quakeforge/libs/video/renderer/r_bsp.c
Bill Currie be5ab7b864 [renderer] Add a comment about the start map issue
I spent way too long tracking down the easy teleporter disappearing only
to realize it might be the watervised map. After moving it out of the
way and using id's maps, it works just fine.
2023-08-06 02:32:11 +09:00

134 lines
3.4 KiB
C

/*
r_bsp.c
Common bsp rendering.
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
#ifdef HAVE_STRING_H
# include "string.h"
#endif
#ifdef HAVE_STRINGS_H
# include "strings.h"
#endif
#include "QF/cvar.h"
#include "QF/set.h"
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "r_internal.h"
void
R_MarkLeavesPVS (visstate_t *visstate, const set_t *pvs)
{
int visframecount = ++visstate->visframecount;
auto brush = visstate->brush;
auto node_visframes = visstate->node_visframes;
auto leaf_visframes = visstate->leaf_visframes;
auto face_visframes = visstate->face_visframes;
// If you're looking for the bug with the easy teleporter in the start map,
// you're looking in the wrong place: it's in either qfvis or qfbsp when
// doing water vis (though not specific to water vis, it's either the
// portal generation or the vising of the map).
for (auto li = set_first (pvs); li; li = set_next (li)) {
unsigned i = li->element;
auto leaf = &brush->leafs[i + 1];
int c;
if ((c = leaf->nummarksurfaces)) {
auto mark = brush->marksurfaces + leaf->firstmarksurface;
do {
face_visframes[*mark - brush->surfaces] = visframecount;
mark++;
} while (--c);
}
leaf_visframes[i + 1] = visframecount;
int node_id = brush->leaf_parents[leaf - brush->leafs];
while (node_id >= 0) {
if (node_visframes[node_id] == visframecount)
break;
node_visframes[node_id] = visframecount;
node_id = brush->node_parents[node_id];
}
}
}
void
R_MarkLeaves (visstate_t *visstate, const mleaf_t *viewleaf)
{
auto brush = visstate->brush;
set_t vis = SET_STATIC_INIT (brush->visleafs, alloca);
if (visstate->viewleaf == viewleaf && !r_novis)
return;
visstate->viewleaf = viewleaf;
if (!viewleaf)
return;
if (r_novis) {
// so vis will be recalculated when novis gets turned off
visstate->viewleaf = 0;
// force use of default vis (full visibility)
viewleaf = brush->leafs;
}
Mod_LeafPVS_set (viewleaf, brush, 0xff, &vis);
R_MarkLeavesPVS (visstate, &vis);
}
/*
R_TextureAnimation
Returns the proper texture for a given time and base texture
*/
texture_t *
R_TextureAnimation (int frame, msurface_t *surf)
{
texture_t *base = surf->texinfo->texture;
int count, relative;
if (frame) {
if (base->alternate_anims)
base = base->alternate_anims;
}
if (!base->anim_total)
return base;
relative = (int) (r_data->realtime * 10) % base->anim_total;
count = 0;
while (base->anim_min > relative || base->anim_max <= relative) {
base = base->anim_next;
if (!base)
Sys_Error ("R_TextureAnimation: broken cycle");
if (++count > 100)
Sys_Error ("R_TextureAnimation: infinite cycle");
}
return base;
}