mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
687 lines
22 KiB
C++
687 lines
22 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 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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#include "Model_local.h"
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#include "../idlib/geometry/DrawVert_intrinsics.h"
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/*
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====================
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R_TracePointCullStatic
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====================
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*/
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static void R_TracePointCullStatic( byte* cullBits, byte& totalOr, const float radius, const idPlane* planes, const idDrawVert* verts, const int numVerts )
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{
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assert_16_byte_aligned( cullBits );
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assert_16_byte_aligned( verts );
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#if defined(USE_INTRINSICS)
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idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
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const __m128 vector_float_radius = _mm_splat_ps( _mm_load_ss( &radius ), 0 );
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const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f };
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const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 );
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const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 );
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const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 );
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const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 );
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const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 );
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const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 );
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const __m128i vector_int_mask6 = _mm_set1_epi32( 1 << 6 );
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const __m128i vector_int_mask7 = _mm_set1_epi32( 1 << 7 );
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const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() );
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const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() );
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const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() );
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const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() );
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const __m128 p0X = _mm_splat_ps( p0, 0 );
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const __m128 p0Y = _mm_splat_ps( p0, 1 );
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const __m128 p0Z = _mm_splat_ps( p0, 2 );
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const __m128 p0W = _mm_splat_ps( p0, 3 );
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const __m128 p1X = _mm_splat_ps( p1, 0 );
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const __m128 p1Y = _mm_splat_ps( p1, 1 );
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const __m128 p1Z = _mm_splat_ps( p1, 2 );
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const __m128 p1W = _mm_splat_ps( p1, 3 );
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const __m128 p2X = _mm_splat_ps( p2, 0 );
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const __m128 p2Y = _mm_splat_ps( p2, 1 );
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const __m128 p2Z = _mm_splat_ps( p2, 2 );
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const __m128 p2W = _mm_splat_ps( p2, 3 );
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const __m128 p3X = _mm_splat_ps( p3, 0 );
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const __m128 p3Y = _mm_splat_ps( p3, 1 );
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const __m128 p3Z = _mm_splat_ps( p3, 2 );
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const __m128 p3W = _mm_splat_ps( p3, 3 );
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__m128i vecTotalOrInt = _mm_set_epi32( 0, 0, 0, 0 );
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 4;
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for( ; i <= nextNumVerts; i += 4 )
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{
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const __m128 v0 = _mm_load_ps( vertsODS[i + 0].xyz.ToFloatPtr() );
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const __m128 v1 = _mm_load_ps( vertsODS[i + 1].xyz.ToFloatPtr() );
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const __m128 v2 = _mm_load_ps( vertsODS[i + 2].xyz.ToFloatPtr() );
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const __m128 v3 = _mm_load_ps( vertsODS[i + 3].xyz.ToFloatPtr() );
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const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z
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const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w
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const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z
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const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w
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const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x
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const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y
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const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z
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const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) );
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const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) );
