mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-15 01:01:20 +00:00
1021 lines
23 KiB
C++
1021 lines
23 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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#ifdef VV_LIGHTING
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#include "tr_lightmanager.h"
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#endif
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#ifdef _XBOX
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#include "../qcommon/sparc.h"
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#endif
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static bool lookingForWorstLeaf = false;
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#ifdef _XBOX
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static bool GetCoordsForLeaf(int leafNum, vec3_t coords)
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{
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srfSurfaceFace_t *face;
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msurface_t *surf;
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int i;
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for(i=0; i<tr.world->leafs[leafNum].nummarksurfaces; i++) {
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surf = *(tr.world->marksurfaces +
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tr.world->leafs[leafNum].firstMarkSurfNum + i);
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if(!surf->data || *surf->data != SF_FACE) {
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continue;
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}
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face = (srfSurfaceFace_t*)surf->data;
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Q_CastShort2Float(&coords[0], (short*)(face->srfPoints + 0));
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Q_CastShort2Float(&coords[1], (short*)(face->srfPoints + 1));
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Q_CastShort2Float(&coords[2], (short*)(face->srfPoints + 2));
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return true;
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}
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return false;
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}
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#endif
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/*
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=================
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R_CullTriSurf
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Returns true if the grid is completely culled away.
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Also sets the clipped hint bit in tess
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=================
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*/
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static qboolean R_CullTriSurf( srfTriangles_t *cv ) {
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int boxCull;
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boxCull = R_CullLocalBox( cv->bounds );
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if ( boxCull == CULL_OUT ) {
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return qtrue;
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}
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return qfalse;
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}
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/*
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=================
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R_CullGrid
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Returns true if the grid is completely culled away.
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Also sets the clipped hint bit in tess
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=================
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*/
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static qboolean R_CullGrid( srfGridMesh_t *cv ) {
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int boxCull;
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int sphereCull;
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if ( r_nocurves->integer ) {
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return qtrue;
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}
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if ( tr.currentEntityNum != TR_WORLDENT ) {
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sphereCull = R_CullLocalPointAndRadius( cv->localOrigin, cv->meshRadius );
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} else {
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sphereCull = R_CullPointAndRadius( cv->localOrigin, cv->meshRadius );
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}
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boxCull = CULL_OUT;
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// check for trivial reject
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if ( sphereCull == CULL_OUT )
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{
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tr.pc.c_sphere_cull_patch_out++;
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return qtrue;
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}
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// check bounding box if necessary
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else if ( sphereCull == CULL_CLIP )
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{
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tr.pc.c_sphere_cull_patch_clip++;
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boxCull = R_CullLocalBox( cv->meshBounds );
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if ( boxCull == CULL_OUT )
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{
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tr.pc.c_box_cull_patch_out++;
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return qtrue;
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}
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else if ( boxCull == CULL_IN )
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{
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tr.pc.c_box_cull_patch_in++;
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}
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else
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{
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tr.pc.c_box_cull_patch_clip++;
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}
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}
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else
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{
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tr.pc.c_sphere_cull_patch_in++;
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}
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return qfalse;
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}
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/*
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================
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R_CullSurface
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Tries to back face cull surfaces before they are lighted or
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added to the sorting list.
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This will also allow mirrors on both sides of a model without recursion.
