mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-03-21 01:41:10 +00:00
more diff noise reduction. just down to the diferences in the way gl stuff
is handled.
This commit is contained in:
parent
b775a6f308
commit
6ba3288744
2 changed files with 61 additions and 188 deletions
|
@ -29,15 +29,22 @@
|
|||
#ifdef HAVE_CONFIG_H
|
||||
# include "config.h"
|
||||
#endif
|
||||
#ifdef HAVE_STRING_H
|
||||
# include <string.h>
|
||||
#endif
|
||||
#ifdef HAVE_STRINGS_H
|
||||
# include <strings.h>
|
||||
#endif
|
||||
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "client.h"
|
||||
#include "glquake.h"
|
||||
#include "view.h"
|
||||
#include "r_local.h"
|
||||
#include "r_shared.h"
|
||||
|
||||
int r_dlightframecount;
|
||||
|
||||
|
||||
/*
|
||||
R_AnimateLight
|
||||
*/
|
||||
|
@ -86,8 +93,8 @@ float bubble_sintable[33], bubble_costable[33];
|
|||
void
|
||||
R_InitBubble ()
|
||||
{
|
||||
float a;
|
||||
int i;
|
||||
float a;
|
||||
float *bub_sin, *bub_cos;
|
||||
|
||||
bub_sin = bubble_sintable;
|
||||
|
@ -119,19 +126,23 @@ R_RenderDlight (dlight_t *light)
|
|||
}
|
||||
|
||||
glBegin (GL_TRIANGLE_FAN);
|
||||
// glColor3f (0.2,0.1,0.0);
|
||||
// glColor3f (0.2,0.1,0.05); // changed dimlight effect
|
||||
|
||||
if (lighthalf)
|
||||
glColor3f (light->color[0] * 0.5, light->color[1] * 0.5,
|
||||
light->color[2] * 0.5);
|
||||
else
|
||||
glColor3fv (light->color);
|
||||
|
||||
VectorSubtract (r_origin, light->origin, v);
|
||||
VectorNormalize (v);
|
||||
|
||||
for (i = 0; i < 3; i++)
|
||||
v[i] = light->origin[i] - vpn[i] * rad;
|
||||
v[i] = light->origin[i] + v[i] * rad;
|
||||
|
||||
glVertex3fv (v);
|
||||
glColor3f (0, 0, 0);
|
||||
|
||||
for (i = 16; i >= 0; i--) {
|
||||
// a = i/16.0 * M_PI*2;
|
||||
for (j = 0; j < 3; j++)
|
||||
v[j] = light->origin[j] + (vright[j] * (*bub_cos) +
|
||||
vup[j] * (*bub_sin)) * rad;
|
||||
|
@ -139,6 +150,7 @@ R_RenderDlight (dlight_t *light)
|
|||
bub_cos += 2;
|
||||
glVertex3fv (v);
|
||||
}
|
||||
|
||||
glEnd ();
|
||||
}
|
||||
|
||||
|
@ -156,11 +168,11 @@ R_RenderDlights (void)
|
|||
|
||||
r_dlightframecount = r_framecount + 1; // because the count hasn't
|
||||
// advanced yet for this frame
|
||||
glDepthMask (0);
|
||||
glDepthMask (GL_FALSE);
|
||||
glDisable (GL_TEXTURE_2D);
|
||||
glEnable (GL_BLEND);
|
||||
glShadeModel (GL_SMOOTH);
|
||||
glBlendFunc (GL_ONE, GL_ONE);
|
||||
glShadeModel (GL_SMOOTH);
|
||||
|
||||
l = cl_dlights;
|
||||
for (i = 0; i < MAX_DLIGHTS; i++, l++) {
|
||||
|
@ -186,113 +198,96 @@ R_RenderDlights (void)
|
|||
*/
|
||||
// LordHavoc: heavily modified, to eliminate unnecessary texture uploads,
|
||||
// and support bmodel lighting better
|
||||
// LordHavoc: optimized to nearly eliminate recursion, and skip sky/water (who made it check those?)
|
||||
void
|
||||
R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
|
||||
{
|
||||
mplane_t *splitplane;
|
||||
float dist, l, maxdist;
|
||||
float ndist, maxdist;
|
||||
msurface_t *surf;
|
||||
int i, j, s, t;
|
||||
vec3_t impact;
|
||||
int i;
|
||||
|
||||
maxdist = light->radius * light->radius;
|
||||
|
||||
loc0:
|
||||
if (node->contents < 0)
|
||||
return;
|
||||
|
||||
splitplane = node->plane;
|
||||
dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
|
||||
ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
|
||||
|
||||
if (dist > light->radius) {
|
||||
if (node->children[0]->contents >= 0) // save some time by not
|
||||
// pushing another stack
|
||||
// frame
|
||||
// R_MarkLights (lightorigin, light, bit, node->children[0]);
|
||||
{
|
||||
if (ndist > light->radius) {
|
||||
// Save time by not pushing another stack frame.