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const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) );
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const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) );
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const __m128 t0 = _mm_add_ps( d0, vector_float_radius );
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const __m128 t1 = _mm_add_ps( d1, vector_float_radius );
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const __m128 t2 = _mm_add_ps( d2, vector_float_radius );
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const __m128 t3 = _mm_add_ps( d3, vector_float_radius );
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const __m128 t4 = _mm_sub_ps( d0, vector_float_radius );
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const __m128 t5 = _mm_sub_ps( d1, vector_float_radius );
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const __m128 t6 = _mm_sub_ps( d2, vector_float_radius );
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const __m128 t7 = _mm_sub_ps( d3, vector_float_radius );
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__m128i c0 = __m128c( _mm_cmpgt_ps( t0, vector_float_zero ) );
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__m128i c1 = __m128c( _mm_cmpgt_ps( t1, vector_float_zero ) );
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__m128i c2 = __m128c( _mm_cmpgt_ps( t2, vector_float_zero ) );
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__m128i c3 = __m128c( _mm_cmpgt_ps( t3, vector_float_zero ) );
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__m128i c4 = __m128c( _mm_cmplt_ps( t4, vector_float_zero ) );
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__m128i c5 = __m128c( _mm_cmplt_ps( t5, vector_float_zero ) );
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__m128i c6 = __m128c( _mm_cmplt_ps( t6, vector_float_zero ) );
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__m128i c7 = __m128c( _mm_cmplt_ps( t7, vector_float_zero ) );
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c0 = _mm_and_si128( c0, vector_int_mask0 );
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c1 = _mm_and_si128( c1, vector_int_mask1 );
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c2 = _mm_and_si128( c2, vector_int_mask2 );
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c3 = _mm_and_si128( c3, vector_int_mask3 );
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c4 = _mm_and_si128( c4, vector_int_mask4 );
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c5 = _mm_and_si128( c5, vector_int_mask5 );
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c6 = _mm_and_si128( c6, vector_int_mask6 );
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c7 = _mm_and_si128( c7, vector_int_mask7 );
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c0 = _mm_or_si128( c0, c1 );
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c2 = _mm_or_si128( c2, c3 );
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c4 = _mm_or_si128( c4, c5 );
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c6 = _mm_or_si128( c6, c7 );
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c0 = _mm_or_si128( c0, c2 );
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c4 = _mm_or_si128( c4, c6 );
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c0 = _mm_or_si128( c0, c4 );
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vecTotalOrInt = _mm_or_si128( vecTotalOrInt, c0 );
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__m128i s0 = _mm_packs_epi32( c0, c0 );
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__m128i b0 = _mm_packus_epi16( s0, s0 );
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*( unsigned int* )&cullBits[i] = _mm_cvtsi128_si32( b0 );
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}
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}
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vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 1, 0, 3, 2 ) ) );
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vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 2, 3, 0, 1 ) ) );
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__m128i vecTotalOrShort = _mm_packs_epi32( vecTotalOrInt, vecTotalOrInt );
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__m128i vecTotalOrByte = _mm_packus_epi16( vecTotalOrShort, vecTotalOrShort );
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totalOr = ( byte ) _mm_cvtsi128_si32( vecTotalOrByte );
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#else
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idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
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byte tOr = 0;
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 1;
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for( ; i <= nextNumVerts; i++ )
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{
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const idVec3& v = vertsODS[i].xyz;
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const float d0 = planes[0].Distance( v );
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const float d1 = planes[1].Distance( v );
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const float d2 = planes[2].Distance( v );
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const float d3 = planes[3].Distance( v );
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const float t0 = d0 + radius;
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const float t1 = d1 + radius;
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const float t2 = d2 + radius;
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const float t3 = d3 + radius;
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const float s0 = d0 - radius;
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const float s1 = d1 - radius;
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const float s2 = d2 - radius;
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const float s3 = d3 - radius;
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byte bits;
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bits = IEEE_FLT_SIGNBITSET( t0 ) << 0;
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bits |= IEEE_FLT_SIGNBITSET( t1 ) << 1;
