예제 #1
0
        /// <summary>
        /// R_MarkLeaves
        /// </summary>
        private static void MarkLeaves()
        {
            if (_OldViewLeaf == _ViewLeaf && _NoVis.Value == 0)
            {
                return;
            }

            if (_IsMirror)
            {
                return;
            }

            _VisFrameCount++;
            _OldViewLeaf = _ViewLeaf;

            byte[] vis;
            if (_NoVis.Value != 0)
            {
                vis = new byte[4096];
                Common.FillArray <Byte>(vis, 0xff); // todo: add count parameter?
                //memset(solid, 0xff, (cl.worldmodel->numleafs + 7) >> 3);
            }
            else
            {
                vis = Mod.LeafPVS(_ViewLeaf, Client.cl.worldmodel);
            }

            model_t world = Client.cl.worldmodel;

            for (int i = 0; i < world.numleafs; i++)
            {
                if (vis[i >> 3] != 0 & (1 << (i & 7)) != 0)
                {
                    mnodebase_t node = world.leafs[i + 1];
                    do
                    {
                        if (node.visframe == _VisFrameCount)
                        {
                            break;
                        }
                        node.visframe = _VisFrameCount;
                        node          = node.parent;
                    } while (node != null);
                }
            }
        }
예제 #2
0
        /// <summary>
        /// SV_FindTouchedLeafs
        /// </summary>
        static void FindTouchedLeafs(edict_t ent, mnodebase_t node)
        {
            if (node.contents == Contents.CONTENTS_SOLID)
            {
                return;
            }

            // add an efrag if the node is a leaf

            if (node.contents < 0)
            {
                if (ent.num_leafs == Progs.MAX_ENT_LEAFS)
                {
                    return;
                }

                mleaf_t leaf    = (mleaf_t)node;
                int     leafnum = Array.IndexOf(sv.worldmodel.leafs, leaf) - 1;

                ent.leafnums[ent.num_leafs] = (short)leafnum;
                ent.num_leafs++;
                return;
            }

            // NODE_MIXED
            mnode_t  n          = (mnode_t)node;
            mplane_t splitplane = n.plane;
            int      sides      = Mathlib.BoxOnPlaneSide(ref ent.v.absmin, ref ent.v.absmax, splitplane);

            // recurse down the contacted sides
            if ((sides & 1) != 0)
            {
                FindTouchedLeafs(ent, n.children[0]);
            }

            if ((sides & 2) != 0)
            {
                FindTouchedLeafs(ent, n.children[1]);
            }
        }
예제 #3
0
        /// <summary>
        /// R_MarkLights
        /// </summary>
        static void MarkLights(dlight_t light, int bit, mnodebase_t node)
        {
            if (node.contents < 0)
            {
                return;
            }

            mnode_t  n          = (mnode_t)node;
            mplane_t splitplane = n.plane;
            float    dist       = Vector3.Dot(light.origin, splitplane.normal) - splitplane.dist;

            if (dist > light.radius)
            {
                MarkLights(light, bit, n.children[0]);
                return;
            }
            if (dist < -light.radius)
            {
                MarkLights(light, bit, n.children[1]);
                return;
            }

            // mark the polygons
            for (int i = 0; i < n.numsurfaces; i++)
            {
                msurface_t surf = Client.cl.worldmodel.surfaces[n.firstsurface + i];
                if (surf.dlightframe != _DlightFrameCount)
                {
                    surf.dlightbits  = 0;
                    surf.dlightframe = _DlightFrameCount;
                }
                surf.dlightbits |= bit;
            }

            MarkLights(light, bit, n.children[0]);
            MarkLights(light, bit, n.children[1]);
        }
예제 #4
0
파일: ServerMain.cs 프로젝트: Scrama/Quarp
        /// <summary>
        /// SV_AddToFatPVS
        /// The PVS must include a small area around the client to allow head bobbing
        /// or other small motion on the client side.  Otherwise, a bob might cause an
        /// entity that should be visible to not show up, especially when the bob
        /// crosses a waterline.
        /// </summary>
        static void AddToFatPVS(ref Vector3 org, mnodebase_t node)
        {
            while (true)
            {
                // if this is a leaf, accumulate the pvs bits
                if (node.contents < 0)
                {
                    if (node.contents != Contents.CONTENTS_SOLID)
                    {
                        byte[] pvs = Mod.LeafPVS((mleaf_t)node, sv.worldmodel);
                        for (int i = 0; i < _FatBytes; i++)
                        {
                            _FatPvs[i] |= pvs[i];
                        }
                    }
                    return;
                }

                mnode_t  n     = (mnode_t)node;
                mplane_t plane = n.plane;
                float    d     = Vector3.Dot(org, plane.normal) - plane.dist;
                if (d > 8)
                {
                    node = n.children[0];
                }
                else if (d < -8)
                {
                    node = n.children[1];
                }
                else
                {       // go down both
                    AddToFatPVS(ref org, n.children[0]);
                    node = n.children[1];
                }
            }
        }
예제 #5
0
        static int RecursiveLightPoint(mnodebase_t node, ref Vector3 start, ref Vector3 end)
        {
            if (node.contents < 0)
            {
                return(-1);              // didn't hit anything
            }
            mnode_t n = (mnode_t)node;