|
||||
if (node->children[0]->contents >= 0) {
|
||||
node = node->children[0];
|
||||
goto loc0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (dist < -light->radius) {
|
||||
if (node->children[1]->contents >= 0) // save some time by not
|
||||
// pushing another stack
|
||||
// frame
|
||||
// R_MarkLights (lightorigin, light, bit, node->children[1]);
|
||||
{
|
||||
if (ndist < -light->radius) {
|
||||
// Save time by not pushing another stack frame.
|
||||
if (node->children[1]->contents >= 0) {
|
||||
node = node->children[1];
|
||||
goto loc0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
maxdist = light->radius * light->radius;
|
||||
|
||||
// mark the polygons
|
||||
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||||
for (i = 0; i < node->numsurfaces; i++, surf++) {
|
||||
if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY)) // water or sky
|
||||
continue;
|
||||
// LordHavoc: MAJOR dynamic light speedup here, eliminates marking of
|
||||
//
|
||||
//
|
||||
// surfaces that are too far away from light, thus preventing
|
||||
// unnecessary renders and uploads
|
||||
for (j = 0; j < 3; j++)
|
||||
impact[j] = lightorigin[j] - surf->plane->normal[j] * dist;
|
||||
int s, t;
|
||||
float l, dist, dist2;
|
||||
vec3_t impact;
|
||||
|
||||
// clamp center of light to corner and check brightness
|
||||
l =
|
||||
DotProduct (impact,
|
||||
surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] -
|
||||
surf->texturemins[0];
|
||||
dist = ndist;
|
||||
|
||||
dist2 = dist * dist;
|
||||
if (dist2 >= maxdist)
|
||||
continue;
|
||||
|
||||
impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
|
||||
impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
|
||||
impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
|
||||
|
||||
l = DotProduct (impact, surf->texinfo->vecs[0]) +
|
||||
surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
||||
s = l + 0.5;
|
||||
if (s < 0)
|
||||
s = 0;
|
||||
else if (s > surf->extents[0])
|
||||
s = surf->extents[0];
|
||||
s = l - s;
|
||||
l =
|
||||
DotProduct (impact,
|
||||
surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] -
|
||||
surf->texturemins[1];
|
||||
l = DotProduct (impact, surf->texinfo->vecs[1]) +
|
||||
surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
||||
t = l + 0.5;
|
||||
if (t < 0)
|
||||
t = 0;
|
||||
else if (t > surf->extents[1])
|
||||
t = surf->extents[1];
|
||||
t = l - t;
|
||||
// compare to minimum light
|
||||
|
||||
if ((s * s + t * t + dist * dist) < maxdist) {
|
||||
if (surf->dlightframe != r_dlightframecount) // not dynamic
|
||||
// until now
|
||||
{
|
||||
if (surf->dlightframe != r_framecount) {
|
||||
surf->dlightframe = r_framecount;
|
||||
surf->dlightbits = bit;
|
||||
surf->dlightframe = r_dlightframecount;
|
||||
} else // already dynamic
|
||||
} else {
|
||||
surf->dlightbits |= bit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if (node->children[0]->contents >= 0) // save some time by not pushing another stack frame
|
||||
// R_MarkLights (lightorigin, light, bit, node->children[0]);
|
||||
// if (node->children[1]->contents >= 0) // save some time by not pushing another stack frame
|
||||
// R_MarkLights (lightorigin, light, bit, node->children[1]);
|
||||
// LordHavoc: mangled to eliminate most recursive calls
|
||||
if (node->children[0]->contents >= 0) {
|
||||
if (node->children[1]->contents >= 0)
|
||||
R_MarkLights (lightorigin, light, bit, node->children[1]);
|
||||
|
||||
node = node->children[0];
|
||||
goto loc0;
|
||||
} else {
|
||||
if (node->children[1]->contents >= 0) {
|
||||
node = node->children[1];
|
||||
goto loc0;
|
||||
}
|
||||
} else if (node->children[1]->contents >= 0) {
|
||||
node = node->children[1];
|
||||
goto loc0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
R_PushDlights
|
||||
*/
|
||||
|
|
|
@ -149,9 +149,6 @@ R_RenderDlight (dlight_t *light)
|
|||
}
|
||||
|
||||
glEnd ();
|
||||
|
||||
// Don't glColor3ubv(lighthalf_v), as we reset in the function which
|
||||
// calls this one, because this is called in a big loop.
