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https://github.com/UberGames/ioef.git
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839 lines
20 KiB
C
839 lines
20 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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/*
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================
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R_CullSurface
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Tries to cull surfaces before they are lighted or
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added to the sorting list.
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================
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*/
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static qboolean R_CullSurface( msurface_t *surf ) {
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if ( r_nocull->integer || surf->cullinfo.type == CULLINFO_NONE) {
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return qfalse;
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}
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if ( *surf->data == SF_GRID && r_nocurves->integer ) {
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return qtrue;
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}
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if (surf->cullinfo.type & CULLINFO_PLANE)
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{
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// Only true for SF_FACE, so treat like its own function
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float d;
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cullType_t ct;
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if ( !r_facePlaneCull->integer ) {
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return qfalse;
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}
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ct = surf->shader->cullType;
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if (ct == CT_TWO_SIDED)
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{
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return qfalse;
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}
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// don't cull for depth shadow
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/*
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if ( tr.viewParms.flags & VPF_DEPTHSHADOW )
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{
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return qfalse;
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}
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*/
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// shadowmaps draw back surfaces
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if ( tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW) )
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{
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if (ct == CT_FRONT_SIDED)
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{
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ct = CT_BACK_SIDED;
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}
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else
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{
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ct = CT_FRONT_SIDED;
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}
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}
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// do proper cull for orthographic projection
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if (tr.viewParms.flags & VPF_ORTHOGRAPHIC) {
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d = DotProduct(tr.viewParms.or.axis[0], surf->cullinfo.plane.normal);
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if ( ct == CT_FRONT_SIDED ) {
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if (d > 0)
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return qtrue;
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} else {
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if (d < 0)
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return qtrue;
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}
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return qfalse;
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}
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d = DotProduct (tr.or.viewOrigin, surf->cullinfo.plane.normal);
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// don't cull exactly on the plane, because there are levels of rounding
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// through the BSP, ICD, and hardware that may cause pixel gaps if an
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// epsilon isn't allowed here
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if ( ct == CT_FRONT_SIDED ) {
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if ( d < surf->cullinfo.plane.dist - 8 ) {
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return qtrue;
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}
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} else {
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if ( d > surf->cullinfo.plane.dist + 8 ) {
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return qtrue;
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}
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}
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return qfalse;
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}
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if (surf->cullinfo.type & CULLINFO_SPHERE)
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{
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int sphereCull;
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if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) {
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sphereCull = R_CullLocalPointAndRadius( surf->cullinfo.localOrigin, surf->cullinfo.radius );
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} else {
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sphereCull = R_CullPointAndRadius( surf->cullinfo.localOrigin, surf->cullinfo.radius );
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}
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if ( sphereCull == CULL_OUT )
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{
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return qtrue;
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}
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}
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if (surf->cullinfo.type & CULLINFO_BOX)
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{
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int boxCull;
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if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) {
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boxCull = R_CullLocalBox( surf->cullinfo.bounds );
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} else {
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boxCull = R_CullBox( surf->cullinfo.bounds );
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}
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if ( boxCull == CULL_OUT )
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{
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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====================
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R_DlightSurface
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The given surface is going to be drawn, and it touches a leaf
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that is touched by one or more dlights, so try to throw out
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more dlights if possible.
