mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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277964f074
- Implemented soft shadows using PCF hardware shadow mapping The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look really good which should you give stable 100 fps on todays hardware. The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. - Changed interaction shaders to use Half-Lambert lighting like in HL2 to make the game less dark - Fixed some of the renderer debugging/development tools like r_showTris
1213 lines
30 KiB
C++
1213 lines
30 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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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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struct portalStack_t
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{
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const portal_t* p;
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const portalStack_t* next;
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// positive side is outside the visible frustum
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int numPortalPlanes;
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idPlane portalPlanes[MAX_PORTAL_PLANES + 1];
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idScreenRect rect;
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};
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/*
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=======================================================================
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Create viewLights and viewEntitys for the lights and entities that are
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visible in the portal areas that can be seen from the current viewpoint.
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=======================================================================
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*/
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/*
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=============
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R_SetLightDefViewLight
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If the lightDef is not already on the viewLight list, create
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a viewLight and add it to the list with an empty scissor rect.
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=============
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*/
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viewLight_t* R_SetLightDefViewLight( idRenderLightLocal* light )
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{
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if( light->viewCount == tr.viewCount )
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{
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// already set up for this frame
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return light->viewLight;
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}
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light->viewCount = tr.viewCount;
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// add to the view light chain
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viewLight_t* vLight = ( viewLight_t* )R_ClearedFrameAlloc( sizeof( *vLight ), FRAME_ALLOC_VIEW_LIGHT );
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vLight->lightDef = light;
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// the scissorRect will be expanded as the light bounds is accepted into visible portal chains
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// and the scissor will be reduced in R_AddSingleLight based on the screen space projection
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vLight->scissorRect.Clear();
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// link the view light
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vLight->next = tr.viewDef->viewLights;
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tr.viewDef->viewLights = vLight;
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light->viewLight = vLight;
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return vLight;
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}
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/*
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=============
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R_SetEntityDefViewEntity
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If the entityDef is not already on the viewEntity list, create
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a viewEntity and add it to the list with an empty scissor rect.
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=============
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*/
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viewEntity_t* R_SetEntityDefViewEntity( idRenderEntityLocal* def )
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{
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if( def->viewCount == tr.viewCount )
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{
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// already set up for this frame
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return def->viewEntity;
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}
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def->viewCount = tr.viewCount;
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viewEntity_t* vModel = ( viewEntity_t* )R_ClearedFrameAlloc( sizeof( *vModel ), FRAME_ALLOC_VIEW_ENTITY );
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vModel->entityDef = def;
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// the scissorRect will be expanded as the model bounds is accepted into visible portal chains
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// It will remain clear if the model is only needed for shadows.
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vModel->scissorRect.Clear();
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vModel->next = tr.viewDef->viewEntitys;
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tr.viewDef->viewEntitys = vModel;
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def->viewEntity = vModel;
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return vModel;
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}
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/*
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================
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CullEntityByPortals
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Return true if the entity reference bounds do not intersect the current portal chain.