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================
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*/
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static qboolean R_CullSurface( surfaceType_t *surface, shader_t *shader ) {
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srfSurfaceFace_t *sface;
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float d;
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if ( r_nocull->integer==1 ) {
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return qfalse;
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}
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if ( *surface == SF_GRID ) {
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return R_CullGrid( (srfGridMesh_t *)surface );
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}
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if ( *surface == SF_TRIANGLES ) {
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return R_CullTriSurf( (srfTriangles_t *)surface );
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}
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if ( *surface != SF_FACE ) {
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return qfalse;
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}
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if ( shader->cullType == CT_TWO_SIDED ) {
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return qfalse;
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}
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// face culling
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if ( !r_facePlaneCull->integer ) {
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return qfalse;
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}
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sface = ( srfSurfaceFace_t * ) surface;
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d = DotProduct (tr.or.viewOrigin, sface->plane.normal);
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// don't cull exactly on the plane, because there are levels of rounding
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// through the BSP, ICD, and hardware that may cause pixel gaps if an
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// epsilon isn't allowed here
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if ( shader->cullType == CT_FRONT_SIDED ) {
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if ( d < sface->plane.dist - 8 ) {
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return qtrue;
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}
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} else {
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if ( d > sface->plane.dist + 8 ) {
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return qtrue;
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}
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}
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return qfalse;
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}
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#ifndef VV_LIGHTING
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static int R_DlightFace( srfSurfaceFace_t *face, int dlightBits ) {
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float d;
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int i;
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dlight_t *dl;
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for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
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if ( ! ( dlightBits & ( 1 << i ) ) ) {
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continue;
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}
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dl = &tr.refdef.dlights[i];
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d = DotProduct( dl->origin, face->plane.normal ) - face->plane.dist;
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if ( !VectorCompare(face->plane.normal, vec3_origin) && (d < -dl->radius || d > dl->radius) ) {
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// dlight doesn't reach the plane
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dlightBits &= ~( 1 << i );
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}
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}
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if ( !dlightBits ) {
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tr.pc.c_dlightSurfacesCulled++;
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}
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face->dlightBits = dlightBits;
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return dlightBits;
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}
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#endif // VV_LIGHTING
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#ifndef VV_LIGHTING
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static int R_DlightGrid( srfGridMesh_t *grid, int dlightBits ) {
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int i;
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dlight_t *dl;
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for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
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if ( ! ( dlightBits & ( 1 << i ) ) ) {
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continue;
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}
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dl = &tr.refdef.dlights[i];
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if ( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
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|| dl->origin[0] + dl->radius < grid->meshBounds[0][0]
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|| dl->origin[1] - dl->radius > grid->meshBounds[1][1]
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|| dl->origin[1] + dl->radius < grid->meshBounds[0][1]
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|| dl->origin[2] - dl->radius > grid->meshBounds[1][2]
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|| dl->origin[2] + dl->radius < grid->meshBounds[0][2] ) {
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// dlight doesn't reach the bounds
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dlightBits &= ~( 1 << i );
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}
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}
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if ( !dlightBits ) {
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tr.pc.c_dlightSurfacesCulled++;
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}
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grid->dlightBits = dlightBits;
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return dlightBits;
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}
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#endif // VV_LIGHTING
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#ifndef VV_LIGHTING
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static int R_DlightTrisurf( srfTriangles_t *surf, int dlightBits ) {
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// FIXME: more dlight culling to trisurfs...
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surf->dlightBits = dlightBits;
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return dlightBits;
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#if 0
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int i;
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dlight_t *dl;
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for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
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if ( ! ( dlightBits & ( 1 << i ) ) ) {
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continue;
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}
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dl = &tr.refdef.dlights[i];
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if ( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
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|| dl->origin[0] + dl->radius < grid->meshBounds[0][0]
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|| dl->origin[1] - dl->radius > grid->meshBounds[1][1]
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|| dl->origin[1] + dl->radius < grid->meshBounds[0][1]
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|| dl->origin[2] - dl->radius > grid->meshBounds[1][2]
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|| dl->origin[2] + dl->radius < grid->meshBounds[0][2] ) {
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// dlight doesn't reach the bounds
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dlightBits &= ~( 1 << i );
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}
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}
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if ( !dlightBits ) {
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tr.pc.c_dlightSurfacesCulled++;
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}
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grid->dlightBits = dlightBits;
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return dlightBits;
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#endif
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}
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#endif // VV_LIGHTING
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/*
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====================
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R_DlightSurface
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The given surface is going to be drawn, and it touches a leaf
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that is touched by one or more dlights, so try to throw out
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more dlights if possible.
