mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-23 21:02:11 +00:00
3f5c14ef5f
variable set but not used Removes some CollisionModel code under _DEBUG which was probably a leftover, since it was completely useless (its done later anyways).
1072 lines
28 KiB
C++
1072 lines
28 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 "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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/*
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All that is done in these functions is the creation of viewLights
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and viewEntitys for the lightDefs and entityDefs that are visible
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in the portal areas that can be seen from the current viewpoint.
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*/
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// if we hit this many planes, we will just stop cropping the
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// view down, which is still correct, just conservative
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const int MAX_PORTAL_PLANES = 20;
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typedef struct portalStack_s {
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portal_t *p;
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const struct portalStack_s *next;
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idScreenRect rect;
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int numPortalPlanes;
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idPlane portalPlanes[MAX_PORTAL_PLANES+1];
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// positive side is outside the visible frustum
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} portalStack_t;
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//====================================================================
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/*
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===================
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idRenderWorldLocal::ScreenRectForWinding
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===================
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*/
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idScreenRect idRenderWorldLocal::ScreenRectFromWinding( const idWinding *w, viewEntity_t *space ) {
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idScreenRect r;
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int i;
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idVec3 v;
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idVec3 ndc;
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float windowX, windowY;
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r.Clear();
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for ( i = 0 ; i < w->GetNumPoints() ; i++ ) {
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R_LocalPointToGlobal( space->modelMatrix, (*w)[i].ToVec3(), v );
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R_GlobalToNormalizedDeviceCoordinates( v, ndc );
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windowX = 0.5f * ( 1.0f + ndc[0] ) * ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 );
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windowY = 0.5f * ( 1.0f + ndc[1] ) * ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 );
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r.AddPoint( windowX, windowY );
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}
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r.Expand();
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return r;
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}
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/*
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===================
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PortalIsFoggedOut
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===================
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*/
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bool idRenderWorldLocal::PortalIsFoggedOut( const portal_t *p ) {
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idRenderLightLocal *ldef;
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const idWinding *w;
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int i;
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idPlane forward;
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ldef = p->doublePortal->fogLight;
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if ( !ldef ) {
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return false;
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}
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// find the current density of the fog
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const idMaterial *lightShader = ldef->lightShader;
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int size = sizeof( float ) *lightShader->GetNumRegisters();
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float *regs =(float *)_alloca( size );
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lightShader->EvaluateRegisters( regs, ldef->parms.shaderParms, tr.viewDef, ldef->parms.referenceSound );
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const shaderStage_t *stage = lightShader->GetStage(0);
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float alpha = regs[ stage->color.registers[3] ];
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// if they left the default value on, set a fog distance of 500
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float a;
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if ( alpha <= 1.0f ) {
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a = -0.5f / DEFAULT_FOG_DISTANCE;
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} else {
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// otherwise, distance = alpha color
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a = -0.5f / alpha;
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}
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forward[0] = a * tr.viewDef->worldSpace.modelViewMatrix[2];
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forward[1] = a * tr.viewDef->worldSpace.modelViewMatrix[6];
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forward[2] = a * tr.viewDef->worldSpace.modelViewMatrix[10];
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forward[3] = a * tr.viewDef->worldSpace.modelViewMatrix[14];
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w = p->w;
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for ( i = 0 ; i < w->GetNumPoints() ; i++ ) {
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float d;
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d = forward.Distance( (*w)[i].ToVec3() );
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if ( d < 0.5f ) {
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return false; // a point not clipped off
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}
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}
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return true;
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}
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/*
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===================
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FloodViewThroughArea_r
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===================
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*/
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void idRenderWorldLocal::FloodViewThroughArea_r( const idVec3 origin, int areaNum,
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const struct portalStack_s *ps ) {
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portal_t* p;
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float d;
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portalArea_t * area;
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const portalStack_t *check;
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portalStack_t newStack;
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int i, j;
