mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-23 12:32:23 +00:00
1276 lines
35 KiB
C++
1276 lines
35 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../../idlib/precompiled.h"
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#pragma hdrstop
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#include "dmap.h"
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#include "../../../renderer/tr_local.h"
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/*
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given a set of faces that are clipped to the required frustum
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make 2D projection for each vertex
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for each edge
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add edge, generating new points at each edge intersection
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?add all additional edges to make a full triangulation
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make full triangulation
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for each triangle
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find midpoint
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find original triangle with midpoint closest to view
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annotate triangle with that data
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project all vertexes to that plane
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output the triangle as a front cap
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snap all vertexes
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make a back plane projection for all vertexes
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for each edge
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if one side doesn't have a triangle
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make a sil edge to back plane projection
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continue
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if triangles on both sides have two verts in common
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continue
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make a sil edge from one triangle to the other
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classify triangles on common planes, so they can be optimized
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what about interpenetrating triangles???
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a perfect shadow volume will have every edge exactly matched with
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an opposite, and no two triangles covering the same area on either
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the back projection or a silhouette edge.
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Optimizing the triangles on the projected plane can give a significant
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improvement, but the quadratic time nature of the optimization process
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probably makes it untenable.
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There exists some small room for further triangle count optimizations of the volumes
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by collapsing internal surface geometry in some cases, or allowing original triangles
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to extend outside the exactly light frustum without being clipped, but it probably
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isn't worth it.
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Triangle count optimizations at the expense of a slight fill rate cost
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may be apropriate in some cases.
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Perform the complete clipping on all triangles
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for each vertex
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project onto the apropriate plane and mark plane bit as in use
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for each triangle
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if points project onto different planes, clip
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*/
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typedef struct {
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idVec3 v[3];
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idVec3 edge[3]; // positive side is inside the triangle
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glIndex_t index[3];
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idPlane plane; // positive side is forward for the triangle, which is away from the light
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int planeNum; // from original triangle, not calculated from the clipped verts
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} shadowTri_t;
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static const int MAX_SHADOW_TRIS = 32768;
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static shadowTri_t outputTris[MAX_SHADOW_TRIS];
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static int numOutputTris;
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typedef struct shadowOptEdge_s {
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glIndex_t index[2];
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struct shadowOptEdge_s *nextEdge;
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} shadowOptEdge_t;
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static const int MAX_SIL_EDGES = MAX_SHADOW_TRIS*3;
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static shadowOptEdge_t silEdges[MAX_SIL_EDGES];
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static int numSilEdges;
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typedef struct silQuad_s {
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int nearV[2];
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int farV[2]; // will always be a projection of near[]
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struct silQuad_s *nextQuad;
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} silQuad_t;
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static const int MAX_SIL_QUADS = MAX_SHADOW_TRIS*3;
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static silQuad_t silQuads[MAX_SIL_QUADS];
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static int numSilQuads;
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typedef struct {
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idVec3 normal; // all sil planes go through the projection origin
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shadowOptEdge_t *edges;
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silQuad_t *fragmentedQuads;
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} silPlane_t;
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static float EDGE_PLANE_EPSILON = 0.1f;
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static float UNIQUE_EPSILON = 0.1f;
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static int numSilPlanes;
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static silPlane_t *silPlanes;
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// the uniqued verts are still in projection centered space, not global space
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static int numUniqued;
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static int numUniquedBeforeProjection;
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static int maxUniqued;
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static idVec3 *uniqued;
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static optimizedShadow_t ret;
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static int maxRetIndexes;
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static int FindUniqueVert( idVec3 &v );
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//=====================================================================================
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/*
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=================
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CreateEdgesForTri
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=================
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*/
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static void CreateEdgesForTri( shadowTri_t *tri ) {
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for ( int j = 0 ; j < 3 ; j++ ) {
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idVec3 &v1 = tri->v[j];
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idVec3 &v2 = tri->v[(j+1)%3];
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tri->edge[j].Cross( v2, v1 );
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tri->edge[j].Normalize();
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}
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}
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static const float EDGE_EPSILON = 0.1f;
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static bool TriOutsideTri( const shadowTri_t *a, const shadowTri_t *b ) {
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#if 0
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if ( a->v[0] * b->edge[0] <= EDGE_EPSILON
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&& a->v[1] * b->edge[0] <= EDGE_EPSILON
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&& a->v[2] * b->edge[0] <= EDGE_EPSILON ) {
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return true;
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}
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if ( a->v[0] * b->edge[1] <= EDGE_EPSILON
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&& a->v[1] * b->edge[1] <= EDGE_EPSILON
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&& a->v[2] * b->edge[1] <= EDGE_EPSILON ) {
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return true;
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}
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if ( a->v[0] * b->edge[2] <= EDGE_EPSILON
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&& a->v[1] * b->edge[2] <= EDGE_EPSILON
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&& a->v[2] * b->edge[2] <= EDGE_EPSILON ) {
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return true;
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}
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#else
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for ( int i = 0 ; i < 3 ; i++ ) {
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int j;
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for ( j = 0 ; j < 3 ; j++ ) {
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float d = a->v[j] * b->edge[i];
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if ( d > EDGE_EPSILON ) {
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break;
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}
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}
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if ( j == 3 ) {
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return true;
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}
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}
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#endif
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return false;
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}
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static bool TriBehindTri( const shadowTri_t *a, const shadowTri_t *b ) {
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float d;
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d = b->plane.Distance( a->v[0] );
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if ( d > 0 ) {
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return true;
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}
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d = b->plane.Distance( a->v[1] );
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if ( d > 0 ) {
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return true;
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}
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d = b->plane.Distance( a->v[2] );
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if ( d > 0 ) {
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return true;
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}
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return false;
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}
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/*
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===================
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ClipTriangle_r
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===================
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*/
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static int c_removedFragments;
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static void ClipTriangle_r( const shadowTri_t *tri, int startTri, int skipTri, int numTris, const shadowTri_t *tris ) {
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// create edge planes for this triangle
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// compare against all the other triangles
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for ( int i = startTri ; i < numTris ; i++ ) {
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if ( i == skipTri ) {
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continue;
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}
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const shadowTri_t *other = &tris[i];
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if ( TriOutsideTri( tri, other ) ) {
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continue;
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}
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if ( TriOutsideTri( other, tri ) ) {
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continue;
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}
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// they overlap to some degree
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// if other is behind tri, it doesn't clip it
