mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
638 lines
15 KiB
C++
638 lines
15 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 "tr_local.h"
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// Compute conservative shadow bounds as the intersection
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// of the object's bounds' shadow volume and the light's bounds.
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//
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// --cass
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template <class T, int N>
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struct MyArray
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{
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MyArray() : s(0) {}
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MyArray( const MyArray<T,N> & cpy ) : s(cpy.s)
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{
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for(int i=0; i < s; i++)
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v[i] = cpy.v[i];
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}
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void push_back(const T & i) {
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v[s] = i;
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s++;
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//if(s > max_size)
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// max_size = int(s);
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}
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T & operator[](int i) {
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return v[i];
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}
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const T & operator[](int i) const {
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return v[i];
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}
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unsigned int size() const {
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return s;
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}
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void empty() {
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s = 0;
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}
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T v[N];
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int s;
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// static int max_size;
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};
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typedef MyArray<int, 4> MyArrayInt;
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//int MyArrayInt::max_size = 0;
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typedef MyArray<idVec4, 16> MyArrayVec4;
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//int MyArrayVec4::max_size = 0;
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struct poly
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{
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MyArrayInt vi;
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MyArrayInt ni;
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idVec4 plane;
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};
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typedef MyArray<poly, 9> MyArrayPoly;
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//int MyArrayPoly::max_size = 0;
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struct edge
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{
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int vi[2];
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int pi[2];
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};
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typedef MyArray<edge, 15> MyArrayEdge;
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//int MyArrayEdge::max_size = 0;
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MyArrayInt four_ints(int a, int b, int c, int d)
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{
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MyArrayInt vi;
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vi.push_back(a);
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vi.push_back(b);
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vi.push_back(c);
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vi.push_back(d);
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return vi;
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}
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idVec3 homogeneous_difference(idVec4 a, idVec4 b)
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{
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idVec3 v;
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v.x = b.x * a.w - a.x * b.w;
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v.y = b.y * a.w - a.y * b.w;
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v.z = b.z * a.w - a.z * b.w;
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return v;
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}
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// handles positive w only
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idVec4 compute_homogeneous_plane(idVec4 a, idVec4 b, idVec4 c)
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{
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idVec4 v, t;
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if(a[3] == 0)
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{ t = a; a = b; b = c; c = t; }
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if(a[3] == 0)
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{ t = a; a = b; b = c; c = t; }
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// can't handle 3 infinite points
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if( a[3] == 0 )
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return v;
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idVec3 vb = homogeneous_difference(a, b);
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idVec3 vc = homogeneous_difference(a, c);
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idVec3 n = vb.Cross(vc);
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n.Normalize();
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v.x = n.x;
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v.y = n.y;
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v.z = n.z;
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v.w = - (n * idVec3(a.x, a.y, a.z)) / a.w ;
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return v;
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}
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struct polyhedron
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{
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MyArrayVec4 v;
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MyArrayPoly p;
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MyArrayEdge e;
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void add_quad( int va, int vb, int vc, int vd )
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{
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poly pg;
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pg.vi = four_ints(va, vb, vc, vd);
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pg.ni = four_ints(-1, -1, -1, -1);
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pg.plane = compute_homogeneous_plane(v[va], v[vb], v[vc]);
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p.push_back(pg);
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}
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void discard_neighbor_info()
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{
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for(unsigned int i = 0; i < p.size(); i++ )
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{
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MyArrayInt & ni = p[i].ni;
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for(unsigned int j = 0; j < ni.size(); j++)
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ni[j] = -1;
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}
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}
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void compute_neighbors()
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{
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e.empty();
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discard_neighbor_info();
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bool found;
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int P = p.size();
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// for each polygon
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for(int i = 0; i < P-1; i++ )
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{
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const MyArrayInt & vi = p[i].vi;
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MyArrayInt & ni = p[i].ni;
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int Si = vi.size();
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// for each edge of that polygon
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for(int ii=0; ii < Si; ii++)
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{
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int ii0 = ii;
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int ii1 = (ii+1) % Si;
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// continue if we've already found this neighbor
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if(ni[ii] != -1)
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continue;
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found = false;
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// check all remaining polygons
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for(int j = i+1; j < P; j++ )
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{
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const MyArrayInt & vj = p[j].vi;
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MyArrayInt & nj = p[j].ni;
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int Sj = vj.size();
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for( int jj = 0; jj < Sj; jj++ )
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{
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int jj0 = jj;
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int jj1 = (jj+1) % Sj;
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if(vi[ii0] == vj[jj1] && vi[ii1] == vj[jj0])
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{
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edge ed;
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ed.vi[0] = vi[ii0];
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ed.vi[1] = vi[ii1];
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ed.pi[0] = i;
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ed.pi[1] = j;
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e.push_back(ed);
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ni[ii] = j;
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nj[jj] = i;
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found = true;
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break;
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}
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else if ( vi[ii0] == vj[jj0] && vi[ii1] == vj[jj1] )
