mirror of
https://github.com/nillerusr/source-engine.git
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706 lines
22 KiB
C++
706 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "render_pch.h"
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#include "client.h"
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#include "debug_leafvis.h"
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#include "con_nprint.h"
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#include "tier0/fasttimer.h"
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#include "r_areaportal.h"
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#include "cmodel_engine.h"
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#include "con_nprint.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar r_ClipAreaPortals( "r_ClipAreaPortals", "1", FCVAR_CHEAT );
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ConVar r_DrawPortals( "r_DrawPortals", "0", FCVAR_CHEAT );
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CUtlVector<CPortalRect> g_PortalRects;
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static bool g_bViewerInSolidSpace = false;
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// ------------------------------------------------------------------------------------ //
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// Classes.
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// ------------------------------------------------------------------------------------ //
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#define MAX_PORTAL_VERTS 32
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class CAreaCullInfo
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{
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public:
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CAreaCullInfo()
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{
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m_GlobalCounter = 0;
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memset( &m_Frustum, 0, sizeof( m_Frustum ) );
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memset( &m_Rect, 0, sizeof( m_Rect ) );
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}
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Frustum_t m_Frustum;
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CPortalRect m_Rect;
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unsigned short m_GlobalCounter; // Used to tell if it's been touched yet this frame.
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};
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// ------------------------------------------------------------------------------------ //
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// Globals.
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// ------------------------------------------------------------------------------------ //
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// Visible areas from the client DLL + occluded areas using area portals.
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unsigned char g_RenderAreaBits[32];
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// Used to prevent it from coming back into portals while flowing through them.
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static unsigned char g_AreaStack[32];
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// Frustums for each area for the current frame. Used to cull out leaves.
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static CUtlVector<CAreaCullInfo> g_AreaCullInfo;
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// List of areas marked visible this frame.
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static unsigned short g_VisibleAreas[MAX_MAP_AREAS];
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static int g_nVisibleAreas;
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// Tied to CAreaCullInfo::m_GlobalCounter.
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static unsigned short g_GlobalCounter = 1;
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// A copy of the current view setup, but possibly nobbled a bit.
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static CViewSetup g_viewSetup;
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static CPortalRect g_viewWindow;
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// Maps from world space to normalised (-1,1) screen coords.
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static VMatrix g_ScreenFromWorldProjection;
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// ------------------------------------------------------------------------------------ //
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// Functions.
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// ------------------------------------------------------------------------------------ //
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void R_Areaportal_LevelInit()
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{
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g_AreaCullInfo.SetCount( host_state.worldbrush->m_nAreas );
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}
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void R_Areaportal_LevelShutdown()
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{
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g_AreaCullInfo.Purge();
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g_PortalRects.Purge();
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}
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static inline void R_SetBit( unsigned char *pBits, int bit )
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{
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pBits[bit>>3] |= (1 << (bit&7));
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}
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static inline void R_ClearBit( unsigned char *pBits, int bit )
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{
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pBits[bit>>3] &= ~(1 << (bit&7));
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}
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static inline unsigned char R_TestBit( unsigned char *pBits, int bit )
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{
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return pBits[bit>>3] & (1 << (bit&7));
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}
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struct portalclip_t
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{
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portalclip_t()
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{
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lists[0] = v0;
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lists[1] = v1;
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}
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Vector v0[MAX_PORTAL_VERTS];
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Vector v1[MAX_PORTAL_VERTS];
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Vector *lists[2];
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};
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// Transforms and clips the portal's verts to the view frustum. Returns false
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// if the verts lie outside the frustum.
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static inline bool GetPortalScreenExtents( dareaportal_t *pPortal,
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portalclip_t * RESTRICT clip, CPortalRect &portalRect , float *pReflectionWaterHeight )
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{
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portalRect.left = portalRect.bottom = 1e24;
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portalRect.right = portalRect.top = -1e24;
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bool bValidExtents = false;
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worldbrushdata_t *pBrushData = host_state.worldbrush;
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int nStartVerts = min( (int)pPortal->m_nClipPortalVerts, MAX_PORTAL_VERTS );
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// NOTE: We need two passes to deal with reflection. We need to compute
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// the screen extents for both the reflected + non-reflected area portals
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// and make bounds that surrounds them both.
