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Xash3DArchive/engine/client/gl_cull.c

245 lines
5.4 KiB
C

//=======================================================================
// Copyright XashXT Group 2010 ©
// gl_cull.c - render culling routines
//=======================================================================
#include "common.h"
#include "client.h"
#include "gl_local.h"
/*
=============================================================
FRUSTUM AND PVS CULLING
=============================================================
*/
/*
=================
R_CullBox
Returns true if the box is completely outside the frustum
=================
*/
qboolean R_CullBox( const vec3_t mins, const vec3_t maxs, uint clipflags )
{
uint i, bit;
const mplane_t *p;
// client.dll may use additional passes for render custom mirrors etc
if( r_nocull->integer || RI.refdef.nextView != 0 )
return false;
for( i = sizeof( RI.frustum ) / sizeof( RI.frustum[0] ), bit = 1, p = RI.frustum; i > 0; i--, bit<<=1, p++ )
{
if( !( clipflags & bit ))
continue;
switch( p->signbits )
{
case 0:
if( p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist )
return true;
break;
case 1:
if( p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist )
return true;
break;
case 2:
if( p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist )
return true;
break;
case 3:
if( p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist )
return true;
break;
case 4:
if( p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist )
return true;
break;
case 5:
if( p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist )
return true;
break;
case 6:
if( p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist )
return true;
break;
case 7:
if( p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist )
return true;
break;
default:
return false;
}
}
return false;
}
/*
=================
R_CullSphere
Returns true if the sphere is completely outside the frustum
=================
*/
qboolean R_CullSphere( const vec3_t centre, const float radius, const uint clipflags )
{
uint i, bit;
const mplane_t *p;
// client.dll may use additional passes for render custom mirrors etc
if( r_nocull->integer || RI.refdef.nextView != 0 )
return false;
for( i = sizeof( RI.frustum ) / sizeof( RI.frustum[0] ), bit = 1, p = RI.frustum; i > 0; i--, bit<<=1, p++ )
{
if(!( clipflags & bit )) continue;
if( DotProduct( centre, p->normal ) - p->dist <= -radius )
return true;
}
return false;
}
/*
===================
R_VisCullBox
===================
*/
qboolean R_VisCullBox( const vec3_t mins, const vec3_t maxs )
{
int s, stackdepth = 0;
vec3_t extmins, extmaxs;
mnode_t *node, *localstack[4096];
if( !cl.worldmodel || !RI.drawWorld )
return false;
if( r_novis->integer )
return false;
for( s = 0; s < 3; s++ )
{
extmins[s] = mins[s] - 4;
extmaxs[s] = maxs[s] + 4;
}
for( node = cl.worldmodel->nodes; node; )
{
if( node->visframe != tr.visframecount )
{
if( !stackdepth )
return true;
node = localstack[--stackdepth];
continue;
}
if( node->contents < 0 )
return false;
s = BOX_ON_PLANE_SIDE( extmins, extmaxs, node->plane ) - 1;
if( s < 2 )
{
node = node->children[s];
continue;
}
// go down both sides
if( stackdepth < sizeof( localstack ) / sizeof( mnode_t* ))
localstack[stackdepth++] = node->children[0];
node = node->children[1];
}
return true;
}
/*
===================
R_VisCullSphere
===================
*/
qboolean R_VisCullSphere( const vec3_t origin, float radius )
{
float dist;
int stackdepth = 0;
mnode_t *node, *localstack[4096];
if( !cl.worldmodel || !RI.drawWorld )
return false;
if( r_novis->integer )
return false;
radius += 4;
for( node = cl.worldmodel->nodes; ; )
{
if( node->visframe != tr.visframecount )
{
if( !stackdepth )
return true;
node = localstack[--stackdepth];
continue;
}
if( node->contents < 0 )
return false;
dist = PlaneDiff( origin, node->plane );
if( dist > radius )
{
node = node->children[0];
continue;
}
else if( dist < -radius )
{
node = node->children[1];
continue;
}
// go down both sides
if( stackdepth < sizeof( localstack ) / sizeof( mnode_t* ))
localstack[stackdepth++] = node->children[0];
node = node->children[1];
}
return true;
}
/*
=============
R_CullModel
=============
*/
int R_CullModel( cl_entity_t *e, vec3_t mins, vec3_t maxs, float radius )
{
if( e == &clgame.viewent )
{
if( RI.params & RP_NONVIEWERREF )
return 1;
return 0;
}
// don't reflect this entity in mirrors
if( e->curstate.effects & EF_NOREFLECT && RI.params & RP_MIRRORVIEW )
return 1;
// draw only in mirrors
if( e->curstate.effects & EF_REFLECTONLY && !( RI.params & RP_MIRRORVIEW ))
return 1;
if( RP_LOCALCLIENT( e ) && !RI.thirdPerson )
{
if(!( RI.params & ( RP_MIRRORVIEW|RP_SHADOWMAPVIEW )))
return 1;
}
if( R_CullSphere( e->origin, radius, RI.clipFlags ))
return 1;
if( RI.rdflags & ( RDF_PORTALINVIEW|RDF_SKYPORTALINVIEW ) || ( RI.params & RP_SKYPORTALVIEW ))
{
if( R_VisCullSphere( e->origin, radius ))
return 2;
}
return 0;
}