mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 21:11:49 +00:00
872 lines
23 KiB
C++
872 lines
23 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "tr_local.h"
|
|
|
|
/*
|
|
|
|
|
|
Prelight models
|
|
|
|
"_prelight_<lightname>", ie "_prelight_light1"
|
|
|
|
Static surfaces available to dmap will be processed to optimized
|
|
shadow and lit surface geometry
|
|
|
|
Entity models are never prelighted.
|
|
|
|
Light entity can have a "noPrelight 1" key set to avoid the preprocessing
|
|
and carving of the world. A light that will move should usually have this
|
|
set.
|
|
|
|
Prelight models will usually have multiple surfaces
|
|
|
|
Shadow volume surfaces will have the material "_shadowVolume"
|
|
|
|
The exact same vertexes as the ambient surfaces will be used for the
|
|
non-shadow surfaces, so there is opportunity to share
|
|
|
|
|
|
Reference their parent surfaces?
|
|
Reference their parent area?
|
|
|
|
|
|
If we don't track parts that are in different areas, there will be huge
|
|
losses when an areaportal closed door has a light poking slightly
|
|
through it.
|
|
|
|
There is potential benefit to splitting even the shadow volumes
|
|
at area boundaries, but it would involve the possibility of an
|
|
extra plane of shadow drawing at the area boundary.
|
|
|
|
|
|
interaction lightName numIndexes
|
|
|
|
Shadow volume surface
|
|
|
|
Surfaces in the world cannot have "no self shadow" properties, because all
|
|
the surfaces are considered together for the optimized shadow volume. If
|
|
you want no self shadow on a static surface, you must still make it into an
|
|
entity so it isn't considered in the prelight.
|
|
|
|
|
|
r_hidePrelights
|
|
r_hideNonPrelights
|
|
|
|
|
|
|
|
each surface could include prelight indexes
|
|
|
|
generation procedure in dmap:
|
|
|
|
carve original surfaces into areas
|
|
|
|
for each light
|
|
build shadow volume and beam tree
|
|
cut all potentially lit surfaces into the beam tree
|
|
move lit fragments into a new optimize group
|
|
|
|
optimize groups
|
|
|
|
build light models
|
|
|
|
|
|
|
|
|
|
*/
|
|
|
|
/*
|
|
=================================================================================
|
|
|
|
LIGHT TESTING
|
|
|
|
=================================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
====================
|
|
R_ModulateLights_f
|
|
|
|
Modifies the shaderParms on all the lights so the level
|
|
designers can easily test different color schemes
|
|
====================
|
|
*/
|
|
void R_ModulateLights_f( const idCmdArgs &args ) {
|
|
if ( !tr.primaryWorld ) {
|
|
return;
|
|
}
|
|
if ( args.Argc() != 4 ) {
|
|
common->Printf( "usage: modulateLights <redFloat> <greenFloat> <blueFloat>\n" );
|
|
return;
|
|
}
|
|
|
|
float modulate[3];
|
|
int i;
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
modulate[i] = atof( args.Argv( i+1 ) );
|
|
}
|
|
|
|
int count = 0;
|
|
for ( i = 0 ; i < tr.primaryWorld->lightDefs.Num() ; i++ ) {
|
|
idRenderLightLocal *light;
|
|
|
|
light = tr.primaryWorld->lightDefs[i];
|
|
if ( light ) {
|
|
count++;
|
|
for ( int j = 0 ; j < 3 ; j++ ) {
|
|
light->parms.shaderParms[j] *= modulate[j];
|
|
}
|
|
}
|
|
}
|
|
common->Printf( "modulated %i lights\n", count );
|
|
}
|
|
|
|
|
|
|
|
//======================================================================================
|
|
|
|
|
|
/*
|
|
===============
|
|
R_CreateEntityRefs
|
|
|
|
Creates all needed model references in portal areas,
|
|
chaining them to both the area and the entityDef.
|
|
|
|
Bumps tr.viewCount.
|
|
===============
|
|
*/
|
|
void R_CreateEntityRefs( idRenderEntityLocal *def ) {
|
|
int i;
|
|
idVec3 transformed[8];
|
|
idVec3 v;
|
|
|
|
if ( !def->parms.hModel ) {
|
|
def->parms.hModel = renderModelManager->DefaultModel();
|
|
}
|
|
|
|
// if the entity hasn't been fully specified due to expensive animation calcs
|
|
// for md5 and particles, use the provided conservative bounds.