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bits |= IEEE_FLT_SIGNBITSET( t2 ) << 2;
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bits |= IEEE_FLT_SIGNBITSET( t3 ) << 3;
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bits |= IEEE_FLT_SIGNBITSET( s0 ) << 4;
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bits |= IEEE_FLT_SIGNBITSET( s1 ) << 5;
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bits |= IEEE_FLT_SIGNBITSET( s2 ) << 6;
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bits |= IEEE_FLT_SIGNBITSET( s3 ) << 7;
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bits ^= 0x0F; // flip lower four bits
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tOr |= bits;
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cullBits[i] = bits;
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}
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}
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totalOr = tOr;
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#endif
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}
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/*
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====================
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R_TracePointCullSkinned
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====================
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*/
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static void R_TracePointCullSkinned( byte* cullBits, byte& totalOr, const float radius, const idPlane* planes, const idDrawVert* verts, const int numVerts, const idJointMat* joints )
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{
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assert_16_byte_aligned( cullBits );
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assert_16_byte_aligned( verts );
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#if defined(USE_INTRINSICS)
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idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
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const __m128 vector_float_radius = _mm_splat_ps( _mm_load_ss( &radius ), 0 );
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const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f };
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const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 );
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const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 );
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const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 );
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const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 );
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const __m128i vector_int_mask4 = _mm_set1_epi32( 1 << 4 );
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const __m128i vector_int_mask5 = _mm_set1_epi32( 1 << 5 );
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const __m128i vector_int_mask6 = _mm_set1_epi32( 1 << 6 );
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const __m128i vector_int_mask7 = _mm_set1_epi32( 1 << 7 );
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const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() );
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const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() );
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const __m128 p2 = _mm_loadu_ps( planes[2].ToFloatPtr() );
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const __m128 p3 = _mm_loadu_ps( planes[3].ToFloatPtr() );
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const __m128 p0X = _mm_splat_ps( p0, 0 );
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const __m128 p0Y = _mm_splat_ps( p0, 1 );
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const __m128 p0Z = _mm_splat_ps( p0, 2 );
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const __m128 p0W = _mm_splat_ps( p0, 3 );
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const __m128 p1X = _mm_splat_ps( p1, 0 );
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const __m128 p1Y = _mm_splat_ps( p1, 1 );
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const __m128 p1Z = _mm_splat_ps( p1, 2 );
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const __m128 p1W = _mm_splat_ps( p1, 3 );
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const __m128 p2X = _mm_splat_ps( p2, 0 );
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const __m128 p2Y = _mm_splat_ps( p2, 1 );
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const __m128 p2Z = _mm_splat_ps( p2, 2 );
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const __m128 p2W = _mm_splat_ps( p2, 3 );
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const __m128 p3X = _mm_splat_ps( p3, 0 );
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const __m128 p3Y = _mm_splat_ps( p3, 1 );
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const __m128 p3Z = _mm_splat_ps( p3, 2 );
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const __m128 p3W = _mm_splat_ps( p3, 3 );
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__m128i vecTotalOrInt = _mm_set_epi32( 0, 0, 0, 0 );
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 4;
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for( ; i <= nextNumVerts; i += 4 )
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{
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const __m128 v0 = LoadSkinnedDrawVertPosition( vertsODS[i + 0], joints );
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const __m128 v1 = LoadSkinnedDrawVertPosition( vertsODS[i + 1], joints );
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const __m128 v2 = LoadSkinnedDrawVertPosition( vertsODS[i + 2], joints );
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const __m128 v3 = LoadSkinnedDrawVertPosition( vertsODS[i + 3], joints );
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const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z
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const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w
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const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z
