mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-12-18 00:41:36 +00:00
736ec20d4d
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.
2141 lines
55 KiB
C++
2141 lines
55 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 "framework/Session.h"
|
|
#include "framework/DeclSkin.h"
|
|
#include "renderer/GuiModel.h"
|
|
#include "renderer/RenderWorld_local.h"
|
|
|
|
#include "renderer/tr_local.h"
|
|
|
|
/*
|
|
===================
|
|
R_ListRenderLightDefs_f
|
|
===================
|
|
*/
|
|
void R_ListRenderLightDefs_f( const idCmdArgs &args ) {
|
|
int i;
|
|
idRenderLightLocal *ldef;
|
|
|
|
if ( !tr.primaryWorld ) {
|
|
return;
|
|
}
|
|
int active = 0;
|
|
int totalRef = 0;
|
|
int totalIntr = 0;
|
|
|
|
for ( i = 0 ; i < tr.primaryWorld->lightDefs.Num() ; i++ ) {
|
|
ldef = tr.primaryWorld->lightDefs[i];
|
|
if ( !ldef ) {
|
|
common->Printf( "%4i: FREED\n", i );
|
|
continue;
|
|
}
|
|
|
|
// count up the interactions
|
|
int iCount = 0;
|
|
for ( idInteraction *inter = ldef->firstInteraction; inter != NULL; inter = inter->lightNext ) {
|
|
iCount++;
|
|
}
|
|
totalIntr += iCount;
|
|
|
|
// count up the references
|
|
int rCount = 0;
|
|
for ( areaReference_t *ref = ldef->references ; ref ; ref = ref->ownerNext ) {
|
|
rCount++;
|
|
}
|
|
totalRef += rCount;
|
|
|
|
common->Printf( "%4i: %3i intr %2i refs %s\n", i, iCount, rCount, ldef->lightShader->GetName());
|
|
active++;
|
|
}
|
|
|
|
common->Printf( "%i lightDefs, %i interactions, %i areaRefs\n", active, totalIntr, totalRef );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
R_ListRenderEntityDefs_f
|
|
===================
|
|
*/
|
|
void R_ListRenderEntityDefs_f( const idCmdArgs &args ) {
|
|
int i;
|
|
idRenderEntityLocal *mdef;
|
|
|
|
if ( !tr.primaryWorld ) {
|
|
return;
|
|
}
|
|
int active = 0;
|
|
int totalRef = 0;
|
|
int totalIntr = 0;
|
|
|
|
for ( i = 0 ; i < tr.primaryWorld->entityDefs.Num() ; i++ ) {
|
|
mdef = tr.primaryWorld->entityDefs[i];
|
|
if ( !mdef ) {
|
|
common->Printf( "%4i: FREED\n", i );
|
|
continue;
|
|
}
|
|
|
|
// count up the interactions
|
|
int iCount = 0;
|
|
for ( idInteraction *inter = mdef->firstInteraction; inter != NULL; inter = inter->entityNext ) {
|
|
iCount++;
|
|
}
|
|
totalIntr += iCount;
|
|
|
|
// count up the references
|
|
int rCount = 0;
|
|
for ( areaReference_t *ref = mdef->entityRefs ; ref ; ref = ref->ownerNext ) {
|
|
rCount++;
|
|
}
|
|
totalRef += rCount;
|
|
|
|
common->Printf( "%4i: %3i intr %2i refs %s\n", i, iCount, rCount, mdef->parms.hModel->Name());
|
|
active++;
|
|
}
|
|
|
|
common->Printf( "total active: %i\n", active );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderWorldLocal::idRenderWorldLocal
|
|
===================
|
|
*/
|
|
idRenderWorldLocal::idRenderWorldLocal() {
|
|
mapName.Clear();
|
|
mapTimeStamp = FILE_NOT_FOUND_TIMESTAMP;
|
|
|
|
generateAllInteractionsCalled = false;
|
|
|
|
areaNodes = NULL;
|
|
numAreaNodes = 0;
|
|
|
|
portalAreas = NULL;
|
|
numPortalAreas = 0;
|
|
|
|
doublePortals = NULL;
|
|
numInterAreaPortals = 0;
|
|
|
|
interactionTable = 0;
|
|
interactionTableWidth = 0;
|
|
interactionTableHeight = 0;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderWorldLocal::~idRenderWorldLocal
|
|
===================
|
|
*/
|
|
idRenderWorldLocal::~idRenderWorldLocal() {
|
|
// free all the entityDefs, lightDefs, portals, etc
|
|
FreeWorld();
|
|
|
|
// free up the debug lines, polys, and text
|
|
RB_ClearDebugPolygons( 0 );
|
|
RB_ClearDebugLines( 0 );
|
|
RB_ClearDebugText( 0 );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
ResizeInteractionTable
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::ResizeInteractionTable() {
|
|
// we overflowed the interaction table, so dump it
|
|
// we may want to resize this in the future if it turns out to be common
|
|
common->Printf( "idRenderWorldLocal::ResizeInteractionTable: overflowed interactionTableWidth, dumping\n" );
|
|
R_StaticFree( interactionTable );
|
|
interactionTable = NULL;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
AddEntityDef
|
|
===================
|
|
*/
|
|
qhandle_t idRenderWorldLocal::AddEntityDef( const renderEntity_t *re ){
|
|
// try and reuse a free spot
|
|
int entityHandle = entityDefs.FindNull();
|
|
if ( entityHandle == -1 ) {
|
|
entityHandle = entityDefs.Append( NULL );
|
|
if ( interactionTable && entityDefs.Num() > interactionTableWidth ) {
|
|
ResizeInteractionTable();
|
|
}
|
|
}
|
|
|
|
UpdateEntityDef( entityHandle, re );
|
|
|
|
return entityHandle;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
UpdateEntityDef
|
|
|
|
Does not write to the demo file, which will only be updated for
|
|
visible entities
|
|
==============
|
|
*/
|
|
int c_callbackUpdate;
|
|
|
|
void idRenderWorldLocal::UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t *re ) {
|
|
if ( r_skipUpdates.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
tr.pc.c_entityUpdates++;
|
|
|
|
if ( !re->hModel && !re->callback ) {
|
|
common->Error( "idRenderWorld::UpdateEntityDef: NULL hModel" );
|
|
}
|
|
|
|
// create new slots if needed
|
|
if ( entityHandle < 0 || entityHandle > LUDICROUS_INDEX ) {
|
|
common->Error( "idRenderWorld::UpdateEntityDef: index = %i", entityHandle );
|
|
}
|
|
while ( entityHandle >= entityDefs.Num() ) {
|
|
entityDefs.Append( NULL );
|
|
}
|
|
|
|
idRenderEntityLocal *def = entityDefs[entityHandle];
|
|
if ( def ) {
|
|
|
|
if ( !re->forceUpdate ) {
|
|
|
|
// check for exact match (OPTIMIZE: check through pointers more)
|
|
if ( !re->joints && !re->callbackData && !def->dynamicModel && !memcmp( re, &def->parms, sizeof( *re ) ) ) {
|
|
return;
|
|
}
|
|
|
|
// if the only thing that changed was shaderparms, we can just leave things as they are
|
|
// after updating parms
|
|
|
|
// if we have a callback function and the bounds, origin, axis and model match,
|
|
// then we can leave the references as they are
|
|
if ( re->callback ) {
|
|
|
|
bool axisMatch = ( re->axis == def->parms.axis );
|
|
bool originMatch = ( re->origin == def->parms.origin );
|
|
bool boundsMatch = ( re->bounds == def->referenceBounds );
|
|
bool modelMatch = ( re->hModel == def->parms.hModel );
|
|
|
|
if ( boundsMatch && originMatch && axisMatch && modelMatch ) {
|
|
// only clear the dynamic model and interaction surfaces if they exist
|
|
c_callbackUpdate++;
|
|
R_ClearEntityDefDynamicModel( def );
|
|
def->parms = *re;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// save any decals if the model is the same, allowing marks to move with entities
|
|
if ( def->parms.hModel == re->hModel ) {
|
|
R_FreeEntityDefDerivedData( def, true, true );
|
|
} else {
|
|
R_FreeEntityDefDerivedData( def, false, false );
|
|
}
|
|
} else {
|
|
// creating a new one
|
|
def = new idRenderEntityLocal;
|
|
entityDefs[entityHandle] = def;
|
|
|
|
def->world = this;
|
|
def->index = entityHandle;
|
|
}
|
|
|
|
def->parms = *re;
|
|
|
|
R_AxisToModelMatrix( def->parms.axis, def->parms.origin, def->modelMatrix );
|
|
|
|
def->lastModifiedFrameNum = tr.frameCount;
|
|
if ( session->writeDemo && def->archived ) {
|
|
WriteFreeEntity( entityHandle );
|
|
def->archived = false;
|
|
}
|
|
|
|
// optionally immediately issue any callbacks
|
|
if ( !r_useEntityCallbacks.GetBool() && def->parms.callback ) {
|
|
R_IssueEntityDefCallback( def );
|
|
}
|
|
|
|
// based on the model bounds, add references in each area
|
|
// that may contain the updated surface
|
|
R_CreateEntityRefs( def );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
FreeEntityDef
|
|
|
|
Frees all references and lit surfaces from the model, and
|
|
NULL's out it's entry in the world list
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::FreeEntityDef( qhandle_t entityHandle ) {
|
|
idRenderEntityLocal *def;
|
|
|
|
if ( entityHandle < 0 || entityHandle >= entityDefs.Num() ) {
|
|
common->Printf( "idRenderWorld::FreeEntityDef: handle %i > %i\n", entityHandle, entityDefs.Num() );
|
|
return;
|
|
}
|
|
|
|
def = entityDefs[entityHandle];
|
|
if ( !def ) {
