974 lines
21 KiB
C
974 lines
21 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// light_trace.c - ray casting
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//=======================================================================
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#include "bsplib.h"
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#include "const.h"
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#define CURVE_FACET_ERROR 8
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int c_totalTrace;
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int c_cullTrace, c_testTrace;
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int c_testFacets;
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surfaceTest_t *surfaceTest[MAX_MAP_SURFACES];
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/*
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=====================
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PlaneFromPoints
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Returns false if the triangle is degenrate.
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The normal will point out of the clock for clockwise ordered points
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=====================
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*/
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bool PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c )
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{
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vec3_t d1, d2;
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VectorSubtract( b, a, d1 );
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VectorSubtract( c, a, d2 );
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CrossProduct( d2, d1, plane );
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if( VectorNormalizeLength( plane ) == 0 )
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{
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return false;
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}
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plane[3] = DotProduct( a, plane );
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return true;
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}
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/*
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=====================
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CM_GenerateBoundaryForPoints
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=====================
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*/
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void CM_GenerateBoundaryForPoints( float boundary[4], float plane[4], vec3_t a, vec3_t b )
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{
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vec3_t d1;
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// amke a perpendicular vector to the edge and the surface
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VectorSubtract( b, a, d1 );
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CrossProduct( plane, d1, boundary );
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VectorNormalize( boundary );
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boundary[3] = DotProduct( a, boundary );
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}
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/*
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=====================
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TextureMatrixFromPoints
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=====================
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*/
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void TextureMatrixFromPoints( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t *c )
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{
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int i, j;
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float t;
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float m[3][4];
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float s;
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// this is an incredibly stupid way of solving a three variable equation
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for( i = 0; i < 2; i++ )
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{
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m[0][0] = a->point[0];
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m[0][1] = a->point[1];
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m[0][2] = a->point[2];
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m[0][3] = a->st[i];
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m[1][0] = b->point[0];
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m[1][1] = b->point[1];
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m[1][2] = b->point[2];
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m[1][3] = b->st[i];
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m[2][0] = c->point[0];
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m[2][1] = c->point[1];
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m[2][2] = c->point[2];
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m[2][3] = c->st[i];
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if( fabs(m[1][0]) > fabs(m[0][0]) && fabs(m[1][0]) > fabs(m[2][0]))
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{
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for( j = 0; j < 4; j++ )
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{
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t = m[0][j];
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m[0][j] = m[1][j];
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m[1][j] = t;
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}
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}
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else if( fabs(m[2][0]) > fabs(m[0][0]) && fabs(m[2][0]) > fabs(m[1][0]))
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{
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for( j = 0; j < 4; j++ )
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{
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t = m[0][j];
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m[0][j] = m[2][j];
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m[2][j] = t;
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}
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}
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s = 1.0 / m[0][0];
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m[0][0] *= s;
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m[0][1] *= s;
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m[0][2] *= s;
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m[0][3] *= s;
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s = m[1][0];