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if ( !TriBehindTri( tri, other ) ) {
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continue;
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}
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// clip it
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idWinding *w = new idWinding( tri->v, 3 );
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for ( int j = 0 ; j < 4 && w ; j++ ) {
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idWinding *front, *back;
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// keep any portion in front of other's plane
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if ( j == 0 ) {
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w->Split( other->plane, ON_EPSILON, &front, &back );
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} else {
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w->Split( idPlane( other->edge[j-1], 0.0f ), ON_EPSILON, &front, &back );
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}
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if ( back ) {
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// recursively clip these triangles to all subsequent triangles
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for ( int k = 2 ; k < back->GetNumPoints() ; k++ ) {
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shadowTri_t fragment = *tri;
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fragment.v[0] = (*back)[0].ToVec3();
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fragment.v[1] = (*back)[k-1].ToVec3();
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fragment.v[2] = (*back)[k].ToVec3();
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CreateEdgesForTri( &fragment );
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ClipTriangle_r( &fragment, i + 1, skipTri, numTris, tris );
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}
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delete back;
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}
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delete w;
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w = front;
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}
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if ( w ) {
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delete w;
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}
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c_removedFragments++;
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// any fragments will have been added recursively
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return;
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}
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// this fragment is frontmost, so add it to the output list
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if ( numOutputTris == MAX_SHADOW_TRIS ) {
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common->Error( "numOutputTris == MAX_SHADOW_TRIS" );
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}
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outputTris[numOutputTris] = *tri;
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numOutputTris++;
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}
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/*
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====================
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ClipOccluders
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Generates outputTris by clipping all the triangles against each other,
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retaining only those closest to the projectionOrigin
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====================
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*/
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static void ClipOccluders( idVec4 *verts, glIndex_t *indexes, int numIndexes,
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idVec3 projectionOrigin ) {
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int numTris = numIndexes / 3;
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int i;
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shadowTri_t *tris = (shadowTri_t *)_alloca( numTris * sizeof( *tris ) );
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shadowTri_t *tri;
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common->Printf( "ClipOccluders: %i triangles\n", numTris );
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for ( i = 0 ; i < numTris ; i++ ) {
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tri = &tris[i];
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// the indexes are in reversed order from tr_stencilshadow
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tri->v[0] = verts[indexes[i*3+2]].ToVec3() - projectionOrigin;
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tri->v[1] = verts[indexes[i*3+1]].ToVec3() - projectionOrigin;
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tri->v[2] = verts[indexes[i*3+0]].ToVec3() - projectionOrigin;
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idVec3 d1 = tri->v[1] - tri->v[0];
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idVec3 d2 = tri->v[2] - tri->v[0];
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tri->plane.ToVec4().ToVec3().Cross( d2, d1 );
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tri->plane.ToVec4().ToVec3().Normalize();
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tri->plane[3] = - ( tri->v[0] * tri->plane.ToVec4().ToVec3() );
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// get the plane number before any clipping
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// we should avoid polluting the regular dmap planes with these
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// that are offset from the light origin...
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tri->planeNum = FindFloatPlane( tri->plane );
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CreateEdgesForTri( tri );
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}
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// clear our output buffer
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numOutputTris = 0;
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// for each triangle, clip against all other triangles
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int numRemoved = 0;
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int numComplete = 0;
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int numFragmented = 0;
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for ( i = 0 ; i < numTris ; i++ ) {
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int oldOutput = numOutputTris;
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c_removedFragments = 0;
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ClipTriangle_r( &tris[i], 0, i, numTris, tris );
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if ( numOutputTris == oldOutput ) {
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numRemoved++; // completely unused
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} else if ( c_removedFragments == 0 ) {
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// the entire triangle is visible
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numComplete++;
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shadowTri_t *out = &outputTris[oldOutput];
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*out = tris[i];
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numOutputTris = oldOutput+1;
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} else {
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numFragmented++;
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// we made at least one fragment
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// if we are at the low optimization level, just use a single
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// triangle if it produced any fragments
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if ( dmapGlobals.shadowOptLevel == SO_CULL_OCCLUDED ) {
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shadowTri_t *out = &outputTris[oldOutput];
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*out = tris[i];
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numOutputTris = oldOutput+1;
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}
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}
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}
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common->Printf( "%i triangles completely invisible\n", numRemoved );
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common->Printf( "%i triangles completely visible\n", numComplete );
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common->Printf( "%i triangles fragmented\n", numFragmented );
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common->Printf( "%i shadowing fragments before optimization\n", numOutputTris );
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}
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//=====================================================================================
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/*
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================
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OptimizeOutputTris
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================
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*/
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static void OptimizeOutputTris( void ) {
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int i;
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// optimize the clipped surfaces
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optimizeGroup_t *optGroups = NULL;
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optimizeGroup_t *checkGroup;
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for ( i = 0 ; i < numOutputTris ; i++ ) {
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shadowTri_t *tri = &outputTris[i];
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int planeNum = tri->planeNum;
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// add it to an optimize group
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for ( checkGroup = optGroups ; checkGroup ; checkGroup = checkGroup->nextGroup ) {
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if ( checkGroup->planeNum == planeNum ) {
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break;
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}
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}
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if ( !checkGroup ) {
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// create a new optGroup
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checkGroup = (optimizeGroup_t *)Mem_ClearedAlloc( sizeof( *checkGroup ) );
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checkGroup->planeNum = planeNum;
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checkGroup->nextGroup = optGroups;
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optGroups = checkGroup;
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}
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// create a mapTri for the optGroup
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mapTri_t *mtri = (mapTri_t *)Mem_ClearedAlloc( sizeof( *mtri ) );
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mtri->v[0].xyz = tri->v[0];
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mtri->v[1].xyz = tri->v[1];
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mtri->v[2].xyz = tri->v[2];
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mtri->next = checkGroup->triList;
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checkGroup->triList = mtri;
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}
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OptimizeGroupList( optGroups );
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numOutputTris = 0;
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for ( checkGroup = optGroups ; checkGroup ; checkGroup = checkGroup->nextGroup ) {
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for ( mapTri_t *mtri = checkGroup->triList ; mtri ; mtri = mtri->next ) {
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shadowTri_t *tri = &outputTris[numOutputTris];
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numOutputTris++;
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tri->v[0] = mtri->v[0].xyz;
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tri->v[1] = mtri->v[1].xyz;
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tri->v[2] = mtri->v[2].xyz;
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}
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}
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FreeOptimizeGroupList( optGroups );
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}
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//==================================================================================
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static int EdgeSort( const void *a, const void *b ) {
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if ( *(unsigned *)a < *(unsigned *)b ) {
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return -1;
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}
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if ( *(unsigned *)a > *(unsigned *)b ) {
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return 1;
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}
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return 0;
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}
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/*
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=====================
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GenerateSilEdges
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Output tris must be tjunction fixed and vertex uniqued
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A edge that is not exactly matched is a silhouette edge
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We could skip this and rely completely on the matched quad removal
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for all sil edges, but this will avoid the bulk of the checks.
