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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #include "tr_local.h"
- // if we hit this many planes, we will just stop cropping the
- // view down, which is still correct, just conservative
- const int MAX_PORTAL_PLANES = 20;
- struct portalStack_t {
- const portal_t * p;
- const portalStack_t * next;
- // positive side is outside the visible frustum
- int numPortalPlanes;
- idPlane portalPlanes[MAX_PORTAL_PLANES+1];
- idScreenRect rect;
- };
- /*
- =======================================================================
- Create viewLights and viewEntitys for the lights and entities that are
- visible in the portal areas that can be seen from the current viewpoint.
- =======================================================================
- */
- /*
- =============
- R_SetLightDefViewLight
- If the lightDef is not already on the viewLight list, create
- a viewLight and add it to the list with an empty scissor rect.
- =============
- */
- viewLight_t *R_SetLightDefViewLight( idRenderLightLocal *light ) {
- if ( light->viewCount == tr.viewCount ) {
- // already set up for this frame
- return light->viewLight;
- }
- light->viewCount = tr.viewCount;
- // add to the view light chain
- viewLight_t * vLight = (viewLight_t *)R_ClearedFrameAlloc( sizeof( *vLight ), FRAME_ALLOC_VIEW_LIGHT );
- vLight->lightDef = light;
- // the scissorRect will be expanded as the light bounds is accepted into visible portal chains
- // and the scissor will be reduced in R_AddSingleLight based on the screen space projection
- vLight->scissorRect.Clear();
- // link the view light
- vLight->next = tr.viewDef->viewLights;
- tr.viewDef->viewLights = vLight;
- light->viewLight = vLight;
- return vLight;
- }
- /*
- =============
- R_SetEntityDefViewEntity
- If the entityDef is not already on the viewEntity list, create
- a viewEntity and add it to the list with an empty scissor rect.
- =============
- */
- viewEntity_t *R_SetEntityDefViewEntity( idRenderEntityLocal *def ) {
- if ( def->viewCount == tr.viewCount ) {
- // already set up for this frame
- return def->viewEntity;
- }
- def->viewCount = tr.viewCount;
- viewEntity_t * vModel = (viewEntity_t *)R_ClearedFrameAlloc( sizeof( *vModel ), FRAME_ALLOC_VIEW_ENTITY );
- vModel->entityDef = def;
- // the scissorRect will be expanded as the model bounds is accepted into visible portal chains
- // It will remain clear if the model is only needed for shadows.
- vModel->scissorRect.Clear();
- vModel->next = tr.viewDef->viewEntitys;
- tr.viewDef->viewEntitys = vModel;
- def->viewEntity = vModel;
- return vModel;
- }
- /*
- ================
- CullEntityByPortals
- Return true if the entity reference bounds do not intersect the current portal chain.
- ================
- */
- bool idRenderWorldLocal::CullEntityByPortals( const idRenderEntityLocal *entity, const portalStack_t *ps ) {
- if ( r_useEntityPortalCulling.GetInteger() == 1 ) {
- ALIGNTYPE16 frustumCorners_t corners;
- idRenderMatrix::GetFrustumCorners( corners, entity->inverseBaseModelProject, bounds_unitCube );
- for ( int i = 0; i < ps->numPortalPlanes; i++ ) {
- if ( idRenderMatrix::CullFrustumCornersToPlane( corners, ps->portalPlanes[i] ) == FRUSTUM_CULL_FRONT ) {
- return true;
- }
- }
- } else if ( r_useEntityPortalCulling.GetInteger() >= 2 ) {
- idRenderMatrix baseModelProject;
- idRenderMatrix::Inverse( entity->inverseBaseModelProject, baseModelProject );
- idPlane frustumPlanes[6];
- idRenderMatrix::GetFrustumPlanes( frustumPlanes, baseModelProject, false, true );
- // exact clip of light faces against all planes
- for ( int i = 0; i < 6; i++ ) {