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m[1][0] -= m[0][0] * s;
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m[1][1] -= m[0][1] * s;
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m[1][2] -= m[0][2] * s;
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m[1][3] -= m[0][3] * s;
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s = m[2][0];
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m[2][0] -= m[0][0] * s;
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m[2][1] -= m[0][1] * s;
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m[2][2] -= m[0][2] * s;
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m[2][3] -= m[0][3] * s;
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if( fabs(m[2][1]) > fabs(m[1][1]))
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{
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for( j = 0; j < 4; j++ )
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{
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t = m[1][j];
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m[1][j] = m[2][j];
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m[2][j] = t;
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}
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}
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s = 1.0 / m[1][1];
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m[1][0] *= s;
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m[1][1] *= s;
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m[1][2] *= s;
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m[1][3] *= s;
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s = m[2][1];
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m[2][0] -= m[1][0] * s;
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m[2][1] -= m[1][1] * s;
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m[2][2] -= m[1][2] * s;
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m[2][3] -= m[1][3] * s;
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s = 1.0 / m[2][2];
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m[2][0] *= s;
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m[2][1] *= s;
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m[2][2] *= s;
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m[2][3] *= s;
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f->textureMatrix[i][2] = m[2][3];
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f->textureMatrix[i][1] = m[1][3] - f->textureMatrix[i][2] * m[1][2];
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f->textureMatrix[i][0] = m[0][3] - f->textureMatrix[i][2] * m[0][2] - f->textureMatrix[i][1] * m[0][1];
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f->textureMatrix[i][3] = 0;
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/*
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s = fabs( DotProduct( a->point, f->textureMatrix[i] ) - a->st[i] );
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if( s > 0.01 )
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{
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Sys_Error( "Bad textureMatrix\n" );
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}
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s = fabs( DotProduct( b->point, f->textureMatrix[i] ) - b->st[i] );
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if( s > 0.01 )
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{
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Sys_Error( "Bad textureMatrix\n" );
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}
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s = fabs( DotProduct( c->point, f->textureMatrix[i] ) - c->st[i] );
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if ( s > 0.01 )
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{
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Sys_Error( "Bad textureMatrix\n" );
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}
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*/
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}
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}
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/*
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=====================
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CM_GenerateFacetFor3Points
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=====================
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*/
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bool CM_GenerateFacetFor3Points( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t *c )
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{
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// if we can't generate a valid plane for the points, ignore the facet
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if( !PlaneFromPoints( f->surface, a->point, b->point, c->point ))
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{
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f->numBoundaries = 0;
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return false;
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}
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// make boundaries
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f->numBoundaries = 3;
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CM_GenerateBoundaryForPoints( f->boundaries[0], f->surface, a->point, b->point );
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CM_GenerateBoundaryForPoints( f->boundaries[1], f->surface, b->point, c->point );
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CM_GenerateBoundaryForPoints( f->boundaries[2], f->surface, c->point, a->point );
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VectorCopy( a->point, f->points[0] );
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VectorCopy( b->point, f->points[1] );
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VectorCopy( c->point, f->points[2] );
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TextureMatrixFromPoints( f, a, b, c );
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return true;
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}
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/*
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=====================
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CM_GenerateFacetFor4Points
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Attempts to use four points as a planar quad
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=====================
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*/
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bool CM_GenerateFacetFor4Points( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t *c, dvertex_t *d )
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{
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float dist;
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int i;
