/* =========================================================================== 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 . 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 "renderer/ModelManager.h" #include "tools/compilers/dmap/dmap.h" #define TEXTURE_OFFSET_EQUAL_EPSILON 0.005 #define TEXTURE_VECTOR_EQUAL_EPSILON 0.001 /* =============== AddTriListToArea The triList is appended to the apropriate optimzeGroup_t, creating a new one if needed. The entire list is assumed to come from the same planar primitive =============== */ static void AddTriListToArea( uEntity_t *e, mapTri_t *triList, int planeNum, int areaNum, textureVectors_t *texVec ) { uArea_t *area; optimizeGroup_t *group; int i, j; if ( !triList ) { return; } area = &e->areas[areaNum]; for ( group = area->groups ; group ; group = group->nextGroup ) { if ( group->material == triList->material && group->planeNum == planeNum && group->mergeGroup == triList->mergeGroup ) { // check the texture vectors for ( i = 0 ; i < 2 ; i++ ) { for ( j = 0 ; j < 3 ; j++ ) { if ( idMath::Fabs( texVec->v[i][j] - group->texVec.v[i][j] ) > TEXTURE_VECTOR_EQUAL_EPSILON ) { break; } } if ( j != 3 ) { break; } if ( idMath::Fabs( texVec->v[i][3] - group->texVec.v[i][3] ) > TEXTURE_OFFSET_EQUAL_EPSILON ) { break; } } if ( i == 2 ) { break; // exact match } else { // different texture offsets i = 1; // just for debugger breakpoint } } } if ( !group ) { group = (optimizeGroup_t *)Mem_Alloc( sizeof( *group ) ); memset( group, 0, sizeof( *group ) ); group->planeNum = planeNum; group->mergeGroup = triList->mergeGroup; group->material = triList->material; group->nextGroup = area->groups; group->texVec = *texVec; area->groups = group; } group->triList = MergeTriLists( group->triList, triList ); } /* =================== TexVecForTri =================== */ static void TexVecForTri( textureVectors_t *texVec, mapTri_t *tri ) { float area, inva; idVec3 temp; idVec5 d0, d1; idDrawVert *a, *b, *c; a = &tri->v[0]; b = &tri->v[1]; c = &tri->v[2]; d0[0] = b->xyz[0] - a->xyz[0]; d0[1] = b->xyz[1] - a->xyz[1]; d0[2] = b->xyz[2] - a->xyz[2]; d0[3] = b->st[0] - a->st[0]; d0[4] = b->st[1] - a->st[1]; d1[0] = c->xyz[0] - a->xyz[0]; d1[1] = c->xyz[1] - a->xyz[1]; d1[2] = c->xyz[2] - a->xyz[2]; d1[3] = c->st[0] - a->st[0]; d1[4] = c->st[1] - a->st[1]; area = d0[3] * d1[4] - d0[4] * d1[3]; inva = 1.0 / area; temp[0] = (d0[0] * d1[4] - d0[4] * d1[0]) * inva; temp[1] = (d0[1] * d1[4] - d0[4] * d1[1]) * inva; temp[2] = (d0[2] * d1[4] - d0[4] * d1[2]) * inva; temp.Normalize(); texVec->v[0].ToVec3() = temp; texVec->v[0][3] = tri->v[0].xyz * texVec->v[0].ToVec3() - tri->v[0].st[0]; temp[0] = (d0[3] * d1[0] - d0[0] * d1[3]) * inva; temp[1] = (d0[3] * d1[1] - d0[1] * d1[3]) * inva; temp[2] = (d0[3] * d1[2] - d0[2] * d1[3]) * inva; temp.Normalize(); texVec->v[1].ToVec3() = temp; texVec->v[1][3] = tri->v[0].xyz * texVec->v[0].ToVec3() - tri->v[0].st[1]; } /* ================= TriListForSide ================= */ //#define SNAP_FLOAT_TO_INT 8 #define SNAP_FLOAT_TO_INT 256 #define SNAP_INT_TO_FLOAT (1.0/SNAP_FLOAT_TO_INT) mapTri_t *TriListForSide( const side_t *s, const idWinding *w ) { int i, j; idDrawVert *dv; mapTri_t *tri, *triList; const idVec3 *vec; const idMaterial *si; si = s->material; // skip any generated faces if ( !si ) { return NULL; } // don't create faces for non-visible sides if ( !si->SurfaceCastsShadow() && !si->IsDrawn() ) { return