quakequest/Projects/Android/jni/svbsp.c
2019-05-30 06:57:57 +01:00

453 lines
16 KiB
C

// Shadow Volume BSP code written by Forest "LordHavoc" Hale on 2003-11-06 and placed into public domain.
// Modified by LordHavoc (to make it work and other nice things like that) on 2007-01-24 and 2007-01-25
// Optimized by LordHavoc on 2009-12-24 and 2009-12-25
#include <math.h>
#include <string.h>
#include "svbsp.h"
#include "polygon.h"
#define MAX_SVBSP_POLYGONPOINTS 64
#define SVBSP_CLIP_EPSILON (1.0f / 1024.0f)
#define SVBSP_DotProduct(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
typedef struct svbsp_polygon_s
{
float points[MAX_SVBSP_POLYGONPOINTS][3];
//unsigned char splitflags[MAX_SVBSP_POLYGONPOINTS];
int facesplitflag;
int numpoints;
}
svbsp_polygon_t;
static void SVBSP_PlaneFromPoints(float *plane4f, const float *p1, const float *p2, const float *p3)
{
float ilength;
// calculate unnormalized plane
plane4f[0] = (p1[1] - p2[1]) * (p3[2] - p2[2]) - (p1[2] - p2[2]) * (p3[1] - p2[1]);
plane4f[1] = (p1[2] - p2[2]) * (p3[0] - p2[0]) - (p1[0] - p2[0]) * (p3[2] - p2[2]);
plane4f[2] = (p1[0] - p2[0]) * (p3[1] - p2[1]) - (p1[1] - p2[1]) * (p3[0] - p2[0]);
plane4f[3] = SVBSP_DotProduct(plane4f, p1);
// normalize the plane normal and adjust distance accordingly
ilength = (float)sqrt(SVBSP_DotProduct(plane4f, plane4f));
if (ilength)
ilength = 1.0f / ilength;
plane4f[0] *= ilength;
plane4f[1] *= ilength;
plane4f[2] *= ilength;
plane4f[3] *= ilength;
}
static void SVBSP_DividePolygon(const svbsp_polygon_t *poly, const float *plane, svbsp_polygon_t *front, svbsp_polygon_t *back, const float *dists, const int *sides)
{
int i, j, count = poly->numpoints, frontcount = 0, backcount = 0;
float frac, ifrac, c[3], pdist, ndist;
const float *nextpoint;
const float *points = poly->points[0];
float *outfront = front->points[0];
float *outback = back->points[0];
for(i = 0;i < count;i++, points += 3)
{
j = i + 1;
if (j >= count)
j = 0;
if (!(sides[i] & 2))
{
outfront[frontcount*3+0] = points[0];
outfront[frontcount*3+1] = points[1];
outfront[frontcount*3+2] = points[2];
frontcount++;
}
if (!(sides[i] & 1))
{
outback[backcount*3+0] = points[0];
outback[backcount*3+1] = points[1];
outback[backcount*3+2] = points[2];
backcount++;
}
if ((sides[i] | sides[j]) == 3)
{
// don't allow splits if remaining points would overflow point buffer
if (frontcount + (count - i) > MAX_SVBSP_POLYGONPOINTS - 1)
continue;
if (backcount + (count - i) > MAX_SVBSP_POLYGONPOINTS - 1)
continue;
nextpoint = poly->points[j];
pdist = dists[i];
ndist = dists[j];
frac = pdist / (pdist - ndist);
ifrac = 1.0f - frac;
c[0] = points[0] * ifrac + frac * nextpoint[0];
c[1] = points[1] * ifrac + frac * nextpoint[1];
c[2] = points[2] * ifrac + frac * nextpoint[2];
outfront[frontcount*3+0] = c[0];
outfront[frontcount*3+1] = c[1];
outfront[frontcount*3+2] = c[2];
frontcount++;
outback[backcount*3+0] = c[0];
outback[backcount*3+1] = c[1];
outback[backcount*3+2] = c[2];
backcount++;
}
}
front->numpoints = frontcount;
back->numpoints = backcount;
}
void SVBSP_Init(svbsp_t *b, const float *origin, int maxnodes, svbsp_node_t *nodes)
{
memset(b, 0, sizeof(*b));
b->origin[0] = origin[0];
b->origin[1] = origin[1];
b->origin[2] = origin[2];
b->numnodes = 3;
b->maxnodes = maxnodes;
b->nodes = nodes;
b->ranoutofnodes = 0;
b->stat_occluders_rejected = 0;
b->stat_occluders_accepted = 0;
b->stat_occluders_fragments_accepted = 0;
b->stat_occluders_fragments_rejected = 0;
b->stat_queries_rejected = 0;
b->stat_queries_accepted = 0;
b->stat_queries_fragments_accepted = 0;
b->stat_queries_fragments_rejected = 0;
// the bsp tree must be initialized to have two perpendicular splits axes
// through origin, otherwise the polygon insertions would affect the
// opposite side of the tree, which would be disasterous.
