]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Add r_shadow_culllights_trace feature, this culls rtlights by traceline checks simila...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 11 Mar 2018 19:26:55 +0000 (19:26 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 11 Mar 2018 19:26:55 +0000 (19:26 +0000)
Add r_shadow_culllights_pvs cvar so that the pvs checks can be turned off, for debugging or otherwise.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12349 d7cf8633-e32d-0410-b094-e92efae38249

client.h
r_shadow.c

index aae1c8687595c55390363679e6774944b306202e..e3120c08f48941b997598b412a300a6f36e8e650 100644 (file)
--- a/client.h
+++ b/client.h
@@ -307,10 +307,8 @@ typedef struct rtlight_s
        /// culling
        vec3_t cullmins;
        vec3_t cullmaxs;
-       // culling
-       //vec_t cullradius;
-       // squared cullradius
-       //vec_t cullradius2;
+       /// when r_shadow_culllights_trace is set, this is refreshed by each successful trace.
+       double trace_timer;
 
        // rendering properties, updated each time a light is rendered
        // this is rtlight->color * d_lightstylevalue
index 286244744b935d54be3f1d269befdcb586e95987..b774a5c325cbe02b68643ac989a9f0329edb0e83 100644 (file)
@@ -334,6 +334,13 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
+cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0.1", "make light bounds bigger by *1.0+enlarge"};
+cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
 cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
@@ -804,6 +811,13 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_culllights_pvs);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
@@ -2846,12 +2860,26 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (!settings->staticmode)
                {
-                       if (R_CullBox(cullmins, cullmaxs))
-                               continue;
+                       // skip if the expanded light box does not touch any visible leafs
                        if (r_refdef.scene.worldmodel
-                        && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
-                        && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+                               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                               continue;
+                       // skip if the expanded light box is not visible to traceline
+                       // note that PrepareLight already did this check but for a smaller box, so we
+                       // end up casting more traces per frame per light when using bouncegrid, which
+                       // is probably fine (and they use the same timer)
+                       if (r_shadow_culllights_trace.integer)
+                       {
+                               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                                       rtlight->trace_timer = realtime;
+                               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                                       return;
+                       }
+                       // skip if expanded light box is offscreen
+                       if (R_CullBox(cullmins, cullmaxs))
                                continue;
+                       // skip if overall light intensity is zero
                        if (w * VectorLength2(rtlight->color) == 0.0f)
                                continue;
                }
@@ -4656,7 +4684,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
        */
 
-       // if lightstyle is currently off, don't draw the light
+       // skip if lightstyle is currently off
        if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
                return;
 
@@ -4664,10 +4692,27 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        if (nolight)
                return;
 
-       // if the light box is offscreen, skip it
+       // skip if the light box is not touching any visible leafs
+       if (r_shadow_culllights_pvs.integer
+               && r_refdef.scene.worldmodel
+               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs))
+               return;
+
+       // skip if the light box is not visible to traceline
+       if (r_shadow_culllights_trace.integer)
+       {
+               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                       rtlight->trace_timer = realtime;
+               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                       return;
+       }
+
+       // skip if the light box is off screen
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
+       // in the typical case this will be quickly replaced by GetLightInfo
        VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
        VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);