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https://github.com/nzp-team/fteqw.git
synced 2024-11-22 20:11:44 +00:00
Optimise rtlights slightly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6049 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
8c7c69a4ea
commit
4e172f3507
4 changed files with 111 additions and 22 deletions
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@ -654,6 +654,7 @@ extern cvar_t r_shadow_realtime_dlight_ambient;
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extern cvar_t r_shadow_realtime_dlight_diffuse;
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extern cvar_t r_shadow_realtime_dlight_specular;
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extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_shadows, r_shadow_realtime_world_lightmaps, r_shadow_realtime_world_importlightentitiesfrommap;
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extern float r_shadow_realtime_world_lightmaps_force;
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extern cvar_t r_shadow_shadowmapping;
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extern cvar_t r_mirroralpha;
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extern cvar_t r_wateralpha;
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@ -784,7 +784,7 @@ static int r_editlights_selected = -1; //the light closest to the cursor
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static vec3_t r_editlights_cursor; //the position of the crosshair/cursor (new lights will be spawned here)
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static dlight_t r_editlights_copybuffer; //written by r_editlights_copyinfo, read by r_editlights_pasteinfo. FIXME: use system clipboard?
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qboolean R_ImportRTLights(const char *entlump)
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qboolean R_ImportRTLights(const char *entlump, int importmode)
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{
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typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_INFINITE, LIGHTTYPE_LOCALMIN, LIGHTTYPE_RECIPXX2, LIGHTTYPE_SUN} lighttype_t;
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@ -870,6 +870,9 @@ qboolean R_ImportRTLights(const char *entlump)
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InfoBuf_SetStarKey(&targets, targetname, va("%f %f %f", origin[0], origin[1], origin[2]));
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}
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if (!importmode && !rerelease)
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return false; //don't make it up from legacy ents.
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for (entnum = 0; ;entnum++)
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{
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entlump = COM_Parse(entlump);
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@ -1121,7 +1124,7 @@ qboolean R_ImportRTLights(const char *entlump)
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else if (entnum == 0 && !strcmp("lightmapbright", key))
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{
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//tenebrae compat. this overrides r_shadow_realtime_world_lightmap
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r_shadow_realtime_world_lightmaps.value = atof(value);
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r_shadow_realtime_world_lightmaps_force = atof(value);
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}
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}
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}
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@ -1183,7 +1186,7 @@ qboolean R_ImportRTLights(const char *entlump)
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}
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if (rerelease)
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r_shadow_realtime_world_lightmaps.value = 1;
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r_shadow_realtime_world_lightmaps_force = 1;
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else if (radius < 50) //some mappers insist on many tiny lights. such lights can usually get away with no shadows..
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pflags |= PFLAGS_NOSHADOW;
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@ -1573,8 +1576,9 @@ static void R_ReloadRTLights_f(void)
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}
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rtlights_first = RTL_FIRST;
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rtlights_max = RTL_FIRST;
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r_shadow_realtime_world_lightmaps_force = -1;
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if (!strcmp(Cmd_Argv(1), "bsp"))
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R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel));
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R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel), 1);
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else if (!strcmp(Cmd_Argv(1), "rtlights"))
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R_LoadRTLights();
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else if (!strcmp(Cmd_Argv(1), "statics"))
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@ -1595,8 +1599,13 @@ static void R_ReloadRTLights_f(void)
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R_StaticEntityToRTLight(i);
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//otherwise try to import.
