csgo-2018-source/engine/mod_vis.cpp
2021-07-24 21:11:47 -07:00

468 lines
14 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// TODO: Should all of this Map_Vis* stuff be an interface?
//
#include "quakedef.h"
#include "gl_model_private.h"
#include "view_shared.h"
#include "cmodel_engine.h"
#include "tier0/vprof.h"
#include "utllinkedlist.h"
#include "ivrenderview.h"
#include "tier0/cache_hints.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar r_novis( "r_novis","0", FCVAR_CHEAT , "Turn off the PVS." );
static ConVar r_lockpvs( "r_lockpvs", "0", FCVAR_CHEAT, "Lock the PVS so you can fly around and inspect what is being drawn." );
static ConVar r_portal_use_pvs_optimization( "r_portal_use_pvs_optimization", "1", 0, "Enables an optimization that allows portals to be culled when outside of the PVS." );
bool g_bNoClipEnabled = false;
// ----------------------------------------------------------------------
// Renderer interface to vis
// ----------------------------------------------------------------------
int r_visframecount = 0;
//-----------------------------------------------------------------------------
// Purpose: For each cluster to be OR'd into vis, remember the origin, the last viewcluster
// for that origin and the current one, so we can tell when vis is dirty and needs to be
// recomputed
//-----------------------------------------------------------------------------
typedef struct
{
Vector origin;
int viewcluster;
int oldviewcluster;
} VISCLUSTER;
//-----------------------------------------------------------------------------
// Purpose: Stores info for updating vis data for the map
//-----------------------------------------------------------------------------
typedef struct
{
// Number of relevant vis clusters
int nClusters;
// Last number ( if != nClusters, recompute vis )
int oldnClusters;
// List of clusters to merge together for final vis
VISCLUSTER rgVisClusters[ MAX_VIS_LEAVES ];
// Composite vis data
byte rgCurrentVis[ MAX_MAP_LEAFS/8 ];
bool bSkyVisible;
bool bForceFullSky;
} VISINFO;
static VISINFO vis;
// I think this is enough. We should have enough here to cover what we might have in a frame, including:
// 1) water reflection
// 2) camera/monitor (actually, this is merged with the regular world)
// 3) 3dskybox
// 4) regular world
const int VISCACHE_SIZE = 8;
class VisCacheEntry
{
public:
VisCacheEntry() { nClusters = 0; }
int nClusters;
int originclusters[MAX_VIS_LEAVES];
CUtlVector< unsigned short > leaflist;
CUtlVector< unsigned short > nodelist;
};
static CUtlLinkedList< VisCacheEntry > viscache( 0, VISCACHE_SIZE );
static void SortVisViewClusters()
{
for (int i = 1; i < vis.nClusters; ++i)
{
int t = vis.rgVisClusters[i].viewcluster;
int j = i;
while (j > 0 && vis.rgVisClusters[j-1].viewcluster > t)
{
vis.rgVisClusters[j].viewcluster = vis.rgVisClusters[j-1].viewcluster;
--j;
}
vis.rgVisClusters[j].viewcluster = t;
}
}
static void VisMark_Cached( const VisCacheEntry &cache, const worldbrushdata_t &worldbrush )
{
int count, visframe;
visframe = r_visframecount;
count = cache.leaflist.Count();
const unsigned short * RESTRICT pSrc = cache.leaflist.Base();
#if defined( _X360 ) || defined( _PS3 )
const int offsetLeaf = offsetof(mleaf_t, visframe);
const int offsetNode = offsetof(mnode_t, visframe);
