dhewm3-sdk/game/Pvs.cpp
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2018-08-20 01:46:28 +02:00

1422 lines
34 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 "sys/platform.h"
#include "idlib/Timer.h"
#include "Game_local.h"
#include "Pvs.h"
#define MAX_BOUNDS_AREAS 16
typedef struct pvsPassage_s {
byte * canSee; // bit set for all portals that can be seen through this passage
} pvsPassage_t;
typedef struct pvsPortal_s {
int areaNum; // area this portal leads to
idWinding * w; // winding goes counter clockwise seen from the area this portal is part of
idBounds bounds; // winding bounds
idPlane plane; // winding plane, normal points towards the area this portal leads to
pvsPassage_t * passages; // passages to portals in the area this portal leads to
bool done; // true if pvs is calculated for this portal
byte * vis; // PVS for this portal
byte * mightSee; // used during construction
} pvsPortal_t;
typedef struct pvsArea_s {
int numPortals; // number of portals in this area
idBounds bounds; // bounds of the whole area
pvsPortal_t ** portals; // array with pointers to the portals of this area
} pvsArea_t;
typedef struct pvsStack_s {
struct pvsStack_s * next; // next stack entry
byte * mightSee; // bit set for all portals that might be visible through this passage/portal stack
} pvsStack_t;
/*
================
idPVS::idPVS
================
*/
idPVS::idPVS( void ) {
int i;
numAreas = 0;
numPortals = 0;
connectedAreas = NULL;
areaQueue = NULL;
areaPVS = NULL;
for ( i = 0; i < MAX_CURRENT_PVS; i++ ) {
currentPVS[i].handle.i = -1;
currentPVS[i].handle.h = 0;
currentPVS[i].pvs = NULL;
}
pvsAreas = NULL;
pvsPortals = NULL;
}
/*
================
idPVS::~idPVS
================
*/
idPVS::~idPVS( void ) {
Shutdown();
}
/*
================
idPVS::GetPortalCount
================
*/
int idPVS::GetPortalCount( void ) const {
int i, na, np;
na = gameRenderWorld->NumAreas();
np = 0;
for ( i = 0; i < na; i++ ) {
np += gameRenderWorld->NumPortalsInArea( i );
}
return np;
}
/*
================
idPVS::CreatePVSData
================
*/
void idPVS::CreatePVSData( void ) {
int i, j, n, cp;
exitPortal_t portal;
pvsArea_t *area;
pvsPortal_t *p, **portalPtrs;
if ( !numPortals ) {
return;
}
pvsPortals = new pvsPortal_t[numPortals];
pvsAreas = new pvsArea_t[numAreas];
memset( pvsAreas, 0, numAreas * sizeof( *pvsAreas ) );
cp = 0;
portalPtrs = new pvsPortal_t*[numPortals];
for ( i = 0; i < numAreas; i++ ) {
area = &pvsAreas[i];
area->bounds.Clear();
area->portals = portalPtrs + cp;
n = gameRenderWorld->NumPortalsInArea( i );
for ( j = 0; j < n; j++ ) {
portal = gameRenderWorld->GetPortal( i, j );
p = &pvsPortals[cp++];
// the winding goes counter clockwise seen from this area
p->w = portal.w->Copy();
p->areaNum = portal.areas[1]; // area[1] is always the area the portal leads to
p->vis = new byte[portalVisBytes];
memset( p->vis, 0, portalVisBytes );
p->mightSee = new byte[portalVisBytes];
memset( p->mightSee, 0, portalVisBytes );
p->w->GetBounds( p->bounds );
p->w->GetPlane( p->plane );
// plane normal points to outside the area
p->plane = -p->plane;
// no PVS calculated for this portal yet
p->done = false;
area->portals[area->numPortals] = p;
area->numPortals++;
area->bounds += p->bounds;
}
}
}
/*
================
idPVS::DestroyPVSData
================
*/
void idPVS::DestroyPVSData( void ) {
int i;
if ( !pvsAreas ) {
return;
}
// delete portal pointer array
delete[] pvsAreas[0].portals;
// delete all areas
delete[] pvsAreas;
pvsAreas = NULL;
// delete portal data
for ( i = 0; i < numPortals; i++ ) {
delete[] pvsPortals[i].vis;
delete[] pvsPortals[i].mightSee;
delete pvsPortals[i].w;
}
// delete portals
delete[] pvsPortals;
pvsPortals = NULL;
}
/*
================
idPVS::FloodFrontPortalPVS_r
================
*/
void idPVS::FloodFrontPortalPVS_r( pvsPortal_t *portal, int areaNum ) const {
int i, n;