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vec4_t plane;
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// if we can't generate a valid plane for the points, ignore the facet
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if( !PlaneFromPoints( f->surface, a->point, b->point, c->point ))
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{
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f->numBoundaries = 0;
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return false;
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}
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// if the fourth point is also on the plane, we can make a quad facet
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dist = DotProduct( d->point, f->surface ) - f->surface[3];
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if( fabs( dist ) > ON_EPSILON )
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{
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f->numBoundaries = 0;
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return false;
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}
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// make boundaries
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f->numBoundaries = 4;
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CM_GenerateBoundaryForPoints( f->boundaries[0], f->surface, a->point, b->point );
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CM_GenerateBoundaryForPoints( f->boundaries[1], f->surface, b->point, c->point );
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CM_GenerateBoundaryForPoints( f->boundaries[2], f->surface, c->point, d->point );
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CM_GenerateBoundaryForPoints( f->boundaries[3], f->surface, d->point, a->point );
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VectorCopy( a->point, f->points[0] );
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VectorCopy( b->point, f->points[1] );
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VectorCopy( c->point, f->points[2] );
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VectorCopy( d->point, f->points[3] );
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for( i = 1; i < 4; i++ )
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{
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if( !PlaneFromPoints( plane, f->points[i], f->points[(i+1) % 4], f->points[(i+2) % 4]))
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{
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f->numBoundaries = 0;
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return false;
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}
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if( DotProduct( f->surface, plane ) < 0.9 )
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{
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f->numBoundaries = 0;
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return false;
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}
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}
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TextureMatrixFromPoints( f, a, b, c );
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return true;
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}
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/*
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===============
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SphereFromBounds
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===============
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*/
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void SphereFromBounds( vec3_t mins, vec3_t maxs, vec3_t origin, float *radius )
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{
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vec3_t temp;
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VectorAdd( mins, maxs, origin );
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VectorScale( origin, 0.5, origin );
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VectorSubtract( maxs, origin, temp );
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*radius = VectorLength( temp );
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}
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/*
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====================
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FacetsForTriangleSurface
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====================
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*/
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void FacetsForTriangleSurface( dsurface_t *dsurf, bsp_shader_t *si, surfaceTest_t *test )
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{
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int i;
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dvertex_t *v1, *v2, *v3, *v4;
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int count;
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int i1, i2, i3, i4, i5, i6;
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test->numFacets = dsurf->numindices / 3;
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test->facets = BSP_Malloc( sizeof( test->facets[0] ) * test->numFacets );
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test->shader = si;
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count = 0;
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for( i = 0; i < test->numFacets; i++ )
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{
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i1 = dindexes[dsurf->firstindex+i*3+0];
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i2 = dindexes[dsurf->firstindex+i*3+1];
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i3 = dindexes[dsurf->firstindex+i*3+2];
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v1 = &dvertexes[dsurf->firstvertex+i1];
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v2 = &dvertexes[dsurf->firstvertex+i2];
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v3 = &dvertexes[dsurf->firstvertex+i3];
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// try and make a quad out of two triangles
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if( i != test->numFacets - 1 )
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{
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i4 = dindexes[dsurf->firstindex+i*3+3];
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i5 = dindexes[dsurf->firstindex+i*3+4];
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i6 = dindexes[dsurf->firstindex+i*3+5];
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if( i4 == i3 && i5 == i2 )
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{
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v4 = &dvertexes[ dsurf->firstvertex + i6 ];
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if( CM_GenerateFacetFor4Points( &test->facets[count], v1, v2, v4, v3 ))
