From 4f7aac44822525a9ca7647752055bd65a6f80219 Mon Sep 17 00:00:00 2001 From: uis Date: Sat, 30 Dec 2023 15:40:36 +0300 Subject: [PATCH] Submit mesh in one giant elements buffer for depth pass --- gl_rmain.c | 19 ++++++++++++++++--- 1 file changed, 16 insertions(+), 3 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 28806317..36b90796 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -5825,6 +5825,7 @@ void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewco if (r_timereport_active) R_TimeReport("skystartframe"); + // TODO: move after depth pass or opaque pass if (cl.csqc_vidvars.drawworld) { // don't let sound skip if going slow @@ -5833,6 +5834,7 @@ void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewco if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky) { + // TODO: call DrawSky only if visible? r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity); if (r_timereport_active) R_TimeReport("worldsky"); @@ -5841,6 +5843,7 @@ void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewco if (R_DrawBrushModelsSky() && r_timereport_active) R_TimeReport("bmodelsky"); + // TODO: skip it if sky is not visible if (skyrendermasked && skyrenderlater) { // we have to force off the water clipping plane while rendering sky @@ -8980,8 +8983,11 @@ static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const rsurface.lightmaptexture = NULL; rsurface.deluxemaptexture = NULL; rsurface.uselightmaptexture = false; - // simply scan ahead until we find a different texture or lightmap state - for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) + // simply scan ahead until we find a different texture state on prepass + // or draw it all(pre-filtered) on depth pass + if(depthonly) + j = numsurfaces; + else for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) ; } else @@ -9949,6 +9955,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep if (model == NULL) return; + // Reallocate buffer if too small if (r_maxsurfacelist < model->num_surfaces) { r_maxsurfacelist = model->num_surfaces; @@ -9993,12 +10000,18 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep if (ent == r_refdef.scene.worldentity) { // for the world entity, check surfacevisible - for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++) + if(!depthonly) for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++) { j = model->modelsurfaces_sorted[i]; if (r_refdef.viewcache.world_surfacevisible[j]) r_surfacelist[numsurfacelist++] = surfaces + j; } + else for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++) + { + j = model->modelsurfaces_sorted[i]; + if (r_refdef.viewcache.world_surfacevisible[j] && !(surfaces[j].texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)) && !(r_fb.water.renderingscene && (surfaces[j].texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))) + r_surfacelist[numsurfacelist++] = surfaces + j; + } // don't do anything if there were no surfaces added (none of the world entity is visible) if (!numsurfacelist) -- 2.39.2