|
|
common->Printf( "idRenderWorld::FreeEntityDef: handle %i is NULL\n", entityHandle );
|
|
return;
|
|
}
|
|
|
|
R_FreeEntityDefDerivedData( def, false, false );
|
|
|
|
if ( session->writeDemo && def->archived ) {
|
|
WriteFreeEntity( entityHandle );
|
|
}
|
|
|
|
// if we are playing a demo, these will have been freed
|
|
// in R_FreeEntityDefDerivedData(), otherwise the gui
|
|
// object still exists in the game
|
|
|
|
def->parms.gui[ 0 ] = NULL;
|
|
def->parms.gui[ 1 ] = NULL;
|
|
def->parms.gui[ 2 ] = NULL;
|
|
|
|
delete def;
|
|
entityDefs[ entityHandle ] = NULL;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
GetRenderEntity
|
|
==================
|
|
*/
|
|
const renderEntity_t *idRenderWorldLocal::GetRenderEntity( qhandle_t entityHandle ) const {
|
|
idRenderEntityLocal *def;
|
|
|
|
if ( entityHandle < 0 || entityHandle >= entityDefs.Num() ) {
|
|
common->Printf( "idRenderWorld::GetRenderEntity: invalid handle %i [0, %i]\n", entityHandle, entityDefs.Num() );
|
|
return NULL;
|
|
}
|
|
|
|
def = entityDefs[entityHandle];
|
|
if ( !def ) {
|
|
common->Printf( "idRenderWorld::GetRenderEntity: handle %i is NULL\n", entityHandle );
|
|
return NULL;
|
|
}
|
|
|
|
return &def->parms;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
AddLightDef
|
|
==================
|
|
*/
|
|
qhandle_t idRenderWorldLocal::AddLightDef( const renderLight_t *rlight ) {
|
|
// try and reuse a free spot
|
|
int lightHandle = lightDefs.FindNull();
|
|
|
|
if ( lightHandle == -1 ) {
|
|
lightHandle = lightDefs.Append( NULL );
|
|
if ( interactionTable && lightDefs.Num() > interactionTableHeight ) {
|
|
ResizeInteractionTable();
|
|
}
|
|
}
|
|
UpdateLightDef( lightHandle, rlight );
|
|
|
|
return lightHandle;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UpdateLightDef
|
|
|
|
The generation of all the derived interaction data will
|
|
usually be deferred until it is visible in a scene
|
|
|
|
Does not write to the demo file, which will only be done for visible lights
|
|
=================
|
|
*/
|
|
void idRenderWorldLocal::UpdateLightDef( qhandle_t lightHandle, const renderLight_t *rlight ) {
|
|
if ( r_skipUpdates.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
tr.pc.c_lightUpdates++;
|
|
|
|
// create new slots if needed
|
|
if ( lightHandle < 0 || lightHandle > LUDICROUS_INDEX ) {
|
|
common->Error( "idRenderWorld::UpdateLightDef: index = %i", lightHandle );
|
|
}
|
|
while ( lightHandle >= lightDefs.Num() ) {
|
|
lightDefs.Append( NULL );
|
|
}
|
|
|
|
bool justUpdate = false;
|
|
idRenderLightLocal *light = lightDefs[lightHandle];
|
|
if ( light ) {
|
|
// if the shape of the light stays the same, we don't need to dump
|
|
// any of our derived data, because shader parms are calculated every frame
|
|
if ( rlight->axis == light->parms.axis && rlight->end == light->parms.end &&
|
|
rlight->lightCenter == light->parms.lightCenter && rlight->lightRadius == light->parms.lightRadius &&
|
|
rlight->noShadows == light->parms.noShadows && rlight->origin == light->parms.origin &&
|
|
rlight->parallel == light->parms.parallel && rlight->pointLight == light->parms.pointLight &&
|
|
rlight->right == light->parms.right && rlight->start == light->parms.start &&
|
|
rlight->target == light->parms.target && rlight->up == light->parms.up &&
|
|
rlight->shader == light->lightShader && rlight->prelightModel == light->parms.prelightModel ) {
|
|
justUpdate = true;
|
|
} else {
|
|
// if we are updating shadows, the prelight model is no longer valid
|
|
light->lightHasMoved = true;
|
|
R_FreeLightDefDerivedData( light );
|
|
}
|
|
} else {
|
|
// create a new one
|
|
light = new idRenderLightLocal;
|
|
lightDefs[lightHandle] = light;
|
|
|
|
light->world = this;
|
|
light->index = lightHandle;
|
|
}
|
|
|
|
light->parms = *rlight;
|
|
light->lastModifiedFrameNum = tr.frameCount;
|
|
if ( session->writeDemo && light->archived ) {
|
|
WriteFreeLight( lightHandle );
|
|
light->archived = false;
|
|
}
|
|
|
|
if ( light->lightHasMoved ) {
|
|
light->parms.prelightModel = NULL;
|
|
}
|
|
|
|
if (!justUpdate) {
|
|
R_DeriveLightData( light );
|
|
R_CreateLightRefs( light );
|
|
R_CreateLightDefFogPortals( light );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
FreeLightDef
|
|
|
|
Frees all references and lit surfaces from the light, and
|
|
NULL's out it's entry in the world list
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::FreeLightDef( qhandle_t lightHandle ) {
|
|
idRenderLightLocal *light;
|
|
|
|
if ( lightHandle < 0 || lightHandle >= lightDefs.Num() ) {
|
|
common->Printf( "idRenderWorld::FreeLightDef: invalid handle %i [0, %i]\n", lightHandle, lightDefs.Num() );
|
|
return;
|
|
}
|
|
|
|
light = lightDefs[lightHandle];
|
|
if ( !light ) {
|
|
common->Printf( "idRenderWorld::FreeLightDef: handle %i is NULL\n", lightHandle );
|
|
return;
|
|
}
|
|
|
|
R_FreeLightDefDerivedData( light );
|
|
|
|
if ( session->writeDemo && light->archived ) {
|
|
WriteFreeLight( lightHandle );
|
|
}
|
|
|
|
delete light;
|
|
lightDefs[lightHandle] = NULL;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
GetRenderLight
|
|
==================
|
|
*/
|
|
const renderLight_t *idRenderWorldLocal::GetRenderLight( qhandle_t lightHandle ) const {
|
|
idRenderLightLocal *def;
|
|
|
|
if ( lightHandle < 0 || lightHandle >= lightDefs.Num() ) {
|
|
common->Printf( "idRenderWorld::GetRenderLight: handle %i > %i\n", lightHandle, lightDefs.Num() );
|
|
return NULL;
|
|
}
|
|
|
|
def = lightDefs[lightHandle];
|
|
if ( !def ) {
|
|
common->Printf( "idRenderWorld::GetRenderLight: handle %i is NULL\n", lightHandle );
|
|
return NULL;
|
|
}
|
|
|
|
return &def->parms;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderWorldLocal::ProjectDecalOntoWorld
|
|
================
|
|
*/
|
|
void idRenderWorldLocal::ProjectDecalOntoWorld( const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) {
|
|
int i, areas[10], numAreas;
|
|
const areaReference_t *ref;
|
|
const portalArea_t *area;
|
|
const idRenderModel *model;
|
|
idRenderEntityLocal *def;
|
|
decalProjectionInfo_t info, localInfo;
|
|
|
|
if ( !idRenderModelDecal::CreateProjectionInfo( info, winding, projectionOrigin, parallel, fadeDepth, material, startTime ) ) {
|
|
return;
|
|
}
|
|
|
|
// get the world areas touched by the projection volume
|
|
numAreas = BoundsInAreas( info.projectionBounds, areas, 10 );
|
|
|
|
// check all areas for models
|
|
for ( i = 0; i < numAreas; i++ ) {
|
|
|
|
area = &portalAreas[ areas[i] ];
|
|
|
|
// check all models in this area
|
|
for ( ref = area->entityRefs.areaNext; ref != &area->entityRefs; ref = ref->areaNext ) {
|
|
def = ref->entity;
|
|
|
|
// completely ignore any dynamic or callback models
|
|
model = def->parms.hModel;
|
|
if ( model == NULL || model->IsDynamicModel() != DM_STATIC || def->parms.callback ) {
|
|
continue;
|
|
}
|
|
|
|
if ( def->parms.customShader != NULL && !def->parms.customShader->AllowOverlays() ) {
|
|
continue;
|
|
}
|
|
|
|
idBounds bounds;
|
|
bounds.FromTransformedBounds( model->Bounds( &def->parms ), def->parms.origin, def->parms.axis );
|
|
|
|
// if the model bounds do not overlap with the projection bounds
|
|
if ( !info.projectionBounds.IntersectsBounds( bounds ) ) {
|
|
continue;
|
|
}
|
|
|
|
// transform the bounding planes, fade planes and texture axis into local space
|
|
idRenderModelDecal::GlobalProjectionInfoToLocal( localInfo, info, def->parms.origin, def->parms.axis );
|
|
localInfo.force = ( def->parms.customShader != NULL );
|
|
|
|
if ( !def->decals ) {
|
|
def->decals = idRenderModelDecal::Alloc();
|
|
}
|
|
def->decals->CreateDecal( model, localInfo );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::ProjectDecal
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::ProjectDecal( qhandle_t entityHandle, const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) {
|
|
decalProjectionInfo_t info, localInfo;
|
|
|
|
if ( entityHandle < 0 || entityHandle >= entityDefs.Num() ) {
|
|
common->Error( "idRenderWorld::ProjectOverlay: index = %i", entityHandle );