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=====================
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*/
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static void GenerateSilEdges( void ) {
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int i, j;
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unsigned *edges = (unsigned *)_alloca( (numOutputTris*3+1)*sizeof(*edges) );
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int numEdges = 0;
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numSilEdges = 0;
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for ( i = 0 ; i < numOutputTris ; i++ ) {
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int a = outputTris[i].index[0];
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int b = outputTris[i].index[1];
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int c = outputTris[i].index[2];
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if ( a == b || a == c || b == c ) {
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continue; // degenerate
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}
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for ( j = 0 ; j < 3 ; j++ ) {
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int v1, v2;
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v1 = outputTris[i].index[j];
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v2 = outputTris[i].index[(j+1)%3];
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if ( v1 == v2 ) {
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continue; // degenerate
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}
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if ( v1 > v2 ) {
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edges[numEdges] = ( v1 << 16 ) | ( v2 << 1 );
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} else {
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edges[numEdges] = ( v2 << 16 ) | ( v1 << 1 ) | 1;
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}
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numEdges++;
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}
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}
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qsort( edges, numEdges, sizeof( edges[0] ), EdgeSort );
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edges[numEdges] = -1; // force the last to make an edge if no matched to previous
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for ( i = 0 ; i < numEdges ; i++ ) {
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if ( ( edges[i] ^ edges[i+1] ) == 1 ) {
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// skip the next one, because we matched and
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// removed both
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i++;
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continue;
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}
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// this is an unmatched edge, so we need to generate a sil plane
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int v1, v2;
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if ( edges[i] & 1 ) {
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v2 = edges[i] >> 16;
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v1 = ( edges[i] >> 1 ) & 0x7fff;
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} else {
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v1 = edges[i] >> 16;
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v2 = ( edges[i] >> 1 ) & 0x7fff;
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}
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if ( numSilEdges == MAX_SIL_EDGES ) {
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common->Error( "numSilEdges == MAX_SIL_EDGES" );
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}
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silEdges[numSilEdges].index[0] = v1;
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silEdges[numSilEdges].index[1] = v2;
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numSilEdges++;
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}
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}
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//==================================================================================
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/*
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=====================
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GenerateSilPlanes
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Groups the silEdges into common planes
|
|
=====================
|
|
*/
|
|
void GenerateSilPlanes( void ) {
|
|
numSilPlanes = 0;
|
|
silPlanes = (silPlane_t *)Mem_Alloc( sizeof( *silPlanes ) * numSilEdges );
|
|
|
|
// identify the silPlanes
|
|
numSilPlanes = 0;
|
|
for ( int i = 0 ; i < numSilEdges ; i++ ) {
|
|
if ( silEdges[i].index[0] == silEdges[i].index[1] ) {
|
|
continue; // degenerate
|
|
}
|
|
|
|
idVec3 &v1 = uniqued[silEdges[i].index[0]];
|
|
idVec3 &v2 = uniqued[silEdges[i].index[1]];
|
|
|
|
// search for an existing plane
|
|
int j;
|
|
for ( j = 0 ; j < numSilPlanes ; j++ ) {
|
|
float d = v1 * silPlanes[j].normal;
|
|
float d2 = v2 * silPlanes[j].normal;
|
|
|
|
if ( fabs( d ) < EDGE_PLANE_EPSILON
|
|
&& fabs( d2 ) < EDGE_PLANE_EPSILON ) {
|
|
silEdges[i].nextEdge = silPlanes[j].edges;
|
|
silPlanes[j].edges = &silEdges[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( j == numSilPlanes ) {
|
|
// create a new silPlane
|
|
silPlanes[j].normal.Cross( v2, v1 );
|
|
silPlanes[j].normal.Normalize();
|
|
silEdges[i].nextEdge = NULL;
|
|
silPlanes[j].edges = &silEdges[i];
|
|
silPlanes[j].fragmentedQuads = NULL;
|
|
numSilPlanes++;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
/*
|
|
=============
|
|
SaveQuad
|
|
=============
|
|
*/
|
|
static void SaveQuad( silPlane_t *silPlane, silQuad_t &quad ) {
|
|
// this fragment is a final fragment
|
|
if ( numSilQuads == MAX_SIL_QUADS ) {
|
|
common->Error( "numSilQuads == MAX_SIL_QUADS" );
|
|
}
|
|
silQuads[numSilQuads] = quad;
|
|
silQuads[numSilQuads].nextQuad = silPlane->fragmentedQuads;
|
|
silPlane->fragmentedQuads = &silQuads[numSilQuads];
|
|
numSilQuads++;
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
FragmentSilQuad
|
|
|
|
Clip quads, or reconstruct?