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int nPassCount = ( pReflectionWaterHeight != NULL ) ? 2 : 1;
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for ( int j = 0; j < nPassCount; ++j )
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{
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int i;
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for( i=0; i < nStartVerts; i++ )
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{
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clip->v0[i] = pBrushData->m_pClipPortalVerts[pPortal->m_FirstClipPortalVert+i];
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// 2nd pass is to compute the reflected areaportal position
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if ( j == 1 )
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{
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clip->v0[i].z = 2.0f * ( *pReflectionWaterHeight ) - clip->v0[i].z;
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}
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}
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int iCurList = 0;
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bool bAllClipped = false;
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for( int iPlane=0; iPlane < 4; iPlane++ )
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{
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const cplane_t *pPlane = g_Frustum.GetPlane(iPlane);
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Vector *pIn = clip->lists[iCurList];
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Vector *pOut = clip->lists[!iCurList];
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int nOutVerts = 0;
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int iPrev = nStartVerts - 1;
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float flPrevDot = pPlane->normal.Dot( pIn[iPrev] ) - pPlane->dist;
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for( int iCur=0; iCur < nStartVerts; iCur++ )
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{
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float flCurDot = pPlane->normal.Dot( pIn[iCur] ) - pPlane->dist;
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if( (flCurDot > 0) != (flPrevDot > 0) )
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{
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if( nOutVerts < MAX_PORTAL_VERTS )
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{
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// Add the vert at the intersection.
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float t = flPrevDot / (flPrevDot - flCurDot);
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VectorLerp( pIn[iPrev], pIn[iCur], t, pOut[nOutVerts] );
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++nOutVerts;
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}
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}
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// Add this vert?
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if( flCurDot > 0 )
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{
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if( nOutVerts < MAX_PORTAL_VERTS )
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{
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pOut[nOutVerts] = pIn[iCur];
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++nOutVerts;
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}
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}
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flPrevDot = flCurDot;
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iPrev = iCur;
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}
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if( nOutVerts == 0 )
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{
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// If they're all behind, then this portal is clipped out.
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bAllClipped = true;
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break;
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}
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nStartVerts = nOutVerts;
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iCurList = !iCurList;
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}
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if ( bAllClipped )
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continue;
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// Project all the verts and figure out the screen extents.
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Vector screenPos;
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Assert( iCurList == 0 );
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for( i=0; i < nStartVerts; i++ )
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{
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Vector &point = clip->v0[i];
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g_EngineRenderer->ClipTransformWithProjection ( g_ScreenFromWorldProjection, point, &screenPos );
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portalRect.left = fpmin( screenPos.x, portalRect.left );
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portalRect.bottom = fpmin( screenPos.y, portalRect.bottom );
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portalRect.top = fpmax( screenPos.y, portalRect.top );
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portalRect.right = fpmax( screenPos.x, portalRect.right );
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}
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bValidExtents = true;
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}
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if ( !bValidExtents )
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{
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portalRect.left = portalRect.bottom = 0;
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portalRect.right = portalRect.top = 0;
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}
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return bValidExtents;
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}
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// Fill in the intersection between the two rectangles.
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inline bool GetRectIntersection( CPortalRect const *pRect1, CPortalRect const *pRect2, CPortalRect *pOut )
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{
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pOut->left = fpmax( pRect1->left, pRect2->left );
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pOut->right = fpmin( pRect1->right, pRect2->right );
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if( pOut->left >= pOut->right )
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return false;
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pOut->bottom = fpmax( pRect1->bottom, pRect2->bottom );
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pOut->top = fpmin( pRect1->top, pRect2->top );
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if( pOut->bottom >= pOut->top )
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return false;
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return true;
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}
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static void R_FlowThroughArea( int area, const Vector &vecVisOrigin, const CPortalRect *pClipRect,
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const VisOverrideData_t* pVisData, float *pReflectionWaterHeight )
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{
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#ifndef SWDS
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// Update this area's frustum.
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if( g_AreaCullInfo[area].m_GlobalCounter != g_GlobalCounter )
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{
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g_VisibleAreas[g_nVisibleAreas] = area;
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++g_nVisibleAreas;
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g_AreaCullInfo[area].m_GlobalCounter = g_GlobalCounter;
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g_AreaCullInfo[area].m_Rect = *pClipRect;
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}
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else
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{
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// Expand the areaportal's rectangle to include the new cliprect.