|
|
return;
|
|
}
|
|
|
|
idRenderEntityLocal *def = entityDefs[ entityHandle ];
|
|
if ( !def ) {
|
|
return;
|
|
}
|
|
|
|
const idRenderModel *model = def->parms.hModel;
|
|
|
|
if ( model == NULL || model->IsDynamicModel() != DM_STATIC || def->parms.callback ) {
|
|
return;
|
|
}
|
|
|
|
if ( !idRenderModelDecal::CreateProjectionInfo( info, winding, projectionOrigin, parallel, fadeDepth, material, startTime ) ) {
|
|
return;
|
|
}
|
|
|
|
idBounds bounds;
|
|
bounds.FromTransformedBounds( model->Bounds( &def->parms ), def->parms.origin, def->parms.axis );
|
|
|
|
// if the model bounds do not overlap with the projection bounds
|
|
if ( !info.projectionBounds.IntersectsBounds( bounds ) ) {
|
|
return;
|
|
}
|
|
|
|
// transform the bounding planes, fade planes and texture axis into local space
|
|
idRenderModelDecal::GlobalProjectionInfoToLocal( localInfo, info, def->parms.origin, def->parms.axis );
|
|
localInfo.force = ( def->parms.customShader != NULL );
|
|
|
|
if ( def->decals == NULL ) {
|
|
def->decals = idRenderModelDecal::Alloc();
|
|
}
|
|
def->decals->CreateDecal( model, localInfo );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::ProjectOverlay
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::ProjectOverlay( qhandle_t entityHandle, const idPlane localTextureAxis[2], const idMaterial *material ) {
|
|
|
|
if ( entityHandle < 0 || entityHandle >= entityDefs.Num() ) {
|
|
common->Error( "idRenderWorld::ProjectOverlay: index = %i", entityHandle );
|
|
return;
|
|
}
|
|
|
|
idRenderEntityLocal *def = entityDefs[ entityHandle ];
|
|
if ( !def ) {
|
|
return;
|
|
}
|
|
|
|
const renderEntity_t *refEnt = &def->parms;
|
|
|
|
idRenderModel *model = refEnt->hModel;
|
|
if ( model->IsDynamicModel() != DM_CACHED ) { // FIXME: probably should be MD5 only
|
|
return;
|
|
}
|
|
model = R_EntityDefDynamicModel( def );
|
|
|
|
if ( def->overlay == NULL ) {
|
|
def->overlay = idRenderModelOverlay::Alloc();
|
|
}
|
|
def->overlay->CreateOverlay( model, localTextureAxis, material );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::RemoveDecals
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::RemoveDecals( qhandle_t entityHandle ) {
|
|
if ( entityHandle < 0 || entityHandle >= entityDefs.Num() ) {
|
|
common->Error( "idRenderWorld::ProjectOverlay: index = %i", entityHandle );
|
|
return;
|
|
}
|
|
|
|
idRenderEntityLocal *def = entityDefs[ entityHandle ];
|
|
if ( !def ) {
|
|
return;
|
|
}
|
|
|
|
R_FreeEntityDefDecals( def );
|
|
R_FreeEntityDefOverlay( def );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
SetRenderView
|
|
|
|
Sets the current view so any calls to the render world will use the correct parms.
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::SetRenderView( const renderView_t *renderView ) {
|
|
tr.primaryRenderView = *renderView;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
RenderScene
|
|
|
|
Draw a 3D view into a part of the window, then return
|
|
to 2D drawing.
|
|
|
|
Rendering a scene may require multiple views to be rendered
|
|
to handle mirrors,
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::RenderScene( const renderView_t *renderView ) {
|
|
#ifndef ID_DEDICATED
|
|
renderView_t copy;
|
|
|
|
if ( !glConfig.isInitialized ) {
|
|
return;
|
|
}
|
|
|
|
copy = *renderView;
|
|
|
|
// skip front end rendering work, which will result
|
|
// in only gui drawing
|
|
if ( r_skipFrontEnd.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
if ( renderView->fov_x <= 0 || renderView->fov_y <= 0 ) {
|
|
common->Error( "idRenderWorld::RenderScene: bad FOVs: %f, %f", renderView->fov_x, renderView->fov_y );
|
|
}
|
|
|
|
// close any gui drawing
|
|
tr.guiModel->EmitFullScreen();
|
|
tr.guiModel->Clear();
|
|
|
|
int startTime = Sys_Milliseconds();
|
|
|
|
// setup view parms for the initial view
|
|
//
|
|
viewDef_t *parms = (viewDef_t *)R_ClearedFrameAlloc( sizeof( *parms ) );
|
|
parms->renderView = *renderView;
|
|
|
|
if ( tr.takingScreenshot ) {
|
|
parms->renderView.forceUpdate = true;
|
|
}
|
|
|
|
// set up viewport, adjusted for resolution and OpenGL style 0 at the bottom
|
|
tr.RenderViewToViewport( &parms->renderView, &parms->viewport );
|
|
|
|
// the scissor bounds may be shrunk in subviews even if
|
|
// the viewport stays the same
|
|
// this scissor range is local inside the viewport
|
|
parms->scissor.x1 = 0;
|
|
parms->scissor.y1 = 0;
|
|
parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
|
|
parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
|
|
|
|
|
|
parms->isSubview = false;
|
|
parms->initialViewAreaOrigin = renderView->vieworg;
|
|
parms->floatTime = parms->renderView.time * 0.001f;
|
|
parms->renderWorld = this;
|
|
|
|
// use this time for any subsequent 2D rendering, so damage blobs/etc
|
|
// can use level time
|
|
tr.frameShaderTime = parms->floatTime;
|
|
|
|
// see if the view needs to reverse the culling sense in mirrors
|
|
// or environment cube sides
|
|
idVec3 cross;
|
|
cross = parms->renderView.viewaxis[1].Cross( parms->renderView.viewaxis[2] );
|
|
if ( cross * parms->renderView.viewaxis[0] > 0 ) {
|
|
parms->isMirror = false;
|
|
} else {
|
|
parms->isMirror = true;
|
|
}
|
|
|
|
if ( r_lockSurfaces.GetBool() ) {
|
|
R_LockSurfaceScene( parms );
|
|
return;
|
|
}
|
|
|
|
// save this world for use by some console commands
|
|
tr.primaryWorld = this;
|
|
tr.primaryRenderView = *renderView;
|
|
tr.primaryView = parms;
|
|
|
|
// rendering this view may cause other views to be rendered
|
|
// for mirrors / portals / shadows / environment maps
|
|
// this will also cause any necessary entities and lights to be
|
|
// updated to the demo file
|
|
R_RenderView( parms );
|
|
|
|
// now write delete commands for any modified-but-not-visible entities, and
|
|
// add the renderView command to the demo
|
|
if ( session->writeDemo ) {
|
|
WriteRenderView( renderView );
|
|
}
|
|
|
|
#if 0
|
|
for ( int i = 0 ; i < entityDefs.Num() ; i++ ) {
|
|
idRenderEntityLocal *def = entityDefs[i];
|
|
if ( !def ) {
|
|
continue;
|
|
}
|
|
if ( def->parms.callback ) {
|
|
continue;
|
|
}
|
|
if ( def->parms.hModel->IsDynamicModel() == DM_CONTINUOUS ) {
|
|
}
|
|
}
|
|
#endif
|
|
|
|
int endTime = Sys_Milliseconds();
|
|
|
|
tr.pc.frontEndMsec += endTime - startTime;
|
|
|
|
// prepare for any 2D drawing after this
|
|
tr.guiModel->Clear();
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===================
|
|
NumAreas
|
|
===================
|
|
*/
|
|
int idRenderWorldLocal::NumAreas( void ) const {
|
|
return numPortalAreas;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
NumPortalsInArea
|
|
===================
|
|
*/
|
|
int idRenderWorldLocal::NumPortalsInArea( int areaNum ) {
|
|
portalArea_t *area;
|
|
int count;
|
|
portal_t *portal;
|
|
|
|
if ( areaNum >= numPortalAreas || areaNum < 0 ) {
|
|
common->Error( "idRenderWorld::NumPortalsInArea: bad areanum %i", areaNum );
|
|
}
|
|
area = &portalAreas[areaNum];
|
|
|
|
count = 0;
|
|
for ( portal = area->portals ; portal ; portal = portal->next ) {
|
|
count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
GetPortal
|
|
===================
|
|
*/
|
|
exitPortal_t idRenderWorldLocal::GetPortal( int areaNum, int portalNum ) {
|
|
portalArea_t *area;
|
|
int count;
|
|
portal_t *portal;
|
|
exitPortal_t ret;
|
|
|
|
if ( areaNum > numPortalAreas ) {
|
|
common->Error( "idRenderWorld::GetPortal: areaNum > numAreas" );
|
|
}
|
|
area = &portalAreas[areaNum];
|
|
|
|
count = 0;
|
|
for ( portal = area->portals ; portal ; portal = portal->next ) {
|
|
if ( count == portalNum ) {
|
|
ret.areas[0] = areaNum;
|
|
ret.areas[1] = portal->intoArea;
|
|
ret.w = portal->w;
|
|
ret.blockingBits = portal->doublePortal->blockingBits;
|
|
ret.portalHandle = portal->doublePortal - doublePortals + 1;
|
|
return ret;
|
|
}
|
|
count++;
|
|
}
|
|
|
|
common->Error( "idRenderWorld::GetPortal: portalNum > numPortals" );
|
|
|
|
memset( &ret, 0, sizeof( ret ) );
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PointInAreaNum