#endif
while ( count >= 8 )
{
#if defined( _X360 ) || defined( _PS3 )
PREFETCH_128( (void *)(worldbrush.leafs + pSrc[0]), offsetLeaf );
PREFETCH_128( (void *)(worldbrush.leafs + pSrc[1]), offsetLeaf );
PREFETCH_128( (void *)(worldbrush.leafs + pSrc[2]), offsetLeaf );
PREFETCH_128( (void *)(worldbrush.leafs + pSrc[3]), offsetLeaf );
PREFETCH_128( (void *)(worldbrush.leafs + pSrc[4]), offsetLeaf );
PREFETCH_128( (void *)(worldbrush.leafs + pSrc[5]), offsetLeaf );
PREFETCH_128( (void *)(worldbrush.leafs + pSrc[6]), offsetLeaf );
PREFETCH_128( (void *)(worldbrush.leafs + pSrc[7]), offsetLeaf );
#endif
worldbrush.leafs[pSrc[0]].visframe = visframe;
worldbrush.leafs[pSrc[1]].visframe = visframe;
worldbrush.leafs[pSrc[2]].visframe = visframe;
worldbrush.leafs[pSrc[3]].visframe = visframe;
worldbrush.leafs[pSrc[4]].visframe = visframe;
worldbrush.leafs[pSrc[5]].visframe = visframe;
worldbrush.leafs[pSrc[6]].visframe = visframe;
worldbrush.leafs[pSrc[7]].visframe = visframe;
pSrc += 8;
count -= 8;
}
while ( count )
{
worldbrush.leafs[pSrc[0]].visframe = visframe;
count--;
pSrc++;
}
count = cache.nodelist.Count();
pSrc = cache.nodelist.Base();
while ( count >= 8 )
{
#if defined( _X360 ) || defined( _PS3 )
PREFETCH_128( (void *)(worldbrush.nodes + pSrc[0]), offsetNode );
PREFETCH_128( (void *)(worldbrush.nodes + pSrc[1]), offsetNode );
PREFETCH_128( (void *)(worldbrush.nodes + pSrc[2]), offsetNode );
PREFETCH_128( (void *)(worldbrush.nodes + pSrc[3]), offsetNode );
PREFETCH_128( (void *)(worldbrush.nodes + pSrc[4]), offsetNode );
PREFETCH_128( (void *)(worldbrush.nodes + pSrc[5]), offsetNode );
PREFETCH_128( (void *)(worldbrush.nodes + pSrc[6]), offsetNode );
PREFETCH_128( (void *)(worldbrush.nodes + pSrc[7]), offsetNode );
#endif
worldbrush.nodes[pSrc[0]].visframe = visframe;
worldbrush.nodes[pSrc[1]].visframe = visframe;
worldbrush.nodes[pSrc[2]].visframe = visframe;
worldbrush.nodes[pSrc[3]].visframe = visframe;
worldbrush.nodes[pSrc[4]].visframe = visframe;
worldbrush.nodes[pSrc[5]].visframe = visframe;
worldbrush.nodes[pSrc[6]].visframe = visframe;
worldbrush.nodes[pSrc[7]].visframe = visframe;
pSrc += 8;
count -= 8;
}
while ( count )
{
worldbrush.nodes[pSrc[0]].visframe = visframe;
count--;
pSrc++;
}
}
static void VisCache_Build( VisCacheEntry &cache, const worldbrushdata_t &worldbrush )
{
VPROF_INCREMENT_COUNTER( "VisCache misses", 1 );
int i;
mleaf_t *leaf;
int cluster;
cache.nClusters = vis.nClusters;
for (i = 0; i < vis.nClusters; ++i)
{
cache.originclusters[i] = vis.rgVisClusters[i].viewcluster;
}
cache.leaflist.RemoveAll();
cache.nodelist.RemoveAll();
int visframe = r_visframecount;
for ( i = 0, leaf = worldbrush.leafs ; i < worldbrush.numleafs ; i++, leaf++)
{
MEM_ALLOC_CREDIT();
cluster = leaf->cluster;
if ( cluster == -1 )
continue;
if (vis.rgCurrentVis[cluster>>3] & (1<<(cluster&7)))
{
leaf->visframe = visframe;
cache.leaflist.AddToTail( i );
mnode_t *node = leaf->parent;
while (node && node->visframe != visframe)
{
cache.nodelist.AddToTail( node - worldbrush.nodes );
node->visframe = visframe;
node = node->parent;
}
}
}
}
bool Map_AreAnyLeavesVisible( const worldbrushdata_t &worldbrush, int *leafList, int nLeaves )
{
for ( int i=0; i < nLeaves; i++ )
{
const mleaf_t *leaf = &worldbrush.leafs[leafList[i]];
int cluster = leaf->cluster;
