#5866: Fix surface culling through portals, and use the correct number of frustum planes.

This commit is contained in:
SmileTheory 2013-01-09 18:30:12 -08:00
parent daa9619913
commit ed87774a77
4 changed files with 32 additions and 23 deletions

View file

@ -1008,6 +1008,7 @@ typedef enum {
VPF_DEPTHCLAMP = 0x04,
VPF_ORTHOGRAPHIC = 0x08,
VPF_USESUNLIGHT = 0x10,
VPF_FARPLANEFRUSTUM = 0x20
} viewParmFlags_t;
typedef struct {

View file

@ -685,11 +685,13 @@ int R_CullBox(vec3_t worldBounds[2]) {
int i;
cplane_t *frust;
qboolean anyClip;
int r;
int r, numPlanes;
numPlanes = (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4;
// check against frustum planes
anyClip = qfalse;
for(i = 0; i < 4 /*FRUSTUM_PLANES*/; i++)
for(i = 0; i < numPlanes; i++)
{
frust = &tr.viewParms.frustum[i];
@ -771,7 +773,7 @@ int R_CullPointAndRadiusEx( const vec3_t pt, float radius, const cplane_t* frust
*/
int R_CullPointAndRadius( const vec3_t pt, float radius )
{
return R_CullPointAndRadiusEx(pt, radius, tr.viewParms.frustum, ARRAY_LEN(tr.viewParms.frustum));
return R_CullPointAndRadiusEx(pt, radius, tr.viewParms.frustum, (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4);
}
/*
@ -1132,6 +1134,7 @@ void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, floa
dest->frustum[4].type = PLANE_NON_AXIAL;
dest->frustum[4].dist = DotProduct (farpoint, dest->frustum[4].normal);
SetPlaneSignbits( &dest->frustum[4] );
dest->flags |= VPF_FARPLANEFRUSTUM;
}
}
@ -1316,6 +1319,8 @@ void R_SetupProjectionOrtho(viewParms_t *dest, vec3_t viewBounds[2])
dest->frustum[i].type = PLANE_NON_AXIAL;
SetPlaneSignbits (&dest->frustum[i]);
}
dest->flags |= VPF_FARPLANEFRUSTUM;
}
/*
@ -1719,6 +1724,8 @@ qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
newParms = tr.viewParms;
newParms.isPortal = qtrue;
newParms.zFar = 0.0f;
newParms.flags &= ~VPF_FARPLANEFRUSTUM;
if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera,
newParms.pvsOrigin, &newParms.isMirror ) ) {
return qfalse; // bad portal, no portalentity
@ -2572,6 +2579,8 @@ void R_RenderPshadowMaps(const refdef_t *fd)
dest->frustum[j].type = PLANE_NON_AXIAL;
SetPlaneSignbits (&dest->frustum[j]);
}
dest->flags |= VPF_FARPLANEFRUSTUM;
}
for (j = 0; j < shadow->numEntities; j++)

View file

@ -308,7 +308,7 @@ static void RB_SurfaceSprite( void ) {
ri.Printf(PRINT_WARNING, "Multiple sun flares not supported\n");
return;
}
if (R_CullPointAndRadiusEx(ent->e.origin, ent->e.radius, backEnd.viewParms.frustum, ARRAY_LEN(backEnd.viewParms.frustum)) == CULL_OUT)
if (R_CullPointAndRadiusEx(ent->e.origin, ent->e.radius, backEnd.viewParms.frustum, (backEnd.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4) == CULL_OUT)
return;
colors[0] = colors[1] = colors[2] = colors[3] = ent->e.shaderRGBA[glRefConfig.framebufferObject] / 255.0f;
if (colors[0] == 0)

View file

@ -119,11 +119,6 @@ static qboolean R_CullSurface( msurface_t *surf ) {
{
return qtrue;
}
if ( sphereCull == CULL_IN )
{
return qfalse;
}
}
if (surf->cullinfo.type & CULLINFO_BOX)
@ -140,11 +135,6 @@ static qboolean R_CullSurface( msurface_t *surf ) {
{
return qtrue;
}
if ( boxCull == CULL_IN )
{
return qfalse;
}
}
return qfalse;
@ -782,6 +772,8 @@ R_AddWorldSurfaces
=============
*/
void R_AddWorldSurfaces (void) {
int planeBits, dlightBits, pshadowBits;
if ( !r_drawworld->integer ) {
return;
}
@ -809,19 +801,26 @@ void R_AddWorldSurfaces (void) {
tr.refdef.num_pshadows = 32 ;
}
planeBits = (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 31 : 15;
if ( tr.viewParms.flags & VPF_DEPTHSHADOW )
{
R_RecursiveWorldNode( tr.world->nodes, 31, 0, 0);
dlightBits = 0;
pshadowBits = 0;
}
else if ( !(tr.viewParms.flags & VPF_SHADOWMAP) )
{
R_RecursiveWorldNode( tr.world->nodes, 15, ( 1 << tr.refdef.num_dlights ) - 1, ( 1 << tr.refdef.num_pshadows ) - 1 );
dlightBits = ( 1 << tr.refdef.num_dlights ) - 1;
pshadowBits = ( 1 << tr.refdef.num_pshadows ) - 1;
}
else
{
R_RecursiveWorldNode( tr.world->nodes, 31, ( 1 << tr.refdef.num_dlights ) - 1, 0 );
dlightBits = ( 1 << tr.refdef.num_dlights ) - 1;
pshadowBits = 0;
}
R_RecursiveWorldNode( tr.world->nodes, planeBits, dlightBits, pshadowBits);
// now add all the potentially visible surfaces
// also mask invisible dlights for next frame
{