/* ======================= 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::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 ); } }
/* =================== 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 ); } }