//
// so this code has to make 3 nodes and 4 leafs, and since the leafs are
// represented by empty/solid state numbers in this system rather than
// actual structs, we only need to make the 3 nodes.
// root node
// this one splits the world into +X and -X sides
b->nodes[0].plane[0] = 1;
b->nodes[0].plane[1] = 0;
b->nodes[0].plane[2] = 0;
b->nodes[0].plane[3] = origin[0];
b->nodes[0].parent = -1;
b->nodes[0].children[0] = 1;
b->nodes[0].children[1] = 2;
// +X side node
// this one splits the +X half of the world into +Y and -Y
b->nodes[1].plane[0] = 0;
b->nodes[1].plane[1] = 1;
b->nodes[1].plane[2] = 0;
b->nodes[1].plane[3] = origin[1];
b->nodes[1].parent = 0;
b->nodes[1].children[0] = -1;
b->nodes[1].children[1] = -1;
// -X side node
// this one splits the -X half of the world into +Y and -Y
b->nodes[2].plane[0] = 0;
b->nodes[2].plane[1] = 1;
b->nodes[2].plane[2] = 0;
b->nodes[2].plane[3] = origin[1];
b->nodes[2].parent = 0;
b->nodes[2].children[0] = -1;
b->nodes[2].children[1] = -1;
}
static void SVBSP_InsertOccluderPolygonNodes(svbsp_t *b, int *parentnodenumpointer, int parentnodenum, const svbsp_polygon_t *poly, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1)
{
// now we need to create up to numpoints + 1 new nodes, forming a BSP tree
// describing the occluder polygon's shadow volume
int i, j, p;
svbsp_node_t *node;
// points and lines are valid testers but not occluders
if (poly->numpoints < 3)
return;
// if there aren't enough nodes remaining, skip it
if (b->numnodes + poly->numpoints + 1 >= b->maxnodes)
{
b->ranoutofnodes = 1;
return;
}
// add one node per side, then the actual occluding face node
// thread safety notes:
// DO NOT multithread insertion, it could be made 'safe' but the results
// would be inconsistent.
//
// it is completely safe to multithread queries in all cases.
//
// if an insertion is occurring the query will give intermediate results,
// being blocked by some volumes but not others, which is perfectly okay
// for visibility culling intended only to reduce rendering work
// note down the first available nodenum for the *parentnodenumpointer
// line which is done last to allow multithreaded queries during an
// insertion
for (i = 0, p = poly->numpoints - 1;i < poly->numpoints;p = i, i++)
{
#if 1
// see if a parent plane describes this side
for (j = parentnodenum;j >= 0;j = b->nodes[j].parent)
{
float *parentnodeplane = b->nodes[j].plane;
if (fabs(SVBSP_DotProduct(poly->points[p], parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON
&& fabs(SVBSP_DotProduct(poly->points[i], parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON
&& fabs(SVBSP_DotProduct(b->origin , parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON)
break;
}
if (j >= 0)
continue; // already have a matching parent plane
#endif
#if 0
// skip any sides that were classified as belonging to a parent plane
if (poly->splitflags[i])
continue;
#endif
// create a side plane
// anything infront of this is not inside the shadow volume
node = b->nodes + b->numnodes++;
SVBSP_PlaneFromPoints(node->plane, b->origin, poly->points[p], poly->points[i]);
// we need to flip the plane if it puts any part of the polygon on the
// wrong side