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CPortalRect *pFrustumRect = &g_AreaCullInfo[area].m_Rect;
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pFrustumRect->left = fpmin( pFrustumRect->left, pClipRect->left );
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pFrustumRect->bottom = fpmin( pFrustumRect->bottom, pClipRect->bottom );
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pFrustumRect->top = fpmax( pFrustumRect->top, pClipRect->top );
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pFrustumRect->right = fpmax( pFrustumRect->right, pClipRect->right );
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}
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// Mark this area as visible.
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R_SetBit( g_RenderAreaBits, area );
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// Set that we're in this area on the stack.
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R_SetBit( g_AreaStack, area );
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worldbrushdata_t *pBrushData = host_state.worldbrush;
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Assert( area < host_state.worldbrush->m_nAreas );
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darea_t *pArea = &host_state.worldbrush->m_pAreas[area];
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// temp buffer for clipping
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portalclip_t clipTmp;
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// Check all areas that connect to this area.
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for( int iAreaPortal=0; iAreaPortal < pArea->numareaportals; iAreaPortal++ )
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{
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Assert( pArea->firstareaportal + iAreaPortal < pBrushData->m_nAreaPortals );
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dareaportal_t *pAreaPortal = &pBrushData->m_pAreaPortals[ pArea->firstareaportal + iAreaPortal ];
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// Don't flow back into a portal on the stack.
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if( R_TestBit( g_AreaStack, pAreaPortal->otherarea ) )
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continue;
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// If this portal is closed, don't go through it.
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if ( !R_TestBit( cl.m_chAreaPortalBits, pAreaPortal->m_PortalKey ) )
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continue;
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// Make sure the viewer is on the right side of the portal to see through it.
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cplane_t *pPlane = &pBrushData->planes[ pAreaPortal->planenum ];
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// Use the specified vis origin to test backface culling, or the main view if none was specified
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float flDist = pPlane->normal.Dot( vecVisOrigin ) - pPlane->dist;
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if( flDist < -0.1f )
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continue;
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// If the client doesn't want this area visible, don't try to flow into it.
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if( !R_TestBit( cl.m_chAreaBits, pAreaPortal->otherarea ) )
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continue;
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CPortalRect portalRect;
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bool portalVis = true;
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// don't try to clip portals if the viewer is practically in the plane
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float fDistTolerance = (pVisData)?(pVisData->m_fDistToAreaPortalTolerance):(0.1f);
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if ( flDist > fDistTolerance )
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{
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portalVis = GetPortalScreenExtents( pAreaPortal, &clipTmp, portalRect, pReflectionWaterHeight );
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}
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else
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{
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portalRect.left = -1;
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portalRect.top = 1;
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portalRect.right = 1;
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portalRect.bottom = -1; // note top/bottom reversed!
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//portalVis=true - not needed, default
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}
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if( portalVis )
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{
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CPortalRect intersection;
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if( GetRectIntersection( &portalRect, pClipRect, &intersection ) )
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{
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#ifdef USE_CONVARS
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if( r_DrawPortals.GetInt() )
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{
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g_PortalRects.AddToTail( intersection );
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}
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#endif
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// Ok, we can see into this area.
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R_FlowThroughArea( pAreaPortal->otherarea, vecVisOrigin, &intersection, pVisData, pReflectionWaterHeight );
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}
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}
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}
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// Mark that we're leaving this area.
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R_ClearBit( g_AreaStack, area );
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#endif
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}
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static void IncrementGlobalCounter()
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{
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if( g_GlobalCounter == 0xFFFF )
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{
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for( int i=0; i < g_AreaCullInfo.Count(); i++ )
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g_AreaCullInfo[i].m_GlobalCounter = 0;
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g_GlobalCounter = 1;
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}
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else
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{
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g_GlobalCounter++;
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}
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}
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static void R_SetupGlobalFrustum()
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{
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#ifndef SWDS
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// Copy the current view away so that we can play with it if needed.
