mirror of
https://bitbucket.org/CPMADevs/cnq3
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603 lines
15 KiB
C++
603 lines
15 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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// returns true if the grid is completely culled away.
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// also sets the clipped hint bit in tess
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static qbool R_CullTriSurf( const srfTriangles_t* cv )
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{
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return ( R_CullLocalBox( cv->bounds ) == CULL_OUT );
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}
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// returns true if the grid is completely culled away.
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// also sets the clipped hint bit in tess
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static qbool R_CullGrid( const srfGridMesh_t* cv )
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{
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int sphereCull;
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if ( r_nocurves->integer ) {
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return qtrue;
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}
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if ( tr.currentEntityNum != ENTITYNUM_WORLD ) {
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sphereCull = R_CullLocalPointAndRadius( cv->localOrigin, cv->meshRadius );
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} else {
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sphereCull = R_CullPointAndRadius( cv->localOrigin, cv->meshRadius );
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}
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// check for trivial reject
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if ( sphereCull == CULL_OUT )
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{
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tr.pc[RF_BEZ_CULL_S_OUT]++;
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return qtrue;
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}
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// check bounding box if necessary
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if ( sphereCull == CULL_CLIP )
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{
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tr.pc[RF_BEZ_CULL_S_CLIP]++;
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int boxCull = R_CullLocalBox( cv->meshBounds );
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if ( boxCull == CULL_OUT )
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{
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tr.pc[RF_BEZ_CULL_B_OUT]++;
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return qtrue;
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}
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else if ( boxCull == CULL_IN )
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{
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tr.pc[RF_BEZ_CULL_B_IN]++;
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}
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else
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{
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tr.pc[RF_BEZ_CULL_B_CLIP]++;
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}
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}
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else
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{
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tr.pc[RF_BEZ_CULL_S_IN]++;
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}
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return qfalse;
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}
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// try to cull surfaces before they are added to the draw list
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// this code will also allow mirrors on both sides of a model without recursion
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static qbool R_CullSurface( const surfaceType_t* surface, const shader_t* shader )
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{
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if ( r_nocull->integer ) {
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return qfalse;
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}
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if ( *surface == SF_GRID ) {
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return R_CullGrid( (const srfGridMesh_t*)surface );
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}
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if ( *surface == SF_TRIANGLES ) {
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return R_CullTriSurf( (const srfTriangles_t*)surface );
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}
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if ( *surface != SF_FACE ) {
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return qfalse;
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}
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if ( shader->cullType == CT_TWO_SIDED ) {
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return qfalse;
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}
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const srfSurfaceFace_t* face = (const srfSurfaceFace_t*)surface;
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float d = DotProduct( tr.orient.viewOrigin, face->plane.normal );
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// don't cull exactly on the plane, because there are levels of rounding
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// through the BSP, ICD, and hardware that may cause pixel gaps if an
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// epsilon isn't allowed here
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if ( shader->cullType == CT_FRONT_SIDED ) {
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if ( d < face->plane.dist - 8 ) {
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return qtrue;
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}
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} else {
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if ( d > face->plane.dist + 8 ) {
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return qtrue;
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}
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}
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return qfalse;
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}
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///////////////////////////////////////////////////////////////
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static qbool R_LightCullBounds( const dlight_t* dl, const vec3_t mins, const vec3_t maxs )
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{
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if (dl->transformed[0] - dl->radius > maxs[0])
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return qtrue;
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if (dl->transformed[0] + dl->radius < mins[0])
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return qtrue;
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if (dl->transformed[1] - dl->radius > maxs[1])
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return qtrue;
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if (dl->transformed[1] + dl->radius < mins[1])
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return qtrue;
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if (dl->transformed[2] - dl->radius > maxs[2])
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return qtrue;
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if (dl->transformed[2] + dl->radius < mins[2])
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return qtrue;
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return qfalse;
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}
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static qbool R_LightCullFace( const srfSurfaceFace_t* face, const dlight_t* dl )
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{
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const float d = DotProduct( dl->transformed, face->plane.normal ) - face->plane.dist;
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if ( (d < -dl->radius) || (d > dl->radius) )
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return qtrue;
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return qfalse;
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}
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static qbool R_LightCullSurface( const surfaceType_t* surface, const dlight_t* dl )
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{
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switch (*surface) {
