R_RecursiveWorldNode from DP, speed improvement..

This commit is contained in:
Zephaniah E. Hull 2000-06-26 19:56:09 +00:00
parent 8e64d0d3cc
commit 016f682389
1 changed files with 28 additions and 47 deletions

View File

@ -914,29 +914,18 @@ R_RecursiveWorldNode
void R_RecursiveWorldNode (mnode_t *node)
{
int c, side;
mplane_t *plane;
msurface_t *surf, **mark;
mleaf_t *pleaf;
double dot;
if (node->contents == CONTENTS_SOLID)
return; // solid
if (node->visframe != r_visframecount)
return;
if (R_CullBox (node->minmaxs, node->minmaxs+3))
return;
// if a leaf node, draw stuff
// if a leaf node, draw stuff
if (node->contents < 0)
{
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
if ((c = pleaf->nummarksurfaces))
{
mark = pleaf->firstmarksurface;
do
{
(*mark)->visframe = r_framecount;
@ -951,74 +940,66 @@ void R_RecursiveWorldNode (mnode_t *node)
return;
}
// node is just a decision point, so go down the apropriate sides
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
plane = node->plane;
switch (plane->type)
// find which side of the node we are on
switch (node->plane->type)
{
case PLANE_X:
dot = modelorg[0] - plane->dist;
dot = modelorg[0] - node->plane->dist;
break;
case PLANE_Y:
dot = modelorg[1] - plane->dist;
dot = modelorg[1] - node->plane->dist;
break;
case PLANE_Z:
dot = modelorg[2] - plane->dist;
dot = modelorg[2] - node->plane->dist;
break;
default:
dot = DotProduct (modelorg, plane->normal) - plane->dist;
dot = DotProduct (modelorg, node->plane->normal) - node->plane->dist;
break;
}
side = dot < 0;
// recurse down the children, front side first
R_RecursiveWorldNode (node->children[side]);
// recurse down the children, front side first
// LordHavoc: save a stack frame by avoiding a call
if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
R_RecursiveWorldNode (node->children[side]);
// draw stuff
c = node->numsurfaces;
if (c)
// draw stuff
if ((c = node->numsurfaces))
{
surf = cl.worldmodel->surfaces + node->firstsurface;
if (dot < 0 -BACKFACE_EPSILON)
if (dot < -BACKFACE_EPSILON)
side = SURF_PLANEBACK;
else if (dot > BACKFACE_EPSILON)
side = 0;
for ( ; c ; c--, surf++)
{
if (surf->visframe != r_framecount)
continue;
// don't backface underwater surfaces, because they warp
if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
continue; // wrong side
// if sorting by texture, just store it out
if (gl_texsort->value)
{
if (!mirror
|| surf->texinfo->texture != cl.worldmodel->textures[mirrortexturenum])
{
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
} else if (surf->flags & SURF_DRAWSKY) {
surf->texturechain = skychain;
skychain = surf;
} else if (surf->flags & SURF_DRAWTURB) {
surf->texturechain = waterchain;
waterchain = surf;
} else
R_DrawSequentialPoly (surf);
surf->texturechain = surf->texinfo->texture->texturechain;
surf->texinfo->texture->texturechain = surf;
}
else
R_DrawSequentialPoly (surf);
}
}
// recurse down the back side
R_RecursiveWorldNode (node->children[!side]);
// recurse down the back side
// LordHavoc: save a stack frame by avoiding a call
side = !side;
if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
R_RecursiveWorldNode (node->children[side]);
}