}
r_q1bsp_getlightinfo_t;
-static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+#define GETLIGHTINFO_MAXNODESTACK 4096
+
+static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
{
+ // nodestack
+ mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
+ int nodestackpos = 0;
+ // node processing
+ mplane_t *plane;
+ mnode_t *node;
int sides;
+ // leaf processing
mleaf_t *leaf;
- for (;;)
+ const msurface_t *surface;
+ const msurface_t *surfaces = info->model->data_surfaces;
+ int numleafsurfaces;
+ int leafsurfaceindex;
+ int surfaceindex;
+ int triangleindex, t;
+ int currentmaterialflags;
+ qboolean castshadow;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ qboolean insidebox;
+ qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+ qboolean svbspactive = info->svbsp_active;
+ qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
+ const int *leafsurfaceindices;
+ qboolean addedtris;
+ int i;
+ mportal_t *portal;
+ static float points[128][3];
+ // push the root node onto our nodestack
+ nodestack[nodestackpos++] = info->model->brush.data_nodes;
+ // we'll be done when the nodestack is empty
+ while (nodestackpos)
{
- mplane_t *plane = node->plane;
- //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
- // return;
- if (!plane)
- break;
- //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
- // return;
- if (plane->type < 3)
+ // get a node from the stack to process
+ node = nodestack[--nodestackpos];
+ // is it a node or a leaf?
+ plane = node->plane;
+ if (plane)
{
- if (info->lightmins[plane->type] > plane->dist)
- node = node->children[0];
- else if (info->lightmaxs[plane->type] < plane->dist)
- node = node->children[1];
- else if (info->relativelightorigin[plane->type] >= plane->dist)
+ // node
+#if 0
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ continue;
+#endif
+#if 0
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+ continue;
+#endif
+ // axial planes can be processed much more quickly
+ if (plane->type < 3)
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
- node = node->children[1];
+ // axial plane
+ if (info->lightmins[plane->type] > plane->dist)
+ nodestack[nodestackpos++] = node->children[0];
+ else if (info->lightmaxs[plane->type] < plane->dist)
+ nodestack[nodestackpos++] = node->children[1];
+ else
+ {
+ // recurse front side first because the svbsp building prefers it
+ if (info->relativelightorigin[plane->type] >= plane->dist)
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->children[0];
+ nodestack[nodestackpos++] = node->children[1];
+ }
+ else
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->children[1];
+ nodestack[nodestackpos++] = node->children[0];
+ }
+ }
}
else
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
- node = node->children[0];
+ // sloped plane
+ sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+ switch (sides)
+ {
+ default:
+ continue; // ERROR: NAN bounding box!
+ case 1:
+ nodestack[nodestackpos++] = node->children[0];
+ break;
+ case 2:
+ nodestack[nodestackpos++] = node->children[1];
+ break;
+ case 3:
+ // recurse front side first because the svbsp building prefers it
+ if (PlaneDist(info->relativelightorigin, plane) >= 0)
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->children[0];
+ nodestack[nodestackpos++] = node->children[1];
+ }
+ else
+ {
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->children[1];
+ nodestack[nodestackpos++] = node->children[0];
+ }
+ break;
+ }
}
}
else
{
- sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
- if (sides == 3)
+ // leaf
+ leaf = (mleaf_t *)node;
+#if 1
+ if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+ continue;
+#endif
+#if 1
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+ continue;
+#endif
+#if 1
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+ continue;
+#endif
+
+ if (svbspactive)
{
- // recurse front side first because the svbsp building prefers it
- if (PlaneDist(info->relativelightorigin, plane) >= 0)
+ // we can occlusion test the leaf by checking if all of its portals
+ // are occluded (unless the light is in this leaf - but that was
+ // already handled by the caller)
+ for (portal = leaf->portals;portal;portal = portal->next)
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
- node = node->children[1];
+ for (i = 0;i < portal->numpoints;i++)
+ VectorCopy(portal->points[i].position, points[i]);
+ if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
+ break;
}
- else
+ if (leaf->portals && portal == NULL)
+ continue; // no portals of this leaf visible
+ }
+
+ // add this leaf to the reduced light bounds
+ info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+ info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+ info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+ info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+ info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+ info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+
+ // mark this leaf as being visible to the light
+ if (info->outleafpvs)
+ {
+ int leafindex = leaf - info->model->brush.data_leafs;
+ if (!CHECKPVSBIT(info->outleafpvs, leafindex))
{
- R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
- node = node->children[0];
+ SETPVSBIT(info->outleafpvs, leafindex);
+ info->outleaflist[info->outnumleafs++] = leafindex;
}
}
- else if (sides == 0)
- return; // ERROR: NAN bounding box!
- else
- node = node->children[sides - 1];
- }
- }
- if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
- return;
- leaf = (mleaf_t *)node;
- if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
- return;
- if (info->svbsp_active)
- {
- int i;
- mportal_t *portal;
- static float points[128][3];
- for (portal = leaf->portals;portal;portal = portal->next)
- {
- for (i = 0;i < portal->numpoints;i++)
- VectorCopy(portal->points[i].position, points[i]);
- if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
- break;
- }
- if (leaf->portals && portal == NULL)
- return; // no portals of this leaf visible
- }
- if (info->svbsp_insertoccluder)
- {
- int leafsurfaceindex;
- int surfaceindex;
- int triangleindex, t;
- int currentmaterialflags;
- qboolean castshadow;
- msurface_t *surface;
- const int *e;
- const vec_t *v[3];
- float v2[3][3];
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
- {
- surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+
+ // when using BIH, we skip the surfaces here
+ if (skipsurfaces)
+ continue;
+
+ // iterate the surfaces linked by this leaf and check their triangles
+ leafsurfaceindices = leaf->firstleafsurface;
+ numleafsurfaces = leaf->numleafsurfaces;
+ if (svbspinsertoccluder)
{
- surface = info->model->data_surfaces + surfaceindex;
- currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
- castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
- if (castshadow && BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
{
- qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ surfaceindex = leafsurfaceindices[leafsurfaceindex];
+ if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ continue;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ surface = surfaces + surfaceindex;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ continue;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ if (!castshadow)
+ continue;
+ insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
}
}
}
- }
- return;
- }
- info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
- info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
- info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
- info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
- info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
- info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
- if (info->outleafpvs)
- {
- int leafindex = leaf - info->model->brush.data_leafs;
- if (!CHECKPVSBIT(info->outleafpvs, leafindex))
- {
- SETPVSBIT(info->outleafpvs, leafindex);
- info->outleaflist[info->outnumleafs++] = leafindex;
- }
- }
- if (info->outsurfacepvs)
- {
- int leafsurfaceindex;
- int surfaceindex;
- int triangleindex, t;
- int currentmaterialflags;
- qboolean castshadow;
- msurface_t *surface;
- const int *e;
- const vec_t *v[3];
- float v2[3][3];
- for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
- {
- surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
- if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ else
{
- surface = info->model->data_surfaces + surfaceindex;
- currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
- castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
- if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
{
- qboolean addedtris = false;
- qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+ surfaceindex = leafsurfaceindices[leafsurfaceindex];
+ if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ continue;
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ surface = surfaces + surfaceindex;
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+ continue;
+ addedtris = false;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
VectorCopy(v[0], v2[0]);
VectorCopy(v[1], v2[1]);
VectorCopy(v[2], v2[2]);
- if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+ continue;
+ if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ // we don't omit triangles from lighting even if they are
+ // backfacing, because when using shadowmapping they are often
+ // not fully occluded on the horizon of an edge
+ SETPVSBIT(info->outlighttrispvs, t);
+ addedtris = true;
+ if (castshadow)
{
- if (info->svbsp_active)
- {
- if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
- continue;
- }
if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
{
// if the material is double sided we
// can't cull by direction
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (castshadow)
- SETPVSBIT(info->outshadowtrispvs, t);
+ SETPVSBIT(info->outshadowtrispvs, t);
}
-#if 1
- else if (r_shadow_frontsidecasting.integer)
+ else if (frontsidecasting)
{
// front side casting occludes backfaces,
// so they are completely useless as both
// casters and lit polygons
- if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
- continue;
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (castshadow)
+ if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
SETPVSBIT(info->outshadowtrispvs, t);
}
-#endif
else
{
// back side casting does not occlude
// anything so we can't cull lit polygons
- SETPVSBIT(info->outlighttrispvs, t);
- addedtris = true;
- if (castshadow && !PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
SETPVSBIT(info->outshadowtrispvs, t);
}
}
}
if (addedtris)
- {
- SETPVSBIT(info->outsurfacepvs, surfaceindex);
info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
- }
}
}
}
}
}
+static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
+{
+ bih_leaf_t *leaf;
+ bih_node_t *node;
+ int nodenum;
+ int axis;
+ int surfaceindex;
+ int t;
+ int currentmaterialflags;
+ qboolean castshadow;
+ msurface_t *surface;
+ const int *e;
+ const vec_t *v[3];
+ float v2[3][3];
+ int nodestack[GETLIGHTINFO_MAXNODESTACK];
+ int nodestackpos = 0;
+ // note: because the BSP leafs are not in the BIH tree, the _BSP function
+ // must be called to mark leafs visible for entity culling...
