useLightScissors.GetInteger() == 1 )
|
|
{
|
|
idRenderMatrix::ProjectedBounds( projected, invProjectMVPMatrix, bounds_zeroOneCube );
|
|
}
|
|
else if( r_useLightScissors.GetInteger() == 2 )
|
|
{
|
|
idRenderMatrix::ProjectedNearClippedBounds( projected, invProjectMVPMatrix, bounds_zeroOneCube );
|
|
}
|
|
else
|
|
{
|
|
idRenderMatrix::ProjectedFullyClippedBounds( projected, invProjectMVPMatrix, bounds_zeroOneCube );
|
|
}
|
|
|
|
if( projected[0][2] >= projected[1][2] )
|
|
{
|
|
// the light was culled to the view frustum
|
|
return;
|
|
}
|
|
|
|
float screenWidth = ( float )viewDef->viewport.x2 - ( float )viewDef->viewport.x1;
|
|
float screenHeight = ( float )viewDef->viewport.y2 - ( float )viewDef->viewport.y1;
|
|
|
|
idScreenRect lightScissorRect;
|
|
lightScissorRect.x1 = idMath::Ftoi( projected[0][0] * screenWidth );
|
|
lightScissorRect.x2 = idMath::Ftoi( projected[1][0] * screenWidth );
|
|
lightScissorRect.y1 = idMath::Ftoi( projected[0][1] * screenHeight );
|
|
lightScissorRect.y2 = idMath::Ftoi( projected[1][1] * screenHeight );
|
|
lightScissorRect.Expand();
|
|
|
|
vLight->scissorRect.Intersect( lightScissorRect );
|
|
vLight->scissorRect.zmin = projected[0][2];
|
|
vLight->scissorRect.zmax = projected[1][2];
|
|
}
|
|
|
|
// this one stays on the list
|
|
vLight->removeFromList = false;
|
|
|
|
//--------------------------------------------
|
|
// create interactions with all entities the light may touch, and add viewEntities
|
|
// that may cast shadows, even if they aren't directly visible. Any real work
|
|
// will be deferred until we walk through the viewEntities
|
|
//--------------------------------------------
|
|
const int renderViewID = viewDef->renderView.viewID;
|
|
|
|
// this bool array will be set true whenever the entity will visibly interact with the light
|
|
vLight->entityInteractionState = ( byte* )R_ClearedFrameAlloc( light->world->entityDefs.Num() * sizeof( vLight->entityInteractionState[0] ), FRAME_ALLOC_INTERACTION_STATE );
|
|
|
|
const bool lightCastsShadows = light->LightCastsShadows();
|
|
idInteraction * * const interactionTableRow = light->world->interactionTable + light->index * light->world->interactionTableWidth;
|
|
|
|
for( areaReference_t* lref = light->references; lref != NULL; lref = lref->ownerNext )
|
|
{
|
|
portalArea_t* area = lref->area;
|
|
|
|
// some lights have their center of projection outside the world, but otherwise
|
|
// we want to ignore areas that are not connected to the light center due to a closed door
|
|
if( light->areaNum != -1 && r_useAreasConnectedForShadowCulling.GetInteger() == 2 )
|
|
{
|
|
if( !light->world->AreasAreConnected( light->areaNum, area->areaNum, PS_BLOCK_VIEW ) )
|
|
{
|
|
// can't possibly be seen or shadowed
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// check all the models in this area
|
|
for( areaReference_t* eref = area->entityRefs.areaNext; eref != &area->entityRefs; eref = eref->areaNext )
|
|
{
|
|
idRenderEntityLocal* edef = eref->entity;
|
|
|
|
if( vLight->entityInteractionState[ edef->index ] != viewLight_t::INTERACTION_UNCHECKED )
|
|
{
|
|
continue;
|
|
}
|
|
// until proven otherwise
|
|
vLight->entityInteractionState[ edef->index ] = viewLight_t::INTERACTION_NO;
|
|
|
|
// The table is updated at interaction::AllocAndLink() and interaction::UnlinkAndFree()
|
|
const idInteraction* inter = interactionTableRow[ edef->index ];
|
|
|
|
const renderEntity_t& eParms = edef->parms;
|
|
const idRenderModel* eModel = eParms.hModel;
|
|
|
|
// a large fraction of static entity / light pairs will still have no interactions even though
|
|
// they are both present in the same area(s)
|
|
if( eModel != NULL && !eModel->IsDynamicModel() && inter == INTERACTION_EMPTY )
|
|
{
|
|
// the interaction was statically checked, and it didn't generate any surfaces,
|
|
// so there is no need to force the entity onto the view list if it isn't
|
|
// already there
|
|
continue;
|
|
}
|
|
|
|
// We don't want the lights on weapons to illuminate anything else.