pvsArea_t *area;
pvsPortal_t *p;
area = &pvsAreas[ areaNum ];
for ( i = 0; i < area->numPortals; i++ ) {
p = area->portals[i];
n = p - pvsPortals;
// don't flood through if this portal is not at the front
if ( !( portal->mightSee[ n>>3 ] & (1 << (n&7)) ) ) {
continue;
}
// don't flood through if already visited this portal
if ( portal->vis[ n>>3 ] & (1 << (n&7)) ) {
continue;
}
// this portal might be visible
portal->vis[ n>>3 ] |= (1 << (n&7));
// flood through the portal
FloodFrontPortalPVS_r( portal, p->areaNum );
}
}
/*
================
idPVS::FrontPortalPVS
================
*/
void idPVS::FrontPortalPVS( void ) const {
int i, j, k, n, p, side1, side2, areaSide;
pvsPortal_t *p1, *p2;
pvsArea_t *area;
for ( i = 0; i < numPortals; i++ ) {
p1 = &pvsPortals[i];
for ( j = 0; j < numAreas; j++ ) {
area = &pvsAreas[j];
areaSide = side1 = area->bounds.PlaneSide( p1->plane );
// if the whole area is at the back side of the portal
if ( areaSide == PLANESIDE_BACK ) {
continue;
}
for ( p = 0; p < area->numPortals; p++ ) {
p2 = area->portals[p];
// if we the whole area is not at the front we need to check
if ( areaSide != PLANESIDE_FRONT ) {
// if the second portal is completely at the back side of the first portal
side1 = p2->bounds.PlaneSide( p1->plane );
if ( side1 == PLANESIDE_BACK ) {
continue;
}
}
// if the first portal is completely at the front of the second portal
side2 = p1->bounds.PlaneSide( p2->plane );
if ( side2 == PLANESIDE_FRONT ) {
continue;
}
// if the second portal is not completely at the front of the first portal
if ( side1 != PLANESIDE_FRONT ) {
// more accurate check
for ( k = 0; k < p2->w->GetNumPoints(); k++ ) {
// if more than an epsilon at the front side
if ( p1->plane.Side( (*p2->w)[k].ToVec3(), ON_EPSILON ) == PLANESIDE_FRONT ) {
break;
}
}
if ( k >= p2->w->GetNumPoints() ) {
continue; // second portal is at the back of the first portal
}
}
// if the first portal is not completely at the back side of the second portal
if ( side2 != PLANESIDE_BACK ) {
// more accurate check
for ( k = 0; k < p1->w->GetNumPoints(); k++ ) {
// if more than an epsilon at the back side
if ( p2->plane.Side( (*p1->w)[k].ToVec3(), ON_EPSILON ) == PLANESIDE_BACK ) {
break;
}
}
if ( k >= p1->w->GetNumPoints() ) {
continue; // first portal is at the front of the second portal
}
}
// the portal might be visible at the front
n = p2 - pvsPortals;
p1->mightSee[ n >> 3 ] |= 1 << (n&7);
}
}
}
// flood the front portal pvs for all portals
for ( i = 0; i < numPortals; i++ ) {
p1 = &pvsPortals[i];
FloodFrontPortalPVS_r( p1, p1->areaNum );
}
}
/*
===============
idPVS::FloodPassagePVS_r
===============
*/
pvsStack_t *idPVS::FloodPassagePVS_r( pvsPortal_t *source, const pvsPortal_t *portal, pvsStack_t *prevStack ) const {
int i, j, n, m;
pvsPortal_t *p;
pvsArea_t *area;
pvsStack_t *stack;
pvsPassage_t *passage;
long *sourceVis, *passageVis, *portalVis, *mightSee, *prevMightSee, more;
area = &pvsAreas[portal->areaNum];
stack = prevStack->next;
// if no next stack entry allocated
if ( !stack ) {
stack = reinterpret_cast<pvsStack_t*>(new byte[sizeof(pvsStack_t) + portalVisBytes]);
stack->mightSee = (reinterpret_cast<byte *>(stack)) + sizeof(pvsStack_t);
stack->next = NULL;
prevStack->next = stack;
}
// check all portals for flooding into other areas
for ( i = 0; i < area->numPortals; i++ ) {
passage = &portal->passages[i];
// if this passage is completely empty
if ( !passage->canSee ) {
continue;
}
p = area->portals[i];
n = p - pvsPortals;
// if this portal cannot be seen through our current portal/passage stack
if ( !( prevStack->mightSee[n >> 3] & (1 << (n & 7)) ) ) {
continue;
}
// mark the portal as visible
source->vis[n >> 3] |= (1 << (n & 7));
// get pointers to vis data
prevMightSee = reinterpret_cast<long *>(prevStack->mightSee);
passageVis = reinterpret_cast<long *>(passage->canSee);
