// returns surfID static int FASTCALL FindIntersectionSurfaceAtLeaf( mleaf_t *pLeaf, float start, float end, Vector& c, LightVecState_t& state ) { Vector pt; int closestSurfID = -1; // Adds displacements in the leaf to a list of displacements to test at the end AddDisplacementsInLeafToTestList( pLeaf, state ); // Add non-displacement surfaces // Since there's no BSP tree here, we gotta test *all* surfaces! (blech) for ( int i = 0; i < pLeaf->nummarksurfaces; i++ ) { int surfID = host_state.worldmodel->brush.marksurfaces[pLeaf->firstmarksurface + i]; ASSERT_SURF_VALID( surfID ); // Don't add surfaces that have displacement; they are handled above // In fact, don't even set the vis frame; we need it unset for translucent // displacement code if ( SurfaceHasDispInfo(surfID) ) continue; if ( MSurf_Flags( surfID ) & (SURFDRAW_NODE | SURFDRAW_NODRAW | SURFDRAW_WATERSURFACE) ) continue; cplane_t* pPlane = &MSurf_Plane( surfID ); // Backface cull... if (DotProduct( pPlane->normal, state.m_Ray.m_Delta ) > 0.f) continue; float startDotN = DotProduct( state.m_Ray.m_Start, pPlane->normal ); float deltaDotN = DotProduct( state.m_Ray.m_Delta, pPlane->normal ); float front = startDotN + start * deltaDotN - pPlane->dist; float back = startDotN + end * deltaDotN - pPlane->dist; int side = front < 0.f; // Blow it off if it doesn't split the plane... if ( (back < 0.f) == side ) continue; // Don't test a surface that is farther away from the closest found intersection float frac = front / (front-back); if (frac >= state.m_HitFrac) continue; float mid = start * (1.0f - frac) + end * frac; // Check this surface to see if there's an intersection if (FindIntersectionAtSurface( surfID, mid, c, state )) { closestSurfID = surfID; } } // Return the closest surface hit return closestSurfID; }
int R_MarkLightsLeaf( dlight_t *light, int bit, mleaf_t *pLeaf ) { int countMarked = 0; for ( int i = 0; i < pLeaf->dispCount; i++ ) { IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i ); SurfaceHandle_t parentSurfID = pDispInfo->GetParent(); if ( parentSurfID ) { // Don't redo all this work if we already hit this surface and decided it's lit by this light. msurfacelighting_t *pLighting = SurfaceLighting( parentSurfID ); if( !R_IsDLightAlreadyMarked( pLighting, bit) ) { // Do a different test for displacement surfaces. Vector bmin, bmax; MSurf_DispInfo( parentSurfID )->GetBoundingBox( bmin, bmax ); if ( IsBoxIntersectingSphere(bmin, bmax, light->origin, light->GetRadius()) ) { R_MarkSurfaceDLight( parentSurfID, pLighting, bit ); countMarked++; } } } } SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface]; for ( int i = 0; i < pLeaf->nummarksurfaces; i++ ) { SurfaceHandle_t surfID = pHandle[i]; ASSERT_SURF_VALID( surfID ); // only process leaf surfaces if ( MSurf_Flags( surfID ) & SURFDRAW_NODE ) continue; // Don't redo all this work if we already hit this surface and decided it's lit by this light. msurfacelighting_t *pLighting = SurfaceLighting( surfID ); if(R_IsDLightAlreadyMarked(pLighting, bit)) continue; float dist = DotProduct( light->origin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist; if ( dist > light->GetRadius() || dist < -light->GetRadius() ) continue; countMarked += R_TryLightMarkSurface( light, pLighting, surfID, bit ); } return countMarked; }
void R_MarkLightsLeaf( dlight_t *light, int bit, mleaf_t *pLeaf ) { for( CDispIterator it=pLeaf->GetDispIterator(); it.IsValid(); ) { CDispLeafLink *pCur = it.Inc(); // get current displacement surface info IDispInfo *pDispInfo = static_cast<IDispInfo*>( pCur->m_pDispInfo ); int parentSurfID = pDispInfo->GetParent(); if ( parentSurfID ) { // Don't redo all this work if we already hit this surface and decided it's lit by this light. msurfacelighting_t *pLighting = SurfaceLighting( parentSurfID ); if( !R_IsDLightAlreadyMarked( pLighting, bit) ) { // Do a different test for displacement surfaces. Vector bmin, bmax; MSurf_DispInfo( parentSurfID )->GetBoundingBox( bmin, bmax ); if ( SphereToAABBIntersection( light->origin, light->radius, bmin, bmax ) ) { R_MarkSurfaceDLight( pLighting, bit ); } } } } for ( int i = 0; i < pLeaf->nummarksurfaces; i++ ) { int surfID = host_state.worldmodel->brush.marksurfaces[pLeaf->firstmarksurface + i]; ASSERT_SURF_VALID( surfID ); // only process leaf surfaces if ( MSurf_Flags( surfID ) & SURFDRAW_NODE ) continue; // Don't redo all this work if we already hit this surface and decided it's lit by this light. msurfacelighting_t *pLighting = SurfaceLighting( surfID ); if(R_IsDLightAlreadyMarked(pLighting, bit)) continue; float dist = DotProduct( light->origin, MSurf_Plane( surfID ).normal) - MSurf_Plane( surfID ).dist; if ( dist > light->radius || dist < -light->radius ) continue; R_TryLightMarkSurface( light, pLighting, surfID, bit ); } }