|
|
// There are two assumptions here -- that allowLightInViewID is only
|
|
// used for weapon lights, and that all weapons will have weaponDepthHack.
|
|
// A more general solution would be to have an allowLightOnEntityID field.
|
|
// HACK: the armor-mounted flashlight is a private spot light, which is probably
|
|
// wrong -- you would expect to see them in multiplayer.
|
|
if( light->parms.allowLightInViewID && light->parms.pointLight && !eParms.weaponDepthHack )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// non-shadow casting entities don't need to be added if they aren't
|
|
// directly visible
|
|
if( ( eParms.noShadow || ( eModel && !eModel->ModelHasShadowCastingSurfaces() ) ) && !edef->IsDirectlyVisible() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if the model doesn't accept lighting or cast shadows, it doesn't need to be added
|
|
if( eModel && !eModel->ModelHasInteractingSurfaces() && !eModel->ModelHasShadowCastingSurfaces() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// no interaction present, so either the light or entity has moved
|
|
// assert( lightHasMoved || edef->entityHasMoved );
|
|
if( inter == NULL )
|
|
{
|
|
// some big outdoor meshes are flagged to not create any dynamic interactions
|
|
// when the level designer knows that nearby moving lights shouldn't actually hit them
|
|
if( eParms.noDynamicInteractions )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// do a check of the entity reference bounds against the light frustum to see if they can't
|
|
// possibly interact, despite sharing one or more world areas
|
|
if( R_CullModelBoundsToLight( light, edef->localReferenceBounds, edef->modelRenderMatrix ) )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// we now know that the entity and light do overlap
|
|
|
|
if( edef->IsDirectlyVisible() )
|
|
{
|
|
// entity is directly visible, so the interaction is definitely needed
|
|
vLight->entityInteractionState[ edef->index ] = viewLight_t::INTERACTION_YES;
|
|
continue;
|
|
}
|
|
|
|
// the entity is not directly visible, but if we can tell that it may cast
|
|
// shadows onto visible surfaces, we must make a viewEntity for it
|
|
if( !lightCastsShadows )
|
|
{
|
|
// surfaces are never shadowed in this light
|
|
continue;
|
|
}
|
|
// if we are suppressing its shadow in this view (player shadows, etc), skip
|
|
if( !r_skipSuppress.GetBool() )
|
|
{
|
|
if( eParms.suppressShadowInViewID && eParms.suppressShadowInViewID == renderViewID )
|
|
{
|
|
continue;
|
|
}
|
|
if( eParms.suppressShadowInLightID && eParms.suppressShadowInLightID == light->parms.lightId )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// should we use the shadow bounds from pre-calculated interactions?
|
|
idBounds shadowBounds;
|
|
R_ShadowBounds( edef->globalReferenceBounds, light->globalLightBounds, light->globalLightOrigin, shadowBounds );
|
|
|
|
// this test is pointless if we knew the light was completely contained
|
|
// in the view frustum, but the entity would also be directly visible in most
|
|
// of those cases.