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{
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fprintf(stderr,"why am I here?\n");
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}
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}
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if( found )
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break;
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}
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}
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}
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}
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void recompute_planes()
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{
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// for each polygon
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for(unsigned int i = 0; i < p.size(); i++ )
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{
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p[i].plane = compute_homogeneous_plane(v[p[i].vi[0]], v[p[i].vi[1]], v[p[i].vi[2]]);
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}
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}
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void transform(const idMat4 & m)
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{
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for(unsigned int i=0; i < v.size(); i++ )
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v[i] = m * v[i];
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recompute_planes();
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}
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};
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// make a unit cube
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polyhedron PolyhedronFromBounds( const idBounds & b )
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{
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// 3----------2
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// |\ /|
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// | \ / |
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// | 7--6 |
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// | | | |
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// | 4--5 |
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// | / \ |
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// | / \ |
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// 0----------1
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//
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static polyhedron p;
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if( p.e.size() == 0 ) {
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p.v.push_back(idVec4( -1, -1, 1, 1));
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p.v.push_back(idVec4( 1, -1, 1, 1));
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p.v.push_back(idVec4( 1, 1, 1, 1));
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p.v.push_back(idVec4( -1, 1, 1, 1));
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p.v.push_back(idVec4( -1, -1, -1, 1));
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p.v.push_back(idVec4( 1, -1, -1, 1));
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p.v.push_back(idVec4( 1, 1, -1, 1));
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p.v.push_back(idVec4( -1, 1, -1, 1));
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p.add_quad( 0, 1, 2, 3 );
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p.add_quad( 7, 6, 5, 4 );
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p.add_quad( 1, 0, 4, 5 );
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p.add_quad( 2, 1, 5, 6 );
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p.add_quad( 3, 2, 6, 7 );
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p.add_quad( 0, 3, 7, 4 );
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p.compute_neighbors();
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p.recompute_planes();
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p.v.empty(); // no need to copy this data since it'll be replaced
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}
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polyhedron p2(p);
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const idVec3 & min = b[0];
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const idVec3 & max = b[1];
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p2.v.empty();
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p2.v.push_back(idVec4( min.x, min.y, max.z, 1));
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p2.v.push_back(idVec4( max.x, min.y, max.z, 1));
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p2.v.push_back(idVec4( max.x, max.y, max.z, 1));
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p2.v.push_back(idVec4( min.x, max.y, max.z, 1));
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p2.v.push_back(idVec4( min.x, min.y, min.z, 1));
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p2.v.push_back(idVec4( max.x, min.y, min.z, 1));
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p2.v.push_back(idVec4( max.x, max.y, min.z, 1));
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p2.v.push_back(idVec4( min.x, max.y, min.z, 1));
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p2.recompute_planes();
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return p2;
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}
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polyhedron make_sv(const polyhedron & oc, idVec4 light)
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{
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static polyhedron lut[64];
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int index = 0;
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for(unsigned int i = 0; i < 6; i++) {
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if( ( oc.p[i].plane * light ) > 0 )
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index |= 1<<i;
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}
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if( lut[index].e.size() == 0 )
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{
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polyhedron & ph = lut[index];
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ph = oc;
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int V = ph.v.size();
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for( int j = 0; j < V; j++ )
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{
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idVec3 proj = homogeneous_difference( light, ph.v[j] );
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ph.v.push_back( idVec4(proj.x, proj.y, proj.z, 0) );
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}
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ph.p.empty();
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for(unsigned int i=0; i < oc.p.size(); i++)
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{
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if( (oc.p[i].plane * light) > 0)
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{
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ph.p.push_back(oc.p[i]);
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}
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}
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if(ph.p.size() == 0)
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return ph = polyhedron();
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ph.compute_neighbors();
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MyArrayPoly vpg;
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int I = ph.p.size();
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for(int i=0; i < I; i++)
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{
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MyArrayInt & vi = ph.p[i].vi;
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MyArrayInt & ni = ph.p[i].ni;
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int S = vi.size();
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for(int j = 0; j < S; j++)
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{
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if( ni[j] == -1 )
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{
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poly pg;
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int a = vi[(j+1)%S];
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int b = vi[j];
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pg.vi = four_ints( a, b, b+V, a+V);
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pg.ni = four_ints(-1, -1, -1, -1);
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vpg.push_back(pg);
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}
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}
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}
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for(unsigned int i = 0; i < vpg.size(); i++)
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ph.p.push_back(vpg[i]);
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ph.compute_neighbors();
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ph.v.empty(); // no need to copy this data since it'll be replaced
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}
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polyhedron ph2 = lut[index];
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// initalize vertices
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ph2.v = oc.v;
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int V = ph2.v.size();
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for( int j = 0; j < V; j++ )
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{
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idVec3 proj = homogeneous_difference( light, ph2.v[j] );
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ph2.v.push_back( idVec4(proj.x, proj.y, proj.z, 0) );
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}
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// need to compute planes for the shadow volume (sv)
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ph2.recompute_planes();
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return ph2;
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}
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typedef MyArray<idVec4, 36> MySegments;
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//int MySegments::max_size = 0;
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void polyhedron_edges(polyhedron & a, MySegments & e)
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{
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e.empty();
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if(a.e.size() == 0 && a.p.size() != 0)
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a.compute_neighbors();
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for(unsigned int i = 0; i < a.e.size(); i++)
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{
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e.push_back(a.v[a.e[i].vi[0]]);
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e.push_back(a.v[a.e[i].vi[1]]);
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}
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}
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// clip the segments of e by the planes of polyhedron a.