|
|
if ( def->parms.callback ) {
|
|
def->referenceBounds = def->parms.bounds;
|
|
} else {
|
|
def->referenceBounds = def->parms.hModel->Bounds( &def->parms );
|
|
}
|
|
|
|
// some models, like empty particles, may not need to be added at all
|
|
if ( def->referenceBounds.IsCleared() ) {
|
|
return;
|
|
}
|
|
|
|
if ( r_showUpdates.GetBool() &&
|
|
( def->referenceBounds[1][0] - def->referenceBounds[0][0] > 1024 ||
|
|
def->referenceBounds[1][1] - def->referenceBounds[0][1] > 1024 ) ) {
|
|
common->Printf( "big entityRef: %f,%f\n", def->referenceBounds[1][0] - def->referenceBounds[0][0],
|
|
def->referenceBounds[1][1] - def->referenceBounds[0][1] );
|
|
}
|
|
|
|
for (i = 0 ; i < 8 ; i++) {
|
|
v[0] = def->referenceBounds[i&1][0];
|
|
v[1] = def->referenceBounds[(i>>1)&1][1];
|
|
v[2] = def->referenceBounds[(i>>2)&1][2];
|
|
|
|
R_LocalPointToGlobal( def->modelMatrix, v, transformed[i] );
|
|
}
|
|
|
|
// bump the view count so we can tell if an
|
|
// area already has a reference
|
|
tr.viewCount++;
|
|
|
|
// push these points down the BSP tree into areas
|
|
def->world->PushVolumeIntoTree( def, NULL, 8, transformed );
|
|
}
|
|
|
|
|
|
/*
|
|
=================================================================================
|
|
|
|
CREATE LIGHT REFS
|
|
|
|
=================================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
R_SetLightProject
|
|
|
|
All values are reletive to the origin
|
|
Assumes that right and up are not normalized
|
|
This is also called by dmap during map processing.
|
|
=====================
|
|
*/
|
|
void R_SetLightProject( idPlane lightProject[4], const idVec3 origin, const idVec3 target,
|
|
const idVec3 rightVector, const idVec3 upVector, const idVec3 start, const idVec3 stop ) {
|
|
float dist;
|
|
float scale;
|
|
float rLen, uLen;
|
|
idVec3 normal;
|
|
float ofs;
|
|
idVec3 right, up;
|
|
idVec3 startGlobal;
|
|
idVec4 targetGlobal;
|
|
|
|
right = rightVector;
|
|
rLen = right.Normalize();
|
|
up = upVector;
|
|
uLen = up.Normalize();
|
|
normal = up.Cross( right );
|
|
//normal = right.Cross( up );
|
|
normal.Normalize();
|
|
|
|
dist = target * normal; // - ( origin * normal );
|
|
if ( dist < 0 ) {
|
|
dist = -dist;
|
|
normal = -normal;
|
|
}
|
|
|
|
scale = ( 0.5f * dist ) / rLen;
|
|
right *= scale;
|
|
scale = -( 0.5f * dist ) / uLen;
|
|
up *= scale;
|
|
|
|
lightProject[2] = normal;
|
|
lightProject[2][3] = -( origin * lightProject[2].Normal() );
|
|
|
|
lightProject[0] = right;
|
|
lightProject[0][3] = -( origin * lightProject[0].Normal() );
|
|
|
|
lightProject[1] = up;
|
|
lightProject[1][3] = -( origin * lightProject[1].Normal() );
|
|
|
|
// now offset to center
|
|
targetGlobal.ToVec3() = target + origin;
|
|
targetGlobal[3] = 1;
|
|
ofs = 0.5f - ( targetGlobal * lightProject[0].ToVec4() ) / ( targetGlobal * lightProject[2].ToVec4() );
|
|
lightProject[0].ToVec4() += ofs * lightProject[2].ToVec4();
|
|
ofs = 0.5f - ( targetGlobal * lightProject[1].ToVec4() ) / ( targetGlobal * lightProject[2].ToVec4() );
|
|
lightProject[1].ToVec4() += ofs * lightProject[2].ToVec4();
|
|
|
|
// set the falloff vector
|
|
normal = stop - start;
|
|
dist = normal.Normalize();
|
|
if ( dist <= 0 ) {
|
|
dist = 1;
|
|
}
|
|
lightProject[3] = normal * ( 1.0f / dist );
|
|
startGlobal = start + origin;
|
|
