}
}
-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;