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================
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*/
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bool idRenderWorldLocal::CullEntityByPortals( const idRenderEntityLocal* entity, const portalStack_t* ps )
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{
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if( r_useEntityPortalCulling.GetInteger() == 1 )
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{
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ALIGNTYPE16 frustumCorners_t corners;
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idRenderMatrix::GetFrustumCorners( corners, entity->inverseBaseModelProject, bounds_unitCube );
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for( int i = 0; i < ps->numPortalPlanes; i++ )
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{
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if( idRenderMatrix::CullFrustumCornersToPlane( corners, ps->portalPlanes[i] ) == FRUSTUM_CULL_FRONT )
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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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else if( r_useEntityPortalCulling.GetInteger() >= 2 )
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{
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idRenderMatrix baseModelProject;
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idRenderMatrix::Inverse( entity->inverseBaseModelProject, baseModelProject );
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idPlane frustumPlanes[6];
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idRenderMatrix::GetFrustumPlanes( frustumPlanes, baseModelProject, false, true );
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// exact clip of light faces against all planes
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for( int i = 0; i < 6; i++ )
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{
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// the entity frustum planes face inward, so the planes that have the
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// view origin on the positive side will be the "back" faces of the entity,
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// which must have some fragment inside the portal stack planes to be visible
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if( frustumPlanes[i].Distance( tr.viewDef->renderView.vieworg ) <= 0.0f )
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{
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continue;
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}
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// calculate a winding for this frustum side
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idFixedWinding w;
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w.BaseForPlane( frustumPlanes[i] );
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for( int j = 0; j < 6; j++ )
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{
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if( j == i )
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{
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continue;
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}
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if( !w.ClipInPlace( frustumPlanes[j], ON_EPSILON ) )
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{
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break;
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}
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}
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if( w.GetNumPoints() <= 2 )
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{
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continue;
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}
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assert( ps->numPortalPlanes <= MAX_PORTAL_PLANES );
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assert( w.GetNumPoints() + ps->numPortalPlanes < MAX_POINTS_ON_WINDING );
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// now clip the winding against each of the portalStack planes
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// skip the last plane which is the last portal itself
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for( int j = 0; j < ps->numPortalPlanes - 1; j++ )
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{
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if( !w.ClipInPlace( -ps->portalPlanes[j], ON_EPSILON ) )
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{
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break;
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}
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}
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if( w.GetNumPoints() > 2 )
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{
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// part of the winding is visible through the portalStack,
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// so the entity is not culled
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return false;
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}
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}
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// nothing was visible
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return true;
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}
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return false;
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}
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/*
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===================
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AddAreaViewEntities
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Any models that are visible through the current portalStack will have their scissor rect updated.
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===================
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*/
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void idRenderWorldLocal::AddAreaViewEntities( int areaNum, const portalStack_t* ps )
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{
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portalArea_t* area = &portalAreas[ areaNum ];
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for( areaReference_t* ref = area->entityRefs.areaNext; ref != &area->entityRefs; ref = ref->areaNext )
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{
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idRenderEntityLocal* entity = ref->entity;
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// debug tool to allow viewing of only one entity at a time
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if( r_singleEntity.GetInteger() >= 0 && r_singleEntity.GetInteger() != entity->index )
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{
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continue;
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}
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// remove decals that are completely faded away
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R_FreeEntityDefFadedDecals( entity, tr.viewDef->renderView.time[0] );
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// check for completely suppressing the model
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if( !r_skipSuppress.GetBool() )
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{
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if( entity->parms.suppressSurfaceInViewID
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&& entity->parms.suppressSurfaceInViewID == tr.viewDef->renderView.viewID )
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{
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continue;
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}
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if( entity->parms.allowSurfaceInViewID
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&& entity->parms.allowSurfaceInViewID != tr.viewDef->renderView.viewID )
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{
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continue;
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}
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}
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// cull reference bounds
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if( CullEntityByPortals( entity, ps ) )
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{
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// we are culled out through this portal chain, but it might
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// still be visible through others
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continue;
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}
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viewEntity_t* vEnt = R_SetEntityDefViewEntity( entity );
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// possibly expand the scissor rect
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vEnt->scissorRect.Union( ps->rect );
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}
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}
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/*
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================
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CullLightByPortals
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Return true if the light frustum does not intersect the current portal chain.
