mirror of https://github.com/FWGS/xash3d-fwgs
134 lines
3.0 KiB
C
134 lines
3.0 KiB
C
/*
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gl_cull.c - render culling routines
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "gl_local.h"
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#include "entity_types.h"
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/*
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=============================================================
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FRUSTUM AND PVS CULLING
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=============================================================
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*/
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/*
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=================
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R_CullBox
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Returns true if the box is completely outside the frustum
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=================
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*/
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qboolean R_CullBox( const vec3_t mins, const vec3_t maxs )
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{
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return GL_FrustumCullBox( &RI.frustum, mins, maxs, 0 );
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}
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/*
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=============
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R_CullModel
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=============
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*/
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int R_CullModel( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax )
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{
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if( e == gEngfuncs.GetViewModel() )
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{
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if( ENGINE_GET_PARM( PARM_DEV_OVERVIEW ))
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return 1;
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if( RP_NORMALPASS() && !ENGINE_GET_PARM( PARM_THIRDPERSON ) && CL_IsViewEntityLocalPlayer())
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return 0;
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return 1;
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}
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if( R_CullBox( absmin, absmax ))
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return 1;
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return 0;
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}
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/*
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=================
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R_CullSurface
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cull invisible surfaces
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=================
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*/
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int R_CullSurface( msurface_t *surf, gl_frustum_t *frustum, uint clipflags )
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{
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cl_entity_t *e = RI.currententity;
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if( !surf || !surf->texinfo || !surf->texinfo->texture )
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return CULL_OTHER;
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if( r_nocull.value )
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return CULL_VISIBLE;
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// world surfaces can be culled by vis frame too
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if( RI.currententity == gEngfuncs.GetEntityByIndex( 0 ) && surf->visframe != tr.framecount )
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return CULL_VISFRAME;
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// only static ents can be culled by frustum
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if( !R_StaticEntity( e )) frustum = NULL;
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if( !VectorIsNull( surf->plane->normal ))
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{
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float dist;
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// can use normal.z for world (optimisation)
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if( RI.drawOrtho )
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{
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vec3_t orthonormal;
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if( e == gEngfuncs.GetEntityByIndex( 0 ) ) orthonormal[2] = surf->plane->normal[2];
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else Matrix4x4_VectorRotate( RI.objectMatrix, surf->plane->normal, orthonormal );
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dist = orthonormal[2];
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}
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else dist = PlaneDiff( tr.modelorg, surf->plane );
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if( glState.faceCull == GL_FRONT )
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{
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if( FBitSet( surf->flags, SURF_PLANEBACK ))
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{
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if( dist >= -BACKFACE_EPSILON )
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return CULL_BACKSIDE; // wrong side
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}
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else
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{
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if( dist <= BACKFACE_EPSILON )
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return CULL_BACKSIDE; // wrong side
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}
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}
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else if( glState.faceCull == GL_BACK )
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{
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if( FBitSet( surf->flags, SURF_PLANEBACK ))
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{
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if( dist <= BACKFACE_EPSILON )
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return CULL_BACKSIDE; // wrong side
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}
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else
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{
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if( dist >= -BACKFACE_EPSILON )
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return CULL_BACKSIDE; // wrong side
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}
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}
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}
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if( frustum && GL_FrustumCullBox( frustum, surf->info->mins, surf->info->maxs, clipflags ))
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return CULL_FRUSTUM;
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return CULL_VISIBLE;
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}
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