|
|
Generate them T-junction free, or require another pass of fix-tjunc?
|
|
Call optimizer on a per-sil-plane basis?
|
|
will this ever introduce tjunctions with the front faces?
|
|
removal of planes can allow the rear projection to be farther optimized
|
|
|
|
For quad clipping
|
|
PlaneThroughEdge
|
|
|
|
quad clipping introduces new vertexes
|
|
|
|
Cannot just fragment edges, must emit full indexes
|
|
|
|
what is the bounds on max indexes?
|
|
the worst case is that all edges but one carve an existing edge in the middle,
|
|
giving twice the input number of indexes (I think)
|
|
|
|
can we avoid knowing about projected positions and still optimize?
|
|
|
|
Fragment all edges first
|
|
Introduces T-junctions
|
|
create additional silEdges, linked to silPlanes
|
|
|
|
In theory, we should never have more than one edge clipping a given
|
|
fragment, but it is more robust if we check them all
|
|
===================
|
|
*/
|
|
static void FragmentSilQuad( silQuad_t quad, silPlane_t *silPlane,
|
|
shadowOptEdge_t *startEdge, shadowOptEdge_t *skipEdge ) {
|
|
if ( quad.nearV[0] == quad.nearV[1] ) {
|
|
return;
|
|
}
|
|
|
|
for ( shadowOptEdge_t *check = startEdge ; check ; check = check->nextEdge ) {
|
|
if ( check == skipEdge ) {
|
|
// don't clip against self
|
|
continue;
|
|
}
|
|
|
|
if ( check->index[0] == check->index[1] ) {
|
|
continue;
|
|
}
|
|
|
|
// make planes through both points of check
|
|
for ( int i = 0 ; i < 2 ; i++ ) {
|
|
idVec3 plane;
|
|
|
|
plane.Cross( uniqued[check->index[i]], silPlane->normal );
|
|
plane.Normalize();
|
|
|
|
if ( plane.Length() < 0.9 ) {
|
|
continue;
|
|
}
|
|
|
|
// if the other point on check isn't on the negative side of the plane,
|
|
// flip the plane
|
|
if ( uniqued[check->index[!i]] * plane > 0 ) {
|
|
plane = -plane;
|
|
}
|
|
|
|
float d1 = uniqued[quad.nearV[0]] * plane;
|
|
float d2 = uniqued[quad.nearV[1]] * plane;
|
|
|
|
float d3 = uniqued[quad.farV[0]] * plane;
|
|
float d4 = uniqued[quad.farV[1]] * plane;
|
|
|
|
// it is better to conservatively NOT split the quad, which, at worst,
|
|
// will leave some extra overdraw
|
|
|
|
// if the plane divides the incoming edge, split it and recurse
|
|
// with the outside fraction before continuing with the inside fraction
|
|
if ( ( d1 > EDGE_PLANE_EPSILON && d3 > EDGE_PLANE_EPSILON && d2 < -EDGE_PLANE_EPSILON && d4 < -EDGE_PLANE_EPSILON )
|
|
|| ( d2 > EDGE_PLANE_EPSILON && d4 > EDGE_PLANE_EPSILON && d1 < -EDGE_PLANE_EPSILON && d3 < -EDGE_PLANE_EPSILON ) ) {
|
|
float f = d1 / ( d1 - d2 );
|
|
float f2 = d3 / ( d3 - d4 );
|
|
f = f2;
|
|
if ( f <= 0.0001 || f >= 0.9999 ) {
|
|
common->Error( "Bad silQuad fraction" );
|
|
}
|
|
|
|
// finding uniques may be causing problems here
|
|
idVec3 nearMid = (1-f) * uniqued[quad.nearV[0]] + f * uniqued[quad.nearV[1]];
|
|
int nearMidIndex = FindUniqueVert( nearMid );
|
|
idVec3 farMid = (1-f) * uniqued[quad.farV[0]] + f * uniqued[quad.farV[1]];
|
|
int farMidIndex = FindUniqueVert( farMid );
|
|
|
|
silQuad_t clipped = quad;
|
|
|
|
if ( d1 > EDGE_PLANE_EPSILON ) {
|
|
clipped.nearV[1] = nearMidIndex;
|
|
clipped.farV[1] = farMidIndex;
|
|
FragmentSilQuad( clipped, silPlane, check->nextEdge, skipEdge );
|
|
quad.nearV[0] = nearMidIndex;
|
|
quad.farV[0] = farMidIndex;
|
|
} else {
|
|
clipped.nearV[0] = nearMidIndex;
|
|
clipped.farV[0] = farMidIndex;
|
|
FragmentSilQuad( clipped, silPlane, check->nextEdge, skipEdge );
|
|
quad.nearV[1] = nearMidIndex;
|
|
quad.farV[1] = farMidIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
// make a plane through the line of check
|
|
idPlane separate;
|
|
|
|
idVec3 dir = uniqued[check->index[1]] - uniqued[check->index[0]];
|
|
separate.Normal().Cross( dir, silPlane->normal );
|
|
separate.Normal().Normalize();
|
|
separate.ToVec4()[3] = -(uniqued[check->index[1]] * separate.Normal());
|
|
|
|
// this may miss a needed separation when the quad would be