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================
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*/
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bool idRenderWorldLocal::CullLightByPortals( const idRenderLightLocal* light, const portalStack_t* ps )
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{
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if( r_useLightPortalCulling.GetInteger() == 1 )
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{
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ALIGNTYPE16 frustumCorners_t corners;
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idRenderMatrix::GetFrustumCorners( corners, light->inverseBaseLightProject, bounds_zeroOneCube );
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for( int i = 0; i < ps->numPortalPlanes; i++ )
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{
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if( idRenderMatrix::CullFrustumCornersToPlane( corners, ps->portalPlanes[i] ) == FRUSTUM_CULL_FRONT )
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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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else if( r_useLightPortalCulling.GetInteger() >= 2 )
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{
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idPlane frustumPlanes[6];
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idRenderMatrix::GetFrustumPlanes( frustumPlanes, light->baseLightProject, true, true );
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// exact clip of light faces against all planes
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for( int i = 0; i < 6; i++ )
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{
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// the light frustum planes face inward, so the planes that have the
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// view origin on the positive side will be the "back" faces of the light,
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// which must have some fragment inside the the portal stack planes to be visible
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if( frustumPlanes[i].Distance( tr.viewDef->renderView.vieworg ) <= 0.0f )
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{
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continue;
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}
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// calculate a winding for this frustum side
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idFixedWinding w;
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w.BaseForPlane( frustumPlanes[i] );
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for( int j = 0; j < 6; j++ )
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{
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if( j == i )
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{
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continue;
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}
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if( !w.ClipInPlace( frustumPlanes[j], ON_EPSILON ) )
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{
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break;
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}
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}
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if( w.GetNumPoints() <= 2 )
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{
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continue;
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}
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assert( ps->numPortalPlanes <= MAX_PORTAL_PLANES );
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assert( w.GetNumPoints() + ps->numPortalPlanes < MAX_POINTS_ON_WINDING );
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// now clip the winding against each of the portalStack planes
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// skip the last plane which is the last portal itself
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for( int j = 0; j < ps->numPortalPlanes - 1; j++ )
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{
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if( !w.ClipInPlace( -ps->portalPlanes[j], ON_EPSILON ) )
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{
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break;
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}
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}
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if( w.GetNumPoints() > 2 )
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{
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// part of the winding is visible through the portalStack,
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// so the light is not culled
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return false;
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}
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}
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// nothing was visible
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return true;
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}
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return false;
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}
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/*
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===================
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AddAreaViewLights
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This is the only point where lights get added to the viewLights list.
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Any lights that are visible through the current portalStack will have their scissor rect updated.
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===================
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*/
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void idRenderWorldLocal::AddAreaViewLights( int areaNum, const portalStack_t* ps )
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{
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portalArea_t* area = &portalAreas[ areaNum ];
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for( areaReference_t* lref = area->lightRefs.areaNext; lref != &area->lightRefs; lref = lref->areaNext )
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{
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idRenderLightLocal* light = lref->light;
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// debug tool to allow viewing of only one light at a time
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if( r_singleLight.GetInteger() >= 0 && r_singleLight.GetInteger() != light->index )
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{
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continue;