- // the entity frustum planes face inward, so the planes that have the
- // view origin on the positive side will be the "back" faces of the entity,
- // which must have some fragment inside the portal stack planes to be visible
- if ( frustumPlanes[i].Distance( tr.viewDef->renderView.vieworg ) <= 0.0f ) {
- continue;
- }
- // calculate a winding for this frustum side
- idFixedWinding w;
- w.BaseForPlane( frustumPlanes[i] );
- for ( int j = 0; j < 6; j++ ) {
- if ( j == i ) {
- continue;
- }
- if ( !w.ClipInPlace( frustumPlanes[j], ON_EPSILON ) ) {
- break;
- }
- }
- if ( w.GetNumPoints() <= 2 ) {
- continue;
- }
- assert( ps->numPortalPlanes <= MAX_PORTAL_PLANES );
- assert( w.GetNumPoints() + ps->numPortalPlanes < MAX_POINTS_ON_WINDING );
- // now clip the winding against each of the portalStack planes
- // skip the last plane which is the last portal itself
- for ( int j = 0; j < ps->numPortalPlanes - 1; j++ ) {
- if ( !w.ClipInPlace( -ps->portalPlanes[j], ON_EPSILON ) ) {
- break;
- }
- }
- if ( w.GetNumPoints() > 2 ) {
- // part of the winding is visible through the portalStack,
- // so the entity is not culled
- return false;
- }
- }
- // nothing was visible
- return true;
- }
- return false;
- }
- /*
- ===================
- AddAreaViewEntities
- Any models that are visible through the current portalStack will have their scissor rect updated.
- ===================
- */
- void idRenderWorldLocal::AddAreaViewEntities( int areaNum, const portalStack_t *ps ) {
- portalArea_t * area = &portalAreas[ areaNum ];
- for ( areaReference_t * ref = area->entityRefs.areaNext; ref != &area->entityRefs; ref = ref->areaNext ) {
- idRenderEntityLocal * entity = ref->entity;
- // debug tool to allow viewing of only one entity at a time
- if ( r_singleEntity.GetInteger() >= 0 && r_singleEntity.GetInteger() != entity->index ) {
- continue;
- }
- // remove decals that are completely faded away
- R_FreeEntityDefFadedDecals( entity, tr.viewDef->renderView.time[0] );
- // check for completely suppressing the model
- if ( !r_skipSuppress.GetBool() ) {
- if ( entity->parms.suppressSurfaceInViewID
- && entity->parms.suppressSurfaceInViewID == tr.viewDef->renderView.viewID ) {
- continue;
- }
- if ( entity->parms.allowSurfaceInViewID
- && entity->parms.allowSurfaceInViewID != tr.viewDef->renderView.viewID ) {
- continue;
- }
- }
- // cull reference bounds
- if ( CullEntityByPortals( entity, ps ) ) {
- // we are culled out through this portal chain, but it might
- // still be visible through others
- continue;
- }
- viewEntity_t * vEnt = R_SetEntityDefViewEntity( entity );
- // possibly expand the scissor rect
- vEnt->scissorRect.Union( ps->rect );
- }
- }
- /*
- ================
- CullLightByPortals
- Return true if the light frustum does not intersect the current portal chain.
- ================
- */
- bool idRenderWorldLocal::CullLightByPortals( const idRenderLightLocal *light, const portalStack_t *ps ) {
- if ( r_useLightPortalCulling.GetInteger() == 1 ) {
- ALIGNTYPE16 frustumCorners_t corners;
- idRenderMatrix::GetFrustumCorners( corners, light->inverseBaseLightProject, bounds_zeroOneCube );
- for ( int i = 0; i < ps->numPortalPlanes; i++ ) {
- if ( idRenderMatrix::CullFrustumCornersToPlane( corners, ps->portalPlanes[i] ) == FRUSTUM_CULL_FRONT ) {
- return true;
- }
- }
- } else if ( r_useLightPortalCulling.GetInteger() >= 2 ) {
- idPlane frustumPlanes[6];
- idRenderMatrix::GetFrustumPlanes( frustumPlanes, light->baseLightProject, true, true );
- // exact clip of light faces against all planes
- for ( int i = 0; i < 6; i++ ) {
- // the light frustum planes face inward, so the planes that have the
- // view origin on the positive side will be the "back" faces of the light,