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case SF_FACE:
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return R_LightCullFace( (const srfSurfaceFace_t*)surface, dl );
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case SF_GRID: {
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const srfGridMesh_t* grid = (const srfGridMesh_t*)surface;
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return R_LightCullBounds( dl, grid->meshBounds[0], grid->meshBounds[1] );
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}
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case SF_TRIANGLES: {
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const srfTriangles_t* tris = (const srfTriangles_t*)surface;
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return R_LightCullBounds( dl, tris->bounds[0], tris->bounds[1] );
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}
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}
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return qfalse;
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}
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static void R_AddWorldSurface( msurface_t* surf )
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{
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if ( surf->vcBSP == tr.viewCount )
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return; // already checked during this BSP walk
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surf->vcBSP = tr.viewCount;
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if ( R_CullSurface( surf->data, surf->shader ) )
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return;
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surf->vcVisible = tr.viewCount;
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R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex );
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}
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/*
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=============================================================
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WORLD MODEL
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=============================================================
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*/
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static void R_RecursiveWorldNode( mnode_t *node, int planeBits )
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{
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do {
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// if the node wasn't marked as potentially visible, exit
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if (node->visframe != tr.visCount)
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return;
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// if the bounding volume is completely outside the frustum, dump it
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if ( !r_nocull->integer ) {
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int r;
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if ( planeBits & 1 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~1; // all descendants will also be in front
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}
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}
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if ( planeBits & 2 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~2; // all descendants will also be in front
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}
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}
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if ( planeBits & 4 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~4; // all descendants will also be in front
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}
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}
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if ( planeBits & 8 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~8; // all descendants will also be in front
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}
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}
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}
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if (node->contents != CONTENTS_NODE)
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break;
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// recurse down the children, front side first
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R_RecursiveWorldNode( node->children[0], planeBits );
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// tail recurse
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node = node->children[1];
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} while ( 1 );
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// leaf node, so add mark surfaces
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tr.pc[RF_LEAFS]++;
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// add to z buffer bounds
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if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
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tr.viewParms.visBounds[0][0] = node->mins[0];
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}
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if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) {
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tr.viewParms.visBounds[0][1] = node->mins[1];
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}
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if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) {
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tr.viewParms.visBounds[0][2] = node->mins[2];
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}
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if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) {
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tr.viewParms.visBounds[1][0] = node->maxs[0];
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}
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if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) {
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tr.viewParms.visBounds[1][1] = node->maxs[1];
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}
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if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) {
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tr.viewParms.visBounds[1][2] = node->maxs[2];
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}
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// add the individual surfaces
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int c = node->nummarksurfaces;
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msurface_t** mark = node->firstmarksurface;
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while (c--) {
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// the surface may have already been added if it spans multiple leafs
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msurface_t* surf = *mark;
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R_AddWorldSurface( surf );
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mark++;
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}
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}
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///////////////////////////////////////////////////////////////
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static void R_AddLitSurface( msurface_t* surf, const dlight_t* light )
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{
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// since we're not worried about offscreen lights casting into the frustum (ATM !!!)
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// only add the "lit" version of this surface if it was already added to the view
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//if ( surf->viewCount != tr.viewCount )
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// return;
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// surfaces that were faceculled will still have the current viewCount in vcBSP
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// because that's set to indicate that it's BEEN vis tested at all, to avoid
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// repeated vis tests, not whether it actually PASSED the vis test or not
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// only light surfaces that are GENUINELY visible, as opposed to merely in a visible LEAF
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if ( surf->vcVisible != tr.viewCount )
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return;
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if ( surf->shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) )
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return;
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// reject mirrors, portals, sky boxes, etc.
