Example #1
0
/*
=================
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 );
			}
		}
	}
}
Example #3
0
/*
=================
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 );
		}
	}
}
Example #4
0
/*
===============
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 );
	}
}