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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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.
- Doom 3 BFG Edition Source Code 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.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #include "tr_local.h"
- /*
- ===========================================================================
- idInteraction implementation
- ===========================================================================
- */
- /*
- ================
- R_CalcInteractionFacing
- Determines which triangles of the surface are facing towards the light origin.
- The facing array should be allocated with one extra index than
- the number of surface triangles, which will be used to handle dangling
- edge silhouettes.
- ================
- */
- void R_CalcInteractionFacing( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo ) {
- SCOPED_PROFILE_EVENT( "R_CalcInteractionFacing" );
- if ( cullInfo.facing != NULL ) {
- return;
- }
- idVec3 localLightOrigin;
- R_GlobalPointToLocal( ent->modelMatrix, light->globalLightOrigin, localLightOrigin );
- const int numFaces = tri->numIndexes / 3;
- cullInfo.facing = (byte *) R_StaticAlloc( ( numFaces + 1 ) * sizeof( cullInfo.facing[0] ), TAG_RENDER_INTERACTION );
- // exact geometric cull against face
- for ( int i = 0, face = 0; i < tri->numIndexes; i += 3, face++ ) {
- const idDrawVert & v0 = tri->verts[tri->indexes[i + 0]];
- const idDrawVert & v1 = tri->verts[tri->indexes[i + 1]];
- const idDrawVert & v2 = tri->verts[tri->indexes[i + 2]];
- const idPlane plane( v0.xyz, v1.xyz, v2.xyz );
- const float d = plane.Distance( localLightOrigin );
- cullInfo.facing[face] = ( d >= 0.0f );
- }
- cullInfo.facing[numFaces] = 1; // for dangling edges to reference
- }
- /*
- =====================
- R_CalcInteractionCullBits
- We want to cull a little on the sloppy side, because the pre-clipping
- of geometry to the lights in dmap will give many cases that are right
- at the border. We throw things out on the border, because if any one
- vertex is clearly inside, the entire triangle will be accepted.
- =====================
- */
- void R_CalcInteractionCullBits( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo ) {
- SCOPED_PROFILE_EVENT( "R_CalcInteractionCullBits" );
- if ( cullInfo.cullBits != NULL ) {
- return;
- }
- idPlane frustumPlanes[6];
- idRenderMatrix::GetFrustumPlanes( frustumPlanes, light->baseLightProject, true, true );
- int frontBits = 0;
- // cull the triangle surface bounding box
- for ( int i = 0; i < 6; i++ ) {
- R_GlobalPlaneToLocal( ent->modelMatrix, frustumPlanes[i], cullInfo.localClipPlanes[i] );
- // get front bits for the whole surface
- if ( tri->bounds.PlaneDistance( cullInfo.localClipPlanes[i] ) >= LIGHT_CLIP_EPSILON ) {
- frontBits |= 1 << i;
- }
- }
- // if the surface is completely inside the light frustum
- if ( frontBits == ( ( 1 << 6 ) - 1 ) ) {
- cullInfo.cullBits = LIGHT_CULL_ALL_FRONT;
- return;
- }
- cullInfo.cullBits = (byte *) R_StaticAlloc( tri->numVerts * sizeof( cullInfo.cullBits[0] ), TAG_RENDER_INTERACTION );
- memset( cullInfo.cullBits, 0, tri->numVerts * sizeof( cullInfo.cullBits[0] ) );
- for ( int i = 0; i < 6; i++ ) {
- // if completely infront of this clipping plane
- if ( frontBits & ( 1 << i ) ) {
- continue;
- }
- for ( int j = 0; j < tri->numVerts; j++ ) {
- float d = cullInfo.localClipPlanes[i].Distance( tri->verts[j].xyz );
- cullInfo.cullBits[j] |= ( d < LIGHT_CLIP_EPSILON ) << i;
- }
- }
- }
- /*
- ================
- R_FreeInteractionCullInfo
- ================
- */
- void R_FreeInteractionCullInfo( srfCullInfo_t &cullInfo ) {
- if ( cullInfo.facing != NULL ) {
- R_StaticFree( cullInfo.facing );
- cullInfo.facing = NULL;
- }
- if ( cullInfo.cullBits != NULL ) {
- if ( cullInfo.cullBits != LIGHT_CULL_ALL_FRONT ) {
- R_StaticFree( cullInfo.cullBits );
- }
- cullInfo.cullBits = NULL;
- }
- }
- /*
- ====================
- R_CreateInteractionLightTris
- This is only used for the static interaction case, dynamic interactions
- just draw everything and let the GPU deal with it.
