mirror of
https://github.com/dhewm/dhewm3.git
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c212148d41
R_LockSurfaceScene() isn't used anymore, surface locking is implemented differently (so it actually works now :-p)
2165 lines
56 KiB
C++
2165 lines
56 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "framework/Session.h"
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#include "framework/DeclSkin.h"
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#include "renderer/GuiModel.h"
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#include "renderer/RenderWorld_local.h"
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#include "renderer/tr_local.h"
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/*
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===================
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R_ListRenderLightDefs_f
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===================
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*/
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void R_ListRenderLightDefs_f( const idCmdArgs &args ) {
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int i;
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idRenderLightLocal *ldef;
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if ( !tr.primaryWorld ) {
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return;
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}
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int active = 0;
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int totalRef = 0;
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int totalIntr = 0;
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for ( i = 0 ; i < tr.primaryWorld->lightDefs.Num() ; i++ ) {
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ldef = tr.primaryWorld->lightDefs[i];
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if ( !ldef ) {
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common->Printf( "%4i: FREED\n", i );
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continue;
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}
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// count up the interactions
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int iCount = 0;
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for ( idInteraction *inter = ldef->firstInteraction; inter != NULL; inter = inter->lightNext ) {
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iCount++;
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}
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totalIntr += iCount;
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// count up the references
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int rCount = 0;
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for ( areaReference_t *ref = ldef->references ; ref ; ref = ref->ownerNext ) {
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rCount++;
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}
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totalRef += rCount;
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common->Printf( "%4i: %3i intr %2i refs %s\n", i, iCount, rCount, ldef->lightShader->GetName());
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active++;
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}
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common->Printf( "%i lightDefs, %i interactions, %i areaRefs\n", active, totalIntr, totalRef );
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}
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/*
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===================
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R_ListRenderEntityDefs_f
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===================
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*/
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void R_ListRenderEntityDefs_f( const idCmdArgs &args ) {
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int i;
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idRenderEntityLocal *mdef;
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if ( !tr.primaryWorld ) {
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return;
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}
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int active = 0;
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int totalRef = 0;
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int totalIntr = 0;
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for ( i = 0 ; i < tr.primaryWorld->entityDefs.Num() ; i++ ) {
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mdef = tr.primaryWorld->entityDefs[i];
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if ( !mdef ) {
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common->Printf( "%4i: FREED\n", i );
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continue;
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}
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// count up the interactions
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int iCount = 0;
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for ( idInteraction *inter = mdef->firstInteraction; inter != NULL; inter = inter->entityNext ) {
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iCount++;
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}
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totalIntr += iCount;
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// count up the references
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int rCount = 0;
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for ( areaReference_t *ref = mdef->entityRefs ; ref ; ref = ref->ownerNext ) {
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rCount++;
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}
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totalRef += rCount;
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common->Printf( "%4i: %3i intr %2i refs %s\n", i, iCount, rCount, mdef->parms.hModel->Name());
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active++;
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}
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common->Printf( "total active: %i\n", active );
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}
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/*
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===================
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idRenderWorldLocal::idRenderWorldLocal
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===================
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*/
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idRenderWorldLocal::idRenderWorldLocal() {
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mapName.Clear();
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mapTimeStamp = FILE_NOT_FOUND_TIMESTAMP;
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generateAllInteractionsCalled = false;
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areaNodes = NULL;
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numAreaNodes = 0;
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portalAreas = NULL;
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numPortalAreas = 0;
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doublePortals = NULL;
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numInterAreaPortals = 0;
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interactionTable = 0;
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interactionTableWidth = 0;
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interactionTableHeight = 0;
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}
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/*
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===================
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idRenderWorldLocal::~idRenderWorldLocal
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===================
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*/
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idRenderWorldLocal::~idRenderWorldLocal() {
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// free all the entityDefs, lightDefs, portals, etc
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FreeWorld();
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// free up the debug lines, polys, and text
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RB_ClearDebugPolygons( 0 );
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RB_ClearDebugLines( 0 );
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RB_ClearDebugText( 0 );
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}
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/*
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===================
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ResizeInteractionTable
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===================
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*/