sourceVis = reinterpret_cast<long *>(source->vis);
mightSee = reinterpret_cast<long *>(stack->mightSee);
more = 0;
// use the portal PVS if it has been calculated
if ( p->done ) {
portalVis = reinterpret_cast<long *>(p->vis);
for ( j = 0; j < portalVisLongs; j++ ) {
// get new PVS which is decreased by going through this passage
m = *prevMightSee++ & *passageVis++ & *portalVis++;
// check if anything might be visible through this passage that wasn't yet visible
more |= (m & ~(*sourceVis++));
// store new PVS
*mightSee++ = m;
}
}
else {
// the p->mightSee is implicitely stored in the passageVis
for ( j = 0; j < portalVisLongs; j++ ) {
// get new PVS which is decreased by going through this passage
m = *prevMightSee++ & *passageVis++;
// check if anything might be visible through this passage that wasn't yet visible
more |= (m & ~(*sourceVis++));
// store new PVS
*mightSee++ = m;
}
}
// if nothing more can be seen
if ( !more ) {
continue;
}
// go through the portal
stack->next = FloodPassagePVS_r( source, p, stack );
}
return stack;
}
/*
===============
idPVS::PassagePVS
===============
*/
void idPVS::PassagePVS( void ) const {
int i;
pvsPortal_t *source;
pvsStack_t *stack, *s;
// create the passages
CreatePassages();
// allocate first stack entry
stack = reinterpret_cast<pvsStack_t*>(new byte[sizeof(pvsStack_t) + portalVisBytes]);
stack->mightSee = (reinterpret_cast<byte *>(stack)) + sizeof(pvsStack_t);
stack->next = NULL;
// calculate portal PVS by flooding through the passages
for ( i = 0; i < numPortals; i++ ) {
source = &pvsPortals[i];
memset( source->vis, 0, portalVisBytes );
memcpy( stack->mightSee, source->mightSee, portalVisBytes );
FloodPassagePVS_r( source, source, stack );
source->done = true;
}
// free the allocated stack
for ( s = stack; s; s = stack ) {
stack = stack->next;
delete[] s;
}
// destroy the passages
DestroyPassages();
}
/*
===============
idPVS::AddPassageBoundaries
===============
*/
void idPVS::AddPassageBoundaries( const idWinding &source, const idWinding &pass, bool flipClip, idPlane *bounds, int &numBounds, int maxBounds ) const {
int i, j, k, l;
idVec3 v1, v2, normal;
float d, dist;
bool flipTest, front;
idPlane plane;
// check all combinations
for ( i = 0; i < source.GetNumPoints(); i++ ) {
l = (i + 1) % source.GetNumPoints();
v1 = source[l].ToVec3() - source[i].ToVec3();
// find a vertex of pass that makes a plane that puts all of the
// vertices of pass on the front side and all of the vertices of
// source on the back side
for ( j = 0; j < pass.GetNumPoints(); j++ ) {
v2 = pass[j].ToVec3() - source[i].ToVec3();
normal = v1.Cross( v2 );
if ( normal.Normalize() < 0.01f ) {
continue;
}
dist = normal * pass[j].ToVec3();
//
// find out which side of the generated seperating plane has the
// source portal
//
flipTest = false;
for ( k = 0; k < source.GetNumPoints(); k++ ) {
if ( k == i || k == l ) {
continue;
}
d = source[k].ToVec3() * normal - dist;
if ( d < -ON_EPSILON ) {
// source is on the negative side, so we want all
// pass and target on the positive side
flipTest = false;
break;
}
else if ( d > ON_EPSILON ) {
// source is on the positive side, so we want all
// pass and target on the negative side
flipTest = true;
break;
}
}
if ( k == source.GetNumPoints() ) {
continue; // planar with source portal
}
// flip the normal if the source portal is backwards
if (flipTest) {
normal = -normal;
dist = -dist;
}
// if all of the pass portal points are now on the positive side,
// this is the seperating plane
front = false;
for ( k = 0; k < pass.GetNumPoints(); k++ ) {
if ( k == j ) {
continue;
}
d = pass[k].ToVec3() * normal - dist;
if ( d < -ON_EPSILON ) {
break;
}
else if ( d > ON_EPSILON ) {
front = true;
}
}
if ( k < pass.GetNumPoints() ) {
continue; // points on negative side, not a seperating plane
}
if ( !front ) {
continue; // planar with seperating plane
}
