/* ==================== idInteraction::CreateInteraction Called when a entityDef and a lightDef are both present in a portalArea, and might be visible. Performs cull checking before doing the expensive computations. References tr.viewCount so lighting surfaces will only be created if the ambient surface is visible, otherwise it will be marked as deferred. The results of this are cached and valid until the light or entity change. ==================== */ void idInteraction::CreateInteraction( const idRenderModel *model ) { const idMaterial * lightShader = lightDef->lightShader; const idMaterial* shader; bool interactionGenerated; idBounds bounds; tr.pc.c_createInteractions++; bounds = model->Bounds( &entityDef->parms ); // if it doesn't contact the light frustum, none of the surfaces will if ( R_CullLocalBox( bounds, entityDef->modelMatrix, 6, lightDef->frustum ) ) { MakeEmpty(); return; } // use the turbo shadow path shadowGen_t shadowGen = SG_DYNAMIC; // really large models, like outside terrain meshes, should use // the more exactly culled static shadow path instead of the turbo shadow path. // FIXME: this is a HACK, we should probably have a material flag. if ( bounds[1][0] - bounds[0][0] > 3000 ) { shadowGen = SG_STATIC; } // // create slots for each of the model's surfaces // numSurfaces = model->NumSurfaces(); surfaces = (surfaceInteraction_t *)R_ClearedStaticAlloc( sizeof( *surfaces ) * numSurfaces ); interactionGenerated = false; // check each surface in the model for ( int c = 0 ; c < model->NumSurfaces() ; c++ ) { const modelSurface_t *surf; srfTriangles_t *tri; surf = model->Surface( c ); tri = surf->geometry; if ( !tri ) { continue; } // determine the shader for this surface, possibly by skinning shader = surf->shader; shader = R_RemapShaderBySkin( shader, entityDef->parms.customSkin, entityDef->parms.customShader ); if ( !shader ) { continue; } // try to cull each surface if ( R_CullLocalBox( tri->bounds, entityDef->modelMatrix, 6, lightDef->frustum ) ) { continue; } surfaceInteraction_t *sint = &surfaces[c]; sint->shader = shader; // save the ambient tri pointer so we can reject lightTri interactions // when the ambient surface isn't in view, and we can get shared vertex // and shadow data from the source surface sint->ambientTris = tri; // "invisible ink" lights and shaders if ( shader->Spectrum() != lightShader->Spectrum() ) { continue; } // generate a lighted surface and add it if ( shader->ReceivesLighting() ) { if ( tri->ambientViewCount == tr.viewCount ) { sint->lightTris = R_CreateLightTris( entityDef, tri, lightDef, shader, sint->cullInfo ); } else { // this will be calculated when sint->ambientTris is actually in view sint->lightTris = LIGHT_TRIS_DEFERRED; } interactionGenerated = true; } // if the interaction has shadows and this surface casts a shadow if ( HasShadows() && shader->SurfaceCastsShadow() && tri->silEdges != NULL ) { // if the light has an optimized shadow volume, don't create shadows for any models that are part of the base areas if ( lightDef->parms.prelightModel == NULL || !model->IsStaticWorldModel() || !r_useOptimizedShadows.GetBool() ) { // this is the only place during gameplay (outside the utilities) that R_CreateShadowVolume() is called sint->shadowTris = R_CreateShadowVolume( entityDef, tri, lightDef, shadowGen, sint->cullInfo ); if ( sint->shadowTris ) { if ( shader->Coverage() != MC_OPAQUE || ( !r_skipSuppress.GetBool() && entityDef->parms.suppressSurfaceInViewID ) ) { // if any surface is a shadow-casting perforated or translucent surface, or the // base surface is suppressed in the view (world weapon shadows) we can't use // the external shadow optimizations because we can see through some of the faces sint->shadowTris->numShadowIndexesNoCaps = sint->shadowTris->numIndexes; sint->shadowTris->numShadowIndexesNoFrontCaps = sint->shadowTris->numIndexes; } } interactionGenerated = true; } } // free the cull information when it's no longer needed if ( sint->lightTris != LIGHT_TRIS_DEFERRED ) { R_FreeInteractionCullInfo( sint->cullInfo ); } } // if none of the surfaces generated anything, don't even bother checking? if ( !interactionGenerated ) { MakeEmpty(); } }