|
|
// clipped into a triangle and a quad
|
|
float d1 = separate.Distance( uniqued[quad.nearV[0]] );
|
|
float d2 = separate.Distance( uniqued[quad.farV[0]] );
|
|
|
|
if ( ( d1 < EDGE_PLANE_EPSILON && d2 < EDGE_PLANE_EPSILON )
|
|
|| ( d1 > -EDGE_PLANE_EPSILON && d2 > -EDGE_PLANE_EPSILON ) ) {
|
|
continue;
|
|
}
|
|
|
|
// split the quad at this plane
|
|
float f = d1 / ( d1 - d2 );
|
|
idVec3 mid0 = (1-f) * uniqued[quad.nearV[0]] + f * uniqued[quad.farV[0]];
|
|
int mid0Index = FindUniqueVert( mid0 );
|
|
|
|
d1 = separate.Distance( uniqued[quad.nearV[1]] );
|
|
d2 = separate.Distance( uniqued[quad.farV[1]] );
|
|
f = d1 / ( d1 - d2 );
|
|
if ( f < 0 || f > 1 ) {
|
|
continue;
|
|
}
|
|
|
|
idVec3 mid1 = (1-f) * uniqued[quad.nearV[1]] + f * uniqued[quad.farV[1]];
|
|
int mid1Index = FindUniqueVert( mid1 );
|
|
|
|
silQuad_t clipped = quad;
|
|
|
|
clipped.nearV[0] = mid0Index;
|
|
clipped.nearV[1] = mid1Index;
|
|
FragmentSilQuad( clipped, silPlane, check->nextEdge, skipEdge );
|
|
quad.farV[0] = mid0Index;
|
|
quad.farV[1] = mid1Index;
|
|
}
|
|
|
|
SaveQuad( silPlane, quad );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
FragmentSilQuads
|
|
===============
|
|
*/
|
|
static void FragmentSilQuads( void ) {
|
|
// group the edges into common planes
|
|
GenerateSilPlanes();
|
|
|
|
numSilQuads = 0;
|
|
|
|
// fragment overlapping edges
|
|
for ( int i = 0 ; i < numSilPlanes ; i++ ) {
|
|
silPlane_t *sil = &silPlanes[i];
|
|
|
|
for ( shadowOptEdge_t *e1 = sil->edges ; e1 ; e1 = e1->nextEdge ) {
|
|
silQuad_t quad;
|
|
|
|
quad.nearV[0] = e1->index[0];
|
|
quad.nearV[1] = e1->index[1];
|
|
if ( e1->index[0] == e1->index[1] ) {
|
|
common->Error( "FragmentSilQuads: degenerate edge" );
|
|
}
|
|
quad.farV[0] = e1->index[0] + numUniquedBeforeProjection;
|
|
quad.farV[1] = e1->index[1] + numUniquedBeforeProjection;
|
|
FragmentSilQuad( quad, sil, sil->edges, e1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//=======================================================================
|
|
|
|
/*
|
|
=====================
|
|
EmitFragmentedSilQuads
|
|
|
|
=====================
|
|
*/
|
|
static void EmitFragmentedSilQuads( void ) {
|
|
int i, j, k;
|
|
mapTri_t *mtri;
|
|
|
|
for ( i = 0 ; i < numSilPlanes ; i++ ) {
|
|
silPlane_t *sil = &silPlanes[i];
|
|
|
|
// prepare for optimizing the sil quads on each side of the sil plane
|
|
optimizeGroup_t groups[2];
|
|
memset( &groups, 0, sizeof( groups ) );
|
|
idPlane planes[2];
|
|
planes[0].Normal() = sil->normal;
|
|
planes[0][3] = 0;
|
|
planes[1] = -planes[0];
|
|
groups[0].planeNum = FindFloatPlane( planes[0] );
|
|
groups[1].planeNum = FindFloatPlane( planes[1] );
|
|
|
|
// emit the quads that aren't matched
|
|
for ( silQuad_t *f1 = sil->fragmentedQuads ; f1 ; f1 = f1->nextQuad ) {
|
|
silQuad_t *f2;
|
|
for ( f2 = sil->fragmentedQuads ; f2 ; f2 = f2->nextQuad ) {
|
|
if ( f2 == f1 ) {
|
|
continue;
|
|
}
|
|
// in theory, this is sufficient, but we might
|
|
// have some cases of tripple+ matching, or unclipped rear projections
|
|
if ( f1->nearV[0] == f2->nearV[1] && f1->nearV[1] == f2->nearV[0] ) {
|
|
break;
|
|
}
|
|
}
|
|
// if we went through all the quads without finding a match, emit the quad
|
|
if ( !f2 ) {
|
|
optimizeGroup_t *gr;
|
|
idVec3 v1, v2, normal;
|
|
|
|
mtri = (mapTri_t *)Mem_ClearedAlloc( sizeof( *mtri ) );
|
|
mtri->v[0].xyz = uniqued[f1->nearV[0]];
|
|
mtri->v[1].xyz = uniqued[f1->nearV[1]];
|
|
mtri->v[2].xyz = uniqued[f1->farV[1]];
|
|
|
|
v1 = mtri->v[1].xyz - mtri->v[0].xyz;
|
|
v2 = mtri->v[2].xyz - mtri->v[0].xyz;
|
|
normal.Cross( v2, v1 );
|
|
|
|
if ( normal * planes[0].Normal() > 0 ) {
|
|
gr = &groups[0];
|
|
} else {
|
|
gr = &groups[1];
|
|
}
|
|
|
|
mtri->next = gr->triList;
|
|
gr->triList = mtri;
|
|
|
|
mtri = (mapTri_t *)Mem_ClearedAlloc( sizeof( *mtri ) );
|
|
mtri->v[0].xyz = uniqued[f1->farV[0]];