lightProject[3][3] = -( startGlobal * lightProject[3].Normal() );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_SetLightFrustum
|
|
|
|
Creates plane equations from the light projection, positive sides
|
|
face out of the light
|
|
===================
|
|
*/
|
|
void R_SetLightFrustum( const idPlane lightProject[4], idPlane frustum[6] ) {
|
|
int i;
|
|
|
|
// we want the planes of s=0, s=q, t=0, and t=q
|
|
frustum[0] = lightProject[0];
|
|
frustum[1] = lightProject[1];
|
|
frustum[2] = lightProject[2] - lightProject[0];
|
|
frustum[3] = lightProject[2] - lightProject[1];
|
|
|
|
// we want the planes of s=0 and s=1 for front and rear clipping planes
|
|
frustum[4] = lightProject[3];
|
|
|
|
frustum[5] = lightProject[3];
|
|
frustum[5][3] -= 1.0f;
|
|
frustum[5] = -frustum[5];
|
|
|
|
for ( i = 0 ; i < 6 ; i++ ) {
|
|
float l;
|
|
|
|
frustum[i] = -frustum[i];
|
|
l = frustum[i].Normalize();
|
|
frustum[i][3] /= l;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_FreeLightDefFrustum
|
|
====================
|
|
*/
|
|
void R_FreeLightDefFrustum( idRenderLightLocal *ldef ) {
|
|
int i;
|
|
|
|
// free the frustum tris
|
|
if ( ldef->frustumTris ) {
|
|
R_FreeStaticTriSurf( ldef->frustumTris );
|
|
ldef->frustumTris = NULL;
|
|
}
|
|
// free frustum windings
|
|
for ( i = 0; i < 6; i++ ) {
|
|
if ( ldef->frustumWindings[i] ) {
|
|
delete ldef->frustumWindings[i];
|
|
ldef->frustumWindings[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DeriveLightData
|
|
|
|
Fills everything in based on light->parms
|
|
=================
|
|
*/
|
|
void R_DeriveLightData( idRenderLightLocal *light ) {
|
|
int i;
|
|
|
|
// decide which light shader we are going to use
|
|
if ( light->parms.shader ) {
|
|
light->lightShader = light->parms.shader;
|
|
}
|
|
if ( !light->lightShader ) {
|
|
if ( light->parms.pointLight ) {
|
|
light->lightShader = declManager->FindMaterial( "lights/defaultPointLight" );
|
|
} else {
|
|
light->lightShader = declManager->FindMaterial( "lights/defaultProjectedLight" );
|
|
}
|
|
}
|
|
|
|
// get the falloff image
|
|
light->falloffImage = light->lightShader->LightFalloffImage();
|
|
if ( !light->falloffImage ) {
|
|
// use the falloff from the default shader of the correct type
|
|
const idMaterial *defaultShader;
|
|
|
|
if ( light->parms.pointLight ) {
|
|
defaultShader = declManager->FindMaterial( "lights/defaultPointLight" );
|
|
light->falloffImage = defaultShader->LightFalloffImage();
|
|
} else {
|
|
// projected lights by default don't diminish with distance
|
|
defaultShader = declManager->FindMaterial( "lights/defaultProjectedLight" );
|
|
light->falloffImage = defaultShader->LightFalloffImage();
|
|
}
|
|
}
|
|
|
|
// set the projection
|
|
if ( !light->parms.pointLight ) {
|
|
// projected light
|
|
|
|
R_SetLightProject( light->lightProject, vec3_origin /* light->parms.origin */, light->parms.target,
|
|
light->parms.right, light->parms.up, light->parms.start, light->parms.end);
|
|
} else {
|
|
// point light
|
|
memset( light->lightProject, 0, sizeof( light->lightProject ) );
|
|
light->lightProject[0][0] = 0.5f / light->parms.lightRadius[0];
|
|
light->lightProject[1][1] = 0.5f / light->parms.lightRadius[1];
|
|
light->lightProject[3][2] = 0.5f / light->parms.lightRadius[2];
|
|
light->lightProject[0][3] = 0.5f;
|
|
light->lightProject[1][3] = 0.5f;
|
|
light->lightProject[2][3] = 1.0f;
|
|