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====================
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*/
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static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
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float d;
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int i;
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dlight_t *dl;
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if ( surf->cullinfo.type & CULLINFO_PLANE )
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{
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for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
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if ( ! ( dlightBits & ( 1 << i ) ) ) {
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continue;
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}
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dl = &tr.refdef.dlights[i];
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d = DotProduct( dl->origin, surf->cullinfo.plane.normal ) - surf->cullinfo.plane.dist;
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if ( d < -dl->radius || d > dl->radius ) {
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// dlight doesn't reach the plane
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dlightBits &= ~( 1 << i );
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}
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}
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}
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if ( surf->cullinfo.type & CULLINFO_BOX )
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{
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for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
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if ( ! ( dlightBits & ( 1 << i ) ) ) {
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continue;
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}
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dl = &tr.refdef.dlights[i];
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if ( dl->origin[0] - dl->radius > surf->cullinfo.bounds[1][0]
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|| dl->origin[0] + dl->radius < surf->cullinfo.bounds[0][0]
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|| dl->origin[1] - dl->radius > surf->cullinfo.bounds[1][1]
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|| dl->origin[1] + dl->radius < surf->cullinfo.bounds[0][1]
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|| dl->origin[2] - dl->radius > surf->cullinfo.bounds[1][2]
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|| dl->origin[2] + dl->radius < surf->cullinfo.bounds[0][2] ) {
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// dlight doesn't reach the bounds
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dlightBits &= ~( 1 << i );
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}
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}
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}
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if ( surf->cullinfo.type & CULLINFO_SPHERE )
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{
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for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
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if ( ! ( dlightBits & ( 1 << i ) ) ) {
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continue;
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}
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dl = &tr.refdef.dlights[i];
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if (!SpheresIntersect(dl->origin, dl->radius, surf->cullinfo.localOrigin, surf->cullinfo.radius))
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{
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// dlight doesn't reach the bounds
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dlightBits &= ~( 1 << i );
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}
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}
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}
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switch(*surf->data)
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{
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case SF_FACE:
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case SF_GRID:
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case SF_TRIANGLES:
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case SF_VAO_MESH:
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((srfBspSurface_t *)surf->data)->dlightBits = dlightBits;
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break;
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default:
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dlightBits = 0;
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break;
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}
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if ( dlightBits ) {
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tr.pc.c_dlightSurfaces++;
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} else {
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tr.pc.c_dlightSurfacesCulled++;
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}
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return dlightBits;
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}
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/*
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====================
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R_PshadowSurface
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Just like R_DlightSurface, cull any we can
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====================
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*/
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static int R_PshadowSurface( msurface_t *surf, int pshadowBits ) {
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float d;
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int i;
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pshadow_t *ps;
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if ( surf->cullinfo.type & CULLINFO_PLANE )
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{
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for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
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if ( ! ( pshadowBits & ( 1 << i ) ) ) {
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continue;
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}
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ps = &tr.refdef.pshadows[i];
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d = DotProduct( ps->lightOrigin, surf->cullinfo.plane.normal ) - surf->cullinfo.plane.dist;
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if ( d < -ps->lightRadius || d > ps->lightRadius ) {
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// pshadow doesn't reach the plane
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pshadowBits &= ~( 1 << i );
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}
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}
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}
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if ( surf->cullinfo.type & CULLINFO_BOX )
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{
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for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
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if ( ! ( pshadowBits & ( 1 << i ) ) ) {
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continue;
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}
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ps = &tr.refdef.pshadows[i];
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if ( ps->lightOrigin[0] - ps->lightRadius > surf->cullinfo.bounds[1][0]
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|| ps->lightOrigin[0] + ps->lightRadius < surf->cullinfo.bounds[0][0]
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|| ps->lightOrigin[1] - ps->lightRadius > surf->cullinfo.bounds[1][1]
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|| ps->lightOrigin[1] + ps->lightRadius < surf->cullinfo.bounds[0][1]
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|| ps->lightOrigin[2] - ps->lightRadius > surf->cullinfo.bounds[1][2]
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|| ps->lightOrigin[2] + ps->lightRadius < surf->cullinfo.bounds[0][2]
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|| BoxOnPlaneSide(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1], &ps->cullPlane) == 2 ) {
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// pshadow doesn't reach the bounds
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pshadowBits &= ~( 1 << i );
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}
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}
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}
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if ( surf->cullinfo.type & CULLINFO_SPHERE )
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{
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for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
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if ( ! ( pshadowBits & ( 1 << i ) ) ) {
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continue;
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}
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ps = &tr.refdef.pshadows[i];
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if (!SpheresIntersect(ps->viewOrigin, ps->viewRadius, surf->cullinfo.localOrigin, surf->cullinfo.radius)
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|| DotProduct( surf->cullinfo.localOrigin, ps->cullPlane.normal ) - ps->cullPlane.dist < -surf->cullinfo.radius)
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{
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// pshadow doesn't reach the bounds
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pshadowBits &= ~( 1 << i );
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}
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}
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}
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switch(*surf->data)
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{
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case SF_FACE:
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case SF_GRID:
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case SF_TRIANGLES:
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case SF_VAO_MESH:
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((srfBspSurface_t *)surf->data)->pshadowBits = pshadowBits;
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break;
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default:
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pshadowBits = 0;
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break;
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}
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if ( pshadowBits ) {
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//tr.pc.c_dlightSurfaces++;
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}
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return pshadowBits;
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}
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/*
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======================
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R_AddWorldSurface
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======================
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*/
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static void R_AddWorldSurface( msurface_t *surf, int dlightBits, int pshadowBits ) {
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// FIXME: bmodel fog?