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void clip_segments(const polyhedron & ph, MySegments & is, MySegments & os)
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{
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const MyArrayPoly & p = ph.p;
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for(unsigned int i = 0; i < is.size(); i+=2 )
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{
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idVec4 a = is[i ];
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idVec4 b = is[i+1];
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idVec4 c;
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bool discard = false;
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for(unsigned int j = 0; j < p.size(); j++ )
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{
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float da = a * p[j].plane;
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float db = b * p[j].plane;
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float rdw = 1/(da - db);
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int code = 0;
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if( da > 0 )
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code = 2;
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if( db > 0 )
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code |= 1;
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switch ( code )
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{
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case 3:
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discard = true;
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break;
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case 2:
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c = -db * rdw * a + da * rdw * b;
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a = c;
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break;
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case 1:
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c = -db * rdw * a + da * rdw * b;
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b = c;
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break;
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case 0:
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break;
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default:
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common->Printf("bad clip code!\n");
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break;
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}
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if( discard )
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break;
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}
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if( ! discard )
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{
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os.push_back(a);
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os.push_back(b);
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}
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}
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}
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idMat4 make_idMat4(const float * m)
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{
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return idMat4( m[ 0], m[ 4], m[ 8], m[12],
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m[ 1], m[ 5], m[ 9], m[13],
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m[ 2], m[ 6], m[10], m[14],
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m[ 3], m[ 7], m[11], m[15] );
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}
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idVec3 v4to3(const idVec4 & v)
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{
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return idVec3(v.x/v.w, v.y/v.w, v.z/v.w);
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}
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void draw_polyhedron( const viewDef_t *viewDef, const polyhedron & p, idVec4 color )
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{
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for(unsigned int i = 0; i < p.e.size(); i++)
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{
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viewDef->renderWorld->DebugLine( color, v4to3(p.v[p.e[i].vi[0]]), v4to3(p.v[p.e[i].vi[1]]));
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}
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}
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void draw_segments( const viewDef_t *viewDef, const MySegments & s, idVec4 color )
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{
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for(unsigned int i = 0; i < s.size(); i+=2)
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{
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viewDef->renderWorld->DebugLine( color, v4to3(s[i]), v4to3(s[i+1]));
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}
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}