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idVec3 v1, v2;
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int addPlanes;
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idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20
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area = &portalAreas[ areaNum ];
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// cull models and lights to the current collection of planes
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AddAreaRefs( areaNum, ps );
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if ( areaScreenRect[areaNum].IsEmpty() ) {
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areaScreenRect[areaNum] = ps->rect;
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} else {
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areaScreenRect[areaNum].Union( ps->rect );
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}
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// go through all the portals
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for ( p = area->portals; p; p = p->next ) {
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// an enclosing door may have sealed the portal off
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if ( p->doublePortal->blockingBits & PS_BLOCK_VIEW ) {
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continue;
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}
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// make sure this portal is facing away from the view
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d = p->plane.Distance( origin );
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if ( d < -0.1f ) {
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continue;
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}
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// make sure the portal isn't in our stack trace,
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// which would cause an infinite loop
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for ( check = ps; check; check = check->next ) {
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if ( check->p == p ) {
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break; // don't recursively enter a stack
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}
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}
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if ( check ) {
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continue; // already in stack
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}
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// if we are very close to the portal surface, don't bother clipping
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// it, which tends to give epsilon problems that make the area vanish
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if ( d < 1.0f ) {
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// go through this portal
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newStack = *ps;
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newStack.p = p;
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newStack.next = ps;
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FloodViewThroughArea_r( origin, p->intoArea, &newStack );
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continue;
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}
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// clip the portal winding to all of the planes
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w = *p->w;
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for ( j = 0; j < ps->numPortalPlanes; j++ ) {
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if ( !w.ClipInPlace( -ps->portalPlanes[j], 0 ) ) {
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break;
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}
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}
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if ( !w.GetNumPoints() ) {
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continue; // portal not visible
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}
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// see if it is fogged out
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if ( PortalIsFoggedOut( p ) ) {
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continue;
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}
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// go through this portal
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newStack.p = p;
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newStack.next = ps;
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// find the screen pixel bounding box of the remaining portal
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// so we can scissor things outside it
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newStack.rect = ScreenRectFromWinding( &w, &tr.identitySpace );
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// slop might have spread it a pixel outside, so trim it back
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newStack.rect.Intersect( ps->rect );
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// generate a set of clipping planes that will further restrict
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// the visible view beyond just the scissor rect
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addPlanes = w.GetNumPoints();
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if ( addPlanes > MAX_PORTAL_PLANES ) {
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addPlanes = MAX_PORTAL_PLANES;
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}
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newStack.numPortalPlanes = 0;
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for ( i = 0; i < addPlanes; i++ ) {
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j = i+1;
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if ( j == w.GetNumPoints() ) {
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j = 0;
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}
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v1 = origin - w[i].ToVec3();
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v2 = origin - w[j].ToVec3();
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newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross( v2, v1 );
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// if it is degenerate, skip the plane
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if ( newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f ) {
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continue;
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}
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newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint( origin );
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newStack.numPortalPlanes++;
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}
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// the last stack plane is the portal plane
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newStack.portalPlanes[newStack.numPortalPlanes] = p->plane;
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newStack.numPortalPlanes++;
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FloodViewThroughArea_r( origin, p->intoArea, &newStack );
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}
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}
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/*
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=======================
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FlowViewThroughPortals
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Finds viewLights and viewEntities by flowing from an origin through the visible portals.
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origin point can see into. The planes array defines a volume (positive
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sides facing in) that should contain the origin, such as a view frustum or a point light box.
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Zero planes assumes an unbounded volume.
