ioq3quest/code/renderergl2/tr_world.c
Zack Middleton 95b241b8ba OpenGL2 don't try to dlight surfaces that had all dlights culled
In the renderers, dlightbits are never cleared from world surfaces.
The dlight image does not repeat, so if it draws on extra surfaces it's
not visible.

However if using a repeating image (tr.defaultImage instead of tr.dlightImage);

  * In OpenGL1 image is only drawn on surfaces close to dlight origin.
  * In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces.

It seems there was a similar issue with pshadowBits. So update surface
dlightBits even if 0, like already done for pshadowBits. This causes
only surfaces close to origin to be affected. (Though it is a little
farther than in OpenGL1.)

I have no idea why this isn't a problem in OpenGL1.
2014-06-10 21:34:31 -05:00

839 lines
20 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
/*
================
R_CullSurface
Tries to cull surfaces before they are lighted or
added to the sorting list.
================
*/
static qboolean R_CullSurface( msurface_t *surf ) {
if ( r_nocull->integer || surf->cullinfo.type == CULLINFO_NONE) {
return qfalse;
}
if ( *surf->data == SF_GRID && r_nocurves->integer ) {
return qtrue;
}
if (surf->cullinfo.type & CULLINFO_PLANE)
{
// Only true for SF_FACE, so treat like its own function
float d;
cullType_t ct;
if ( !r_facePlaneCull->integer ) {
return qfalse;
}
ct = surf->shader->cullType;
if (ct == CT_TWO_SIDED)
{
return qfalse;
}
// don't cull for depth shadow
/*
if ( tr.viewParms.flags & VPF_DEPTHSHADOW )
{
return qfalse;
}
*/
// shadowmaps draw back surfaces
if ( tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW) )
{
if (ct == CT_FRONT_SIDED)
{
ct = CT_BACK_SIDED;
}
else
{
ct = CT_FRONT_SIDED;
}
}
// do proper cull for orthographic projection
if (tr.viewParms.flags & VPF_ORTHOGRAPHIC) {
d = DotProduct(tr.viewParms.or.axis[0], surf->cullinfo.plane.normal);
if ( ct == CT_FRONT_SIDED ) {
if (d > 0)
return qtrue;
} else {
if (d < 0)
return qtrue;
}
return qfalse;
}
d = DotProduct (tr.or.viewOrigin, surf->cullinfo.plane.normal);
// don't cull exactly on the plane, because there are levels of rounding
// through the BSP, ICD, and hardware that may cause pixel gaps if an
// epsilon isn't allowed here
if ( ct == CT_FRONT_SIDED ) {
if ( d < surf->cullinfo.plane.dist - 8 ) {
return qtrue;
}
} else {
if ( d > surf->cullinfo.plane.dist + 8 ) {
return qtrue;
}
}
return qfalse;
}
if (surf->cullinfo.type & CULLINFO_SPHERE)
{
int sphereCull;
if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) {
sphereCull = R_CullLocalPointAndRadius( surf->cullinfo.localOrigin, surf->cullinfo.radius );
} else {
sphereCull = R_CullPointAndRadius( surf->cullinfo.localOrigin, surf->cullinfo.radius );
}
if ( sphereCull == CULL_OUT )
{
return qtrue;
}
}
if (surf->cullinfo.type & CULLINFO_BOX)
{
int boxCull;
if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) {
boxCull = R_CullLocalBox( surf->cullinfo.bounds );
} else {
boxCull = R_CullBox( surf->cullinfo.bounds );
}
if ( boxCull == CULL_OUT )
{
return qtrue;
}
}
return qfalse;
}
/*
====================
R_DlightSurface
The given surface is going to be drawn, and it touches a leaf
that is touched by one or more dlights, so try to throw out
more dlights if possible.