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// try to cull before dlighting or adding
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if ( R_CullSurface( surf ) ) {
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return;
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}
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// check for dlighting
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/*if ( dlightBits ) */{
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dlightBits = R_DlightSurface( surf, dlightBits );
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dlightBits = ( dlightBits != 0 );
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}
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// check for pshadows
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/*if ( pshadowBits ) */{
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pshadowBits = R_PshadowSurface( surf, pshadowBits);
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pshadowBits = ( pshadowBits != 0 );
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}
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R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits, pshadowBits, surf->cubemapIndex );
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}
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/*
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=============================================================
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BRUSH MODELS
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=============================================================
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*/
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/*
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=================
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R_AddBrushModelSurfaces
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=================
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*/
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void R_AddBrushModelSurfaces ( trRefEntity_t *ent ) {
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bmodel_t *bmodel;
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int clip;
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model_t *pModel;
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int i;
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pModel = R_GetModelByHandle( ent->e.hModel );
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bmodel = pModel->bmodel;
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clip = R_CullLocalBox( bmodel->bounds );
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if ( clip == CULL_OUT ) {
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return;
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}
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R_SetupEntityLighting( &tr.refdef, ent );
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R_DlightBmodel( bmodel );
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for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
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int surf = bmodel->firstSurface + i;
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if (tr.world->surfacesViewCount[surf] != tr.viewCount)
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{
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tr.world->surfacesViewCount[surf] = tr.viewCount;
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R_AddWorldSurface( tr.world->surfaces + surf, tr.currentEntity->needDlights, 0 );
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}
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}
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}
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/*
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=============================================================
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WORLD MODEL
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=============================================================
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*/
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/*
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================
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R_RecursiveWorldNode
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================
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*/
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static void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits, int pshadowBits ) {
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do {
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int newDlights[2];
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unsigned int newPShadows[2];
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// if the node wasn't marked as potentially visible, exit
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// pvs is skipped for depth shadows
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if (!(tr.viewParms.flags & VPF_DEPTHSHADOW) && node->visCounts[tr.visIndex] != tr.visCounts[tr.visIndex]) {
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return;
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}
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// if the bounding volume is outside the frustum, nothing
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// inside can be visible OPTIMIZE: don't do this all the way to leafs?