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{
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count++;
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i++; // skip next tri
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continue;
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}
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}
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}
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if( CM_GenerateFacetFor3Points( &test->facets[count], v1, v2, v3 ))
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count++;
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}
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// we may have turned some pairs into quads
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test->numFacets = count;
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}
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/*
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=====================
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InitSurfacesForTesting
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Builds structures to speed the ray tracing against surfaces
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=====================
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*/
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void InitSurfacesForTesting( void )
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{
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int i, j;
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dsurface_t *dsurf;
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surfaceTest_t *test;
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dvertex_t *dvert;
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bsp_shader_t *si;
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for( i = 0; i < numsurfaces; i++ )
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{
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dsurf = &dsurfaces[i];
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if( !dsurf->numindices )
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{
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continue;
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}
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// don't make surfaces for transparent objects
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// because we want light to pass through them
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si = FindShader( dshaders[dsurf->shadernum].name );
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if(( si->contents & CONTENTS_TRANSLUCENT) && !(si->surfaceFlags & SURF_ALPHASHADOW))
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{
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continue;
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}
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test = BSP_Malloc( sizeof( *test ));
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surfaceTest[i] = test;
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ClearBounds( test->mins, test->maxs );
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dvert = &dvertexes[ dsurf->firstvertex ];
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for( j = 0; j < dsurf->numvertices; j++, dvert++ )
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{
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AddPointToBounds( dvert->point, test->mins, test->maxs );
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}
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SphereFromBounds( test->mins, test->maxs, test->origin, &test->radius );
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FacetsForTriangleSurface( dsurf, si, test );
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}
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}
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/*
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=====================
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GenerateBoundaryForPoints
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=====================
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*/
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void GenerateBoundaryForPoints( float boundary[4], float plane[4], vec3_t a, vec3_t b )
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{
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vec3_t d1;
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// amke a perpendicular vector to the edge and the surface
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VectorSubtract( b, a, d1 );
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CrossProduct( plane, d1, boundary );
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VectorNormalize( boundary );
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boundary[3] = DotProduct( a, boundary );
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}
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/*
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=================
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SetFacetFilter
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Given a point on a facet, determine the color filter
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for light passing through
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=================
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*/
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void SetFacetFilter( traceWork_t *tr, bsp_shader_t *shader, cFacet_t *facet, vec3_t point )
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{
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float s, t;
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int is, it;
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byte *image;
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int b;
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// most surfaces are completely opaque
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if( !(shader->surfaceFlags & SURF_ALPHASHADOW ))
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{
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VectorClear( tr->trace->filter );
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return;
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}
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s = DotProduct( point, facet->textureMatrix[0] ) + facet->textureMatrix[0][3];
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t = DotProduct( point, facet->textureMatrix[1] ) + facet->textureMatrix[1][3];
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if( !shader->pixels )
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{
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// assume completely solid
