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