/* sw32_r_bsp.c (description) 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 static __attribute__ ((unused)) const char rcsid[] = "$Id$"; #include #include "QF/console.h" #include "QF/render.h" #include "QF/sys.h" #include "r_local.h" // current entity info qboolean insubmodel; entity_t *currententity; vec3_t modelorg; // modelorg is the viewpoint relative to // the currently rendering entity vec3_t base_modelorg; vec3_t r_worldmodelorg; vec3_t r_entorigin; // the currently rendering entity in world // coordinates float entity_rotation[3][3]; int r_currentbkey; typedef enum { touchessolid, drawnode, nodrawnode } solidstate_t; #define MAX_BMODEL_VERTS 500 // 6K #define MAX_BMODEL_EDGES 1000 // 12K static mvertex_t *pbverts; static bedge_t *pbedges; static int numbverts, numbedges; static mvertex_t *pfrontenter, *pfrontexit; static qboolean makeclippededge; static void R_EntityRotate (vec3_t vec) { vec3_t tvec; VectorCopy (vec, tvec); vec[0] = DotProduct (entity_rotation[0], tvec); vec[1] = DotProduct (entity_rotation[1], tvec); vec[2] = DotProduct (entity_rotation[2], tvec); } void R_RotateBmodel (void) { float angle, s, c, temp1[3][3], temp2[3][3], temp3[3][3]; // TODO: should use a look-up table // TODO: should really be stored with the entity instead of being reconstructed // TODO: could cache lazily, stored in the entity // TODO: share work with R_SetUpAliasTransform // yaw angle = currententity->angles[YAW]; angle = angle * M_PI * 2 / 360; s = sin (angle); c = cos (angle); temp1[0][0] = c; temp1[0][1] = s; temp1[0][2] = 0; temp1[1][0] = -s; temp1[1][1] = c; temp1[1][2] = 0; temp1[2][0] = 0; temp1[2][1] = 0; temp1[2][2] = 1; // pitch angle = currententity->angles[PITCH]; angle = angle * M_PI * 2 / 360; s = sin (angle); c = cos (angle); temp2[0][0] = c; temp2[0][1] = 0; temp2[0][2] = -s; temp2[1][0] = 0; temp2[1][1] = 1; temp2[1][2] = 0; temp2[2][0] = s; temp2[2][1] = 0; temp2[2][2] = c; R_ConcatRotations (temp2, temp1, temp3); // roll angle = currententity->angles[ROLL]; angle = angle * M_PI * 2 / 360; s = sin (angle); c = cos (angle); temp1[0][0] = 1; temp1[0][1] = 0; temp1[0][2] = 0; temp1[1][0] = 0; temp1[1][1] = c; temp1[1][2] = s; temp1[2][0] = 0; temp1[2][1] = -s; temp1[2][2] = c; R_ConcatRotations (temp1, temp3, entity_rotation); // rotate modelorg and the transformation matrix R_EntityRotate (modelorg); R_EntityRotate (vpn); R_EntityRotate (vright); R_EntityRotate (vup); R_TransformFrustum (); } static void R_RecursiveClipBPoly (bedge_t *pedges, mnode_t *pnode, msurface_t *psurf) { bedge_t *psideedges[2], *pnextedge, *ptedge; int i, side, lastside; float dist, frac, lastdist; mplane_t *splitplane, tplane; mvertex_t *pvert, *plastvert, *ptvert; mnode_t *pn; psideedges[0] = psideedges[1] = NULL; makeclippededge = false; // transform the BSP plane into model space // FIXME: cache these? splitplane = pnode->plane; tplane.dist = splitplane->dist - DotProduct (r_entorigin, splitplane->normal); tplane.normal[0] = DotProduct (entity_rotation[0], splitplane->normal); tplane.normal[1] = DotProduct (entity_rotation[1], splitplane->normal); tplane.normal[2] = DotProduct (entity_rotation[2], splitplane->normal); // clip edges to BSP plane for (; pedges; pedges = pnextedge) { pnextedge = pedges->pnext; // set the status for the last point as the previous point // FIXME: cache this stuff somehow? plastvert = pedges->v[0]; lastdist = DotProduct (plastvert->position, tplane.normal) - tplane.dist; if (lastdist > 0) lastside = 0; else lastside = 1; pvert = pedges->v[1]; dist = DotProduct (pvert->position, tplane.normal) - tplane.dist; if (dist > 0) side = 0; else side = 1; if (side != lastside) { // clipped if (numbverts >= MAX_BMODEL_VERTS) return; // generate the clipped vertex frac = lastdist / (lastdist - dist); ptvert = &pbverts[numbverts++]; ptvert->position[0] = plastvert->position[0] + frac * (pvert->position[0] - plastvert->position[0]); ptvert->position[1] = plastvert->position[1] + frac * (pvert->position[1] - plastvert->position[1]); ptvert->position[2] = plastvert->position[2] + frac * (pvert->position[2] - plastvert->position[2]); // split into two edges, one on each side, and remember entering // and exiting points // FIXME: share the clip edge by having a winding direction flag? if (numbedges >= (MAX_BMODEL_EDGES - 1)) { Con_Printf ("Out of edges for bmodel\n"); return; } ptedge = &pbedges[numbedges]; ptedge->pnext = psideedges[lastside]; psideedges[lastside] = ptedge; ptedge->v[0] = plastvert; ptedge->v[1] = ptvert; ptedge = &pbedges[numbedges + 1]; ptedge->pnext = psideedges[side]; psideedges[side] = ptedge; ptedge->v[0] = ptvert; ptedge->v[1] = pvert; numbedges += 2; if (side == 0) { // entering for front, exiting for back pfrontenter = ptvert; makeclippededge = true; } else { pfrontexit = ptvert; makeclippededge = true; } } else { // add the edge to the appropriate side pedges->pnext = psideedges[side]; psideedges[side] = pedges; } } // if anything was clipped, reconstitute and add the edges along the clip // plane to both sides (but in opposite directions) if (makeclippededge) { if (numbedges >= (MAX_BMODEL_EDGES - 2)) { Con_Printf ("Out of edges for bmodel\n"); return; } ptedge = &pbedges[numbedges]; ptedge->pnext = psideedges[0]; psideedges[0] = ptedge; ptedge->v[0] = pfrontexit; ptedge->v[1] = pfrontenter; ptedge = &pbedges[numbedges + 1]; ptedge->pnext = psideedges[1]; psideedges[1] = ptedge; ptedge->v[0] = pfrontenter; ptedge->v[1] = pfrontexit; numbedges += 2; } // draw or recurse further for (i = 0; i < 2; i++) { if (psideedges[i]) { // draw if we've reached a non-solid leaf, done if all that's left // is a solid leaf, and continue down the tree if it's not a leaf pn = pnode->children[i]; // we're done with this branch if the node or leaf isn't in the PVS if (pn->visframe == r_visframecount) { if (pn->contents < 0) { if (pn->contents != CONTENTS_SOLID) { r_currentbkey = ((mleaf_t *) pn)->key; R_RenderBmodelFace (psideedges[i], psurf); } } else { R_RecursiveClipBPoly (psideedges[i], pnode->children[i], psurf); } } } } } void R_DrawSolidClippedSubmodelPolygons (model_t *pmodel) { int i, j, lindex; vec_t dot; msurface_t *psurf; int numsurfaces; mplane_t *pplane; mvertex_t bverts[MAX_BMODEL_VERTS]; bedge_t bedges[MAX_BMODEL_EDGES], *pbedge; medge_t *pedge, *pedges; // FIXME: use bounding-box-based frustum clipping info? psurf = &pmodel->surfaces[pmodel->firstmodelsurface]; numsurfaces = pmodel->nummodelsurfaces; pedges = pmodel->edges; for (i = 0; i < numsurfaces; i++, psurf++) { // find which side of the node we are on pplane = psurf->plane; dot = DotProduct (modelorg, pplane->normal) - pplane->dist; // draw the polygon if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { // FIXME: use bounding-box-based frustum clipping info? // copy the edges to bedges, flipping if necessary so always // clockwise winding // FIXME: if edges and vertices get caches, these assignments must // move outside the loop, and overflow checking must be done here pbverts = bverts; pbedges = bedges; numbverts = numbedges = 0; if (psurf->numedges > 0) { pbedge = &bedges[numbedges]; numbedges += psurf->numedges; for (j = 0; j < psurf->numedges; j++) { lindex = pmodel->surfedges[psurf->firstedge + j]; if (lindex > 0) { pedge = &pedges[lindex]; pbedge[j].v[0] = &r_pcurrentvertbase[pedge->v[0]]; pbedge[j].v[1] = &r_pcurrentvertbase[pedge->v[1]]; } else { lindex = -lindex; pedge = &pedges[lindex]; pbedge[j].v[0] = &r_pcurrentvertbase[pedge->v[1]]; pbedge[j].v[1] = &r_pcurrentvertbase[pedge->v[0]]; } pbedge[j].pnext = &pbedge[j + 1]; } pbedge[j - 1].pnext = NULL; // mark end of edges R_RecursiveClipBPoly (pbedge, currententity->topnode, psurf); } else { Sys_Error ("no edges in bmodel"); } } } } void R_DrawSubmodelPolygons (model_t *pmodel, int clipflags) { int i; vec_t