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if ( !r_nocull->integer ) {
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int r;
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if ( planeBits & 1 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~1; // all descendants will also be in front
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}
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}
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if ( planeBits & 2 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~2; // all descendants will also be in front
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}
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}
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if ( planeBits & 4 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~4; // all descendants will also be in front
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}
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}
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if ( planeBits & 8 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~8; // all descendants will also be in front
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}
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}
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if ( planeBits & 16 ) {
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r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[4]);
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if (r == 2) {
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return; // culled
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}
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if ( r == 1 ) {
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planeBits &= ~16; // all descendants will also be in front
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}
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}
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}
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if ( node->contents != -1 ) {
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break;
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}
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// node is just a decision point, so go down both sides
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// since we don't care about sort orders, just go positive to negative
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// determine which dlights are needed
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newDlights[0] = 0;
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newDlights[1] = 0;
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if ( dlightBits ) {
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int i;
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for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
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dlight_t *dl;
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float dist;
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if ( dlightBits & ( 1 << i ) ) {
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dl = &tr.refdef.dlights[i];
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dist = DotProduct( dl->origin, node->plane->normal ) - node->plane->dist;
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if ( dist > -dl->radius ) {
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newDlights[0] |= ( 1 << i );
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}
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if ( dist < dl->radius ) {
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newDlights[1] |= ( 1 << i );
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}
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}
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}
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}
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newPShadows[0] = 0;
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newPShadows[1] = 0;
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if ( pshadowBits ) {
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int i;
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for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
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pshadow_t *shadow;
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float dist;
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if ( pshadowBits & ( 1 << i ) ) {
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shadow = &tr.refdef.pshadows[i];
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dist = DotProduct( shadow->lightOrigin, node->plane->normal ) - node->plane->dist;