|
|
|
|
Will return -1 if the point is not in an area, otherwise
|
|
it will return 0 <= value < tr.world->numPortalAreas
|
|
===============
|
|
*/
|
|
int idRenderWorldLocal::PointInArea( const idVec3 &point ) const {
|
|
areaNode_t *node;
|
|
int nodeNum;
|
|
float d;
|
|
|
|
node = areaNodes;
|
|
if ( !node ) {
|
|
return -1;
|
|
}
|
|
while( 1 ) {
|
|
d = point * node->plane.Normal() + node->plane[3];
|
|
if (d > 0) {
|
|
nodeNum = node->children[0];
|
|
} else {
|
|
nodeNum = node->children[1];
|
|
}
|
|
if ( nodeNum == 0 ) {
|
|
return -1; // in solid
|
|
}
|
|
if ( nodeNum < 0 ) {
|
|
nodeNum = -1 - nodeNum;
|
|
if ( nodeNum >= numPortalAreas ) {
|
|
common->Error( "idRenderWorld::PointInArea: area out of range" );
|
|
}
|
|
return nodeNum;
|
|
}
|
|
node = areaNodes + nodeNum;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
BoundsInAreas_r
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::BoundsInAreas_r( int nodeNum, const idBounds &bounds, int *areas, int *numAreas, int maxAreas ) const {
|
|
int side, i;
|
|
areaNode_t *node;
|
|
|
|
do {
|
|
if ( nodeNum < 0 ) {
|
|
nodeNum = -1 - nodeNum;
|
|
|
|
for ( i = 0; i < (*numAreas); i++ ) {
|
|
if ( areas[i] == nodeNum ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( i >= (*numAreas) && (*numAreas) < maxAreas ) {
|
|
areas[(*numAreas)++] = nodeNum;
|
|
}
|
|
return;
|
|
}
|
|
|
|
node = areaNodes + nodeNum;
|
|
|
|
side = bounds.PlaneSide( node->plane );
|
|
if ( side == PLANESIDE_FRONT ) {
|
|
nodeNum = node->children[0];
|
|
}
|
|
else if ( side == PLANESIDE_BACK ) {
|
|
nodeNum = node->children[1];
|
|
}
|
|
else {
|
|
if ( node->children[1] != 0 ) {
|
|
BoundsInAreas_r( node->children[1], bounds, areas, numAreas, maxAreas );
|
|
if ( (*numAreas) >= maxAreas ) {
|
|
return;
|
|
}
|
|
}
|
|
nodeNum = node->children[0];
|
|
}
|
|
} while( nodeNum != 0 );
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
BoundsInAreas
|
|
|
|
fills the *areas array with the number of the areas the bounds are in
|
|
returns the total number of areas the bounds are in
|
|
===================
|
|
*/
|
|
int idRenderWorldLocal::BoundsInAreas( const idBounds &bounds, int *areas, int maxAreas ) const {
|
|
int numAreas = 0;
|
|
|
|
assert( areas );
|
|
assert( bounds[0][0] <= bounds[1][0] && bounds[0][1] <= bounds[1][1] && bounds[0][2] <= bounds[1][2] );
|
|
assert( bounds[1][0] - bounds[0][0] < 1e4f && bounds[1][1] - bounds[0][1] < 1e4f && bounds[1][2] - bounds[0][2] < 1e4f );
|
|
|
|
if ( !areaNodes ) {
|
|
return numAreas;
|
|
}
|
|
BoundsInAreas_r( 0, bounds, areas, &numAreas, maxAreas );
|
|
return numAreas;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GuiTrace
|
|
|
|
checks a ray trace against any gui surfaces in an entity, returning the
|
|
fraction location of the trace on the gui surface, or -1,-1 if no hit.
|
|
this doesn't do any occlusion testing, simply ignoring non-gui surfaces.
|
|
start / end are in global world coordinates.
|
|
================
|
|
*/
|
|
guiPoint_t idRenderWorldLocal::GuiTrace( qhandle_t entityHandle, const idVec3 start, const idVec3 end ) const {
|
|
localTrace_t local;
|
|
idVec3 localStart, localEnd, bestPoint;
|
|
int j;
|
|
idRenderModel *model;
|
|
srfTriangles_t *tri;
|
|
const idMaterial *shader;
|
|
guiPoint_t pt;
|
|
|
|
pt.x = pt.y = -1;
|
|
pt.guiId = 0;
|
|
|
|
if ( ( entityHandle < 0 ) || ( entityHandle >= entityDefs.Num() ) ) {
|
|
common->Printf( "idRenderWorld::GuiTrace: invalid handle %i\n", entityHandle );
|
|
return pt;
|
|
}
|
|
|
|
idRenderEntityLocal *def = entityDefs[entityHandle];
|
|
if ( !def ) {
|
|
common->Printf( "idRenderWorld::GuiTrace: handle %i is NULL\n", entityHandle );
|
|
return pt;
|
|
}
|
|
|
|
model = def->parms.hModel;
|
|
if ( def->parms.callback || !def->parms.hModel || def->parms.hModel->IsDynamicModel() != DM_STATIC ) {
|
|
return pt;
|
|
}
|
|
|
|
// transform the points into local space
|
|
R_GlobalPointToLocal( def->modelMatrix, start, localStart );
|
|
R_GlobalPointToLocal( def->modelMatrix, end, localEnd );
|
|
|
|
for ( j = 0 ; j < model->NumSurfaces() ; j++ ) {
|
|
const modelSurface_t *surf = model->Surface( j );
|
|
|
|
tri = surf->geometry;
|
|
if ( !tri ) {
|
|
continue;
|
|
}
|
|
|
|
shader = R_RemapShaderBySkin( surf->shader, def->parms.customSkin, def->parms.customShader );
|
|
if ( !shader ) {
|
|
continue;
|
|
}
|
|
// only trace against gui surfaces
|
|
if (!shader->HasGui()) {
|
|
continue;
|
|
}
|
|
|
|
local = R_LocalTrace( localStart, localEnd, 0.0f, tri );
|
|
if ( local.fraction < 1.0 ) {
|
|
idVec3 origin, axis[3];
|
|
idVec3 cursor;
|
|
float axisLen[2];
|
|
|
|
R_SurfaceToTextureAxis( tri, origin, axis );
|
|
cursor = local.point - origin;
|
|
|
|
axisLen[0] = axis[0].Length();
|
|
axisLen[1] = axis[1].Length();
|
|
|
|
pt.x = ( cursor * axis[0] ) / ( axisLen[0] * axisLen[0] );
|
|
pt.y = ( cursor * axis[1] ) / ( axisLen[1] * axisLen[1] );
|
|
pt.guiId = shader->GetEntityGui();
|
|
|
|
return pt;
|
|
}
|
|
}
|
|
|
|
return pt;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderWorldLocal::ModelTrace
|
|
===================
|
|
*/
|
|
bool idRenderWorldLocal::ModelTrace( modelTrace_t &trace, qhandle_t entityHandle, const idVec3 &start, const idVec3 &end, const float radius ) const {
|
|
int i;
|
|
bool collisionSurface;
|
|
const modelSurface_t *surf;
|
|
localTrace_t localTrace;
|
|
idRenderModel *model;
|
|
float modelMatrix[16];
|
|
idVec3 localStart, localEnd;
|
|
const idMaterial *shader;
|
|
|
|
trace.fraction = 1.0f;
|
|
|
|
if ( entityHandle < 0 || entityHandle >= entityDefs.Num() ) {
|
|
// common->Error( "idRenderWorld::ModelTrace: index = %i", entityHandle );
|
|
return false;
|
|
}
|
|
|
|
idRenderEntityLocal *def = entityDefs[entityHandle];
|
|
if ( !def ) {
|
|
return false;
|
|
}
|
|
|
|
renderEntity_t *refEnt = &def->parms;
|
|
|
|
model = R_EntityDefDynamicModel( def );
|
|
if ( !model ) {
|
|
return false;
|
|
}
|
|
|
|
// transform the points into local space
|
|
R_AxisToModelMatrix( refEnt->axis, refEnt->origin, modelMatrix );
|
|
R_GlobalPointToLocal( modelMatrix, start, localStart );
|
|
R_GlobalPointToLocal( modelMatrix, end, localEnd );
|
|
|
|
// if we have explicit collision surfaces, only collide against them
|
|
// (FIXME, should probably have a parm to control this)
|
|
collisionSurface = false;
|
|
for ( i = 0; i < model->NumBaseSurfaces(); i++ ) {
|
|
surf = model->Surface( i );
|
|
|
|
shader = R_RemapShaderBySkin( surf->shader, def->parms.customSkin, def->parms.customShader );
|
|
|
|
if ( shader->GetSurfaceFlags() & SURF_COLLISION ) {
|
|
collisionSurface = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// only use baseSurfaces, not any overlays
|
|
for ( i = 0; i < model->NumBaseSurfaces(); i++ ) {
|
|
surf = model->Surface( i );
|
|
|
|
shader = R_RemapShaderBySkin( surf->shader, def->parms.customSkin, def->parms.customShader );
|
|
|
|
if ( !surf->geometry || !shader ) {
|
|
continue;
|
|
}
|
|
|
|
if ( collisionSurface ) {
|
|
// only trace vs collision surfaces
|
|
if ( !( shader->GetSurfaceFlags() & SURF_COLLISION ) ) {
|
|
continue;
|
|
}
|
|
} else {
|
|
// skip if not drawn or translucent
|
|
if ( !shader->IsDrawn() || ( shader->Coverage() != MC_OPAQUE && shader->Coverage() != MC_PERFORATED ) ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
localTrace = R_LocalTrace( localStart, localEnd, radius, surf->geometry );
|
|
|
|
if ( localTrace.fraction < trace.fraction ) {
|
|
trace.fraction = localTrace.fraction;
|
|
R_LocalPointToGlobal( modelMatrix, localTrace.point, trace.point );
|
|
trace.normal = localTrace.normal * refEnt->axis;
|
|
trace.material = shader;
|
|
trace.entity = &def->parms;
|
|
trace.jointNumber = refEnt->hModel->NearestJoint( i, localTrace.indexes[0], localTrace.indexes[1], localTrace.indexes[2] );
|
|
}
|
|
}
|
|
|
|
return ( trace.fraction < 1.0f );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderWorldLocal::Trace
|
|
===================
|
|
*/
|
|
// FIXME: _D3XP added those.