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}
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// check for being closed off behind a door
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// a light that doesn't cast shadows will still light even if it is behind a door
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if( r_useLightAreaCulling.GetBool() && !light->LightCastsShadows()
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&& light->areaNum != -1 && !tr.viewDef->connectedAreas[ light->areaNum ] )
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{
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continue;
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}
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// cull frustum
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if( CullLightByPortals( light, ps ) )
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{
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// we are culled out through this portal chain, but it might
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// still be visible through others
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continue;
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}
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viewLight_t* vLight = R_SetLightDefViewLight( light );
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// expand the scissor rect
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vLight->scissorRect.Union( ps->rect );
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}
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}
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/*
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===================
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AddAreaToView
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This may be entered multiple times with different planes
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if more than one portal sees into the area
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===================
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*/
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void idRenderWorldLocal::AddAreaToView( int areaNum, const portalStack_t* ps )
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{
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// mark the viewCount, so r_showPortals can display the considered portals
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portalAreas[ areaNum ].viewCount = tr.viewCount;
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// add the models and lights, using more precise culling to the planes
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AddAreaViewEntities( areaNum, ps );
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AddAreaViewLights( areaNum, ps );
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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, const viewEntity_t* space )
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{
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const float viewWidth = ( float ) tr.viewDef->viewport.x2 - ( float ) tr.viewDef->viewport.x1;
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const float viewHeight = ( float ) tr.viewDef->viewport.y2 - ( float ) tr.viewDef->viewport.y1;
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idScreenRect r;
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r.Clear();
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for( int i = 0; i < w->GetNumPoints(); i++ )
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{
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idVec3 v;
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idVec3 ndc;
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R_LocalPointToGlobal( space->modelMatrix, ( *w )[i].ToVec3(), v );
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R_GlobalToNormalizedDeviceCoordinates( v, ndc );
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float windowX = ( ndc[0] * 0.5f + 0.5f ) * viewWidth;
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float windowY = ( ndc[1] * 0.5f + 0.5f ) * viewHeight;
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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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idRenderWorldLocal::PortalIsFoggedOut
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===================
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*/
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bool idRenderWorldLocal::PortalIsFoggedOut( const portal_t* p )
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{
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idRenderLightLocal* ldef = p->doublePortal->fogLight;
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if( ldef == NULL )
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{
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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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const int size = lightShader->GetNumRegisters() * sizeof( float );
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float* regs = ( float* )_alloca( size );
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lightShader->EvaluateRegisters( regs, ldef->parms.shaderParms,
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tr.viewDef->renderView.shaderParms, tr.viewDef->renderView.time[0] * 0.001f, ldef->parms.referenceSound );
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const shaderStage_t* stage = lightShader->GetStage( 0 );
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const 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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{
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a = -0.5f / DEFAULT_FOG_DISTANCE;
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}
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else
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{
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// otherwise, distance = alpha color
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a = -0.5f / alpha;
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}
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idPlane forward;
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forward[0] = a * tr.viewDef->worldSpace.modelViewMatrix[0 * 4 + 2];
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forward[1] = a * tr.viewDef->worldSpace.modelViewMatrix[1 * 4 + 2];
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forward[2] = a * tr.viewDef->worldSpace.modelViewMatrix[2 * 4 + 2];
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forward[3] = a * tr.viewDef->worldSpace.modelViewMatrix[3 * 4 + 2];
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const idWinding* w = p->w;
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for( int i = 0; i < w->GetNumPoints(); i++ )
