xash3d-fwgs/ref/gl/gl_cull.c

134 lines
3.0 KiB
C

/*
gl_cull.c - render culling routines
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "gl_local.h"
#include "entity_types.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 )
{
return GL_FrustumCullBox( &RI.frustum, mins, maxs, 0 );
}
/*
=============
R_CullModel
=============
*/
int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax )
{
if( e == gEngfuncs.GetViewModel() )
{
if( ENGINE_GET_PARM( PARM_DEV_OVERVIEW ))
return 1;
if( RP_NORMALPASS() && !ENGINE_GET_PARM( PARM_THIRDPERSON ) && CL_IsViewEntityLocalPlayer())
return 0;
return 1;
}
if( R_CullBox( absmin, absmax ))
return 1;
return 0;
}
/*
=================
R_CullSurface
cull invisible surfaces
=================
*/
int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags )
{
cl_entity_t *e = RI.currententity;
if( !surf || !surf->texinfo || !surf->texinfo->texture )
return CULL_OTHER;
if( r_nocull.value )
return CULL_VISIBLE;
// world surfaces can be culled by vis frame too
if( RI.currententity == gEngfuncs.GetEntityByIndex( 0 ) && surf->visframe != tr.framecount )
return CULL_VISFRAME;
// only static ents can be culled by frustum
if( !R_StaticEntity( e )) frustum = NULL;
if( !VectorIsNull( surf->plane->normal ))
{
float dist;
// can use normal.z for world (optimisation)
if( RI.drawOrtho )
{
vec3_t orthonormal;
if( e == gEngfuncs.GetEntityByIndex( 0 ) ) orthonormal[2] = surf->plane->normal[2];
else Matrix4x4_VectorRotate( RI.objectMatrix, surf->plane->normal, orthonormal );
dist = orthonormal[2];
}
else dist = PlaneDiff( tr.modelorg, surf->plane );
if( glState.faceCull == GL_FRONT )
{
if( FBitSet( surf->flags, SURF_PLANEBACK ))
{
if( dist >= -BACKFACE_EPSILON )
return CULL_BACKSIDE; // wrong side
}
else
{
if( dist <= BACKFACE_EPSILON )
return CULL_BACKSIDE; // wrong side
}
}
else if( glState.faceCull == GL_BACK )
{
if( FBitSet( surf->flags, SURF_PLANEBACK ))
{
if( dist <= BACKFACE_EPSILON )
return CULL_BACKSIDE; // wrong side
}
else
{
if( dist >= -BACKFACE_EPSILON )
return CULL_BACKSIDE; // wrong side
}
}
}
if( frustum && GL_FrustumCullBox( frustum, surf->info->mins, surf->info->maxs, clipflags ))
return CULL_FRUSTUM;
return CULL_VISIBLE;
}