- The resulting surface will be a subset of the original triangles,
- it will never clip triangles, but it may cull on a per-triangle basis.
- ====================
- */
- static srfTriangles_t *R_CreateInteractionLightTris( const idRenderEntityLocal *ent,
- const srfTriangles_t *tri, const idRenderLightLocal *light,
- const idMaterial *shader ) {
- SCOPED_PROFILE_EVENT( "R_CreateInteractionLightTris" );
- int i;
- int numIndexes;
- triIndex_t *indexes;
- srfTriangles_t *newTri;
- int c_backfaced;
- int c_distance;
- idBounds bounds;
- bool includeBackFaces;
- int faceNum;
- c_backfaced = 0;
- c_distance = 0;
- numIndexes = 0;
- indexes = NULL;
- // it is debatable if non-shadowing lights should light back faces. we aren't at the moment
- if ( r_lightAllBackFaces.GetBool() || light->lightShader->LightEffectsBackSides()
- || shader->ReceivesLightingOnBackSides() || ent->parms.noSelfShadow || ent->parms.noShadow ) {
- includeBackFaces = true;
- } else {
- includeBackFaces = false;
- }
- // allocate a new surface for the lit triangles
- newTri = R_AllocStaticTriSurf();
- // save a reference to the original surface
- newTri->ambientSurface = const_cast<srfTriangles_t *>(tri);
- // the light surface references the verts of the ambient surface
- newTri->numVerts = tri->numVerts;
- R_ReferenceStaticTriSurfVerts( newTri, tri );
- // calculate cull information
- srfCullInfo_t cullInfo = {};
- if ( !includeBackFaces ) {
- R_CalcInteractionFacing( ent, tri, light, cullInfo );
- }
- R_CalcInteractionCullBits( ent, tri, light, cullInfo );
- // if the surface is completely inside the light frustum
- if ( cullInfo.cullBits == LIGHT_CULL_ALL_FRONT ) {
- // if we aren't self shadowing, let back facing triangles get
- // through so the smooth shaded bump maps light all the way around
- if ( includeBackFaces ) {
- // the whole surface is lit so the light surface just references the indexes of the ambient surface
- newTri->indexes = tri->indexes;
- newTri->indexCache = tri->indexCache;
- // R_ReferenceStaticTriSurfIndexes( newTri, tri );
- numIndexes = tri->numIndexes;
- bounds = tri->bounds;
- } else {
- // the light tris indexes are going to be a subset of the original indexes so we generally
- // allocate too much memory here but we decrease the memory block when the number of indexes is known
- R_AllocStaticTriSurfIndexes( newTri, tri->numIndexes );
- // back face cull the individual triangles
- indexes = newTri->indexes;
- const byte *facing = cullInfo.facing;
- for ( faceNum = i = 0; i < tri->numIndexes; i += 3, faceNum++ ) {
- if ( !facing[ faceNum ] ) {
- c_backfaced++;
- continue;
- }
- indexes[numIndexes+0] = tri->indexes[i+0];
- indexes[numIndexes+1] = tri->indexes[i+1];
- indexes[numIndexes+2] = tri->indexes[i+2];
- numIndexes += 3;
- }
- // get bounds for the surface
- SIMDProcessor->MinMax( bounds[0], bounds[1], tri->verts, indexes, numIndexes );
- // decrease the size of the memory block to the size of the number of used indexes
- newTri->numIndexes = numIndexes;
- R_ResizeStaticTriSurfIndexes( newTri, numIndexes );
- }
- } else {
- // the light tris indexes are going to be a subset of the original indexes so we generally
- // allocate too much memory here but we decrease the memory block when the number of indexes is known