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====================
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*/
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#ifndef VV_LIGHTING
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static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
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if ( *surf->data == SF_FACE ) {
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dlightBits = R_DlightFace( (srfSurfaceFace_t *)surf->data, dlightBits );
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} else if ( *surf->data == SF_GRID ) {
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dlightBits = R_DlightGrid( (srfGridMesh_t *)surf->data, dlightBits );
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} else if ( *surf->data == SF_TRIANGLES ) {
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dlightBits = R_DlightTrisurf( (srfTriangles_t *)surf->data, dlightBits );
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} else {
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dlightBits = 0;
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}
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if ( dlightBits ) {
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tr.pc.c_dlightSurfaces++;
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}
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return dlightBits;
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}
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#endif // VV_LIGHTING
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/*
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======================
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R_AddWorldSurface
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======================
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*/
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#ifdef VV_LIGHTING
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void R_AddWorldSurface( msurface_t *surf, int dlightBits, qboolean noViewCount ) {
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#else
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static void R_AddWorldSurface( msurface_t *surf, int dlightBits, qboolean noViewCount = qfalse ) {
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#endif
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/*
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if ( surf->viewCount == tr.viewCount ) {
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return; // already in this view
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}
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*/
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//rww - changed this to be like sof2mp's so RMG will look right.
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//Will this affect anything that is non-rmg?
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if (!noViewCount)
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{
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if ( surf->viewCount == tr.viewCount )
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{
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// already in this view, but lets make sure all the dlight bits are set
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if ( *surf->data == SF_FACE )
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{
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((srfSurfaceFace_t *)surf->data)->dlightBits |= dlightBits;
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}
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else if ( *surf->data == SF_GRID )
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{
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((srfGridMesh_t *)surf->data)->dlightBits |= dlightBits;
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}
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else if ( *surf->data == SF_TRIANGLES )
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{
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((srfTriangles_t *)surf->data)->dlightBits |= dlightBits;
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}
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return;
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}
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surf->viewCount = tr.viewCount;
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// FIXME: bmodel fog?
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}
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// surf->viewCount = tr.viewCount;
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// FIXME: bmodel fog?
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// try to cull before dlighting or adding
