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authorMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
committerMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
commit01beb9919b95479d8be040bec74abc5cc67a5e43 (patch)
tree65f0b79e793848491832756a4c3a32b23668fab3 /src/renderer/tr_world.c
parent191d731da136b7ee959a17e63111c9146219a768 (diff)
Initial import.
Diffstat (limited to 'src/renderer/tr_world.c')
-rw-r--r--src/renderer/tr_world.c670
1 files changed, 670 insertions, 0 deletions
diff --git a/src/renderer/tr_world.c b/src/renderer/tr_world.c
new file mode 100644
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+++ b/src/renderer/tr_world.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+
+
+/*
+=================
+R_CullTriSurf
+
+Returns true if the grid is completely culled away.
+Also sets the clipped hint bit in tess
+=================
+*/
+static qboolean R_CullTriSurf( srfTriangles_t *cv ) {
+ int boxCull;
+
+ boxCull = R_CullLocalBox( cv->bounds );
+
+ if ( boxCull == CULL_OUT ) {
+ return qtrue;
+ }
+ return qfalse;
+}
+
+/*
+=================
+R_CullGrid
+
+Returns true if the grid is completely culled away.
+Also sets the clipped hint bit in tess
+=================
+*/
+static qboolean R_CullGrid( srfGridMesh_t *cv ) {
+ int boxCull;
+ int sphereCull;
+
+ if ( r_nocurves->integer ) {
+ return qtrue;
+ }
+
+ if ( tr.currentEntityNum != ENTITYNUM_WORLD ) {
+ sphereCull = R_CullLocalPointAndRadius( cv->localOrigin, cv->meshRadius );
+ } else {
+ sphereCull = R_CullPointAndRadius( cv->localOrigin, cv->meshRadius );
+ }
+ boxCull = CULL_OUT;
+
+ // check for trivial reject
+ if ( sphereCull == CULL_OUT )
+ {
+ tr.pc.c_sphere_cull_patch_out++;
+ return qtrue;
+ }
+ // check bounding box if necessary
+ else if ( sphereCull == CULL_CLIP )
+ {
+ tr.pc.c_sphere_cull_patch_clip++;
+
+ boxCull = R_CullLocalBox( cv->meshBounds );
+
+ if ( boxCull == CULL_OUT )
+ {
+ tr.pc.c_box_cull_patch_out++;
+ return qtrue;
+ }
+ else if ( boxCull == CULL_IN )
+ {
+ tr.pc.c_box_cull_patch_in++;
+ }
+ else
+ {
+ tr.pc.c_box_cull_patch_clip++;
+ }
+ }
+ else
+ {
+ tr.pc.c_sphere_cull_patch_in++;
+ }
+
+ return qfalse;
+}
+
+
+/*
+================
+R_CullSurface
+
+Tries to back face cull surfaces before they are lighted or
+added to the sorting list.
+
+This will also allow mirrors on both sides of a model without recursion.
+================
+*/
+static qboolean R_CullSurface( surfaceType_t *surface, shader_t *shader ) {
+ srfSurfaceFace_t *sface;
+ float d;
+
+ if ( r_nocull->integer ) {
+ return qfalse;
+ }
+
+ if ( *surface == SF_GRID ) {
+ return R_CullGrid( (srfGridMesh_t *)surface );
+ }
+
+ if ( *surface == SF_TRIANGLES ) {
+ return R_CullTriSurf( (srfTriangles_t *)surface );
+ }
+
+ if ( *surface != SF_FACE ) {
+ return qfalse;
+ }
+
+ if ( shader->cullType == CT_TWO_SIDED ) {
+ return qfalse;
+ }
+
+ // face culling
+ if ( !r_facePlaneCull->integer ) {
+ return qfalse;
+ }
+
+ sface = ( srfSurfaceFace_t * ) surface;
+ d = DotProduct (tr.or.viewOrigin, sface->plane.normal);
+
+ // don't cull exactly on the plane, because there are levels of rounding
+ // through the BSP, ICD, and hardware that may cause pixel gaps if an
+ // epsilon isn't allowed here
+ if ( shader->cullType == CT_FRONT_SIDED ) {
+ if ( d < sface->plane.dist - 8 ) {
+ return qtrue;
+ }
+ } else {
+ if ( d > sface->plane.dist + 8 ) {
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+}
+
+
+static int R_DlightFace( srfSurfaceFace_t *face, int dlightBits ) {
+ float d;
+ int i;
+ dlight_t *dl;
+
+ for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+ if ( ! ( dlightBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ dl = &tr.refdef.dlights[i];
+ d = DotProduct( dl->origin, face->plane.normal ) - face->plane.dist;
+ if ( d < -dl->radius || d > dl->radius ) {
+ // dlight doesn't reach the plane
+ dlightBits &= ~( 1 << i );
+ }
+ }
+
+ if ( !dlightBits ) {
+ tr.pc.c_dlightSurfacesCulled++;
+ }
+
+ face->dlightBits[ tr.smpFrame ] = dlightBits;
+ return dlightBits;
+}
+
+static int R_DlightGrid( srfGridMesh_t *grid, int dlightBits ) {
+ int i;
+ dlight_t *dl;
+
+ for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+ if ( ! ( dlightBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ dl = &tr.refdef.dlights[i];
+ if ( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
+ || dl->origin[0] + dl->radius < grid->meshBounds[0][0]
+ || dl->origin[1] - dl->radius > grid->meshBounds[1][1]
+ || dl->origin[1] + dl->radius < grid->meshBounds[0][1]
+ || dl->origin[2] - dl->radius > grid->meshBounds[1][2]
+ || dl->origin[2] + dl->radius < grid->meshBounds[0][2] ) {
+ // dlight doesn't reach the bounds
+ dlightBits &= ~( 1 << i );
+ }
+ }
+
+ if ( !dlightBits ) {
+ tr.pc.c_dlightSurfacesCulled++;
+ }
+
+ grid->dlightBits[ tr.smpFrame ] = dlightBits;
+ return dlightBits;
+}
+
+
+static int R_DlightTrisurf( srfTriangles_t *surf, int dlightBits ) {
+ // FIXME: more dlight culling to trisurfs...