- R_AllocStaticTriSurfIndexes( newTri, tri->numIndexes );
- // cull individual triangles
- indexes = newTri->indexes;
- const byte *facing = cullInfo.facing;
- const byte *cullBits = cullInfo.cullBits;
- for ( faceNum = i = 0; i < tri->numIndexes; i += 3, faceNum++ ) {
- int i1, i2, i3;
- // if we aren't self shadowing, let back facing triangles get
- // through so the smooth shaded bump maps light all the way around
- if ( !includeBackFaces ) {
- // back face cull
- if ( !facing[ faceNum ] ) {
- c_backfaced++;
- continue;
- }
- }
- i1 = tri->indexes[i+0];
- i2 = tri->indexes[i+1];
- i3 = tri->indexes[i+2];
- // fast cull outside the frustum
- // if all three points are off one plane side, it definately isn't visible
- if ( cullBits[i1] & cullBits[i2] & cullBits[i3] ) {
- c_distance++;
- continue;
- }
- // add to the list
- indexes[numIndexes+0] = i1;
- indexes[numIndexes+1] = i2;
- indexes[numIndexes+2] = i3;
- numIndexes += 3;
- }
- // get bounds for the surface
- SIMDProcessor->MinMax( bounds[0], bounds[1], tri->verts, indexes, numIndexes );
- // decrease the size of the memory block to the size of the number of used indexes
- newTri->numIndexes = numIndexes;
- R_ResizeStaticTriSurfIndexes( newTri, numIndexes );
- }
- // free the cull information when it's no longer needed
- R_FreeInteractionCullInfo( cullInfo );
- if ( !numIndexes ) {
- R_FreeStaticTriSurf( newTri );
- return NULL;
- }
- newTri->numIndexes = numIndexes;
- newTri->bounds = bounds;
- return newTri;
- }
- /*
- =====================
- R_CreateInteractionShadowVolume
- Note that dangling edges outside the light frustum don't make silhouette planes because
- a triangle outside the light frustum is considered facing and the "fake triangle" on
- the outside of the dangling edge is also set to facing: cullInfo.facing[numFaces] = 1;
- =====================
- */
- static srfTriangles_t *R_CreateInteractionShadowVolume( const idRenderEntityLocal * ent,
- const srfTriangles_t * tri, const idRenderLightLocal * light ) {
- SCOPED_PROFILE_EVENT( "R_CreateInteractionShadowVolume" );
- srfCullInfo_t cullInfo = {};
- R_CalcInteractionFacing( ent, tri, light, cullInfo );
- R_CalcInteractionCullBits( ent, tri, light, cullInfo );
- int numFaces = tri->numIndexes / 3;
- int numShadowingFaces = 0;
- const byte * facing = cullInfo.facing;
- // if all the triangles are inside the light frustum
- if ( cullInfo.cullBits == LIGHT_CULL_ALL_FRONT ) {
- // count the number of shadowing faces
- for ( int i = 0; i < numFaces; i++ ) {
- numShadowingFaces += facing[i];
- }
- numShadowingFaces = numFaces - numShadowingFaces;
- } else {
- // make all triangles that are outside the light frustum "facing", so they won't cast shadows
- const triIndex_t * indexes = tri->indexes;
- byte *modifyFacing = cullInfo.facing;
- const byte *cullBits = cullInfo.cullBits;
- for ( int i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
- if ( !modifyFacing[j] ) {
- int i1 = indexes[i+0];
- int i2 = indexes[i+1];
- int i3 = indexes[i+2];
- if ( cullBits[i1] & cullBits[i2] & cullBits[i3] ) {
- modifyFacing[j] = 1;
- } else {
- numShadowingFaces++;
- }
- }
- }
- }
- if ( !numShadowingFaces ) {
- // no faces are inside the light frustum and still facing the right way
- R_FreeInteractionCullInfo( cullInfo );
- return NULL;
- }