|
|
const char* playerModelExcludeList[] = {
|
|
"models/md5/characters/player/d3xp_spplayer.md5mesh",
|
|
"models/md5/characters/player/head/d3xp_head.md5mesh",
|
|
"models/md5/weapons/pistol_world/worldpistol.md5mesh",
|
|
NULL
|
|
};
|
|
|
|
const char* playerMaterialExcludeList[] = {
|
|
"muzzlesmokepuff",
|
|
NULL
|
|
};
|
|
|
|
bool idRenderWorldLocal::Trace( modelTrace_t &trace, const idVec3 &start, const idVec3 &end, const float radius, bool skipDynamic, bool skipPlayer /*_D3XP*/ ) const {
|
|
areaReference_t * ref;
|
|
idRenderEntityLocal *def;
|
|
portalArea_t * area;
|
|
idRenderModel * model;
|
|
srfTriangles_t * tri;
|
|
localTrace_t localTrace;
|
|
int areas[128], numAreas, i, j, numSurfaces;
|
|
idBounds traceBounds, bounds;
|
|
float modelMatrix[16];
|
|
idVec3 localStart, localEnd;
|
|
const idMaterial *shader;
|
|
|
|
trace.fraction = 1.0f;
|
|
trace.point = end;
|
|
|
|
// bounds for the whole trace
|
|
traceBounds.Clear();
|
|
traceBounds.AddPoint( start );
|
|
traceBounds.AddPoint( end );
|
|
|
|
// get the world areas the trace is in
|
|
numAreas = BoundsInAreas( traceBounds, areas, 128 );
|
|
|
|
numSurfaces = 0;
|
|
|
|
// check all areas for models
|
|
for ( i = 0; i < numAreas; i++ ) {
|
|
|
|
area = &portalAreas[ areas[i] ];
|
|
|
|
// check all models in this area
|
|
for ( ref = area->entityRefs.areaNext; ref != &area->entityRefs; ref = ref->areaNext ) {
|
|
def = ref->entity;
|
|
|
|
model = def->parms.hModel;
|
|
if ( !model ) {
|
|
continue;
|
|
}
|
|
|
|
if ( model->IsDynamicModel() != DM_STATIC ) {
|
|
if ( skipDynamic ) {
|
|
continue;
|
|
}
|
|
|
|
#if 1 /* _D3XP addition. could use a cleaner approach */
|
|
if ( skipPlayer ) {
|
|
idStr name = model->Name();
|
|
const char *exclude;
|
|
int k;
|
|
|
|
for ( k = 0; playerModelExcludeList[k]; k++ ) {
|
|
exclude = playerModelExcludeList[k];
|
|
if ( name == exclude ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( playerModelExcludeList[k] ) {
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
model = R_EntityDefDynamicModel( def );
|
|
if ( !model ) {
|
|
continue; // can happen with particle systems, which don't instantiate without a valid view
|
|
}
|
|
}
|
|
|
|
bounds.FromTransformedBounds( model->Bounds( &def->parms ), def->parms.origin, def->parms.axis );
|
|
|
|
// if the model bounds do not overlap with the trace bounds
|
|
if ( !traceBounds.IntersectsBounds( bounds ) || !bounds.LineIntersection( start, trace.point ) ) {
|
|
continue;
|
|
}
|
|
|
|
// check all model surfaces
|
|
for ( j = 0; j < model->NumSurfaces(); j++ ) {
|
|
const modelSurface_t *surf = model->Surface( j );
|
|
|
|
shader = R_RemapShaderBySkin( surf->shader, def->parms.customSkin, def->parms.customShader );
|
|
|
|
// if no geometry or no shader
|
|
if ( !surf->geometry || !shader ) {
|
|
continue;
|
|
}
|
|
|
|
#if 1 /* _D3XP addition. could use a cleaner approach */
|
|
if ( skipPlayer ) {
|
|
idStr name = shader->GetName();
|
|
const char *exclude;
|
|
int k;
|
|
|
|
for ( k = 0; playerMaterialExcludeList[k]; k++ ) {
|
|
exclude = playerMaterialExcludeList[k];
|
|
if ( name == exclude ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( playerMaterialExcludeList[k] ) {
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
tri = surf->geometry;
|
|
|
|
bounds.FromTransformedBounds( tri->bounds, def->parms.origin, def->parms.axis );
|
|
|
|
// if triangle bounds do not overlap with the trace bounds
|
|
if ( !traceBounds.IntersectsBounds( bounds ) || !bounds.LineIntersection( start, trace.point ) ) {
|
|
continue;
|
|
}
|
|
|
|
numSurfaces++;
|
|
|
|
// transform the points into local space
|
|
R_AxisToModelMatrix( def->parms.axis, def->parms.origin, modelMatrix );
|
|
R_GlobalPointToLocal( modelMatrix, start, localStart );
|
|
R_GlobalPointToLocal( modelMatrix, end, localEnd );
|
|
|
|
localTrace = R_LocalTrace( localStart, localEnd, radius, surf->geometry );
|
|
|
|
if ( localTrace.fraction < trace.fraction ) {
|
|
trace.fraction = localTrace.fraction;
|
|
R_LocalPointToGlobal( modelMatrix, localTrace.point, trace.point );
|
|
trace.normal = localTrace.normal * def->parms.axis;
|
|
trace.material = shader;
|
|
trace.entity = &def->parms;
|
|
trace.jointNumber = model->NearestJoint( j, localTrace.indexes[0], localTrace.indexes[1], localTrace.indexes[2] );
|
|
|
|
traceBounds.Clear();
|
|
traceBounds.AddPoint( start );
|
|
traceBounds.AddPoint( start + trace.fraction * (end - start) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return ( trace.fraction < 1.0f );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idRenderWorldLocal::RecurseProcBSP
|
|
==================
|
|
*/
|
|
void idRenderWorldLocal::RecurseProcBSP_r( modelTrace_t *results, int parentNodeNum, int nodeNum, float p1f, float p2f, const idVec3 &p1, const idVec3 &p2 ) const {
|
|
float t1, t2;
|
|
float frac;
|
|
idVec3 mid;
|
|
int side;
|
|
float midf;
|
|
areaNode_t *node;
|
|
|
|
if ( results->fraction <= p1f) {
|
|
return; // already hit something nearer
|
|
}
|
|
// empty leaf
|
|
if ( nodeNum < 0 ) {
|
|
return;
|
|
}
|
|
// if solid leaf node
|
|
if ( nodeNum == 0 ) {
|
|
if ( parentNodeNum != -1 ) {
|
|
|
|
results->fraction = p1f;
|
|
results->point = p1;
|
|
node = &areaNodes[parentNodeNum];
|
|
results->normal = node->plane.Normal();
|
|
return;
|
|
}
|
|
}
|
|
node = &areaNodes[nodeNum];
|
|
|
|
// distance from plane for trace start and end
|
|
t1 = node->plane.Normal() * p1 + node->plane[3];
|
|
t2 = node->plane.Normal() * p2 + node->plane[3];
|
|
|
|
if ( t1 >= 0.0f && t2 >= 0.0f ) {
|
|
RecurseProcBSP_r( results, nodeNum, node->children[0], p1f, p2f, p1, p2 );
|
|
return;
|
|
}
|
|
if ( t1 < 0.0f && t2 < 0.0f ) {
|
|
RecurseProcBSP_r( results, nodeNum, node->children[1], p1f, p2f, p1, p2 );
|
|
return;
|
|
}
|
|
side = t1 < t2;
|
|
frac = t1 / (t1 - t2);
|
|
midf = p1f + frac*(p2f - p1f);
|
|
mid[0] = p1[0] + frac*(p2[0] - p1[0]);
|
|
mid[1] = p1[1] + frac*(p2[1] - p1[1]);
|
|
mid[2] = p1[2] + frac*(p2[2] - p1[2]);
|
|
RecurseProcBSP_r( results, nodeNum, node->children[side], p1f, midf, p1, mid );
|
|
RecurseProcBSP_r( results, nodeNum, node->children[side^1], midf, p2f, mid, p2 );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idRenderWorldLocal::FastWorldTrace
|
|
==================
|
|
*/
|
|
bool idRenderWorldLocal::FastWorldTrace( modelTrace_t &results, const idVec3 &start, const idVec3 &end ) const {
|
|
memset( &results, 0, sizeof( modelTrace_t ) );
|
|
results.fraction = 1.0f;
|
|
if ( areaNodes != NULL ) {
|
|
RecurseProcBSP_r( &results, -1, 0, 0.0f, 1.0f, start, end );
|
|
return ( results.fraction < 1.0f );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=================================================================================
|
|
|
|
CREATE MODEL REFS
|
|
|
|
=================================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
AddEntityRefToArea
|
|
|
|
This is called by R_PushVolumeIntoTree and also directly
|
|
for the world model references that are precalculated.
