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R_RecursiveWorldNode from DP, speed improvement..
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1 changed files with 28 additions and 47 deletions
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@ -914,29 +914,18 @@ R_RecursiveWorldNode
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void R_RecursiveWorldNode (mnode_t *node)
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{
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int c, side;
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mplane_t *plane;
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msurface_t *surf, **mark;
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mleaf_t *pleaf;
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double dot;
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if (node->contents == CONTENTS_SOLID)
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return; // solid
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if (node->visframe != r_visframecount)
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return;
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if (R_CullBox (node->minmaxs, node->minmaxs+3))
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return;
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// if a leaf node, draw stuff
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// if a leaf node, draw stuff
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if (node->contents < 0)
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{
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pleaf = (mleaf_t *)node;
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mark = pleaf->firstmarksurface;
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c = pleaf->nummarksurfaces;
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if (c)
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if ((c = pleaf->nummarksurfaces))
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{
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mark = pleaf->firstmarksurface;
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do
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{
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(*mark)->visframe = r_framecount;
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@ -951,74 +940,66 @@ void R_RecursiveWorldNode (mnode_t *node)
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return;
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}
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// node is just a decision point, so go down the apropriate sides
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// node is just a decision point, so go down the apropriate sides
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// find which side of the node we are on
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plane = node->plane;
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switch (plane->type)
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// find which side of the node we are on
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switch (node->plane->type)
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{
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case PLANE_X:
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dot = modelorg[0] - plane->dist;
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dot = modelorg[0] - node->plane->dist;
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break;
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case PLANE_Y:
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dot = modelorg[1] - plane->dist;
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dot = modelorg[1] - node->plane->dist;
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break;
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case PLANE_Z:
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dot = modelorg[2] - plane->dist;
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dot = modelorg[2] - node->plane->dist;
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break;
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default:
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dot = DotProduct (modelorg, plane->normal) - plane->dist;
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dot = DotProduct (modelorg, node->plane->normal) - node->plane->dist;
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break;
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}
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side = dot < 0;
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// recurse down the children, front side first
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R_RecursiveWorldNode (node->children[side]);
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// recurse down the children, front side first
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// LordHavoc: save a stack frame by avoiding a call
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if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
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R_RecursiveWorldNode (node->children[side]);
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// draw stuff
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c = node->numsurfaces;
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if (c)
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// draw stuff
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if ((c = node->numsurfaces))
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{
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surf = cl.worldmodel->surfaces + node->firstsurface;
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if (dot < 0 -BACKFACE_EPSILON)
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if (dot < -BACKFACE_EPSILON)
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side = SURF_PLANEBACK;
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else if (dot > BACKFACE_EPSILON)
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side = 0;
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for ( ; c ; c--, surf++)
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{
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if (surf->visframe != r_framecount)
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continue;
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// don't backface underwater surfaces, because they warp
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if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
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continue; // wrong side
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// if sorting by texture, just store it out
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if (gl_texsort->value)
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{
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if (!mirror
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|| surf->texinfo->texture != cl.worldmodel->textures[mirrortexturenum])
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{
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surf->texturechain = surf->texinfo->texture->texturechain;
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surf->texinfo->texture->texturechain = surf;
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}
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} else if (surf->flags & SURF_DRAWSKY) {
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surf->texturechain = skychain;
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skychain = surf;
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} else if (surf->flags & SURF_DRAWTURB) {
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surf->texturechain = waterchain;
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waterchain = surf;
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} else
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R_DrawSequentialPoly (surf);
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surf->texturechain = surf->texinfo->texture->texturechain;
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surf->texinfo->texture->texturechain = surf;
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}
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else
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R_DrawSequentialPoly (surf);
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}
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}
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// recurse down the back side
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R_RecursiveWorldNode (node->children[!side]);
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// recurse down the back side
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// LordHavoc: save a stack frame by avoiding a call
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side = !side;
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if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
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R_RecursiveWorldNode (node->children[side]);
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}
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