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=======================
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*/
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void idRenderWorldLocal::FlowViewThroughPortals( const idVec3 origin, int numPlanes, const idPlane *planes ) {
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portalStack_t ps;
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int i;
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ps.next = NULL;
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ps.p = NULL;
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for ( i = 0 ; i < numPlanes ; i++ ) {
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ps.portalPlanes[i] = planes[i];
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}
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ps.numPortalPlanes = numPlanes;
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ps.rect = tr.viewDef->scissor;
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if ( tr.viewDef->areaNum < 0 ){
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for ( i = 0; i < numPortalAreas; i++ ) {
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areaScreenRect[i] = tr.viewDef->scissor;
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}
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// if outside the world, mark everything
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for ( i = 0 ; i < numPortalAreas ; i++ ) {
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AddAreaRefs( i, &ps );
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}
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} else {
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for ( i = 0; i < numPortalAreas; i++ ) {
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areaScreenRect[i].Clear();
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}
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// flood out through portals, setting area viewCount
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FloodViewThroughArea_r( origin, tr.viewDef->areaNum, &ps );
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}
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}
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//==================================================================================================
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/*
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===================
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FloodLightThroughArea_r
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===================
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*/
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void idRenderWorldLocal::FloodLightThroughArea_r( idRenderLightLocal *light, int areaNum,
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const struct portalStack_s *ps ) {
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portal_t* p;
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float d;
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portalArea_t * area;
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const portalStack_t *check, *firstPortalStack;
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portalStack_t newStack;
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int i, j;
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idVec3 v1, v2;
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int addPlanes;
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idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20
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area = &portalAreas[ areaNum ];
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// add an areaRef
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AddLightRefToArea( light, area );
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// go through all the portals
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for ( p = area->portals; p; p = p->next ) {
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// make sure this portal is facing away from the view
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d = p->plane.Distance( light->globalLightOrigin );
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if ( d < -0.1f ) {
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continue;
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}
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// make sure the portal isn't in our stack trace,
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// which would cause an infinite loop
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for ( check = ps; check; check = check->next ) {
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firstPortalStack = check;
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if ( check->p == p ) {
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break; // don't recursively enter a stack
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}
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}
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if ( check ) {
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continue; // already in stack
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}
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// if we are very close to the portal surface, don't bother clipping
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// it, which tends to give epsilon problems that make the area vanish
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if ( d < 1.0f ) {
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// go through this portal
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newStack = *ps;
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newStack.p = p;
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newStack.next = ps;
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FloodLightThroughArea_r( light, p->intoArea, &newStack );
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continue;
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}
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// clip the portal winding to all of the planes
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w = *p->w;
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for ( j = 0; j < ps->numPortalPlanes; j++ ) {
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if ( !w.ClipInPlace( -ps->portalPlanes[j], 0 ) ) {
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break;
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}
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}
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if ( !w.GetNumPoints() ) {
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continue; // portal not visible
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}
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// also always clip to the original light planes, because they aren't
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// necessarily extending to infinitiy like a view frustum
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for ( j = 0; j < firstPortalStack->numPortalPlanes; j++ ) {
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if ( !w.ClipInPlace( -firstPortalStack->portalPlanes[j], 0 ) ) {
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break;
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}
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}
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if ( !w.GetNumPoints() ) {
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continue; // portal not visible
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}
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// go through this portal
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newStack.p = p;
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newStack.next = ps;
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// generate a set of clipping planes that will further restrict
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// the visible view beyond just the scissor rect
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addPlanes = w.GetNumPoints();
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if ( addPlanes > MAX_PORTAL_PLANES ) {
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addPlanes = MAX_PORTAL_PLANES;
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}
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newStack.numPortalPlanes = 0;
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for ( i = 0; i < addPlanes; i++ ) {
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j = i+1;
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if ( j == w.GetNumPoints() ) {
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j = 0;
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}
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v1 = light->globalLightOrigin - w[i].ToVec3();
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v2 = light->globalLightOrigin - w[j].ToVec3();
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newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross( v2, v1 );
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// if it is degenerate, skip the plane
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if ( newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f ) {
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continue;
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}
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newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint( light->globalLightOrigin );
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newStack.numPortalPlanes++;
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}
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FloodLightThroughArea_r( light, p->intoArea, &newStack );
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}
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}
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/*
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=======================
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FlowLightThroughPortals
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Adds an arearef in each area that the light center flows into.
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This can only be used for shadow casting lights that have a generated
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prelight, because shadows are cast from back side which may not be in visible areas.