light->lightProject[3][3] = 0.5f;
|
|
}
|
|
|
|
// set the frustum planes
|
|
R_SetLightFrustum( light->lightProject, light->frustum );
|
|
|
|
// rotate the light planes and projections by the axis
|
|
R_AxisToModelMatrix( light->parms.axis, light->parms.origin, light->modelMatrix );
|
|
|
|
for ( i = 0 ; i < 6 ; i++ ) {
|
|
idPlane temp;
|
|
temp = light->frustum[i];
|
|
R_LocalPlaneToGlobal( light->modelMatrix, temp, light->frustum[i] );
|
|
}
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
idPlane temp;
|
|
temp = light->lightProject[i];
|
|
R_LocalPlaneToGlobal( light->modelMatrix, temp, light->lightProject[i] );
|
|
}
|
|
|
|
// adjust global light origin for off center projections and parallel projections
|
|
// we are just faking parallel by making it a very far off center for now
|
|
if ( light->parms.parallel ) {
|
|
idVec3 dir;
|
|
|
|
dir = light->parms.lightCenter;
|
|
if ( !dir.Normalize() ) {
|
|
// make point straight up if not specified
|
|
dir[2] = 1;
|
|
}
|
|
light->globalLightOrigin = light->parms.origin + dir * 100000;
|
|
} else {
|
|
light->globalLightOrigin = light->parms.origin + light->parms.axis * light->parms.lightCenter;
|
|
}
|
|
|
|
R_FreeLightDefFrustum( light );
|
|
|
|
light->frustumTris = R_PolytopeSurface( 6, light->frustum, light->frustumWindings );
|
|
|
|
// a projected light will have one shadowFrustum, a point light will have
|
|
// six unless the light center is outside the box
|
|
R_MakeShadowFrustums( light );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_CreateLightRefs
|
|
=================
|
|
*/
|
|
#define MAX_LIGHT_VERTS 40
|
|
void R_CreateLightRefs( idRenderLightLocal *light ) {
|
|
idVec3 points[MAX_LIGHT_VERTS];
|
|
int i;
|
|
srfTriangles_t *tri;
|
|
|
|
tri = light->frustumTris;
|
|
|
|
// because a light frustum is made of only six intersecting planes,
|
|
// we should never be able to get a stupid number of points...
|
|
if ( tri->numVerts > MAX_LIGHT_VERTS ) {
|
|
common->Error( "R_CreateLightRefs: %i points in frustumTris!", tri->numVerts );
|
|
}
|
|
for ( i = 0 ; i < tri->numVerts ; i++ ) {
|
|
points[i] = tri->verts[i].xyz;
|
|
}
|
|
|
|
if ( r_showUpdates.GetBool() && ( tri->bounds[1][0] - tri->bounds[0][0] > 1024 ||
|
|
tri->bounds[1][1] - tri->bounds[0][1] > 1024 ) ) {
|
|
common->Printf( "big lightRef: %f,%f\n", tri->bounds[1][0] - tri->bounds[0][0]
|
|
,tri->bounds[1][1] - tri->bounds[0][1] );
|
|
}
|
|
|
|
// determine the areaNum for the light origin, which may let us
|
|
// cull the light if it is behind a closed door
|
|
// it is debatable if we want to use the entity origin or the center offset origin,
|
|
// but we definitely don't want to use a parallel offset origin
|
|
light->areaNum = light->world->PointInArea( light->globalLightOrigin );
|
|
if ( light->areaNum == -1 ) {
|
|
light->areaNum = light->world->PointInArea( light->parms.origin );
|
|
}
|
|
|
|
// bump the view count so we can tell if an
|
|
// area already has a reference
|
|
tr.viewCount++;
|
|
|
|
// if we have a prelight model that includes all the shadows for the major world occluders,
|
|
// we can limit the area references to those visible through the portals from the light center.
|
|
// We can't do this in the normal case, because shadows are cast from back facing triangles, which
|
|
// may be in areas not directly visible to the light projection center.