|
|
=================
|
|
*/
|
|
void idRenderWorldLocal::AddEntityRefToArea( idRenderEntityLocal *def, portalArea_t *area ) {
|
|
areaReference_t *ref;
|
|
|
|
if ( !def ) {
|
|
common->Error( "idRenderWorldLocal::AddEntityRefToArea: NULL def" );
|
|
}
|
|
|
|
ref = areaReferenceAllocator.Alloc();
|
|
|
|
tr.pc.c_entityReferences++;
|
|
|
|
ref->entity = def;
|
|
|
|
// link to entityDef
|
|
ref->ownerNext = def->entityRefs;
|
|
def->entityRefs = ref;
|
|
|
|
// link to end of area list
|
|
ref->area = area;
|
|
ref->areaNext = &area->entityRefs;
|
|
ref->areaPrev = area->entityRefs.areaPrev;
|
|
ref->areaNext->areaPrev = ref;
|
|
ref->areaPrev->areaNext = ref;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
AddLightRefToArea
|
|
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::AddLightRefToArea( idRenderLightLocal *light, portalArea_t *area ) {
|
|
areaReference_t *lref;
|
|
|
|
// add a lightref to this area
|
|
lref = areaReferenceAllocator.Alloc();
|
|
lref->light = light;
|
|
lref->area = area;
|
|
lref->ownerNext = light->references;
|
|
light->references = lref;
|
|
tr.pc.c_lightReferences++;
|
|
|
|
// doubly linked list so we can free them easily later
|
|
area->lightRefs.areaNext->areaPrev = lref;
|
|
lref->areaNext = area->lightRefs.areaNext;
|
|
lref->areaPrev = &area->lightRefs;
|
|
area->lightRefs.areaNext = lref;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
GenerateAllInteractions
|
|
|
|
Force the generation of all light / surface interactions at the start of a level
|
|
If this isn't called, they will all be dynamically generated
|
|
|
|
This really isn't all that helpful anymore, because the calculation of shadows
|
|
and light interactions is deferred from idRenderWorldLocal::CreateLightDefInteractions(), but we
|
|
use it as an oportunity to size the interactionTable
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::GenerateAllInteractions() {
|
|
if ( !glConfig.isInitialized ) {
|
|
return;
|
|
}
|
|
|
|
int start = Sys_Milliseconds();
|
|
|
|
generateAllInteractionsCalled = false;
|
|
|
|
// watch how much memory we allocate
|
|
tr.staticAllocCount = 0;
|
|
|
|
// let idRenderWorldLocal::CreateLightDefInteractions() know that it shouldn't
|
|
// try and do any view specific optimizations
|
|
tr.viewDef = NULL;
|
|
|
|
for ( int i = 0 ; i < this->lightDefs.Num() ; i++ ) {
|
|
idRenderLightLocal *ldef = this->lightDefs[i];
|
|
if ( !ldef ) {
|
|
continue;
|
|
}
|
|
this->CreateLightDefInteractions( ldef );
|
|
}
|
|
|
|
int end = Sys_Milliseconds();
|
|
int msec = end - start;
|
|
|
|
common->Printf( "idRenderWorld::GenerateAllInteractions, msec = %i, staticAllocCount = %i.\n", msec, tr.staticAllocCount );
|
|
|
|
|
|
// build the interaction table
|
|
if ( r_useInteractionTable.GetBool() ) {
|
|
interactionTableWidth = entityDefs.Num() + 100;
|
|
interactionTableHeight = lightDefs.Num() + 100;
|
|
int size = interactionTableWidth * interactionTableHeight * sizeof( *interactionTable );
|
|
interactionTable = (idInteraction **)R_ClearedStaticAlloc( size );
|
|
|
|
int count = 0;
|
|
for ( int i = 0 ; i < this->lightDefs.Num() ; i++ ) {
|
|
idRenderLightLocal *ldef = this->lightDefs[i];
|
|
if ( !ldef ) {
|
|
continue;
|
|
}
|
|
idInteraction *inter;
|
|
for ( inter = ldef->firstInteraction; inter != NULL; inter = inter->lightNext ) {
|
|
idRenderEntityLocal *edef = inter->entityDef;
|
|
int index = ldef->index * interactionTableWidth + edef->index;
|
|
|
|
interactionTable[ index ] = inter;
|
|
count++;
|
|
}
|
|
}
|
|
|
|
common->Printf( "interactionTable size: %i bytes\n", size );
|
|
common->Printf( "%d interaction take %zd bytes\n", count, count * sizeof( idInteraction ) );
|
|
}
|
|
|
|
// entities flagged as noDynamicInteractions will no longer make any
|
|
generateAllInteractionsCalled = true;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderWorldLocal::FreeInteractions
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::FreeInteractions() {
|
|
int i;
|
|
idRenderEntityLocal *def;
|
|
|
|
for ( i = 0 ; i < entityDefs.Num(); i++ ) {
|
|
def = entityDefs[i];
|
|
if ( !def ) {
|
|
continue;
|
|
}
|
|
// free all the interactions
|
|
while ( def->firstInteraction != NULL ) {
|
|
def->firstInteraction->UnlinkAndFree();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
PushVolumeIntoTree
|
|
|
|
Used for both light volumes and model volumes.
|
|
|
|
This does not clip the points by the planes, so some slop
|
|
occurs.
|
|
|
|
tr.viewCount should be bumped before calling, allowing it
|
|
to prevent double checking areas.
|
|
|
|
We might alternatively choose to do this with an area flow.
|
|
==================
|
|
*/
|
|
void idRenderWorldLocal::PushVolumeIntoTree_r( idRenderEntityLocal *def, idRenderLightLocal *light, const idSphere *sphere, int numPoints, const idVec3 (*points),
|
|
int nodeNum ) {
|
|
int i;
|
|
areaNode_t *node;
|
|
bool front, back;
|
|
|
|
if ( nodeNum < 0 ) {
|
|
portalArea_t *area;
|
|
int areaNum = -1 - nodeNum;
|
|
|
|
area = &portalAreas[ areaNum ];
|
|
if ( area->viewCount == tr.viewCount ) {
|
|
return; // already added a reference here
|
|
}
|
|
area->viewCount = tr.viewCount;
|
|
|
|
if ( def ) {
|
|
AddEntityRefToArea( def, area );
|
|
}
|
|
if ( light ) {
|
|
AddLightRefToArea( light, area );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
node = areaNodes + nodeNum;
|
|
|
|
// if we know that all possible children nodes only touch an area
|
|
// we have already marked, we can early out
|
|
if ( r_useNodeCommonChildren.GetBool() &&
|
|
node->commonChildrenArea != CHILDREN_HAVE_MULTIPLE_AREAS ) {
|
|
// note that we do NOT try to set a reference in this area
|
|
// yet, because the test volume may yet wind up being in the
|
|
// solid part, which would cause bounds slightly poked into
|
|
// a wall to show up in the next room
|
|
if ( portalAreas[ node->commonChildrenArea ].viewCount == tr.viewCount ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if the bounding sphere is completely on one side, don't
|
|
// bother checking the individual points
|
|
float sd = node->plane.Distance( sphere->GetOrigin() );
|
|
if ( sd >= sphere->GetRadius() ) {
|
|
nodeNum = node->children[0];
|
|
if ( nodeNum ) { // 0 = solid
|
|
PushVolumeIntoTree_r( def, light, sphere, numPoints, points, nodeNum );
|
|
}
|
|
return;
|
|
}
|
|
if ( sd <= -sphere->GetRadius() ) {
|
|
nodeNum = node->children[1];
|
|
if ( nodeNum ) { // 0 = solid
|
|
PushVolumeIntoTree_r( def, light, sphere, numPoints, points, nodeNum );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// exact check all the points against the node plane
|
|
front = back = false;
|
|
#ifdef MACOS_X //loop unrolling & pre-fetching for performance
|
|
const idVec3 norm = node->plane.Normal();
|
|
const float plane3 = node->plane[3];
|
|
float D0, D1, D2, D3;
|
|
|
|
for ( i = 0 ; i < numPoints - 4; i+=4 ) {
|
|
D0 = points[i+0] * norm + plane3;
|
|
D1 = points[i+1] * norm + plane3;
|
|
if ( !front && D0 >= 0.0f ) {
|
|
front = true;
|
|
} else if ( !back && D0 <= 0.0f ) {
|
|
back = true;
|
|
}
|
|
D2 = points[i+1] * norm + plane3;
|
|
if ( !front && D1 >= 0.0f ) {
|
|
front = true;
|
|
} else if ( !back && D1 <= 0.0f ) {
|
|
back = true;
|
|
}
|
|
D3 = points[i+1] * norm + plane3;
|
|
if ( !front && D2 >= 0.0f ) {