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=======================
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*/
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void idRenderWorldLocal::FlowLightThroughPortals( idRenderLightLocal *light ) {
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portalStack_t ps;
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int i;
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// if the light origin areaNum is not in a valid area,
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// the light won't have any area refs
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if ( light->areaNum == -1 ) {
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return;
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}
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memset( &ps, 0, sizeof( ps ) );
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ps.numPortalPlanes = 6;
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for ( i = 0 ; i < 6 ; i++ ) {
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ps.portalPlanes[i] = light->frustum[i];
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}
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FloodLightThroughArea_r( light, light->areaNum, &ps );
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}
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//======================================================================================================
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/*
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===================
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idRenderWorldLocal::FloodFrustumAreas_r
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===================
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*/
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areaNumRef_t *idRenderWorldLocal::FloodFrustumAreas_r( const idFrustum &frustum, const int areaNum, const idBounds &bounds, areaNumRef_t *areas ) {
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portal_t *p;
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portalArea_t *portalArea;
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idBounds newBounds;
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areaNumRef_t *a;
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portalArea = &portalAreas[ areaNum ];
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// go through all the portals
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for ( p = portalArea->portals; p; p = p->next ) {
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// check if we already visited the area the portal leads to
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for ( a = areas; a; a = a->next ) {
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if ( a->areaNum == p->intoArea ) {
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break;
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}
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}
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if ( a ) {
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continue;
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}
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// the frustum origin must be at the front of the portal plane
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if ( p->plane.Side( frustum.GetOrigin(), 0.1f ) == SIDE_BACK ) {
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continue;
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}
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// the frustum must cross the portal plane
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if ( frustum.PlaneSide( p->plane, 0.0f ) != PLANESIDE_CROSS ) {
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continue;
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}
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// get the bounds for the portal winding projected in the frustum
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frustum.ProjectionBounds( *p->w, newBounds );
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newBounds.IntersectSelf( bounds );
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if ( newBounds[0][0] > newBounds[1][0] || newBounds[0][1] > newBounds[1][1] || newBounds[0][2] > newBounds[1][2] ) {
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continue;
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}
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newBounds[1][0] = frustum.GetFarDistance();
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a = areaNumRefAllocator.Alloc();
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a->areaNum = p->intoArea;
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a->next = areas;
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areas = a;
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areas = FloodFrustumAreas_r( frustum, p->intoArea, newBounds, areas );
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}
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return areas;
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}
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/*
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===================
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idRenderWorldLocal::FloodFrustumAreas
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Retrieves all the portal areas the frustum floods into where the frustum starts in the given areas.
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All portals are assumed to be open.
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===================
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*/
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areaNumRef_t *idRenderWorldLocal::FloodFrustumAreas( const idFrustum &frustum, areaNumRef_t *areas ) {
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idBounds bounds;
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areaNumRef_t *a;
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// bounds that cover the whole frustum
|
|
bounds[0].Set( frustum.GetNearDistance(), -1.0f, -1.0f );
|
|
bounds[1].Set( frustum.GetFarDistance(), 1.0f, 1.0f );
|
|
|
|
for ( a = areas; a; a = a->next ) {
|
|
areas = FloodFrustumAreas_r( frustum, a->areaNum, bounds, areas );
|
|
}
|
|
|
|
return areas;
|
|
}
|
|
|
|
|
|
/*
|
|
=======================================================================
|
|
|
|
R_FindViewLightsAndEntities
|
|
|
|
=======================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
CullEntityByPortals
|
|
|
|
Return true if the entity reference bounds do not intersect the current portal chain.
|
|
================
|
|
*/
|
|
bool idRenderWorldLocal::CullEntityByPortals( const idRenderEntityLocal *entity, const portalStack_t *ps ) {
|
|
|
|
if ( !r_useEntityCulling.GetBool() ) {
|
|
return false;
|
|
}
|
|
|
|
// try to cull the entire thing using the reference bounds.