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void idRenderWorldLocal::ResizeInteractionTable() {
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// we overflowed the interaction table, so dump it
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// we may want to resize this in the future if it turns out to be common
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common->Printf( "idRenderWorldLocal::ResizeInteractionTable: overflowed interactionTableWidth, dumping\n" );
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R_StaticFree( interactionTable );
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interactionTable = NULL;
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}
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/*
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===================
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AddEntityDef
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===================
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*/
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qhandle_t idRenderWorldLocal::AddEntityDef( const renderEntity_t *re ){
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// try and reuse a free spot
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int entityHandle = entityDefs.FindNull();
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if ( entityHandle == -1 ) {
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entityHandle = entityDefs.Append( NULL );
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if ( interactionTable && entityDefs.Num() > interactionTableWidth ) {
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ResizeInteractionTable();
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}
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}
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UpdateEntityDef( entityHandle, re );
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return entityHandle;
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}
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/*
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==============
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UpdateEntityDef
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Does not write to the demo file, which will only be updated for
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visible entities
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==============
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*/
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int c_callbackUpdate;
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void idRenderWorldLocal::UpdateEntityDef( qhandle_t entityHandle, const renderEntity_t *re ) {
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if ( r_skipUpdates.GetBool() ) {
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return;
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}
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tr.pc.c_entityUpdates++;
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if ( !re->hModel && !re->callback ) {
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common->Error( "idRenderWorld::UpdateEntityDef: NULL hModel" );
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}
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// create new slots if needed
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if ( entityHandle < 0 || entityHandle > LUDICROUS_INDEX ) {
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common->Error( "idRenderWorld::UpdateEntityDef: index = %i", entityHandle );
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}
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while ( entityHandle >= entityDefs.Num() ) {
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entityDefs.Append( NULL );
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}
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idRenderEntityLocal *def = entityDefs[entityHandle];
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if ( def ) {
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if ( !re->forceUpdate ) {
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// check for exact match (OPTIMIZE: check through pointers more)
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if ( !re->joints && !re->callbackData && !def->dynamicModel && !memcmp( re, &def->parms, sizeof( *re ) ) ) {
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return;
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}
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// if the only thing that changed was shaderparms, we can just leave things as they are
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// after updating parms
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// if we have a callback function and the bounds, origin, axis and model match,
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// then we can leave the references as they are
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if ( re->callback ) {
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bool axisMatch = ( re->axis == def->parms.axis );
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bool originMatch = ( re->origin == def->parms.origin );
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bool boundsMatch = ( re->bounds == def->referenceBounds );
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bool modelMatch = ( re->hModel == def->parms.hModel );
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if ( boundsMatch && originMatch && axisMatch && modelMatch ) {
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// only clear the dynamic model and interaction surfaces if they exist
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c_callbackUpdate++;
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R_ClearEntityDefDynamicModel( def );
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def->parms = *re;
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return;
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}
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}
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}
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// save any decals if the model is the same, allowing marks to move with entities
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if ( def->parms.hModel == re->hModel ) {
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R_FreeEntityDefDerivedData( def, true, true );
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} else {
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R_FreeEntityDefDerivedData( def, false, false );
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}
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} else {
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// creating a new one
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def = new idRenderEntityLocal;
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entityDefs[entityHandle] = def;
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def->world = this;
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def->index = entityHandle;
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}
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def->parms = *re;
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R_AxisToModelMatrix( def->parms.axis, def->parms.origin, def->modelMatrix );
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def->lastModifiedFrameNum = tr.frameCount;
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if ( session->writeDemo && def->archived ) {
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WriteFreeEntity( entityHandle );
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def->archived = false;
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}
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// optionally immediately issue any callbacks
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if ( !r_useEntityCallbacks.GetBool() && def->parms.callback ) {
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R_IssueEntityDefCallback( def );
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}
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// based on the model bounds, add references in each area
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// that may contain the updated surface
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R_CreateEntityRefs( def );
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}
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/*
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===================
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FreeEntityDef
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Frees all references and lit surfaces from the model, and
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NULL's out it's entry in the world list
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===================
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*/
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void idRenderWorldLocal::FreeEntityDef( qhandle_t entityHandle ) {
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idRenderEntityLocal *def;