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VectorClear( point );
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return;
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}
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s = s - floor( s );
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t = t - floor( t );
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is = s * shader->width;
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it = t * shader->height;
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image = shader->pixels + 4 * ( it * shader->width + is );
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// alpha filter
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b = image[3];
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// alpha test makes this a binary option
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b = b < 128 ? 0 : 255;
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tr->trace->filter[0] = tr->trace->filter[0] * (255-b) / 255;
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tr->trace->filter[1] = tr->trace->filter[1] * (255-b) / 255;
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tr->trace->filter[2] = tr->trace->filter[2] * (255-b) / 255;
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}
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/*
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====================
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TraceAgainstFacet
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Shader is needed for translucent surfaces
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====================
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*/
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void TraceAgainstFacet( traceWork_t *tr, bsp_shader_t *shader, cFacet_t *facet )
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{
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int j;
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float d1, d2, d, f;
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vec3_t point;
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float dist;
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// ignore degenerate facets
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if( facet->numBoundaries < 3 )
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{
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return;
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}
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dist = facet->surface[3];
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// compare the trace endpoints against the facet plane
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d1 = DotProduct( tr->start, facet->surface ) - dist;
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if( d1 > -1 && d1 < 1 )
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{
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return; // don't self intersect
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}
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d2 = DotProduct( tr->end, facet->surface ) - dist;
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if( d2 > -1 && d2 < 1 )
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{
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return; // don't self intersect
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}
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// calculate the intersection fraction
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f = ( d1 - ON_EPSILON ) / ( d1 - d2 );
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if( f <= 0 )
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{
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return;
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}
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if( f >= tr->trace->hitFraction )
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{
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return; // we have hit something earlier
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}
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// calculate the intersection point
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for( j = 0; j < 3; j++ )
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{
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point[j] = tr->start[j] + f * ( tr->end[j] - tr->start[j] );
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}
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// check the point against the facet boundaries
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for( j = 0; j < facet->numBoundaries; j++ )
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{
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// adjust the plane distance apropriately for mins/maxs
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dist = facet->boundaries[j][3];
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d = DotProduct( point, facet->boundaries[j] );
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if( d > dist + ON_EPSILON )
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{
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break; // outside the bounds
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}
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}
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if( j != facet->numBoundaries )
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{
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return; // we are outside the bounds of the facet
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}
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// we hit this facet
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// if this is a transparent surface, calculate filter value
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if( shader->surfaceFlags & SURF_ALPHASHADOW )
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{
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SetFacetFilter( tr, shader, facet, point );
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}
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else
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{
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// completely opaque
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VectorClear( tr->trace->filter );
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tr->trace->hitFraction = f;
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}
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// VectorCopy( facet->surface, tr->trace->plane.normal );
|
|
// tr->trace->plane.dist = facet->surface[3];
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================
|
|
|
|
LINE TRACING
|
|
|
|
===============================================================
|
|
*/
|
|
typedef struct tnode_s
|
|
{
|
|
int type;
|
|
vec3_t normal;
|
|
