port over gl's lighting improvements. only gives ~4.6% improvement on my c600

but that's better than nothing. (34.41 to 36.00)
This commit is contained in:
Bill Currie 2001-08-07 17:29:21 +00:00
parent c64c31b2e9
commit a81828fe38
3 changed files with 147 additions and 26 deletions

View file

@ -456,7 +456,7 @@ R_RecursiveWorldNode (mnode_t *node, int clipflags)
if (c) { if (c) {
do { do {
(*mark)->visframe = r_framecount; (*mark)->visframe = r_visframecount;
mark++; mark++;
} while (--c); } while (--c);
} }
@ -505,7 +505,7 @@ R_RecursiveWorldNode (mnode_t *node, int clipflags)
if (dot < -BACKFACE_EPSILON) { if (dot < -BACKFACE_EPSILON) {
do { do {
if ((surf->flags & SURF_PLANEBACK) && if ((surf->flags & SURF_PLANEBACK) &&
(surf->visframe == r_framecount)) { (surf->visframe == r_visframecount)) {
if (r_drawpolys) { if (r_drawpolys) {
if (r_worldpolysbacktofront) { if (r_worldpolysbacktofront) {
if (numbtofpolys < MAX_BTOFPOLYS) { if (numbtofpolys < MAX_BTOFPOLYS) {
@ -527,7 +527,7 @@ R_RecursiveWorldNode (mnode_t *node, int clipflags)
} else if (dot > BACKFACE_EPSILON) { } else if (dot > BACKFACE_EPSILON) {
do { do {
if (!(surf->flags & SURF_PLANEBACK) && if (!(surf->flags & SURF_PLANEBACK) &&
(surf->visframe == r_framecount)) { (surf->visframe == r_visframecount)) {
if (r_drawpolys) { if (r_drawpolys) {
if (r_worldpolysbacktofront) { if (r_worldpolysbacktofront) {
if (numbtofpolys < MAX_BTOFPOLYS) { if (numbtofpolys < MAX_BTOFPOLYS) {

