ref: 4a40fbd789b5308e3904cb73b164f3f8f270c4d0
dir: /r_bsp.c/
#include "quakedef.h" // // current entity info // entity_t *currententity; vec3_t r_entorigin; // the currently rendering entity in world // coordinates static float entity_rotation[3][3]; int r_currentbkey; typedef struct nodereject_t nodereject_t; struct nodereject_t { mnode_t *node; int clipflags; }; static nodereject_t *node_rejects; static int num_node_rejects, max_node_rejects = 128; typedef enum {touchessolid, drawnode, nodrawnode} solidstate_t; #define MAX_BMODEL_VERTS 6000 #define MAX_BMODEL_EDGES 12000 static mvertex_t bverts[MAX_BMODEL_VERTS]; static bedge_t bedges[MAX_BMODEL_EDGES]; static mvertex_t *pbverts; static bedge_t *pbedges; static int numbverts, numbedges; static mvertex_t *pfrontenter, *pfrontexit; static bool makeclippededge; //=========================================================================== /* ================ R_EntityRotate ================ */ static void R_EntityRotate(vec3_t vec) { vec3_t tvec; VectorCopy(vec, tvec); vec[0] = DotProduct(entity_rotation[0], tvec); vec[1] = DotProduct(entity_rotation[1], tvec); vec[2] = DotProduct(entity_rotation[2], tvec); } /* ================ R_RotateBmodel ================ */ void R_RotateBmodel(entity_t *e, view_t *v) { float angle, s, c, temp1[3][3], temp2[3][3], temp3[3][3]; // TODO: should use a look-up table // TODO: should really be stored with the entity instead of being reconstructed // TODO: could cache lazily, stored in the entity // TODO: share work with R_SetUpAliasTransform // yaw angle = e->angles[YAW]; angle = angle * M_PI*2 / 360; s = sinf(angle); c = cosf(angle); temp1[0][0] = c; temp1[0][1] = s; temp1[0][2] = 0; temp1[1][0] = -s; temp1[1][1] = c; temp1[1][2] = 0; temp1[2][0] = 0; temp1[2][1] = 0; temp1[2][2] = 1; // pitch angle = e->angles[PITCH]; angle = angle * M_PI*2 / 360; s = sinf(angle); c = cosf(angle); temp2[0][0] = c; temp2[0][1] = 0; temp2[0][2] = -s; temp2[1][0] = 0; temp2[1][1] = 1; temp2[1][2] = 0; temp2[2][0] = s; temp2[2][1] = 0; temp2[2][2] = c; R_ConcatRotations (temp2, temp1, temp3); // roll angle = e->angles[ROLL]; angle = angle * M_PI*2 / 360; s = sinf(angle); c = cosf(angle); temp1[0][0] = 1; temp1[0][1] = 0; temp1[0][2] = 0; temp1[1][0] = 0; temp1[1][1] = c; temp1[1][2] = s; temp1[2][0] = 0; temp1[2][1] = -s; temp1[2][2] = c; R_ConcatRotations(temp1, temp3, entity_rotation); // rotate modelorg and the transformation matrix R_EntityRotate(v->modelorg); R_EntityRotate(v->pn); R_EntityRotate(v->right); R_EntityRotate(v->up); R_TransformFrustum(v); } /* ================ R_RecursiveClipBPoly ================ */ static void R_RecursiveClipBPoly(bedge_t *pedges, mnode_t *pnode, msurface_t *psurf, view_t *v) { bedge_t *psideedges[2], *pnextedge, *ptedge; int i, side, lastside; float dist, frac, lastdist; mplane_t *splitplane, tplane; mvertex_t *pvert, *plastvert, *ptvert; mnode_t *pn; next: psideedges[0] = psideedges[1] = nil; makeclippededge = false; // transform the BSP plane into model space // FIXME: cache these? splitplane = pnode->plane; tplane.dist = splitplane->dist - DotProduct(r_entorigin, splitplane->normal); tplane.normal[0] = DotProduct(entity_rotation[0], splitplane->normal); tplane.normal[1] = DotProduct(entity_rotation[1], splitplane->normal); tplane.normal[2] = DotProduct(entity_rotation[2], splitplane->normal); // clip edges to BSP plane for ( ; pedges ; pedges = pnextedge) { pnextedge = pedges->pnext; // set the status for the last point as the previous point // FIXME: cache this stuff somehow? plastvert = pedges->v[0]; lastdist = DotProduct (plastvert->position, tplane.normal) - tplane.dist; lastside = lastdist <= 0; pvert = pedges->v[1]; dist = DotProduct (pvert->position, tplane.normal) - tplane.dist; side = dist <= 0; if (side != lastside) { // clipped if (numbverts >= MAX_BMODEL_VERTS) return; // generate the clipped vertex frac = lastdist / (lastdist - dist); ptvert = &pbverts[numbverts++]; ptvert->position[0] = plastvert->position[0] + frac * (pvert->position[0] - plastvert->position[0]); ptvert->position[1] = plastvert->position[1] + frac * (pvert->position[1] - plastvert->position[1]); ptvert->position[2] = plastvert->position[2] + frac * (pvert->position[2] - plastvert->position[2]); // split into two edges, one on each side, and remember entering // and exiting points // FIXME: share the clip edge by having a winding direction flag? if (numbedges >= (MAX_BMODEL_EDGES - 1)) { Con_Printf ("Out of edges for bmodel\n"); return; } ptedge = &pbedges[numbedges]; ptedge->pnext = psideedges[lastside]; psideedges[lastside] = ptedge; ptedge->v[0] = plastvert; ptedge->v[1] = ptvert; ptedge = &pbedges[numbedges + 1]; ptedge->pnext = psideedges[side]; psideedges[side] = ptedge; ptedge->v[0] = ptvert; ptedge->v[1] = pvert; numbedges += 2; if (side == 0) { // entering for front, exiting for back pfrontenter = ptvert; makeclippededge = true; } else { pfrontexit = ptvert; makeclippededge = true; } } else { // add the edge to the appropriate side pedges->pnext = psideedges[side]; psideedges[side] = pedges; } } // if anything was clipped, reconstitute and add the edges along the clip // plane to both sides (but in opposite directions) if (makeclippededge) { if (numbedges >= (MAX_BMODEL_EDGES - 2)) { Con_Printf ("Out of edges for bmodel\n"); return; } ptedge = &pbedges[numbedges]; ptedge->pnext = psideedges[0]; psideedges[0] = ptedge; ptedge->v[0] = pfrontexit; ptedge->v[1] = pfrontenter; ptedge = &pbedges[numbedges + 1]; ptedge->pnext = psideedges[1]; psideedges[1] = ptedge; ptedge->v[0] = pfrontenter; ptedge->v[1] = pfrontexit; numbedges += 2; } // draw or recurse further for (i=0 ; i<2 ; i++) { if (psideedges[i]) { // draw if we've reached a non-solid leaf, done if all that's left is a // solid leaf, and continue down the tree if it's not a leaf pn = pnode->children[i]; // we're done with this branch if the node or leaf isn't in the PVS if (pn->visframe == r_visframecount) { if (pn->contents < 0) { if (pn->contents != CONTENTS_SOLID) { r_currentbkey = ((mleaf_t *)pn)->key; R_RenderBmodelFace(psideedges[i], psurf, v); } } else if(i == 1){ // last, can skip the call pedges = psideedges[i]; pnode = pnode->children[i]; goto next; }else{ R_RecursiveClipBPoly(psideedges[i], pnode->children[i], psurf, v); } } } } } /* ================ R_DrawSolidClippedSubmodelPolygons ================ */ void R_DrawSolidClippedSubmodelPolygons(model_t *pmodel, view_t *v) { int i, j, lindex, o; vec_t dot; msurface_t *psurf; int numsurfaces; mplane_t *pplane; bedge_t *pbedge; medge_t *pedge, *pedges; if(entdrawflags(currententity) ^ r_drawflags) return; // FIXME: use bounding-box-based frustum clipping info? psurf = &pmodel->surfaces[pmodel->firstmodelsurface]; numsurfaces = pmodel->nummodelsurfaces; pedges = pmodel->edges; for (i=0 ; i<numsurfaces ; i++, psurf++) { // find which side of the node we are on pplane = psurf->plane; dot = DotProduct(v->modelorg, pplane->normal) - pplane->dist; // draw the polygon if ((dot > 0) ^ !!(psurf->flags & SURF_PLANEBACK)) { // FIXME: use bounding-box-based frustum clipping info? // copy the edges to bedges, flipping if necessary so always // clockwise winding // FIXME: if edges and vertices get caches, these assignments must move // outside the loop, and overflow checking must be done here pbverts = bverts; pbedges = bedges; numbverts = numbedges = 0; if (psurf->numedges > 0) { pbedge = &bedges[numbedges]; numbedges += psurf->numedges; for (j=0 ; j<psurf->numedges ; j++) { lindex = pmodel->surfedges[psurf->firstedge+j]; if ((o = (lindex < 0))) lindex = -lindex; pedge = &pedges[lindex]; pbedge[j].v[0] = &r_pcurrentvertbase[pedge->v[o]]; pbedge[j].v[1] = &r_pcurrentvertbase[pedge->v[!o]]; pbedge[j].pnext = &pbedge[j+1]; } pbedge[j-1].pnext = nil; // mark end of edges R_RecursiveClipBPoly(pbedge, currententity->topnode, psurf, v); } else { fatal ("no edges in bmodel"); } } } } /* ================ R_DrawSubmodelPolygons ================ */ void R_DrawSubmodelPolygons(model_t *pmodel, view_t *v, int clipflags) { int i; vec_t dot; msurface_t *psurf; int numsurfaces; mplane_t *pplane; // FIXME: use bounding-box-based frustum clipping info? if(entdrawflags(currententity) ^ r_drawflags) return; psurf = &pmodel->surfaces[pmodel->firstmodelsurface]; numsurfaces = pmodel->nummodelsurfaces; for (i=0 ; i<numsurfaces ; i++, psurf++) { // find which side of the node we are on pplane = psurf->plane; dot = DotProduct(v->modelorg, pplane->normal) - pplane->dist; // draw the polygon if ((dot > 0) ^ !!