+ surf->dlightBits[ tr.smpFrame ] = dlightBits;
+ return dlightBits;
+#if 0
+ int i;
+ dlight_t *dl;
+
+ for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+ if ( ! ( dlightBits & ( 1 << i ) ) ) {
+ continue;
+ }
+ dl = &tr.refdef.dlights[i];
+ if ( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
+ || dl->origin[0] + dl->radius < grid->meshBounds[0][0]
+ || dl->origin[1] - dl->radius > grid->meshBounds[1][1]
+ || dl->origin[1] + dl->radius < grid->meshBounds[0][1]
+ || dl->origin[2] - dl->radius > grid->meshBounds[1][2]
+ || dl->origin[2] + dl->radius < grid->meshBounds[0][2] ) {
+ // dlight doesn't reach the bounds
+ dlightBits &= ~( 1 << i );
+ }
+ }
+
+ if ( !dlightBits ) {
+ tr.pc.c_dlightSurfacesCulled++;
+ }
+
+ grid->dlightBits[ tr.smpFrame ] = dlightBits;
+ return dlightBits;
+#endif
+}
+
+/*
+====================
+R_DlightSurface
+
+The given surface is going to be drawn, and it touches a leaf
+that is touched by one or more dlights, so try to throw out
+more dlights if possible.
+====================
+*/
+static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
+ if ( *surf->data == SF_FACE ) {
+ dlightBits = R_DlightFace( (srfSurfaceFace_t *)surf->data, dlightBits );
+ } else if ( *surf->data == SF_GRID ) {
+ dlightBits = R_DlightGrid( (srfGridMesh_t *)surf->data, dlightBits );
+ } else if ( *surf->data == SF_TRIANGLES ) {
+ dlightBits = R_DlightTrisurf( (srfTriangles_t *)surf->data, dlightBits );
+ } else {
+ dlightBits = 0;
+ }
+
+ if ( dlightBits ) {
+ tr.pc.c_dlightSurfaces++;
+ }
+
+ return dlightBits;
+}
+
+
+
+/*
+======================
+R_AddWorldSurface
+======================
+*/
+static void R_AddWorldSurface( msurface_t *surf, int dlightBits ) {
+ if ( surf->viewCount == tr.viewCount ) {
+ return; // already in this view
+ }
+
+ surf->viewCount = tr.viewCount;
+ // FIXME: bmodel fog?
+
+ // try to cull before dlighting or adding
+ if ( R_CullSurface( surf->data, surf->shader ) ) {
+ return;
+ }
+
+ // check for dlighting
+ if ( dlightBits ) {
+ dlightBits = R_DlightSurface( surf, dlightBits );
+ dlightBits = ( dlightBits != 0 );
+ }
+
+ R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits );
+}
+
+/*
+=============================================================
+
+ BRUSH MODELS
+
+=============================================================
+*/
+
+/*
+=================
+R_AddBrushModelSurfaces
+=================
+*/
+void R_AddBrushModelSurfaces ( trRefEntity_t *ent ) {
+ bmodel_t *bmodel;
+ int clip;
+ model_t *pModel;
+ int i;
+
+ pModel = R_GetModelByHandle( ent->e.hModel );
+
+ bmodel = pModel->bmodel;
+
+ clip = R_CullLocalBox( bmodel->bounds );
+ if ( clip == CULL_OUT ) {
+ return;
+ }
+
+ R_SetupEntityLighting( &tr.refdef, ent );
+ R_DlightBmodel( bmodel );
+
+ for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
+ R_AddWorldSurface( bmodel->firstSurface + i, tr.currentEntity->needDlights );
+ }
+}
+
+
+/*
+=============================================================
+
+ WORLD MODEL
+
+=============================================================
+*/
+
+
+/*
+================
+R_RecursiveWorldNode
+================
+*/
+static void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits ) {
+
+ do {
+ int newDlights[2];
+
+ // if the node wasn't marked as potentially visible, exit
+ if (node->visframe != tr.visCount) {
+ return;
+ }
+
+ // if the bounding volume is outside the frustum, nothing
+ // inside can be visible OPTIMIZE: don't do this all the way to leafs?