- // shadowVerts will be NULL on these surfaces, so the shadowVerts will be taken from the ambient surface
- srfTriangles_t * newTri = R_AllocStaticTriSurf();
- newTri->numVerts = tri->numVerts * 2;
- // alloc the max possible size
- R_AllocStaticTriSurfIndexes( newTri, ( numShadowingFaces + tri->numSilEdges ) * 6 );
- triIndex_t * tempIndexes = newTri->indexes;
- triIndex_t * shadowIndexes = newTri->indexes;
- // create new triangles along sil planes
- const silEdge_t * sil = tri->silEdges;
- for ( int i = tri->numSilEdges; i > 0; i--, sil++ ) {
- int f1 = facing[sil->p1];
- int f2 = facing[sil->p2];
- if ( !( f1 ^ f2 ) ) {
- continue;
- }
- int v1 = sil->v1 << 1;
- int v2 = sil->v2 << 1;
- // set the two triangle winding orders based on facing
- // without using a poorly-predictable branch
- shadowIndexes[0] = v1;
- shadowIndexes[1] = v2 ^ f1;
- shadowIndexes[2] = v2 ^ f2;
- shadowIndexes[3] = v1 ^ f2;
- shadowIndexes[4] = v1 ^ f1;
- shadowIndexes[5] = v2 ^ 1;
- shadowIndexes += 6;
- }
- int numShadowIndexes = shadowIndexes - tempIndexes;
- // we aren't bothering to separate front and back caps on these
- newTri->numIndexes = newTri->numShadowIndexesNoFrontCaps = numShadowIndexes + numShadowingFaces * 6;
- newTri->numShadowIndexesNoCaps = numShadowIndexes;
- newTri->shadowCapPlaneBits = SHADOW_CAP_INFINITE;
- // decrease the size of the memory block to only store the used indexes
- // R_ResizeStaticTriSurfIndexes( newTri, newTri->numIndexes );
- // these have no effect, because they extend to infinity
- newTri->bounds.Clear();
- // put some faces on the model and some on the distant projection
- const triIndex_t * indexes = tri->indexes;
- shadowIndexes = newTri->indexes + numShadowIndexes;
- for ( int i = 0, j = 0; i < tri->numIndexes; i += 3, j++ ) {
- if ( facing[j] ) {
- continue;
- }
- int i0 = indexes[i+0] << 1;
- int i1 = indexes[i+1] << 1;
- int i2 = indexes[i+2] << 1;
- shadowIndexes[0] = i2;
- shadowIndexes[1] = i1;
- shadowIndexes[2] = i0;
- shadowIndexes[3] = i0 ^ 1;
- shadowIndexes[4] = i1 ^ 1;
- shadowIndexes[5] = i2 ^ 1;
- shadowIndexes += 6;
- }
- R_FreeInteractionCullInfo( cullInfo );
- return newTri;
- }
- /*
- ===============
- idInteraction::idInteraction
- ===============
- */
- idInteraction::idInteraction() {
- numSurfaces = 0;
- surfaces = NULL;
- entityDef = NULL;
- lightDef = NULL;
- lightNext = NULL;
- lightPrev = NULL;
- entityNext = NULL;
- entityPrev = NULL;
- staticInteraction = false;
- }
- /*
- ===============
- idInteraction::AllocAndLink
- ===============
- */
- idInteraction *idInteraction::AllocAndLink( idRenderEntityLocal *edef, idRenderLightLocal *ldef ) {
- if ( edef == NULL || ldef == NULL ) {
- common->Error( "idInteraction::AllocAndLink: NULL parm" );
- return NULL;
- }
- idRenderWorldLocal *renderWorld = edef->world;
- idInteraction *interaction = renderWorld->interactionAllocator.Alloc();
- // link and initialize
- interaction->lightDef = ldef;
- interaction->entityDef = edef;
- interaction->numSurfaces = -1; // not checked yet
- interaction->surfaces = NULL;
- // link at the start of the entity's list
- interaction->lightNext = ldef->firstInteraction;
- interaction->lightPrev = NULL;
- ldef->firstInteraction = interaction;
- if ( interaction->lightNext != NULL ) {