            // calculate mid point

            // FIXME: optimize for axial
            mplane_t plane = n.plane;
            float    front = Vector3.Dot(start, plane.normal) - plane.dist;
            float    back  = Vector3.Dot(end, plane.normal) - plane.dist;
            int      side  = front < 0 ? 1 : 0;

            if ((back < 0 ? 1 : 0) == side)
            {
                return(RecursiveLightPoint(n.children[side], ref start, ref end));
            }

            float   frac = front / (front - back);
            Vector3 mid  = start + (end - start) * frac;

            // go down front side
            int r = RecursiveLightPoint(n.children[side], ref start, ref mid);

            if (r >= 0)
            {
                return(r);               // hit something
            }
            if ((back < 0 ? 1 : 0) == side)
            {
                return(-1);              // didn't hit anuthing
            }
            // check for impact on this node
            _LightSpot  = mid;
            _LightPlane = plane;

            msurface_t[] surf   = Client.cl.worldmodel.surfaces;
            int          offset = n.firstsurface;

            for (int i = 0; i < n.numsurfaces; i++, offset++)
            {
                if ((surf[offset].flags & Surf.SURF_DRAWTILED) != 0)
                {
                    continue;   // no lightmaps
                }
                mtexinfo_t tex = surf[offset].texinfo;

                int s = (int)(Vector3.Dot(mid, tex.vecs[0].Xyz) + tex.vecs[0].W);
                int t = (int)(Vector3.Dot(mid, tex.vecs[1].Xyz) + tex.vecs[1].W);

                if (s < surf[offset].texturemins[0] || t < surf[offset].texturemins[1])
                {
                    continue;
                }

                int ds = s - surf[offset].texturemins[0];
                int dt = t - surf[offset].texturemins[1];

                if (ds > surf[offset].extents[0] || dt > surf[offset].extents[1])
                {
                    continue;
                }

                if (surf[offset].sample_base == null)
                {
                    return(0);
                }

                ds >>= 4;
                dt >>= 4;

                byte[]  lightmap = surf[offset].sample_base;
                int     lmOffset = surf[offset].sampleofs;
                short[] extents  = surf[offset].extents;
                r = 0;
                if (lightmap != null)
                {
                    lmOffset += dt * ((extents[0] >> 4) + 1) + ds;

                    for (int maps = 0; maps < BspFile.MAXLIGHTMAPS && surf[offset].styles[maps] != 255; maps++)
                    {
                        int scale = _LightStyleValue[surf[offset].styles[maps]];
                        r        += lightmap[lmOffset] * scale;
                        lmOffset += ((extents[0] >> 4) + 1) * ((extents[1] >> 4) + 1);
                    }

                    r >>= 8;
                }

                return(r);
            }

            // go down back side
            return(RecursiveLightPoint(n.children[side == 0 ? 1 : 0], ref mid, ref end));
        }
예제 #6
0
        /// <summary>
        /// R_RecursiveWorldNode
        /// </summary>
        static void RecursiveWorldNode(mnodebase_t node)
        {
            if (node.contents == Contents.CONTENTS_SOLID)
            {
                return;         // solid
            }
            if (node.visframe != _VisFrameCount)
            {
                return;
            }
            if (CullBox(ref node.mins, ref node.maxs))
            {
                return;
            }

            int c;

            // if a leaf node, draw stuff
            if (node.contents < 0)
            {
                mleaf_t      pleaf = (mleaf_t)node;
                msurface_t[] marks = pleaf.marksurfaces;
                int          mark  = pleaf.firstmarksurface;
                c = pleaf.nummarksurfaces;

                if (c != 0)
                {
                    do
                    {
                        marks[mark].visframe = _FrameCount;
                        mark++;
                    } while (--c != 0);
                }

                // deal with model fragments in this leaf
                if (pleaf.efrags != null)
                {
                    StoreEfrags(pleaf.efrags);
                }

                return;
            }

            // node is just a decision point, so go down the apropriate sides

            mnode_t n = (mnode_t)node;