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g_viewSetup = g_EngineRenderer->ViewGetCurrent();
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if( g_viewSetup.m_bOrtho )
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{
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g_viewWindow.right = g_viewSetup.m_OrthoRight;
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g_viewWindow.left = g_viewSetup.m_OrthoLeft;
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g_viewWindow.top = g_viewSetup.m_OrthoTop;
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g_viewWindow.bottom = g_viewSetup.m_OrthoBottom;
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}
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else
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{
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// Assuming a view plane distance of 1, figure out the boundaries of a window
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// the view would project into given the FOV.
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float xFOV = g_EngineRenderer->GetFov() * 0.5f;
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float yFOV = g_EngineRenderer->GetFovY() * 0.5f;
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g_viewWindow.right = tan( DEG2RAD( xFOV ) );
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g_viewWindow.left = -g_viewWindow.right;
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g_viewWindow.top = tan( DEG2RAD( yFOV ) );
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g_viewWindow.bottom = -g_viewWindow.top;
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if ( g_viewSetup.m_bOffCenter )
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{
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// How did this ever work?
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Assert ( !"test m_bOffCenter frustums with area portals" );
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}
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else if ( g_viewSetup.m_bViewToProjectionOverride )
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{
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// ...this has been tested and works!
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}
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// Rather than try to deal with crazy projection matrices (shear, trapezoid, etc), take whatever FOV we're given,
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// assume it's conservative, and then construct a matching projection matrix for it. Then use that consistent
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// hallucination throughout, rather than refer back to the engine's actual proj. matrix for anything.
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VMatrix matrixView;
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VMatrix matrixProjection;
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VMatrix matrixWorldToScreen;
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g_viewSetup.m_bViewToProjectionOverride = false;
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ComputeViewMatrices (
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&matrixView,
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&matrixProjection,
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&matrixWorldToScreen,
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g_viewSetup );
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g_ScreenFromWorldProjection = matrixWorldToScreen;
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}
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#endif //#ifndef SWDS
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}
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ConVar r_snapportal( "r_snapportal", "-1" );
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extern void CSGFrustum( Frustum_t &frustum );
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static void R_SetupVisibleAreaFrustums()
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{
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#ifndef SWDS
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// Now scale the portals as specified in the normalized view frustum (-1,-1,1,1)
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// into our view window and generate planes out of that.
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for( int i=0; i < g_nVisibleAreas; i++ )
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{
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CAreaCullInfo *pInfo = &g_AreaCullInfo[ g_VisibleAreas[i] ];
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CPortalRect portalWindow;
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portalWindow.left = RemapVal( pInfo->m_Rect.left, -1, 1, g_viewWindow.left, g_viewWindow.right );
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portalWindow.right = RemapVal( pInfo->m_Rect.right, -1, 1, g_viewWindow.left, g_viewWindow.right );
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portalWindow.top = RemapVal( pInfo->m_Rect.top, -1, 1, g_viewWindow.bottom, g_viewWindow.top );
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portalWindow.bottom = RemapVal( pInfo->m_Rect.bottom, -1, 1, g_viewWindow.bottom, g_viewWindow.top );
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if( g_viewSetup.m_bOrtho )
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{
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// Left and right planes...
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float orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewRight());
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pInfo->m_Frustum.SetPlane( FRUSTUM_LEFT, PLANE_ANYZ, CurrentViewRight(), portalWindow.left + orgOffset );
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pInfo->m_Frustum.SetPlane( FRUSTUM_RIGHT, PLANE_ANYZ, -CurrentViewRight(), -portalWindow.right - orgOffset );
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// Top and bottom planes...
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orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewUp());
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pInfo->m_Frustum.SetPlane( FRUSTUM_TOP, PLANE_ANYZ, CurrentViewUp(), portalWindow.top + orgOffset );
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pInfo->m_Frustum.SetPlane( FRUSTUM_BOTTOM, PLANE_ANYZ, -CurrentViewUp(), -portalWindow.bottom - orgOffset );
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}
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else
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{
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if ( g_viewSetup.m_bOffCenter )
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{
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// How did this ever work?
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Assert ( !"test m_bOffCenter frustums with area portals" );
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}
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else if ( g_viewSetup.m_bViewToProjectionOverride )
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{
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// ...this has been tested and works!