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if ( entityHandle < 0 || entityHandle >= entityDefs.Num() ) {
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common->Printf( "idRenderWorld::FreeEntityDef: handle %i > %i\n", entityHandle, entityDefs.Num() );
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return;
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}
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def = entityDefs[entityHandle];
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if ( !def ) {
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common->Printf( "idRenderWorld::FreeEntityDef: handle %i is NULL\n", entityHandle );
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return;
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}
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R_FreeEntityDefDerivedData( def, false, false );
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if ( session->writeDemo && def->archived ) {
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WriteFreeEntity( entityHandle );
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}
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// if we are playing a demo, these will have been freed
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// in R_FreeEntityDefDerivedData(), otherwise the gui
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// object still exists in the game
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def->parms.gui[ 0 ] = NULL;
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def->parms.gui[ 1 ] = NULL;
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def->parms.gui[ 2 ] = NULL;
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delete def;
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entityDefs[ entityHandle ] = NULL;
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}
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/*
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==================
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GetRenderEntity
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==================
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*/
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const renderEntity_t *idRenderWorldLocal::GetRenderEntity( qhandle_t entityHandle ) const {
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idRenderEntityLocal *def;
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if ( entityHandle < 0 || entityHandle >= entityDefs.Num() ) {
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common->Printf( "idRenderWorld::GetRenderEntity: invalid handle %i [0, %i]\n", entityHandle, entityDefs.Num() );
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return NULL;
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}
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def = entityDefs[entityHandle];
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if ( !def ) {
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common->Printf( "idRenderWorld::GetRenderEntity: handle %i is NULL\n", entityHandle );
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return NULL;
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}
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return &def->parms;
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}
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/*
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==================
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AddLightDef
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==================
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*/
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qhandle_t idRenderWorldLocal::AddLightDef( const renderLight_t *rlight ) {
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// try and reuse a free spot
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int lightHandle = lightDefs.FindNull();
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if ( lightHandle == -1 ) {
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lightHandle = lightDefs.Append( NULL );
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if ( interactionTable && lightDefs.Num() > interactionTableHeight ) {
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ResizeInteractionTable();
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}
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}
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UpdateLightDef( lightHandle, rlight );
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return lightHandle;
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}
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/*
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=================
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UpdateLightDef
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The generation of all the derived interaction data will
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usually be deferred until it is visible in a scene
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Does not write to the demo file, which will only be done for visible lights
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=================
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*/
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void idRenderWorldLocal::UpdateLightDef( qhandle_t lightHandle, const renderLight_t *rlight ) {
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if ( r_skipUpdates.GetBool() ) {
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return;
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}
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tr.pc.c_lightUpdates++;
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// create new slots if needed
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if ( lightHandle < 0 || lightHandle > LUDICROUS_INDEX ) {
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common->Error( "idRenderWorld::UpdateLightDef: index = %i", lightHandle );
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}
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while ( lightHandle >= lightDefs.Num() ) {
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lightDefs.Append( NULL );
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}
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bool justUpdate = false;
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idRenderLightLocal *light = lightDefs[lightHandle];
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if ( light ) {
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// if the shape of the light stays the same, we don't need to dump
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// any of our derived data, because shader parms are calculated every frame
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if ( rlight->axis == light->parms.axis && rlight->end == light->parms.end &&
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rlight->lightCenter == light->parms.lightCenter && rlight->lightRadius == light->parms.lightRadius &&
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rlight->noShadows == light->parms.noShadows && rlight->origin == light->parms.origin &&
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rlight->parallel == light->parms.parallel && rlight->pointLight == light->parms.pointLight &&
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rlight->right == light->parms.right && rlight->start == light->parms.start &&
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rlight->target == light->parms.target && rlight->up == light->parms.up &&
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rlight->shader == light->lightShader && rlight->prelightModel == light->parms.prelightModel ) {
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justUpdate = true;
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} else {
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// if we are updating shadows, the prelight model is no longer valid
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light->lightHasMoved = true;
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R_FreeLightDefDerivedData( light );
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}
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} else {
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// create a new one
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light = new idRenderLightLocal;
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lightDefs[lightHandle] = light;
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light->world = this;
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light->index = lightHandle;
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}
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light->parms = *rlight;
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light->lastModifiedFrameNum = tr.frameCount;
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if ( session->writeDemo && light->archived ) {
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WriteFreeLight( lightHandle );