- // which must have some fragment inside the the portal stack planes to be visible
- if ( frustumPlanes[i].Distance( tr.viewDef->renderView.vieworg ) <= 0.0f ) {
- continue;
- }
- // calculate a winding for this frustum side
- idFixedWinding w;
- w.BaseForPlane( frustumPlanes[i] );
- for ( int j = 0; j < 6; j++ ) {
- if ( j == i ) {
- continue;
- }
- if ( !w.ClipInPlace( frustumPlanes[j], ON_EPSILON ) ) {
- break;
- }
- }
- if ( w.GetNumPoints() <= 2 ) {
- continue;
- }
- assert( ps->numPortalPlanes <= MAX_PORTAL_PLANES );
- assert( w.GetNumPoints() + ps->numPortalPlanes < MAX_POINTS_ON_WINDING );
- // now clip the winding against each of the portalStack planes
- // skip the last plane which is the last portal itself
- for ( int j = 0; j < ps->numPortalPlanes - 1; j++ ) {
- if ( !w.ClipInPlace( -ps->portalPlanes[j], ON_EPSILON ) ) {
- break;
- }
- }
- if ( w.GetNumPoints() > 2 ) {
- // part of the winding is visible through the portalStack,
- // so the light is not culled
- return false;
- }
- }
- // nothing was visible
- return true;
- }
- return false;
- }
- /*
- ===================
- AddAreaViewLights
- This is the only point where lights get added to the viewLights list.
- Any lights that are visible through the current portalStack will have their scissor rect updated.
- ===================
- */
- void idRenderWorldLocal::AddAreaViewLights( int areaNum, const portalStack_t *ps ) {
- portalArea_t * area = &portalAreas[ areaNum ];
- for ( areaReference_t * lref = area->lightRefs.areaNext; lref != &area->lightRefs; lref = lref->areaNext ) {
- idRenderLightLocal * light = lref->light;
- // debug tool to allow viewing of only one light at a time
- if ( r_singleLight.GetInteger() >= 0 && r_singleLight.GetInteger() != light->index ) {
- continue;
- }
- // check for being closed off behind a door
- // a light that doesn't cast shadows will still light even if it is behind a door
- if ( r_useLightAreaCulling.GetBool() && !light->LightCastsShadows()
- && light->areaNum != -1 && !tr.viewDef->connectedAreas[ light->areaNum ] ) {
- continue;
- }
- // cull frustum
- if ( CullLightByPortals( light, ps ) ) {
- // we are culled out through this portal chain, but it might
- // still be visible through others
- continue;
- }
- viewLight_t * vLight = R_SetLightDefViewLight( light );
- // expand the scissor rect
- vLight->scissorRect.Union( ps->rect );
- }
- }
- /*
- ===================
- AddAreaToView
- This may be entered multiple times with different planes
- if more than one portal sees into the area
- ===================
- */
- void idRenderWorldLocal::AddAreaToView( int areaNum, const portalStack_t *ps ) {
- // mark the viewCount, so r_showPortals can display the considered portals
- portalAreas[ areaNum ].viewCount = tr.viewCount;
- // add the models and lights, using more precise culling to the planes
- AddAreaViewEntities( areaNum, ps );
- AddAreaViewLights( areaNum, ps );
- }
- /*
- ===================
- idRenderWorldLocal::ScreenRectForWinding
- ===================
- */
- idScreenRect idRenderWorldLocal::ScreenRectFromWinding( const idWinding * w, const viewEntity_t * space ) {
- const float viewWidth = (float) tr.viewDef->viewport.x2 - (float) tr.viewDef->viewport.x1;
- const float viewHeight = (float) tr.viewDef->viewport.y2 - (float) tr.viewDef->viewport.y1;
- idScreenRect r;
- r.Clear();
- for ( int i = 0; i < w->GetNumPoints(); i++ ) {
- idVec3 v;
- idVec3 ndc;
- R_LocalPointToGlobal( space->modelMatrix, (*w)[i].ToVec3(), v );
- R_GlobalToNormalizedDeviceCoordinates( v, ndc );
- float windowX = ( ndc[0] * 0.5f + 0.5f ) * viewWidth;
- float windowY = ( ndc[1] * 0.5f + 0.5f ) * viewHeight;