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -247,7 +244,7 @@ loc0:
|
|||
impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
|
||||
impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
|
||||
|
||||
l = DotProduct (impact, surf->texinfo->vecs[0]) +
|
||||
l = DotProduct (impact, surf->texinfo->vecs[0]) +
|
||||
surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
||||
s = l + 0.5;
|
||||
if (s < 0)
|
||||
|
@ -255,7 +252,7 @@ loc0:
|
|||
else if (s > surf->extents[0])
|
||||
s = surf->extents[0];
|
||||
s = l - s;
|
||||
l = DotProduct (impact, surf->texinfo->vecs[1]) +
|
||||
l = DotProduct (impact, surf->texinfo->vecs[1]) +
|
||||
surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
||||
t = l + 0.5;
|
||||
if (t < 0)
|
||||
|
@ -264,25 +261,6 @@ loc0:
|
|||
t = surf->extents[1];
|
||||
t = l - t;
|
||||
|
||||
/*
|
||||
for (j = 0; j < 2; j++) {
|
||||
d = DotProduct (impact, surf->texinfo->vecs[j]) + surf->texinfo->vecs[j][3] - surf->texturemins[j];
|
||||
|
||||
if (d < 0) {
|
||||
dist2 += d * d;
|
||||
if (dist2 >= maxdist)
|
||||
continue;
|
||||
} else {
|
||||
d -= surf->extents[j] + 16;
|
||||
if (d > 0) {
|
||||
dist2 += d * d;
|
||||
if (dist2 >= maxdist)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
if ((s * s + t * t + dist * dist) < maxdist) {
|
||||
if (surf->dlightframe != r_framecount) {
|
||||
surf->dlightframe = r_framecount;
|
||||
|
@ -305,105 +283,6 @@ loc0:
|
|||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
void
|
||||
R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, mnode_t *node)
|
||||
{
|
||||
mplane_t *splitplane;
|
||||
float ndist, maxdist;
|
||||
msurface_t *surf;
|
||||
int i;
|
||||
|
||||
maxdist = light->radius * light->radius;
|
||||
|
||||
loc0:
|
||||
if (node->contents < 0)
|
||||
return;
|
||||
|
||||
splitplane = node->plane;
|
||||
ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
|
||||
|
||||
if (ndist > light->radius) {
|
||||
// Save time by not pushing another stack frame.
|
||||
if (node->children[0]->contents >= 0) {
|
||||
node = node->children[0];
|
||||
goto loc0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (ndist < -light->radius) {
|
||||
// Save time by not pushing another stack frame.
|
||||
if (node->children[1]->contents >= 0) {
|
||||
node = node->children[1];
|
||||
goto loc0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// mark the polygons
|
||||
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||||
for (i = 0; i < node->numsurfaces; i++, surf++) {
|
||||
int j, d;
|
||||
float dist, dist2, impact[3];
|
||||
|
||||
if (surf->flags & SURF_PLANEBACK)
|
||||
dist = -ndist;
|
||||
else
|
||||
dist = ndist;
|
||||
|
||||
if (dist < -0.25f)
|
||||
continue;
|
||||
/*
|
||||
if (dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
|
||||
continue;
|
||||
*/
|
||||
|
||||
dist2 = dist * dist;
|
||||
if (dist2 >= maxdist)
|
||||
continue;
|
||||
|
||||
impact[0] = light->origin[0] - surf->plane->normal[0] * dist;
|
||||
impact[1] = light->origin[1] - surf->plane->normal[1] * dist;
|
||||
impact[2] = light->origin[2] - surf->plane->normal[2] * dist;
|
||||
|
||||
for (j = 0; j < 2; j++) {
|
||||
d = DotProduct (impact, surf->texinfo->vecs[j]) + surf->texinfo->vecs[j][3] - surf->texturemins[j];
|
||||
|
||||
if (d < 0) {
|
||||
dist2 += d * d;
|
||||
if (dist2 >= maxdist)
|
||||
continue;
|
||||
} else {
|
||||
d -= surf->extents[j] + 16;
|
||||
if (d > 0) {
|
||||
dist2 += d * d;
|
||||
if (dist2 >= maxdist)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (surf->dlightframe != r_framecount) {
|
||||
surf->dlightframe = r_framecount;
|
||||
surf->dlightbits = bit;
|
||||
} else {
|
||||
surf->dlightbits |= bit;
|
||||
}
|
||||
}
|
||||
|
||||
if (node->children[0]->contents >= 0) {
|
||||
if (node->children[1]->contents >= 0)
|
||||
R_MarkLights (lightorigin, light, bit, node->children[1]);
|
||||
|
||||
node = node->children[0];
|
||||
goto loc0;
|
||||
} else if (node->children[1]->contents >= 0) {
|
||||
node = node->children[1];
|
||||
goto loc0;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
R_PushDlights
|
||||
*/
|
||||
|
@ -423,7 +302,6 @@ R_PushDlights (vec3_t entorigin)
|
|||
if (l->die < cl.time || !l->radius)
|
||||
continue;
|
||||
VectorSubtract (l->origin, entorigin, lightorigin);
|
||||
//R_MarkLights (lightorigin, l, 1 << i, cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode);
|
||||
R_MarkLights (lightorigin, l, 1 << i, cl.worldmodel->nodes);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue