]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
fix gl_rsurf
authorAkari <hetors.email@gmail.com>
Tue, 29 Mar 2011 09:02:58 +0000 (12:02 +0300)
committerAkari <hetors.email@gmail.com>
Tue, 29 Mar 2011 09:02:58 +0000 (12:02 +0300)
gl_rsurf.c

index 9f69950132909578a0f11315e6744808516a0807..06d8fb03fe48b4fb1c946bb68bc2b84e0cb51056 100644 (file)
@@ -1076,127 +1076,6 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons
        }
 }
 
-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;