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if ( surf->shader->sort < SS_OPAQUE )
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return;
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if ( surf->lightCount == tr.lightCount )
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return; // already in the lit list (or already culled) for this light
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const int stageIndex = surf->shader->lightingStages[ST_DIFFUSE];
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if ( stageIndex < 0 )
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return;
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const shaderStage_t* const stage = surf->shader->stages[stageIndex];
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const int srcBits = stage->stateBits & GLS_SRCBLEND_BITS;
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const int dstBits = stage->stateBits & GLS_DSTBLEND_BITS;
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// we can't use a texture that was used with such a blend mode
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// since the final color could look nothing like the texture itself
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if ( srcBits == GLS_SRCBLEND_ONE_MINUS_DST_COLOR ||
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dstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR )
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return;
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surf->lightCount = tr.lightCount;
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if ( R_LightCullSurface( surf->data, light ) ) {
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tr.pc[RF_LIT_CULLS]++;
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return;
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}
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R_AddLitSurf( surf->data, surf->shader, surf->fogIndex );
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}
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static void R_RecursiveLightNode( mnode_t* node )
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{
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do {
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// if the node wasn't marked as potentially visible, exit
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if (node->visframe != tr.visCount)
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return;
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if (node->contents != CONTENTS_NODE)
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break;
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qbool children[2];
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children[0] = children[1] = qfalse;
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float d = DotProduct( tr.light->origin, node->plane->normal ) - node->plane->dist;
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if ( d > -tr.light->radius ) {
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children[0] = qtrue;
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}
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if ( d < tr.light->radius ) {
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children[1] = qtrue;
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}
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if ( children[0] && children[1] ) {
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R_RecursiveLightNode( node->children[0] );
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node = node->children[1];
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}
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else if ( children[0] ) {
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node = node->children[0];
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}
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else if ( children[1] ) {
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node = node->children[1];
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}
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else {
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return;
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}
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} while ( 1 );
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tr.pc[RF_LIT_LEAFS]++;
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// add the individual surfaces
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int c = node->nummarksurfaces;
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msurface_t** mark = node->firstmarksurface;
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while (c--) {
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// the surface may have already been added if it spans multiple leafs
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msurface_t* surf = *mark;
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R_AddLitSurface( surf, tr.light );
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mark++;
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}
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}
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///////////////////////////////////////////////////////////////
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// BRUSH MODELS
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void R_AddBrushModelSurfaces( const trRefEntity_t* re )
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{
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const model_t* model = R_GetModelByHandle( re->e.hModel );
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const bmodel_t* bmodel = model->bmodel;
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if ( R_CullLocalBox( bmodel->bounds ) == CULL_OUT )
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return;
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for ( int s = 0; s < bmodel->numSurfaces; ++s ) {
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R_AddWorldSurface( bmodel->firstSurface + s );
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}
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R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.orient );
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for ( int i = 0; i < tr.refdef.num_dlights; ++i ) {
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dlight_t* dl = &tr.refdef.dlights[i];
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if (R_LightCullBounds( dl, bmodel->bounds[0], bmodel->bounds[1] ))
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continue;
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++tr.lightCount;
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tr.light = dl;
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for ( int s = 0; s < bmodel->numSurfaces; ++s ) {
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R_AddLitSurface( bmodel->firstSurface + s, dl );
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}
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}
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}
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///////////////////////////////////////////////////////////////
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static mnode_t* R_PointInLeaf( const vec3_t p )