- r.AddPoint( windowX, windowY );
- }
- r.Expand();
- return r;
- }
- /*
- ===================
- idRenderWorldLocal::PortalIsFoggedOut
- ===================
- */
- bool idRenderWorldLocal::PortalIsFoggedOut( const portal_t *p ) {
- idRenderLightLocal * ldef = p->doublePortal->fogLight;
- if ( ldef == NULL ) {
- return false;
- }
- // find the current density of the fog
- const idMaterial * lightShader = ldef->lightShader;
- const int size = lightShader->GetNumRegisters() * sizeof( float );
- float * regs = (float *)_alloca( size );
- lightShader->EvaluateRegisters( regs, ldef->parms.shaderParms,
- tr.viewDef->renderView.shaderParms, tr.viewDef->renderView.time[0] * 0.001f, ldef->parms.referenceSound );
- const shaderStage_t *stage = lightShader->GetStage(0);
- const float alpha = regs[ stage->color.registers[3] ];
- // if they left the default value on, set a fog distance of 500
- float a;
- if ( alpha <= 1.0f ) {
- a = -0.5f / DEFAULT_FOG_DISTANCE;
- } else {
- // otherwise, distance = alpha color
- a = -0.5f / alpha;
- }
- idPlane forward;
- forward[0] = a * tr.viewDef->worldSpace.modelViewMatrix[0*4+2];
- forward[1] = a * tr.viewDef->worldSpace.modelViewMatrix[1*4+2];
- forward[2] = a * tr.viewDef->worldSpace.modelViewMatrix[2*4+2];
- forward[3] = a * tr.viewDef->worldSpace.modelViewMatrix[3*4+2];
- const idWinding * w = p->w;
- for ( int i = 0; i < w->GetNumPoints(); i++ ) {
- const float d = forward.Distance( (*w)[i].ToVec3() );
- if ( d < 0.5f ) {
- return false; // a point not clipped off
- }
- }
- return true;
- }
- /*
- ===================
- idRenderWorldLocal::FloodViewThroughArea_r
- ===================
- */
- void idRenderWorldLocal::FloodViewThroughArea_r( const idVec3 & origin, int areaNum, const portalStack_t *ps ) {
- portalArea_t * area = &portalAreas[ areaNum ];
- // cull models and lights to the current collection of planes
- AddAreaToView( areaNum, ps );
- if ( areaScreenRect[areaNum].IsEmpty() ) {
- areaScreenRect[areaNum] = ps->rect;
- } else {
- areaScreenRect[areaNum].Union( ps->rect );
- }
- // go through all the portals
- for ( const portal_t * p = area->portals; p != NULL; p = p->next ) {
- // an enclosing door may have sealed the portal off
- if ( p->doublePortal->blockingBits & PS_BLOCK_VIEW ) {
- continue;
- }
- // make sure this portal is facing away from the view
- const float d = p->plane.Distance( origin );
- if ( d < -0.1f ) {
- continue;
- }
- // make sure the portal isn't in our stack trace,
- // which would cause an infinite loop
- const portalStack_t * check = ps;
- for ( ; check != NULL; check = check->next ) {
- if ( check->p == p ) {
- break; // don't recursively enter a stack
- }
- }
- if ( check ) {
- continue; // already in stack
- }
- // if we are very close to the portal surface, don't bother clipping
- // it, which tends to give epsilon problems that make the area vanish
- if ( d < 1.0f ) {
- // go through this portal
- portalStack_t newStack;
- newStack = *ps;
- newStack.p = p;
- newStack.next = ps;
- FloodViewThroughArea_r( origin, p->intoArea, &newStack );
- continue;
- }
- // clip the portal winding to all of the planes
- idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20
- w = *p->w;
- for ( int j = 0; j < ps->numPortalPlanes; j++ ) {
- if ( !w.ClipInPlace( -ps->portalPlanes[j], 0 ) ) {
- break;
- }
- }
- if ( !w.GetNumPoints() ) {
- continue; // portal not visible
- }
- // see if it is fogged out
- if ( PortalIsFoggedOut( p ) ) {
- continue;
- }
- // go through this portal
- portalStack_t newStack;
- newStack.p = p;
- newStack.next = ps;
- // find the screen pixel bounding box of the remaining portal
- // so we can scissor things outside it