            // find which side of the node we are on
            mplane_t plane = n.plane;
            double   dot;

            switch (plane.type)
            {
            case Planes.PLANE_X:
                dot = _ModelOrg.X - plane.dist;
                break;

            case Planes.PLANE_Y:
                dot = _ModelOrg.Y - plane.dist;
                break;

            case Planes.PLANE_Z:
                dot = _ModelOrg.Z - plane.dist;
                break;

            default:
                dot = Vector3.Dot(_ModelOrg, plane.normal) - plane.dist;
                break;
            }

            int side = (dot >= 0 ? 0 : 1);

            // recurse down the children, front side first
            RecursiveWorldNode(n.children[side]);

            // draw stuff
            c = n.numsurfaces;

            if (c != 0)
            {
                msurface_t[] surf   = Client.cl.worldmodel.surfaces;
                int          offset = n.firstsurface;

                if (dot < 0 - QDef.BACKFACE_EPSILON)
                {
                    side = Surf.SURF_PLANEBACK;
                }
                else if (dot > QDef.BACKFACE_EPSILON)
                {
                    side = 0;
                }

                for (; c != 0; c--, offset++)
                {
                    if (surf[offset].visframe != _FrameCount)
                    {
                        continue;
                    }

                    // don't backface underwater surfaces, because they warp
                    if ((surf[offset].flags & Surf.SURF_UNDERWATER) == 0 && ((dot < 0) ^ ((surf[offset].flags & Surf.SURF_PLANEBACK) != 0)))
                    {
                        continue;               // wrong side
                    }
                    // if sorting by texture, just store it out
                    if (_glTexSort.Value != 0)
                    {
                        if (!_IsMirror || surf[offset].texinfo.texture != Client.cl.worldmodel.textures[_MirrorTextureNum])
                        {
                            surf[offset].texturechain = surf[offset].texinfo.texture.texturechain;
                            surf[offset].texinfo.texture.texturechain = surf[offset];
                        }
                    }
                    else if ((surf[offset].flags & Surf.SURF_DRAWSKY) != 0)
                    {
                        surf[offset].texturechain = _SkyChain;
                        _SkyChain = surf[offset];
                    }
                    else if ((surf[offset].flags & Surf.SURF_DRAWTURB) != 0)
                    {
                        surf[offset].texturechain = _WaterChain;
                        _WaterChain = surf[offset];
                    }
                    else
                    {
                        DrawSequentialPoly(surf[offset]);
                    }
                }
            }

            // recurse down the back side
            RecursiveWorldNode(n.children[side == 0 ? 1 : 0]);
        }
예제 #7
0
파일: RenderEfrag.cs 프로젝트: Scrama/Quarp
        /// <summary>
        /// R_SplitEntityOnNode
        /// </summary>
        static void SplitEntityOnNode(mnodebase_t node)
        {
            if (node.contents == Contents.CONTENTS_SOLID)
                return;

            // add an efrag if the node is a leaf
            if (node.contents < 0)
            {
                if (_EfragTopNode == null)
                    _EfragTopNode = node as mnode_t;

                mleaf_t leaf = (mleaf_t)(object)node;

                // grab an efrag off the free list
                efrag_t ef = Client.cl.free_efrags;
                if (ef == null)
                {
                    Con.Print("Too many efrags!\n");
                    return;	// no free fragments...
                }
                Client.cl.free_efrags = Client.cl.free_efrags.entnext;

                ef.entity = _AddEnt;

                // add the entity link
                // *lastlink = ef;
                if (_LastObj is entity_t)
                {
                    ((entity_t)_LastObj).efrag = ef;
                }
                else
                {
                    ((efrag_t)_LastObj).entnext = ef;
                }
                _LastObj = ef; // lastlink = &ef->entnext;
                ef.entnext = null;

                // set the leaf links
                ef.leaf = leaf;
                ef.leafnext = leaf.efrags;
                leaf.efrags = ef;

                return;
            }

            // NODE_MIXED
            mnode_t n = node as mnode_t;
            if (n == null)
                return;
            
            mplane_t splitplane = n.plane;
            int sides = Mathlib.BoxOnPlaneSide(ref _EMins, ref _EMaxs, splitplane);

            if (sides == 3)
            {
                // split on this plane
                // if this is the first splitter of this bmodel, remember it
                if (_EfragTopNode == null)
                    _EfragTopNode = n;
            }

            // recurse down the contacted sides
            if ((sides & 1) != 0)
                SplitEntityOnNode(n.children[0]);

            if ((sides & 2) != 0)
                SplitEntityOnNode(n.children[1]);
        }