float dist;
|
|
int children[2];
|
|
int planeNum;
|
|
} tnode_t;
|
|
|
|
#define MAX_TNODES (MAX_MAP_NODES*4)
|
|
tnode_t *tnodes, *tnode_p;
|
|
|
|
/*
|
|
==============
|
|
MakeTnode
|
|
|
|
Converts the disk node structure into the efficient tracing structure
|
|
==============
|
|
*/
|
|
void MakeTnode( int nodenum )
|
|
{
|
|
tnode_t *t;
|
|
dplane_t *plane;
|
|
int i;
|
|
dnode_t *node;
|
|
int leafNum;
|
|
|
|
t = tnode_p++;
|
|
|
|
node = dnodes + nodenum;
|
|
plane = dplanes + node->planenum;
|
|
|
|
t->planeNum = node->planenum;
|
|
t->type = PlaneTypeForNormal( plane->normal );
|
|
VectorCopy (plane->normal, t->normal);
|
|
t->dist = plane->dist;
|
|
|
|
for( i = 0; i < 2; i++ )
|
|
{
|
|
if( node->children[i] < 0 )
|
|
{
|
|
leafNum = -node->children[i] - 1;
|
|
if( dleafs[leafNum].cluster == -1 )
|
|
{
|
|
// solid
|
|
t->children[i] = leafNum | ( 1 << 31 ) | ( 1 << 30 );
|
|
}
|
|
else
|
|
{
|
|
t->children[i] = leafNum | ( 1 << 31 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
t->children[i] = tnode_p - tnodes;
|
|
MakeTnode (node->children[i]);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
InitTrace
|
|
|
|
Loads the node structure out of a .bsp file to be used for light occlusion
|
|
=============
|
|
*/
|
|
void InitTrace( void )
|
|
{
|
|
// 32 byte align the structs
|
|
tnodes = BSP_Malloc((MAX_TNODES+1) * sizeof(tnode_t));
|
|
tnodes = (tnode_t *)(((int)tnodes + 31)&~31);
|
|
tnode_p = tnodes;
|
|
|
|
MakeTnode( 0 );
|
|
|
|
InitSurfacesForTesting();
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
PointInSolid
|
|
===================
|
|
*/
|
|
bool PointInSolid_r( vec3_t start, int node )
|
|
{
|
|
tnode_t *tnode;
|
|
float front;
|
|
|
|
while(!(node & ( 1<<31 )))
|
|
{
|
|
tnode = &tnodes[node];
|
|
switch( tnode->type )
|
|
{
|
|
case PLANE_X:
|
|
front = start[0] - tnode->dist;
|
|
break;
|
|
case PLANE_Y:
|
|
front = start[1] - tnode->dist;
|
|
break;
|
|
case PLANE_Z:
|
|
front = start[2] - tnode->dist;
|
|
break;
|
|
default:
|
|
front = (start[0]*tnode->normal[0]+start[1]*tnode->normal[1]+start[2]*tnode->normal[2]) - tnode->dist;
|
|
break;
|
|
}
|
|
|
|
if( front == 0 )
|
|
{
|
|
// exactly on node, must check both sides
|
|
return (bool)(PointInSolid_r( start, tnode->children[0] )|PointInSolid_r( start, tnode->children[1]));
|
|
}
|
|
|
|
if( front > 0 )
|
|
{
|
|
node = tnode->children[0];
|
|
}
|
|
else
|
|
{
|
|
node = tnode->children[1];
|
|
}
|
|
}
|
|
|
|
if( node & ( 1 << 30 ))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PointInSolid
|
|
|
|
=============
|
|
*/
|
|
bool PointInSolid( vec3_t start )
|
|
{
|
|
return PointInSolid_r( start, 0 );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
TraceLine_r
|
|
|
|
Returns qtrue if something is hit and tracing can stop
|
|
=============
|
|
*/
|
|
int TraceLine_r( int node, const vec3_t start, const vec3_t stop, traceWork_t *tw )
|
|
{
|
|
tnode_t *tnode;
|
|
float front, back;
|
|
vec3_t mid;
|
|
float frac;
|
|
int side;
|
|
int r;
|
|
|
|
if( node & (1<<31))
|
|
{
|
|
if( node & ( 1 << 30 ))
|
|
{
|
|
VectorCopy (start, tw->trace->hit);
|
|
tw->trace->passSolid = true;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// save the node off for more exact testing
|
|
if( tw->numOpenLeafs == MAX_MAP_LEAFS )
|
|
{
|
|
return false;
|
|
}
|
|
tw->openLeafNumbers[ tw->numOpenLeafs ] = node & ~(3 << 30);
|
|
tw->numOpenLeafs++;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
tnode = &tnodes[node];
|
|
switch( tnode->type )
|
|
{
|
|
case PLANE_X:
|
|
front = start[0] - tnode->dist;
|
|
back = stop[0] - tnode->dist;
|
|
break;
|
|
case PLANE_Y:
|
|
front = start[1] - tnode->dist;
|
|
back = stop[1] - tnode->dist;
|
|
break;
|
|
case PLANE_Z:
|
|
front = start[2] - tnode->dist;
|
|
back = stop[2] - tnode->dist;
|
|
break;
|
|
default:
|
|
front = (start[0]*tnode->normal[0] + start[1]*tnode->normal[1] + start[2]*tnode->normal[2]) - tnode->dist;
|
|
back = (stop[0]*tnode->normal[0] + stop[1]*tnode->normal[1] + stop[2]*tnode->normal[2]) - tnode->dist;
|
|
break;
|
|
}
|
|
|
|
if( front >= -ON_EPSILON && back >= -ON_EPSILON )
|
|
{
|
|
return TraceLine_r( tnode->children[0], start, stop, tw );
|
|
}
|
|
|
|
if( front < ON_EPSILON && back < ON_EPSILON )
|
|
{
|
|
return TraceLine_r( tnode->children[1], start, stop, tw );
|
|
}
|
|
|
|
side = front < 0;
|
|
|
|
frac = front / (front-back);
|
|
|
|
mid[0] = start[0] + (stop[0] - start[0])*frac;
|
|
mid[1] = start[1] + (stop[1] - start[1])*frac;
|
|
mid[2] = start[2] + (stop[2] - start[2])*frac;
|
|
|
|
r = TraceLine_r( tnode->children[side], start, mid, tw );
|
|
|
|
if( r )
|
|
{
|
|
return r;
|
|
}
|
|
|
|
// trace->planeNum = tnode->planeNum;
|
|
return TraceLine_r( tnode->children[!side], mid, stop, tw );
|
|
}
|
|
|
|
//==========================================================================================
|
|
|
|
|
|
/*
|
|
================
|
|
SphereCull
|
|
================
|
|
*/
|
|
bool SphereCull( vec3_t start, vec3_t stop, vec3_t origin, float radius )
|
|
{
|
|
vec3_t v;
|
|
float d;
|
|
vec3_t dir;
|
|
float len;
|
|
vec3_t on;
|
|
|
|
VectorSubtract( stop, start, dir );
|
|
len = VectorNormalizeLength( dir );
|
|
|
|
VectorSubtract( origin, start, v );
|
|
d = DotProduct( v, dir );
|
|
if( d > len + radius )
|
|
{
|
|
return true; // too far ahead
|
|
}
|
|
if( d < -radius )
|
|
{
|
|
return true; // too far behind
|
|
}
|
|
VectorMA( start, d, dir, on );
|
|
|
|
VectorSubtract( on, origin, v );
|
|
|
|
len = VectorLength( v );
|
|
|
|
if( len > radius )
|
|
{
|
|
return true; // too far to the side
|
|
}
|
|
return false; // must be traced against
|
|
}
|
|
|
|
/*
|
|
================
|
|
TraceAgainstSurface
|
|
================
|
|
*/
|
|
void TraceAgainstSurface( traceWork_t *tw, surfaceTest_t *surf )
|
|
{
|
|
int i;
|
|
|
|
// if surfaces are trans
|
|
if( SphereCull( tw->start, tw->end, surf->origin, surf->radius ))
|
|
{
|
|
if( GetNumThreads() == 1 )
|
|
{
|
|
c_cullTrace++;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if( GetNumThreads() == 1 )
|
|
{
|
|
c_testTrace++;
|
|
c_testFacets += surf->numFacets;
|
|
}
|
|
|
|
/*
|
|
// MrE: backface culling
|
|
if( surf->numFacets )
|
|
{
|
|
// if the surface does not cast an alpha shadow
|
|
if(!(surf->shader->surfaceFlags & SURF_ALPHASHADOW ))
|
|
{
|
|
vec3_t vec;
|
|
VectorSubtract( tw->end, tw->start, vec );
|
|
if( DotProduct(vec, surf->facets->surface) > 0 )
|
|
return;
|
|
}
|
|
}
|
|
*/
|
|
|
|
// test against each facet
|
|
for ( i = 0 ; i < surf->numFacets ; i++ ) {
|
|
TraceAgainstFacet( tw, surf->shader, surf->facets + i );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
TraceLine
|
|
|
|
Follow the trace just through the solid leafs first, and only
|
|
if it passes that, trace against the objects inside the empty leafs
|
|
Returns qtrue if the trace hit any
|
|
|
|
traceWork_t is only a parameter to crutch up poor large local allocations on
|
|
winNT and macOS. It should be allocated in the worker function, but never
|
|
looked at.