// (in this way this code treats all polygons as float sided)
//
// because speed is important this stops as soon as it finds proof
// that the orientation is right or wrong
// (we know that the plane is on one edge of the polygon, so there is
// never a case where points lie on both sides, so the first hint is
// sufficient)
for (j = 0;j < poly->numpoints;j++)
{
float d = SVBSP_DotProduct(poly->points[j], node->plane) - node->plane[3];
if (d < -SVBSP_CLIP_EPSILON)
break;
if (d > SVBSP_CLIP_EPSILON)
{
node->plane[0] *= -1;
node->plane[1] *= -1;
node->plane[2] *= -1;
node->plane[3] *= -1;
break;
}
}
node->parent = parentnodenum;
node->children[0] = -1; // empty
node->children[1] = -1; // empty
// link this child into the tree
*parentnodenumpointer = parentnodenum = (int)(node - b->nodes);
// now point to the child pointer for the next node to update later
parentnodenumpointer = &node->children[1];
}
#if 1
// skip the face plane if it lies on a parent plane
if (!poly->facesplitflag)
#endif
{
// add the face-plane node
// infront is empty, behind is shadow
node = b->nodes + b->numnodes++;
SVBSP_PlaneFromPoints(node->plane, poly->points[0], poly->points[1], poly->points[2]);
// this is a flip check similar to the one above
// this one checks if the plane faces the origin, if not, flip it
if (SVBSP_DotProduct(b->origin, node->plane) - node->plane[3] < -SVBSP_CLIP_EPSILON)
{
node->plane[0] *= -1;
node->plane[1] *= -1;
node->plane[2] *= -1;
node->plane[3] *= -1;
}
node->parent = parentnodenum;
node->children[0] = -1; // empty
node->children[1] = -2; // shadow
// link this child into the tree
// (with the addition of this node, queries will now be culled by it)
*parentnodenumpointer = (int)(node - b->nodes);
}
}
static int SVBSP_AddPolygonNode(svbsp_t *b, int *parentnodenumpointer, int parentnodenum, const svbsp_polygon_t *poly, int insertoccluder, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1)
{
int i;
int s;
int facesplitflag = poly->facesplitflag;
int bothsides;
float plane[4];
float d;
svbsp_polygon_t front;
svbsp_polygon_t back;
svbsp_node_t *node;
int sides[MAX_SVBSP_POLYGONPOINTS];
float dists[MAX_SVBSP_POLYGONPOINTS];
if (poly->numpoints < 1)
return 0;
// recurse through plane nodes
while (*parentnodenumpointer >= 0)
{
// get node info
parentnodenum = *parentnodenumpointer;
node = b->nodes + parentnodenum;
plane[0] = node->plane[0];
plane[1] = node->plane[1];
plane[2] = node->plane[2];
plane[3] = node->plane[3];
// calculate point dists for clipping
bothsides = 0;
for (i = 0;i < poly->numpoints;i++)
{
d = SVBSP_DotProduct(poly->points[i], plane) - plane[3];
s = 0;
if (d > SVBSP_CLIP_EPSILON)
s = 1;
if (d < -SVBSP_CLIP_EPSILON)
s = 2;
bothsides |= s;
dists[i] = d;
sides[i] = s;
}
// see which side the polygon is on
switch(bothsides)
{
default:
case 0:
// no need to split, this polygon is on the plane
// this case only occurs for polygons on the face plane, usually
// the same polygon (inserted twice - once as occluder, once as
// tester)
// if this is an occluder, it is redundant
if (insertoccluder)
return 1; // occluded
// if this is a tester, test the front side, because it is
// probably the same polygon that created this node...