|
|
// we do not yet do callbacks or dynamic model creation,
|
|
// because we want to do all touching of the model after
|
|
// we have determined all the lights that may effect it,
|
|
// which optimizes cache usage
|
|
if ( R_CullLocalBox( entity->referenceBounds, entity->modelMatrix,
|
|
ps->numPortalPlanes, ps->portalPlanes ) ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
AddAreaEntityRefs
|
|
|
|
Any models that are visible through the current portalStack will
|
|
have their scissor
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::AddAreaEntityRefs( int areaNum, const portalStack_t *ps ) {
|
|
areaReference_t *ref;
|
|
idRenderEntityLocal *entity;
|
|
portalArea_t *area;
|
|
viewEntity_t *vEnt;
|
|
idBounds b;
|
|
|
|
area = &portalAreas[ areaNum ];
|
|
|
|
for ( ref = area->entityRefs.areaNext ; ref != &area->entityRefs ; ref = ref->areaNext ) {
|
|
entity = ref->entity;
|
|
|
|
// debug tool to allow viewing of only one entity at a time
|
|
if ( r_singleEntity.GetInteger() >= 0 && r_singleEntity.GetInteger() != entity->index ) {
|
|
continue;
|
|
}
|
|
|
|
// remove decals that are completely faded away
|
|
R_FreeEntityDefFadedDecals( entity, tr.viewDef->renderView.time );
|
|
|
|
// check for completely suppressing the model
|
|
if ( !r_skipSuppress.GetBool() ) {
|
|
if ( entity->parms.suppressSurfaceInViewID
|
|
&& entity->parms.suppressSurfaceInViewID == tr.viewDef->renderView.viewID ) {
|
|
continue;
|
|
}
|
|
if ( entity->parms.allowSurfaceInViewID
|
|
&& entity->parms.allowSurfaceInViewID != tr.viewDef->renderView.viewID ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// cull reference bounds
|
|
if ( CullEntityByPortals( entity, ps ) ) {
|
|
// we are culled out through this portal chain, but it might
|
|
// still be visible through others
|
|
continue;
|
|
}
|
|
|
|
vEnt = R_SetEntityDefViewEntity( entity );
|
|
|
|
// possibly expand the scissor rect
|
|
vEnt->scissorRect.Union( ps->rect );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
CullLightByPortals
|
|
|
|
Return true if the light frustum does not intersect the current portal chain.
|
|
The last stack plane is not used because lights are not near clipped.
|
|
================
|
|
*/
|
|
bool idRenderWorldLocal::CullLightByPortals( const idRenderLightLocal *light, const portalStack_t *ps ) {
|
|
int i, j;
|
|
const srfTriangles_t *tri;
|
|
float d;
|
|
idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20
|
|
|
|
if ( r_useLightCulling.GetInteger() == 0 ) {
|
|
return false;
|
|
}
|
|
|
|
if ( r_useLightCulling.GetInteger() >= 2 ) {
|
|
// exact clip of light faces against all planes
|
|
for ( i = 0; i < 6; i++ ) {
|
|
// the light frustum planes face out from the light,
|
|
// so the planes that have the view origin on the negative
|
|
// side will be the "back" faces of the light, which must have
|
|
// some fragment inside the portalStack to be visible
|
|
if ( light->frustum[i].Distance( tr.viewDef->renderView.vieworg ) >= 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// get the exact winding for this side
|
|
const idWinding *ow = light->frustumWindings[i];
|
|
|
|
// projected lights may have one of the frustums degenerated
|
|
if ( !ow ) {
|
|
continue;
|
|
}
|
|
|
|
w = *ow;
|
|
|
|
// now check the winding against each of the portalStack planes
|
|
for ( j = 0; j < ps->numPortalPlanes - 1; j++ ) {
|
|
if ( !w.ClipInPlace( -ps->portalPlanes[j] ) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( w.GetNumPoints() ) {
|
|
// part of the winding is visible through the portalStack,
|
|
// so the light is not culled
|
|
return false;
|
|
}
|
|
}
|
|
// none of the light surfaces were visible
|
|
return true;
|
|
|
|
} else {
|
|
|
|
// simple point check against each plane
|
|
tri = light->frustumTris;
|
|
|
|
// check against frustum planes
|
|
for ( i = 0; i < ps->numPortalPlanes - 1; i++ ) {
|
|
for ( j = 0; j < tri->numVerts; j++ ) {
|
|