|
|
front = true;
|
|
} else if ( !back && D2 <= 0.0f ) {
|
|
back = true;
|
|
}
|
|
|
|
if ( !front && D3 >= 0.0f ) {
|
|
front = true;
|
|
} else if ( !back && D3 <= 0.0f ) {
|
|
back = true;
|
|
}
|
|
if ( back && front ) {
|
|
break;
|
|
}
|
|
}
|
|
if(!(back && front)) {
|
|
for (; i < numPoints ; i++ ) {
|
|
float d;
|
|
d = points[i] * node->plane.Normal() + node->plane[3];
|
|
if ( d >= 0.0f ) {
|
|
front = true;
|
|
} else if ( d <= 0.0f ) {
|
|
back = true;
|
|
}
|
|
if ( back && front ) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
float d;
|
|
|
|
d = points[i] * node->plane.Normal() + node->plane[3];
|
|
if ( d >= 0.0f ) {
|
|
front = true;
|
|
} else if ( d <= 0.0f ) {
|
|
back = true;
|
|
}
|
|
if ( back && front ) {
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
if ( front ) {
|
|
nodeNum = node->children[0];
|
|
if ( nodeNum ) { // 0 = solid
|
|
PushVolumeIntoTree_r( def, light, sphere, numPoints, points, nodeNum );
|
|
}
|
|
}
|
|
if ( back ) {
|
|
nodeNum = node->children[1];
|
|
if ( nodeNum ) { // 0 = solid
|
|
PushVolumeIntoTree_r( def, light, sphere, numPoints, points, nodeNum );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
PushVolumeIntoTree
|
|
==============
|
|
*/
|
|
void idRenderWorldLocal::PushVolumeIntoTree( idRenderEntityLocal *def, idRenderLightLocal *light, int numPoints, const idVec3 (*points) ) {
|
|
int i;
|
|
float radSquared, lr;
|
|
idVec3 mid, dir;
|
|
|
|
if ( areaNodes == NULL ) {
|
|
return;
|
|
}
|
|
|
|
// calculate a bounding sphere for the points
|
|
mid.Zero();
|
|
for ( i = 0; i < numPoints; i++ ) {
|
|
mid += points[i];
|
|
}
|
|
mid *= ( 1.0f / numPoints );
|
|
|
|
radSquared = 0;
|
|
|
|
for ( i = 0; i < numPoints; i++ ) {
|
|
dir = points[i] - mid;
|
|
lr = dir * dir;
|
|
if ( lr > radSquared ) {
|
|
radSquared = lr;
|
|
}
|
|
}
|
|
|
|
idSphere sphere( mid, sqrt( radSquared ) );
|
|
|
|
PushVolumeIntoTree_r( def, light, &sphere, numPoints, points, 0 );
|
|
}
|
|
|
|
//===================================================================
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::DebugClearLines
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::DebugClearLines( int time ) {
|
|
RB_ClearDebugLines( time );
|
|
RB_ClearDebugText( time );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::DebugLine
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::DebugLine( const idVec4 &color, const idVec3 &start, const idVec3 &end, const int lifetime, const bool depthTest ) {
|
|
RB_AddDebugLine( color, start, end, lifetime, depthTest );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderWorldLocal::DebugArrow
|
|
================
|
|
*/
|
|
void idRenderWorldLocal::DebugArrow( const idVec4 &color, const idVec3 &start, const idVec3 &end, int size, const int lifetime ) {
|
|
idVec3 forward, right, up, v1, v2;
|
|
float a, s;
|
|
int i;
|
|
static float arrowCos[40];
|
|
static float arrowSin[40];
|
|
static int arrowStep;
|
|
|
|
DebugLine( color, start, end, lifetime );
|
|
|
|
if ( r_debugArrowStep.GetInteger() <= 10 ) {
|
|
return;
|
|
}
|
|
// calculate sine and cosine when step size changes
|
|
if ( arrowStep != r_debugArrowStep.GetInteger() ) {
|
|
arrowStep = r_debugArrowStep.GetInteger();
|
|
for (i = 0, a = 0; a < 360.0f; a += arrowStep, i++) {
|
|
arrowCos[i] = idMath::Cos16( DEG2RAD( a ) );
|
|
arrowSin[i] = idMath::Sin16( DEG2RAD( a ) );
|
|
}
|
|
arrowCos[i] = arrowCos[0];
|
|
arrowSin[i] = arrowSin[0];
|
|
}
|
|
// draw a nice arrow
|
|
forward = end - start;
|
|
forward.Normalize();
|
|
forward.NormalVectors( right, up);
|
|
for (i = 0, a = 0; a < 360.0f; a += arrowStep, i++) {
|
|
s = 0.5f * size * arrowCos[i];
|
|
v1 = end - size * forward;
|
|
v1 = v1 + s * right;
|
|
s = 0.5f * size * arrowSin[i];
|
|
v1 = v1 + s * up;
|
|
|
|
s = 0.5f * size * arrowCos[i+1];
|
|
v2 = end - size * forward;
|
|
v2 = v2 + s * right;
|
|
s = 0.5f * size * arrowSin[i+1];
|
|
v2 = v2 + s * up;
|
|
|
|
DebugLine( color, v1, end, lifetime );
|
|
DebugLine( color, v1, v2, lifetime );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::DebugWinding
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::DebugWinding( const idVec4 &color, const idWinding &w, const idVec3 &origin, const idMat3 &axis, const int lifetime, const bool depthTest ) {
|
|
int i;
|
|
idVec3 point, lastPoint;
|
|
|
|
if ( w.GetNumPoints() < 2 ) {
|
|
return;
|
|
}
|
|
|
|
lastPoint = origin + w[w.GetNumPoints()-1].ToVec3() * axis;
|
|
for ( i = 0; i < w.GetNumPoints(); i++ ) {
|
|
point = origin + w[i].ToVec3() * axis;
|
|
DebugLine( color, lastPoint, point, lifetime, depthTest );
|
|
lastPoint = point;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::DebugCircle
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::DebugCircle( const idVec4 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const int lifetime, const bool depthTest ) {
|
|
int i;
|
|
float a;
|
|
idVec3 left, up, point, lastPoint;
|
|
|
|
dir.OrthogonalBasis( left, up );
|
|
left *= radius;
|
|
up *= radius;
|
|
lastPoint = origin + up;
|
|
for ( i = 1; i <= numSteps; i++ ) {
|
|
a = idMath::TWO_PI * i / numSteps;
|
|
point = origin + idMath::Sin16( a ) * left + idMath::Cos16( a ) * up;
|
|
DebugLine( color, lastPoint, point, lifetime, depthTest );
|
|
lastPoint = point;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idRenderWorldLocal::DebugSphere
|
|
============
|
|
*/
|
|
void idRenderWorldLocal::DebugSphere( const idVec4 &color, const idSphere &sphere, const int lifetime, const bool depthTest /*_D3XP*/ ) {
|
|
int i, j, n, num;
|
|
float s, c;
|
|
idVec3 p, lastp, *lastArray;
|
|
|
|
num = 360 / 15;
|
|
lastArray = (idVec3 *) _alloca16( num * sizeof( idVec3 ) );
|
|
lastArray[0] = sphere.GetOrigin() + idVec3( 0, 0, sphere.GetRadius() );
|
|
for ( n = 1; n < num; n++ ) {
|
|
lastArray[n] = lastArray[0];
|
|
}
|
|
|
|
for ( i = 15; i <= 360; i += 15 ) {
|
|
s = idMath::Sin16( DEG2RAD(i) );
|
|
c = idMath::Cos16( DEG2RAD(i) );
|
|
lastp[0] = sphere.GetOrigin()[0];
|
|
lastp[1] = sphere.GetOrigin()[1] + sphere.GetRadius() * s;
|
|
lastp[2] = sphere.GetOrigin()[2] + sphere.GetRadius() * c;
|
|
for ( n = 0, j = 15; j <= 360; j += 15, n++ ) {
|
|
p[0] = sphere.GetOrigin()[0] + idMath::Sin16( DEG2RAD(j) ) * sphere.GetRadius() * s;
|
|
p[1] = sphere.GetOrigin()[1] + idMath::Cos16( DEG2RAD(j) ) * sphere.GetRadius() * s;
|
|
p[2] = lastp[2];
|
|
|
|
DebugLine( color, lastp, p, lifetime,depthTest );
|
|
DebugLine( color, lastp, lastArray[n], lifetime, depthTest );
|
|
|
|
lastArray[n] = lastp;
|
|
lastp = p;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::DebugBounds
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::DebugBounds( const idVec4 &color, const idBounds &bounds, const idVec3 &org, const int lifetime ) {
|
|
int i;
|
|
idVec3 v[8];
|
|
|
|
if ( bounds.IsCleared() ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0; i < 8; i++ ) {
|
|
v[i][0] = org[0] + bounds[(i^(i>>1))&1][0];
|
|
v[i][1] = org[1] + bounds[(i>>1)&1][1];
|
|
v[i][2] = org[2] + bounds[(i>>2)&1][2];
|
|
}
|
|
for ( i = 0; i < 4; i++ ) {
|
|
DebugLine( color, v[i], v[(i+1)&3], lifetime );
|
|
DebugLine( color, v[4+i], v[4+((i+1)&3)], lifetime );
|
|
DebugLine( color, v[i], v[4+i], lifetime );
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::DebugBox