static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) { vector3 bounds[2]; mdrFrame_t *oldFrame, *newFrame; int i, frameSize; frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] ); // compute frame pointers newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame); oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.oldframe); // cull bounding sphere ONLY if this is not an upscaled entity if ( !ent->e.nonNormalizedAxes ) { if ( ent->e.frame == ent->e.oldframe ) { switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) ) { // Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend // we do. After all, the purpose of md4s are not that different, are they? case CULL_OUT: tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; case CULL_IN: tr.pc.c_sphere_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_sphere_cull_md3_clip++; break; } } else { int sphereCull, sphereCullB; sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ); if ( newFrame == oldFrame ) { sphereCullB = sphereCull; } else { sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius ); } if ( sphereCull == sphereCullB ) { if ( sphereCull == CULL_OUT ) { tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; } else if ( sphereCull == CULL_IN ) { tr.pc.c_sphere_cull_md3_in++; return CULL_IN; } else { tr.pc.c_sphere_cull_md3_clip++; } } } } // calculate a bounding box in the current coordinate system for (i = 0 ; i < 3 ; i++) { bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i]; bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i]; } switch ( R_CullLocalBox( bounds ) ) { case CULL_IN: tr.pc.c_box_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_box_cull_md3_clip++; return CULL_CLIP; case CULL_OUT: default: tr.pc.c_box_cull_md3_out++; return CULL_OUT; } }
/* ============= R_CullModel ============= */ static int R_CullModel( md3Header_t *header, trRefEntity_t *ent ) { vec3_t bounds[ 2 ]; md3Frame_t *oldFrame, *newFrame; int i; // compute frame pointers newFrame = ( md3Frame_t * )( ( byte * ) header + header->ofsFrames ) + ent->e.frame; oldFrame = ( md3Frame_t * )( ( byte * ) header + header->ofsFrames ) + ent->e.oldframe; // cull bounding sphere ONLY if this is not an upscaled entity if ( !ent->e.nonNormalizedAxes ) { if ( ent->e.frame == ent->e.oldframe ) { switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) ) { case CULL_OUT: tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; case CULL_IN: tr.pc.c_sphere_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_sphere_cull_md3_clip++; break; } } else { int sphereCull, sphereCullB; sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ); if ( newFrame == oldFrame ) { sphereCullB = sphereCull; } else { sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius ); } if ( sphereCull == sphereCullB ) { if ( sphereCull == CULL_OUT ) { tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; } else if ( sphereCull == CULL_IN ) { tr.pc.c_sphere_cull_md3_in++; return CULL_IN; } else { tr.pc.c_sphere_cull_md3_clip++; } } } } // calculate a bounding box in the current coordinate system for ( i = 0; i < 3; i++ ) { bounds[ 0 ][ i ] = oldFrame->bounds[ 0 ][ i ] < newFrame->bounds[ 0 ][ i ] ? oldFrame->bounds[ 0 ][ i ] : newFrame->bounds[ 0 ][ i ]; bounds[ 1 ][ i ] = oldFrame->bounds[ 1 ][ i ] > newFrame->bounds[ 1 ][ i ] ? oldFrame->bounds[ 1 ][ i ] : newFrame->bounds[ 1 ][ i ]; } switch ( R_CullLocalBox( bounds ) ) { case CULL_IN: tr.pc.c_box_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_box_cull_md3_clip++; return CULL_CLIP; case CULL_OUT: default: tr.pc.c_box_cull_md3_out++; return CULL_OUT; } }
/* ================== 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 ); // regenerate the lighting cache (for non-vertex program cards) if it has been purged if ( !lightTris->lightingCache ) { if ( !R_CreateLightingCache( entityDef, lightDef, lightTris ) ) { // skip if we are out of vertex memory continue; } } // touch the light surface so it won't get purged // (vertex program cards won't have a light cache at all) if ( lightTris->lightingCache ) { vertexCache.Touch( lightTris->lightingCache ); } if ( !lightTris->indexCache && r_useIndexBuffers.GetBool() ) { vertexCache.Alloc( lightTris->indexes, lightTris->numIndexes * sizeof( lightTris->indexes[0] ), &lightTris->indexCache, true ); } if ( lightTris->indexCache ) { 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 && r_useIndexBuffers.GetBool() ) { 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_ACullModel ============= */ static int R_ACullModel( md4Header_t *header, trRefEntity_t *ent ) { vec3_t bounds[2]; md4Frame_t *oldFrame, *newFrame; int i; int frameSize; // compute frame pointers if (header->ofsFrames<0) // Compressed { frameSize = (int)( &((md4CompFrame_t *)0)->bones[ tr.currentModel->md4->numBones ] ); newFrame = (md4Frame_t *)((byte *)header - header->ofsFrames + ent->e.frame * frameSize ); oldFrame = (md4Frame_t *)((byte *)header - header->ofsFrames + ent->e.oldframe * frameSize ); // HACK! These frames actually are md4CompFrames, but the first fields are the same, // so this will work for this routine. } else { frameSize = (int)( &((md4Frame_t *)0)->bones[ tr.currentModel->md4->numBones ] ); newFrame = (md4Frame_t *)((byte *)header + header->ofsFrames + ent->e.frame * frameSize ); oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames + ent->e.oldframe * frameSize ); } // cull bounding sphere ONLY if this is not an upscaled entity if ( !ent->e.nonNormalizedAxes ) { if ( ent->e.frame == ent->e.oldframe ) { switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) ) { case CULL_OUT: tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; case CULL_IN: tr.pc.c_sphere_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_sphere_cull_md3_clip++; break; } } else { int sphereCull, sphereCullB; sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ); if ( newFrame == oldFrame ) { sphereCullB = sphereCull; } else { sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius ); } if ( sphereCull == sphereCullB ) { if ( sphereCull == CULL_OUT ) { tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; } else if ( sphereCull == CULL_IN ) { tr.pc.c_sphere_cull_md3_in++; return CULL_IN; } else { tr.pc.c_sphere_cull_md3_clip++; } } } } // calculate a bounding box in the current coordinate system for (i = 0 ; i < 3 ; i++) { bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i]; bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i]; } switch ( R_CullLocalBox( bounds ) ) { case CULL_IN: tr.pc.c_box_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_box_cull_md3_clip++; return CULL_CLIP; case CULL_OUT: default: tr.pc.c_box_cull_md3_out++; return CULL_OUT; } }
/* ================= 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 ); } } }
/* ================= idRenderWorldLocal::CreateLightDefInteractions When a lightDef is determined to effect the view (contact the frustum and non-0 light), it will check to make sure that it has interactions for all the entityDefs that it might possibly contact. This does not guarantee that all possible interactions for this light are generated, only that the ones that may effect the current view are generated. so it does need to be called every view. This does not cause entityDefs to create dynamic models, all work is done on the referenceBounds. All entities that have non-empty interactions with viewLights will have viewEntities made for them and be put on the viewEntity list, even if their surfaces aren't visible, because they may need to cast shadows. Interactions are usually removed when a entityDef or lightDef is modified, unless the change is known to not effect them, so there is no danger of getting a stale interaction, we just need to check that needed ones are created. An interaction can be at several levels: Don't interact (but share an area) (numSurfaces = 0) Entity reference bounds touches light frustum, but surfaces haven't been generated (numSurfaces = -1) Shadow surfaces have been generated, but light surfaces have not. The shadow surface may still be empty due to bounds being conservative. Both shadow and light surfaces have been generated. Either or both surfaces may still be empty due to conservative bounds. ================= */ void idRenderWorldLocal::CreateLightDefInteractions( idRenderLightLocal *ldef ) { areaReference_t *eref; areaReference_t *lref; idRenderEntityLocal *edef; portalArea_t *area; idInteraction *inter; for( lref = ldef->references; lref; lref = lref->ownerNext ) { area = lref->area; // check all the models in this area for( eref = area->entityRefs.areaNext; eref != &area->entityRefs; eref = eref->areaNext ) { edef = eref->entity; // if the entity doesn't have any light-interacting surfaces, we could skip this, // but we don't want to instantiate dynamic models yet, so we can't check that on // most things // if the entity isn't viewed if( tr.viewDef && edef->viewCount != tr.viewCount ) { // if the light doesn't cast shadows, skip if( !ldef->lightShader->LightCastsShadows() ) { continue; } // if we are suppressing its shadow in this view, skip if( !r_skipSuppress.GetBool() ) { if( edef->parms.suppressShadowInViewID && edef->parms.suppressShadowInViewID == tr.viewDef->renderView.viewID ) { continue; } if( edef->parms.suppressShadowInLightID && edef->parms.suppressShadowInLightID == ldef->parms.lightId ) { continue; } } } // some big outdoor meshes are