d = ps->portalPlanes[i].Distance( tri->verts[j].xyz );
|
|
if ( d < 0.0f ) {
|
|
break; // point is inside this plane
|
|
}
|
|
}
|
|
if ( j == tri->numVerts ) {
|
|
// all points were outside one of the planes
|
|
tr.pc.c_box_cull_out++;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
AddAreaLightRefs
|
|
|
|
This is the only point where lights get added to the viewLights list
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::AddAreaLightRefs( int areaNum, const portalStack_t *ps ) {
|
|
areaReference_t *lref;
|
|
portalArea_t *area;
|
|
idRenderLightLocal *light;
|
|
viewLight_t *vLight;
|
|
|
|
area = &portalAreas[ areaNum ];
|
|
|
|
for ( lref = area->lightRefs.areaNext ; lref != &area->lightRefs ; lref = lref->areaNext ) {
|
|
light = lref->light;
|
|
|
|
// debug tool to allow viewing of only one light at a time
|
|
if ( r_singleLight.GetInteger() >= 0 && r_singleLight.GetInteger() != light->index ) {
|
|
continue;
|
|
}
|
|
|
|
// check for being closed off behind a door
|
|
// a light that doesn't cast shadows will still light even if it is behind a door
|
|
if ( r_useLightCulling.GetInteger() >= 3 &&
|
|
!light->parms.noShadows && light->lightShader->LightCastsShadows()
|
|
&& light->areaNum != -1 && !tr.viewDef->connectedAreas[ light->areaNum ] ) {
|
|
continue;
|
|
}
|
|
|
|
// cull frustum
|
|
if ( CullLightByPortals( light, ps ) ) {
|
|
// we are culled out through this portal chain, but it might
|
|
// still be visible through others
|
|
continue;
|
|
}
|
|
|
|
vLight = R_SetLightDefViewLight( light );
|
|
|
|
// expand the scissor rect
|
|
vLight->scissorRect.Union( ps->rect );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
AddAreaRefs
|
|
|
|
This may be entered multiple times with different planes
|
|
if more than one portal sees into the area
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::AddAreaRefs( int areaNum, const portalStack_t *ps ) {
|
|
// mark the viewCount, so r_showPortals can display the
|
|
// considered portals
|
|
portalAreas[ areaNum ].viewCount = tr.viewCount;
|
|
|
|
// add the models and lights, using more precise culling to the planes
|
|
AddAreaEntityRefs( areaNum, ps );
|
|
AddAreaLightRefs( areaNum, ps );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
BuildConnectedAreas_r
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::BuildConnectedAreas_r( int areaNum ) {
|
|
portalArea_t *area;
|
|
portal_t *portal;
|
|
|
|
if ( tr.viewDef->connectedAreas[areaNum] ) {
|
|
return;
|
|
}
|
|
|
|
tr.viewDef->connectedAreas[areaNum] = true;
|
|
|
|
// flood through all non-blocked portals
|
|
area = &portalAreas[ areaNum ];
|
|
for ( portal = area->portals ; portal ; portal = portal->next ) {
|
|
if ( !(portal->doublePortal->blockingBits & PS_BLOCK_VIEW) ) {
|
|
BuildConnectedAreas_r( portal->intoArea );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
BuildConnectedAreas
|
|
|
|
This is only valid for a given view, not all views in a frame
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::BuildConnectedAreas( void ) {
|
|
int i;
|
|
|
|
tr.viewDef->connectedAreas = (bool *)R_FrameAlloc( numPortalAreas
|
|
* sizeof( tr.viewDef->connectedAreas[0] ) );
|
|
|
|
// if we are outside the world, we can see all areas
|
|
if ( tr.viewDef->areaNum == -1 ) {
|
|
for ( i = 0 ; i < numPortalAreas ; i++ ) {
|
|
tr.viewDef->connectedAreas[i] = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// start with none visible, and flood fill from the current area
|
|
memset( tr.viewDef->connectedAreas, 0, numPortalAreas * sizeof( tr.viewDef->connectedAreas[0] ) );
|
|
BuildConnectedAreas_r( tr.viewDef->areaNum );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
FindViewLightsAndEntites
|
|
|
|
All the modelrefs and lightrefs that are in visible areas
|
|
will have viewEntitys and viewLights created for them.
|
|
|
|
The scissorRects on the viewEntitys and viewLights may be empty if
|
|
they were considered, but not actually visible.