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if ( R_CullSurface( surf->data, surf->shader ) ) {
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return;
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}
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// check for dlighting
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if ( dlightBits ) {
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#ifdef VV_LIGHTING
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dlightBits = VVLightMan.R_DlightSurface( surf, dlightBits );
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#else
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dlightBits = R_DlightSurface( surf, dlightBits );
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#endif
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dlightBits = ( dlightBits != 0 );
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}
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R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits );
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}
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/*
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=============================================================
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BRUSH MODELS
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=============================================================
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*/
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/*
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=================
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R_AddBrushModelSurfaces
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=================
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*/
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void R_AddBrushModelSurfaces ( trRefEntity_t *ent ) {
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bmodel_t *bmodel;
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int clip;
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model_t *pModel;
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int i;
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pModel = R_GetModelByHandle( ent->e.hModel );
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bmodel = pModel->bmodel;
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clip = R_CullLocalBox( bmodel->bounds );
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if ( clip == CULL_OUT ) {
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return;
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}
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if(pModel->bspInstance)
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{
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#ifdef VV_LIGHTING
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VVLightMan.R_SetupEntityLighting(&tr.refdef, ent);
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#else
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R_SetupEntityLighting(&tr.refdef, ent);
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#endif
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}
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#ifdef VV_LIGHTING
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VVLightMan.R_DlightBmodel( bmodel, qfalse );
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#else
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R_DlightBmodel( bmodel, qfalse );
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#endif
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for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
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R_AddWorldSurface( bmodel->firstSurface + i, tr.currentEntity->dlightBits, qtrue );
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}
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}
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float GetQuadArea( vec3_t v1, vec3_t v2, vec3_t v3, vec3_t v4 )
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{
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vec3_t vec1, vec2, dis1, dis2;
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// Get area of tri1
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VectorSubtract( v1, v2, vec1 );
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VectorSubtract( v1, v4, vec2 );
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CrossProduct( vec1, vec2, dis1 );
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VectorScale( dis1, 0.25f, dis1 );
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// Get area of tri2
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VectorSubtract( v3, v2, vec1 );