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}
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Vector normal;
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const cplane_t *pTest;
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// right side
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normal = portalWindow.right * CurrentViewForward() - CurrentViewRight();
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VectorNormalize(normal); // OPTIMIZE: This is unnecessary for culling
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pTest = pInfo->m_Frustum.GetPlane( FRUSTUM_RIGHT );
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pInfo->m_Frustum.SetPlane( FRUSTUM_RIGHT, PLANE_ANYZ, normal, DotProduct(normal,CurrentViewOrigin()) );
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// left side
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normal = CurrentViewRight() - portalWindow.left * CurrentViewForward();
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VectorNormalize(normal); // OPTIMIZE: This is unnecessary for culling
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pTest = pInfo->m_Frustum.GetPlane( FRUSTUM_LEFT );
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pInfo->m_Frustum.SetPlane( FRUSTUM_LEFT, PLANE_ANYZ, normal, DotProduct(normal,CurrentViewOrigin()) );
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// top
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normal = portalWindow.top * CurrentViewForward() - CurrentViewUp();
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VectorNormalize(normal); // OPTIMIZE: This is unnecessary for culling
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pTest = pInfo->m_Frustum.GetPlane( FRUSTUM_TOP );
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pInfo->m_Frustum.SetPlane( FRUSTUM_TOP, PLANE_ANYZ, normal, DotProduct(normal,CurrentViewOrigin()) );
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|
|
// bottom
|
|
normal = CurrentViewUp() - portalWindow.bottom * CurrentViewForward();
|
|
VectorNormalize(normal); // OPTIMIZE: This is unnecessary for culling
|
|
pTest = pInfo->m_Frustum.GetPlane( FRUSTUM_BOTTOM );
|
|
pInfo->m_Frustum.SetPlane( FRUSTUM_BOTTOM, PLANE_ANYZ, normal, DotProduct(normal,CurrentViewOrigin()) );
|
|
|
|
// farz
|
|
pInfo->m_Frustum.SetPlane( FRUSTUM_FARZ, PLANE_ANYZ, -CurrentViewForward(),
|
|
DotProduct(-CurrentViewForward(), CurrentViewOrigin() + CurrentViewForward()*g_viewSetup.zFar) );
|
|
}
|
|
|
|
// DEBUG: Code to visualize the areaportal frustums in 3D
|
|
// Useful for debugging
|
|
extern void CSGFrustum( Frustum_t &frustum );
|
|
if ( r_snapportal.GetInt() >= 0 )
|
|
{
|
|
if ( g_VisibleAreas[i] == r_snapportal.GetInt() )
|
|
{
|
|
pInfo->m_Frustum.SetPlane( FRUSTUM_NEARZ, PLANE_ANYZ, CurrentViewForward(),
|
|
DotProduct(CurrentViewForward(), CurrentViewOrigin()) );
|
|
pInfo->m_Frustum.SetPlane( FRUSTUM_FARZ, PLANE_ANYZ, -CurrentViewForward(),
|
|
DotProduct(-CurrentViewForward(), CurrentViewOrigin() + CurrentViewForward()*500) );
|
|
r_snapportal.SetValue( -1 );
|
|
CSGFrustum( pInfo->m_Frustum );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
|
|
// Intersection of AABB and a frustum. The frustum may contain 0-32 planes
|
|
// (active planes are defined by inClipMask). Returns boolean value indicating
|
|
// whether AABB intersects the view frustum or not.
|
|
// If AABB intersects the frustum, an output clip mask is returned as well
|
|
// (indicating which planes are crossed by the AABB). This information
|
|
// can be used to optimize testing of child nodes or objects inside the
|
|
// nodes (pass value as 'inClipMask').