facesplitflag = 1;
parentnodenumpointer = &node->children[0];
continue;
case 1:
// no need to split, just go to one side
parentnodenumpointer = &node->children[0];
continue;
case 2:
// no need to split, just go to one side
parentnodenumpointer = &node->children[1];
continue;
case 3:
// lies on both sides of the plane, we need to split it
#if 1
SVBSP_DividePolygon(poly, plane, &front, &back, dists, sides);
#else
PolygonF_Divide(poly->numpoints, poly->points[0], plane[0], plane[1], plane[2], plane[3], SVBSP_CLIP_EPSILON, MAX_SVBSP_POLYGONPOINTS, front.points[0], &front.numpoints, MAX_SVBSP_POLYGONPOINTS, back.points[0], &back.numpoints, NULL);
if (front.numpoints > MAX_SVBSP_POLYGONPOINTS)
front.numpoints = MAX_SVBSP_POLYGONPOINTS;
if (back.numpoints > MAX_SVBSP_POLYGONPOINTS)
back.numpoints = MAX_SVBSP_POLYGONPOINTS;
#endif
front.facesplitflag = facesplitflag;
back.facesplitflag = facesplitflag;
// recurse the sides and return the resulting occlusion flags
i = SVBSP_AddPolygonNode(b, &node->children[0], *parentnodenumpointer, &front, insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1);
i |= SVBSP_AddPolygonNode(b, &node->children[1], *parentnodenumpointer, &back , insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1);
return i;
}
}
// leaf node
if (*parentnodenumpointer == -1)
{
// empty leaf node; and some geometry survived
// if inserting an occluder, replace this empty leaf with a shadow volume
#if 0
for (i = 0;i < poly->numpoints-2;i++)
{
Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE);
Debug_PolygonVertex(poly->points[ 0][0], poly->points[ 0][1], poly->points[ 0][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f);
Debug_PolygonVertex(poly->points[i+1][0], poly->points[i+1][1], poly->points[i+1][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f);
Debug_PolygonVertex(poly->points[i+2][0], poly->points[i+2][1], poly->points[i+2][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f);
Debug_PolygonEnd();
}
#endif
if (insertoccluder)
{
b->stat_occluders_fragments_accepted++;
SVBSP_InsertOccluderPolygonNodes(b, parentnodenumpointer, parentnodenum, poly, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1);
}
else
b->stat_queries_fragments_accepted++;
if (fragmentcallback)
fragmentcallback(fragmentcallback_pointer1, fragmentcallback_number1, b, poly->numpoints, poly->points[0]);
return 2;
}
else
{
// otherwise it's a solid leaf which destroys all polygons inside it
if (insertoccluder)
b->stat_occluders_fragments_rejected++;
else
b->stat_queries_fragments_rejected++;
#if 0
for (i = 0;i < poly->numpoints-2;i++)
{
Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE);
Debug_PolygonVertex(poly->points[ 0][0], poly->points[ 0][1], poly->points[ 0][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f);
Debug_PolygonVertex(poly->points[i+1][0], poly->points[i+1][1], poly->points[i+1][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f);
Debug_PolygonVertex(poly->points[i+2][0], poly->points[i+2][1], poly->points[i+2][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f);
Debug_PolygonEnd();
}
#endif
}
return 1;
}
int SVBSP_AddPolygon(svbsp_t *b, int numpoints, const float *points, int insertoccluder, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1)
{
int i;
int nodenum;
svbsp_polygon_t poly;
// don't even consider an empty polygon
// note we still allow points and lines to be tested...
if (numpoints < 1)
return 0;
// if the polygon has too many points, we would crash
if (numpoints > MAX_SVBSP_POLYGONPOINTS)
return 0;
poly.numpoints = numpoints;
for (i = 0;i < numpoints;i++)
{
poly.points[i][0] = points[i*3+0];
poly.points[i][1] = points[i*3+1];
poly.points[i][2] = points[i*3+2];
//poly.splitflags[i] = 0; // this edge is a valid BSP splitter - clipped edges are not (because they lie on a bsp plane)
poly.facesplitflag = 0; // this face is a valid BSP Splitter - if it lies on a bsp plane it is not
}
#if 0
//if (insertoccluder)
for (i = 0;i < poly.numpoints-2;i++)
{
Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE);
Debug_PolygonVertex(poly.points[ 0][0], poly.points[ 0][1], poly.points[ 0][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f);
Debug_PolygonVertex(poly.points[i+1][0], poly.points[i+1][1], poly.points[i+1][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f);
Debug_PolygonVertex(poly.points[i+2][0], poly.points[i+2][1], poly.points[i+2][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f);
Debug_PolygonEnd();
}
#endif
nodenum = 0;
i = SVBSP_AddPolygonNode(b, &nodenum, -1, &poly, insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1);
if (insertoccluder)
{
if (i & 2)
b->stat_occluders_accepted++;
else
b->stat_occluders_rejected++;
}
else
{
if (i & 2)
b->stat_queries_accepted++;
else
b->stat_queries_rejected++;
}
return i;
}