if ( cluster == -1 )
continue;
if ( vis.rgCurrentVis[cluster>>3] & (1<<(cluster&7)) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Mark the leaves and nodes that are in the PVS for the current
// cluster(s)
// Input : *worldmodel -
//-----------------------------------------------------------------------------
void Map_VisMark( bool forcenovis, model_t *worldmodel )
{
VPROF( "Map_VisMark" );
int i, c;
// development aid to let you run around and see exactly where
// the pvs ends
if ( r_lockpvs.GetInt() )
{
return;
}
SortVisViewClusters();
bool outsideWorld = false;
for ( i = 0; i < vis.nClusters; i++ )
{
if ( vis.rgVisClusters[ i ].viewcluster != vis.rgVisClusters[ i ].oldviewcluster )
{
break;
}
}
// No changes
if ( i >= vis.nClusters && !forcenovis && ( vis.nClusters == vis.oldnClusters ) )
{
return;
}
// Update vis frame marker
r_visframecount++;
// Update cluster history
vis.oldnClusters = vis.nClusters;
for ( i = 0; i < vis.nClusters; i++ )
{
vis.rgVisClusters[ i ].oldviewcluster = vis.rgVisClusters[ i ].viewcluster;
// Outside world?
//
// When using the Portal2 visibility optimization, it is possible that one or more of the
// vis origins will be outside of the world. We should still try and compute visibility
// from all of the clusters which are valid instead of flagging everything as visible by default.
//
// When noclip is enabled, we can't use this optimization because we're outside of the world
// and yet we want to be able to see everything.
if ( vis.rgVisClusters[ i ].viewcluster == -1 && ( !r_portal_use_pvs_optimization.GetBool() || g_bNoClipEnabled ) )
{
outsideWorld = true;
break;
}
}
#ifdef USE_CONVARS
if ( r_novis.GetInt() || forcenovis || outsideWorld )
{
// mark everything
for (i=0 ; i<worldmodel->brush.pShared->numleafs ; i++)
{
worldmodel->brush.pShared->leafs[i].visframe = r_visframecount;
}
for (i=0 ; i<worldmodel->brush.pShared->numnodes ; i++)
{
worldmodel->brush.pShared->nodes[i].visframe = r_visframecount;
}
return;
}
#endif
// There should always be at least one origin and that's the default render origin in most cases
assert( vis.nClusters >= 1 );
CM_Vis( vis.rgCurrentVis, sizeof( vis.rgCurrentVis ), vis.rgVisClusters[ 0 ].viewcluster, DVIS_PVS );
// Get cluster count
c = ( CM_NumClusters() + 31 ) / 32 ;
// Merge in any extra clusters
for ( i = 1; i < vis.nClusters; i++ )
{
byte mapVis[ MAX_MAP_CLUSTERS/8 ];
CM_Vis( mapVis, sizeof( mapVis ), vis.rgVisClusters[ i ].viewcluster, DVIS_PVS );
// Copy one dword at a time ( could use memcpy )
for ( int j = 0 ; j < c ; j++ )
{
((int *)vis.rgCurrentVis)[ j ] |= ((int *)mapVis)[ j ];
}
}
// search the cache for a pre-built list of leaves and nodes that matches
// the desired vis setup, and use that to mark the map if found
for (i = viscache.Head(); i != viscache.InvalidIndex(); i = viscache.Next(i))
{
VisCacheEntry &cache = viscache[i];
if (cache.nClusters != vis.nClusters) continue;
for (c = 0; c < cache.nClusters; ++c)
{
if (cache.originclusters[c] != vis.rgVisClusters[c].viewcluster)
{
// NJS: This is a nasty goto, but avoids a nasty branch mispredict below
// (if a break and if are used instead)
goto next_cache_check;
}
}
viscache.LinkToHead( i );
VisMark_Cached( cache, *worldmodel->brush.pShared );
return;
next_cache_check:;
}