dot; msurface_t *psurf; int numsurfaces; mplane_t *pplane; // FIXME: use bounding-box-based frustum clipping info? psurf = &pmodel->surfaces[pmodel->firstmodelsurface]; numsurfaces = pmodel->nummodelsurfaces; for (i = 0; i < numsurfaces; i++, psurf++) { // find which side of the node we are on pplane = psurf->plane; dot = DotProduct (modelorg, pplane->normal) - pplane->dist; // draw the polygon if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { r_currentkey = ((mleaf_t *) currententity->topnode)->key; // FIXME: use bounding-box-based frustum clipping info? R_RenderFace (psurf, clipflags); } } } #if 1 static inline void visit_leaf (mleaf_t *leaf) { // deal with model fragments in this leaf if (leaf->efrags) R_StoreEfrags (&leaf->efrags); leaf->key = r_currentkey; r_currentkey++; // all bmodels in a leaf share the same key } static inline int get_side (mnode_t *node) { // find which side of the node we are on mplane_t *plane = node->plane; if (plane->type < 3) return (modelorg[plane->type] - plane->dist) < 0; return (DotProduct (modelorg, plane->normal) - plane->dist) < 0; } static void visit_node (mnode_t *node, int side, int clipflags) { int c; msurface_t *surf; // sneaky hack for side = side ? SURF_PLANEBACK : 0; side = (~side + 1) & SURF_PLANEBACK; // draw stuff if ((c = node->numsurfaces)) { surf = r_worldentity.model->surfaces + node->firstsurface; for (; c; c--, surf++) { if (surf->visframe != r_visframecount) continue; // side is either 0 or SURF_PLANEBACK if (side ^ (surf->flags & SURF_PLANEBACK)) continue; // wrong side if (r_drawpolys) { if (r_worldpolysbacktofront) { if (numbtofpolys < MAX_BTOFPOLYS) { pbtofpolys[numbtofpolys].clipflags = clipflags; pbtofpolys[numbtofpolys].psurf = surf; numbtofpolys++; } } else { R_RenderPoly (surf, clipflags); } } else { R_RenderFace (surf, clipflags); } } // all surfaces on the same node share the same sequence number r_currentkey++; } } static inline int test_node (mnode_t *node, int *_clipflags) { int clipflags = *_clipflags; int i, *pindex; vec3_t acceptpt, rejectpt; double d; if (node->contents < 0) return 0; if (node->visframe != r_visframecount) return 0; // cull the clipping planes if not trivial accept // FIXME: the compiler is doing a lousy job of optimizing here; it could be // twice as fast in ASM if (clipflags) { for (i = 0; i < 4; i++) { if (!(clipflags & (1 << i))) continue; // don't need to clip against it // generate accept and reject points // FIXME: do with fast look-ups or integer tests based on the // sign bit of the floating point values pindex = pfrustum_indexes[i]; rejectpt[0] = (float) node->minmaxs[pindex[0]]; rejectpt[1] = (float) node->minmaxs[pindex[1]]; rejectpt[2] = (float) node->minmaxs[pindex[2]]; d = DotProduct (rejectpt, view_clipplanes[i].normal); d -= view_clipplanes[i].dist; if (d <= 0) { *_clipflags = clipflags; return 0; } acceptpt[0] = (float) node->minmaxs[pindex[3 + 0]]; acceptpt[1] = (float) node->minmaxs[pindex[3 + 1]]; acceptpt[2] = (float) node->minmaxs[pindex[3 + 2]]; d = DotProduct (acceptpt, view_clipplanes[i].normal); d -= view_clipplanes[i].dist; if (d >= 0) clipflags &= ~(1 << i); // node is entirely on screen } } *_clipflags = clipflags; return 1; } //FIXME no longer recursive: need a new name static void R_RecursiveWorldNode (mnode_t *node, int clipflags) { struct { mnode_t *node; int side, clipflags; } *node_ptr, node_stack[256]; mnode_t *front; int side; node_ptr = node_stack; while (1) { while (test_node (node, &clipflags)) { side = get_side (node); front = node->children[side]; if (test_node (front, &clipflags)) { if (node_ptr - node_stack == sizeof (node_stack) / sizeof (node_stack[0])) Sys_Error ("node_stack overflow"); node_ptr->node = node; node_ptr->side = side; node_ptr->clipflags = clipflags; node_ptr++; node = front; continue; } if (front->contents < 0 && front->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) front); visit_node (node, side, clipflags); node = node->children[!side]; } if (node->contents < 0 && node->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) node); if (node_ptr != node_stack) { node_ptr--; node = node_ptr->node; side = node_ptr->side; clipflags = node_ptr->clipflags; visit_node (node, side, clipflags); node = node->children[!side]; continue; } break; } if (node->contents < 0 && node->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) node); } #else static void R_RecursiveWorldNode (mnode_t *node, int clipflags) { int i, c, side, *pindex; vec3_t acceptpt, rejectpt; mplane_t *plane; msurface_t *surf; mleaf_t *pleaf; double d, dot; if (node->contents == CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; // cull the clipping planes if not trivial accept // FIXME: the compiler is doing a lousy job of optimizing here; it could be // twice as fast in ASM if (clipflags) { for (i = 0; i < 4; i++) { if (!(clipflags & (1 << i))) continue; // don't need to clip against it // generate accept and reject points // FIXME: do with fast look-ups or integer tests based on the // sign bit of the floating point values pindex = pfrustum_indexes[i]; rejectpt[0] = (float) node->minmaxs[pindex[0]]; rejectpt[1] = (float) node->minmaxs[pindex[1]]; rejectpt[2] = (float) node->minmaxs[pindex[2]]; d = DotProduct (rejectpt, view_clipplanes[i].normal); d -= view_clipplanes[i].dist; if (d <= 0) return; acceptpt[0] = (float) node->minmaxs[pindex[3 + 0]]; acceptpt[1] = (float) node->minmaxs[pindex[3 + 1]]; acceptpt[2] = (float) node->minmaxs[pindex[3 + 2]]; d = DotProduct (acceptpt, view_clipplanes[i].normal); d -= view_clipplanes[i].dist; if (d >= 0) clipflags &= ~(1 << i); // node is entirely on screen } } // if a leaf node, draw stuff if (node->contents < 0) { pleaf = (mleaf_t *) node; // deal with model fragments in this leaf if (pleaf->efrags) { R_StoreEfrags (&pleaf->efrags); } pleaf->key = r_currentkey; r_currentkey++; // all bmodels in a leaf share the same key } else { // 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) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } if (dot >= 0) side = 0; else side = 1; // recurse down the children, front side first R_RecursiveWorldNode (node->children[side], clipflags); // draw stuff c = node->numsurfaces; if (c) { surf = r_worldentity.model->surfaces + node->firstsurface; if (dot < -BACKFACE_EPSILON) { do { if ((surf->flags & SURF_PLANEBACK) && (surf->visframe == r_visframecount)) { if (r_drawpolys) { if (r_worldpolysbacktofront) { if (numbtofpolys < MAX_BTOFPOLYS) { pbtofpolys[numbtofpolys].clipflags = clipflags; pbtofpolys[numbtofpolys].psurf = surf; numbtofpolys++; } } else { R_RenderPoly (surf, clipflags); } } else { R_RenderFace (surf, clipflags); } } surf++; } while (--c); } else if (dot > BACKFACE_EPSILON) { do { if (!(surf->flags & SURF_PLANEBACK) && (surf->visframe == r_visframecount)) { if (r_drawpolys) { if (r_worldpolysbacktofront) { if (numbtofpolys < MAX_BTOFPOLYS) { pbtofpolys[numbtofpolys].clipflags = clipflags; pbtofpolys[numbtofpolys].psurf = surf; numbtofpolys++; } } else { R_RenderPoly (surf, clipflags); } } else { R_RenderFace (surf, clipflags); } } surf++; } while (--c); } // all surfaces on the same node share the same sequence number r_currentkey++; } // recurse down the back side R_RecursiveWorldNode (node->children[!side], clipflags); } } #endif void R_RenderWorld (void) { int i; model_t *clmodel; btofpoly_t btofpolys[MAX_BTOFPOLYS]; pbtofpolys = btofpolys; currententity = &r_worldentity; VectorCopy (r_origin, modelorg); clmodel = currententity->model; r_pcurrentvertbase = clmodel->vertexes; R_RecursiveWorldNode (clmodel->nodes, 15); // if the driver wants the polygons back to front, play the visible ones // back in that order if (r_worldpolysbacktofront) { for (i = numbtofpolys - 1; i >= 0; i--) { R_RenderPoly (btofpolys[i].psurf, btofpolys[i].clipflags); } } }