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light->archived = false;
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}
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if ( light->lightHasMoved ) {
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light->parms.prelightModel = NULL;
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}
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if (!justUpdate) {
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R_DeriveLightData( light );
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R_CreateLightRefs( light );
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R_CreateLightDefFogPortals( light );
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}
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}
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/*
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====================
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FreeLightDef
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Frees all references and lit surfaces from the light, and
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NULL's out it's entry in the world list
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====================
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*/
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void idRenderWorldLocal::FreeLightDef( qhandle_t lightHandle ) {
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idRenderLightLocal *light;
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if ( lightHandle < 0 || lightHandle >= lightDefs.Num() ) {
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common->Printf( "idRenderWorld::FreeLightDef: invalid handle %i [0, %i]\n", lightHandle, lightDefs.Num() );
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return;
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}
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light = lightDefs[lightHandle];
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if ( !light ) {
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common->Printf( "idRenderWorld::FreeLightDef: handle %i is NULL\n", lightHandle );
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return;
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}
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R_FreeLightDefDerivedData( light );
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if ( session->writeDemo && light->archived ) {
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WriteFreeLight( lightHandle );
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}
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delete light;
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lightDefs[lightHandle] = NULL;
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}
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/*
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==================
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GetRenderLight
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==================
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*/
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const renderLight_t *idRenderWorldLocal::GetRenderLight( qhandle_t lightHandle ) const {
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idRenderLightLocal *def;
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if ( lightHandle < 0 || lightHandle >= lightDefs.Num() ) {
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common->Printf( "idRenderWorld::GetRenderLight: handle %i > %i\n", lightHandle, lightDefs.Num() );
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return NULL;
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}
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def = lightDefs[lightHandle];
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if ( !def ) {
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common->Printf( "idRenderWorld::GetRenderLight: handle %i is NULL\n", lightHandle );
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return NULL;
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}
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return &def->parms;
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}
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/*
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================
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idRenderWorldLocal::ProjectDecalOntoWorld
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================
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*/
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void idRenderWorldLocal::ProjectDecalOntoWorld( const idFixedWinding &winding, const idVec3 &projectionOrigin, const bool parallel, const float fadeDepth, const idMaterial *material, const int startTime ) {
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int i, areas[10], numAreas;
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const areaReference_t *ref;
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const portalArea_t *area;
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const idRenderModel *model;
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idRenderEntityLocal *def;
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decalProjectionInfo_t info, localInfo;
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if ( !idRenderModelDecal::CreateProjectionInfo( info, winding, projectionOrigin, parallel, fadeDepth, material, startTime ) ) {
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return;
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}
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// get the world areas touched by the projection volume
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numAreas = BoundsInAreas( info.projectionBounds, areas, 10 );
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// check all areas for models
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for ( i = 0; i < numAreas; i++ ) {
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area = &portalAreas[ areas[i] ];
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// check all models in this area
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for ( ref = area->entityRefs.areaNext; ref != &area->entityRefs; ref = ref->areaNext ) {
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def = ref->entity;
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// completely ignore any dynamic or callback models
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model = def->parms.hModel;
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if ( model == NULL || model->IsDynamicModel() != DM_STATIC || def->parms.callback ) {
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continue;
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}
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if ( def->parms.customShader != NULL && !def->parms.customShader->AllowOverlays() ) {
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continue;
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}
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idBounds bounds;
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bounds.FromTransformedBounds( model->Bounds( &def->parms ), def->parms.origin, def->parms.axis );
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// if the model bounds do not overlap with the projection bounds
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if ( !info.projectionBounds.IntersectsBounds( bounds ) ) {
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continue;
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}
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|
|
// 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,
|
|
====================
|
|
*/
|
|
extern void R_SetupViewFrustum( viewDef_t* viewDef );
|
|
extern void R_SetupProjection( viewDef_t * viewDef );
|
|
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() ) {
|
|
tr.lockSurfacesRealViewDef = *parms;
|
|
|
|
// usually the following are called later in R_RenderView(), but we pass
|
|
// the locked viewDef to that function so do these calculations here
|
|
// (the results are needed for some special cases like in-world GUIs and mirrors)
|
|
R_SetViewMatrix( &tr.lockSurfacesRealViewDef );
|
|
R_SetupViewFrustum( &tr.lockSurfacesRealViewDef);
|
|
R_SetupProjection( &tr.lockSurfacesRealViewDef );
|
|
|
|
const viewDef_t* origParms = &tr.lockSurfacesRealViewDef;
|
|
*parms = tr.lockSurfacesViewDef;
|
|
parms->renderWorld = origParms->renderWorld;
|
|
parms->floatTime = origParms->floatTime;
|
|
parms->drawSurfs = origParms->drawSurfs; // should be NULL I think
|
|
parms->numDrawSurfs = origParms->numDrawSurfs;
|
|
parms->maxDrawSurfs = origParms->maxDrawSurfs;
|
|
parms->viewLights = origParms->viewLights;
|
|
parms->viewEntitys = origParms->viewEntitys;
|
|
parms->connectedAreas = origParms->connectedAreas;
|
|
|
|
} else {
|
|
// save current viewDef so it can be used if we enable r_lockSurfaces in the next frame
|
|
tr.lockSurfacesViewDef = *parms;
|
|
}
|
|
|
|
|
|
// 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 );
|
|
}
|