quakeforge/libs/video/renderer/r_main.c
Bill Currie 7240d2dc80 [model] Move plane info into mnode_t, and visframe out
The main goal was to get visframe out of mnode_t to make it thread-safe
(each thread can have its own visframe array), but moving the plane info
into mnode_t made for better data access patters when traversing the bsp
tree as the plane is right there with the child indices. Nicely, the
size of mnode_t is the same as before (64 bytes due to alignment), with
4 bytes wasted.

Performance-wise, there seems to be very little difference. Maybe
slightly slower.

The unfortunate thing about the change is the plane distance is negated,
possibly leading to some confusion, particularly since the box and
sphere culling functions were affected. However, this is so point-plane
distance calculations can be done with a single 4d dot product.
2022-05-22 12:41:23 +09:00

117 lines
3.1 KiB
C

/*
#FILENAME#
#DESCRIPTION#
Copyright (C) 2001 #AUTHOR#
Author: #AUTHOR#
Date: #DATE#
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/qtypes.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "r_internal.h"
qboolean r_dowarp, r_dowarpold;
qboolean r_inhibit_viewmodel;
qboolean r_force_fullscreen;
qboolean r_paused;
double r_realtime;
double r_frametime;
double r_time1;
int r_lineadj;
qboolean r_active;
int r_init;
int r_visframecount; // bumped when going to a new PVS
int r_framecount = 1; // so frame counts initialized to 0 don't match
vec3_t modelorg; // modelorg is the viewpoint relative to
// the currently rendering entity
vec3_t base_modelorg;
vec4f_t r_entorigin; // the currently rendering entity in world
// coordinates
// screen size info
refdef_t r_refdef;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
static inline int
SignbitsForPlane (plane_t *out)
{
int bits, j;
// for fast box on planeside test
bits = 0;
for (j = 0; j < 3; j++) {
if (out->normal[j] < 0)
bits |= 1 << j;
}
return bits;
}
void
R_SetFrustum (plane_t *frustum, const refframe_t *frame,
float fov_x, float fov_y)
{
int i;
vec4f_t right = frame->right;
vec4f_t fwd = frame->forward;
vec4f_t up = frame->up;
fov_x = 90 - fov_x / 2;
fov_y = 90 - fov_y / 2;
// rotate FWD right by FOV_X/2 degrees
RotatePointAroundVector (frustum[0].normal, (vec_t*)&up, (vec_t*)&fwd, -fov_x);//FIXME
// rotate FWD left by FOV_X/2 degrees
RotatePointAroundVector (frustum[1].normal, (vec_t*)&up, (vec_t*)&fwd, fov_x);//FIXME
// rotate FWD up by FOV_Y/2 degrees
RotatePointAroundVector (frustum[2].normal, (vec_t*)&right, (vec_t*)&fwd, fov_y);//FIXME
// rotate FWD down by FOV_Y/2 degrees
RotatePointAroundVector (frustum[3].normal, (vec_t*)&right, (vec_t*)&fwd, -fov_y);//FIXME
vec4f_t origin = frame->position;
for (i = 0; i < 4; i++) {
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = -DotProduct (origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}