|
|
|
|
// this doesn't say that the shadow can't effect anything, only that it can't
|
|
// effect anything in the view, so we shouldn't set up a view entity
|
|
if( idRenderMatrix::CullBoundsToMVP( viewDef->worldSpace.mvp, shadowBounds ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// debug tool to allow viewing of only one entity at a time
|
|
if( r_singleEntity.GetInteger() >= 0 && r_singleEntity.GetInteger() != edef->index )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// we do need it for shadows
|
|
vLight->entityInteractionState[ edef->index ] = viewLight_t::INTERACTION_YES;
|
|
|
|
// we will need to create a viewEntity_t for it in the serial code section
|
|
shadowOnlyEntity_t* shadEnt = ( shadowOnlyEntity_t* )R_FrameAlloc( sizeof( shadowOnlyEntity_t ), FRAME_ALLOC_SHADOW_ONLY_ENTITY );
|
|
shadEnt->next = vLight->shadowOnlyViewEntities;
|
|
shadEnt->edef = edef;
|
|
vLight->shadowOnlyViewEntities = shadEnt;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------
|
|
// add the prelight shadows for the static world geometry
|
|
//--------------------------------------------
|
|
if( light->parms.prelightModel != NULL )
|
|
{
|
|
srfTriangles_t* tri = light->parms.prelightModel->Surface( 0 )->geometry;
|
|
|
|
// these shadows will have valid bounds, and can be culled normally,
|
|
// but they will typically cover most of the light's bounds
|
|
if( idRenderMatrix::CullBoundsToMVP( viewDef->worldSpace.mvp, tri->bounds ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// prelight models should always have static data that never gets purged
|
|
assert( vertexCache.CacheIsCurrent( tri->shadowCache ) );
|
|
assert( vertexCache.CacheIsCurrent( tri->indexCache ) );
|
|
|
|
drawSurf_t* shadowDrawSurf = ( drawSurf_t* )R_FrameAlloc( sizeof( *shadowDrawSurf ), FRAME_ALLOC_DRAW_SURFACE );
|
|
|
|
shadowDrawSurf->frontEndGeo = tri;
|
|
shadowDrawSurf->ambientCache = 0;
|
|
shadowDrawSurf->indexCache = tri->indexCache;
|
|
shadowDrawSurf->shadowCache = tri->shadowCache;
|
|
shadowDrawSurf->jointCache = 0;
|
|
shadowDrawSurf->numIndexes = 0;
|
|
shadowDrawSurf->space = &viewDef->worldSpace;
|
|
shadowDrawSurf->material = NULL;
|
|
shadowDrawSurf->extraGLState = 0;
|
|
shadowDrawSurf->shaderRegisters = NULL;
|
|
shadowDrawSurf->scissorRect = vLight->scissorRect; // default to the light scissor and light depth bounds
|
|
shadowDrawSurf->shadowVolumeState = SHADOWVOLUME_DONE; // assume the shadow volume is done in case r_skipPrelightShadows is set
|
|
|
|
if( !r_skipPrelightShadows.GetBool() )
|
|
{
|
|
preLightShadowVolumeParms_t* shadowParms = ( preLightShadowVolumeParms_t* )R_FrameAlloc( sizeof( shadowParms[0] ), FRAME_ALLOC_SHADOW_VOLUME_PARMS );
|
|
|
|
shadowParms->verts = tri->preLightShadowVertexes;
|
|
shadowParms->numVerts = tri->numVerts * 2;
|
|
shadowParms->indexes = tri->indexes;
|
|
shadowParms->numIndexes = tri->numIndexes;
|
|
shadowParms->triangleBounds = tri->bounds;
|
|
shadowParms->triangleMVP = viewDef->worldSpace.mvp;
|
|
shadowParms->localLightOrigin = vLight->globalLightOrigin;
|
|
shadowParms->localViewOrigin = viewDef->renderView.vieworg;
|
|
shadowParms->zNear = r_znear.GetFloat();
|
|