(psurf->flags & SURF_PLANEBACK)) { r_currentkey = ((mleaf_t *)currententity->topnode)->key; // FIXME: use bounding-box-based frustum clipping info? R_RenderFace(psurf, v, clipflags); } } } /* ================ R_RecursiveWorldNode ================ */ static void R_RecursiveWorldNode(mnode_t *node, view_t *v, int clipflags) { int i, c, side, *pindex, rejected; vec3_t acceptpt, rejectpt; mplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; double d, dot; again: if (node->contents == CONTENTS_SOLID) return; // solid if (node->visframe != r_visframecount) return; // cull the clipping planes if not trivial accept // FIXME: the compiler is doing a lousy job of optimizing here; it could be // twice as fast in ASM if (clipflags) { for (i=0 ; i<4 ; i++) { if (! (clipflags & (1<<i)) ) continue; // don't need to clip against it // generate accept and reject points // FIXME: do with fast look-ups or integer tests based on the sign bit // of the floating point values pindex = pfrustum_indexes[i]; rejectpt[0] = node->minmaxs[pindex[0]]; rejectpt[1] = node->minmaxs[pindex[1]]; rejectpt[2] = node->minmaxs[pindex[2]]; d = DotProduct (rejectpt, v->clipplanes[i].normal); d -= v->clipplanes[i].dist; if (d <= 0) return; acceptpt[0] = node->minmaxs[pindex[3+0]]; acceptpt[1] = node->minmaxs[pindex[3+1]]; acceptpt[2] = node->minmaxs[pindex[3+2]]; d = DotProduct (acceptpt, v->clipplanes[i].normal); d -= v->clipplanes[i].dist; if (d >= 0) clipflags &= ~(1<<i); // node is entirely on screen } } // if a leaf node, draw stuff if (node->contents < 0) { pleaf = (mleaf_t *)node; mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c && mark) { do { (*mark)->visframe = r_framecount; mark++; } while (--c); } // deal with model fragments in this leaf if (pleaf->efrags) { R_StoreEfrags (&pleaf->efrags); } pleaf->key = r_currentkey; r_currentkey++; // all bmodels in a leaf share the same key } else { // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; dot = plane->type <= PLANE_Z ? v->modelorg[plane->type] : DotProduct(v->modelorg, plane->normal); dot -= plane->dist; side = dot < 0; // recurse down the children, front side first R_RecursiveWorldNode (node->children[side], v, clipflags); // draw stuff c = node->numsurfaces; if(c){ surf = cl.worldmodel->surfaces + node->firstsurface; rejected = 0; if(dot < -BACKFACE_EPSILON){ do{ if((surf->flags & SURF_PLANEBACK) && surf->visframe == r_framecount) rejected |= !R_RenderFace(surf, v, clipflags); surf++; }while(--c); }else if(dot > BACKFACE_EPSILON){ do{ if(!(surf->flags & SURF_PLANEBACK) && surf->visframe == r_framecount) rejected |= !R_RenderFace(surf, v, clipflags); surf++; }while(--c); } if(rejected){ if(node_rejects == nil || num_node_rejects >= max_node_rejects){ max_node_rejects *= 2; node_rejects = realloc(node_rejects, sizeof(*node_rejects)*max_node_rejects); } node_rejects[num_node_rejects].node = node; node_rejects[num_node_rejects++].clipflags = clipflags; } // all surfaces on the same node share the same sequence number r_currentkey++; } // recurse down the back side node = node->children[!side]; goto again; } } /* ================ R_RenderWorld ================ */ void R_RenderWorld (view_t *v) { model_t *clmodel; currententity = &cl_entities[0]; clmodel = currententity->model; r_pcurrentvertbase = clmodel->vertexes; num_node_rejects = 0; R_RecursiveWorldNode(clmodel->nodes, v, 15); } void R_RenderBlendedBrushes(view_t *v) { model_t *clmodel; nodereject_t *rej; msurface_t *surf; unsigned i; currententity = &cl_entities[0]; clmodel = currententity->model; r_pcurrentvertbase = clmodel->vertexes; if(num_node_rejects < 1) return; /* back to front, no clipping */ /* FIXME(sigrid): this could still be clipped against solid world */ /* FIXME(sigrid): needs to be drawn sorted with non-brush entities */ for(rej = node_rejects+num_node_rejects-1; rej >= node_rejects; rej--){ surf = cl.worldmodel->surfaces + rej->node->firstsurface; R_BeginEdgeFrame(); for(i = 0; i < rej->node->numsurfaces; i++, surf++) R_RenderFace(surf, v, rej->clipflags); R_ScanEdges(v); } }