|
|
mtri->v[1].xyz = uniqued[f1->nearV[0]];
|
|
mtri->v[2].xyz = uniqued[f1->farV[1]];
|
|
|
|
mtri->next = gr->triList;
|
|
gr->triList = mtri;
|
|
|
|
#if 0
|
|
// emit a sil quad all the way to the projection plane
|
|
int index = ret.totalIndexes;
|
|
if ( index + 6 > maxRetIndexes ) {
|
|
common->Error( "maxRetIndexes exceeded" );
|
|
}
|
|
ret.indexes[index+0] = f1->nearV[0];
|
|
ret.indexes[index+1] = f1->nearV[1];
|
|
ret.indexes[index+2] = f1->farV[1];
|
|
ret.indexes[index+3] = f1->farV[0];
|
|
ret.indexes[index+4] = f1->nearV[0];
|
|
ret.indexes[index+5] = f1->farV[1];
|
|
ret.totalIndexes += 6;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
// optimize
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
if ( !groups[j].triList ) {
|
|
continue;
|
|
}
|
|
if ( dmapGlobals.shadowOptLevel == SO_SIL_OPTIMIZE ) {
|
|
OptimizeGroupList( &groups[j] );
|
|
}
|
|
// add as indexes
|
|
for ( mtri = groups[j].triList ; mtri ; mtri = mtri->next ) {
|
|
for ( k = 0 ; k < 3 ; k++ ) {
|
|
if ( ret.totalIndexes == maxRetIndexes ) {
|
|
common->Error( "maxRetIndexes exceeded" );
|
|
}
|
|
ret.indexes[ret.totalIndexes] = FindUniqueVert( mtri->v[k].xyz );
|
|
ret.totalIndexes++;
|
|
}
|
|
}
|
|
FreeTriList( groups[j].triList );
|
|
}
|
|
}
|
|
|
|
// we don't need the silPlane grouping anymore
|
|
Mem_Free( silPlanes );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
EmitUnoptimizedSilEdges
|
|
=================
|
|
*/
|
|
static void EmitUnoptimizedSilEdges( void ) {
|
|
int i;
|
|
|
|
for ( i = 0 ; i < numSilEdges ; i++ ) {
|
|
int v1 = silEdges[i].index[0];
|
|
int v2 = silEdges[i].index[1];
|
|
int index = ret.totalIndexes;
|
|
ret.indexes[index+0] = v1;
|
|
ret.indexes[index+1] = v2;
|
|
ret.indexes[index+2] = v2+numUniquedBeforeProjection;
|
|
ret.indexes[index+3] = v1+numUniquedBeforeProjection;
|
|
ret.indexes[index+4] = v1;
|
|
ret.indexes[index+5] = v2+numUniquedBeforeProjection;
|
|
ret.totalIndexes += 6;
|
|
}
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
/*
|
|
================
|
|
FindUniqueVert
|
|
================
|
|
*/
|
|
static int FindUniqueVert( idVec3 &v ) {
|
|
int k;
|
|
|
|
for ( k = 0 ; k < numUniqued ; k++ ) {
|
|
idVec3 &check = uniqued[k];
|
|
if ( fabs( v[0] - check[0] ) < UNIQUE_EPSILON
|
|
&& fabs( v[1] - check[1] ) < UNIQUE_EPSILON
|
|
&& fabs( v[2] - check[2] ) < UNIQUE_EPSILON ) {
|
|
return k;
|
|
}
|
|
}
|
|
if ( numUniqued == maxUniqued ) {
|
|
common->Error( "FindUniqueVert: numUniqued == maxUniqued" );
|
|
}
|
|
uniqued[numUniqued] = v;
|
|
numUniqued++;
|
|
|
|
return k;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
UniqueVerts
|
|
|
|
Snaps all triangle verts together, setting tri->index[]
|
|
and generating numUniqued and uniqued.
|
|
These are still in projection-centered space, not global space
|
|
===================
|
|
*/
|
|
static void UniqueVerts( void ) {
|
|
int i, j;
|
|
|
|
// we may add to uniqued later when splitting sil edges, so leave
|
|
// some extra room
|
|
maxUniqued = 100000; // numOutputTris * 10 + 1000;
|
|
uniqued = (idVec3 *)Mem_Alloc( sizeof( *uniqued ) * maxUniqued );
|
|
numUniqued = 0;
|
|
|
|
for ( i = 0 ; i < numOutputTris ; i++ ) {
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
outputTris[i].index[j] = FindUniqueVert( outputTris[i].v[j] );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================
|
|
ProjectUniqued
|
|
======================
|
|
*/
|
|
static void ProjectUniqued( idVec3 projectionOrigin, idPlane projectionPlane ) {
|
|
// calculate the projection
|
|
idVec4 mat[4];
|
|
|
|
R_LightProjectionMatrix( projectionOrigin, projectionPlane, mat );
|
|
|
|
if ( numUniqued * 2 > maxUniqued ) {
|
|
common->Error( "ProjectUniqued: numUniqued * 2 > maxUniqued" );
|
|
}
|
|
|
|
// this is goofy going back and forth between the spaces,
|
|
// but I don't want to change R_LightProjectionMatrix righ tnow...