flagged to not create any dynamic interactions // when the level designer knows that nearby moving lights shouldn't actually hit them if( edef->parms.noDynamicInteractions && edef->world->generateAllInteractionsCalled ) { continue; } // if any of the edef's interaction match this light, we don't // need to consider it. if( r_useInteractionTable.GetBool() && this->interactionTable ) { // allocating these tables may take several megs on big maps, but it saves 3% to 5% of // the CPU time. The table is updated at interaction::AllocAndLink () and interaction::UnlinkAndFree () int index = ldef->index * this->interactionTableWidth + edef->index; inter = this->interactionTable[index]; if( inter ) { // if this entity wasn't in view already, the scissor rect will be empty, // so it will only be used for shadow casting if( !inter->IsEmpty() ) { R_SetEntityDefViewEntity( edef ); } continue; } } else { // scan the doubly linked lists, which may have several dozen entries // we could check either model refs or light refs for matches, but it is // assumed that there will be less lights in an area than models // so the entity chains should be somewhat shorter (they tend to be fairly close). for( inter = edef->firstInteraction; inter != NULL; inter = inter->entityNext ) { if( inter->lightDef == ldef ) { break; } } // if we already have an interaction, we don't need to do anything if( inter != NULL ) { // if this entity wasn't in view already, the scissor rect will be empty, // so it will only be used for shadow casting if( !inter->IsEmpty() ) { R_SetEntityDefViewEntity( edef ); } continue; } } // create a new interaction, but don't do any work other than bbox to frustum culling idInteraction *newInter = idInteraction::AllocAndLink( edef, ldef ); // do a check of the entity reference bounds against the light frustum, // trying to avoid creating a viewEntity if it hasn't been already float *m, modelMatrix[16]; if( edef->viewCount == tr.viewCount ) { m = edef->viewEntity->modelMatrix; } else { R_AxisToModelMatrix( edef->parms.axis, edef->parms.origin, modelMatrix ); m = modelMatrix; } if( R_CullLocalBox( edef->referenceBounds, m, 6, ldef->frustum ) ) { newInter->MakeEmpty(); continue; } // we will do a more precise per-surface check when we are checking the entity // if this entity wasn't in view already, the scissor rect will be empty, // so it will only be used for shadow casting R_SetEntityDefViewEntity( edef ); } } }
/* =============== 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 ); } }
/* ============= R_CullModel ============= */ static int R_CullModel( mdvModel_t *model, trRefEntity_t *ent ) { vec3_t bounds[2]; mdvFrame_t *oldFrame, *newFrame; int i; qboolean cullSphere; //----(SA) added float radScale; cullSphere = qtrue; // compute frame pointers newFrame = model->frames + ent->e.frame; oldFrame = model->frames + ent->e.oldframe; radScale = 1.0f; if ( ent->e.nonNormalizedAxes ) { cullSphere = qfalse; // by defalut, cull bounding sphere ONLY if this is not an upscaled entity // but allow the radius to be scaled if specified // if(ent->e.reFlags & REFLAG_SCALEDSPHERECULL) { // cullSphere = qtrue; // radScale = ent->e.radius; // } } if ( cullSphere ) { if ( ent->e.frame == ent->e.oldframe ) { switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius * radScale ) ) { case CULL_OUT: tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; case CULL_IN: tr.pc.c_sphere_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_sphere_cull_md3_clip++; break; } } else { int sphereCull, sphereCullB; sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius * radScale ); if ( newFrame == oldFrame ) { sphereCullB = sphereCull; } else { sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius * radScale ); } if ( sphereCull == sphereCullB ) { if ( sphereCull == CULL_OUT ) { tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; } else if ( sphereCull == CULL_IN ) { tr.pc.c_sphere_cull_md3_in++; return CULL_IN; } else { tr.pc.c_sphere_cull_md3_clip++; } } } } // calculate a bounding box in the current coordinate system for ( i = 0 ; i < 3 ; i++ ) { bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i]; bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i]; bounds[0][i] *= radScale; //----(SA) added bounds[1][i] *= radScale; //----(SA) added } switch ( R_CullLocalBox( bounds ) ) { case CULL_IN: tr.pc.c_box_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_box_cull_md3_clip++; return CULL_CLIP; case CULL_OUT: default: tr.pc.c_box_cull_md3_out++; return CULL_OUT; } }