- interaction->lightNext->lightPrev = interaction;
- } else {
- ldef->lastInteraction = interaction;
- }
- // link at the start of the light's list
- interaction->entityNext = edef->firstInteraction;
- interaction->entityPrev = NULL;
- edef->firstInteraction = interaction;
- if ( interaction->entityNext != NULL ) {
- interaction->entityNext->entityPrev = interaction;
- } else {
- edef->lastInteraction = interaction;
- }
- // update the interaction table
- if ( renderWorld->interactionTable != NULL ) {
- int index = ldef->index * renderWorld->interactionTableWidth + edef->index;
- if ( renderWorld->interactionTable[index] != NULL ) {
- common->Error( "idInteraction::AllocAndLink: non NULL table entry" );
- }
- renderWorld->interactionTable[ index ] = interaction;
- }
- return interaction;
- }
- /*
- ===============
- idInteraction::FreeSurfaces
- Frees the surfaces, but leaves the interaction linked in, so it
- will be regenerated automatically
- ===============
- */
- void idInteraction::FreeSurfaces() {
- // anything regenerated is no longer an optimized static version
- this->staticInteraction = false;
- if ( this->surfaces != NULL ) {
- for ( int i = 0; i < this->numSurfaces; i++ ) {
- surfaceInteraction_t &srf = this->surfaces[i];
- Mem_Free( srf.shadowIndexes );
- srf.shadowIndexes = NULL;
- }
- R_StaticFree( this->surfaces );
- this->surfaces = NULL;
- }
- this->numSurfaces = -1;
- }
- /*
- ===============
- idInteraction::Unlink
- ===============
- */
- void idInteraction::Unlink() {
- // unlink from the entity's list
- if ( this->entityPrev ) {
- this->entityPrev->entityNext = this->entityNext;
- } else {
- this->entityDef->firstInteraction = this->entityNext;
- }
- if ( this->entityNext ) {
- this->entityNext->entityPrev = this->entityPrev;
- } else {
- this->entityDef->lastInteraction = this->entityPrev;
- }
- this->entityNext = this->entityPrev = NULL;
- // unlink from the light's list
- if ( this->lightPrev ) {
- this->lightPrev->lightNext = this->lightNext;
- } else {
- this->lightDef->firstInteraction = this->lightNext;
- }
- if ( this->lightNext ) {
- this->lightNext->lightPrev = this->lightPrev;
- } else {
- this->lightDef->lastInteraction = this->lightPrev;
- }
- this->lightNext = this->lightPrev = NULL;
- }
- /*
- ===============
- idInteraction::UnlinkAndFree
- Removes links and puts it back on the free list.
- ===============
- */
- void idInteraction::UnlinkAndFree() {
- // clear the table pointer
- idRenderWorldLocal *renderWorld = this->lightDef->world;
- int index = this->lightDef->index * renderWorld->interactionTableWidth + this->entityDef->index;
- if ( renderWorld->interactionTable[index] != this && renderWorld->interactionTable[index] != INTERACTION_EMPTY ) {
- common->Error( "idInteraction::UnlinkAndFree: interactionTable wasn't set" );
- }
- renderWorld->interactionTable[index] = NULL;
- Unlink();
- FreeSurfaces();
- // put it back on the free list
- renderWorld->interactionAllocator.Free( this );
- }
- /*
- ===============
- idInteraction::MakeEmpty
- Relinks the interaction at the end of both the light and entity chains
- and adds the INTERACTION_EMPTY marker to the interactionTable.
- It is necessary to keep the empty interaction so when entities or lights move
- they can set all the interactionTable values to NULL.