// flip the normal if we want the back side
if ( flipClip ) {
plane.SetNormal( -normal );
plane.SetDist( -dist );
}
else {
plane.SetNormal( normal );
plane.SetDist( dist );
}
// check if the plane is already a passage boundary
for ( k = 0; k < numBounds; k++ ) {
if ( plane.Compare( bounds[k], 0.001f, 0.01f ) ) {
break;
}
}
if ( k < numBounds ) {
break;
}
if ( numBounds >= maxBounds ) {
gameLocal.Warning( "max passage boundaries." );
break;
}
bounds[numBounds] = plane;
numBounds++;
break;
}
}
}
/*
================
idPVS::CreatePassages
================
*/
#define MAX_PASSAGE_BOUNDS 128
void idPVS::CreatePassages( void ) const {
int i, j, l, n, numBounds, front, passageMemory, byteNum, bitNum;
int sides[MAX_PASSAGE_BOUNDS];
idPlane passageBounds[MAX_PASSAGE_BOUNDS];
pvsPortal_t *source, *target, *p;
pvsArea_t *area;
pvsPassage_t *passage;
idFixedWinding winding;
byte canSee, mightSee, bit;
passageMemory = 0;
for ( i = 0; i < numPortals; i++ ) {
source = &pvsPortals[i];
area = &pvsAreas[source->areaNum];
source->passages = new pvsPassage_t[area->numPortals];
for ( j = 0; j < area->numPortals; j++ ) {
target = area->portals[j];
n = target - pvsPortals;
passage = &source->passages[j];
// if the source portal cannot see this portal
if ( !( source->mightSee[ n>>3 ] & (1 << (n&7)) ) ) {
// not all portals in the area have to be visible because areas are not necesarily convex
// also no passage has to be created for the portal which is the opposite of the source
passage->canSee = NULL;
continue;
}
passage->canSee = new byte[portalVisBytes];
passageMemory += portalVisBytes;
// boundary plane normals point inwards
numBounds = 0;
AddPassageBoundaries( *(source->w), *(target->w), false, passageBounds, numBounds, MAX_PASSAGE_BOUNDS );
AddPassageBoundaries( *(target->w), *(source->w), true, passageBounds, numBounds, MAX_PASSAGE_BOUNDS );
// get all portals visible through this passage
for ( byteNum = 0; byteNum < portalVisBytes; byteNum++) {
canSee = 0;
mightSee = source->mightSee[byteNum] & target->mightSee[byteNum];
// go through eight portals at a time to speed things up
for ( bitNum = 0; bitNum < 8; bitNum++ ) {
bit = 1 << bitNum;
if ( !( mightSee & bit ) ) {
continue;
}
p = &pvsPortals[(byteNum << 3) + bitNum];
if ( p->areaNum == source->areaNum ) {
continue;
}
for ( front = 0, l = 0; l < numBounds; l++ ) {
sides[l] = p->bounds.PlaneSide( passageBounds[l] );
// if completely at the back of the passage bounding plane
if ( sides[l] == PLANESIDE_BACK ) {
break;
}
// if completely at the front
if ( sides[l] == PLANESIDE_FRONT ) {
front++;
}
}
// if completely outside the passage
if ( l < numBounds ) {
continue;
}
// if not at the front of all bounding planes and thus not completely inside the passage
if ( front != numBounds ) {
winding = *p->w;
for ( l = 0; l < numBounds; l++ ) {
// only clip if the winding possibly crosses this plane
if ( sides[l] != PLANESIDE_CROSS ) {
continue;
}
// clip away the part at the back of the bounding plane
winding.ClipInPlace( passageBounds[l] );
// if completely clipped away
if ( !winding.GetNumPoints() ) {
break;
}
}
// if completely outside the passage
if ( l < numBounds ) {
continue;
}
}
canSee |= bit;
}
// store results of all eight portals
passage->canSee[byteNum] = canSee;
}
// can always see the target portal
passage->canSee[n >> 3] |= (1 << (n&7));
}
}
if ( passageMemory < 1024 ) {
gameLocal.Printf( "%5d bytes passage memory used to build PVS\n", passageMemory );
}
else {
gameLocal.Printf( "%5d KB passage memory used to build PVS\n", passageMemory>>10 );
}
}
/*
================
idPVS::DestroyPassages
================
*/
void idPVS::DestroyPassages( void ) const {
int i, j;
pvsPortal_t *p;
pvsArea_t *area;
for ( i = 0; i < numPortals; i++ ) {
p = &pvsPortals[i];
area = &pvsAreas[p->areaNum];
for ( j = 0; j < area->numPortals; j++ ) {
if ( p->passages[j].canSee ) {