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if ( dist > -shadow->lightRadius ) {
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newPShadows[0] |= ( 1 << i );
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}
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if ( dist < shadow->lightRadius ) {
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newPShadows[1] |= ( 1 << i );
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}
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}
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}
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}
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// recurse down the children, front side first
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R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0], newPShadows[0] );
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// tail recurse
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node = node->children[1];
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dlightBits = newDlights[1];
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pshadowBits = newPShadows[1];
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} while ( 1 );
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|
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{
|
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// leaf node, so add mark surfaces
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int c;
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int surf, *view;
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|
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tr.pc.c_leafs++;
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|
|
// add to z buffer bounds
|
|
if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
|
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tr.viewParms.visBounds[0][0] = node->mins[0];
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}
|
|
if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) {
|
|
tr.viewParms.visBounds[0][1] = node->mins[1];
|
|
}
|
|
if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) {
|
|
tr.viewParms.visBounds[0][2] = node->mins[2];
|
|
}
|
|
|
|
if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) {
|
|
tr.viewParms.visBounds[1][0] = node->maxs[0];
|
|
}
|
|
if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) {
|
|
tr.viewParms.visBounds[1][1] = node->maxs[1];
|
|
}
|
|
if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) {
|
|
tr.viewParms.visBounds[1][2] = node->maxs[2];
|
|
}
|
|
|
|
// add merged and unmerged surfaces
|
|
if (tr.world->viewSurfaces && !r_nocurves->integer)
|
|
view = tr.world->viewSurfaces + node->firstmarksurface;
|
|
else
|
|
view = tr.world->marksurfaces + node->firstmarksurface;
|
|
|
|
c = node->nummarksurfaces;
|
|
while (c--) {
|
|
// just mark it as visible, so we don't jump out of the cache derefencing the surface
|
|
surf = *view;
|
|
if (surf < 0)
|
|
{
|
|
if (tr.world->mergedSurfacesViewCount[-surf - 1] != tr.viewCount)
|
|
{
|
|
tr.world->mergedSurfacesViewCount[-surf - 1] = tr.viewCount;
|
|
tr.world->mergedSurfacesDlightBits[-surf - 1] = dlightBits;
|
|
tr.world->mergedSurfacesPshadowBits[-surf - 1] = pshadowBits;
|
|
}
|
|
else
|
|
{
|
|
tr.world->mergedSurfacesDlightBits[-surf - 1] |= dlightBits;
|
|
tr.world->mergedSurfacesPshadowBits[-surf - 1] |= pshadowBits;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (tr.world->surfacesViewCount[surf] != tr.viewCount)
|
|
{
|
|
tr.world->surfacesViewCount[surf] = tr.viewCount;
|
|
tr.world->surfacesDlightBits[surf] = dlightBits;
|
|
tr.world->surfacesPshadowBits[surf] = pshadowBits;
|
|
}
|
|
else
|
|
{
|
|
tr.world->surfacesDlightBits[surf] |= dlightBits;
|
|
tr.world->surfacesPshadowBits[surf] |= pshadowBits;
|
|
}
|
|
}
|
|
view++;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_PointInLeaf
|
|
===============
|
|
*/
|
|
static mnode_t *R_PointInLeaf( const vec3_t p ) {
|
|
mnode_t *node;
|
|
float d;
|
|
cplane_t *plane;
|
|
|
|
if ( !tr.world ) {
|
|
ri.Error (ERR_DROP, "R_PointInLeaf: bad model");
|
|
}
|
|
|
|
node = tr.world->nodes;
|
|
while( 1 ) {
|
|
if (node->contents != -1) {
|
|
break;
|
|
}
|
|
plane = node->plane;
|
|
d = DotProduct (p,plane->normal) - plane->dist;
|
|
if (d > 0) {
|
|
node = node->children[0];
|
|
} else {
|
|
node = node->children[1];
|
|
}
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_ClusterPVS
|
|
==============
|
|
*/
|
|
static const byte *R_ClusterPVS (int cluster) {
|
|
if (!tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters ) {
|
|
return NULL;
|
|
}
|
|
|
|
return tr.world->vis + cluster * tr.world->clusterBytes;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_inPVS
|