|
|
inline bool R_CullNodeInternal( mnode_t *pNode, int &nClipMask, const Frustum_t& frustum )
|
|
{
|
|
int nOutClipMask = nClipMask & FRUSTUM_CLIP_IN_AREA; // init outclip mask
|
|
|
|
float flCenterDotNormal, flHalfDiagDotAbsNormal;
|
|
if (nClipMask & FRUSTUM_CLIP_RIGHT)
|
|
{
|
|
const cplane_t *pPlane = frustum.GetPlane(FRUSTUM_RIGHT);
|
|
flCenterDotNormal = DotProduct( pNode->m_vecCenter, pPlane->normal ) - pPlane->dist;
|
|
flHalfDiagDotAbsNormal = DotProduct( pNode->m_vecHalfDiagonal, frustum.GetAbsNormal(FRUSTUM_RIGHT) );
|
|
if (flCenterDotNormal + flHalfDiagDotAbsNormal < 0.0f)
|
|
return true;
|
|
if (flCenterDotNormal - flHalfDiagDotAbsNormal < 0.0f)
|
|
nOutClipMask |= FRUSTUM_CLIP_RIGHT;
|
|
}
|
|
|
|
if (nClipMask & FRUSTUM_CLIP_LEFT)
|
|
{
|
|
const cplane_t *pPlane = frustum.GetPlane(FRUSTUM_LEFT);
|
|
flCenterDotNormal = DotProduct( pNode->m_vecCenter, pPlane->normal ) - pPlane->dist;
|
|
flHalfDiagDotAbsNormal = DotProduct( pNode->m_vecHalfDiagonal, frustum.GetAbsNormal(FRUSTUM_LEFT) );
|
|
if (flCenterDotNormal + flHalfDiagDotAbsNormal < 0.0f)
|
|
return true;
|
|
if (flCenterDotNormal - flHalfDiagDotAbsNormal < 0.0f)
|
|
nOutClipMask |= FRUSTUM_CLIP_LEFT;
|
|
}
|
|
|
|
if (nClipMask & FRUSTUM_CLIP_TOP)
|
|
{
|
|
const cplane_t *pPlane = frustum.GetPlane(FRUSTUM_TOP);
|
|
flCenterDotNormal = DotProduct( pNode->m_vecCenter, pPlane->normal ) - pPlane->dist;
|
|
flHalfDiagDotAbsNormal = DotProduct( pNode->m_vecHalfDiagonal, frustum.GetAbsNormal(FRUSTUM_TOP) );
|
|
if (flCenterDotNormal + flHalfDiagDotAbsNormal < 0.0f)
|
|
return true;
|
|
if (flCenterDotNormal - flHalfDiagDotAbsNormal < 0.0f)
|
|
nOutClipMask |= FRUSTUM_CLIP_TOP;
|
|
}
|
|
|
|
if (nClipMask & FRUSTUM_CLIP_BOTTOM)
|
|
{
|
|
const cplane_t *pPlane = frustum.GetPlane(FRUSTUM_BOTTOM);
|
|
flCenterDotNormal = DotProduct( pNode->m_vecCenter, pPlane->normal ) - pPlane->dist;
|
|
flHalfDiagDotAbsNormal = DotProduct( pNode->m_vecHalfDiagonal, frustum.GetAbsNormal(FRUSTUM_BOTTOM) );
|
|
if (flCenterDotNormal + flHalfDiagDotAbsNormal < 0.0f)
|
|
return true;
|
|
if (flCenterDotNormal - flHalfDiagDotAbsNormal < 0.0f)
|
|
nOutClipMask |= FRUSTUM_CLIP_BOTTOM;
|
|
}
|
|
|
|
nClipMask = nOutClipMask;
|
|
return false; // AABB intersects frustum
|
|
}
|
|
|
|
|
|
bool R_CullNode( Frustum_t *pAreaFrustum, mnode_t *pNode, int& nClipMask )
|
|
{
|
|
// Now cull to this area's frustum.
|
|
if (( !g_bViewerInSolidSpace ) && ( pNode->area > 0 ))
|
|
{
|
|
// First make sure its whole area is even visible.
|
|
if( !R_IsAreaVisible( pNode->area ) )
|
|
return true;
|
|
|
|
// This ConVar access causes a huge perf hit in some cases.
|
|
// If you want to put it back in please cache it's value.