+
+ if ( !r_nocull->integer ) {
+ int r;
+
+ if ( planeBits & 1 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~1; // all descendants will also be in front
+ }
+ }
+
+ if ( planeBits & 2 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~2; // all descendants will also be in front
+ }
+ }
+
+ if ( planeBits & 4 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~4; // all descendants will also be in front
+ }
+ }
+
+ if ( planeBits & 8 ) {
+ r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
+ if (r == 2) {
+ return; // culled
+ }
+ if ( r == 1 ) {
+ planeBits &= ~8; // all descendants will also be in front
+ }
+ }
+
+ }
+
+ if ( node->contents != -1 ) {
+ break;
+ }
+
+ // node is just a decision point, so go down both sides
+ // since we don't care about sort orders, just go positive to negative
+
+ // determine which dlights are needed
+ newDlights[0] = 0;
+ newDlights[1] = 0;
+ if ( dlightBits ) {
+ int i;
+
+ for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+ dlight_t *dl;
+ float dist;
+
+ if ( dlightBits & ( 1 << i ) ) {
+ dl = &tr.refdef.dlights[i];
+ dist = DotProduct( dl->origin, node->plane->normal ) - node->plane->dist;
+
+ if ( dist > -dl->radius ) {
+ newDlights[0] |= ( 1 << i );
+ }
+ if ( dist < dl->radius ) {
+ newDlights[1] |= ( 1 << i );
+ }
+ }
+ }
+ }
+
+ // recurse down the children, front side first
+ R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0] );
+
+ // tail recurse
+ node = node->children[1];
+ dlightBits = newDlights[1];
+ } while ( 1 );
+
+ {
+ // leaf node, so add mark surfaces
+ int c;
+ msurface_t *surf, **mark;
+
+ tr.pc.c_leafs++;
+
+ // add to z buffer bounds
+ if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
+ tr.viewParms.visBounds[0][0] = node->mins[0];
+ }
+ 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 the individual surfaces
+ mark = node->firstmarksurface;
+ c = node->nummarksurfaces;
+ while (c--) {
+ // the surface may have already been added if it
+ // spans multiple leafs
+ surf = *mark;
+ R_AddWorldSurface( surf, dlightBits );
+ mark++;
+ }
+ }
+
+}
+
+
+/*
+===============
+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 || !tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters ) {
+ return tr.world->novis;
+ }
+
+ 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 = CM_ClusterPVS( leaf->cluster );
+ 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
+
+ // if r_showcluster was just turned on, remark everything
+ if ( tr.viewCluster == cluster && !tr.refdef.areamaskModified
+ && !r_showcluster->modified ) {
+ return;
+ }
+
+ 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 );
+ }
+ }
+
+ tr.visCount++;
+ tr.viewCluster = cluster;
+
+ if ( r_novis->integer || tr.viewCluster == -1 ) {
+ for (i=0 ; i<tr.world->numnodes ; i++) {
+ if (tr.world->nodes[i].contents != CONTENTS_SOLID) {
+ tr.world->nodes[i].visframe = tr.visCount;
+ }
+ }
+ return;
+ }
+
+ vis = R_ClusterPVS (tr.viewCluster);
+
+ 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[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->visframe == tr.visCount)
+ break;
+ parent->visframe = tr.visCount;
+ parent = parent->parent;
+ } while (parent);
+ }
+}
+
+
+/*
+=============
+R_AddWorldSurfaces
+=============
+*/
+void R_AddWorldSurfaces (void) {
+ if ( !r_drawworld->integer ) {
+ return;
+ }
+
+ if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+ return;
+ }
+
+ tr.currentEntityNum = ENTITYNUM_WORLD;
+ tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
+
+ // determine which leaves are in the PVS / areamask
+ R_MarkLeaves ();
+
+ // clear out the visible min/max
+ ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
+
+ // perform frustum culling and add all the potentially visible surfaces
+ if ( tr.refdef.num_dlights > 32 ) {
+ tr.refdef.num_dlights = 32 ;
+ }
+ R_RecursiveWorldNode( tr.world->nodes, 15, ( 1 << tr.refdef.num_dlights ) - 1 );
+}