|
|
for ( int i = 0 ; i < numUniqued ; i++ ) {
|
|
// put the vert back in global space, instead of light centered space
|
|
idVec3 in = uniqued[i] + projectionOrigin;
|
|
|
|
// project to far plane
|
|
float w, oow;
|
|
idVec3 out;
|
|
|
|
w = in * mat[3].ToVec3() + mat[3][3];
|
|
|
|
oow = 1.0 / w;
|
|
out.x = ( in * mat[0].ToVec3() + mat[0][3] ) * oow;
|
|
out.y = ( in * mat[1].ToVec3() + mat[1][3] ) * oow;
|
|
out.z = ( in * mat[2].ToVec3() + mat[2][3] ) * oow;
|
|
|
|
uniqued[numUniqued+i] = out - projectionOrigin;
|
|
}
|
|
numUniqued *= 2;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
SuperOptimizeOccluders
|
|
|
|
This is the callback from the renderer shadow generation routine, after
|
|
verts have been culled against individual frustums of point lights
|
|
|
|
====================
|
|
*/
|
|
optimizedShadow_t SuperOptimizeOccluders( idVec4 *verts, glIndex_t *indexes, int numIndexes,
|
|
idPlane projectionPlane, idVec3 projectionOrigin )
|
|
{
|
|
memset( &ret, 0, sizeof( ret ) );
|
|
|
|
// generate outputTris, removing fragments that are occluded by closer fragments
|
|
ClipOccluders( verts, indexes, numIndexes, projectionOrigin );
|
|
|
|
if ( dmapGlobals.shadowOptLevel >= SO_CULL_OCCLUDED ) {
|
|
OptimizeOutputTris();
|
|
}
|
|
|
|
// match up common verts
|
|
UniqueVerts();
|
|
|
|
// now that we have uniqued the vertexes, we can find unmatched
|
|
// edges, which are silhouette planes
|
|
GenerateSilEdges();
|
|
|
|
// generate the projected verts
|
|
numUniquedBeforeProjection = numUniqued;
|
|
ProjectUniqued( projectionOrigin, projectionPlane );
|
|
|
|
// fragment the sil edges where the overlap,
|
|
// possibly generating some additional unique verts
|
|
if ( dmapGlobals.shadowOptLevel >= SO_CLIP_SILS ) {
|
|
FragmentSilQuads();
|
|
}
|
|
|
|
// indexes for face and projection caps
|
|
ret.numFrontCapIndexes = numOutputTris * 3;
|
|
ret.numRearCapIndexes = numOutputTris * 3;
|
|
if ( dmapGlobals.shadowOptLevel >= SO_CLIP_SILS ) {
|
|
ret.numSilPlaneIndexes = numSilQuads * 12; // this is the worst case with clipping
|
|
} else {
|
|
ret.numSilPlaneIndexes = numSilEdges * 6; // this is the worst case with clipping
|
|
}
|
|
|
|
ret.totalIndexes = 0;
|
|
|
|
maxRetIndexes = ret.numFrontCapIndexes + ret.numRearCapIndexes + ret.numSilPlaneIndexes;
|
|
|
|
ret.indexes = (glIndex_t *)Mem_Alloc( maxRetIndexes * sizeof( ret.indexes[0] ) );
|
|
for ( int i = 0 ; i < numOutputTris ; i++ ) {
|
|
// flip the indexes so the surface triangle faces outside the shadow volume
|
|
ret.indexes[i*3+0] = outputTris[i].index[2];
|
|
ret.indexes[i*3+1] = outputTris[i].index[1];
|
|
ret.indexes[i*3+2] = outputTris[i].index[0];
|
|
|
|
ret.indexes[(numOutputTris+i)*3+0] = numUniquedBeforeProjection + outputTris[i].index[0];
|
|
ret.indexes[(numOutputTris+i)*3+1] = numUniquedBeforeProjection + outputTris[i].index[1];
|
|
ret.indexes[(numOutputTris+i)*3+2] = numUniquedBeforeProjection + outputTris[i].index[2];
|
|
}
|
|
// emit the sil planes
|
|
ret.totalIndexes = ret.numFrontCapIndexes + ret.numRearCapIndexes;
|
|
|
|
if ( dmapGlobals.shadowOptLevel >= SO_CLIP_SILS ) {
|
|
// re-optimize the sil planes, cutting
|
|
EmitFragmentedSilQuads();
|
|
} else {
|
|
// indexes for silhouette edges
|
|
EmitUnoptimizedSilEdges();
|
|
}
|
|
|
|
// we have all the verts now
|
|
// create twice the uniqued verts
|
|
ret.numVerts = numUniqued;
|
|
ret.verts = (idVec3 *)Mem_Alloc( ret.numVerts * sizeof( ret.verts[0] ) );
|
|
for ( int i = 0 ; i < numUniqued ; i++ ) {
|
|
// put the vert back in global space, instead of light centered space
|
|
ret.verts[i] = uniqued[i] + projectionOrigin;
|
|
}
|
|
|
|
// set the final index count
|
|
ret.numSilPlaneIndexes = ret.totalIndexes - (ret.numFrontCapIndexes + ret.numRearCapIndexes);
|
|
|
|
// free out local data
|
|
Mem_Free( uniqued );
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
RemoveDegenerateTriangles
|
|
=================
|
|
*/
|
|
static void RemoveDegenerateTriangles( srfTriangles_t *tri ) {
|
|
int c_removed;
|
|
int i;
|
|
int a, b, c;
|
|
|
|
// check for completely degenerate triangles
|
|
c_removed = 0;
|
|
for ( i = 0 ; i < tri->numIndexes ; i+=3 ) {
|
|
a = tri->indexes[i];
|
|
b = tri->indexes[i+1];
|
|
c = tri->indexes[i+2];
|
|
if ( a == b || a == c || b == c ) {
|
|
c_removed++;
|
|
memmove( tri->indexes + i, tri->indexes + i + 3, ( tri->numIndexes - i - 3 ) * sizeof( tri->indexes[0] ) );
|
|
tri->numIndexes -= 3;
|
|
if ( i < tri->numShadowIndexesNoCaps ) {
|
|
tri->numShadowIndexesNoCaps -= 3;
|
|
}
|
|
if ( i < tri->numShadowIndexesNoFrontCaps ) {
|
|
tri->numShadowIndexesNoFrontCaps -= 3;
|
|
}
|
|
i -= 3;
|
|
}
|
|
}
|
|
|
|
// this doesn't free the memory used by the unused verts
|
|
|
|
if ( c_removed ) {
|
|