NULL; } if ( 1 ) { // triangle fan using only the outer verts // this gives the minimum triangle count, // but may have some very distended triangles triList = NULL; for ( i = 2 ; i < w->GetNumPoints() ; i++ ) { tri = AllocTri(); tri->material = si; tri->next = triList; triList = tri; for ( j = 0 ; j < 3 ; j++ ) { if ( j == 0 ) { vec = &((*w)[0]).ToVec3(); } else if ( j == 1 ) { vec = &((*w)[i-1]).ToVec3(); } else { vec = &((*w)[i]).ToVec3(); } dv = tri->v + j; #if 0 // round the xyz to a given precision for ( k = 0 ; k < 3 ; k++ ) { dv->xyz[k] = SNAP_INT_TO_FLOAT * floor( vec[k] * SNAP_FLOAT_TO_INT + 0.5 ); } #else VectorCopy( *vec, dv->xyz ); #endif // calculate texture s/t from brush primitive texture matrix dv->st[0] = DotProduct( dv->xyz, s->texVec.v[0] ) + s->texVec.v[0][3]; dv->st[1] = DotProduct( dv->xyz, s->texVec.v[1] ) + s->texVec.v[1][3]; // copy normal dv->normal = dmapGlobals.mapPlanes[s->planenum].Normal(); if ( dv->normal.Length() < 0.9 || dv->normal.Length() > 1.1 ) { common->Error( "Bad normal in TriListForSide" ); } } } } else { // triangle fan from central point, more verts and tris, but less distended // I use this when debugging some tjunction problems triList = NULL; for ( i = 0 ; i < w->GetNumPoints() ; i++ ) { idVec3 midPoint; tri = AllocTri(); tri->material = si; tri->next = triList; triList = tri; for ( j = 0 ; j < 3 ; j++ ) { if ( j == 0 ) { vec = &midPoint; midPoint = w->GetCenter(); } else if ( j == 1 ) { vec = &((*w)[i]).ToVec3(); } else { vec = &((*w)[(i+1)%w->GetNumPoints()]).ToVec3(); } dv = tri->v + j; VectorCopy( *vec, dv->xyz ); // calculate texture s/t from brush primitive texture matrix dv->st[0] = DotProduct( dv->xyz, s->texVec.v[0] ) + s->texVec.v[0][3]; dv->st[1] = DotProduct( dv->xyz, s->texVec.v[1] ) + s->texVec.v[1][3]; // copy normal dv->normal = dmapGlobals.mapPlanes[s->planenum].Normal(); if ( dv->normal.Length() < 0.9f || dv->normal.Length() > 1.1f ) { common->Error( "Bad normal in TriListForSide" ); } } } } // set merge groups if needed, to prevent multiple sides from being // merged into a single surface in the case of gui shaders, mirrors, and autosprites if ( s->material->IsDiscrete() ) { for ( tri = triList ; tri ; tri = tri->next ) { tri->mergeGroup = (void *)s; } } return triList; } //================================================================================= /* ==================== ClipSideByTree_r Adds non-opaque leaf fragments to the convex hull ==================== */ static void ClipSideByTree_r( idWinding *w, side_t *side, node_t *node ) { idWinding *front, *back; if ( !w ) { return; } if ( node->planenum != PLANENUM_LEAF ) { if ( side->planenum == node->planenum ) { ClipSideByTree_r( w, side, node->children[0] ); return; } if ( side->planenum == ( node->planenum ^ 1) ) { ClipSideByTree_r( w, side, node->children[1] ); return; } w->Split( dmapGlobals.mapPlanes[ node->planenum ], ON_EPSILON, &front, &back ); delete w; ClipSideByTree_r( front, side, node->children[0] ); ClipSideByTree_r( back, side, node->children[1] ); return; } // if opaque leaf, don't add if ( !node->opaque ) { if ( !side->visibleHull ) { side->visibleHull = w->Copy(); } else { side->visibleHull->AddToConvexHull( w, dmapGlobals.mapPlanes[ side->planenum ].Normal() ); } } delete w; return; } /* ===================== ClipSidesByTree Creates side->visibleHull for all visible sides The visible hull for a side will consist of the