|
|
if ( light->parms.prelightModel && r_useLightPortalFlow.GetBool() && light->lightShader->LightCastsShadows() ) {
|
|
light->world->FlowLightThroughPortals( light );
|
|
} else {
|
|
// push these points down the BSP tree into areas
|
|
light->world->PushVolumeIntoTree( NULL, light, tri->numVerts, points );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_RenderLightFrustum
|
|
|
|
Called by the editor and dmap to operate on light volumes
|
|
===============
|
|
*/
|
|
void R_RenderLightFrustum( const renderLight_t &renderLight, idPlane lightFrustum[6] ) {
|
|
idRenderLightLocal fakeLight;
|
|
|
|
memset( &fakeLight, 0, sizeof( fakeLight ) );
|
|
fakeLight.parms = renderLight;
|
|
|
|
R_DeriveLightData( &fakeLight );
|
|
|
|
R_FreeStaticTriSurf( fakeLight.frustumTris );
|
|
|
|
for ( int i = 0 ; i < 6 ; i++ ) {
|
|
lightFrustum[i] = fakeLight.frustum[i];
|
|
}
|
|
}
|
|
|
|
|
|
//=================================================================================
|
|
|
|
/*
|
|
===============
|
|
WindingCompletelyInsideLight
|
|
===============
|
|
*/
|
|
bool WindingCompletelyInsideLight( const idWinding *w, const idRenderLightLocal *ldef ) {
|
|
int i, j;
|
|
|
|
for ( i = 0 ; i < w->GetNumPoints() ; i++ ) {
|
|
for ( j = 0 ; j < 6 ; j++ ) {
|
|
float d;
|
|
|
|
d = (*w)[i].ToVec3() * ldef->frustum[j].Normal() + ldef->frustum[j][3];
|
|
if ( d > 0 ) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
R_CreateLightDefFogPortals
|
|
|
|
When a fog light is created or moved, see if it completely
|
|
encloses any portals, which may allow them to be fogged closed.
|
|
======================
|
|
*/
|
|
void R_CreateLightDefFogPortals( idRenderLightLocal *ldef ) {
|
|
areaReference_t *lref;
|
|
portalArea_t *area;
|
|
|
|
ldef->foggedPortals = NULL;
|
|
|
|
if ( !ldef->lightShader->IsFogLight() ) {
|
|
return;
|
|
}
|
|
|
|
// some fog lights will explicitly disallow portal fogging
|
|
if ( ldef->lightShader->TestMaterialFlag( MF_NOPORTALFOG ) ) {
|
|
return;
|
|
}
|
|
|
|
for ( lref = ldef->references ; lref ; lref = lref->ownerNext ) {
|
|
// check all the models in this area
|
|
area = lref->area;
|
|
|
|
portal_t *prt;
|
|
doublePortal_t *dp;
|
|
|
|
for ( prt = area->portals ; prt ; prt = prt->next ) {
|
|
dp = prt->doublePortal;
|
|
|
|
// we only handle a single fog volume covering a portal
|
|
// this will never cause incorrect drawing, but it may
|
|
// fail to cull a portal
|
|
if ( dp->fogLight ) {
|
|
continue;
|
|
}
|
|
|
|
if ( WindingCompletelyInsideLight( prt->w, ldef ) ) {
|
|
dp->fogLight = ldef;
|
|
dp->nextFoggedPortal = ldef->foggedPortals;
|
|
ldef->foggedPortals = dp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_FreeLightDefDerivedData
|
|
|
|
Frees all references and lit surfaces from the light
|
|
====================
|
|
*/
|
|
void R_FreeLightDefDerivedData( idRenderLightLocal *ldef ) {
|
|
areaReference_t *lref, *nextRef;
|
|
|
|
// rmove any portal fog references
|
|
for ( doublePortal_t *dp = ldef->foggedPortals ; dp ; dp = dp->nextFoggedPortal ) {
|
|
dp->fogLight = NULL;
|
|
}
|
|
|
|
// free all the interactions
|
|
while ( ldef->firstInteraction != NULL ) {
|
|
ldef->firstInteraction->UnlinkAndFree();
|
|
}
|
|
|
|
// free all the references to the light
|
|
for ( lref = ldef->references ; lref ; lref = nextRef ) {
|
|
nextRef = lref->ownerNext;
|
|
|
|
// unlink from the area
|
|
lref->areaNext->areaPrev = lref->areaPrev;
|
|
lref->areaPrev->areaNext = lref->areaNext;
|
|
|
|
// put it back on the free list for reuse
|
|
ldef->world->areaReferenceAllocator.Free( lref );
|
|
}
|
|
ldef->references = NULL;
|
|
|
|
R_FreeLightDefFrustum( ldef );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_FreeEntityDefDerivedData
|
|
|
|
Used by both RE_FreeEntityDef and RE_UpdateEntityDef
|
|
Does not actually free the entityDef.