- ===============
- */
- void idInteraction::MakeEmpty() {
- // an empty interaction has no surfaces
- numSurfaces = 0;
- Unlink();
- // relink at the end of the entity's list
- this->entityNext = NULL;
- this->entityPrev = this->entityDef->lastInteraction;
- this->entityDef->lastInteraction = this;
- if ( this->entityPrev ) {
- this->entityPrev->entityNext = this;
- } else {
- this->entityDef->firstInteraction = this;
- }
- // relink at the end of the light's list
- this->lightNext = NULL;
- this->lightPrev = this->lightDef->lastInteraction;
- this->lightDef->lastInteraction = this;
- if ( this->lightPrev ) {
- this->lightPrev->lightNext = this;
- } else {
- this->lightDef->firstInteraction = this;
- }
- // store the special marker in the interaction table
- const int interactionIndex = lightDef->index * entityDef->world->interactionTableWidth + entityDef->index;
- assert( entityDef->world->interactionTable[ interactionIndex ] == this );
- entityDef->world->interactionTable[ interactionIndex ] = INTERACTION_EMPTY;
- }
- /*
- ===============
- idInteraction::HasShadows
- ===============
- */
- bool idInteraction::HasShadows() const {
- return !entityDef->parms.noShadow && lightDef->LightCastsShadows();
- }
- /*
- ======================
- CreateStaticInteraction
- Called by idRenderWorldLocal::GenerateAllInteractions
- ======================
- */
- void idInteraction::CreateStaticInteraction() {
- // note that it is a static interaction
- staticInteraction = true;
- const idRenderModel *model = entityDef->parms.hModel;
- if ( model == NULL || model->NumSurfaces() <= 0 || model->IsDynamicModel() != DM_STATIC ) {
- MakeEmpty();
- return;
- }
- const idBounds bounds = model->Bounds( &entityDef->parms );
- // if it doesn't contact the light frustum, none of the surfaces will
- if ( R_CullModelBoundsToLight( lightDef, bounds, entityDef->modelRenderMatrix ) ) {
- MakeEmpty();
- return;
- }
- //
- // create slots for each of the model's surfaces
- //
- numSurfaces = model->NumSurfaces();
- surfaces = (surfaceInteraction_t *)R_ClearedStaticAlloc( sizeof( *surfaces ) * numSurfaces );
- bool interactionGenerated = false;
- // check each surface in the model
- for ( int c = 0 ; c < model->NumSurfaces() ; c++ ) {
- const modelSurface_t * surf = model->Surface( c );
- const srfTriangles_t * tri = surf->geometry;
- if ( tri == NULL ) {
- continue;
- }
- // determine the shader for this surface, possibly by skinning
- // Note that this will be wrong if customSkin/customShader are
- // changed after map load time without invalidating the interaction!
- const idMaterial * const shader = R_RemapShaderBySkin( surf->shader,
- entityDef->parms.customSkin, entityDef->parms.customShader );
- if ( shader == NULL ) {
- continue;
- }
- // try to cull each surface
- if ( R_CullModelBoundsToLight( lightDef, tri->bounds, entityDef->modelRenderMatrix ) ) {
- continue;
- }
- surfaceInteraction_t *sint = &surfaces[c];
- // generate a set of indexes for the lit surfaces, culling away triangles that are
- // not at least partially inside the light
- if ( shader->ReceivesLighting() ) {
- srfTriangles_t * lightTris = R_CreateInteractionLightTris( entityDef, tri, lightDef, shader );
- if ( lightTris != NULL ) {
- // make a static index cache
- sint->numLightTrisIndexes = lightTris->numIndexes;
- sint->lightTrisIndexCache = vertexCache.AllocStaticIndex( lightTris->indexes, ALIGN( lightTris->numIndexes * sizeof( lightTris->indexes[0] ), INDEX_CACHE_ALIGN ) );
- interactionGenerated = true;
- R_FreeStaticTriSurf( lightTris );
- }
- }
- // if the interaction has shadows and this surface casts a shadow
- if ( HasShadows() && shader->SurfaceCastsShadow() && tri->silEdges != NULL ) {
- // if the light has an optimized shadow volume, don't create shadows for any models that are part of the base areas
- if ( lightDef->parms.prelightModel == NULL || !model->IsStaticWorldModel() || r_skipPrelightShadows.GetBool() ) {
- srfTriangles_t * shadowTris = R_CreateInteractionShadowVolume( entityDef, tri, lightDef );
- if ( shadowTris != NULL ) {
- // make a static index cache
- sint->shadowIndexCache = vertexCache.AllocStaticIndex( shadowTris->indexes, ALIGN( shadowTris->numIndexes * sizeof( shadowTris->indexes[0] ), INDEX_CACHE_ALIGN ) );
- sint->numShadowIndexes = shadowTris->numIndexes;
- #if defined( KEEP_INTERACTION_CPU_DATA )
- sint->shadowIndexes = shadowTris->indexes;
- shadowTris->indexes = NULL;
- #endif
- if ( shader->Coverage() != MC_OPAQUE ) {
- // if any surface is a shadow-casting perforated or translucent surface, or the
- // base surface is suppressed in the view (world weapon shadows) we can't use
- // the external shadow optimizations because we can see through some of the faces
- sint->numShadowIndexesNoCaps = shadowTris->numIndexes;
- } else {
- sint->numShadowIndexesNoCaps = shadowTris->numShadowIndexesNoCaps;
- }
- R_FreeStaticTriSurf( shadowTris );
- }
- interactionGenerated = true;
- }
- }
- }
- // if none of the surfaces generated anything, don't even bother checking?