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{
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if ( !tr.world ) {
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ri.Error( ERR_DROP, "R_PointInLeaf: no world" );
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}
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mnode_t* node = tr.world->nodes;
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while (node->contents == CONTENTS_NODE) {
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const cplane_t* plane = node->plane;
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float d = DotProduct (p,plane->normal) - plane->dist;
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if (d > 0) {
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node = node->children[0];
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} else {
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node = node->children[1];
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}
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}
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return node;
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}
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static const byte* R_ClusterPVS( int cluster )
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{
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if ( !tr.world || !tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters )
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return tr.world->novis;
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return tr.world->vis + cluster * tr.world->clusterBytes;
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}
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qbool R_inPVS( const vec3_t p1, const vec3_t p2 )
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{
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const mnode_t* leaf;
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leaf = R_PointInLeaf( p1 );
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const byte* vis = CM_ClusterPVS( leaf->cluster );
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leaf = R_PointInLeaf( p2 );
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if ( !(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7))) ) {
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return qfalse;
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}
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return qtrue;
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}
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// mark the leaves and nodes that are in the PVS for the current cluster
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static void R_MarkLeaves()
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{
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mnode_t* leaf;
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int i, cluster;
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// lockpvs lets designers walk around to determine the
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// extent of the current pvs
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if ( r_lockpvs->integer ) {
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return;
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}
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// current viewcluster
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leaf = R_PointInLeaf( tr.viewParms.pvsOrigin );
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cluster = leaf->cluster;
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tr.pc[RF_LEAF_CLUSTER] = cluster;
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tr.pc[RF_LEAF_AREA] = leaf->area;
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// if the cluster is the same and the area visibility matrix
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// hasn't changed, we don't need to mark everything again
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if ( tr.viewCluster == cluster && !tr.refdef.areamaskModified ) {
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return;
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}
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tr.visCount++;
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tr.viewCluster = cluster;
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if ( r_novis->integer || tr.viewCluster == -1 ) {
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for ( i = 0; i < tr.world->numnodes; ++i ) {
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if (tr.world->nodes[i].contents != CONTENTS_SOLID) {
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tr.world->nodes[i].visframe = tr.visCount;
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}
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}
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return;
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}
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const byte* vis = R_ClusterPVS( tr.viewCluster );
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for ( i = 0, leaf = tr.world->nodes; i < tr.world->numnodes; ++i, ++leaf ) {
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cluster = leaf->cluster;
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if ( cluster < 0 || cluster >= tr.world->numClusters ) {
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continue;
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}
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// check general pvs
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if ( !(vis[cluster>>3] & (1<<(cluster&7))) ) {
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continue;
|
|
}
|
|
|
|
// check for door connection
|
|
if ( (tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) {
|
|
continue; // not visible
|
|
}
|
|
|
|
mnode_t* parent = leaf;
|
|
do {
|
|
if (parent->visframe == tr.visCount)
|
|
break;
|
|
parent->visframe = tr.visCount;
|
|
parent = parent->parent;
|
|
} while (parent);
|
|
}
|
|
}
|
|
|
|
|
|
void R_AddWorldSurfaces()
|
|
{
|
|
if ( !r_drawworld->integer ) {
|
|
return;
|
|
}
|
|
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
return;
|
|
}
|
|
|
|
tr.currentEntityNum = ENTITYNUM_WORLD;
|
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
|
|
|
|
// determine which leaves are in the PVS / areamask
|
|
R_MarkLeaves();
|
|
|
|
// add all the visible surfaces and regenerate the visible min/max
|
|
ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
|
|
R_RecursiveWorldNode( tr.world->nodes, 15 );
|
|
|
|
if ( tr.refdef.num_dlights > MAX_DLIGHTS )
|
|
tr.refdef.num_dlights = MAX_DLIGHTS;
|
|
|
|
// "transform" all the dlights so that dl->transformed is actually populated
|
|
// (even though HERE it's == dl->origin) so we can always use R_LightCullBounds
|
|
// instead of having copypasted versions for both world and local cases
|
|
R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.viewParms.world );
|
|
|
|
for ( int i = 0; i < tr.refdef.num_dlights; ++i ) {
|
|
dlight_t* dl = &tr.refdef.dlights[i];
|
|
dl->head = dl->tail = 0;
|
|
if ( R_CullPointAndRadius( dl->origin, dl->radius ) == CULL_OUT ) {
|
|
tr.pc[RF_LIGHT_CULL_OUT]++;
|
|
continue;
|
|
}
|
|
tr.pc[RF_LIGHT_CULL_IN]++;
|
|
++tr.lightCount;
|
|
tr.light = dl;
|
|
R_RecursiveLightNode( tr.world->nodes );
|
|
}
|
|
}
|