delete[] p->passages[j].canSee;
}
}
delete[] p->passages;
}
}
/*
================
idPVS::CopyPortalPVSToMightSee
================
*/
void idPVS::CopyPortalPVSToMightSee( void ) const {
int i;
pvsPortal_t *p;
for ( i = 0; i < numPortals; i++ ) {
p = &pvsPortals[i];
memcpy( p->mightSee, p->vis, portalVisBytes );
}
}
/*
================
idPVS::AreaPVSFromPortalPVS
================
*/
int idPVS::AreaPVSFromPortalPVS( void ) const {
int i, j, k, areaNum, totalVisibleAreas;
long *p1, *p2;
byte *pvs, *portalPVS;
pvsArea_t *area;
totalVisibleAreas = 0;
if ( !numPortals ) {
return totalVisibleAreas;
}
memset( areaPVS, 0, numAreas * areaVisBytes );
for ( i = 0; i < numAreas; i++ ) {
area = &pvsAreas[i];
pvs = areaPVS + i * areaVisBytes;
// the area is visible to itself
pvs[ i >> 3 ] |= 1 << (i & 7);
if ( !area->numPortals ) {
continue;
}
// store the PVS of all portals in this area at the first portal
for ( j = 1; j < area->numPortals; j++ ) {
p1 = reinterpret_cast<long *>(area->portals[0]->vis);
p2 = reinterpret_cast<long *>(area->portals[j]->vis);
for ( k = 0; k < portalVisLongs; k++ ) {
*p1++ |= *p2++;
}
}
// the portals of this area are always visible
for ( j = 0; j < area->numPortals; j++ ) {
k = area->portals[j] - pvsPortals;
area->portals[0]->vis[ k >> 3 ] |= 1 << (k & 7);
}
// set all areas to visible that can be seen from the portals of this area
portalPVS = area->portals[0]->vis;
for ( j = 0; j < numPortals; j++ ) {
// if this portal is visible
if ( portalPVS[j>>3] & (1 << (j&7)) ) {
areaNum = pvsPortals[j].areaNum;
pvs[ areaNum >> 3 ] |= 1 << (areaNum & 7);
}
}
// count the number of visible areas
for ( j = 0; j < numAreas; j++ ) {
if ( pvs[j>>3] & (1 << (j&7)) ) {
totalVisibleAreas++;
}
}
}
return totalVisibleAreas;
}
/*
================
idPVS::Init
================
*/
void idPVS::Init( void ) {
int totalVisibleAreas;
Shutdown();
numAreas = gameRenderWorld->NumAreas();
if ( numAreas <= 0 ) {
return;
}
connectedAreas = new bool[numAreas];
areaQueue = new int[numAreas];
areaVisBytes = ( ((numAreas+31)&~31) >> 3);
areaVisLongs = areaVisBytes/sizeof(long);
areaPVS = new byte[numAreas * areaVisBytes];
memset( areaPVS, 0xFF, numAreas * areaVisBytes );
numPortals = GetPortalCount();
portalVisBytes = ( ((numPortals+31)&~31) >> 3);
portalVisLongs = portalVisBytes/sizeof(long);
for ( int i = 0; i < MAX_CURRENT_PVS; i++ ) {
currentPVS[i].handle.i = -1;
currentPVS[i].handle.h = 0;
currentPVS[i].pvs = new byte[areaVisBytes];
memset( currentPVS[i].pvs, 0, areaVisBytes );
}
idTimer timer;
timer.Start();
CreatePVSData();
FrontPortalPVS();
CopyPortalPVSToMightSee();
PassagePVS();
totalVisibleAreas = AreaPVSFromPortalPVS();
DestroyPVSData();
timer.Stop();
gameLocal.Printf( "%5.0f msec to calculate PVS\n", timer.Milliseconds() );
gameLocal.Printf( "%5d areas\n", numAreas );
gameLocal.Printf( "%5d portals\n", numPortals );
gameLocal.Printf( "%5d areas visible on average\n", totalVisibleAreas / numAreas );
if ( numAreas * areaVisBytes < 1024 ) {
gameLocal.Printf( "%5d bytes PVS data\n", numAreas * areaVisBytes );
}
else {
gameLocal.Printf( "%5d KB PVS data\n", (numAreas * areaVisBytes) >> 10 );
}
}
/*
================
idPVS::Shutdown
================
*/
void idPVS::Shutdown( void ) {
if ( connectedAreas ) {
delete connectedAreas;
connectedAreas = NULL;
}
if ( areaQueue ) {
delete areaQueue;
areaQueue = NULL;
}
if ( areaPVS ) {
delete areaPVS;
areaPVS = NULL;
}
if ( currentPVS ) {
for ( int i = 0; i < MAX_CURRENT_PVS; i++ ) {
delete currentPVS[i].pvs;
currentPVS[i].pvs = NULL;
}
}
}
/*
================
idPVS::GetConnectedAreas
assumes the 'areas' array is initialized to false
================
*/
void idPVS::GetConnectedAreas( int srcArea, bool *areas ) const {
int curArea, nextArea;
int queueStart, queueEnd;
int i, n;
exitPortal_t portal;
queueStart = -1;
queueEnd = 0;
areas[srcArea] = true;