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VectorSubtract( v3, v4, vec2 );
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CrossProduct( vec1, vec2, dis2 );
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VectorScale( dis2, 0.25f, dis2 );
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// Return addition of disSqr of each tri area
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return ( dis1[0] * dis1[0] + dis1[1] * dis1[1] + dis1[2] * dis1[2] +
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dis2[0] * dis2[0] + dis2[1] * dis2[1] + dis2[2] * dis2[2] );
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}
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#ifdef _XBOX
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float GetQuadArea( unsigned short v1[3], unsigned short v2[3], unsigned short v3[3], unsigned short v4[3])
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{
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vec3_t fv1;
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vec3_t fv2;
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vec3_t fv3;
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vec3_t fv4;
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for(int i=0; i<3; i++) {
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Q_CastShort2Float(&fv1[i], (short*)&v1[i]);
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Q_CastShort2Float(&fv2[i], (short*)&v2[i]);
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Q_CastShort2Float(&fv3[i], (short*)&v3[i]);
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Q_CastShort2Float(&fv4[i], (short*)&v4[i]);
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}
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return GetQuadArea(fv1, fv2, fv3, fv4);
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}
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#endif
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void RE_GetBModelVerts( int bmodelIndex, vec3_t *verts, vec3_t normal )
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{
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msurface_t *surfs;
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srfSurfaceFace_t *face;
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bmodel_t *bmodel;
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model_t *pModel;
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int i;
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// Not sure if we really need to track the best two candidates
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int maxDist[2]={0,0};
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int maxIndx[2]={0,0};
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int dist = 0;
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float dot1, dot2;
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pModel = R_GetModelByHandle( bmodelIndex );
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bmodel = pModel->bmodel;
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// Loop through all surfaces on the brush and find the best two candidates
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for ( i = 0 ; i < bmodel->numSurfaces; i++ )
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{
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surfs = bmodel->firstSurface + i;
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face = ( srfSurfaceFace_t *)surfs->data;
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// It seems that the safest way to handle this is by finding the area of the faces
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#ifdef _XBOX
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int nextSurfPoint = NEXT_SURFPOINT(face->flags);
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dist = GetQuadArea( face->srfPoints, face->srfPoints + nextSurfPoint,
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face->srfPoints + nextSurfPoint * 2, face->srfPoints +
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nextSurfPoint * 3 );
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#else
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dist = GetQuadArea( face->points[0], face->points[1], face->points[2], face->points[3] );
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#endif
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// Check against the highest max
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if ( dist > maxDist[0] )
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{
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// Shuffle our current maxes down
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maxDist[1] = maxDist[0];
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maxIndx[1] = maxIndx[0];
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maxDist[0] = dist;
