/* ================= idRenderModelManagerLocal::CacheModelTris ================= */ bool idRenderModelManagerLocal::CacheModelTris( idRenderModel *model ) { for(int i = 0; i < model->NumSurfaces(); i++) { const modelSurface_t *surf; surf = model->Surface( i ); if(!R_CreateAmbientCache( surf->geometry, false )) { return false; } } return true; }
/* ================== idInteraction::AddActiveInteraction Create and add any necessary light and shadow triangles If the model doesn't have any surfaces that need interactions with this type of light, it can be skipped, but we might need to instantiate the dynamic model to find out ================== */ void idInteraction::AddActiveInteraction( void ) { viewLight_t * vLight; viewEntity_t * vEntity; idScreenRect shadowScissor; idScreenRect lightScissor; idVec3 localLightOrigin; idVec3 localViewOrigin; vLight = lightDef->viewLight; vEntity = entityDef->viewEntity; // do not waste time culling the interaction frustum if there will be no shadows if ( !HasShadows() ) { // use the entity scissor rectangle shadowScissor = vEntity->scissorRect; // culling does not seem to be worth it for static world models } else if ( entityDef->parms.hModel->IsStaticWorldModel() ) { // use the light scissor rectangle shadowScissor = vLight->scissorRect; } else { // try to cull the interaction // this will also cull the case where the light origin is inside the // view frustum and the entity bounds are outside the view frustum if ( CullInteractionByViewFrustum( tr.viewDef->viewFrustum ) ) { return; } // calculate the shadow scissor rectangle shadowScissor = CalcInteractionScissorRectangle( tr.viewDef->viewFrustum ); } // get out before making the dynamic model if the shadow scissor rectangle is empty if ( shadowScissor.IsEmpty() ) { return; } // We will need the dynamic surface created to make interactions, even if the // model itself wasn't visible. This just returns a cached value after it // has been generated once in the view. idRenderModel *model = R_EntityDefDynamicModel( entityDef ); if ( model == NULL || model->NumSurfaces() <= 0 ) { return; } // the dynamic model may have changed since we built the surface list if ( !IsDeferred() && entityDef->dynamicModelFrameCount != dynamicModelFrameCount ) { FreeSurfaces(); } dynamicModelFrameCount = entityDef->dynamicModelFrameCount; // actually create the interaction if needed, building light and shadow surfaces as needed if ( IsDeferred() ) { CreateInteraction( model ); } R_GlobalPointToLocal( vEntity->modelMatrix, lightDef->globalLightOrigin, localLightOrigin ); R_GlobalPointToLocal( vEntity->modelMatrix, tr.viewDef->renderView.vieworg, localViewOrigin ); // calculate the scissor as the intersection of the light and model rects // this is used for light triangles, but not for shadow triangles lightScissor = vLight->scissorRect; lightScissor.Intersect( vEntity->scissorRect ); bool lightScissorsEmpty = lightScissor.IsEmpty(); // for each surface of this entity / light interaction for ( int i = 0; i < numSurfaces; i++ ) { surfaceInteraction_t *sint = &surfaces[i]; // see if the base surface is visible, we may still need to add shadows even if empty if ( !lightScissorsEmpty && sint->ambientTris && sint->ambientTris->ambientViewCount == tr.viewCount ) { // make sure we have created this interaction, which may have been deferred // on a previous use that only needed the shadow if ( sint->lightTris == LIGHT_TRIS_DEFERRED ) { sint->lightTris = R_CreateLightTris( vEntity->entityDef, sint->ambientTris, vLight->lightDef, sint->shader, sint->cullInfo ); R_FreeInteractionCullInfo( sint->cullInfo ); } srfTriangles_t *lightTris = sint->lightTris; if ( lightTris ) { // try to cull before adding // FIXME: this may not be worthwhile. We have already done culling on the ambient, // but individual surfaces may still be cropped somewhat more if ( !R_CullLocalBox( lightTris->bounds, vEntity->modelMatrix, 5, tr.viewDef->frustum ) ) { // make sure the original surface has its ambient cache created srfTriangles_t *tri = sint->ambientTris; if ( !tri->ambientCache ) { if ( !R_CreateAmbientCache( tri, sint->shader->ReceivesLighting() ) ) { // skip if we were out of vertex memory continue; } } // reference the original surface's ambient cache lightTris->ambientCache = tri->ambientCache; // touch the ambient surface so it won't get purged vertexCache.Touch(lightTris->ambientCache); if (!lightTris->indexCache) { vertexCache.Alloc(lightTris->indexes, lightTris->numIndexes * sizeof(lightTris->indexes[0]), &lightTris->indexCache, true); vertexCache.Touch(lightTris->indexCache); } // add the surface to the light list const idMaterial *shader = sint->shader; R_GlobalShaderOverride(&shader); // there will only be localSurfaces if the light casts shadows and // there are surfaces with NOSELFSHADOW if ( sint->shader->Coverage() == MC_TRANSLUCENT ) { R_LinkLightSurf( &vLight->translucentInteractions, lightTris, vEntity, lightDef, shader, lightScissor, false ); } else if ( !lightDef->parms.noShadows && sint->shader->TestMaterialFlag(MF_NOSELFSHADOW) ) { R_LinkLightSurf( &vLight->localInteractions, lightTris, vEntity, lightDef, shader, lightScissor, false ); } else { R_LinkLightSurf( &vLight->globalInteractions, lightTris, vEntity, lightDef, shader, lightScissor, false ); } } } } srfTriangles_t *shadowTris = sint->shadowTris; // the shadows will always have to be added, unless we can tell they // are from a surface in an unconnected area if ( shadowTris ) { // check for view specific shadow suppression (player shadows, etc) if ( !r_skipSuppress.GetBool() ) { if ( entityDef->parms.suppressShadowInViewID && entityDef->parms.suppressShadowInViewID == tr.viewDef->renderView.viewID ) { continue; } if ( entityDef->parms.suppressShadowInLightID && entityDef->parms.suppressShadowInLightID == lightDef->parms.lightId ) { continue; } } // cull static shadows that have a non-empty bounds // dynamic shadows that use the turboshadow code will not have valid // bounds, because the perspective projection extends them to infinity if ( r_useShadowCulling.GetBool() && !shadowTris->bounds.IsCleared() ) { if ( R_CullLocalBox( shadowTris->bounds, vEntity->modelMatrix, 5, tr.viewDef->frustum ) ) { continue; } } // copy the shadow vertexes to the vertex cache if they have been purged // if we are using shared shadowVertexes and letting a vertex program fix them up, // get the shadowCache from the parent ambient surface if ( !shadowTris->shadowVertexes ) { // the data may have been purged, so get the latest from the "home position" shadowTris->shadowCache = sint->ambientTris->shadowCache; } // if we have been purged, re-upload the shadowVertexes if ( !shadowTris->shadowCache ) { if ( shadowTris->shadowVertexes ) { // each interaction has unique vertexes R_CreatePrivateShadowCache( shadowTris ); } else { R_CreateVertexProgramShadowCache( sint->ambientTris ); shadowTris->shadowCache = sint->ambientTris->shadowCache; } // if we are out of vertex cache space, skip the interaction if ( !shadowTris->shadowCache ) { continue; } } // touch the shadow surface so it won't get purged vertexCache.Touch( shadowTris->shadowCache ); if ( !shadowTris->indexCache ) { vertexCache.Alloc( shadowTris->indexes, shadowTris->numIndexes * sizeof( shadowTris->indexes[0] ), &shadowTris->indexCache, true ); vertexCache.Touch( shadowTris->indexCache ); } // see if we can avoid using the shadow volume caps bool inside = R_PotentiallyInsideInfiniteShadow( sint->ambientTris, localViewOrigin, localLightOrigin ); if ( sint->shader->TestMaterialFlag( MF_NOSELFSHADOW ) ) { R_LinkLightSurf( &vLight->localShadows, shadowTris, vEntity, lightDef, NULL, shadowScissor, inside ); } else { R_LinkLightSurf( &vLight->globalShadows, shadowTris, vEntity, lightDef, NULL, shadowScissor, inside ); } } } }