====================
*/
static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
float d;
int i;
dlight_t *dl;
if ( surf->cullinfo.type & CULLINFO_PLANE )
{
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
}
dl = &tr.refdef.dlights[i];
d = DotProduct( dl->origin, surf->cullinfo.plane.normal ) - surf->cullinfo.plane.dist;
if ( d < -dl->radius || d > dl->radius ) {
// dlight doesn't reach the plane
dlightBits &= ~( 1 << i );
}
}
}
if ( surf->cullinfo.type & CULLINFO_BOX )
{
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
}
dl = &tr.refdef.dlights[i];
if ( dl->origin[0] - dl->radius > surf->cullinfo.bounds[1][0]
|| dl->origin[0] + dl->radius < surf->cullinfo.bounds[0][0]
|| dl->origin[1] - dl->radius > surf->cullinfo.bounds[1][1]
|| dl->origin[1] + dl->radius < surf->cullinfo.bounds[0][1]
|| dl->origin[2] - dl->radius > surf->cullinfo.bounds[1][2]
|| dl->origin[2] + dl->radius < surf->cullinfo.bounds[0][2] ) {
// dlight doesn't reach the bounds
dlightBits &= ~( 1 << i );
}
}
}
if ( surf->cullinfo.type & CULLINFO_SPHERE )
{
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
}
dl = &tr.refdef.dlights[i];
if (!SpheresIntersect(dl->origin, dl->radius, surf->cullinfo.localOrigin, surf->cullinfo.radius))
{
// dlight doesn't reach the bounds
dlightBits &= ~( 1 << i );
}
}
}
switch(*surf->data)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
case SF_VBO_MESH:
((srfBspSurface_t *)surf->data)->dlightBits = dlightBits;
break;
default:
dlightBits = 0;
break;
}
if ( dlightBits ) {
tr.pc.c_dlightSurfaces++;
} else {
tr.pc.c_dlightSurfacesCulled++;
}
return dlightBits;
}
/*
====================
R_PshadowSurface
Just like R_DlightSurface, cull any we can
====================
*/
static int R_PshadowSurface( msurface_t *surf, int pshadowBits ) {
float d;
int i;
pshadow_t *ps;
if ( surf->cullinfo.type & CULLINFO_PLANE )
{
for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
if ( ! ( pshadowBits & ( 1 << i ) ) ) {
continue;
}
ps = &tr.refdef.pshadows[i];
d = DotProduct( ps->lightOrigin, surf->cullinfo.plane.normal ) - surf->cullinfo.plane.dist;
if ( d < -ps->lightRadius || d > ps->lightRadius ) {
// pshadow doesn't reach the plane
pshadowBits &= ~( 1 << i );
}
}
}
if ( surf->cullinfo.type & CULLINFO_BOX )
{
for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
if ( ! ( pshadowBits & ( 1 << i ) ) ) {
continue;
}
ps = &tr.refdef.pshadows[i];
if ( ps->lightOrigin[0] - ps->lightRadius > surf->cullinfo.bounds[1][0]
|| ps->lightOrigin[0] + ps->lightRadius < surf->cullinfo.bounds[0][0]
|| ps->lightOrigin[1] - ps->lightRadius > surf->cullinfo.bounds[1][1]
|| ps->lightOrigin[1] + ps->lightRadius < surf->cullinfo.bounds[0][1]
|| ps->lightOrigin[2] - ps->lightRadius > surf->cullinfo.bounds[1][2]
|| ps->lightOrigin[2] + ps->lightRadius < surf->cullinfo.bounds[0][2]
|| BoxOnPlaneSide(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1], &ps->cullPlane) == 2 ) {
// pshadow doesn't reach the bounds
pshadowBits &= ~( 1 << i );
}
}
}
if ( surf->cullinfo.type & CULLINFO_SPHERE )
{
for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
if ( ! ( pshadowBits & ( 1 << i ) ) ) {
continue;
}
ps = &tr.refdef.pshadows[i];
if (!SpheresIntersect(ps->viewOrigin, ps->viewRadius, surf->cullinfo.localOrigin, surf->cullinfo.radius)
|| DotProduct( surf->cullinfo.localOrigin, ps->cullPlane.normal ) - ps->cullPlane.dist < -surf->cullinfo.radius)
{
// pshadow doesn't reach the bounds
pshadowBits &= ~( 1 << i );
}
}
}
switch(*surf->data)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
case SF_VBO_MESH:
((srfBspSurface_t *)surf->data)->pshadowBits = pshadowBits;
break;
default:
pshadowBits = 0;
break;
}
if ( pshadowBits ) {
//tr.pc.c_dlightSurfaces++;
}
return pshadowBits;
}
/*
======================
R_AddWorldSurface
======================
*/
static void R_AddWorldSurface( msurface_t *surf, int dlightBits, int pshadowBits ) {
// FIXME: bmodel fog?