convex hull of all points in non-opaque clusters, which allows overlaps to be trimmed off automatically. ===================== */ void ClipSidesByTree( uEntity_t *e ) { uBrush_t *b; int i; idWinding *w; side_t *side; primitive_t *prim; common->Printf( "----- ClipSidesByTree -----\n"); for ( prim = e->primitives ; prim ; prim = prim->next ) { b = prim->brush; if ( !b ) { // FIXME: other primitives! continue; } for ( i = 0 ; i < b->numsides ; i++ ) { side = &b->sides[i]; if ( !side->winding) { continue; } w = side->winding->Copy(); side->visibleHull = NULL; ClipSideByTree_r( w, side, e->tree->headnode ); // for debugging, we can choose to use the entire original side // but we skip this if the side was completely clipped away if ( side->visibleHull && dmapGlobals.noClipSides ) { delete side->visibleHull; side->visibleHull = side->winding->Copy(); } } } } //================================================================================= /* ==================== ClipTriIntoTree_r This is used for adding curve triangles The winding will be freed before it returns ==================== */ void ClipTriIntoTree_r( idWinding *w, mapTri_t *originalTri, uEntity_t *e, node_t *node ) { idWinding *front, *back; if ( !w ) { return; } if ( node->planenum != PLANENUM_LEAF ) { w->Split( dmapGlobals.mapPlanes[ node->planenum ], ON_EPSILON, &front, &back ); delete w; ClipTriIntoTree_r( front, originalTri, e, node->children[0] ); ClipTriIntoTree_r( back, originalTri, e, node->children[1] ); return; } // if opaque leaf, don't add if ( !node->opaque && node->area >= 0 ) { mapTri_t *list; int planeNum; idPlane plane; textureVectors_t texVec; list = WindingToTriList( w, originalTri ); PlaneForTri( originalTri, plane ); planeNum = FindFloatPlane( plane ); TexVecForTri( &texVec, originalTri ); AddTriListToArea( e, list, planeNum, node->area, &texVec ); } delete w; return; } //============================================================= /* ==================== CheckWindingInAreas_r Returns the area number that the winding is in, or -2 if it crosses multiple areas. ==================== */ static int CheckWindingInAreas_r( const idWinding *w, node_t *node ) { idWinding *front, *back; if ( !w ) { return -1; } if ( node->planenum != PLANENUM_LEAF ) { int a1, a2; #if 0 if ( side->planenum == node->planenum ) { return CheckWindingInAreas_r( w, node->children[0] ); } if ( side->planenum == ( node->planenum ^ 1) ) { return CheckWindingInAreas_r( w, node->children[1] ); } #endif w->Split( dmapGlobals.mapPlanes[ node->planenum ], ON_EPSILON, &front, &back ); a1 = CheckWindingInAreas_r( front, node->children[0] ); delete front; a2 = CheckWindingInAreas_r( back, node->children[1] ); delete back; if ( a1 == -2 || a2 == -2 ) { return -2; // different } if ( a1 == -1 ) { return a2; // one solid } if ( a2 == -1 ) { return a1; // one solid } if ( a1 != a2 ) { return -2; // cross areas } return a1; } return node->area; } /* ==================== PutWindingIntoAreas_r Clips a winding down into the bsp tree, then converts the fragments to triangles and adds them to the area lists ==================== */ static void PutWindingIntoAreas_r( uEntity_t *e, const idWinding *w, side_t *side, node_t *node ) { idWinding *front, *back; int area; if ( !w ) { return; } if ( node->planenum != PLANENUM_LEAF ) { if ( side->planenum == node->planenum ) { PutWindingIntoAreas_r( e, w, side, node->children[0] ); return; } if ( side->planenum == ( node->planenum ^ 1) ) { PutWindingIntoAreas_r( e, w, side, node->children[1] ); return; } // see if we need to split it // adding the "noFragment" flag to big surfaces like sky boxes // will avoid potentially dicing them up into tons of triangles // that take forever to optimize back together if ( !dmapGlobals.fullCarve || side->material->NoFragment() ) { area = CheckWindingInAreas_r( w, node ); if ( area >= 0 ) { mapTri_t *tri; // put in single area tri = TriListForSide( side, w ); AddTriListToArea( e, tri, side->planenum, area, &side->texVec ); return; } } w->Split( dmapGlobals.mapPlanes[ node->planenum ], ON_EPSILON, &front, &back ); PutWindingIntoAreas_r( e, front, side, node->children[0] ); if ( front ) { delete front; } PutWindingIntoAreas_r( e, back, side, node->children[1] ); if ( back ) { delete back; } return; } // if opaque leaf, don't add if ( node->area >= 0 && !node->opaque ) { mapTri_t *tri; tri = TriListForSide( side, w ); AddTriListToArea( e, tri, side->planenum, node->area, &side->texVec ); } } /* ================== AddMapTriToAreas Used for curves and inlined models ================== */ void AddMapTriToAreas( mapTri_t *tri, uEntity_t *e ) { int area; idWinding *w; // skip degenerate triangles from pinched curves if ( MapTriArea( tri ) <= 0 ) { return; } if ( dmapGlobals.fullCarve ) { // always fragment into areas w = WindingForTri( tri ); ClipTriIntoTree_r( w, tri, e, e->tree->headnode ); return; } w = WindingForTri( tri ); area = CheckWindingInAreas_r( w, e->tree->headnode ); delete w; if ( area == -1 ) { return; } if ( area >= 0 ) { mapTri_t *newTri; idPlane plane; int planeNum; textureVectors_t texVec; // put in single area newTri = CopyMapTri( tri ); newTri->next = NULL; PlaneForTri( tri, plane ); planeNum = FindFloatPlane( plane ); TexVecForTri( &texVec, newTri ); AddTriListToArea( e, newTri, planeNum, area, &texVec ); } else { // fragment into areas w = WindingForTri( tri ); ClipTriIntoTree_r( w, tri, e, e->tree->headnode ); } } /* ===================== PutPrimitivesInAreas ===================== */ void PutPrimitivesInAreas( uEntity_t *e ) { uBrush_t *b; int i; side_t *side; primitive_t *prim; mapTri_t *tri; common->Printf( "----- PutPrimitivesInAreas -----\n"); // allocate space for surface chains for each area e->areas = (uArea_t *)Mem_Alloc( e->numAreas * sizeof( e->areas[0] ) ); memset( e->areas, 0, e->numAreas * sizeof( e->areas[0] ) ); // for each primitive, clip it to the non-solid leafs // and divide it into different areas for ( prim = e->primitives ; prim ; prim = prim->next ) { b = prim->brush; if ( !b ) { // add curve triangles for ( tri = prim->tris ; tri ; tri = tri->next ) { AddMapTriToAreas( tri, e ); } continue; } // clip in brush sides for ( i = 0 ; i < b->numsides ; i++ ) { side = &b->sides[i]; if ( !side->visibleHull ) { continue; } PutWindingIntoAreas_r( e, side->visibleHull, side, e->tree->headnode ); } } // optionally inline some of the func_static models if ( dmapGlobals.entityNum == 0 ) { bool inlineAll = dmapGlobals.uEntities[0].mapEntity->epairs.GetBool( "inlineAllStatics" ); for ( int eNum = 1 ; eNum < dmapGlobals.num_entities ; eNum++ ) { uEntity_t *entity = &dmapGlobals.uEntities[eNum]; const char *className = entity->mapEntity->epairs.GetString( "classname" ); if ( idStr::Icmp( className, "func_static" ) ) { continue; } if ( !entity->mapEntity->epairs.GetBool( "inline" ) && !inlineAll ) { continue; } const char *modelName = entity->mapEntity->epairs.GetString( "model" ); if ( !modelName ) { continue; } idRenderModel *model = renderModelManager->FindModel( modelName ); common->Printf( "inlining %s.