|
|
===================
|
|
*/
|
|
void R_FreeEntityDefDerivedData( idRenderEntityLocal *def, bool keepDecals, bool keepCachedDynamicModel ) {
|
|
int i;
|
|
areaReference_t *ref, *next;
|
|
|
|
// demo playback needs to free the joints, while normal play
|
|
// leaves them in the control of the game
|
|
if ( session->readDemo ) {
|
|
if ( def->parms.joints ) {
|
|
Mem_Free16( def->parms.joints );
|
|
def->parms.joints = NULL;
|
|
}
|
|
if ( def->parms.callbackData ) {
|
|
Mem_Free( def->parms.callbackData );
|
|
def->parms.callbackData = NULL;
|
|
}
|
|
for ( i = 0; i < MAX_RENDERENTITY_GUI; i++ ) {
|
|
if ( def->parms.gui[ i ] ) {
|
|
delete def->parms.gui[ i ];
|
|
def->parms.gui[ i ] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
// free all the interactions
|
|
while ( def->firstInteraction != NULL ) {
|
|
def->firstInteraction->UnlinkAndFree();
|
|
}
|
|
|
|
// clear the dynamic model if present
|
|
if ( def->dynamicModel ) {
|
|
def->dynamicModel = NULL;
|
|
}
|
|
|
|
if ( !keepDecals ) {
|
|
R_FreeEntityDefDecals( def );
|
|
R_FreeEntityDefOverlay( def );
|
|
}
|
|
|
|
if ( !keepCachedDynamicModel ) {
|
|
delete def->cachedDynamicModel;
|
|
def->cachedDynamicModel = NULL;
|
|
}
|
|
|
|
// free the entityRefs from the areas
|
|
for ( ref = def->entityRefs ; ref ; ref = next ) {
|
|
next = ref->ownerNext;
|
|
|
|
// unlink from the area
|
|
ref->areaNext->areaPrev = ref->areaPrev;
|
|
ref->areaPrev->areaNext = ref->areaNext;
|
|
|
|
// put it back on the free list for reuse
|
|
def->world->areaReferenceAllocator.Free( ref );
|
|
}
|
|
def->entityRefs = NULL;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_ClearEntityDefDynamicModel
|
|
|
|
If we know the reference bounds stays the same, we
|
|
only need to do this on entity update, not the full
|
|
R_FreeEntityDefDerivedData
|
|
==================
|
|
*/
|
|
void R_ClearEntityDefDynamicModel( idRenderEntityLocal *def ) {
|
|
// free all the interaction surfaces
|
|
for( idInteraction *inter = def->firstInteraction; inter != NULL && !inter->IsEmpty(); inter = inter->entityNext ) {
|
|
inter->FreeSurfaces();
|
|
}
|
|
|
|
// clear the dynamic model if present
|
|
if ( def->dynamicModel ) {
|
|
def->dynamicModel = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_FreeEntityDefDecals
|
|
===================
|
|
*/
|
|
void R_FreeEntityDefDecals( idRenderEntityLocal *def ) {
|
|
while( def->decals ) {
|
|
idRenderModelDecal *next = def->decals->Next();
|
|
idRenderModelDecal::Free( def->decals );
|
|
def->decals = next;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_FreeEntityDefFadedDecals
|
|
===================
|
|
*/
|
|
void R_FreeEntityDefFadedDecals( idRenderEntityLocal *def, int time ) {
|
|
def->decals = idRenderModelDecal::RemoveFadedDecals( def->decals, time );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_FreeEntityDefOverlay
|
|
===================
|
|
*/
|
|
void R_FreeEntityDefOverlay( idRenderEntityLocal *def ) {
|
|
if ( def->overlay ) {
|
|
idRenderModelOverlay::Free( def->overlay );
|
|
def->overlay = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_FreeDerivedData
