/* ============= 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 ); } }
/* ============= 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. ============= */ void idRenderWorldLocal::FindViewLightsAndEntities(void) { // clear the visible lightDef and entityDef lists tr.viewDef->viewLights = NULL; tr.viewDef->viewEntitys = NULL; // 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(); // bump the view count, invalidating all // visible areas tr.viewCount++; // 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) { portalStack_t ps; int i; static int lastPrintedAreaNum; if (tr.viewDef->areaNum != lastPrintedAreaNum) { lastPrintedAreaNum = tr.viewDef->areaNum; common->Printf("entering portal area %i\n", tr.viewDef->areaNum); } for (i = 0 ; i < 5 ; i++) { ps.portalPlanes[i] = tr.viewDef->frustum[i]; } ps.numPortalPlanes = 5; ps.rect = tr.viewDef->scissor; AddAreaRefs(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); } }