quakeforge/libs/video/renderer/r_bsp.c

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/*
r_bsp.c
Common bsp rendering.
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include "string.h"
#endif
#ifdef HAVE_STRINGS_H
# include "strings.h"
#endif
#include "QF/cvar.h"
#include "QF/set.h"
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#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "r_internal.h"
void
R_MarkLeavesPVS (visstate_t *visstate, const set_t *pvs)
{
int visframecount = ++visstate->visframecount;
auto brush = visstate->brush;
auto node_visframes = visstate->node_visframes;
auto leaf_visframes = visstate->leaf_visframes;
auto face_visframes = visstate->face_visframes;
// If you're looking for the bug with the easy teleporter in the start map,
// you're looking in the wrong place: it's in either qfvis or qfbsp when
// doing water vis (though not specific to water vis, it's either the
// portal generation or the vising of the map).
for (auto li = set_first (pvs); li; li = set_next (li)) {
unsigned i = li->element;
auto leaf = &brush->leafs[i + 1];
int c;
if ((c = leaf->nummarksurfaces)) {
auto mark = brush->marksurfaces + leaf->firstmarksurface;
do {
face_visframes[*mark - brush->surfaces] = visframecount;
mark++;
} while (--c);
}
leaf_visframes[i + 1] = visframecount;
int node_id = brush->leaf_parents[leaf - brush->leafs];
while (node_id >= 0) {
if (node_visframes[node_id] == visframecount)
break;
node_visframes[node_id] = visframecount;
node_id = brush->node_parents[node_id];
}
}
}
void
R_MarkLeaves (visstate_t *visstate, const mleaf_t *viewleaf)
{
auto brush = visstate->brush;
set_t vis = SET_STATIC_INIT (brush->visleafs, alloca);
if (visstate->viewleaf == viewleaf && !r_novis)
return;
visstate->viewleaf = viewleaf;
if (!viewleaf)
return;
if (r_novis) {
// so vis will be recalculated when novis gets turned off
visstate->viewleaf = 0;
// force use of default vis (full visibility)
viewleaf = brush->leafs;
}
Mod_LeafPVS_set (viewleaf, brush, 0xff, &vis);
R_MarkLeavesPVS (visstate, &vis);
}
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/*
R_TextureAnimation
Returns the proper texture for a given time and base texture
*/
texture_t *
R_TextureAnimation (int frame, msurface_t *surf)
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{
texture_t *base = surf->texinfo->texture;
int count, relative;
if (frame) {
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if (base->alternate_anims)
base = base->alternate_anims;
}
if (!base->anim_total)
return base;
relative = (int) (r_data->realtime * 10) % base->anim_total;
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count = 0;
while (base->anim_min > relative || base->anim_max <= relative) {
base = base->anim_next;
if (!base)
Sys_Error ("R_TextureAnimation: broken cycle");
if (++count > 100)
Sys_Error ("R_TextureAnimation: infinite cycle");
}
return base;
}