View file

@ -34,8 +34,6 @@
#include "r_local.h" #include "r_local.h"
int r_dlightframecount;
void void
R_AnimateLight (void) R_AnimateLight (void)
@ -64,40 +62,167 @@ R_AnimateLight (void)
void void
R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, model_t *model) R_RecursiveMarkLights (vec3_t lightorigin, dlight_t *light, int bit,
mnode_t *node)
{ {
mnode_t *node = (mnode_t *)model;//FIXME evilness
mplane_t *splitplane; mplane_t *splitplane;
float dist; float ndist, maxdist;
msurface_t *surf; msurface_t *surf;
int i; int i;
maxdist = light->radius * light->radius;
loc0:
if (node->contents < 0) if (node->contents < 0)
return; return;
splitplane = node->plane; splitplane = node->plane;
dist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist; ndist = DotProduct (lightorigin, splitplane->normal) - splitplane->dist;
if (dist > light->radius) { if (ndist > light->radius) {
R_MarkLights (lightorigin, light, bit, (model_t*)node->children[0]); if (node->children[0]->contents >= 0) {
node = node->children[0];
goto loc0;
}
return; return;
} }
if (dist < -light->radius) { if (ndist < -light->radius) {
R_MarkLights (lightorigin, light, bit, (model_t*)node->children[1]); if (node->children[1]->contents >= 0) {
node = node->children[1];
goto loc0;
}
return; return;
} }
// mark the polygons // mark the polygons
surf = r_worldentity.model->surfaces + node->firstsurface; surf = r_worldentity.model->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; i++, surf++) { for (i = 0; i < node->numsurfaces; i++, surf++) {
if (surf->dlightframe != r_dlightframecount) { if (surf->dlightframe != r_framecount) {
surf->dlightbits = 0; surf->dlightbits = 0;
surf->dlightframe = r_dlightframecount; surf->dlightframe = r_framecount;
} }
surf->dlightbits |= bit; surf->dlightbits |= bit;
} }
R_MarkLights (lightorigin, light, bit, (model_t*)node->children[0]); if (node->children[0]->contents >= 0) {
R_MarkLights (lightorigin, light, bit, (model_t*)node->children[1]); if (node->children[1]->contents >= 0)
R_RecursiveMarkLights (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;
}
}
static void
mark_surfaces (msurface_t *surf, vec3_t lightorigin, dlight_t *light,
int bit)
{
float dist;
#if 1
float dist2, d;
float maxdist = light->radius * light->radius;
vec3_t impact;
#endif
dist = PlaneDiff(lightorigin, surf->plane);
if (surf->flags & SURF_PLANEBACK)
dist = -dist;
if ((dist < -0.25f && !(surf->flags & SURF_LIGHTBOTHSIDES))
|| dist > light->radius)
return;
#if 1
dist2 = dist * dist;
dist = -dist;
VectorMA (light->origin, dist, surf->plane->normal, impact);
d = DotProduct (impact, surf->texinfo->vecs[0])
+ surf->texinfo->vecs[0][3] - surf->texturemins[0];
if (d < 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
} else {
d -= surf->extents[0] + 16;
if (d > 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
}
}
d = DotProduct (impact, surf->texinfo->vecs[1])
+ surf->texinfo->vecs[1][3] - surf->texturemins[1];
if (d < 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
} else {
d -= surf->extents[1] + 16;
if (d > 0) {
dist2 += d * d;
if (dist2 >= maxdist)
return;
}
}
#endif
if (surf->dlightframe != r_framecount) {
surf->dlightbits = 0;
surf->dlightframe = r_framecount;
}
surf->dlightbits |= bit;
}
void
R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, model_t *model)
{
mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
if (!pvsleaf->compressed_vis) {
mnode_t *node = model->nodes + model->hulls[0].firstclipnode;
R_RecursiveMarkLights (lightorigin, light, bit, node);
} else {
float radius = light->radius;
vec3_t mins, maxs;
int leafnum = 0;
byte *in = pvsleaf->compressed_vis;
byte vis_bits;
mins[0] = lightorigin[0] - radius;
mins[1] = lightorigin[1] - radius;
mins[2] = lightorigin[2] - radius;
maxs[0] = lightorigin[0] + radius;
maxs[1] = lightorigin[1] + radius;
maxs[2] = lightorigin[2] + radius;
while (leafnum < model->numleafs) {
int i;
if (!(vis_bits = *in++)) {
leafnum += (*in++) * 8;
continue;
}
for (i = 0; i < 8 && leafnum < model->numleafs; i++, leafnum++) {
int m;
mleaf_t *leaf = &model->leafs[leafnum + 1];
if (!(vis_bits & (1 << i)))
continue;
if (leaf->visframe != r_visframecount)
continue;
if (leaf->mins[0] > maxs[0] || leaf->maxs[0] < mins[0]
|| leaf->mins[1] > maxs[1] || leaf->maxs[1] < mins[1]
|| leaf->mins[2] > maxs[2] || leaf->maxs[2] < mins[2])
continue;
if (leaf->dlightframe != r_framecount) {
leaf->dlightbits = 0;
leaf->dlightframe = r_framecount;
}
leaf->dlightbits |= bit;
for (m = 0; m < leaf->nummarksurfaces; m++) {
msurface_t *surf = leaf->firstmarksurface[m];
if (surf->visframe != r_visframecount)
continue;
mark_surfaces (surf, lightorigin, light, bit);
}
}
}
}
} }
@ -108,15 +233,13 @@ R_PushDlights (vec3_t entorigin)
dlight_t *l; dlight_t *l;
vec3_t lightorigin; vec3_t lightorigin;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
l = r_dlights; l = r_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, l++) { for (i = 0; i < MAX_DLIGHTS; i++, l++) {
if (l->die < r_realtime || !l->radius) if (l->die < r_realtime || !l->radius)
continue; continue;
VectorSubtract (l->origin, entorigin, lightorigin); VectorSubtract (l->origin, entorigin, lightorigin);
R_MarkLights (lightorigin, l, 1 << i, (model_t*)r_worldentity.model->nodes); R_MarkLights (lightorigin, l, 1 << i, r_worldentity.model);
} }
} }

View file

@ -671,7 +671,6 @@ R_DrawBEntitiesOnList (void)
VectorCopy (modelorg, oldorigin); VectorCopy (modelorg, oldorigin);
insubmodel = true; insubmodel = true;
r_dlightframecount = r_framecount;
for (i = 0; i < r_numvisedicts; i++) { for (i = 0; i < r_numvisedicts; i++) {
currententity = r_visedicts[i]; currententity = r_visedicts[i];
@ -713,10 +712,9 @@ R_DrawBEntitiesOnList (void)
VectorSubtract (r_dlights[k].origin, VectorSubtract (r_dlights[k].origin,
currententity->origin, lightorigin); currententity->origin, lightorigin);
R_MarkLights (lightorigin, &r_dlights[k], 1 << k, R_RecursiveMarkLights (lightorigin, &r_dlights[k], 1 << k,
(model_t*)(//FIXME this is so evil
clmodel->nodes + clmodel->nodes +
clmodel->hulls[0].firstclipnode)); clmodel->hulls[0].firstclipnode);
} }
} }
// if the driver wants polygons, deliver those. // if the driver wants polygons, deliver those.
@ -852,12 +850,12 @@ R_RenderView_ (void)
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val) if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
r_time1 = Sys_DoubleTime (); r_time1 = Sys_DoubleTime ();
R_PushDlights (vec3_origin);
R_SetupFrame (); R_SetupFrame ();
R_MarkLeaves (); // done here so we know if we're in water R_MarkLeaves (); // done here so we know if we're in water
R_PushDlights (vec3_origin);
// make FDIV fast. This reduces timing precision after we've been running for a // make FDIV fast. This reduces timing precision after we've been running for a
// while, so we don't do it globally. This also sets chop mode, and we do it // while, so we don't do it globally. This also sets chop mode, and we do it
// here so that setup stuff like the refresh area calculations match what's // here so that setup stuff like the refresh area calculations match what's