|
=================
|
|
*/
|
|
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 ) {
|
|
mnode_t *leaf;
|
|
byte *vis;
|
|
|
|
leaf = R_PointInLeaf( p1 );
|
|
vis = ri.CM_ClusterPVS( leaf->cluster ); // why not R_ClusterPVS ??
|
|
leaf = R_PointInLeaf( p2 );
|
|
|
|
if ( !(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7))) ) {
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_MarkLeaves
|
|
|
|
Mark the leaves and nodes that are in the PVS for the current
|
|
cluster
|
|
===============
|
|
*/
|
|
static void R_MarkLeaves (void) {
|
|
const byte *vis;
|
|
mnode_t *leaf, *parent;
|
|
int i;
|
|
int cluster;
|
|
|
|
// lockpvs lets designers walk around to determine the
|
|
// extent of the current pvs
|
|
if ( r_lockpvs->integer ) {
|
|
return;
|
|
}
|
|
|
|
// current viewcluster
|
|
leaf = R_PointInLeaf( tr.viewParms.pvsOrigin );
|
|
cluster = leaf->cluster;
|
|
|
|
// if the cluster is the same and the area visibility matrix
|
|
// hasn't changed, we don't need to mark everything again
|
|
|
|
for(i = 0; i < MAX_VISCOUNTS; i++)
|
|
{
|
|
// if the areamask or r_showcluster was modified, invalidate all visclusters
|
|
// this caused doors to open into undrawn areas
|
|
if (tr.refdef.areamaskModified || r_showcluster->modified)
|
|
{
|
|
tr.visClusters[i] = -2;
|
|
}
|
|
else if(tr.visClusters[i] == cluster)
|
|
{
|
|
if(tr.visClusters[i] != tr.visClusters[tr.visIndex] && r_showcluster->integer)
|
|
{
|
|
ri.Printf(PRINT_ALL, "found cluster:%i area:%i index:%i\n", cluster, leaf->area, i);
|
|
}
|
|
tr.visIndex = i;
|
|
return;
|
|
}
|
|
}
|
|
|
|
tr.visIndex = (tr.visIndex + 1) % MAX_VISCOUNTS;
|
|
tr.visCounts[tr.visIndex]++;
|
|
tr.visClusters[tr.visIndex] = cluster;
|
|
|
|
if ( r_showcluster->modified || r_showcluster->integer ) {
|
|
r_showcluster->modified = qfalse;
|
|
if ( r_showcluster->integer ) {
|
|
ri.Printf( PRINT_ALL, "cluster:%i area:%i\n", cluster, leaf->area );
|
|
}
|
|
}
|
|
|
|
vis = R_ClusterPVS(tr.visClusters[tr.visIndex]);
|
|
|
|
for (i=0,leaf=tr.world->nodes ; i<tr.world->numnodes ; i++, leaf++) {
|
|
cluster = leaf->cluster;
|
|
if ( cluster < 0 || cluster >= tr.world->numClusters ) {
|
|
continue;
|
|
}
|
|
|
|
// check general pvs
|
|
if ( vis && !(vis[cluster>>3] & (1<<(cluster&7))) ) {
|
|
continue;
|
|
}
|
|
|
|
// check for door connection
|
|
if ( (tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) {
|
|
continue; // not visible
|
|
}
|
|
|
|
parent = leaf;
|
|
do {
|
|
if(parent->visCounts[tr.visIndex] == tr.visCounts[tr.visIndex])
|
|
break;
|
|
parent->visCounts[tr.visIndex] = tr.visCounts[tr.visIndex];
|
|
parent = parent->parent;
|
|
} while (parent);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_AddWorldSurfaces
|
|
=============
|
|
*/
|
|
void R_AddWorldSurfaces (void) {
|
|
int planeBits, dlightBits, pshadowBits;
|
|
|
|
if ( !r_drawworld->integer ) {
|
|
return;
|
|
}
|
|
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
return;
|
|
}
|
|
|
|
tr.currentEntityNum = REFENTITYNUM_WORLD;
|
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
|
|
|
|
// determine which leaves are in the PVS / areamask
|
|
if (!(tr.viewParms.flags & VPF_DEPTHSHADOW))
|
|
R_MarkLeaves ();
|
|
|
|
// clear out the visible min/max
|
|
ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
|
|
|
|
// perform frustum culling and flag all the potentially visible surfaces
|
|
if ( tr.refdef.num_dlights > 32 ) {
|
|
tr.refdef.num_dlights = 32 ;
|
|
}
|
|
|
|
if ( tr.refdef.num_pshadows > 32 ) {
|
|
tr.refdef.num_pshadows = 32 ;
|
|
}
|
|
|
|
planeBits = (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 31 : 15;
|
|
|
|
if ( tr.viewParms.flags & VPF_DEPTHSHADOW )
|
|
{
|
|
dlightBits = 0;
|
|
pshadowBits = 0;
|
|
}
|
|
else if ( !(tr.viewParms.flags & VPF_SHADOWMAP) )
|
|
{
|
|
dlightBits = ( 1 << tr.refdef.num_dlights ) - 1;
|
|
pshadowBits = ( 1 << tr.refdef.num_pshadows ) - 1;
|
|
}
|
|
else
|
|
{
|
|
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
|
|
{
|
|
int i;
|
|
|
|
tr.refdef.dlightMask = 0;
|
|
|
|
for (i = 0; i < tr.world->numWorldSurfaces; i++)
|
|
{
|
|
if (tr.world->surfacesViewCount[i] != tr.viewCount)
|
|
continue;
|
|
|
|
R_AddWorldSurface( tr.world->surfaces + i, tr.world->surfacesDlightBits[i], tr.world->surfacesPshadowBits[i] );
|
|
tr.refdef.dlightMask |= tr.world->surfacesDlightBits[i];
|
|
}
|
|
for (i = 0; i < tr.world->numMergedSurfaces; i++)
|
|
{
|
|
if (tr.world->mergedSurfacesViewCount[i] != tr.viewCount)
|
|
continue;
|
|
|
|
R_AddWorldSurface( tr.world->mergedSurfaces + i, tr.world->mergedSurfacesDlightBits[i], tr.world->mergedSurfacesPshadowBits[i] );
|
|
tr.refdef.dlightMask |= tr.world->mergedSurfacesDlightBits[i];
|
|
}
|
|
|
|
tr.refdef.dlightMask = ~tr.refdef.dlightMask;
|
|
}
|
|
}
|