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if (rtlights_first == rtlights_max)
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R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel));
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R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel), r_shadow_realtime_world_importlightentitiesfrommap.ival);
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}
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if (r_shadow_realtime_world_lightmaps_force >= 0)
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r_shadow_realtime_world_lightmaps.value = r_shadow_realtime_world_lightmaps_force;
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else
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r_shadow_realtime_world_lightmaps.value = atof(r_shadow_realtime_world_lightmaps.string);
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}
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//-1 for arg error
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@ -57,6 +57,7 @@ cvar_t r_shadow_scissor = CVARD("r_shadow_scissor", "1", "constrains stencil sha
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cvar_t r_shadow_realtime_world = CVARFD ("r_shadow_realtime_world", "0", CVAR_ARCHIVE, "Enables the use of static/world realtime lights.");
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cvar_t r_shadow_realtime_world_shadows = CVARF ("r_shadow_realtime_world_shadows", "1", CVAR_ARCHIVE);
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cvar_t r_shadow_realtime_world_lightmaps = CVARFD ("r_shadow_realtime_world_lightmaps", "0", 0, "Specifies how much of the map's normal lightmap to retain when using world realtime lights. 0 completely replaces lighting.");
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float r_shadow_realtime_world_lightmaps_force;
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cvar_t r_shadow_realtime_world_importlightentitiesfrommap = CVARFD ("r_shadow_realtime_world_importlightentitiesfrommap", "0", CVAR_ARCHIVE, "Controls default loading of map-based realtime lights.\n0: Load explicit .rtlight files only.\n1: Load explicit lights then try fallback to parsing the entities lump.\n2: Load only the entities lump.");
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cvar_t r_shadow_realtime_dlight = CVARAFD ("r_shadow_realtime_dlight", "1", "r_shadow_realtime_dynamic", CVAR_ARCHIVE, "Enables the use of dynamic realtime lights, allowing explosions to use bumpmaps etc properly.");
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cvar_t r_shadow_realtime_dlight_shadows = CVARFD ("r_shadow_realtime_dlight_shadows", "1", CVAR_ARCHIVE, "Allows dynamic realtime lights to cast shadows as they move.");
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@ -103,6 +104,8 @@ void Sh_Shutdown(void)
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typedef struct {
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unsigned int count;
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unsigned int faceidxcount;
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unsigned int faceidxfirst;
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unsigned int max;
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texture_t *tex;
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vbo_t *vbo;
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@ -137,7 +140,8 @@ typedef struct shadowmesh_s
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struct vk_shadowbuffer *vkbuffer;
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#endif
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#ifdef GLQUAKE
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GLuint vebo[2];
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GLuint vefbo[3];
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qboolean havefaceebo;
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#endif
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#ifdef D3D9QUAKE
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IDirect3DVertexBuffer9 *d3d9_vbuffer;
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@ -366,6 +370,7 @@ static void SHM_Shadow_Cache_Surface(msurface_t *surf)
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}
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sh_shmesh->batches[i].s[sh_shmesh->batches[i].count] = surf->mesh;
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sh_shmesh->batches[i].count++;
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sh_shmesh->batches[i].faceidxcount += surf->mesh->numindexes;
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}
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static void SHM_Shadow_Cache_Leaf(mleaf_t *leaf)
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@ -401,9 +406,11 @@ static void SH_FreeShadowMesh_(shadowmesh_t *sm)
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#ifdef GLQUAKE
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case QR_OPENGL:
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if (qglDeleteBuffersARB)
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qglDeleteBuffersARB(2, sm->vebo);
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sm->vebo[0] = 0;
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sm->vebo[1] = 0;
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qglDeleteBuffersARB(3, sm->vefbo);
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sm->vefbo[0] = 0;
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sm->vefbo[1] = 0;
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sm->vefbo[2] = 0;
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sm->havefaceebo = false;
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break;
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#endif
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#ifdef VKQUAKE
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@ -521,6 +528,7 @@ static void SHM_BeginShadowMesh(dlight_t *dl, int type)
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sh_shmesh->litleaves = Z_Malloc(lb);
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}
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}
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sh_shmesh->havefaceebo = false;
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sh_shmesh->maxverts = 0;
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sh_shmesh->numverts = 0;
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sh_shmesh->maxindicies = 0;
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@ -547,8 +555,47 @@ static void SHM_BeginShadowMesh(dlight_t *dl, int type)