shadowParms->lightZMin = vLight->scissorRect.zmin;
|
|
shadowParms->lightZMax = vLight->scissorRect.zmax;
|
|
shadowParms->forceShadowCaps = r_forceShadowCaps.GetBool();
|
|
shadowParms->useShadowPreciseInsideTest = r_useShadowPreciseInsideTest.GetBool();
|
|
shadowParms->useShadowDepthBounds = r_useShadowDepthBounds.GetBool();
|
|
shadowParms->numShadowIndices = & shadowDrawSurf->numIndexes;
|
|
shadowParms->renderZFail = & shadowDrawSurf->renderZFail;
|
|
shadowParms->shadowZMin = & shadowDrawSurf->scissorRect.zmin;
|
|
shadowParms->shadowZMax = & shadowDrawSurf->scissorRect.zmax;
|
|
shadowParms->shadowVolumeState = & shadowDrawSurf->shadowVolumeState;
|
|
|
|
// the pre-light shadow volume "_prelight_light_3297" in "d3xpdm2" is malformed in that it contains the light origin so the precise inside test always fails
|
|
if( tr.primaryWorld->mapName.IcmpPath( "maps/game/mp/d3xpdm2.map" ) == 0 && idStr::Icmp( light->parms.prelightModel->Name(), "_prelight_light_3297" ) == 0 )
|
|
{
|
|
shadowParms->useShadowPreciseInsideTest = false;
|
|
}
|
|
|
|
shadowDrawSurf->shadowVolumeState = SHADOWVOLUME_UNFINISHED;
|
|
|
|
shadowParms->next = vLight->preLightShadowVolumes;
|
|
vLight->preLightShadowVolumes = shadowParms;
|
|
}
|
|
|
|
// actually link it in
|
|
shadowDrawSurf->nextOnLight = vLight->globalShadows;
|
|
vLight->globalShadows = shadowDrawSurf;
|
|
}
|
|
}
|
|
|
|
REGISTER_PARALLEL_JOB( R_AddSingleLight, "R_AddSingleLight" );
|
|
|
|
/*
|
|
=================
|
|
R_AddLights
|
|
=================
|
|
*/
|
|
void R_AddLights()
|
|
{
|
|
SCOPED_PROFILE_EVENT( "R_AddLights" );
|
|
|
|
//-------------------------------------------------
|
|
// check each light individually, possibly in parallel
|
|
//-------------------------------------------------
|
|
|
|
if( r_useParallelAddLights.GetBool() )
|
|
{
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
tr.frontEndJobList->AddJob( ( jobRun_t )R_AddSingleLight, vLight );
|
|
}
|
|
tr.frontEndJobList->Submit();
|
|
tr.frontEndJobList->Wait();
|
|
}
|
|
else
|
|
{
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
R_AddSingleLight( vLight );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// cull lights from the list if they turned out to not be needed
|
|
//-------------------------------------------------
|
|
|
|
tr.pc.c_viewLights = 0;
|
|
viewLight_t** ptr = &tr.viewDef->viewLights;
|
|
while( *ptr != NULL )
|
|
{
|
|
viewLight_t* vLight = *ptr;
|
|
|
|
if( vLight->removeFromList )
|
|
{
|
|
vLight->lightDef->viewCount = -1; // this probably doesn't matter with current code
|
|
*ptr = vLight->next;
|
|
continue;
|
|
}
|
|
|
|
ptr = &vLight->next;
|
|
|
|
// serial work
|
|
tr.pc.c_viewLights++;
|
|
|
|
for( shadowOnlyEntity_t* shadEnt = vLight->shadowOnlyViewEntities; shadEnt != NULL; shadEnt = shadEnt->next )
|
|
{
|
|
// this will add it to the viewEntities list, but with an empty scissor rect
|
|
R_SetEntityDefViewEntity( shadEnt->edef );
|
|
}
|
|
|
|
if( r_showLightScissors.GetBool() )
|
|
{
|
|
R_ShowColoredScreenRect( vLight->scissorRect, vLight->lightDef->index );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
// Add jobs to setup pre-light shadow volumes.