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{
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const float d = forward.Distance( ( *w )[i].ToVec3() );
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if( d < 0.5f )
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{
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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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idRenderWorldLocal::FloodViewThroughArea_r
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|
===================
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*/
|
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void idRenderWorldLocal::FloodViewThroughArea_r( const idVec3& origin, int areaNum, const portalStack_t* ps )
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{
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portalArea_t* area = &portalAreas[ areaNum ];
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// cull models and lights to the current collection of planes
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AddAreaToView( areaNum, ps );
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if( areaScreenRect[areaNum].IsEmpty() )
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{
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areaScreenRect[areaNum] = ps->rect;
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}
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else
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{
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|
areaScreenRect[areaNum].Union( ps->rect );
|
|
}
|
|
|
|
// go through all the portals
|
|
for( const portal_t* p = area->portals; p != NULL; p = p->next )
|
|
{
|
|
// an enclosing door may have sealed the portal off
|
|
if( p->doublePortal->blockingBits & PS_BLOCK_VIEW )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// make sure this portal is facing away from the view
|
|
const float d = p->plane.Distance( origin );
|
|
if( d < -0.1f )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// make sure the portal isn't in our stack trace,
|
|
// which would cause an infinite loop
|
|
const portalStack_t* check = ps;
|
|
for( ; check != NULL; check = check->next )
|
|
{
|
|
if( check->p == p )
|
|
{
|
|
break; // don't recursively enter a stack
|
|
}
|
|
}
|
|
if( check )
|
|
{
|
|
continue; // already in stack
|
|
}
|
|
|
|
// if we are very close to the portal surface, don't bother clipping
|
|
// it, which tends to give epsilon problems that make the area vanish
|
|
if( d < 1.0f )
|
|
{
|
|
|
|
// go through this portal
|
|
portalStack_t newStack;
|
|
newStack = *ps;
|
|
newStack.p = p;
|
|
newStack.next = ps;
|
|
FloodViewThroughArea_r( origin, p->intoArea, &newStack );
|
|
continue;
|
|
}
|
|
|
|
// clip the portal winding to all of the planes
|
|
idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20
|
|
w = *p->w;
|
|
for( int j = 0; j < ps->numPortalPlanes; j++ )
|
|
{
|
|
if( !w.ClipInPlace( -ps->portalPlanes[j], 0 ) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if( !w.GetNumPoints() )
|
|
{
|
|
continue; // portal not visible
|
|
}
|
|
|
|
// see if it is fogged out
|
|
if( PortalIsFoggedOut( p ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// go through this portal
|
|
portalStack_t newStack;
|
|
newStack.p = p;
|
|
newStack.next = ps;
|
|
|
|
// find the screen pixel bounding box of the remaining portal
|
|
// so we can scissor things outside it
|
|
newStack.rect = ScreenRectFromWinding( &w, &tr.identitySpace );
|
|
|
|
// slop might have spread it a pixel outside, so trim it back
|
|
newStack.rect.Intersect( ps->rect );
|
|
|
|
// generate a set of clipping planes that will further restrict
|
|
// the visible view beyond just the scissor rect
|
|
|
|
int addPlanes = w.GetNumPoints();
|
|
if( addPlanes > MAX_PORTAL_PLANES )
|
|
{
|
|
addPlanes = MAX_PORTAL_PLANES;
|
|
}
|
|
|
|
newStack.numPortalPlanes = 0;
|
|
for( int i = 0; i < addPlanes; i++ )
|
|
{
|
|
int j = i + 1;
|
|
if( j == w.GetNumPoints() )
|
|
{
|
|
j = 0;
|
|
}
|
|
|
|
const idVec3& v1 = origin - w[i].ToVec3();
|
|
const idVec3& v2 = origin - w[j].ToVec3();
|
|
|
|
newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross( v2, v1 );
|
|
|
|
// if it is degenerate, skip the plane
|
|
if( newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f )
|
|
{
|
|
continue;
|
|
}
|
|
newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint( origin );
|
|
|
|
newStack.numPortalPlanes++;
|
|
}
|
|
|
|
// the last stack plane is the portal plane
|
|
newStack.portalPlanes[newStack.numPortalPlanes] = p->plane;
|
|
newStack.numPortalPlanes++;
|
|
|
|
FloodViewThroughArea_r( origin, p->intoArea, &newStack );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
idRenderWorldLocal::FlowViewThroughPortals
|
|
|
|
Finds viewLights and viewEntities by flowing from an origin through the visible
|
|
portals that the origin point can see into. The planes array defines a volume with
|
|
the planes pointing outside the volume. Zero planes assumes an unbounded volume.
|
|
=======================
|
|
*/
|
|
void idRenderWorldLocal::FlowViewThroughPortals( const idVec3& origin, int numPlanes, const idPlane* planes )
|
|
{
|
|
portalStack_t ps;
|
|
ps.next = NULL;
|
|
ps.p = NULL;
|
|
|
|
assert( numPlanes <= MAX_PORTAL_PLANES );
|
|
for( int i = 0; i < numPlanes; i++ )
|
|
{
|
|
ps.portalPlanes[i] = planes[i];
|
|
}
|
|
|
|
ps.numPortalPlanes = numPlanes;
|
|
ps.rect = tr.viewDef->scissor;
|
|
|
|
// if outside the world, mark everything
|
|
if( tr.viewDef->areaNum < 0 )
|
|
{
|
|
for( int i = 0; i < numPortalAreas; i++ )
|
|
{
|
|
areaScreenRect[i] = tr.viewDef->scissor;
|
|
AddAreaToView( i, &ps );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// flood out through portals, setting area viewCount
|
|
FloodViewThroughArea_r( origin, tr.viewDef->areaNum, &ps );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderWorldLocal::BuildConnectedAreas_r
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::BuildConnectedAreas_r( int areaNum )
|
|
{
|
|
if( tr.viewDef->connectedAreas[areaNum] )
|
|
{
|
|
return;
|
|
}
|
|
|
|
tr.viewDef->connectedAreas[areaNum] = true;
|
|
|
|
// flood through all non-blocked portals
|
|
portalArea_t* area = &portalAreas[ areaNum ];
|
|
for( const portal_t* portal = area->portals; portal; portal = portal->next )
|
|
{
|
|
if( ( portal->doublePortal->blockingBits & PS_BLOCK_VIEW ) == 0 )
|
|
{
|
|
BuildConnectedAreas_r( portal->intoArea );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRenderWorldLocal::BuildConnectedAreas
|
|
|
|
This is only valid for a given view, not all views in a frame
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::BuildConnectedAreas()
|
|
{
|
|
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( int 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 );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idRenderWorldLocal::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.
