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render: lift surface lightmap checks out of RecursiveLightPoint
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
This commit is contained in:
parent
590a5b4cae
commit
f82786bc80
119
common/r_light.c
119
common/r_light.c
@ -141,72 +141,26 @@ R_PushDlights(void)
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vec3_t lightspot;
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#endif
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__attribute__((noinline))
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static int
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RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
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R_LightSurfPoint(const mnode_t *node, const vec3_t surfpoint)
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{
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const mplane_t *plane;
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float front, back, frac;
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vec3_t mid;
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int side;
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const msurface_t *surf;
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const mtexinfo_t *tex;
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const byte *lightmap;
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int maps, lightlevel;
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int i;
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if (node->contents < 0)
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return -1; /* didn't hit anything */
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/* calculate mid point */
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plane = node->plane;
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switch (plane->type) {
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case PLANE_X:
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case PLANE_Y:
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case PLANE_Z:
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front = start[plane->type - PLANE_X] - plane->dist;
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back = end[plane->type - PLANE_X] - plane->dist;
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break;
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default:
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front = DotProduct(start, plane->normal) - plane->dist;
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back = DotProduct(end, plane->normal) - plane->dist;
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break;
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}
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side = front < 0;
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/* FIXME - tail recursion => optimize */
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if ((back < 0) == side)
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return RecursiveLightPoint(node->children[side], start, end);
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frac = front / (front - back);
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mid[0] = start[0] + (end[0] - start[0]) * frac;
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mid[1] = start[1] + (end[1] - start[1]) * frac;
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mid[2] = start[2] + (end[2] - start[2]) * frac;
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/* go down front side */
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lightlevel = RecursiveLightPoint(node->children[side], start, mid);
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if (lightlevel >= 0)
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return lightlevel; /* hit something */
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if ((back < 0) == side)
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return -1; /* didn't hit anything */
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#ifdef GLQUAKE
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VectorCopy(mid, lightspot);
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#endif
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int i, maps;
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/* check for impact on this node */
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i = 0; i < node->numsurfaces; i++, surf++) {
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int s, t, ds, dt;
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const mtexinfo_t *tex;
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const byte *lightmap;
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int s, t, ds, dt, lightlevel;
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if (surf->flags & SURF_DRAWTILED)
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continue; /* no lightmaps */
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tex = surf->texinfo;
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s = DotProduct(mid, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct(mid, tex->vecs[1]) + tex->vecs[1][3];
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s = DotProduct(surfpoint, tex->vecs[0]) + tex->vecs[0][3];
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t = DotProduct(surfpoint, tex->vecs[1]) + tex->vecs[1][3];
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if (s < surf->texturemins[0] || t < surf->texturemins[1])
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continue;
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@ -234,9 +188,64 @@ RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
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return lightlevel >> 8;
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}
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return -1;
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}
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static int
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RecursiveLightPoint(const mnode_t *node, const vec3_t start, const vec3_t end)
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{
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const mplane_t *plane;
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float front, back, frac;
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vec3_t surfpoint;
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int side, lightlevel;
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if (node->contents < 0)
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return -1; /* didn't hit anything */
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/* calculate surface intersection point */
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plane = node->plane;
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switch (plane->type) {
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case PLANE_X:
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case PLANE_Y:
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case PLANE_Z:
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front = start[plane->type - PLANE_X] - plane->dist;
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back = end[plane->type - PLANE_X] - plane->dist;
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break;
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default:
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front = DotProduct(start, plane->normal) - plane->dist;
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back = DotProduct(end, plane->normal) - plane->dist;
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break;
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}
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side = front < 0;
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/* FIXME - tail recursion => optimize */
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if ((back < 0) == side)
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return RecursiveLightPoint(node->children[side], start, end);
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frac = front / (front - back);
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surfpoint[0] = start[0] + (end[0] - start[0]) * frac;
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surfpoint[1] = start[1] + (end[1] - start[1]) * frac;
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surfpoint[2] = start[2] + (end[2] - start[2]) * frac;
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/* go down front side */
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lightlevel = RecursiveLightPoint(node->children[side], start, surfpoint);
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if (lightlevel >= 0)
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return lightlevel; /* hit something */
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if ((back < 0) == side)
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return -1; /* didn't hit anything */
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#ifdef GLQUAKE
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VectorCopy(surfpoint, lightspot);
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#endif
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lightlevel = R_LightSurfPoint(node, surfpoint);
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if (lightlevel >= 0)
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return lightlevel;
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/* FIXME - tail recursion => optimize */
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/* go down back side */
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return RecursiveLightPoint(node->children[!side], mid, end);
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return RecursiveLightPoint(node->children[!side], surfpoint, end);
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}
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/*
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