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for (i = 0; i < sh_shmesh->numbatches; i++)
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{
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sh_shmesh->batches[i].count = 0;
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sh_shmesh->batches[i].faceidxcount = 0;
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}
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}
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static size_t SHM_GenWorldFaceIndexes(index_t **outindexes)
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{
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size_t count = 0, b, m, i;
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index_t *out = *outindexes = NULL;
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mesh_t *surf;
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shadowmeshbatch_t *batch;
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size_t tmp;
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if (sh_shmesh == &sh_tempshmesh)
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{
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for (b = 0; b < sh_shmesh->numbatches; b++)
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sh_shmesh->batches[b].faceidxcount = 0;
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*outindexes = 0;
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return 0;
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}
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for (b = 0; b < sh_shmesh->numbatches; b++)
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count+= sh_shmesh->batches[b].faceidxcount;
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out = *outindexes = (void*fte_restrict)BZ_Malloc(count * sizeof(*out));
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for (b = 0, batch = sh_shmesh->batches; b < sh_shmesh->numbatches; b++, batch++)
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{
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batch->faceidxfirst = out-*outindexes;
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for (m = 0; m < batch->count; m++)
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{
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surf = batch->s[m];
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for (i = 0; i < surf->numindexes; i++)
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{
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tmp = surf->vbofirstvert + surf->indexes[i];
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if (tmp > MAX_INDICIES)
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Sys_Error("Too many indexes\n");
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*out++ = surf->vbofirstvert + surf->indexes[i];
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}
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}
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}
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return count;
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}
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static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
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{
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if (sh_shmesh != &sh_tempshmesh || 1)
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@ -564,15 +611,28 @@ static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
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case QR_OPENGL:
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if (!qglGenBuffersARB)
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return sh_shmesh;
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if (!sh_shmesh->vebo[0])
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qglGenBuffersARB(2, sh_shmesh->vebo);
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{ //generate a per-face buffer.
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index_t *faceindexes;
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size_t faceindexcount = SHM_GenWorldFaceIndexes(&faceindexes);
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if (!sh_shmesh->vefbo[0])
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qglGenBuffersARB(3, sh_shmesh->vefbo);
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GL_DeselectVAO();
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GL_SelectVBO(sh_shmesh->vebo[0]);
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GL_SelectVBO(sh_shmesh->vefbo[0]);
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qglBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->verts) * sh_shmesh->numverts, sh_shmesh->verts, GL_STATIC_DRAW_ARB);
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GL_SelectEBO(sh_shmesh->vebo[1]);
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if (faceindexes)
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{
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GL_SelectEBO(sh_shmesh->vefbo[2]);
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qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*faceindexes) * faceindexcount, faceindexes, GL_STATIC_DRAW_ARB);
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BZ_Free(faceindexes);
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sh_shmesh->havefaceebo = true;
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}
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GL_SelectEBO(sh_shmesh->vefbo[1]);
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qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->indicies) * sh_shmesh->numindicies, sh_shmesh->indicies, GL_STATIC_DRAW_ARB);
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}
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break;
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#endif
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#ifdef VKQUAKE
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@ -2349,7 +2409,7 @@ static void Sh_GenShadowFace(dlight_t *l, vec3_t axis[3], int lighttype, shadowm
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qglEnable(GL_DEPTH_CLAMP_ARB);
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GL_CullFace(SHADER_CULL_FRONT);
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if (smesh)
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GLBE_RenderShadowBuffer(smesh->numverts, smesh->vebo[0], smesh->verts, smesh->numindicies, smesh->vebo[1], smesh->indicies);