- newStack.rect = ScreenRectFromWinding( &w, &tr.identitySpace );
-
- // slop might have spread it a pixel outside, so trim it back
- newStack.rect.Intersect( ps->rect );
- // generate a set of clipping planes that will further restrict
- // the visible view beyond just the scissor rect
- int addPlanes = w.GetNumPoints();
- if ( addPlanes > MAX_PORTAL_PLANES ) {
- addPlanes = MAX_PORTAL_PLANES;
- }
- newStack.numPortalPlanes = 0;
- for ( int i = 0; i < addPlanes; i++ ) {
- int j = i + 1;
- if ( j == w.GetNumPoints() ) {
- j = 0;
- }
- const idVec3 & v1 = origin - w[i].ToVec3();
- const idVec3 & v2 = origin - w[j].ToVec3();
- newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross( v2, v1 );
- // if it is degenerate, skip the plane
- if ( newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f ) {
- continue;
- }
- newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint( origin );
- newStack.numPortalPlanes++;
- }
- // the last stack plane is the portal plane
- newStack.portalPlanes[newStack.numPortalPlanes] = p->plane;
- newStack.numPortalPlanes++;
- FloodViewThroughArea_r( origin, p->intoArea, &newStack );
- }
- }
- /*
- =======================
- idRenderWorldLocal::FlowViewThroughPortals
- Finds viewLights and viewEntities by flowing from an origin through the visible
- portals that the origin point can see into. The planes array defines a volume with
- the planes pointing outside the volume. Zero planes assumes an unbounded volume.
- =======================
- */
- void idRenderWorldLocal::FlowViewThroughPortals( const idVec3 & origin, int numPlanes, const idPlane *planes ) {
- portalStack_t ps;
- ps.next = NULL;
- ps.p = NULL;
- assert( numPlanes <= MAX_PORTAL_PLANES );
- for ( int i = 0; i < numPlanes; i++ ) {
- ps.portalPlanes[i] = planes[i];
- }
- ps.numPortalPlanes = numPlanes;
- ps.rect = tr.viewDef->scissor;
- // if outside the world, mark everything
- if ( tr.viewDef->areaNum < 0 ){
- for ( int i = 0; i < numPortalAreas; i++ ) {
- areaScreenRect[i] = tr.viewDef->scissor;
- AddAreaToView( i, &ps );
- }
- } else {
- // flood out through portals, setting area viewCount
- FloodViewThroughArea_r( origin, tr.viewDef->areaNum, &ps );
- }
- }
- /*
- ===================
- idRenderWorldLocal::BuildConnectedAreas_r
- ===================
- */
- void idRenderWorldLocal::BuildConnectedAreas_r( int areaNum ) {
- if ( tr.viewDef->connectedAreas[areaNum] ) {
- return;
- }
- tr.viewDef->connectedAreas[areaNum] = true;
- // flood through all non-blocked portals
- portalArea_t * area = &portalAreas[ areaNum ];
- for ( const portal_t * portal = area->portals; portal; portal = portal->next ) {
- if ( ( portal->doublePortal->blockingBits & PS_BLOCK_VIEW ) == 0 ) {
- BuildConnectedAreas_r( portal->intoArea );
- }
- }
- }
- /*
- ===================
- idRenderWorldLocal::BuildConnectedAreas
- This is only valid for a given view, not all views in a frame
- ===================
- */
- void idRenderWorldLocal::BuildConnectedAreas() {
- tr.viewDef->connectedAreas = (bool *)R_FrameAlloc( numPortalAreas * sizeof( tr.viewDef->connectedAreas[0] ) );
- // if we are outside the world, we can see all areas
- if ( tr.viewDef->areaNum == -1 ) {
- for ( int i = 0; i < numPortalAreas; i++ ) {
- tr.viewDef->connectedAreas[i] = true;
- }
- return;
- }
- // start with none visible, and flood fill from the current area
- memset( tr.viewDef->connectedAreas, 0, numPortalAreas * sizeof( tr.viewDef->connectedAreas[0] ) );
- BuildConnectedAreas_r( tr.viewDef->areaNum );
- }
- /*
- =============
- idRenderWorldLocal::FindViewLightsAndEntites
- All the modelrefs and lightrefs that are in visible areas
- will have viewEntitys and viewLights created for them.