|
|
//-------------------------------------------------
|
|
|
|
if( r_useParallelAddShadows.GetInteger() == 1 )
|
|
{
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
for( preLightShadowVolumeParms_t* shadowParms = vLight->preLightShadowVolumes; shadowParms != NULL; shadowParms = shadowParms->next )
|
|
{
|
|
tr.frontEndJobList->AddJob( ( jobRun_t )PreLightShadowVolumeJob, shadowParms );
|
|
}
|
|
vLight->preLightShadowVolumes = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int start = Sys_Microseconds();
|
|
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
for( preLightShadowVolumeParms_t* shadowParms = vLight->preLightShadowVolumes; shadowParms != NULL; shadowParms = shadowParms->next )
|
|
{
|
|
PreLightShadowVolumeJob( shadowParms );
|
|
}
|
|
vLight->preLightShadowVolumes = NULL;
|
|
}
|
|
|
|
int end = Sys_Microseconds();
|
|
backEnd.pc.shadowMicroSec += end - start;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_OptimizeViewLightsList
|
|
=====================
|
|
*/
|
|
void R_OptimizeViewLightsList()
|
|
{
|
|
// go through each visible light
|
|
int numViewLights = 0;
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
numViewLights++;
|
|
// If the light didn't have any lit surfaces visible, there is no need to
|
|
// draw any of the shadows. We still keep the vLight for debugging draws.
|
|
if( !vLight->localInteractions && !vLight->globalInteractions && !vLight->translucentInteractions )
|
|
{
|
|
vLight->localShadows = NULL;
|
|
vLight->globalShadows = NULL;
|
|
}
|
|
}
|
|
|
|
if( r_useShadowSurfaceScissor.GetBool() )
|
|
{
|
|
// shrink the light scissor rect to only intersect the surfaces that will actually be drawn.
|
|
// This doesn't seem to actually help, perhaps because the surface scissor
|
|
// rects aren't actually the surface, but only the portal clippings.
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight; vLight = vLight->next )
|
|
{
|
|
drawSurf_t* surf;
|
|
idScreenRect surfRect;
|
|
|
|
if( !vLight->lightShader->LightCastsShadows() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
surfRect.Clear();
|
|
|
|
for( surf = vLight->globalInteractions; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surfRect.Union( surf->scissorRect );
|
|
}
|
|
for( surf = vLight->localShadows; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surf->scissorRect.Intersect( surfRect );
|
|
}
|
|
|
|
for( surf = vLight->localInteractions; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surfRect.Union( surf->scissorRect );
|
|
}
|
|
for( surf = vLight->globalShadows; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surf->scissorRect.Intersect( surfRect );
|
|
}
|
|
|
|
for( surf = vLight->translucentInteractions; surf != NULL; surf = surf->nextOnLight )
|
|
{
|
|
surfRect.Union( surf->scissorRect );
|
|
}
|
|
|
|
vLight->scissorRect.Intersect( surfRect );
|
|
}
|
|
}
|
|
|
|
// sort the viewLights list so the largest lights come first, which will reduce
|
|
// the chance of GPU pipeline bubbles
|
|
struct sortLight_t
|
|
{
|
|
viewLight_t* vLight;
|
|
int screenArea;
|
|
static int sort( const void* a, const void* b )
|
|
{
|
|
return ( ( sortLight_t* )a )->screenArea - ( ( sortLight_t* )b )->screenArea;
|
|
}
|
|
};
|
|
sortLight_t* sortLights = ( sortLight_t* )_alloca( sizeof( sortLight_t ) * numViewLights );
|
|
int numSortLightsFilled = 0;
|
|
for( viewLight_t* vLight = tr.viewDef->viewLights; vLight != NULL; vLight = vLight->next )
|
|
{
|
|
sortLights[ numSortLightsFilled ].vLight = vLight;
|
|
sortLights[ numSortLightsFilled ].screenArea = vLight->scissorRect.GetArea();
|
|
numSortLightsFilled++;
|
|
}
|
|
|
|
qsort( sortLights, numSortLightsFilled, sizeof( sortLights[0] ), sortLight_t::sort );
|
|
|
|
// rebuild the linked list in order
|
|
tr.viewDef->viewLights = NULL;
|
|
for( int i = 0; i < numSortLightsFilled; i++ )
|
|
{
|
|
sortLights[i].vLight->next = tr.viewDef->viewLights;
|
|
tr.viewDef->viewLights = sortLights[i].vLight;
|
|
}
|
|
}
|