|
|
=============
|
|
*/
|
|
void idRenderWorldLocal::FindViewLightsAndEntities( void ) {
|
|
// clear the visible lightDef and entityDef lists
|
|
tr.viewDef->viewLights = NULL;
|
|
tr.viewDef->viewEntitys = NULL;
|
|
|
|
// find the area to start the portal flooding in
|
|
if ( !r_usePortals.GetBool() ) {
|
|
// debug tool to force no portal culling
|
|
tr.viewDef->areaNum = -1;
|
|
} else {
|
|
tr.viewDef->areaNum = PointInArea( tr.viewDef->initialViewAreaOrigin );
|
|
}
|
|
|
|
// determine all possible connected areas for
|
|
// light-behind-door culling
|
|
BuildConnectedAreas();
|
|
|
|
// bump the view count, invalidating all
|
|
// visible areas
|
|
tr.viewCount++;
|
|
|
|
// flow through all the portals and add models / lights
|
|
if ( r_singleArea.GetBool() ) {
|
|
// if debugging, only mark this area
|
|
// if we are outside the world, don't draw anything
|
|
if ( tr.viewDef->areaNum >= 0 ) {
|
|
portalStack_t ps;
|
|
int i;
|
|
static int lastPrintedAreaNum;
|
|
|
|
if ( tr.viewDef->areaNum != lastPrintedAreaNum ) {
|
|
lastPrintedAreaNum = tr.viewDef->areaNum;
|
|
common->Printf( "entering portal area %i\n", tr.viewDef->areaNum );
|
|
}
|
|
|
|
for ( i = 0 ; i < 5 ; i++ ) {
|
|
ps.portalPlanes[i] = tr.viewDef->frustum[i];
|
|
}
|
|
ps.numPortalPlanes = 5;
|
|
ps.rect = tr.viewDef->scissor;
|
|
|
|
AddAreaRefs( tr.viewDef->areaNum, &ps );
|
|
}
|
|
} else {
|
|
// note that the center of projection for flowing through portals may
|
|
// be a different point than initialViewAreaOrigin for subviews that
|
|
// may have the viewOrigin in a solid/invalid area
|
|
FlowViewThroughPortals( tr.viewDef->renderView.vieworg, 5, tr.viewDef->frustum );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
NumPortals
|
|
==============
|
|
*/
|
|
int idRenderWorldLocal::NumPortals( void ) const {
|
|
return numInterAreaPortals;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
FindPortal
|
|
|
|
Game code uses this to identify which portals are inside doors.
|
|
Returns 0 if no portal contacts the bounds
|
|
==============
|
|
*/
|
|
qhandle_t idRenderWorldLocal::FindPortal( const idBounds &b ) const {
|
|
int i, j;
|
|
idBounds wb;
|
|
doublePortal_t *portal;
|
|
idWinding *w;
|
|
|
|
for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
|
|
portal = &doublePortals[i];
|
|
w = portal->portals[0]->w;
|
|
|
|
wb.Clear();
|
|
for ( j = 0 ; j < w->GetNumPoints() ; j++ ) {
|
|
wb.AddPoint( (*w)[j].ToVec3() );
|
|
}
|
|
if ( wb.IntersectsBounds( b ) ) {
|
|
return i + 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
FloodConnectedAreas
|
|
=============
|
|
*/
|
|
void idRenderWorldLocal::FloodConnectedAreas( portalArea_t *area, int portalAttributeIndex ) {
|
|
if ( area->connectedAreaNum[portalAttributeIndex] == connectedAreaNum ) {
|
|
return;
|
|
}
|
|
area->connectedAreaNum[portalAttributeIndex] = connectedAreaNum;
|
|
|
|
for ( portal_t *p = area->portals ; p ; p = p->next ) {
|
|
if ( !(p->doublePortal->blockingBits & (1<<portalAttributeIndex) ) ) {
|
|
FloodConnectedAreas( &portalAreas[p->intoArea], portalAttributeIndex );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
AreasAreConnected
|
|
|
|
==============
|
|
*/
|
|
bool idRenderWorldLocal::AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection ) {
|
|