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const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w
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const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x
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const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y
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const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z
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const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) );
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const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) );
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const __m128 d2 = _mm_madd_ps( vX, p2X, _mm_madd_ps( vY, p2Y, _mm_madd_ps( vZ, p2Z, p2W ) ) );
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const __m128 d3 = _mm_madd_ps( vX, p3X, _mm_madd_ps( vY, p3Y, _mm_madd_ps( vZ, p3Z, p3W ) ) );
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const __m128 t0 = _mm_add_ps( d0, vector_float_radius );
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const __m128 t1 = _mm_add_ps( d1, vector_float_radius );
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const __m128 t2 = _mm_add_ps( d2, vector_float_radius );
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const __m128 t3 = _mm_add_ps( d3, vector_float_radius );
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const __m128 t4 = _mm_sub_ps( d0, vector_float_radius );
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const __m128 t5 = _mm_sub_ps( d1, vector_float_radius );
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const __m128 t6 = _mm_sub_ps( d2, vector_float_radius );
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const __m128 t7 = _mm_sub_ps( d3, vector_float_radius );
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__m128i c0 = __m128c( _mm_cmpgt_ps( t0, vector_float_zero ) );
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__m128i c1 = __m128c( _mm_cmpgt_ps( t1, vector_float_zero ) );
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__m128i c2 = __m128c( _mm_cmpgt_ps( t2, vector_float_zero ) );
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__m128i c3 = __m128c( _mm_cmpgt_ps( t3, vector_float_zero ) );
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__m128i c4 = __m128c( _mm_cmplt_ps( t4, vector_float_zero ) );
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__m128i c5 = __m128c( _mm_cmplt_ps( t5, vector_float_zero ) );
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__m128i c6 = __m128c( _mm_cmplt_ps( t6, vector_float_zero ) );
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__m128i c7 = __m128c( _mm_cmplt_ps( t7, vector_float_zero ) );
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c0 = _mm_and_si128( c0, vector_int_mask0 );
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c1 = _mm_and_si128( c1, vector_int_mask1 );
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c2 = _mm_and_si128( c2, vector_int_mask2 );
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c3 = _mm_and_si128( c3, vector_int_mask3 );
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c4 = _mm_and_si128( c4, vector_int_mask4 );
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c5 = _mm_and_si128( c5, vector_int_mask5 );
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c6 = _mm_and_si128( c6, vector_int_mask6 );
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c7 = _mm_and_si128( c7, vector_int_mask7 );
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c0 = _mm_or_si128( c0, c1 );
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c2 = _mm_or_si128( c2, c3 );
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c4 = _mm_or_si128( c4, c5 );
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c6 = _mm_or_si128( c6, c7 );
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c0 = _mm_or_si128( c0, c2 );
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c4 = _mm_or_si128( c4, c6 );
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c0 = _mm_or_si128( c0, c4 );
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vecTotalOrInt = _mm_or_si128( vecTotalOrInt, c0 );
|
|
|
|
__m128i s0 = _mm_packs_epi32( c0, c0 );
|
|
__m128i b0 = _mm_packus_epi16( s0, s0 );
|
|
|
|
*( unsigned int* )&cullBits[i] = _mm_cvtsi128_si32( b0 );
|
|
}
|
|
}
|
|
|
|
vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 1, 0, 3, 2 ) ) );
|
|
vecTotalOrInt = _mm_or_si128( vecTotalOrInt, _mm_shuffle_epi32( vecTotalOrInt, _MM_SHUFFLE( 2, 3, 0, 1 ) ) );
|
|
|
|
__m128i vecTotalOrShort = _mm_packs_epi32( vecTotalOrInt, vecTotalOrInt );
|
|
__m128i vecTotalOrByte = _mm_packus_epi16( vecTotalOrShort, vecTotalOrShort );
|
|
|
|
totalOr = ( byte ) _mm_cvtsi128_si32( vecTotalOrByte );
|
|
|
|
#else
|
|
|
|
idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
|
|
|
|
byte tOr = 0;
|
|
for( int i = 0; i < numVerts; )
|
|
{
|
|
|
|
const int nextNumVerts = vertsODS.FetchNextBatch() - 1;
|
|
|
|
for( ; i <= nextNumVerts; i++ )
|
|
{
|
|
const idVec3 v = Scalar_LoadSkinnedDrawVertPosition( vertsODS[i], joints );
|
|
|
|
const float d0 = planes[0].Distance( v );
|
|
const float d1 = planes[1].Distance( v );
|
|
const float d2 = planes[2].Distance( v );
|
|
const float d3 = planes[3].Distance( v );
|
|
|
|
const float t0 = d0 + radius;
|
|
const float t1 = d1 + radius;
|
|
const float t2 = d2 + radius;
|
|
const float t3 = d3 + radius;
|
|
|
|
const float s0 = d0 - radius;
|
|
const float s1 = d1 - radius;
|
|
const float s2 = d2 - radius;
|
|
const float s3 = d3 - radius;
|
|
|
|
byte bits;
|
|
bits = IEEE_FLT_SIGNBITSET( t0 ) << 0;
|
|
bits |= IEEE_FLT_SIGNBITSET( t1 ) << 1;
|
|
bits |= IEEE_FLT_SIGNBITSET( t2 ) << 2;
|
|
bits |= IEEE_FLT_SIGNBITSET( t3 ) << 3;
|
|
|
|
bits |= IEEE_FLT_SIGNBITSET( s0 ) << 4;
|
|
bits |= IEEE_FLT_SIGNBITSET( s1 ) << 5;
|
|
bits |= IEEE_FLT_SIGNBITSET( s2 ) << 6;
|
|
bits |= IEEE_FLT_SIGNBITSET( s3 ) << 7;
|
|
|
|
bits ^= 0x0F; // flip lower four bits
|
|
|
|
tOr |= bits;
|
|
cullBits[i] = bits;
|
|
}
|
|
}
|
|
|
|
totalOr = tOr;
|
|
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_LineIntersectsTriangleExpandedWithCircle
|
|
|
|
The triangle is expanded in the plane with a circle of the given radius.