// try to cull before dlighting or adding
if ( R_CullSurface( surf ) ) {
return;
}
// check for dlighting
/*if ( dlightBits ) */{
dlightBits = R_DlightSurface( surf, dlightBits );
dlightBits = ( dlightBits != 0 );
}
// check for pshadows
/*if ( pshadowBits ) */{
pshadowBits = R_PshadowSurface( surf, pshadowBits);
pshadowBits = ( pshadowBits != 0 );
}
R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits, pshadowBits, surf->cubemapIndex );
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
/*
=================
R_AddBrushModelSurfaces
=================
*/
void R_AddBrushModelSurfaces ( trRefEntity_t *ent ) {
bmodel_t *bmodel;
int clip;
model_t *pModel;
int i;
pModel = R_GetModelByHandle( ent->e.hModel );
bmodel = pModel->bmodel;
clip = R_CullLocalBox( bmodel->bounds );
if ( clip == CULL_OUT ) {
return;
}
R_SetupEntityLighting( &tr.refdef, ent );
R_DlightBmodel( bmodel );
for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
int surf = bmodel->firstSurface + i;
if (tr.world->surfacesViewCount[surf] != tr.viewCount)
{
tr.world->surfacesViewCount[surf] = tr.viewCount;
R_AddWorldSurface( tr.world->surfaces + surf, tr.currentEntity->needDlights, 0 );
}
}
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
/*
================
R_RecursiveWorldNode
================
*/
static void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits, int pshadowBits ) {
do {
int newDlights[2];
unsigned int newPShadows[2];
// if the node wasn't marked as potentially visible, exit
// pvs is skipped for depth shadows
if (!(tr.viewParms.flags & VPF_DEPTHSHADOW) && node->visCounts[tr.visIndex] != tr.visCounts[tr.visIndex]) {
return;
}
// if the bounding volume is outside the frustum, nothing
// inside can be visible OPTIMIZE: don't do this all the way to leafs?
if ( !r_nocull->integer ) {
int r;
if ( planeBits & 1 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~1; // all descendants will also be in front
}
}
if ( planeBits & 2 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~2; // all descendants will also be in front
}
}
if ( planeBits & 4 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~4; // all descendants will also be in front
}
}
if ( planeBits & 8 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~8; // all descendants will also be in front
}
}
if ( planeBits & 16 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[4]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~16; // all descendants will also be in front
}
}
}
if ( node->contents != -1 ) {
break;
}
// node is just a decision point, so go down both sides
// since we don't care about sort orders, just go positive to negative
// determine which dlights are needed
newDlights[0] = 0;
newDlights[1] = 0;
if ( dlightBits ) {
int i;
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
dlight_t *dl;
float dist;
if ( dlightBits & ( 1 << i ) ) {
dl = &tr.refdef.dlights[i];
dist = DotProduct( dl->origin, node->plane->normal ) - node->plane->dist;
if ( dist > -dl->radius ) {
newDlights[0] |= ( 1 << i );
}
if ( dist < dl->radius ) {
newDlights[1] |= ( 1 << i );
}
}
}
}
newPShadows[0] = 0;
newPShadows[1] = 0;
if ( pshadowBits ) {
int i;
for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
pshadow_t *shadow;
float dist;
if ( pshadowBits & ( 1 << i ) ) {