common->Printf( "removed %i degenerate triangles from shadow\n", c_removed );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CleanupOptimizedShadowTris
|
|
|
|
Uniques all verts across the frustums
|
|
removes matched sil quads at frustum seams
|
|
removes degenerate tris
|
|
====================
|
|
*/
|
|
void CleanupOptimizedShadowTris( srfTriangles_t *tri ) {
|
|
int i;
|
|
|
|
// unique all the verts
|
|
maxUniqued = tri->numVerts;
|
|
uniqued = (idVec3 *)_alloca( sizeof( *uniqued ) * maxUniqued );
|
|
numUniqued = 0;
|
|
|
|
glIndex_t *remap = (glIndex_t *)_alloca( sizeof( *remap ) * tri->numVerts );
|
|
|
|
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
|
|
if ( tri->indexes[i] > tri->numVerts || tri->indexes[i] < 0 ) {
|
|
common->Error( "CleanupOptimizedShadowTris: index out of range" );
|
|
}
|
|
}
|
|
|
|
for ( i = 0 ; i < tri->numVerts ; i++ ) {
|
|
remap[i] = FindUniqueVert( tri->shadowVertexes[i].xyz.ToVec3() );
|
|
}
|
|
tri->numVerts = numUniqued;
|
|
for ( i = 0 ; i < tri->numVerts ; i++ ) {
|
|
tri->shadowVertexes[i].xyz.ToVec3() = uniqued[i];
|
|
tri->shadowVertexes[i].xyz[3] = 1;
|
|
}
|
|
|
|
for ( i = 0 ; i < tri->numIndexes ; i++ ) {
|
|
tri->indexes[i] = remap[tri->indexes[i]];
|
|
}
|
|
|
|
// remove matched quads
|
|
int numSilIndexes = tri->numShadowIndexesNoCaps;
|
|
for ( int i = 0 ; i < numSilIndexes ; i+=6 ) {
|
|
int j;
|
|
for ( j = i+6 ; j < numSilIndexes ; j+=6 ) {
|
|
// if there is a reversed quad match, we can throw both of them out
|
|
// this is not a robust check, it relies on the exact ordering of
|
|
// quad indexes
|
|
if ( tri->indexes[i+0] == tri->indexes[j+1]
|
|
&& tri->indexes[i+1] == tri->indexes[j+0]
|
|
&& tri->indexes[i+2] == tri->indexes[j+3]
|
|
&& tri->indexes[i+3] == tri->indexes[j+5]
|
|
&& tri->indexes[i+4] == tri->indexes[j+1]
|
|
&& tri->indexes[i+5] == tri->indexes[j+3] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j == numSilIndexes ) {
|
|
continue;
|
|
}
|
|
int k;
|
|
// remove first quad
|
|
for ( k = i+6 ; k < j ; k++ ) {
|
|
tri->indexes[k-6] = tri->indexes[k];
|
|
}
|
|
// remove second quad
|
|
for ( k = j+6 ; k < tri->numIndexes ; k++ ) {
|
|
tri->indexes[k-12] = tri->indexes[k];
|
|
}
|
|
numSilIndexes -= 12;
|
|
i -= 6;
|
|
}
|
|
|
|
int removed = tri->numShadowIndexesNoCaps - numSilIndexes;
|
|
|
|
tri->numIndexes -= removed;
|
|
tri->numShadowIndexesNoCaps -= removed;
|
|
tri->numShadowIndexesNoFrontCaps -= removed;
|
|
|
|
// remove degenerates after we have removed quads, so the double
|
|
// triangle pairing isn't disturbed
|
|
RemoveDegenerateTriangles( tri );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
CreateLightShadow
|
|
|
|
This is called from dmap in util/surface.cpp
|
|
shadowerGroups should be exactly clipped to the light frustum before calling.
|
|
shadowerGroups is optimized by this function, but the contents can be freed, because the returned
|
|
lightShadow_t list is a further culling and optimization of the data.
|
|
========================
|
|
*/
|
|
srfTriangles_t *CreateLightShadow( optimizeGroup_t *shadowerGroups, const mapLight_t *light ) {;
|
|
|
|
common->Printf( "----- CreateLightShadow %p -----\n", light );
|
|
|
|
// optimize all the groups
|
|
OptimizeGroupList( shadowerGroups );
|
|
|
|
// combine all the triangles into one list
|
|
mapTri_t *combined;
|
|
|
|
combined = NULL;
|
|
for ( optimizeGroup_t *group = shadowerGroups ; group ; group = group->nextGroup ) {
|
|
combined = MergeTriLists( combined, CopyTriList( group->triList ) );
|
|
}
|
|
|
|
if ( !combined ) {
|
|
return NULL;
|
|
}
|
|
|
|
// find uniqued vertexes
|
|
srfTriangles_t *occluders = ShareMapTriVerts( combined );
|
|
|
|
FreeTriList( combined );
|
|
|
|
// find silhouette information for the triSurf
|
|
R_CleanupTriangles( occluders, false, true, false );
|
|
|
|
// let the renderer build the shadow volume normally
|
|
idRenderEntityLocal space;
|
|
|
|
space.modelMatrix[0] = 1;
|
|
space.modelMatrix[5] = 1;
|
|
space.modelMatrix[10] = 1;
|
|
space.modelMatrix[15] = 1;
|
|
|
|
srfCullInfo_t cullInfo;
|
|
memset( &cullInfo, 0, sizeof( cullInfo ) );
|
|
|
|
// call the normal shadow creation, but with the superOptimize flag set, which will
|
|
// call back to SuperOptimizeOccluders after clipping the triangles to each frustum
|
|
srfTriangles_t *shadowTris;
|
|
if ( dmapGlobals.shadowOptLevel == SO_MERGE_SURFACES ) {
|
|
shadowTris = R_CreateShadowVolume( &space, occluders, &light->def, SG_STATIC, cullInfo );
|
|
} else {
|
|
shadowTris = R_CreateShadowVolume( &space, occluders, &light->def, SG_OFFLINE, cullInfo );
|
|
}
|
|
R_FreeStaticTriSurf( occluders );
|
|
|
|
R_FreeInteractionCullInfo( cullInfo );
|
|
|
|
if ( shadowTris ) {
|
|
dmapGlobals.totalShadowTriangles += shadowTris->numIndexes / 3;
|
|
dmapGlobals.totalShadowVerts += shadowTris->numVerts / 3;
|
|
}
|
|
|
|
return shadowTris;
|
|
}
|