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maxIndx[0] = i;
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}
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// Check against the second highest max
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else if ( dist >= maxDist[1] )
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{
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// just stomp the old
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maxDist[1] = dist;
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maxIndx[1] = i;
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}
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}
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// Hopefully we've found two best case candidates. Now we should see which of these faces the viewer
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surfs = bmodel->firstSurface + maxIndx[0];
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face = ( srfSurfaceFace_t *)surfs->data;
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dot1 = DotProduct( face->plane.normal, tr.refdef.viewaxis[0] );
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surfs = bmodel->firstSurface + maxIndx[1];
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face = ( srfSurfaceFace_t *)surfs->data;
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dot2 = DotProduct( face->plane.normal, tr.refdef.viewaxis[0] );
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if ( dot2 < dot1 && dot2 < 0.0f )
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{
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i = maxIndx[1]; // use the second face
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}
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else if ( dot1 < dot2 && dot1 < 0.0f )
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{
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i = maxIndx[0]; // use the first face
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}
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else
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{ // Possibly only have one face, so may as well use the first face, which also should be the best one
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//i = rand() & 1; // ugh, we don't know which to use. I'd hope this would never happen
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i = maxIndx[0]; // use the first face
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}
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surfs = bmodel->firstSurface + i;
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face = ( srfSurfaceFace_t *)surfs->data;
|
|
|
|
#ifdef _XBOX
|
|
int nextSurfPoint = NEXT_SURFPOINT(face->flags);
|
|
for ( int t = 0; t < 4; t++ )
|
|
{
|
|
Q_CastShort2Float(&verts[t][0], (short*)(face->srfPoints + nextSurfPoint * t + 0));
|
|
Q_CastShort2Float(&verts[t][1], (short*)(face->srfPoints + nextSurfPoint * t + 1));
|
|
Q_CastShort2Float(&verts[t][2], (short*)(face->srfPoints + nextSurfPoint * t + 2));
|
|
}
|
|
#else
|
|
for ( int t = 0; t < 4; t++ )
|
|
{
|
|
VectorCopy( face->points[t], verts[t] );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=============================================================
|
|
|
|
WORLD MODEL
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
================
|
|
R_RecursiveWorldNode
|
|
================
|
|
*/
|
|
#ifndef VV_LIGHTING
|
|
static void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits ) {
|
|
|
|
do {
|
|
int newDlights[2];
|
|
|
|
// if the node wasn't marked as potentially visible, exit
|
|
if (node->visframe != tr.visCount) {
|
|
return;
|
|
}
|
|
|
|
// if the bounding volume is outside the frustum, nothing
|
|
// inside can be visible OPTIMIZE: don't do this all the way to leafs?
|
|
|
|
if ( r_nocull->integer!=1 ) {
|
|
int r;
|
|
|
|
if ( planeBits & 1 ) {
|
|
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
|
|
if (r == 2) {
|
|
return; // culled
|
|
}
|
|
if ( r == 1 ) {
|
|
planeBits &= ~1; // all descendants will also be in front
|
|
}
|
|
}
|
|
|
|
if ( planeBits & 2 ) {
|
|
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
|
|
if (r == 2) {
|
|
return; // culled
|
|
}
|
|
if ( r == 1 ) {
|
|
planeBits &= ~2; // all descendants will also be in front
|
|
}
|
|
}
|
|
|
|
if ( planeBits & 4 ) {
|
|
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
|
|
if (r == 2) {
|
|
return; // culled
|
|
}
|
|
if ( r == 1 ) {
|
|
planeBits &= ~4; // all descendants will also be in front
|
|
}
|
|
}
|
|
|
|
if ( planeBits & 8 ) {
|
|
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
|
|
if (r == 2) {
|
|
return; // culled
|
|
}
|
|
if ( r == 1 ) {
|
|
planeBits &= ~8; // all descendants will also be in front
|
|
}
|
|
}
|
|
|
|