- The scissorRects on the viewEntitys and viewLights may be empty if
- they were considered, but not actually visible.
- Entities and lights can have cached viewEntities / viewLights that
- will be used if the viewCount variable matches.
- =============
- */
- void idRenderWorldLocal::FindViewLightsAndEntities() {
- SCOPED_PROFILE_EVENT( "FindViewLightsAndEntities" );
- // bumping this counter invalidates cached viewLights / viewEntities,
- // when a light or entity is next considered, it will create a new
- // viewLight / viewEntity
- tr.viewCount++;
- // clear the visible lightDef and entityDef lists
- tr.viewDef->viewLights = NULL;
- tr.viewDef->viewEntitys = NULL;
- // all areas are initially not visible, but each portal
- // chain that leads to them will expand the visible rectangle
- for ( int i = 0; i < numPortalAreas; i++ ) {
- areaScreenRect[i].Clear();
- }
- // find the area to start the portal flooding in
- if ( !r_usePortals.GetBool() ) {
- // debug tool to force no portal culling
- tr.viewDef->areaNum = -1;
- } else {
- tr.viewDef->areaNum = PointInArea( tr.viewDef->initialViewAreaOrigin );
- }
- // determine all possible connected areas for
- // light-behind-door culling
- BuildConnectedAreas();
- // flow through all the portals and add models / lights
- if ( r_singleArea.GetBool() ) {
- // if debugging, only mark this area
- // if we are outside the world, don't draw anything
- if ( tr.viewDef->areaNum >= 0 ) {
- static int lastPrintedAreaNum;
- if ( tr.viewDef->areaNum != lastPrintedAreaNum ) {
- lastPrintedAreaNum = tr.viewDef->areaNum;
- common->Printf( "entering portal area %i\n", tr.viewDef->areaNum );
- }
- portalStack_t ps;
- for ( int i = 0; i < 5; i++ ) {
- ps.portalPlanes[i] = tr.viewDef->frustum[i];
- }
- ps.numPortalPlanes = 5;
- ps.rect = tr.viewDef->scissor;
- AddAreaToView( tr.viewDef->areaNum, &ps );
- }
- } else {
- // note that the center of projection for flowing through portals may
- // be a different point than initialViewAreaOrigin for subviews that
- // may have the viewOrigin in a solid/invalid area
- FlowViewThroughPortals( tr.viewDef->renderView.vieworg, 5, tr.viewDef->frustum );
- }
- }
- /*
- =======================================================================
- Light linking into the BSP tree by flooding through portals
- =======================================================================
- */
- /*
- ===================
- idRenderWorldLocal::FloodLightThroughArea_r
- ===================
- */
- void idRenderWorldLocal::FloodLightThroughArea_r( idRenderLightLocal *light, int areaNum,
- const portalStack_t *ps ) {
- assert( ps != NULL ); // compiler warning
- portal_t* p = NULL;
- float d;
- portalArea_t * area = NULL;
- const portalStack_t *check = NULL, *firstPortalStack = NULL;
- portalStack_t newStack;
- int i, j;
- idVec3 v1, v2;
- int addPlanes;
- idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20
- area = &portalAreas[ areaNum ];
- // add an areaRef
- AddLightRefToArea( light, area );
- // go through all the portals
- for ( p = area->portals; p; p = p->next ) {
- // make sure this portal is facing away from the view
- d = p->plane.Distance( light->globalLightOrigin );
- if ( d < -0.1f ) {
- continue;
- }
- // make sure the portal isn't in our stack trace,
- // which would cause an infinite loop