- if ( !interactionGenerated ) {
- MakeEmpty();
- }
- }
- /*
- ===================
- R_ShowInteractionMemory_f
- ===================
- */
- void R_ShowInteractionMemory_f( const idCmdArgs &args ) {
- int entities = 0;
- int interactions = 0;
- int deferredInteractions = 0;
- int emptyInteractions = 0;
- int lightTris = 0;
- int lightTriIndexes = 0;
- int shadowTris = 0;
- int shadowTriIndexes = 0;
- int maxInteractionsForEntity = 0;
- int maxInteractionsForLight = 0;
- for ( int i = 0; i < tr.primaryWorld->lightDefs.Num(); i++ ) {
- idRenderLightLocal * light = tr.primaryWorld->lightDefs[i];
- if ( light == NULL ) {
- continue;
- }
- int numInteractionsForLight = 0;
- for ( idInteraction *inter = light->firstInteraction; inter != NULL; inter = inter->lightNext ) {
- if ( !inter->IsEmpty() ) {
- numInteractionsForLight++;
- }
- }
- if ( numInteractionsForLight > maxInteractionsForLight ) {
- maxInteractionsForLight = numInteractionsForLight;
- }
- }
- for ( int i = 0; i < tr.primaryWorld->entityDefs.Num(); i++ ) {
- idRenderEntityLocal *def = tr.primaryWorld->entityDefs[i];
- if ( def == NULL ) {
- continue;
- }
- if ( def->firstInteraction == NULL ) {
- continue;
- }
- entities++;
- int numInteractionsForEntity = 0;
- for ( idInteraction *inter = def->firstInteraction; inter != NULL; inter = inter->entityNext ) {
- interactions++;
- if ( !inter->IsEmpty() ) {
- numInteractionsForEntity++;
- }
- if ( inter->IsDeferred() ) {
- deferredInteractions++;
- continue;
- }
- if ( inter->IsEmpty() ) {
- emptyInteractions++;
- continue;
- }
- for ( int j = 0; j < inter->numSurfaces; j++ ) {
- surfaceInteraction_t *srf = &inter->surfaces[j];
- if ( srf->numLightTrisIndexes ) {
- lightTris++;
- lightTriIndexes += srf->numLightTrisIndexes;
- }
- if ( srf->numShadowIndexes ) {
- shadowTris++;
- shadowTriIndexes += srf->numShadowIndexes;
- }
- }
- }
- if ( numInteractionsForEntity > maxInteractionsForEntity ) {
- maxInteractionsForEntity = numInteractionsForEntity;
- }
- }
- common->Printf( "%i entities with %i total interactions\n", entities, interactions );
- common->Printf( "%i deferred interactions, %i empty interactions\n", deferredInteractions, emptyInteractions );
- common->Printf( "%5i indexes in %5i light tris\n", lightTriIndexes, lightTris );
- common->Printf( "%5i indexes in %5i shadow tris\n", shadowTriIndexes, shadowTris );
- common->Printf( "%i maxInteractionsForEntity\n", maxInteractionsForEntity );
- common->Printf( "%i maxInteractionsForLight\n", maxInteractionsForLight );
- }
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