/* ================= R_AddLightSurfaces 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. Adds entities to the viewEntity list if they are needed for shadow casting. Add any precomputed shadow volumes. Removes lights from the viewLights list if they are completely turned off, or completely off screen. Create any new interactions needed between the viewLights and the viewEntitys due to game movement ================= */ void R_AddLightSurfaces( void ) { viewLight_t *vLight; idRenderLightLocal *light; viewLight_t **ptr; // go through each visible light, possibly removing some from the list ptr = &tr.viewDef->viewLights; while( *ptr ) { vLight = *ptr; light = vLight->lightDef; const idMaterial *lightShader = light->lightShader; if( !lightShader ) { common->Error( "R_AddLightSurfaces: NULL lightShader" ); } // see if we are suppressing the light in this view if( !r_skipSuppress.GetBool() ) { if( light->parms.suppressLightInViewID && light->parms.suppressLightInViewID == tr.viewDef->renderView.viewID ) { *ptr = vLight->next; light->viewCount = -1; continue; } if( light->parms.allowLightInViewID && light->parms.allowLightInViewID != tr.viewDef->renderView.viewID ) { *ptr = vLight->next; light->viewCount = -1; continue; } } // evaluate the light shader registers float *lightRegs = ( float * ) R_FrameAlloc( lightShader->GetNumRegisters() * sizeof( float ) ); vLight->shaderRegisters = lightRegs; lightShader->EvaluateRegisters( lightRegs, light->parms.shaderParms, tr.viewDef, 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 to avoid lights showing up with the wrong color 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 *ptr = vLight->next; light->viewCount = -1; continue; } } if( r_useLightScissors.GetBool() ) { // calculate the screen area covered by the light frustum // which will be used to crop the stencil cull idScreenRect scissorRect = R_CalcLightScissorRectangle( vLight ); // intersect with the portal crossing scissor rectangle vLight->scissorRect.Intersect( scissorRect ); if( r_showLightScissors.GetBool() ) { R_ShowColoredScreenRect( vLight->scissorRect, light->index ); } } // this one stays on the list ptr = &vLight->next; // if we are doing a soft-shadow novelty test, regenerate the light with // a random offset every time if( r_lightSourceRadius.GetFloat() != 0.0f ) { for( int i = 0; i < 3; i++ ) { light->globalLightOrigin[i] += r_lightSourceRadius.GetFloat() * ( -1 + 2 * ( rand() & 0xfff ) / ( float ) 0xfff ); } } // 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 tr.viewDef->renderWorld->CreateLightDefInteractions( light ); tr.pc.c_viewLights++; // fog lights will need to draw the light frustum triangles, so make sure they // are in the vertex cache if( lightShader->IsFogLight() ) { if( !light->frustumTris->ambientCache ) { if( !R_CreateAmbientCache( light->frustumTris, false ) ) { // skip if we are out of vertex memory continue; } } // touch the surface so it won't get purged vertexCache.Touch( light->frustumTris->ambientCache ); } // add the prelight shadows for the static world geometry if( light->parms.prelightModel && r_useOptimizedShadows.GetBool() ) { if( !light->parms.prelightModel->NumSurfaces() ) { common->Error( "no surfs in prelight model '%s'", light->parms.prelightModel->Name() ); } srfTriangles_t *tri = light->parms.prelightModel->Surface( 0 )->geometry; if( !tri->shadowVertexes ) { common->Error( "R_AddLightSurfaces: prelight model '%s' without shadowVertexes", light->parms.prelightModel->Name() ); } // these shadows will all have valid bounds, and can be culled normally if( r_useShadowCulling.GetBool() ) { if( R_CullLocalBox( tri->bounds, tr.viewDef->worldSpace.modelMatrix, 5, tr.viewDef->frustum ) ) { continue; } } // if we have been purged, re-upload the shadowVertexes if( !tri->shadowCache ) { R_CreatePrivateShadowCache( tri ); if( !tri->shadowCache ) { continue; } } // touch the shadow surface so it won't get purged vertexCache.Touch( tri->shadowCache ); if( !tri->indexCache ) { vertexCache.Alloc( tri->indexes, tri->numIndexes * sizeof( tri->indexes[0] ), &tri->indexCache, true ); } if( tri->indexCache ) { vertexCache.Touch( tri->indexCache ); } R_LinkLightSurf( &vLight->globalShadows, tri, NULL, light, NULL, vLight->scissorRect, true ); } } }
/* =============== R_AddAmbientDrawsurfs Adds surfaces for the given viewEntity Walks through the viewEntitys list and creates drawSurf_t for each surface of each viewEntity that has a non-empty scissorRect =============== */ static void R_AddAmbientDrawsurfs( viewEntity_t *vEntity ) { int i, total; idRenderEntityLocal *def; srfTriangles_t *tri; idRenderModel *model; const idMaterial *shader; def = vEntity->entityDef; if( def->dynamicModel ) { model = def->dynamicModel; } else { model = def->parms.hModel; } // add all the surfaces total = model->NumSurfaces(); for( i = 0; i < total; i++ ) { const modelSurface_t *surf = model->Surface( i ); // for debugging, only show a single surface at a time if( r_singleSurface.GetInteger() >= 0 && i != r_singleSurface.GetInteger() ) { continue; } tri = surf->geometry; if( !tri ) { continue; } if( !tri->numIndexes ) { continue; } shader = surf->shader; shader = R_RemapShaderBySkin( shader, def->parms.customSkin, def->parms.customShader ); R_GlobalShaderOverride( &shader ); if( !shader ) { continue; } if( !shader->IsDrawn() ) { continue; } // debugging tool to make sure we are have the correct pre-calculated bounds if( r_checkBounds.GetBool() ) { int j, k; for( j = 0; j < tri->numVerts; j++ ) { for( k = 0; k < 3; k++ ) { if( tri->verts[j].xyz[k] > tri->bounds[1][k] + CHECK_BOUNDS_EPSILON || tri->verts[j].xyz[k] < tri->bounds[0][k] - CHECK_BOUNDS_EPSILON ) { common->Printf( "bad tri->bounds on %s:%s\n", def->parms.hModel->Name(), shader->GetName() ); break; } if( tri->verts[j].xyz[k] > def->referenceBounds[1][k] + CHECK_BOUNDS_EPSILON || tri->verts[j].xyz[k] < def->referenceBounds[0][k] - CHECK_BOUNDS_EPSILON ) { common->Printf( "bad referenceBounds on %s:%s\n", def->parms.hModel->Name(), shader->GetName() ); break; } } if( k != 3 ) { break; } } } if( !R_CullLocalBox( tri->bounds, vEntity->modelMatrix, 5, tr.viewDef->frustum ) ) { def->visibleCount = tr.viewCount; // make sure we have an ambient cache if( !R_CreateAmbientCache( tri, shader->ReceivesLighting() ) ) { // don't add anything if the vertex cache was too full to give us an ambient cache return; } // touch it so it won't get purged vertexCache.Touch( tri->ambientCache ); if( !tri->indexCache ) { vertexCache.Alloc( tri->indexes, tri->numIndexes * sizeof( tri->indexes[0] ), &tri->indexCache, true ); } if( tri->indexCache ) { vertexCache.Touch( tri->indexCache ); } // add the surface for drawing R_AddDrawSurf( tri, vEntity, &vEntity->entityDef->parms, shader, vEntity->scissorRect ); // ambientViewCount is used to allow light interactions to be rejected // if the ambient surface isn't visible at all tri->ambientViewCount = tr.viewCount; } } // add the lightweight decal surfaces for( idRenderModelDecal *decal = def->decals; decal; decal = decal->Next() ) { decal->AddDecalDrawSurf( vEntity ); } }