if ( areaNum1 == -1 || areaNum2 == -1 ) {
|
|
return false;
|
|
}
|
|
if ( areaNum1 > numPortalAreas || areaNum2 > numPortalAreas || areaNum1 < 0 || areaNum2 < 0 ) {
|
|
common->Error( "idRenderWorldLocal::AreAreasConnected: bad parms: %i, %i", areaNum1, areaNum2 );
|
|
}
|
|
|
|
int attribute = 0;
|
|
|
|
int intConnection = (int)connection;
|
|
|
|
while ( intConnection > 1 ) {
|
|
attribute++;
|
|
intConnection >>= 1;
|
|
}
|
|
if ( attribute >= NUM_PORTAL_ATTRIBUTES || ( 1 << attribute ) != (int)connection ) {
|
|
common->Error( "idRenderWorldLocal::AreasAreConnected: bad connection number: %i\n", (int)connection );
|
|
}
|
|
|
|
return portalAreas[areaNum1].connectedAreaNum[attribute] == portalAreas[areaNum2].connectedAreaNum[attribute];
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
SetPortalState
|
|
|
|
doors explicitly close off portals when shut
|
|
==============
|
|
*/
|
|
void idRenderWorldLocal::SetPortalState( qhandle_t portal, int blockTypes ) {
|
|
if ( portal == 0 ) {
|
|
return;
|
|
}
|
|
|
|
if ( portal < 1 || portal > numInterAreaPortals ) {
|
|
common->Error( "SetPortalState: bad portal number %i", portal );
|
|
}
|
|
int old = doublePortals[portal-1].blockingBits;
|
|
if ( old == blockTypes ) {
|
|
return;
|
|
}
|
|
doublePortals[portal-1].blockingBits = blockTypes;
|
|
|
|
// leave the connectedAreaGroup the same on one side,
|
|
// then flood fill from the other side with a new number for each changed attribute
|
|
for ( int i = 0 ; i < NUM_PORTAL_ATTRIBUTES ; i++ ) {
|
|
if ( ( old ^ blockTypes ) & ( 1 << i ) ) {
|
|
connectedAreaNum++;
|
|
FloodConnectedAreas( &portalAreas[doublePortals[portal-1].portals[1]->intoArea], i );
|
|
}
|
|
}
|
|
|
|
if ( session->writeDemo ) {
|
|
session->writeDemo->WriteInt( DS_RENDER );
|
|
session->writeDemo->WriteInt( DC_SET_PORTAL_STATE );
|
|
session->writeDemo->WriteInt( portal );
|
|
session->writeDemo->WriteInt( blockTypes );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
GetPortalState
|
|
==============
|
|
*/
|
|
int idRenderWorldLocal::GetPortalState( qhandle_t portal ) {
|
|
if ( portal == 0 ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( portal < 1 || portal > numInterAreaPortals ) {
|
|
common->Error( "GetPortalState: bad portal number %i", portal );
|
|
}
|
|
|
|
return doublePortals[portal-1].blockingBits;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idRenderWorldLocal::ShowPortals
|
|
|
|
Debugging tool, won't work correctly with SMP or when mirrors are present
|
|
=====================
|
|
*/
|
|
void idRenderWorldLocal::ShowPortals() {
|
|
int i, j;
|
|
portalArea_t *area;
|
|
portal_t *p;
|
|
idWinding *w;
|
|
|
|
// flood out through portals, setting area viewCount
|
|
for ( i = 0 ; i < numPortalAreas ; i++ ) {
|
|
area = &portalAreas[i];
|
|
if ( area->viewCount != tr.viewCount ) {
|
|
continue;
|
|
}
|
|
for ( p = area->portals ; p ; p = p->next ) {
|
|
w = p->w;
|
|
if ( !w ) {
|
|
continue;
|
|
}
|
|
|
|
if ( portalAreas[ p->intoArea ].viewCount != tr.viewCount ) {
|
|
// red = can't see
|
|
qglColor3f( 1, 0, 0 );
|
|
} else {
|
|
// green = see through
|
|
qglColor3f( 0, 1, 0 );
|
|
}
|
|
|
|
qglBegin( GL_LINE_LOOP );
|
|
for ( j = 0 ; j < w->GetNumPoints() ; j++ ) {
|
|
qglVertex3fv( (*w)[j].ToFloatPtr() );
|
|
}
|
|
qglEnd();
|
|
}
|
|
}
|
|
}
|