Beispiel #1
0
void SV_AddToFatPVS (vec3_t org, mnode_t *node)
{
	int		i;
	byte	*pvs;
	mplane_t	*plane;
	float	d;

	while (1)
	{
	// if this is a leaf, accumulate the pvs bits
		if (node->contents < 0)
		{
			if (node->contents != CONTENTS_SOLID)
			{
				pvs = Mod_LeafPVS ( (mleaf_t *)node, sv.worldmodel);
				for (i=0 ; i<fatbytes ; i++)
					fatpvs[i] |= pvs[i];
			}
			return;
		}
	
		plane = node->plane;
		d = DotProduct (org, plane->normal) - plane->dist;
		if (d > 8)
			node = node->children[0];
		else if (d < -8)
			node = node->children[1];
		else
		{	// go down both
			SV_AddToFatPVS (org, node->children[0]);
			node = node->children[1];
		}
	}
}
Beispiel #2
0
static void R_Shader_UpdateLightVISCache( R_ShaderLight *light ) {
	unsigned int pvsSize = (cl.worldmodel->numleafs + 7) / 8;
	mleaf_t *leaf = Mod_PointInLeaf( (float*)light->origin, cl.worldmodel );
	if( leaf != NULL ) {
		byte *pvs = Mod_LeafPVS( leaf, cl.worldmodel );
		memcpy( light->visCache, pvs, pvsSize );
	} else {
		// set all leaf flags to draw everything
		memset( light->visCache, 0xff, pvsSize );
	}
}
Beispiel #3
0
/*
===============
R_MarkSurfaces -- johnfitz -- mark surfaces based on PVS and rebuild texture chains
===============
*/
void R_MarkSurfaces (void)
{
	byte		*vis;
	mleaf_t		*leaf;
	mnode_t		*node;
	msurface_t	*surf, **mark;
	int			i, j;
	qboolean	nearwaterportal;

	// clear lightmap chains
	memset (lightmap_polys, 0, sizeof(lightmap_polys));

	// check this leaf for water portals
	// TODO: loop through all water surfs and use distance to leaf cullbox
	nearwaterportal = false;
	for (i=0, mark = r_viewleaf->firstmarksurface; i < r_viewleaf->nummarksurfaces; i++, mark++)
		if ((*mark)->flags & SURF_DRAWTURB)
			nearwaterportal = true;

	// choose vis data
	if (r_novis.value || r_viewleaf->contents == CONTENTS_SOLID || r_viewleaf->contents == CONTENTS_SKY)
		vis = Mod_NoVisPVS (cl.worldmodel);
	else if (nearwaterportal)
		vis = SV_FatPVS (r_origin, cl.worldmodel);
	else
		vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);

	// if surface chains don't need regenerating, just add static entities and return
	if (r_oldviewleaf == r_viewleaf && !vis_changed && !nearwaterportal)
	{
		leaf = &cl.worldmodel->leafs[1];
		for (i=0 ; i<cl.worldmodel->numleafs ; i++, leaf++)
			if (vis[i>>3] & (1<<(i&7)))
				if (leaf->efrags)
					R_StoreEfrags (&leaf->efrags);
		return;
	}
Beispiel #4
0
byte *Mod_GetCurrentVis( void )
{
	return Mod_LeafPVS( r_viewleaf, cl.worldmodel );
}