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GLBE_RenderShadowBuffer(smesh->numverts, smesh->vefbo[0], smesh->verts, smesh->numindicies, smesh->vefbo[1], smesh->indicies);
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break;
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#endif
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#ifdef VKQUAKE
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@ -2988,6 +3048,21 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour, qbyte *pvs)
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if (shader->flags & (SHADER_NODLIGHT|SHADER_NODRAW|SHADER_SKY))
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continue;
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//FIXME: it should be worth building a dedicated ebo, for static ones
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if (sm->batches[tno].faceidxcount && !(shader->flags & SHADER_NEEDSARRAYS) && sm->havefaceebo)
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{
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mesh_t unimesh = {0};
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mesh_t *unimeshptr = &unimesh;
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vboarray_t oldidx = cl.worldmodel->shadowbatches[tno].vbo->indicies;
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unimesh.numindexes = sm->batches[tno].faceidxcount;
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unimesh.numvertexes = cl.worldmodel->shadowbatches[tno].vbo->vertcount;
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unimesh.vbofirstelement = sm->batches[tno].faceidxfirst;
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cl.worldmodel->shadowbatches[tno].vbo->indicies.gl.vbo = sm->vefbo[2];
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cl.worldmodel->shadowbatches[tno].vbo->indicies.gl.addr = NULL;
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BE_DrawMesh_List(shader, 1, &unimeshptr, cl.worldmodel->shadowbatches[tno].vbo, NULL, 0);
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cl.worldmodel->shadowbatches[tno].vbo->indicies = oldidx;
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}
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else
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BE_DrawMesh_List(shader, sm->batches[tno].count, sm->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, NULL, 0);
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RQuantAdd(RQUANT_LITFACES, sm->batches[tno].count);
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}
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@ -3182,7 +3257,7 @@ static void Sh_DrawStencilLightShadows(dlight_t *dl, qbyte *lvis, qbyte *vvis, q
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#endif
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#ifdef GLQUAKE
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case QR_OPENGL:
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GLBE_RenderShadowBuffer(sm->numverts, sm->vebo[0], sm->verts, sm->numindicies, sm->vebo[1], sm->indicies);
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GLBE_RenderShadowBuffer(sm->numverts, sm->vefbo[0], sm->verts, sm->numindicies, sm->vefbo[1], sm->indicies);
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break;
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#endif
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#ifdef VKQUAKE
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@ -3747,6 +3822,7 @@ void Sh_PreGenerateLights(void)
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if ((r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival) && rtlights_max == RTL_FIRST)
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{
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qboolean okay = false;
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r_shadow_realtime_world_lightmaps_force = -1;
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if (!okay && r_shadow_realtime_world_importlightentitiesfrommap.ival <= 1)
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okay |= R_LoadRTLights();
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if (!okay)
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R_StaticEntityToRTLight(i);
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okay |= rtlights_max != RTL_FIRST;
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}
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if (!okay && r_shadow_realtime_world_importlightentitiesfrommap.ival >= 1)
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okay |= R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel));
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if (!okay)
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okay |= R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel), r_shadow_realtime_world_importlightentitiesfrommap.ival);
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if (!okay && r_shadow_realtime_world.ival && r_shadow_realtime_world_lightmaps.value < 0.5)
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{
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r_shadow_realtime_world_lightmaps.value = 1;
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@ -3772,6 +3848,9 @@ void Sh_PreGenerateLights(void)
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}
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}
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if (r_shadow_realtime_world_lightmaps_force >= 0)
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r_shadow_realtime_world_lightmaps.value = r_shadow_realtime_world_lightmaps_force;
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ignoreflags = (r_shadow_realtime_world.ival?LFLAG_REALTIMEMODE:0)
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| (r_shadow_realtime_dlight.ival?LFLAG_NORMALMODE:0);
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@ -392,7 +392,7 @@ void GLR_MarkQ2Lights (dlight_t *light, int bit, mnode_t *node);
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#endif
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void GLQ3_LightGrid(model_t *mod, const vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
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qboolean R_LoadRTLights(void);
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qboolean R_ImportRTLights(const char *entlump);
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qboolean R_ImportRTLights(const char *entlump, int importmode);
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//doom
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#ifdef MAP_DOOM
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