- for ( check = ps; check; check = check->next ) {
- firstPortalStack = check;
- if ( check->p == p ) {
- break; // don't recursively enter a stack
- }
- }
- if ( check ) {
- continue; // already in stack
- }
- // if we are very close to the portal surface, don't bother clipping
- // it, which tends to give epsilon problems that make the area vanish
- if ( d < 1.0f ) {
- // go through this portal
- newStack = *ps;
- newStack.p = p;
- newStack.next = ps;
- FloodLightThroughArea_r( light, p->intoArea, &newStack );
- continue;
- }
- // clip the portal winding to all of the planes
- w = *p->w;
- for ( j = 0; j < ps->numPortalPlanes; j++ ) {
- if ( !w.ClipInPlace( -ps->portalPlanes[j], 0 ) ) {
- break;
- }
- }
- if ( !w.GetNumPoints() ) {
- continue; // portal not visible
- }
- // also always clip to the original light planes, because they aren't
- // necessarily extending to infinitiy like a view frustum
- for ( j = 0; j < firstPortalStack->numPortalPlanes; j++ ) {
- if ( !w.ClipInPlace( -firstPortalStack->portalPlanes[j], 0 ) ) {
- break;
- }
- }
- if ( !w.GetNumPoints() ) {
- continue; // portal not visible
- }
- // go through this portal
- newStack.p = p;
- newStack.next = ps;
- // generate a set of clipping planes that will further restrict
- // the visible view beyond just the scissor rect
- addPlanes = w.GetNumPoints();
- if ( addPlanes > MAX_PORTAL_PLANES ) {
- addPlanes = MAX_PORTAL_PLANES;
- }
- newStack.numPortalPlanes = 0;
- for ( i = 0; i < addPlanes; i++ ) {
- j = i+1;
- if ( j == w.GetNumPoints() ) {
- j = 0;
- }
- v1 = light->globalLightOrigin - w[i].ToVec3();
- v2 = light->globalLightOrigin - w[j].ToVec3();
- newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross( v2, v1 );
- // if it is degenerate, skip the plane
- if ( newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f ) {
- continue;
- }
- newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint( light->globalLightOrigin );
- newStack.numPortalPlanes++;
- }
- FloodLightThroughArea_r( light, p->intoArea, &newStack );
- }
- }
- /*
- =======================
- idRenderWorldLocal::FlowLightThroughPortals
- Adds an arearef in each area that the light center flows into.
- This can only be used for shadow casting lights that have a generated
- prelight, because shadows are cast from back side which may not be in visible areas.
- =======================
- */
- void idRenderWorldLocal::FlowLightThroughPortals( idRenderLightLocal *light ) {
- // if the light origin areaNum is not in a valid area,
- // the light won't have any area refs
- if ( light->areaNum == -1 ) {
- return;
- }
- idPlane frustumPlanes[6];
- idRenderMatrix::GetFrustumPlanes( frustumPlanes, light->baseLightProject, true, true );
- portalStack_t ps;
- memset( &ps, 0, sizeof( ps ) );
- ps.numPortalPlanes = 6;
- for ( int i = 0; i < 6; i++ ) {
- ps.portalPlanes[i] = -frustumPlanes[i];
- }
- FloodLightThroughArea_r( light, light->areaNum, &ps );
- }
- /*
- =======================================================================
- Portal State Management
- =======================================================================
- */
- /*
- ==============
- NumPortals
- ==============
- */
- int idRenderWorldLocal::NumPortals() const {
- return numInterAreaPortals;
- }
- /*
- ==============
- FindPortal
- Game code uses this to identify which portals are inside doors.