|
|
//#ifdef USE_CONVARS
|
|
// if( r_ClipAreaPortals.GetInt() )
|
|
//#else
|
|
if( 1 )
|
|
//#endif
|
|
{
|
|
if ((nClipMask & FRUSTUM_CLIP_IN_AREA) == 0)
|
|
{
|
|
// In this case, we've never hit this area before and
|
|
// we need to test all planes again because we just changed the frustum
|
|
nClipMask = FRUSTUM_CLIP_IN_AREA | FRUSTUM_CLIP_ALL;
|
|
}
|
|
|
|
pAreaFrustum = &g_AreaCullInfo[pNode->area].m_Frustum;
|
|
}
|
|
}
|
|
|
|
return R_CullNodeInternal( pNode, nClipMask, *pAreaFrustum );
|
|
}
|
|
|
|
|
|
static ConVar r_portalscloseall( "r_portalscloseall", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
|
static ConVar r_portalsopenall( "r_portalsopenall", "0", FCVAR_CHEAT, "Open all portals" );
|
|
static ConVar r_ShowViewerArea( "r_ShowViewerArea", "0" );
|
|
|
|
void R_SetupAreaBits( int iForceViewLeaf /* = -1 */, const VisOverrideData_t* pVisData /* = NULL */, float *pWaterReflectionHeight /* = NULL */ )
|
|
{
|
|
IncrementGlobalCounter();
|
|
|
|
g_bViewerInSolidSpace = false;
|
|
|
|
// Clear the visible area bits.
|
|
memset( g_RenderAreaBits, 0, sizeof( g_RenderAreaBits ) );
|
|
memset( g_AreaStack, 0, sizeof( g_AreaStack ) );
|
|
|
|
// Our initial clip rect is the whole screen.
|
|
CPortalRect rect;
|
|
rect.left = rect.bottom = -1;
|
|
rect.top = rect.right = 1;
|
|
|
|
// Flow through areas starting at the one we're in.
|
|
int leaf = iForceViewLeaf;
|
|
// If view point override wasn't specified, use the current view origin
|
|
if ( iForceViewLeaf == -1 )
|
|
{
|
|
leaf = CM_PointLeafnum( g_EngineRenderer->ViewOrigin() );
|
|
}
|
|
|
|
if( r_portalscloseall.GetBool() )
|
|
{
|
|
if ( cl.m_bAreaBitsValid )
|
|
{
|
|
// Clear the visible area bits.
|
|
memset( g_RenderAreaBits, 0, sizeof( g_RenderAreaBits ) );
|
|
int area = host_state.worldbrush->leafs[leaf].area;
|
|
R_SetBit( g_RenderAreaBits, area );
|
|
|
|
g_VisibleAreas[0] = area;
|
|
g_nVisibleAreas = 1;
|
|
|
|
g_AreaCullInfo[area].m_GlobalCounter = g_GlobalCounter;
|
|
g_AreaCullInfo[area].m_Rect = rect;
|
|
|
|
R_SetupVisibleAreaFrustums();
|
|
}
|
|
else
|
|
{
|
|
g_bViewerInSolidSpace = true;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( host_state.worldbrush->leafs[leaf].contents & CONTENTS_SOLID ||
|
|
cl.ishltv || cl.isreplay || !cl.m_bAreaBitsValid || r_portalsopenall.GetBool() )
|
|
#else
|
|
if ( host_state.worldbrush->leafs[leaf].contents & CONTENTS_SOLID ||
|
|
cl.ishltv || !cl.m_bAreaBitsValid || r_portalsopenall.GetBool() )
|
|
#endif
|
|
{
|
|
// Draw everything if we're in solid space or if r_portalsopenall is true (used for building cubemaps)
|
|
g_bViewerInSolidSpace = true;
|
|
|
|
if ( r_ShowViewerArea.GetInt() )
|
|
Con_NPrintf( 3, "Viewer area: (solid space)" );
|
|
}
|
|
else
|
|
{
|
|
int area = host_state.worldbrush->leafs[leaf].area;
|
|
|
|
if ( r_ShowViewerArea.GetInt() )
|
|
Con_NPrintf( 3, "Viewer area: %d", area );
|
|
|
|
g_nVisibleAreas = 0;
|
|
Vector vecVisOrigin = (pVisData)?(pVisData->m_vecVisOrigin):(g_EngineRenderer->ViewOrigin());
|
|
R_SetupGlobalFrustum();
|
|
R_FlowThroughArea ( area, vecVisOrigin, &rect, pVisData, pWaterReflectionHeight );
|
|
R_SetupVisibleAreaFrustums();
|
|
}
|
|
}
|
|
|
|
|
|
const Frustum_t* GetAreaFrustum( int area )
|
|
{
|
|
if ( g_AreaCullInfo[area].m_GlobalCounter == g_GlobalCounter )
|
|
return &g_AreaCullInfo[area].m_Frustum;
|
|
else
|
|
return &g_Frustum;
|
|
}
|
|
|
|
|
|
|