shadow = &tr.refdef.pshadows[i];
dist = DotProduct( shadow->lightOrigin, node->plane->normal ) - node->plane->dist;
if ( dist > -shadow->lightRadius ) {
newPShadows[0] |= ( 1 << i );
}
if ( dist < shadow->lightRadius ) {
newPShadows[1] |= ( 1 << i );
}
}
}
}
// recurse down the children, front side first
R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0], newPShadows[0] );
// tail recurse
node = node->children[1];
dlightBits = newDlights[1];
pshadowBits = newPShadows[1];
} while ( 1 );
{
// leaf node, so add mark surfaces
int c;
int surf, *view;
tr.pc.c_leafs++;
// add to z buffer bounds
if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
tr.viewParms.visBounds[0][0] = node->mins[0];
}
if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) {
tr.viewParms.visBounds[0][1] = node->mins[1];
}
if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) {
tr.viewParms.visBounds[0][2] = node->mins[2];
}
if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) {
tr.viewParms.visBounds[1][0] = node->maxs[0];
}
if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) {
tr.viewParms.visBounds[1][1] = node->maxs[1];
}
if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) {
tr.viewParms.visBounds[1][2] = node->maxs[2];
}
// add merged and unmerged surfaces
if (tr.world->viewSurfaces && !r_nocurves->integer)
view = tr.world->viewSurfaces + node->firstmarksurface;
else
view = tr.world->marksurfaces + node->firstmarksurface;
c = node->nummarksurfaces;
while (c--) {
// just mark it as visible, so we don't jump out of the cache derefencing the surface
surf = *view;
if (surf < 0)
{
if (tr.world->mergedSurfacesViewCount[-surf - 1] != tr.viewCount)
{
tr.world->mergedSurfacesViewCount[-surf - 1] = tr.viewCount;
tr.world->mergedSurfacesDlightBits[-surf - 1] = dlightBits;
tr.world->mergedSurfacesPshadowBits[-surf - 1] = pshadowBits;
}
else
{
tr.world->mergedSurfacesDlightBits[-surf - 1] |= dlightBits;
tr.world->mergedSurfacesPshadowBits[-surf - 1] |= pshadowBits;
}
}
else
{
if (tr.world->surfacesViewCount[surf] != tr.viewCount)
{
tr.world->surfacesViewCount[surf] = tr.viewCount;
tr.world->surfacesDlightBits[surf] = dlightBits;
tr.world->surfacesPshadowBits[surf] = pshadowBits;
}
else
{
tr.world->surfacesDlightBits[surf] |= dlightBits;
tr.world->surfacesPshadowBits[surf] |= pshadowBits;
}
}
view++;
}
}
}
/*
===============
R_PointInLeaf
===============
*/
static mnode_t *R_PointInLeaf( const vec3_t p ) {
mnode_t *node;
float d;
cplane_t *plane;
if ( !tr.world ) {
ri.Error (ERR_DROP, "R_PointInLeaf: bad model");
}
node = tr.world->nodes;
while( 1 ) {
if (node->contents != -1) {
break;
}
plane = node->plane;
d = DotProduct (p,plane->normal) - plane->dist;
if (d > 0) {
node = node->children[0];
} else {
node = node->children[1];
}
}
return node;
}
/*
==============
R_ClusterPVS
==============
*/
static const byte *R_ClusterPVS (int cluster) {
if (!tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters ) {
return NULL;
}
return tr.world->vis + cluster * tr.world->clusterBytes;
}
/*
=================
R_inPVS
=================
*/
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 ) {
mnode_t *leaf;
byte *vis;
leaf = R_PointInLeaf( p1 );
vis = ri.CM_ClusterPVS( leaf->cluster ); // why not R_ClusterPVS ??