\n", entity->mapEntity->epairs.GetString( "name" ) ); idMat3 axis; // get the rotation matrix in either full form, or single angle form if ( !entity->mapEntity->epairs.GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", axis ) ) { float angle = entity->mapEntity->epairs.GetFloat( "angle" ); if ( angle != 0.0f ) { axis = idAngles( 0.0f, angle, 0.0f ).ToMat3(); } else { axis.Identity(); } } idVec3 origin = entity->mapEntity->epairs.GetVector( "origin" ); for ( i = 0 ; i < model->NumSurfaces() ; i++ ) { const modelSurface_t *surface = model->Surface( i ); const srfTriangles_t *tri = surface->geometry; mapTri_t mapTri; memset( &mapTri, 0, sizeof( mapTri ) ); mapTri.material = surface->shader; // don't let discretes (autosprites, etc) merge together if ( mapTri.material->IsDiscrete() ) { mapTri.mergeGroup = (void *)surface; } for ( int j = 0 ; j < tri->numIndexes ; j += 3 ) { for ( int k = 0 ; k < 3 ; k++ ) { idVec3 v = tri->verts[tri->indexes[j+k]].xyz; mapTri.v[k].xyz = v * axis + origin; mapTri.v[k].normal = tri->verts[tri->indexes[j+k]].normal * axis; mapTri.v[k].st = tri->verts[tri->indexes[j+k]].st; } AddMapTriToAreas( &mapTri, e ); } } } } } //============================================================================ /* ================= ClipTriByLight Carves a triangle by the frustom planes of a light, producing a (possibly empty) list of triangles on the inside and outside. The original triangle is not modified. If no clipping is required, the result will be a copy of the original. If clipping was required, the outside fragments will be planar clips, which will benefit from re-optimization. ================= */ static void ClipTriByLight( const mapLight_t *light, const mapTri_t *tri, mapTri_t **in, mapTri_t **out ) { idWinding *inside, *oldInside; idWinding *outside[6]; bool hasOutside; int i; *in = NULL; *out = NULL; // clip this winding to the light inside = WindingForTri( tri ); hasOutside = false; for ( i = 0 ; i < 6 ; i++ ) { oldInside = inside; if ( oldInside ) { oldInside->Split( light->def.frustum[i], 0, &outside[i], &inside ); delete oldInside; } else { outside[i] = NULL; } if ( outside[i] ) { hasOutside = true; } } if ( !inside ) { // the entire winding is outside this light // free the clipped fragments for ( i = 0 ; i < 6 ; i++ ) { if ( outside[i] ) { delete outside[i]; } } *out = CopyMapTri( tri ); (*out)->next = NULL; return; } if ( !hasOutside ) { // the entire winding is inside this light // free the inside copy delete inside; *in = CopyMapTri( tri ); (*in)->next = NULL; return; } // the winding is split *in = WindingToTriList( inside, tri ); delete inside; // combine all the outside fragments for ( i = 0 ; i < 6 ; i++ ) { if ( outside[i] ) { mapTri_t *list; list = WindingToTriList( outside[i], tri ); delete outside[i]; *out = MergeTriLists( *out, list ); } } } /* ================= BoundOptimizeGroup ================= */ static void BoundOptimizeGroup( optimizeGroup_t *group ) { group->bounds.Clear(); for ( mapTri_t *tri = group->triList ; tri ; tri = tri->next ) { group->bounds.AddPoint( tri->v[0].xyz ); group->bounds.AddPoint( tri->v[1].xyz ); group->bounds.AddPoint( tri->v[2].xyz ); } } /* ==================== BuildLightShadows