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void world_to_hclip( const viewDef_t *viewDef, const idVec4 &global, idVec4 &clip ) {
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int i;
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idVec4 view;
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for ( i = 0 ; i < 4 ; i ++ ) {
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view[i] =
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global[0] * viewDef->worldSpace.modelViewMatrix[ i + 0 * 4 ] +
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global[1] * viewDef->worldSpace.modelViewMatrix[ i + 1 * 4 ] +
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global[2] * viewDef->worldSpace.modelViewMatrix[ i + 2 * 4 ] +
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global[3] * viewDef->worldSpace.modelViewMatrix[ i + 3 * 4 ];
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}
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for ( i = 0 ; i < 4 ; i ++ ) {
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clip[i] =
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view[0] * viewDef->projectionMatrix[ i + 0 * 4 ] +
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view[1] * viewDef->projectionMatrix[ i + 1 * 4 ] +
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view[2] * viewDef->projectionMatrix[ i + 2 * 4 ] +
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view[3] * viewDef->projectionMatrix[ i + 3 * 4 ];
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}
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}
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idScreenRect R_CalcIntersectionScissor( const idRenderLightLocal * lightDef,
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const idRenderEntityLocal * entityDef,
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const viewDef_t * viewDef ) {
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idMat4 omodel = make_idMat4( entityDef->modelMatrix );
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idMat4 lmodel = make_idMat4( lightDef->modelMatrix );
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// compute light polyhedron
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polyhedron lvol = PolyhedronFromBounds( lightDef->frustumTris->bounds );
|
|
// transform it into world space
|
|
//lvol.transform( lmodel );
|
|
|
|
// debug //
|
|
if ( r_useInteractionScissors.GetInteger() == -2 ) {
|
|
draw_polyhedron( viewDef, lvol, colorRed );
|
|
}
|
|
|
|
// compute object polyhedron
|
|
polyhedron vol = PolyhedronFromBounds( entityDef->referenceBounds );
|
|
|
|
//viewDef->renderWorld->DebugBounds( colorRed, lightDef->frustumTris->bounds );
|
|
//viewDef->renderWorld->DebugBox( colorBlue, idBox( model->Bounds(), entityDef->parms.origin, entityDef->parms.axis ) );
|
|
|
|
// transform it into world space
|
|
vol.transform( omodel );
|
|
|
|
// debug //
|
|
if ( r_useInteractionScissors.GetInteger() == -2 ) {
|
|
draw_polyhedron( viewDef, vol, colorBlue );
|
|
}
|
|
|
|
// transform light position into world space
|
|
idVec4 lightpos = idVec4(lightDef->globalLightOrigin.x,
|
|
lightDef->globalLightOrigin.y,
|
|
lightDef->globalLightOrigin.z,
|
|
1.0f );
|
|
|
|
// generate shadow volume "polyhedron"
|
|
polyhedron sv = make_sv(vol, lightpos);
|
|
|
|
MySegments in_segs, out_segs;
|
|
|
|
// get shadow volume edges
|
|
polyhedron_edges(sv, in_segs);
|
|
// clip them against light bounds planes
|
|
clip_segments(lvol, in_segs, out_segs);
|
|
|
|
// get light bounds edges
|
|
polyhedron_edges(lvol, in_segs);
|
|
// clip them by the shadow volume
|
|
clip_segments(sv, in_segs, out_segs);
|
|
|
|
// debug //
|
|
if ( r_useInteractionScissors.GetInteger() == -2 ) {
|
|
draw_segments( viewDef, out_segs, colorGreen );
|
|
}
|
|
|
|
idBounds outbounds;
|
|
outbounds.Clear();
|
|
for( unsigned int i = 0; i < out_segs.size(); i++ ) {
|
|
|
|
idVec4 v;
|
|
world_to_hclip( viewDef, out_segs[i], v );
|
|
|
|
if( v.w <= 0.0f ) {
|
|
return lightDef->viewLight->scissorRect;
|
|
}
|
|
|
|
idVec3 rv(v.x, v.y, v.z);
|
|
rv /= v.w;
|
|
|
|
outbounds.AddPoint( rv );
|
|
}
|
|
|
|
// limit the bounds to avoid an inside out scissor rectangle due to floating point to short conversion
|
|
if ( outbounds[0].x < -1.0f ) {
|
|
outbounds[0].x = -1.0f;
|
|
}
|
|
if ( outbounds[1].x > 1.0f ) {
|
|
outbounds[1].x = 1.0f;
|
|
}
|
|
if ( outbounds[0].y < -1.0f ) {
|
|
outbounds[0].y = -1.0f;
|
|
}
|
|
if ( outbounds[1].y > 1.0f ) {
|
|
outbounds[1].y = 1.0f;
|
|
}
|
|
|
|
float w2 = ( viewDef->viewport.x2 - viewDef->viewport.x1 + 1 ) / 2.0f;
|
|
float x = viewDef->viewport.x1;
|
|
float h2 = ( viewDef->viewport.y2 - viewDef->viewport.y1 + 1 ) / 2.0f;
|
|
float y = viewDef->viewport.y1;
|
|
|
|
idScreenRect rect;
|
|
rect.x1 = outbounds[0].x * w2 + w2 + x;
|
|
rect.x2 = outbounds[1].x * w2 + w2 + x;
|
|
rect.y1 = outbounds[0].y * h2 + h2 + y;
|
|
rect.y2 = outbounds[1].y * h2 + h2 + y;
|
|
rect.Expand();
|
|
|
|
rect.Intersect( lightDef->viewLight->scissorRect );
|
|
|
|
// debug //
|
|
if ( r_useInteractionScissors.GetInteger() == -2 && !rect.IsEmpty() ) {
|
|
viewDef->renderWorld->DebugScreenRect( colorYellow, rect, viewDef );
|
|
}
|
|
|
|
return rect;
|
|
}
|