|
|
====================
|
|
*/
|
|
static bool R_LineIntersectsTriangleExpandedWithCircle( localTrace_t& hit, const idVec3& start, const idVec3& end, const float circleRadius, const idVec3& triVert0, const idVec3& triVert1, const idVec3& triVert2 )
|
|
{
|
|
const idPlane plane( triVert0, triVert1, triVert2 );
|
|
|
|
const float planeDistStart = plane.Distance( start );
|
|
const float planeDistEnd = plane.Distance( end );
|
|
|
|
if( planeDistStart < 0.0f )
|
|
{
|
|
return false; // starts past the triangle
|
|
}
|
|
|
|
if( planeDistEnd > 0.0f )
|
|
{
|
|
return false; // finishes in front of the triangle
|
|
}
|
|
|
|
const float planeDelta = planeDistStart - planeDistEnd;
|
|
|
|
if( planeDelta < idMath::FLT_SMALLEST_NON_DENORMAL )
|
|
{
|
|
return false; // coming at the triangle from behind or parallel
|
|
}
|
|
|
|
const float fraction = planeDistStart / planeDelta;
|
|
|
|
if( fraction < 0.0f )
|
|
{
|
|
return false; // shouldn't happen
|
|
}
|
|
|
|
if( fraction >= hit.fraction )
|
|
{
|
|
return false; // have already hit something closer
|
|
}
|
|
|
|
// find the exact point of impact with the plane
|
|
const idVec3 point = start + fraction * ( end - start );
|
|
|
|
// see if the point is within the three edges
|
|
// if radius > 0 the triangle is expanded with a circle in the triangle plane
|
|
|
|
const float radiusSqr = circleRadius * circleRadius;
|
|
|
|
const idVec3 dir0 = triVert0 - point;
|
|
const idVec3 dir1 = triVert1 - point;
|
|
|
|
const idVec3 cross0 = dir0.Cross( dir1 );
|
|
float d0 = plane.Normal() * cross0;
|
|
if( d0 > 0.0f )
|
|
{
|
|
if( radiusSqr <= 0.0f )
|
|
{
|
|
return false;
|
|
}
|
|
idVec3 edge = triVert0 - triVert1;
|
|
const float edgeLengthSqr = edge.LengthSqr();
|
|
if( cross0.LengthSqr() > edgeLengthSqr * radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
d0 = edge * dir0;
|
|
if( d0 < 0.0f )
|
|
{
|
|
edge = triVert0 - triVert2;
|
|
d0 = edge * dir0;
|
|
if( d0 < 0.0f )
|
|
{
|
|
if( dir0.LengthSqr() > radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else if( d0 > edgeLengthSqr )
|
|
{
|
|
edge = triVert1 - triVert2;
|
|
d0 = edge * dir1;
|
|
if( d0 < 0.0f )
|
|
{
|
|
if( dir1.LengthSqr() > radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const idVec3 dir2 = triVert2 - point;
|
|
|
|
const idVec3 cross1 = dir1.Cross( dir2 );
|
|
float d1 = plane.Normal() * cross1;
|
|
if( d1 > 0.0f )
|
|
{
|
|
if( radiusSqr <= 0.0f )
|
|
{
|
|
return false;
|
|
}
|
|
idVec3 edge = triVert1 - triVert2;
|
|
const float edgeLengthSqr = edge.LengthSqr();
|
|
if( cross1.LengthSqr() > edgeLengthSqr * radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
d1 = edge * dir1;
|
|
if( d1 < 0.0f )
|
|
{
|
|
edge = triVert1 - triVert0;
|
|
d1 = edge * dir1;
|
|
if( d1 < 0.0f )
|
|
{
|
|
if( dir1.LengthSqr() > radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else if( d1 > edgeLengthSqr )
|
|
{
|
|
edge = triVert2 - triVert0;
|
|
d1 = edge * dir2;
|
|
if( d1 < 0.0f )
|
|
{
|
|
if( dir2.LengthSqr() > radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const idVec3 cross2 = dir2.Cross( dir0 );
|
|
float d2 = plane.Normal() * cross2;
|
|
if( d2 > 0.0f )
|
|
{
|
|
if( radiusSqr <= 0.0f )
|
|
{
|
|
return false;
|
|
}
|
|
idVec3 edge = triVert2 - triVert0;
|
|
const float edgeLengthSqr = edge.LengthSqr();
|
|
if( cross2.LengthSqr() > edgeLengthSqr * radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
d2 = edge * dir2;
|
|
if( d2 < 0.0f )
|
|
{
|
|
edge = triVert2 - triVert1;
|
|
d2 = edge * dir2;
|
|
if( d2 < 0.0f )
|
|
{
|
|
