mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
238 lines
5.3 KiB
C
238 lines
5.3 KiB
C
/*
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trace.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2002 Colin Thompson
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_UNISTD_H
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# include <unistd.h>
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#endif
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#ifdef HAVE_IO_H
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# include <io.h>
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/bspfile.h"
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#include "QF/mathlib.h"
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#include "QF/qtypes.h"
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#include "QF/dstring.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "tools/qflight/include/light.h"
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#include "tools/qflight/include/options.h"
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typedef struct {
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int type;
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vec3_t normal;
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float dist;
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int children[2];
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int pad;
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} tnode_t;
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typedef struct {
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vec3_t backpt;
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int side;
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int node;
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} tracestack_t;
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tnode_t *tnodes, *tnode_p;
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/*
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LINE TRACING
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The major lighting operation is a point to point visibility test, performed
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by recursive subdivision of the line by the BSP tree.
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*/
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/*
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MakeTnode
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Converts the disk node structure into the efficient tracing structure
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*/
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static void
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MakeTnode (int nodenum)
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{
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dnode_t *node;
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dplane_t *plane;
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int i;
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tnode_t *t;
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t = tnode_p++;
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node = bsp->nodes + nodenum;
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plane = bsp->planes + node->planenum;
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t->type = plane->type;
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VectorCopy (plane->normal, t->normal);
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t->dist = plane->dist;
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for (i = 0; i < 2; i++) {
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if (node->children[i] < 0) {
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t->children[i] = bsp->leafs[-node->children[i] - 1].contents;
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if (options.solid_sky && t->children[i] == CONTENTS_SOLID) {
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dface_t *face = &bsp->faces[node->firstface];
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if (!strncmp (get_tex_name (face->texinfo), "sky", 3))
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t->children[i] = CONTENTS_SKY; // Simulate real sky
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}
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} else {
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t->children[i] = tnode_p - tnodes;
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MakeTnode (node->children[i]);
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}
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}
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}
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/*
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MakeTnodes
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Loads the node structure out of a .bsp file to be used for light occlusion
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*/
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void
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MakeTnodes (dmodel_t *bm)
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{
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tnode_p = tnodes = malloc (bsp->numnodes * sizeof (tnode_t));
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MakeTnode (0);
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}
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/* LordHavoc: this function operates by doing depth-first front-to-back
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recursion through the BSP tree, checking at every split for a empty to
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solid transition (impact) in the children, and returns false if one is
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found.
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note: 'no impact' does not mean it is empty, it occurs when there is no
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transition from empty to solid; all solid or a transition from solid to
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empty are not considered impacts. (this does mean that tracing is not
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symmetrical; point A to point B may have different results than point B to
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point A, if either start in solid)
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*/
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#define TESTLINESTATE_BLOCKED 0
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#define TESTLINESTATE_EMPTY 1
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#define TESTLINESTATE_SOLID 2
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static bool
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TestLineOrSky (lightinfo_t *l, const vec3_t start, const vec3_t end,
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bool sky_test)
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{
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vec_t front, back;
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vec3_t frontpt, backpt;
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int node, side, empty;
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tracestack_t *tstack;
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tracestack_t tracestack[64];
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tnode_t *tnode;
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VectorCopy (start, frontpt);
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VectorCopy (end, backpt);
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tstack = tracestack;
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node = 0;
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empty = 0;
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while (1) {
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while (node < 0) {
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if (sky_test && node == CONTENTS_SKY)
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return true;
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if (node != CONTENTS_SOLID)
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empty = 1;
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else if (empty) {
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// DONE!
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VectorCopy (backpt, l->testlineimpact);
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return false;
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}
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// pop up the stack for a back side
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if (tstack-- == tracestack)
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return !sky_test;
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// set the hit point for this plane
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VectorCopy (backpt, frontpt);
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// go down the back side
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VectorCopy (tstack->backpt, backpt);
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node = tnodes[tstack->node].children[tstack->side ^ 1];
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}
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tnode = &tnodes[node];
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if (tnode->type < 3) {
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front = frontpt[tnode->type] - tnode->dist;
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back = backpt[tnode->type] - tnode->dist;
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} else {
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front = DotProduct (tnode->normal, frontpt) - tnode->dist;
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back = DotProduct (tnode->normal, backpt) - tnode->dist;
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}
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if (front >= 0 && back >= 0) {
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node = tnode->children[0];
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continue;
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}
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if (front < 0 && back < 0) {
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node = tnode->children[1];
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continue;
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}
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side = front < 0;
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front = front / (front - back);
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tstack->node = node;
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tstack->side = side;
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VectorCopy (backpt, tstack->backpt);
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tstack++;
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backpt[0] = frontpt[0] + front * (backpt[0] - frontpt[0]);
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backpt[1] = frontpt[1] + front * (backpt[1] - frontpt[1]);
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backpt[2] = frontpt[2] + front * (backpt[2] - frontpt[2]);
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node = tnode->children[side];
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}
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}
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bool
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TestLine (lightinfo_t *l, const vec3_t start, const vec3_t stop)
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{
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return TestLineOrSky (l, start, stop, false);
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}
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bool
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TestSky (lightinfo_t *l, const vec3_t start, const vec3_t dir)
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{
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vec3_t stop;
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VectorAdd (dir, start, stop);
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return TestLineOrSky (l, start, stop, true);
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}
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