From: havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
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);