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::DebugBox( const idVec4 &color, const idBox &box, const int lifetime ) {
|
|
int i;
|
|
idVec3 v[8];
|
|
|
|
box.ToPoints( v );
|
|
for ( i = 0; i < 4; i++ ) {
|
|
DebugLine( color, v[i], v[(i+1)&3], lifetime );
|
|
DebugLine( color, v[4+i], v[4+((i+1)&3)], lifetime );
|
|
DebugLine( color, v[i], v[4+i], lifetime );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderWorldLocal::DebugFrustum
|
|
================
|
|
*/
|
|
void idRenderWorldLocal::DebugFrustum( const idVec4 &color, const idFrustum &frustum, const bool showFromOrigin, const int lifetime ) {
|
|
int i;
|
|
idVec3 v[8];
|
|
|
|
frustum.ToPoints( v );
|
|
|
|
if ( frustum.GetNearDistance() > 0.0f ) {
|
|
for ( i = 0; i < 4; i++ ) {
|
|
DebugLine( color, v[i], v[(i+1)&3], lifetime );
|
|
}
|
|
if ( showFromOrigin ) {
|
|
for ( i = 0; i < 4; i++ ) {
|
|
DebugLine( color, frustum.GetOrigin(), v[i], lifetime );
|
|
}
|
|
}
|
|
}
|
|
for ( i = 0; i < 4; i++ ) {
|
|
DebugLine( color, v[4+i], v[4+((i+1)&3)], lifetime );
|
|
DebugLine( color, v[i], v[4+i], lifetime );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idRenderWorldLocal::DebugCone
|
|
|
|
dir is the cone axis
|
|
radius1 is the radius at the apex
|
|
radius2 is the radius at apex+dir
|
|
============
|
|
*/
|
|
void idRenderWorldLocal::DebugCone( const idVec4 &color, const idVec3 &apex, const idVec3 &dir, float radius1, float radius2, const int lifetime ) {
|
|
int i;
|
|
idMat3 axis;
|
|
idVec3 top, p1, p2, lastp1, lastp2, d;
|
|
|
|
axis[2] = dir;
|
|
axis[2].Normalize();
|
|
axis[2].NormalVectors( axis[0], axis[1] );
|
|
axis[1] = -axis[1];
|
|
|
|
top = apex + dir;
|
|
lastp2 = top + radius2 * axis[1];
|
|
|
|
if ( radius1 == 0.0f ) {
|
|
for ( i = 20; i <= 360; i += 20 ) {
|
|
d = idMath::Sin16( DEG2RAD(i) ) * axis[0] + idMath::Cos16( DEG2RAD(i) ) * axis[1];
|
|
p2 = top + d * radius2;
|
|
DebugLine( color, lastp2, p2, lifetime );
|
|
DebugLine( color, p2, apex, lifetime );
|
|
lastp2 = p2;
|
|
}
|
|
} else {
|
|
lastp1 = apex + radius1 * axis[1];
|
|
for ( i = 20; i <= 360; i += 20 ) {
|
|
d = idMath::Sin16( DEG2RAD(i) ) * axis[0] + idMath::Cos16( DEG2RAD(i) ) * axis[1];
|
|
p1 = apex + d * radius1;
|
|
p2 = top + d * radius2;
|
|
DebugLine( color, lastp1, p1, lifetime );
|
|
DebugLine( color, lastp2, p2, lifetime );
|
|
DebugLine( color, p1, p2, lifetime );
|
|
lastp1 = p1;
|
|
lastp2 = p2;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderWorldLocal::DebugAxis
|
|
================
|
|
*/
|
|
void idRenderWorldLocal::DebugAxis( const idVec3 &origin, const idMat3 &axis ) {
|
|
idVec3 start = origin;
|
|
idVec3 end = start + axis[0] * 20.0f;
|
|
DebugArrow( colorWhite, start, end, 2 );
|
|
end = start + axis[0] * -20.0f;
|
|
DebugArrow( colorWhite, start, end, 2 );
|
|
end = start + axis[1] * +20.0f;
|
|
DebugArrow( colorGreen, start, end, 2 );
|
|
end = start + axis[1] * -20.0f;
|
|
DebugArrow( colorGreen, start, end, 2 );
|
|
end = start + axis[2] * +20.0f;
|
|
DebugArrow( colorBlue, start, end, 2 );
|
|
end = start + axis[2] * -20.0f;
|
|
DebugArrow( colorBlue, start, end, 2 );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::DebugClearPolygons
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::DebugClearPolygons( int time ) {
|
|
RB_ClearDebugPolygons( time );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderWorldLocal::DebugPolygon
|
|
====================
|
|
*/
|
|
void idRenderWorldLocal::DebugPolygon( const idVec4 &color, const idWinding &winding, const int lifeTime, const bool depthTest ) {
|
|
RB_AddDebugPolygon( color, winding, lifeTime, depthTest );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderWorldLocal::DebugScreenRect
|
|
================
|
|
*/
|
|
void idRenderWorldLocal::DebugScreenRect( const idVec4 &color, const idScreenRect &rect, const viewDef_t *viewDef, const int lifetime ) {
|
|
int i;
|
|
float centerx, centery, dScale, hScale, vScale;
|
|
idBounds bounds;
|
|
idVec3 p[4];
|
|
|
|
centerx = ( viewDef->viewport.x2 - viewDef->viewport.x1 ) * 0.5f;
|
|
centery = ( viewDef->viewport.y2 - viewDef->viewport.y1 ) * 0.5f;
|
|
|
|
dScale = r_znear.GetFloat() + 1.0f;
|
|
hScale = dScale * idMath::Tan16( DEG2RAD( viewDef->renderView.fov_x * 0.5f ) );
|
|
vScale = dScale * idMath::Tan16( DEG2RAD( viewDef->renderView.fov_y * 0.5f ) );
|
|
|
|
bounds[0][0] = bounds[1][0] = dScale;
|
|
bounds[0][1] = -( rect.x1 - centerx ) / centerx * hScale;
|
|
bounds[1][1] = -( rect.x2 - centerx ) / centerx * hScale;
|
|
bounds[0][2] = ( rect.y1 - centery ) / centery * vScale;
|
|
bounds[1][2] = ( rect.y2 - centery ) / centery * vScale;
|
|
|
|
for ( i = 0; i < 4; i++ ) {
|
|
p[i].x = bounds[0][0];
|
|
p[i].y = bounds[(i^(i>>1))&1].y;
|
|
p[i].z = bounds[(i>>1)&1].z;
|
|
p[i] = viewDef->renderView.vieworg + p[i] * viewDef->renderView.viewaxis;
|
|
}
|
|
for ( i = 0; i < 4; i++ ) {
|
|
DebugLine( color, p[i], p[(i+1)&3], false );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderWorldLocal::DrawTextLength
|
|
|
|
returns the length of the given text
|
|
================
|
|
*/
|
|
float idRenderWorldLocal::DrawTextLength( const char *text, float scale, int len ) {
|
|
return RB_DrawTextLength( text, scale, len );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRenderWorldLocal::DrawText
|
|
|
|
oriented on the viewaxis
|
|
align can be 0-left, 1-center (default), 2-right
|
|
================
|
|
*/
|
|
void idRenderWorldLocal::DrawText( const char *text, const idVec3 &origin, float scale, const idVec4 &color, const idMat3 &viewAxis, const int align, const int lifetime, const bool depthTest ) {
|
|
RB_AddDebugText( text, origin, scale, color, viewAxis, align, lifetime, depthTest );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idRenderWorldLocal::RegenerateWorld
|
|
===============
|
|
*/
|
|
void idRenderWorldLocal::RegenerateWorld() {
|
|
R_RegenerateWorld_f( idCmdArgs() );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_GlobalShaderOverride
|
|
===============
|
|
*/
|
|
bool R_GlobalShaderOverride( const idMaterial **shader ) {
|
|
|
|
if ( !(*shader)->IsDrawn() ) {
|
|
return false;
|
|
}
|
|
|
|
if ( tr.primaryRenderView.globalMaterial ) {
|
|
*shader = tr.primaryRenderView.globalMaterial;
|
|
return true;
|
|
}
|
|
|
|
if ( r_materialOverride.GetString()[0] != '\0' ) {
|
|
*shader = declManager->FindMaterial( r_materialOverride.GetString() );
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_RemapShaderBySkin
|
|
===============
|
|
*/
|
|
const idMaterial *R_RemapShaderBySkin( const idMaterial *shader, const idDeclSkin *skin, const idMaterial *customShader ) {
|
|
|
|
if ( !shader ) {
|
|
return NULL;
|
|
}
|
|
|
|
// never remap surfaces that were originally nodraw, like collision hulls
|
|
if ( !shader->IsDrawn() ) {
|
|
return shader;
|
|
}
|
|
|
|
if ( customShader ) {
|
|
// this is sort of a hack, but cause deformed surfaces to map to empty surfaces,
|
|
// so the item highlight overlay doesn't highlight the autosprite surface
|
|
if ( shader->Deform() ) {
|
|
return NULL;
|
|
}
|
|
return const_cast<idMaterial *>(customShader);
|
|
}
|
|
|
|
if ( !skin || !shader ) {
|
|
return const_cast<idMaterial *>(shader);
|
|
}
|
|
|
|
return skin->RemapShaderBySkin( shader );
|
|
}
|