Build the beam tree and shadow volume surface for a light ==================== */ static void BuildLightShadows( uEntity_t *e, mapLight_t *light ) { int i; optimizeGroup_t *group; mapTri_t *tri; mapTri_t *shadowers; optimizeGroup_t *shadowerGroups; idVec3 lightOrigin; bool hasPerforatedSurface = false; // // build a group list of all the triangles that will contribute to // the optimized shadow volume, leaving the original triangles alone // // shadowers will contain all the triangles that will contribute to the // shadow volume shadowerGroups = NULL; lightOrigin = light->def.globalLightOrigin; // if the light is no-shadows, don't add any surfaces // to the beam tree at all if ( !light->def.parms.noShadows && light->def.lightShader->LightCastsShadows() ) { for ( i = 0 ; i < e->numAreas ; i++ ) { for ( group = e->areas[i].groups ; group ; group = group->nextGroup ) { // if the surface doesn't cast shadows, skip it if ( !group->material->SurfaceCastsShadow() ) { continue; } // if the group doesn't face away from the light, it // won't contribute to the shadow volume if ( dmapGlobals.mapPlanes[ group->planeNum ].Distance( lightOrigin ) > 0 ) { continue; } // if the group bounds doesn't intersect the light bounds, // skip it if ( !group->bounds.IntersectsBounds( light->def.frustumTris->bounds ) ) { continue; } // build up a list of the triangle fragments inside the // light frustum shadowers = NULL; for ( tri = group->triList ; tri ; tri = tri->next ) { mapTri_t *in, *out; // clip it to the light frustum ClipTriByLight( light, tri, &in, &out ); FreeTriList( out ); shadowers = MergeTriLists( shadowers, in ); } // if we didn't get any out of this group, we don't // need to create a new group in the shadower list if ( !shadowers ) { continue; } // find a group in shadowerGroups to add these to // we will ignore everything but planenum, and we // can merge across areas optimizeGroup_t *check; for ( check = shadowerGroups ; check ; check = check->nextGroup ) { if ( check->planeNum == group->planeNum ) { break; } } if ( !check ) { check = (optimizeGroup_t *)Mem_Alloc( sizeof( *check ) ); *check = *group; check->triList = NULL; check->nextGroup = shadowerGroups; shadowerGroups = check; } // if any surface is a shadow-casting perforated or translucent surface, we // can't use the face removal optimizations because we can see through // some of the faces if ( group->material->Coverage() != MC_OPAQUE ) { hasPerforatedSurface = true; } check->triList = MergeTriLists( check->triList, shadowers ); } } } // take the shadower group list and create a beam tree and shadow volume light->shadowTris = CreateLightShadow( shadowerGroups, light ); if ( light->shadowTris && hasPerforatedSurface ) { // can't ever remove front faces, because we can see through some of them light->shadowTris->numShadowIndexesNoCaps = light->shadowTris->numShadowIndexesNoFrontCaps = light->shadowTris->numIndexes; } // we don't need the original shadower triangles for anything else FreeOptimizeGroupList( shadowerGroups ); } /* ==================== CarveGroupsByLight Divide each group into an inside group and an outside group, based on which fragments are illuminated by the light's beam tree ==================== */ static void CarveGroupsByLight( uEntity_t *e, mapLight_t *light ) { int i; optimizeGroup_t *group, *newGroup, *carvedGroups, *nextGroup; mapTri_t *tri, *inside, *outside; uArea_t *area; for ( i = 0 ; i < e->numAreas ; i++ ) { area = &e->areas[i]; carvedGroups = NULL; // we will be either freeing or reassigning the groups as we go for ( group = area->groups ; group ; group = nextGroup ) { nextGroup = group->nextGroup; // if the surface doesn't get lit, don't carve it up if ( ( light->def.lightShader->IsFogLight() && !group->material->ReceivesFog() ) || ( !light->def.lightShader->IsFogLight() && !group->material->ReceivesLighting() ) || !group->bounds.IntersectsBounds( light->def.frustumTris->bounds ) ) { group->nextGroup = carvedGroups; carvedGroups = group; continue; } if ( group->numGroupLights == MAX_GROUP_LIGHTS ) { common->Error( "MAX_GROUP_LIGHTS around %f %f %f", group->triList->v[0].xyz[0], group->triList->v[0].xyz[1], group->triList->v[0].xyz[2] ); } // if the group doesn't face the light, // it won't get carved at all if ( !light->def.lightShader->LightEffectsBackSides() && !group->material->ReceivesLightingOnBackSides() && dmapGlobals.mapPlanes[ group->planeNum ].Distance( light->def.parms.origin ) <= 0 ) { group->nextGroup = carvedGroups; carvedGroups = group; continue; } // split into lists for hit-by-light, and not-hit-by-light inside = NULL; outside = NULL; for ( tri = group->triList ; tri ; tri = tri->next ) { mapTri_t *in, *out; ClipTriByLight( light, tri, &in, &out ); inside = MergeTriLists( inside, in ); outside = MergeTriLists( outside, out ); } if ( inside ) { newGroup = (optimizeGroup_t *)Mem_Alloc( sizeof( *newGroup ) ); *newGroup = *group; newGroup->groupLights[newGroup->numGroupLights] = light; newGroup->numGroupLights++; newGroup->triList = inside; newGroup->nextGroup = carvedGroups; carvedGroups = newGroup; } if ( outside ) { newGroup = (optimizeGroup_t *)Mem_Alloc( sizeof( *newGroup ) ); *newGroup = *group; newGroup->triList = outside; newGroup->nextGroup = carvedGroups; carvedGroups = newGroup; } // free the original group->nextGroup = NULL; FreeOptimizeGroupList( group ); } // replace this area's group list with the new one area->groups = carvedGroups; } } /* ===================== Prelight Break optimize groups up into additional groups at light boundaries, so optimization won't cross light bounds ===================== */ void Prelight( uEntity_t *e ) { int i; int start, end; mapLight_t *light; // don't prelight anything but the world entity if ( dmapGlobals.entityNum != 0 ) { return; } if ( dmapGlobals.shadowOptLevel > 0 ) { common->Printf( "----- BuildLightShadows -----\n" ); start = Sys_Milliseconds(); // calc bounds for all the groups to speed things up for ( i = 0 ; i < e->numAreas ; i++ ) { uArea_t *area = &e->areas[i]; for ( optimizeGroup_t *group = area->groups ; group ; group = group->nextGroup ) { BoundOptimizeGroup( group ); } } for ( i = 0 ; i < dmapGlobals.mapLights.Num() ; i++ ) { light = dmapGlobals.mapLights[i]; BuildLightShadows( e, light ); } end = Sys_Milliseconds(); common->Printf( "%5.1f seconds for BuildLightShadows\n", ( end - start ) / 1000.0 ); } if ( !dmapGlobals.noLightCarve ) { common->Printf( "----- CarveGroupsByLight -----\n" ); start = Sys_Milliseconds(); // now subdivide the optimize groups into additional groups for // each light that illuminates them for ( i = 0 ; i < dmapGlobals.mapLights.Num() ; i++ ) { light = dmapGlobals.mapLights[i]; CarveGroupsByLight( e, light ); } end = Sys_Milliseconds(); common->Printf( "%5.1f seconds for CarveGroupsByLight\n", ( end - start ) / 1000.0 ); } }