+ // we start at the root node
+ nodestack[nodestackpos++] = 0;
+ // we'll be done when the stack is empty
+ while (nodestackpos)
+ {
+ // pop one off the stack to process
+ nodenum = nodestack[--nodestackpos];
+ if (nodenum >= 0)
+ {
+ // node
+ node = bih->nodes + nodenum;
+ axis = node->type - BIH_SPLITX;
+#if 0
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+ continue;
+#endif
+#if 0
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+ continue;
+#endif
+ if (info->lightmins[axis] <= node->backmax)
+ {
+ if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ nodestack[nodestackpos++] = node->front;
+ nodestack[nodestackpos++] = node->back;
+ }
+ else if (info->lightmaxs[axis] >= node->frontmin)
+ nodestack[nodestackpos++] = node->front;
+ else
+ continue; // light falls between children, nothing here
+ }
+ else
+ {
+ // leaf
+ leaf = bih->leafs + (-1-nodenum);
+ if (leaf->type != BIH_RENDERTRIANGLE)
+ continue;
+#if 1
+ if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+ continue;
+#endif
+#if 1
+ if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+ continue;
+#endif
+ surfaceindex = leaf->surfaceindex;
+ surface = info->model->data_surfaces + surfaceindex;
+ currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+ castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+ t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
+ e = info->model->brush.shadowmesh->element3i + t * 3;
+ v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+ VectorCopy(v[0], v2[0]);
+ VectorCopy(v[1], v2[1]);
+ VectorCopy(v[2], v2[2]);
+ if (info->svbsp_insertoccluder)
+ {
+ if (castshadow)
+ SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+ continue;
+ }
+ if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+ continue;
+ // we don't occlude triangles from lighting even
+ // if they are backfacing, because when using
+ // shadowmapping they are often not fully occluded
+ // on the horizon of an edge
+ SETPVSBIT(info->outlighttrispvs, t);
+ if (castshadow)
+ {
+ if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+ {
+ // if the material is double sided we
+ // can't cull by direction
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else if (r_shadow_frontsidecasting.integer)
+ {
+ // front side casting occludes backfaces,
+ // so they are completely useless as both
+ // casters and lit polygons
+ if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ else
+ {
+ // back side casting does not occlude
+ // anything so we can't cull lit polygons
+ if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+ SETPVSBIT(info->outshadowtrispvs, t);
+ }
+ }
+ if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+ {
+ SETPVSBIT(info->outsurfacepvs, surfaceindex);
+ info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+ }
+ }
+ }
+}
+
static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
{
+ extern cvar_t r_shadow_usebihculling;
if (use_svbsp)
{
float origin[3];
for (;;)
{
SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
- R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
// if that failed, retry with more nodes
if (r_svbsp.ranoutofnodes)
{
else
break;
}
- // now clear the surfacepvs array because we need to redo it
- //memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
- //info->outnumsurfaces = 0;
+ // now clear the visibility arrays because we need to redo it
+ info->outnumleafs = 0;
+ info->outnumsurfaces = 0;
+ memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
+ memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+ if (info->model->brush.shadowmesh)
+ memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
+ else
+ memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
+ memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
}
else
info->svbsp_active = false;
}
info->svbsp_insertoccluder = false;
- R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+ // use BIH culling on single leaf maps (generally this only happens if running a model as a map), otherwise use BSP culling to make use of vis data
+ if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
+ {
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
+ R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
+ }
+ else
+ R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
if (developer_extra.integer && use_svbsp)
{
Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);