for ( curArea = srcArea; queueStart < queueEnd; curArea = areaQueue[++queueStart] ) {
n = gameRenderWorld->NumPortalsInArea( curArea );
for ( i = 0; i < n; i++ ) {
portal = gameRenderWorld->GetPortal( curArea, i );
if ( portal.blockingBits & PS_BLOCK_VIEW ) {
continue;
}
// area[1] is always the area the portal leads to
nextArea = portal.areas[1];
// if already visited this area
if ( areas[nextArea] ) {
continue;
}
// add area to queue
areaQueue[queueEnd++] = nextArea;
areas[nextArea] = true;
}
}
}
/*
================
idPVS::GetPVSArea
================
*/
int idPVS::GetPVSArea( const idVec3 &point ) const {
return gameRenderWorld->PointInArea( point );
}
/*
================
idPVS::GetPVSAreas
================
*/
int idPVS::GetPVSAreas( const idBounds &bounds, int *areas, int maxAreas ) const {
return gameRenderWorld->BoundsInAreas( bounds, areas, maxAreas );
}
/*
================
idPVS::SetupCurrentPVS
================
*/
pvsHandle_t idPVS::SetupCurrentPVS( const idVec3 &source, const pvsType_t type ) const {
int sourceArea;
sourceArea = gameRenderWorld->PointInArea( source );
return SetupCurrentPVS( sourceArea, type );
}
/*
================
idPVS::SetupCurrentPVS
================
*/
pvsHandle_t idPVS::SetupCurrentPVS( const idBounds &source, const pvsType_t type ) const {
int numSourceAreas, sourceAreas[MAX_BOUNDS_AREAS];
numSourceAreas = gameRenderWorld->BoundsInAreas( source, sourceAreas, MAX_BOUNDS_AREAS );
return SetupCurrentPVS( sourceAreas, numSourceAreas, type );
}
/*
================
idPVS::SetupCurrentPVS
================
*/
pvsHandle_t idPVS::SetupCurrentPVS( const int sourceArea, const pvsType_t type ) const {
int i;
pvsHandle_t handle;
handle = AllocCurrentPVS( *reinterpret_cast<const unsigned int *>(&sourceArea) );
if ( sourceArea < 0 || sourceArea >= numAreas ) {
memset( currentPVS[handle.i].pvs, 0, areaVisBytes );
return handle;
}
if ( type != PVS_CONNECTED_AREAS ) {
memcpy( currentPVS[handle.i].pvs, areaPVS + sourceArea * areaVisBytes, areaVisBytes );
} else {
memset( currentPVS[handle.i].pvs, -1, areaVisBytes );
}
if ( type == PVS_ALL_PORTALS_OPEN ) {
return handle;
}
memset( connectedAreas, 0, numAreas * sizeof( *connectedAreas ) );
GetConnectedAreas( sourceArea, connectedAreas );
for ( i = 0; i < numAreas; i++ ) {
if ( !connectedAreas[i] ) {
currentPVS[handle.i].pvs[i>>3] &= ~(1 << (i&7));
}
}
return handle;
}
/*
================
idPVS::SetupCurrentPVS
================
*/
pvsHandle_t idPVS::SetupCurrentPVS( const int *sourceAreas, const int numSourceAreas, const pvsType_t type ) const {
int i, j;
unsigned int h;
long *vis, *pvs;
pvsHandle_t handle;
h = 0;
for ( i = 0; i < numSourceAreas; i++ ) {
h ^= *reinterpret_cast<const unsigned int *>(&sourceAreas[i]);
}
handle = AllocCurrentPVS( h );
if ( !numSourceAreas || sourceAreas[0] < 0 || sourceAreas[0] >= numAreas) {
memset( currentPVS[handle.i].pvs, 0, areaVisBytes );
return handle;
}
if ( type != PVS_CONNECTED_AREAS ) {
// merge PVS of all areas the source is in
memcpy( currentPVS[handle.i].pvs, areaPVS + sourceAreas[0] * areaVisBytes, areaVisBytes );
for ( i = 1; i < numSourceAreas; i++ ) {
assert( sourceAreas[i] >= 0 && sourceAreas[i] < numAreas );
vis = reinterpret_cast<long*>(areaPVS + sourceAreas[i] * areaVisBytes);
pvs = reinterpret_cast<long*>(currentPVS[handle.i].pvs);
for ( j = 0; j < areaVisLongs; j++ ) {
*pvs++ |= *vis++;
}
}
} else {
memset( currentPVS[handle.i].pvs, -1, areaVisBytes );
}
if ( type == PVS_ALL_PORTALS_OPEN ) {
return handle;
}
memset( connectedAreas, 0, numAreas * sizeof( *connectedAreas ) );
// get all areas connected to any of the source areas
for ( i = 0; i < numSourceAreas; i++ ) {
if ( !connectedAreas[sourceAreas[i]] ) {
GetConnectedAreas( sourceAreas[i], connectedAreas );
}
}
// remove unconnected areas from the PVS
for ( i = 0; i < numAreas; i++ ) {
if ( !connectedAreas[i] ) {