|
|
|
|
leave testAll false if all you care about is if it hit anything at all.
|
|
if you need to know the exact first point of impact (for a sun trace), set
|
|
testAll to true
|
|
=============
|
|
*/
|
|
void TraceLine( const vec3_t start, const vec3_t stop, lighttrace_t *trace, bool testAll, traceWork_t *tw )
|
|
{
|
|
int r;
|
|
int i, j;
|
|
dleaf_t *leaf;
|
|
float oldHitFrac;
|
|
surfaceTest_t *test;
|
|
int surfaceNum;
|
|
byte surfaceTested[MAX_MAP_SURFACES/8];
|
|
|
|
if( GetNumThreads() == 1 )
|
|
{
|
|
c_totalTrace++;
|
|
}
|
|
|
|
// assume all light gets through, unless the ray crosses
|
|
// a translucent surface
|
|
trace->filter[0] = 1.0;
|
|
trace->filter[1] = 1.0;
|
|
trace->filter[2] = 1.0;
|
|
|
|
VectorCopy( start, tw->start );
|
|
VectorCopy( stop, tw->end );
|
|
tw->trace = trace;
|
|
|
|
tw->numOpenLeafs = 0;
|
|
|
|
trace->passSolid = false;
|
|
trace->hitFraction = 1.0;
|
|
|
|
r = TraceLine_r( 0, start, stop, tw );
|
|
|
|
// if we hit a solid leaf, stop without testing the leaf
|
|
// surfaces. Note that the plane and endpoint might not
|
|
// be the first solid intersection along the ray.
|
|
if( r && !testAll )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( noSurfaces )
|
|
{
|
|
return;
|
|
}
|
|
|
|
memset( surfaceTested, 0, (numsurfaces + 7)/8 );
|
|
oldHitFrac = trace->hitFraction;
|
|
|
|
for( i = 0; i < tw->numOpenLeafs; i++ )
|
|
{
|
|
leaf = &dleafs[tw->openLeafNumbers[i]];
|
|
for( j = 0 ; j < leaf->numleaffaces; j++ )
|
|
{
|
|
surfaceNum = dleaffaces[leaf->firstleafface+j];
|
|
|
|
// make sure we don't test the same ray against a surface more than once
|
|
if( surfaceTested[surfaceNum>>3] & ( 1 << ( surfaceNum & 7) ))
|
|
{
|
|
continue;
|
|
}
|
|
surfaceTested[surfaceNum>>3] |= ( 1 << ( surfaceNum & 7 ));
|
|
|
|
test = surfaceTest[surfaceNum];
|
|
if( !test )
|
|
{
|
|
continue;
|
|
}
|
|
TraceAgainstSurface( tw, test );
|
|
}
|
|
|
|
// if the trace is now solid, we can't possibly hit anything closer
|
|
if( trace->hitFraction < oldHitFrac )
|
|
{
|
|
trace->passSolid = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
trace->hit[i] = start[i] + ( stop[i] - start[i] ) * trace->hitFraction;
|
|
}
|
|
}
|
|
|