|
|
|
|
Entities and lights can have cached viewEntities / viewLights that
|
|
will be used if the viewCount variable matches.
|
|
=============
|
|
*/
|
|
void idRenderWorldLocal::FindViewLightsAndEntities()
|
|
{
|
|
SCOPED_PROFILE_EVENT( "FindViewLightsAndEntities" );
|
|
|
|
// bumping this counter invalidates cached viewLights / viewEntities,
|
|
// when a light or entity is next considered, it will create a new
|
|
// viewLight / viewEntity
|
|
tr.viewCount++;
|
|
|
|
// clear the visible lightDef and entityDef lists
|
|
tr.viewDef->viewLights = NULL;
|
|
tr.viewDef->viewEntitys = NULL;
|
|
|
|
// all areas are initially not visible, but each portal
|
|
// chain that leads to them will expand the visible rectangle
|
|
for( int i = 0; i < numPortalAreas; i++ )
|
|
{
|
|
areaScreenRect[i].Clear();
|
|
}
|
|
|
|
// 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();
|
|
|
|
// 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 )
|
|
{
|
|
static int lastPrintedAreaNum;
|
|
if( tr.viewDef->areaNum != lastPrintedAreaNum )
|
|
{
|
|
lastPrintedAreaNum = tr.viewDef->areaNum;
|
|
common->Printf( "entering portal area %i\n", tr.viewDef->areaNum );
|
|
}
|
|
|
|
portalStack_t ps;
|
|
for( int i = 0; i < 5; i++ )
|
|
{
|
|
ps.portalPlanes[i] = tr.viewDef->frustums[FRUSTUM_PRIMARY][i];
|
|
}
|
|
ps.numPortalPlanes = 5;
|
|
ps.rect = tr.viewDef->scissor;
|
|
|
|
AddAreaToView( 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->frustums[FRUSTUM_PRIMARY] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=======================================================================
|
|
|
|
Light linking into the BSP tree by flooding through portals
|
|
|
|
=======================================================================
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
idRenderWorldLocal::FloodLightThroughArea_r
|
|
===================
|
|
*/
|
|
void idRenderWorldLocal::FloodLightThroughArea_r( idRenderLightLocal* light, int areaNum,
|
|
const portalStack_t* ps )
|
|
{
|
|
assert( ps != NULL ); // compiler warning
|
|
portal_t* p = NULL;
|
|
float d;
|
|
portalArea_t* area = NULL;
|
|
const portalStack_t* check = NULL, *firstPortalStack = NULL;
|
|
portalStack_t newStack;
|
|
int i, j;
|
|
idVec3 v1, v2;
|
|
int addPlanes;
|
|
idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20
|
|
|
|
area = &portalAreas[ areaNum ];
|
|
|
|
// add an areaRef
|
|
AddLightRefToArea( light, area );
|
|
|
|
// go through all the portals
|
|
for( p = area->portals; p; p = p->next )
|
|
{
|
|
// make sure this portal is facing away from the view
|
|
d = p->plane.Distance( light->globalLightOrigin );
|
|
if( d < -0.1f )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// make sure the portal isn't in our stack trace,
|
|
// which would cause an infinite loop
|
|
for( check = ps; check; check = check->next )
|
|
{
|
|
firstPortalStack = check;
|
|
if( check->p == p )
|
|
{
|
|
break; // don't recursively enter a stack
|
|
}
|
|
}
|
|
if( check )
|
|
{
|
|
continue; // already in stack
|
|
}
|
|
|
|
// if we are very close to the portal surface, don't bother clipping
|
|
// it, which tends to give epsilon problems that make the area vanish
|
|
if( d < 1.0f )
|
|
{
|
|
// go through this portal
|
|
newStack = *ps;
|
|
newStack.p = p;
|
|
newStack.next = ps;
|
|
FloodLightThroughArea_r( light, p->intoArea, &newStack );
|
|
continue;
|
|
}
|
|
|
|
// clip the portal winding to all of the planes
|
|
w = *p->w;
|
|
for( j = 0; j < ps->numPortalPlanes; j++ )
|
|
{
|
|
if( !w.ClipInPlace( -ps->portalPlanes[j], 0 ) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if( !w.GetNumPoints() )