currentPVS[handle.i].pvs[i>>3] &= ~(1 << (i&7));
}
}
return handle;
}
/*
================
idPVS::MergeCurrentPVS
================
*/
pvsHandle_t idPVS::MergeCurrentPVS( pvsHandle_t pvs1, pvsHandle_t pvs2 ) const {
int i;
long *pvs1Ptr, *pvs2Ptr, *ptr;
pvsHandle_t handle;
if ( pvs1.i < 0 || pvs1.i >= MAX_CURRENT_PVS || pvs1.h != currentPVS[pvs1.i].handle.h ||
pvs2.i < 0 || pvs2.i >= MAX_CURRENT_PVS || pvs2.h != currentPVS[pvs2.i].handle.h ) {
gameLocal.Error( "idPVS::MergeCurrentPVS: invalid handle" );
}
handle = AllocCurrentPVS( pvs1.h ^ pvs2.h );
ptr = reinterpret_cast<long*>(currentPVS[handle.i].pvs);
pvs1Ptr = reinterpret_cast<long*>(currentPVS[pvs1.i].pvs);
pvs2Ptr = reinterpret_cast<long*>(currentPVS[pvs2.i].pvs);
for ( i = 0; i < areaVisLongs; i++ ) {
*ptr++ = *pvs1Ptr++ | *pvs2Ptr++;
}
return handle;
}
/*
================
idPVS::AllocCurrentPVS
================
*/
pvsHandle_t idPVS::AllocCurrentPVS( unsigned int h ) const {
int i;
pvsHandle_t handle;
for ( i = 0; i < MAX_CURRENT_PVS; i++ ) {
if ( currentPVS[i].handle.i == -1 ) {
currentPVS[i].handle.i = i;
currentPVS[i].handle.h = h;
return currentPVS[i].handle;
}
}
gameLocal.Error( "idPVS::AllocCurrentPVS: no free PVS left" );
handle.i = -1;
handle.h = 0;
return handle;
}
/*
================
idPVS::FreeCurrentPVS
================
*/
void idPVS::FreeCurrentPVS( pvsHandle_t handle ) const {
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS || handle.h != currentPVS[handle.i].handle.h ) {
gameLocal.Error( "idPVS::FreeCurrentPVS: invalid handle" );
}
currentPVS[handle.i].handle.i = -1;
}
/*
================
idPVS::InCurrentPVS
================
*/
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const idVec3 &target ) const {
int targetArea;
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
handle.h != currentPVS[handle.i].handle.h ) {
gameLocal.Error( "idPVS::InCurrentPVS: invalid handle" );
}
targetArea = gameRenderWorld->PointInArea( target );
if ( targetArea == -1 ) {
return false;
}
return ( ( currentPVS[handle.i].pvs[targetArea>>3] & (1 << (targetArea&7)) ) != 0 );
}
/*
================
idPVS::InCurrentPVS
================
*/
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const idBounds &target ) const {
int i, numTargetAreas, targetAreas[MAX_BOUNDS_AREAS];
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
handle.h != currentPVS[handle.i].handle.h ) {
gameLocal.Error( "idPVS::InCurrentPVS: invalid handle" );
}
numTargetAreas = gameRenderWorld->BoundsInAreas( target, targetAreas, MAX_BOUNDS_AREAS );
for ( i = 0; i < numTargetAreas; i++ ) {
if ( currentPVS[handle.i].pvs[targetAreas[i]>>3] & (1 << (targetAreas[i]&7)) ) {
return true;
}
}
return false;
}
/*
================
idPVS::InCurrentPVS
================
*/
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const int targetArea ) const {
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
handle.h != currentPVS[handle.i].handle.h ) {
gameLocal.Error( "idPVS::InCurrentPVS: invalid handle" );
}
if ( targetArea < 0 || targetArea >= numAreas ) {
return false;
}
return ( ( currentPVS[handle.i].pvs[targetArea>>3] & (1 << (targetArea&7)) ) != 0 );
}
/*
================
idPVS::InCurrentPVS
================
*/
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const int *targetAreas, int numTargetAreas ) const {
int i;
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
handle.h != currentPVS[handle.i].handle.h ) {
gameLocal.Error( "idPVS::InCurrentPVS: invalid handle" );
}
for ( i = 0; i < numTargetAreas; i++ ) {
if ( targetAreas[i] < 0 || targetAreas[i] >= numAreas ) {
continue;
}
if ( currentPVS[handle.i].pvs[targetAreas[i]>>3] & (1 << (targetAreas[i]&7)) ) {
return true;
}
}
return false;
}
/*
================
idPVS::DrawPVS
================
*/
void idPVS::DrawPVS( const idVec3 &source, const pvsType_t type ) const {
int i, j, k, numPoints, n, sourceArea;
