From: havoc Date: Mon, 9 Apr 2018 05:29:12 +0000 (+0000) Subject: Implemented r_sky_scissor feature (on by default) - this limits rendering of sky... X-Git-Tag: xonotic-v0.8.5~25 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=cba26fc3234d5c8752cc6369a15221373662d0e8;p=xonotic%2Fdarkplaces.git Implemented r_sky_scissor feature (on by default) - this limits rendering of sky to approximately the area of the surfaces. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12379 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=d6eabf6e35a6bda7d47b2acb87e3c5d2f5bde567 --- diff --git a/gl_rmain.c b/gl_rmain.c index a1c90f0a..0a1a4e9f 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -10511,6 +10511,7 @@ void RSurf_SetupDepthAndCulling(void) static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist) { + int i, j; // transparent sky would be ridiculous if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) return; @@ -10518,20 +10519,52 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ skyrenderlater = true; RSurf_SetupDepthAndCulling(); GL_DepthMask(true); - // LordHavoc: HalfLife maps have freaky skypolys so don't use + + // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later + if (r_sky_scissor.integer) + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + for (i = 0; i < texturenumsurfaces; i++) + { + const msurface_t *surf = texturesurfacelist[i]; + const float *v; + float p[3]; + for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3) + { + Matrix4x4_Transform(&rsurface.matrix, v, p); + if (skyscissor) + { + if (skyscissormins[0] > p[0]) skyscissormins[0] = p[0]; + if (skyscissormins[1] > p[1]) skyscissormins[1] = p[1]; + if (skyscissormins[2] > p[2]) skyscissormins[2] = p[2]; + if (skyscissormaxs[0] < p[0]) skyscissormaxs[0] = p[0]; + if (skyscissormaxs[1] < p[1]) skyscissormaxs[1] = p[1]; + if (skyscissormaxs[2] < p[2]) skyscissormaxs[2] = p[2]; + } + else + { + VectorCopy(p, skyscissormins); + VectorCopy(p, skyscissormaxs); + skyscissor = true; + } + } + } + } + + // LadyHavoc: HalfLife maps have freaky skypolys so don't use // skymasking on them, and Quake3 never did sky masking (unlike // software Quake and software Quake2), so disable the sky masking // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. - if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer) + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer) { R_Mesh_ResetTextureState(); if (skyrendermasked) { R_SetupShader_DepthOrShadow(false, false, false); // depth-only (masking) - GL_ColorMask(0,0,0,0); + GL_ColorMask(0, 0, 0, 0); // just to make sure that braindead drivers don't draw // anything despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); diff --git a/model_brush.c b/model_brush.c index 9b351035..7ba9eb00 100644 --- a/model_brush.c +++ b/model_brush.c @@ -7899,6 +7899,7 @@ static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->brush.isbsp2 = false; mod->brush.isq2bsp = false; mod->brush.isq3bsp = true; + mod->brush.skymasking = true; mod->numframes = 2; // although alternate textures are not supported it is annoying to complain about no such frame 1 mod->numskins = 1; diff --git a/r_sky.c b/r_sky.c index 97b2dafe..bf338240 100644 --- a/r_sky.c +++ b/r_sky.c @@ -6,8 +6,12 @@ cvar_t r_sky = {CVAR_SAVE, "r_sky", "1", "enables sky rendering (black otherwise)"}; cvar_t r_skyscroll1 = {CVAR_SAVE, "r_skyscroll1", "1", "speed at which upper clouds layer scrolls in quake sky"}; cvar_t r_skyscroll2 = {CVAR_SAVE, "r_skyscroll2", "2", "speed at which lower clouds layer scrolls in quake sky"}; +cvar_t r_sky_scissor = {0, "r_sky_scissor", "1", "limit rendering of sky to approximately the area of the sky surfaces"}; int skyrenderlater; int skyrendermasked; +int skyscissor; +float skyscissormins[3]; +float skyscissormaxs[3]; static int skyrendersphere; static int skyrenderbox; @@ -59,6 +63,10 @@ void R_SkyStartFrame(void) skyrendermasked = false; // for depth-masked sky, we need to know whether any sky was rendered skyrenderlater = false; + // we can scissor the sky to just the relevant area + skyscissor = false; + VectorClear(skyscissormins); + VectorClear(skyscissormaxs); if (r_sky.integer) { if (skyboxskinframe[0] || skyboxskinframe[1] || skyboxskinframe[2] || skyboxskinframe[3] || skyboxskinframe[4] || skyboxskinframe[5]) @@ -398,9 +406,18 @@ static void R_SkySphere(void) void R_Sky(void) { + int scissor[4]; Matrix4x4_CreateFromQuakeEntity(&skymatrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, 0, 0, r_refdef.farclip * (0.5f / 16.0f)); Matrix4x4_Invert_Simple(&skyinversematrix, &skymatrix); + if (r_sky_scissor.integer && skyscissor) + { + // compute the scissor, if it's offscreen just return + if (R_ScissorForBBox(skyscissormins, skyscissormaxs, scissor)) + return; + GL_Scissor(scissor[0], scissor[1], scissor[2], scissor[3]); + GL_ScissorTest(true); + } if (skyrendersphere) { // this does not modify depth buffer @@ -420,6 +437,7 @@ void R_Sky(void) //GL_Clear(GL_DEPTH_BUFFER_BIT); } */ + GL_Scissor(0, 0, vid.width, vid.height); } //=============================================================== @@ -454,6 +472,7 @@ void R_Sky_Init(void) Cvar_RegisterVariable (&r_sky); Cvar_RegisterVariable (&r_skyscroll1); Cvar_RegisterVariable (&r_skyscroll2); + Cvar_RegisterVariable (&r_sky_scissor); memset(&skyboxskinframe, 0, sizeof(skyboxskinframe)); skyname[0] = 0; R_RegisterModule("R_Sky", r_sky_start, r_sky_shutdown, r_sky_newmap, NULL, NULL); diff --git a/render.h b/render.h index e049dbc0..0b54c35f 100644 --- a/render.h +++ b/render.h @@ -33,7 +33,12 @@ void FOG_clear(void); extern cvar_t r_sky; extern cvar_t r_skyscroll1; extern cvar_t r_skyscroll2; +extern cvar_t r_sky_scissor; +extern cvar_t r_q3bsp_renderskydepth; extern int skyrenderlater, skyrendermasked; +extern int skyscissor; +extern float skyscissormins[3]; +extern float skyscissormaxs[3]; int R_SetSkyBox(const char *sky); void R_SkyStartFrame(void); void R_Sky(void);