quakeforge/libs/video/renderer/r_efrag.c
Bill Currie d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00

245 lines
5.1 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;
/* 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];
}
}
/*
R_RemoveEfrags
Call when removing an object from the world or moving it to another position
*/
void
R_RemoveEfrags (entity_t *ent)
{
efrag_t *ef, *old, *walk, **prev;
ef = ent->visibility.efrag;
while (ef) {
prev = &ef->leaf->efrags;
while (1) {
walk = *prev;
if (!walk)
break;
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;
}
ent->visibility.efrag = 0;
}
static void
R_SplitEntityOnNode (mod_brush_t *brush, entity_t *ent,
vec3_t emins, vec3_t emaxs)
{
efrag_t *ef;
plane_t *splitplane;
mleaf_t *leaf;
int sides;
efrag_t **lastlink;
mnode_t **node_stack;
mnode_t **node_ptr;
mnode_t *node = brush->nodes;
node_stack = alloca ((brush->depth + 2) * sizeof (mnode_t *));
node_ptr = node_stack;
lastlink = &ent->visibility.efrag;
*node_ptr++ = 0;
while (node) {
// add an efrag if the node is a leaf
if (__builtin_expect (node->contents < 0, 0)) {
if (!ent->visibility.topnode) {
ent->visibility.topnode = node;
}
leaf = (mleaf_t *) node;
ef = new_efrag (); // ensures ef->entnext is 0
// add the link to the chain of links on the entity
ef->entity = ent;
*lastlink = ef;
lastlink = &ef->entnext;
// add the link too the chain of links on the leaf
ef->leaf = leaf;
ef->leafnext = leaf->efrags;
leaf->efrags = ef;
node = *--node_ptr;
} else {
// NODE_MIXED
splitplane = 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 (!ent->visibility.topnode) {
ent->visibility.topnode = node;
}
}
// recurse down the contacted sides
if (sides & 1 && node->children[0]->contents != CONTENTS_SOLID) {
if (sides & 2 && node->children[1]->contents != CONTENTS_SOLID)
*node_ptr++ = node->children[1];
node = node->children[0];
} else {
if (sides & 2 && node->children[1]->contents != CONTENTS_SOLID)
node = node->children[1];
else
node = *--node_ptr;
}
}
}
}
void
R_AddEfrags (mod_brush_t *brush, entity_t *ent)
{
model_t *entmodel;
vec3_t emins, emaxs;
if (!ent->renderer.model || !r_worldentity.renderer.model)
return;
if (ent == &r_worldentity)
return; // never add the world
entmodel = ent->renderer.model;
vec4f_t org = Transform_GetWorldPosition (ent->transform);
VectorAdd (org, entmodel->mins, emins);
VectorAdd (org, entmodel->maxs, emaxs);
ent->visibility.topnode = 0;
R_SplitEntityOnNode (brush, ent, emins, emaxs);
}
void
R_StoreEfrags (const efrag_t *efrag)
{
entity_t *ent;
model_t *model;
while (efrag) {
ent = efrag->entity;
model = ent->renderer.model;
switch (model->type) {
case mod_alias:
case mod_brush:
case mod_sprite:
case mod_iqm:
EntQueue_AddEntity (r_ent_queue, ent, model->type);
efrag = efrag->leafnext;
break;
default:
}
}
}