quakeforge/libs/scene/efrag.c
Bill Currie 72f6048a20 [scene] Put lights into the bsp tree via efrags
This eliminates the O(N^2) (N = map leaf count) operation of finding
visible lights and will later allow for finer culling of the lights as
they can be tested against the leaf volume (which they currently are
not as this was just getting things going). However, this has severely
hurt ad_tears' performance (I suspect due to the extreme number of
leafs), but the speed seems to be very steady. Hopefully, reconstructing
the vis clusters will help (I imagine it will help in many places, not
just lights).
2023-07-22 17:53:07 +09:00

249 lines
5.4 KiB
C

/*
r_efrag.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
#include <stdlib.h>
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "qfalloca.h"
#include "r_internal.h"
typedef struct s_efrag_list {
struct s_efrag_list *next;
efrag_t efrags[MAX_EFRAGS];
} t_efrag_list;
static efrag_t *r_free_efrags;
static t_efrag_list *efrag_list;
entqueue_t *r_ent_queue;
/* ENTITY FRAGMENT FUNCTIONS */
static inline void
init_efrag_list (t_efrag_list *efl)
{
int i;
for (i = 0; i < MAX_EFRAGS - 1; i++)
efl->efrags[i].entnext = &efl->efrags[i + 1];
efl->efrags[i].entnext = 0;
}
static efrag_t *
new_efrag (void)
{
efrag_t *ef;
if (__builtin_expect (!r_free_efrags, 0)) {
t_efrag_list *efl = calloc (1, sizeof (t_efrag_list));
SYS_CHECKMEM (efl);
efl->next = efrag_list;
efrag_list = efl;
init_efrag_list (efl);
r_free_efrags = &efl->efrags[0];
}
ef = r_free_efrags;
r_free_efrags = ef->entnext;
ef->entnext = 0;
return ef;
}
void
R_ClearEfrags (void)
{
t_efrag_list *efl;
if (!efrag_list)
efrag_list = calloc (1, sizeof (t_efrag_list));
r_free_efrags = efrag_list->efrags;
for (efl = efrag_list; efl; efl = efl->next) {
init_efrag_list (efl);
if (efl->next)
efl->efrags[MAX_EFRAGS - 1].entnext = &efl->next->efrags[0];
}
}
void
R_ShutdownEfrags (void)
{
while (efrag_list) {
t_efrag_list *efl = efrag_list->next;
free (efrag_list);
efrag_list = efl;
}
}
void
R_ClearEfragChain (efrag_t *ef)
{
efrag_t *old, *walk, **prev;
while (ef) {
prev = &ef->leaf->efrags;
while ((walk = *prev)) {
if (walk == ef) { // remove this fragment
*prev = ef->leafnext;
break;
} else {
prev = &walk->leafnext;
}
}
old = ef;
ef = ef->entnext;
// put it on the free list
old->entnext = r_free_efrags;
r_free_efrags = old;
}
}
efrag_t **
R_LinkEfrag (mleaf_t *leaf, entity_t ent, uint32_t queue, efrag_t **lastlink)
{
efrag_t *ef = new_efrag (); // ensures ef->entnext is 0
// add the link to the chain of links on the entity
ef->entity = ent;
ef->queue_num = queue;
*lastlink = ef;
// add the link too the chain of links on the leaf
ef->leaf = leaf;
ef->leafnext = leaf->efrags;
leaf->efrags = ef;
return &ef->entnext;
}
static void
R_SplitEntityOnNode (mod_brush_t *brush, entity_t ent, uint32_t queue,
visibility_t *visibility, vec3_t emins, vec3_t emaxs)
{
plane_t *splitplane;
mleaf_t *leaf;
int sides;
efrag_t **lastlink;
int *node_stack;
int32_t *node_ptr;
node_stack = alloca ((brush->depth + 2) * sizeof (int32_t *));
node_ptr = node_stack;
lastlink = &visibility->efrag;
*node_ptr++ = brush->numnodes;
int32_t node_id = 0;
while (node_id != (int) brush->numnodes) {
// add an efrag if the node is a leaf
if (__builtin_expect (node_id < 0, 0)) {
if (visibility->topnode_id == -1) {
visibility->topnode_id = node_id;
}
leaf = brush->leafs + ~node_id;
lastlink = R_LinkEfrag (leaf, ent, queue, lastlink);
node_id = *--node_ptr;
} else {
mnode_t *node = brush->nodes + node_id;
// NODE_MIXED
splitplane = (plane_t *) &node->plane;
sides = BOX_ON_PLANE_SIDE (emins, emaxs, splitplane);
if (sides == 3) {
// split on this plane
// if this is the first splitter of this bmodel, remember it
if (visibility->topnode_id == -1) {
visibility->topnode_id = node_id;
}
}
// recurse down the contacted sides
if (sides & 1) {
if (sides & 2)
*node_ptr++ = node->children[1];
node_id = node->children[0];
} else {
if (sides & 2)
node_id = node->children[1];
else
node_id = *--node_ptr;
}
}
}
}
void
R_AddEfrags (mod_brush_t *brush, entity_t ent)
{
model_t *entmodel;
vec3_t emins, emaxs;
transform_t transform = Entity_Transform (ent);
renderer_t *rend = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
if (!rend->model) {
Ent_RemoveComponent (ent.id, scene_visibility, ent.reg);
return;
}
visibility_t *vis;
if (Ent_HasComponent (ent.id, scene_visibility, ent.reg)) {
vis = Ent_GetComponent (ent.id, scene_visibility, ent.reg);
R_ClearEfragChain (vis->efrag);
} else {
vis = Ent_AddComponent (ent.id, scene_visibility, ent.reg);
}
vis->efrag = 0;
entmodel = rend->model;
vec4f_t org = Transform_GetWorldPosition (transform);
VectorAdd (org, entmodel->mins, emins);
VectorAdd (org, entmodel->maxs, emaxs);
vis->topnode_id = -1; // leaf 0 (solid space)
R_SplitEntityOnNode (brush, ent, rend->model->type, vis, emins, emaxs);
}
void
R_StoreEfrags (const efrag_t *efrag)
{
while (efrag) {
entity_t ent = efrag->entity;
EntQueue_AddEntity (r_ent_queue, ent, efrag->queue_num);
efrag = efrag->leafnext;
}
}