if ( planeBits & 16 ) {
|
|
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[4]);
|
|
if (r == 2) {
|
|
return; // culled
|
|
}
|
|
if ( r == 1 ) {
|
|
planeBits &= ~16; // all descendants will also be in front
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if ( node->contents != -1 ) {
|
|
break;
|
|
}
|
|
|
|
// determine which dlights are needed
|
|
if ( r_nocull->integer!=2 )
|
|
{
|
|
newDlights[0] = 0;
|
|
newDlights[1] = 0;
|
|
if ( dlightBits )
|
|
{
|
|
int i;
|
|
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ )
|
|
{
|
|
dlight_t *dl;
|
|
float dist;
|
|
|
|
if ( dlightBits & ( 1 << i ) ) {
|
|
dl = &tr.refdef.dlights[i];
|
|
dist = DotProduct( dl->origin, node->plane->normal ) - node->plane->dist;
|
|
|
|
if ( dist > -dl->radius ) {
|
|
newDlights[0] |= ( 1 << i );
|
|
}
|
|
if ( dist < dl->radius ) {
|
|
newDlights[1] |= ( 1 << i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
newDlights[0] = dlightBits;
|
|
newDlights[1] = dlightBits;
|
|
}
|
|
// recurse down the children, front side first
|
|
R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0] );
|
|
|
|
// tail recurse
|
|
node = node->children[1];
|
|
dlightBits = newDlights[1];
|
|
} while ( 1 );
|
|
|
|
{
|
|
// leaf node, so add mark surfaces
|
|
int c;
|
|
msurface_t *surf, **mark;
|
|
|
|
tr.pc.c_leafs++;
|
|
|
|
// add to z buffer bounds
|
|
if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
|
|
tr.viewParms.visBounds[0][0] = node->mins[0];
|
|
}
|
|
if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) {
|
|
tr.viewParms.visBounds[0][1] = node->mins[1];
|
|
}
|
|
if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) {
|
|
tr.viewParms.visBounds[0][2] = node->mins[2];
|
|
}
|
|
|
|
if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) {
|
|
tr.viewParms.visBounds[1][0] = node->maxs[0];
|
|
}
|
|
if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) {
|
|
tr.viewParms.visBounds[1][1] = node->maxs[1];
|
|
}
|
|
if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) {
|
|
tr.viewParms.visBounds[1][2] = node->maxs[2];
|
|
}
|
|
|
|
// add the individual surfaces
|
|
mark = node->firstmarksurface;
|
|
c = node->nummarksurfaces;
|
|
while (c--) {
|
|
// the surface may have already been added if it
|
|
// spans multiple leafs
|
|
surf = *mark;
|
|
R_AddWorldSurface( surf, dlightBits );
|
|
mark++;
|
|
}
|
|
}
|
|
|
|
}
|
|
#endif // VV_LIGHTING
|
|
|
|
|
|
/*
|
|
===============
|
|
R_PointInLeaf
|
|
===============
|
|
*/
|
|
static mnode_t *R_PointInLeaf( vec3_t p ) {
|
|
mnode_t *node;
|
|
float d;
|
|
cplane_t *plane;
|
|
|
|
if ( !tr.world ) {
|
|
Com_Error (ERR_DROP, "R_PointInLeaf: bad model");
|
|
}
|
|
|
|
node = tr.world->nodes;
|
|
while( 1 ) {
|
|
if (node->contents != -1) {
|
|
break;
|
|
}
|
|
#ifdef _XBOX
|
|
plane = tr.world->planes + node->planeNum;
|
|
#else
|
|
plane = node->plane;
|
|
#endif
|
|
d = DotProduct (p,plane->normal) - plane->dist;
|
|
if (d > 0) {
|
|
node = node->children[0];
|
|
} else {
|
|
node = node->children[1];
|
|
}
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_ClusterPVS
|
|
==============
|
|
*/
|
|
static const byte *R_ClusterPVS (int cluster) {
|
|
if (!tr.world || !tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters ) {
|
|
return tr.world->novis;
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
return tr.world->vis->Decompress(cluster * tr.world->clusterBytes,
|
|
tr.world->numClusters);
|
|
#else
|
|
return tr.world->vis + cluster * tr.world->clusterBytes;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_inPVS
|
|
=================
|
|
*/
|
|
#ifdef _XBOX
|
|
qboolean R_inPVS( vec3_t p1, vec3_t p2 ) {
|
|
mleaf_s *leaf;
|
|
byte *vis;
|
|
|
|
leaf = (mleaf_s*)R_PointInLeaf( p1 );
|
|
vis = (byte*)CM_ClusterPVS( leaf->cluster );
|
|
leaf = (mleaf_s*)R_PointInLeaf( p2 );
|
|
|
|
if ( !vis || (!(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7)))) ) {
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
#else // _XBOX
|
|
|
|
qboolean R_inPVS( vec3_t p1, vec3_t p2 ) {
|
|
mnode_t *leaf;
|
|
byte *vis;
|
|
|
|
leaf = R_PointInLeaf( p1 );
|
|
vis = CM_ClusterPVS( leaf->cluster );
|
|
leaf = R_PointInLeaf( p2 );
|
|
|
|
if ( !(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7))) ) {
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
#endif // _XBOX
|
|
|
|
/*
|
|
===============
|
|
R_MarkLeaves
|
|
|
|
Mark the leaves and nodes that are in the PVS for the current
|
|
cluster
|
|
===============
|
|
*/
|
|
#ifdef _XBOX
|
|
void R_MarkLeaves (mleaf_s *leafOverride) {
|
|
const byte *vis;
|
|
mleaf_s *leaf;
|
|
mnode_s *parent;
|
|
int i;
|
|
int cluster;
|
|
|
|
// lockpvs lets designers walk around to determine the
|
|
// extent of the current pvs
|
|
if ( r_lockpvs->integer ) {
|
|
return;
|
|
}
|
|
|
|
// current viewcluster
|
|
if(!leafOverride) {
|
|