exitPortal_t portal;
idPlane plane;
idVec3 offset;
idVec4 *color;
pvsHandle_t handle;
sourceArea = gameRenderWorld->PointInArea( source );
if ( sourceArea == -1 ) {
return;
}
handle = SetupCurrentPVS( source, type );
for ( j = 0; j < numAreas; j++ ) {
if ( !( currentPVS[handle.i].pvs[j>>3] & (1 << (j&7)) ) ) {
continue;
}
if ( j == sourceArea ) {
color = &colorRed;
}
else {
color = &colorCyan;
}
n = gameRenderWorld->NumPortalsInArea( j );
// draw all the portals of the area
for ( i = 0; i < n; i++ ) {
portal = gameRenderWorld->GetPortal( j, i );
numPoints = portal.w->GetNumPoints();
portal.w->GetPlane( plane );
offset = plane.Normal() * 4.0f;
for ( k = 0; k < numPoints; k++ ) {
gameRenderWorld->DebugLine( *color, (*portal.w)[k].ToVec3() + offset, (*portal.w)[(k+1)%numPoints].ToVec3() + offset );
}
}
}
FreeCurrentPVS( handle );
}
/*
================
idPVS::DrawPVS
================
*/
void idPVS::DrawPVS( const idBounds &source, const pvsType_t type ) const {
int i, j, k, numPoints, n, num, areas[MAX_BOUNDS_AREAS];
exitPortal_t portal;
idPlane plane;
idVec3 offset;
idVec4 *color;
pvsHandle_t handle;
num = gameRenderWorld->BoundsInAreas( source, areas, MAX_BOUNDS_AREAS );
if ( !num ) {
return;
}
handle = SetupCurrentPVS( source, type );
for ( j = 0; j < numAreas; j++ ) {
if ( !( currentPVS[handle.i].pvs[j>>3] & (1 << (j&7)) ) ) {
continue;
}
for ( i = 0; i < num; i++ ) {
if ( j == areas[i] ) {
break;
}
}
if ( i < num ) {
color = &colorRed;
}
else {
color = &colorCyan;
}
n = gameRenderWorld->NumPortalsInArea( j );
// draw all the portals of the area
for ( i = 0; i < n; i++ ) {
portal = gameRenderWorld->GetPortal( j, i );
numPoints = portal.w->GetNumPoints();
portal.w->GetPlane( plane );
offset = plane.Normal() * 4.0f;
for ( k = 0; k < numPoints; k++ ) {
gameRenderWorld->DebugLine( *color, (*portal.w)[k].ToVec3() + offset, (*portal.w)[(k+1)%numPoints].ToVec3() + offset );
}
}
}
FreeCurrentPVS( handle );
}
/*
================
idPVS::DrawPVS
================
*/
void idPVS::DrawCurrentPVS( const pvsHandle_t handle, const idVec3 &source ) const {
int i, j, k, numPoints, n, sourceArea;
exitPortal_t portal;
idPlane plane;
idVec3 offset;
idVec4 *color;
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
handle.h != currentPVS[handle.i].handle.h ) {
gameLocal.Error( "idPVS::DrawCurrentPVS: invalid handle" );
}
sourceArea = gameRenderWorld->PointInArea( source );
if ( sourceArea == -1 ) {
return;
}
for ( j = 0; j < numAreas; j++ ) {
if ( !( currentPVS[handle.i].pvs[j>>3] & (1 << (j&7)) ) ) {
continue;
}
if ( j == sourceArea ) {
color = &colorRed;
}
else {
color = &colorCyan;
}
n = gameRenderWorld->NumPortalsInArea( j );
// draw all the portals of the area
for ( i = 0; i < n; i++ ) {
portal = gameRenderWorld->GetPortal( j, i );
numPoints = portal.w->GetNumPoints();
portal.w->GetPlane( plane );
offset = plane.Normal() * 4.0f;
for ( k = 0; k < numPoints; k++ ) {
gameRenderWorld->DebugLine( *color, (*portal.w)[k].ToVec3() + offset, (*portal.w)[(k+1)%numPoints].ToVec3() + offset );
}
}
}
}
#if ASYNC_WRITE_PVS
/*
===================
idPVS::WritePVS
===================
*/
void idPVS::WritePVS( const pvsHandle_t handle, idBitMsg &msg ) {
msg.WriteData( currentPVS[ handle.i ].pvs, areaVisBytes );
}
/*
===================
idPVS::ReadPVS
===================
*/
void idPVS::ReadPVS( const pvsHandle_t handle, const idBitMsg &msg ) {
byte l_pvs[ 256 ];
int i;
assert( areaVisBytes <= 256 );
msg.ReadData( l_pvs, areaVisBytes );
if ( memcmp( l_pvs, currentPVS[ handle.i ].pvs, areaVisBytes ) ) {
common->Printf( "PVS not matching ( %d areaVisBytes ) - server then client:\n", areaVisBytes );
for ( i = 0; i < areaVisBytes; i++ ) {
common->Printf( "%x ", l_pvs[ i ] );
}
common->Printf( "\n" );
for ( i = 0; i < areaVisBytes; i++ ) {
common->Printf( "%x ", currentPVS[ handle.i ].pvs[ i ] );
}
common->Printf( "\n" );
}
}
#endif