if( dir2.LengthSqr() > radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else if( d2 > edgeLengthSqr )
|
|
{
|
|
edge = triVert0 - triVert1;
|
|
d2 = edge * dir0;
|
|
if( d2 < 0.0f )
|
|
{
|
|
if( dir0.LengthSqr() > radiusSqr )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// we hit this triangle
|
|
hit.fraction = fraction;
|
|
hit.normal = plane.Normal();
|
|
hit.point = point;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_LocalTrace
|
|
====================
|
|
*/
|
|
localTrace_t R_LocalTrace( const idVec3& start, const idVec3& end, const float radius, const srfTriangles_t* tri )
|
|
{
|
|
localTrace_t hit;
|
|
hit.fraction = 1.0f;
|
|
|
|
ALIGNTYPE16 idPlane planes[4];
|
|
// create two planes orthogonal to each other that intersect along the trace
|
|
idVec3 startDir = end - start;
|
|
startDir.Normalize();
|
|
startDir.NormalVectors( planes[0].Normal(), planes[1].Normal() );
|
|
planes[0][3] = - start * planes[0].Normal();
|
|
planes[1][3] = - start * planes[1].Normal();
|
|
// create front and end planes so the trace is on the positive sides of both
|
|
planes[2] = startDir;
|
|
planes[2][3] = - start * planes[2].Normal();
|
|
planes[3] = -startDir;
|
|
planes[3][3] = - end * planes[3].Normal();
|
|
|
|
// catagorize each point against the four planes
|
|
byte* cullBits = ( byte* ) _alloca16( ALIGN( tri->numVerts, 4 ) ); // round up to a multiple of 4 for SIMD
|
|
byte totalOr = 0;
|
|
|
|
const idJointMat* joints = ( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? tri->staticModelWithJoints->jointsInverted : NULL;
|
|
if( joints != NULL )
|
|
{
|
|
R_TracePointCullSkinned( cullBits, totalOr, radius, planes, tri->verts, tri->numVerts, joints );
|
|
}
|
|
else
|
|
{
|
|
R_TracePointCullStatic( cullBits, totalOr, radius, planes, tri->verts, tri->numVerts );
|
|
}
|
|
|
|
// if we don't have points on both sides of both the ray planes, no intersection
|
|
if( ( totalOr ^ ( totalOr >> 4 ) ) & 3 )
|
|
{
|
|
return hit;
|
|
}
|
|
|
|
// if we don't have any points between front and end, no intersection
|
|
if( ( totalOr ^ ( totalOr >> 1 ) ) & 4 )
|
|
{
|
|
return hit;
|
|
}
|
|
|
|
// start streaming the indexes
|
|
idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 3 > indexesODS( tri->indexes, tri->numIndexes );
|
|
|
|
for( int i = 0; i < tri->numIndexes; )
|
|
{
|
|
|
|
const int nextNumIndexes = indexesODS.FetchNextBatch() - 3;
|
|
|
|
for( ; i <= nextNumIndexes; i += 3 )
|
|
{
|
|
const int i0 = indexesODS[i + 0];
|
|
const int i1 = indexesODS[i + 1];
|
|
const int i2 = indexesODS[i + 2];
|
|
|
|
// get sidedness info for the triangle
|
|
const byte triOr = cullBits[i0] | cullBits[i1] | cullBits[i2];
|
|
|
|
// if we don't have points on both sides of both the ray planes, no intersection
|
|
if( likely( ( triOr ^ ( triOr >> 4 ) ) & 3 ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if we don't have any points between front and end, no intersection
|
|
if( unlikely( ( triOr ^ ( triOr >> 1 ) ) & 4 ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const idVec3 triVert0 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i0] ), joints );
|
|
const idVec3 triVert1 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i1] ), joints );
|
|
const idVec3 triVert2 = idDrawVert::GetSkinnedDrawVertPosition( idODSObject< idDrawVert > ( & tri->verts[i2] ), joints );
|
|
|
|
if( R_LineIntersectsTriangleExpandedWithCircle( hit, start, end, radius, triVert0, triVert1, triVert2 ) )
|
|
{
|
|
hit.indexes[0] = i0;
|
|
hit.indexes[1] = i1;
|
|
hit.indexes[2] = i2;
|
|
}
|
|
}
|
|
}
|
|
|
|
return hit;
|
|
}
|