// if we get here, we need to update the cache with a new entry
if (viscache.Count() < VISCACHE_SIZE)
{
viscache.AddToHead();
}
else
{
viscache.LinkToHead( viscache.Tail() );
}
// this also will mark the visleafs in order to build the cache data
VisCache_Build( viscache[viscache.Head()], *worldmodel->brush.pShared );
}
//-----------------------------------------------------------------------------
// Purpose: Purpose: Setup vis for the specified map
// Input : *worldmodel - the map
// visorigincount - how many origins to merge together ( usually 1, can be 0 if forcenovis is true )
// origins[][3] - array of origins to merge together
// forcenovis - if set to true, ignore all origins and just mark everything as visible ( SLOW rendering!!! )
//-----------------------------------------------------------------------------
void Map_VisSetup( model_t *worldmodel, int visorigincount, const Vector origins[], bool forcenovis /*=false*/, unsigned int &returnFlags )
{
assert( visorigincount <= MAX_VIS_LEAVES );
// Don't crash if the client .dll tries to do something weird/dumb
vis.nClusters = MIN( visorigincount, MAX_VIS_LEAVES );
vis.bForceFullSky = false;
vis.bSkyVisible = false;
returnFlags = 0;
for ( int i = 0; i < vis.nClusters; i++ )
{
int leafIndex = CM_PointLeafnum( origins[ i ] );
int flags = CM_LeafFlags( leafIndex );
if ( flags & ( LEAF_FLAGS_SKY | LEAF_FLAGS_SKY2D ) )
{
vis.bSkyVisible = true;
}
if ( flags & LEAF_FLAGS_RADIAL )
{
vis.bForceFullSky = true;
returnFlags |= IVRenderView::VIEW_SETUP_VIS_EX_RETURN_FLAGS_USES_RADIAL_VIS;
}
vis.rgVisClusters[ i ].viewcluster = CM_LeafCluster( leafIndex );
VectorCopy( origins[ i ], vis.rgVisClusters[ i ].origin );
}
if ( !vis.bSkyVisible )
{
vis.bForceFullSky = false;
}
Map_VisMark( forcenovis, worldmodel );
}
//-----------------------------------------------------------------------------
// Purpose: Clear / reset vis data
//-----------------------------------------------------------------------------
void Map_VisClear( void )
{
vis.nClusters = 1;
vis.oldnClusters = 1;
for ( int i = 0; i < MAX_VIS_LEAVES; i++ )
{
vis.rgVisClusters[ i ].oldviewcluster = -2;
VectorClear( vis.rgVisClusters[ i ].origin );
vis.rgVisClusters[ i ].viewcluster = -2;
}
viscache.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Returns the current vis bitfield
// Output : byte
//-----------------------------------------------------------------------------
byte *Map_VisCurrent( void )
{
return vis.rgCurrentVis;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the first viewcluster ( usually it's the only )
// Output : int
//-----------------------------------------------------------------------------
int Map_VisCurrentCluster( void )
{
// BUGBUG: The client DLL can hit this assert during a level transition
// because the temporary entities do visibility calculations during the
// wrong part of the frame loop (i.e. before a view has been set up!)
Assert( vis.rgVisClusters[ 0 ].viewcluster >= 0 );
if ( vis.rgVisClusters[ 0 ].viewcluster < 0 )
{
static int visclusterwarningcount = 0;
if ( ++visclusterwarningcount <= 5 )
{
ConDMsg( "Map_VisCurrentCluster() < 0!\n" );
}
}
return vis.rgVisClusters[ 0 ].viewcluster;
}
bool Map_VisSkyVisible()
{
return vis.bSkyVisible;
}
bool Map_VisForceFullSky()
{
return vis.bForceFullSky;
}