leaf = R_PointInLeaf( p2 );
if ( !(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7))) ) {
return qfalse;
}
return qtrue;
}
/*
===============
R_MarkLeaves
Mark the leaves and nodes that are in the PVS for the current
cluster
===============
*/
static void R_MarkLeaves (void) {
const byte *vis;
mnode_t *leaf, *parent;
int i;
int cluster;
// lockpvs lets designers walk around to determine the
// extent of the current pvs
if ( r_lockpvs->integer ) {
return;
}
// current viewcluster
leaf = R_PointInLeaf( tr.viewParms.pvsOrigin );
cluster = leaf->cluster;
// if the cluster is the same and the area visibility matrix
// hasn't changed, we don't need to mark everything again
for(i = 0; i < MAX_VISCOUNTS; i++)
{
// if the areamask or r_showcluster was modified, invalidate all visclusters
// this caused doors to open into undrawn areas
if (tr.refdef.areamaskModified || r_showcluster->modified)
{
tr.visClusters[i] = -2;
}
else if(tr.visClusters[i] == cluster)
{
if(tr.visClusters[i] != tr.visClusters[tr.visIndex] && r_showcluster->integer)
{
ri.Printf(PRINT_ALL, "found cluster:%i area:%i index:%i\n", cluster, leaf->area, i);
}
tr.visIndex = i;
return;
}
}
tr.visIndex = (tr.visIndex + 1) % MAX_VISCOUNTS;
tr.visCounts[tr.visIndex]++;
tr.visClusters[tr.visIndex] = cluster;
if ( r_showcluster->modified || r_showcluster->integer ) {
r_showcluster->modified = qfalse;
if ( r_showcluster->integer ) {
ri.Printf( PRINT_ALL, "cluster:%i area:%i\n", cluster, leaf->area );
}
}
vis = R_ClusterPVS(tr.visClusters[tr.visIndex]);
for (i=0,leaf=tr.world->nodes ; i<tr.world->numnodes ; i++, leaf++) {
cluster = leaf->cluster;
if ( cluster < 0 || cluster >= tr.world->numClusters ) {
continue;
}
// check general pvs
if ( vis && !(vis[cluster>>3] & (1<<(cluster&7))) ) {
continue;
}
// check for door connection
if ( (tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) {
continue; // not visible
}
parent = leaf;
do {
if(parent->visCounts[tr.visIndex] == tr.visCounts[tr.visIndex])
break;
parent->visCounts[tr.visIndex] = tr.visCounts[tr.visIndex];
parent = parent->parent;
} while (parent);
}
}
/*
=============
R_AddWorldSurfaces
=============
*/
void R_AddWorldSurfaces (void) {
int planeBits, dlightBits, pshadowBits;
if ( !r_drawworld->integer ) {
return;
}
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return;
}
tr.currentEntityNum = REFENTITYNUM_WORLD;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
// determine which leaves are in the PVS / areamask
if (!(tr.viewParms.flags & VPF_DEPTHSHADOW))
R_MarkLeaves ();
// clear out the visible min/max
ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
// perform frustum culling and flag all the potentially visible surfaces
if ( tr.refdef.num_dlights > 32 ) {
tr.refdef.num_dlights = 32 ;
}
if ( tr.refdef.num_pshadows > 32 ) {
tr.refdef.num_pshadows = 32 ;
}
planeBits = (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 31 : 15;
if ( tr.viewParms.flags & VPF_DEPTHSHADOW )
{
dlightBits = 0;
pshadowBits = 0;
}
else if ( !(tr.viewParms.flags & VPF_SHADOWMAP) )
{
dlightBits = ( 1 << tr.refdef.num_dlights ) - 1;
pshadowBits = ( 1 << tr.refdef.num_pshadows ) - 1;
}
else
{
dlightBits = ( 1 << tr.refdef.num_dlights ) - 1;
pshadowBits = 0;
}
R_RecursiveWorldNode( tr.world->nodes, planeBits, dlightBits, pshadowBits);
// now add all the potentially visible surfaces
// also mask invisible dlights for next frame
{
int i;
tr.refdef.dlightMask = 0;
for (i = 0; i < tr.world->numWorldSurfaces; i++)
{
if (tr.world->surfacesViewCount[i] != tr.viewCount)
continue;
R_AddWorldSurface( tr.world->surfaces + i, tr.world->surfacesDlightBits[i], tr.world->surfacesPshadowBits[i] );
tr.refdef.dlightMask |= tr.world->surfacesDlightBits[i];
}
for (i = 0; i < tr.world->numMergedSurfaces; i++)
{
if (tr.world->mergedSurfacesViewCount[i] != tr.viewCount)
continue;
R_AddWorldSurface( tr.world->mergedSurfaces + i, tr.world->mergedSurfacesDlightBits[i], tr.world->mergedSurfacesPshadowBits[i] );
tr.refdef.dlightMask |= tr.world->mergedSurfacesDlightBits[i];
}
tr.refdef.dlightMask = ~tr.refdef.dlightMask;
}
}