|
|
{
|
|
continue; // portal not visible
|
|
}
|
|
// also always clip to the original light planes, because they aren't
|
|
// necessarily extending to infinitiy like a view frustum
|
|
for( j = 0; j < firstPortalStack->numPortalPlanes; j++ )
|
|
{
|
|
if( !w.ClipInPlace( -firstPortalStack->portalPlanes[j], 0 ) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if( !w.GetNumPoints() )
|
|
{
|
|
continue; // portal not visible
|
|
}
|
|
|
|
// go through this portal
|
|
newStack.p = p;
|
|
newStack.next = ps;
|
|
|
|
// generate a set of clipping planes that will further restrict
|
|
// the visible view beyond just the scissor rect
|
|
|
|
addPlanes = w.GetNumPoints();
|
|
if( addPlanes > MAX_PORTAL_PLANES )
|
|
{
|
|
addPlanes = MAX_PORTAL_PLANES;
|
|
}
|
|
|
|
newStack.numPortalPlanes = 0;
|
|
for( i = 0; i < addPlanes; i++ )
|
|
{
|
|
j = i + 1;
|
|
if( j == w.GetNumPoints() )
|
|
{
|
|
j = 0;
|
|
}
|
|
|
|
v1 = light->globalLightOrigin - w[i].ToVec3();
|
|
v2 = light->globalLightOrigin - w[j].ToVec3();
|
|
|
|
newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross( v2, v1 );
|
|
|
|
// if it is degenerate, skip the plane
|
|
if( newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f )
|
|
{
|
|
continue;
|
|
}
|
|
newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint( light->globalLightOrigin );
|
|
|
|
newStack.numPortalPlanes++;
|
|
}
|
|
|
|
FloodLightThroughArea_r( light, p->intoArea, &newStack );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
idRenderWorldLocal::FlowLightThroughPortals
|
|
|
|
Adds an arearef in each area that the light center flows into.
|
|
This can only be used for shadow casting lights that have a generated
|
|
prelight, because shadows are cast from back side which may not be in visible areas.
|
|
=======================
|
|
*/
|
|
void idRenderWorldLocal::FlowLightThroughPortals( idRenderLightLocal* light )
|
|
{
|
|
// if the light origin areaNum is not in a valid area,
|
|
// the light won't have any area refs
|
|
if( light->areaNum == -1 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
idPlane frustumPlanes[6];
|
|
idRenderMatrix::GetFrustumPlanes( frustumPlanes, light->baseLightProject, true, true );
|
|
|
|
portalStack_t ps;
|
|
memset( &ps, 0, sizeof( ps ) );
|
|
ps.numPortalPlanes = 6;
|
|
for( int i = 0; i < 6; i++ )
|
|
{
|
|
ps.portalPlanes[i] = -frustumPlanes[i];
|
|
}
|
|
|
|
FloodLightThroughArea_r( light, light->areaNum, &ps );
|
|
}
|
|
|
|
/*
|
|
=======================================================================
|
|
|
|
Portal State Management
|
|
|
|
=======================================================================
|
|
*/
|
|
|
|
/*
|
|
==============
|
|
NumPortals
|
|
==============
|
|
*/
|
|
int idRenderWorldLocal::NumPortals() 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 != NULL; 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 ) const
|
|
{
|
|
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( common->WriteDemo() )
|
|
{
|
|
common->WriteDemo()->WriteInt( DS_RENDER );
|
|
common->WriteDemo()->WriteInt( DC_SET_PORTAL_STATE );
|
|
common->WriteDemo()->WriteInt( portal );
|
|
common->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
|
|
GL_Color( 1, 0, 0 );
|
|
}
|
|
else
|
|
{
|
|
// green = see through
|
|
GL_Color( 0, 1, 0 );
|
|
}
|
|
|
|
// RB begin
|
|
renderProgManager.CommitUniforms();
|
|
// RB end
|
|
|
|
glBegin( GL_LINE_LOOP );
|
|
for( j = 0; j < w->GetNumPoints(); j++ )
|
|
{
|
|
glVertex3fv( ( *w )[j].ToFloatPtr() );
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|