leaf = (mleaf_s*)R_PointInLeaf( tr.viewParms.pvsOrigin );
|
|
} else {
|
|
leaf = leafOverride;
|
|
}
|
|
cluster = leaf->cluster;
|
|
|
|
assert(leaf->contents != -1);
|
|
|
|
// if the cluster is the same and the area visibility matrix
|
|
// hasn't changed, we don't need to mark everything again
|
|
|
|
if ( tr.viewCluster == cluster && !tr.refdef.areamaskModified ) {
|
|
return;
|
|
}
|
|
|
|
tr.visCount++;
|
|
tr.viewCluster = cluster;
|
|
|
|
if ( r_novis->integer || tr.viewCluster == -1 ) {
|
|
for (i=0 ; i<tr.world->numnodes ; i++) {
|
|
if (tr.world->nodes[i].contents != CONTENTS_SOLID) {
|
|
tr.world->nodes[i].visframe = tr.visCount;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
vis = R_ClusterPVS (tr.viewCluster);
|
|
|
|
for (i=0,leaf=tr.world->leafs ; i<tr.world->numleafs ; i++, leaf++) {
|
|
cluster = leaf->cluster;
|
|
if ( cluster < 0 || cluster >= tr.world->numClusters ) {
|
|
continue;
|
|
}
|
|
|
|
// check general pvs
|
|
if ( !(vis[cluster>>3] & (1<<(cluster&7))) ) {
|
|
continue;
|
|
}
|
|
|
|
// check for door connection
|
|
if (!lookingForWorstLeaf &&
|
|
(tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) {
|
|
continue; // not visible
|
|
}
|
|
|
|
parent = (mnode_t*)leaf;
|
|
assert(leaf->contents != -1);
|
|
do {
|
|
if (parent->visframe == tr.visCount)
|
|
break;
|
|
parent->visframe = tr.visCount;
|
|
parent = parent->parent;
|
|
} while (parent);
|
|
}
|
|
}
|
|
#else // _XBOX
|
|
|
|
static void R_MarkLeaves (void) {
|
|
const byte *vis;
|
|
mnode_t *leaf, *parent;
|
|
int i;
|
|
int cluster;
|
|
|
|
// lockpvs lets designers walk around to determine the
|
|
// extent of the current pvs
|
|
if ( r_lockpvs->integer ) {
|
|
return;
|
|
}
|
|
|
|
// current viewcluster
|
|
leaf = R_PointInLeaf( tr.viewParms.pvsOrigin );
|
|
cluster = leaf->cluster;
|
|
|
|
// if the cluster is the same and the area visibility matrix
|
|
// hasn't changed, we don't need to mark everything again
|
|
|
|
// if r_showcluster was just turned on, remark everything
|
|
if ( tr.viewCluster == cluster && !tr.refdef.areamaskModified
|
|
&& !r_showcluster->modified ) {
|
|
return;
|
|
}
|
|
|
|
if ( r_showcluster->modified || r_showcluster->integer ) {
|
|
r_showcluster->modified = qfalse;
|
|
if ( r_showcluster->integer ) {
|
|
VID_Printf( PRINT_ALL, "cluster:%i area:%i\n", cluster, leaf->area );
|
|
}
|
|
}
|
|
|
|
tr.visCount++;
|
|
tr.viewCluster = cluster;
|
|
|
|
if ( r_novis->integer || tr.viewCluster == -1 ) {
|
|
for (i=0 ; i<tr.world->numnodes ; i++) {
|
|
if (tr.world->nodes[i].contents != CONTENTS_SOLID) {
|
|
tr.world->nodes[i].visframe = tr.visCount;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
vis = R_ClusterPVS (tr.viewCluster);
|
|
|
|
for (i=0,leaf=tr.world->nodes ; i<tr.world->numnodes ; i++, leaf++) {
|
|
cluster = leaf->cluster;
|
|
if ( cluster < 0 || cluster >= tr.world->numClusters ) {
|
|
continue;
|
|
}
|
|
|
|
// check general pvs
|
|
if ( !(vis[cluster>>3] & (1<<(cluster&7))) ) {
|
|
continue;
|
|
}
|
|
|
|
// check for door connection
|
|
if ( (tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) {
|
|
continue; // not visible
|
|
}
|
|
|
|
parent = leaf;
|
|
do {
|
|
if (parent->visframe == tr.visCount)
|
|
break;
|
|
parent->visframe = tr.visCount;
|
|
parent = parent->parent;
|
|
} while (parent);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
=============
|
|
R_AddWorldSurfaces
|
|
=============
|
|
*/
|
|
#ifdef _XBOX
|
|
void R_AddWorldSurfaces (void) {
|
|
if ( !r_drawworld->integer ) {
|
|
return;
|
|
}
|
|
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
return;
|
|
}
|
|
|
|
tr.currentEntityNum = TR_WORLDENT;//ENTITYNUM_WORLD;
|
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
|
|
|
|
// clear out the visible min/max
|
|
ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
|
|
|
|
// perform frustum culling and add all the potentially visible surfaces
|
|
if ( VVLightMan.num_dlights > MAX_DLIGHTS ) {
|
|
VVLightMan.num_dlights = MAX_DLIGHTS ;
|
|
}
|
|
|
|
VVLightMan.R_RecursiveWorldNode( tr.world->nodes, 15, ( 1 << VVLightMan.num_dlights ) - 1 );
|
|
}
|
|
|
|
#else // _XBOX
|
|
|
|
void R_AddWorldSurfaces (void) {
|
|
if ( !r_drawworld->integer ) {
|
|
return;
|
|
}
|
|
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
return;
|
|
}
|
|
|
|
tr.currentEntityNum = TR_WORLDENT;
|
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
|
|
|
|
// determine which leaves are in the PVS / areamask
|
|
R_MarkLeaves ();
|
|
|
|
// clear out the visible min/max
|
|
ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
|
|
|
|
// perform frustum culling and add all the potentially visible surfaces
|
|
if ( tr.refdef.num_dlights > 32 ) {
|
|
tr.refdef.num_dlights = 32 ;
|
|
}
|
|
|
|
R_RecursiveWorldNode( tr.world->nodes, 31, ( 1 << tr.refdef.num_dlights ) - 1 );
|
|
}
|
|
|
|
#endif // _XBOX
|