- Returns 0 if no portal contacts the bounds
- ==============
- */
- qhandle_t idRenderWorldLocal::FindPortal( const idBounds &b ) const {
- int i, j;
- idBounds wb;
- doublePortal_t *portal;
- idWinding *w;
- for ( i = 0; i < numInterAreaPortals; i++ ) {
- portal = &doublePortals[i];
- w = portal->portals[0]->w;
- wb.Clear();
- for ( j = 0; j < w->GetNumPoints(); j++ ) {
- wb.AddPoint( (*w)[j].ToVec3() );
- }
- if ( wb.IntersectsBounds( b ) ) {
- return i + 1;
- }
- }
- return 0;
- }
- /*
- =============
- FloodConnectedAreas
- =============
- */
- void idRenderWorldLocal::FloodConnectedAreas( portalArea_t *area, int portalAttributeIndex ) {
- if ( area->connectedAreaNum[portalAttributeIndex] == connectedAreaNum ) {
- return;
- }
- area->connectedAreaNum[portalAttributeIndex] = connectedAreaNum;
- for ( portal_t *p = area->portals; p != NULL; p = p->next ) {
- if ( !(p->doublePortal->blockingBits & (1<<portalAttributeIndex) ) ) {
- FloodConnectedAreas( &portalAreas[p->intoArea], portalAttributeIndex );
- }
- }
- }
- /*
- ==============
- AreasAreConnected
- ==============
- */
- bool idRenderWorldLocal::AreasAreConnected( int areaNum1, int areaNum2, portalConnection_t connection ) const {
- if ( areaNum1 == -1 || areaNum2 == -1 ) {
- return false;
- }
- if ( areaNum1 > numPortalAreas || areaNum2 > numPortalAreas || areaNum1 < 0 || areaNum2 < 0 ) {
- common->Error( "idRenderWorldLocal::AreAreasConnected: bad parms: %i, %i", areaNum1, areaNum2 );
- }
- int attribute = 0;
- int intConnection = (int)connection;
- while ( intConnection > 1 ) {
- attribute++;
- intConnection >>= 1;
- }
- if ( attribute >= NUM_PORTAL_ATTRIBUTES || ( 1 << attribute ) != (int)connection ) {
- common->Error( "idRenderWorldLocal::AreasAreConnected: bad connection number: %i\n", (int)connection );
- }
- return portalAreas[areaNum1].connectedAreaNum[attribute] == portalAreas[areaNum2].connectedAreaNum[attribute];
- }
- /*
- ==============
- SetPortalState
- doors explicitly close off portals when shut
- ==============
- */
- void idRenderWorldLocal::SetPortalState( qhandle_t portal, int blockTypes ) {
- if ( portal == 0 ) {
- return;
- }
- if ( portal < 1 || portal > numInterAreaPortals ) {
- common->Error( "SetPortalState: bad portal number %i", portal );
- }
- int old = doublePortals[portal-1].blockingBits;
- if ( old == blockTypes ) {
- return;
- }
- doublePortals[portal-1].blockingBits = blockTypes;
- // leave the connectedAreaGroup the same on one side,
- // then flood fill from the other side with a new number for each changed attribute
- for ( int i = 0; i < NUM_PORTAL_ATTRIBUTES; i++ ) {
- if ( ( old ^ blockTypes ) & ( 1 << i ) ) {
- connectedAreaNum++;
- FloodConnectedAreas( &portalAreas[doublePortals[portal-1].portals[1]->intoArea], i );
- }
- }
- if ( common->WriteDemo() ) {
- common->WriteDemo()->WriteInt( DS_RENDER );
- common->WriteDemo()->WriteInt( DC_SET_PORTAL_STATE );
- common->WriteDemo()->WriteInt( portal );
- common->WriteDemo()->WriteInt( blockTypes );
- }
- }
- /*
- ==============
- GetPortalState
- ==============
- */
- int idRenderWorldLocal::GetPortalState( qhandle_t portal ) {
- if ( portal == 0 ) {
- return 0;
- }
- if ( portal < 1 || portal > numInterAreaPortals ) {
- common->Error( "GetPortalState: bad portal number %i", portal );
- }
- return doublePortals[portal-1].blockingBits;
- }
- /*
- =====================
- idRenderWorldLocal::ShowPortals
- Debugging tool, won't work correctly with SMP or when mirrors are present
- =====================
- */
- void idRenderWorldLocal::ShowPortals() {
- int i, j;
- portalArea_t *area;
- portal_t *p;
- idWinding *w;
- // flood out through portals, setting area viewCount
- for ( i = 0; i < numPortalAreas; i++ ) {
- area = &portalAreas[i];
- if ( area->viewCount != tr.viewCount ) {
- continue;
- }
- for ( p = area->portals; p; p = p->next ) {
- w = p->w;
- if ( !w ) {
- continue;
- }
- if ( portalAreas[ p->intoArea ].viewCount != tr.viewCount ) {
- // red = can't see
- GL_Color( 1, 0, 0 );
- } else {
- // green = see through
- GL_Color( 0, 1, 0 );
- }
- qglBegin( GL_LINE_LOOP );
- for ( j = 0; j < w->GetNumPoints(); j++ ) {
- qglVertex3fv( (*w)[j].ToFloatPtr() );
- }
- qglEnd();
- }
- }
- }
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