mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
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 qboolean
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TestLineOrSky (lightinfo_t *l, const vec3_t start, const vec3_t end,
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qboolean 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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qboolean
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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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qboolean
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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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