|
|
|
|
ReloadModels and RegenerateWorld call this
|
|
// FIXME: need to do this for all worlds
|
|
===================
|
|
*/
|
|
void R_FreeDerivedData( void ) {
|
|
int i, j;
|
|
idRenderWorldLocal *rw;
|
|
idRenderEntityLocal *def;
|
|
idRenderLightLocal *light;
|
|
|
|
for ( j = 0; j < tr.worlds.Num(); j++ ) {
|
|
rw = tr.worlds[j];
|
|
|
|
for ( i = 0; i < rw->entityDefs.Num(); i++ ) {
|
|
def = rw->entityDefs[i];
|
|
if ( !def ) {
|
|
continue;
|
|
}
|
|
R_FreeEntityDefDerivedData( def, false, false );
|
|
}
|
|
|
|
for ( i = 0; i < rw->lightDefs.Num(); i++ ) {
|
|
light = rw->lightDefs[i];
|
|
if ( !light ) {
|
|
continue;
|
|
}
|
|
R_FreeLightDefDerivedData( light );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_CheckForEntityDefsUsingModel
|
|
===================
|
|
*/
|
|
void R_CheckForEntityDefsUsingModel( idRenderModel *model ) {
|
|
int i, j;
|
|
idRenderWorldLocal *rw;
|
|
idRenderEntityLocal *def;
|
|
|
|
for ( j = 0; j < tr.worlds.Num(); j++ ) {
|
|
rw = tr.worlds[j];
|
|
|
|
for ( i = 0 ; i < rw->entityDefs.Num(); i++ ) {
|
|
def = rw->entityDefs[i];
|
|
if ( !def ) {
|
|
continue;
|
|
}
|
|
if ( def->parms.hModel == model ) {
|
|
//assert( 0 );
|
|
// this should never happen but Radiant messes it up all the time so just free the derived data
|
|
R_FreeEntityDefDerivedData( def, false, false );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_ReCreateWorldReferences
|
|
|
|
ReloadModels and RegenerateWorld call this
|
|
// FIXME: need to do this for all worlds
|
|
===================
|
|
*/
|
|
void R_ReCreateWorldReferences( void ) {
|
|
int i, j;
|
|
idRenderWorldLocal *rw;
|
|
idRenderEntityLocal *def;
|
|
idRenderLightLocal *light;
|
|
|
|
// let the interaction generation code know this shouldn't be optimized for
|
|
// a particular view
|
|
tr.viewDef = NULL;
|
|
|
|
for ( j = 0; j < tr.worlds.Num(); j++ ) {
|
|
rw = tr.worlds[j];
|
|
|
|
for ( i = 0 ; i < rw->entityDefs.Num() ; i++ ) {
|
|
def = rw->entityDefs[i];
|
|
if ( !def ) {
|
|
continue;
|
|
}
|
|
// the world model entities are put specifically in a single
|
|
// area, instead of just pushing their bounds into the tree
|
|
if ( i < rw->numPortalAreas ) {
|
|
rw->AddEntityRefToArea( def, &rw->portalAreas[i] );
|
|
} else {
|
|
R_CreateEntityRefs( def );
|
|
}
|
|
}
|
|
|
|
for ( i = 0 ; i < rw->lightDefs.Num() ; i++ ) {
|
|
light = rw->lightDefs[i];
|
|
if ( !light ) {
|
|
continue;
|
|
}
|
|
renderLight_t parms = light->parms;
|
|
|
|
light->world->FreeLightDef( i );
|
|
rw->UpdateLightDef( i, &parms );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_RegenerateWorld_f
|
|
|
|
Frees and regenerates all references and interactions, which
|
|
must be done when switching between display list mode and immediate mode
|
|
===================
|
|
*/
|
|
void R_RegenerateWorld_f( const idCmdArgs &args ) {
|
|
R_FreeDerivedData();
|
|
|
|
// watch how much memory we allocate
|
|
tr.staticAllocCount = 0;
|
|
|
|
R_ReCreateWorldReferences();
|
|
|
|
common->Printf( "Regenerated world, staticAllocCount = %i.\n", tr.staticAllocCount );
|
|
}
|