/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech 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. IceTech 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 IceTech Source Code. If not, see . In addition, the IceTech 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 IceTech 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 Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "tr_local.h" /* All that is done in these functions is the creation of viewLights and viewEntitys for the lightDefs and entityDefs that are visible in the portal areas that can be seen from the current viewpoint. */ // if we hit this many planes, we will just stop cropping the // view down, which is still correct, just conservative const int MAX_PORTAL_PLANES = 20; typedef struct portalStack_s { portal_t* p; const struct portalStack_s* next; idScreenRect rect; int numPortalPlanes; idPlane portalPlanes[MAX_PORTAL_PLANES + 1]; // positive side is outside the visible frustum } portalStack_t; //==================================================================== // DXR world visibility is deliberately driven by its own portal-shape flood. // // Raster visibility uses FlowViewThroughPortals() with the camera frustum as the // initial portal stack, which is correct for viewEntitys/viewLights but too // aggressive for ray tracing: reflections, GI, glossy rays, and shadow rays can // need static world geometry that is outside the camera FOV. // // A plain connectedAreas flood is too broad because it ignores portal shape and // line-of-sight through portals, often making the whole connected map visible. // // The DXR path below uses the middle ground: // * hide all static world TLAS instances at the start of the view // * flood through portals from the view origin with ZERO initial FOV planes // * still clip recursively by the actual portal windings / portal planes // * show the static world TLAS ranges for areas reached by that flood static idRenderWorldLocal* s_dxrVisibilityWorld = NULL; static int* s_dxrWorldModelFirstForArea = NULL; static int* s_dxrWorldModelCountForArea = NULL; static bool* s_dxrWorldModelShownForArea = NULL; static bool s_dxrUseAllLocalModelDXRIndexing = false; static int DXR_AreaNumForWorldModelName(const char* name) { if (!name) { return -1; } // Static proc world models are normally named _area0, _area1, ... by AddWorldModelEntities(). if (name[0] != '_' || name[1] != 'a' || name[2] != 'r' || name[3] != 'e' || name[4] != 'a') { return -1; } const char* p = name + 5; if (*p < '0' || *p > '9') { return -1; } int areaNum = 0; for (; *p; p++) { if (*p < '0' || *p > '9') { return -1; } areaNum = areaNum * 10 + (*p - '0'); } return areaNum; } static int DXR_AreaNumForWorldModel(const idRenderModel* model) { if (!model) { return -1; } return DXR_AreaNumForWorldModelName(model->Name()); } static bool DXR_SurfaceCreatesWorldTopAccelStruct(const modelSurface_t* surf) { if (!surf || !surf->shader) { return false; } // Must match the ParseModel() creation filter exactly: // if ( !surf.shader->IsSky() && surf.shader->IsLitMaterial() ) return !surf->shader->IsSky() && surf->shader->IsLitMaterial(); } static bool DXR_ModelContributesToWorldDXRList(idRenderWorldLocal* world, const idRenderModel* model) { if (!world || !model) { return false; } if (s_dxrUseAllLocalModelDXRIndexing) { return true; } const int areaNum = DXR_AreaNumForWorldModel(model); return areaNum >= 0 && areaNum < world->numPortalAreas; } static void DXR_SetWorldTopAccelStructVisible(idRenderWorldLocal* world, uint32_t topAccelStruct, bool visible) { if (!world || !topAccelStruct) { return; } glSetTopLevelAccelStructureVisible(world->dxrWorldId, topAccelStruct, visible ? 1 : 0); } static void DXR_HideAllWorldTopAccelStructs(idRenderWorldLocal* world) { if (!world) { return; } for (int i = 0; i < world->worldDXRmodels.Num(); i++) { DXR_SetWorldTopAccelStructVisible(world, world->worldDXRmodels[i].topAccelStruct, false); } } static void DXR_ShowAllWorldTopAccelStructs(idRenderWorldLocal* world) { if (!world) { return; } for (int i = 0; i < world->worldDXRmodels.Num(); i++) { DXR_SetWorldTopAccelStructVisible(world, world->worldDXRmodels[i].topAccelStruct, true); } } static int DXR_CountFilteredSurfacesForModel(const idRenderModel* model) { if (!model) { return 0; } int count = 0; for (int surfaceNum = 0; surfaceNum < model->NumSurfaces(); surfaceNum++) { const modelSurface_t* surf = model->Surface(surfaceNum); if (DXR_SurfaceCreatesWorldTopAccelStruct(surf)) { count++; } } return count; } static void DXR_SelectWorldDXRIndexingMode(idRenderWorldLocal* world) { s_dxrUseAllLocalModelDXRIndexing = false; if (!world) { return; } int areaModelSurfaceCount = 0; int allLocalModelSurfaceCount = 0; for (int modelIndex = 0; modelIndex < world->localModels.Num(); modelIndex++) { idRenderModel* model = world->localModels[modelIndex]; if (!model) { continue; } const int modelSurfaceCount = DXR_CountFilteredSurfacesForModel(model); allLocalModelSurfaceCount += modelSurfaceCount; const int areaNum = DXR_AreaNumForWorldModel(model); if (areaNum >= 0 && areaNum < world->numPortalAreas) { areaModelSurfaceCount += modelSurfaceCount; } } // The original Doom 3 proc-world path normally creates worldDXRmodels only // from _areaN models. If the count does not match but all local lit surfaces // do match, use all-local indexing as a compatibility fallback for builds // where the DXR parser added more model types to worldDXRmodels. if (world->worldDXRmodels.Num() != areaModelSurfaceCount && world->worldDXRmodels.Num() == allLocalModelSurfaceCount) { s_dxrUseAllLocalModelDXRIndexing = true; } } static void DXR_BuildWorldTopAccelStructAreaMap(idRenderWorldLocal* world) { s_dxrVisibilityWorld = world; s_dxrWorldModelFirstForArea = NULL; s_dxrWorldModelCountForArea = NULL; s_dxrWorldModelShownForArea = NULL; s_dxrUseAllLocalModelDXRIndexing = false; if (!world || world->numPortalAreas <= 0) { return; } DXR_SelectWorldDXRIndexingMode(world); s_dxrWorldModelFirstForArea = (int*)R_FrameAlloc(world->numPortalAreas * sizeof(s_dxrWorldModelFirstForArea[0])); s_dxrWorldModelCountForArea = (int*)R_FrameAlloc(world->numPortalAreas * sizeof(s_dxrWorldModelCountForArea[0])); s_dxrWorldModelShownForArea = (bool*)R_FrameAlloc(world->numPortalAreas * sizeof(s_dxrWorldModelShownForArea[0])); for (int i = 0; i < world->numPortalAreas; i++) { s_dxrWorldModelFirstForArea[i] = -1; s_dxrWorldModelCountForArea[i] = 0; s_dxrWorldModelShownForArea[i] = false; } int dxrIndex = 0; for (int modelIndex = 0; modelIndex < world->localModels.Num(); modelIndex++) { idRenderModel* model = world->localModels[modelIndex]; if (!model) { continue; } const int areaNum = DXR_AreaNumForWorldModel(model); const bool validAreaModel = areaNum >= 0 && areaNum < world->numPortalAreas; const bool contributesToDXRList = DXR_ModelContributesToWorldDXRList(world, model); const int firstForThisModel = dxrIndex; int countForThisArea = 0; for (int surfaceNum = 0; surfaceNum < model->NumSurfaces(); surfaceNum++) { const modelSurface_t* surf = model->Surface(surfaceNum); if (!DXR_SurfaceCreatesWorldTopAccelStruct(surf)) { continue; } if (contributesToDXRList) { if (validAreaModel && dxrIndex < world->worldDXRmodels.Num()) { countForThisArea++; } dxrIndex++; } } if (validAreaModel && countForThisArea > 0) { s_dxrWorldModelFirstForArea[areaNum] = firstForThisModel; s_dxrWorldModelCountForArea[areaNum] = countForThisArea; } } // Conservative fallback for maps/builds where the DXR list is one entry per // portal area but the _areaN surface mapping above could not identify a range. if (world->worldDXRmodels.Num() == world->numPortalAreas) { for (int areaNum = 0; areaNum < world->numPortalAreas; areaNum++) { if (s_dxrWorldModelFirstForArea[areaNum] < 0) { s_dxrWorldModelFirstForArea[areaNum] = areaNum; s_dxrWorldModelCountForArea[areaNum] = 1; } } } } static void DXR_BeginWorldTopAccelStructVisibilityPass(idRenderWorldLocal* world) { DXR_BuildWorldTopAccelStructAreaMap(world); DXR_HideAllWorldTopAccelStructs(world); } static void DXR_ShowWorldTopAccelStructsForArea(idRenderWorldLocal* world, int areaNum) { if (!world || world != s_dxrVisibilityWorld || !s_dxrWorldModelFirstForArea || !s_dxrWorldModelCountForArea || !s_dxrWorldModelShownForArea) { return; } if (areaNum < 0 || areaNum >= world->numPortalAreas) { return; } if (s_dxrWorldModelShownForArea[areaNum]) { return; } const int first = s_dxrWorldModelFirstForArea[areaNum]; const int count = s_dxrWorldModelCountForArea[areaNum]; if (first < 0 || count <= 0) { return; } s_dxrWorldModelShownForArea[areaNum] = true; const int end = first + count; for (int i = first; i < end && i < world->worldDXRmodels.Num(); i++) { DXR_SetWorldTopAccelStructVisible(world, world->worldDXRmodels[i].topAccelStruct, true); } } static int DXR_FirstWorldDXRIndexForModel(idRenderWorldLocal* world, const idRenderModel* wantedModel) { if (!world || !wantedModel) { return -1; } int dxrIndex = 0; for (int modelIndex = 0; modelIndex < world->localModels.Num(); modelIndex++) { const idRenderModel* model = world->localModels[modelIndex]; if (!model) { continue; } const bool contributesToDXRList = DXR_ModelContributesToWorldDXRList(world, model); const bool isWantedModel = (model == wantedModel); int firstForModel = -1; for (int surfaceNum = 0; surfaceNum < model->NumSurfaces(); surfaceNum++) { const modelSurface_t* surf = model->Surface(surfaceNum); if (!DXR_SurfaceCreatesWorldTopAccelStruct(surf)) { continue; } if (!contributesToDXRList) { continue; } if (isWantedModel && firstForModel < 0) { firstForModel = dxrIndex; } dxrIndex++; } if (isWantedModel) { return firstForModel; } } return -1; } static int DXR_WorldDXRCountForModel(idRenderWorldLocal* world, const idRenderModel* model) { if (!world || !model || !DXR_ModelContributesToWorldDXRList(world, model)) { return 0; } return DXR_CountFilteredSurfacesForModel(model); } static void DXR_ShowWorldTopAccelStructsForModel(idRenderWorldLocal* world, const idRenderModel* model) { if (!world || !model) { return; } const int first = DXR_FirstWorldDXRIndexForModel(world, model); const int count = DXR_WorldDXRCountForModel(world, model); if (first < 0 || count <= 0) { return; } const int end = first + count; for (int i = first; i < end && i < world->worldDXRmodels.Num(); i++) { DXR_SetWorldTopAccelStructVisible(world, world->worldDXRmodels[i].topAccelStruct, true); } } static void DXR_ShowWorldTopAccelStructsReferencedByArea(idRenderWorldLocal* world, int areaNum) { if (!world) { return; } if (areaNum < 0 || areaNum >= world->numPortalAreas) { return; } portalArea_t* area = &world->portalAreas[areaNum]; for (areaReference_t* ref = area->entityRefs.areaNext; ref != &area->entityRefs; ref = ref->areaNext) { idRenderEntityLocal* entity = ref->entity; if (!entity) { continue; } idRenderModel* model = entity->parms.hModel; if (!model) { continue; } DXR_ShowWorldTopAccelStructsForModel(world, model); } } static void DXR_ShowWorldTopAccelStructsForAreaRobust(idRenderWorldLocal* world, int areaNum) { if (!world) { return; } if (areaNum < 0 || areaNum >= world->numPortalAreas) { return; } // For DXR this means "area already processed this view". The fast area // range path and entity-ref fallback are both attempted before the flag is set. if (s_dxrWorldModelShownForArea && s_dxrWorldModelShownForArea[areaNum]) { return; } // Fast _areaN range path. DXR_ShowWorldTopAccelStructsForArea(world, areaNum); // Correctness fallback path using the actual render models referenced by this area. DXR_ShowWorldTopAccelStructsReferencedByArea(world, areaNum); if (s_dxrWorldModelShownForArea) { s_dxrWorldModelShownForArea[areaNum] = true; } } static void DXR_FloodWorldTopAccelStructVisibilityThroughArea_r(idRenderWorldLocal* world, const idVec3 origin, int areaNum, const portalStack_t* ps) { portal_t* p; float d; portalArea_t* area; const portalStack_t* check; portalStack_t newStack; int i, j; idVec3 v1, v2; int addPlanes; idFixedWinding w; if (!world) { return; } if (areaNum < 0 || areaNum >= world->numPortalAreas) { return; } area = &world->portalAreas[areaNum]; // This area is visible to DXR from the view origin through the current portal chain. DXR_ShowWorldTopAccelStructsForAreaRobust(world, areaNum); for (p = area->portals; p; p = p->next) { // Closed doors / blocked portals should still stop DXR visibility. if (p->doublePortal->blockingBits & PS_BLOCK_VIEW) { continue; } // Geometric portal facing test, not camera-FOV culling. d = p->plane.Distance(origin); if (d < -0.1f) { continue; } // Avoid infinite portal recursion. for (check = ps; check; check = check->next) { if (check->p == p) { break; } } if (check) { continue; } // If very close to the portal plane, avoid numerical clipping issues. if (d < 1.0f) { newStack = *ps; newStack.p = p; newStack.next = ps; DXR_FloodWorldTopAccelStructVisibilityThroughArea_r(world, origin, p->intoArea, &newStack); continue; } // Clip this portal against the current portal visibility cone. w = *p->w; for (j = 0; j < ps->numPortalPlanes; j++) { if (!w.ClipInPlace(-ps->portalPlanes[j], 0)) { break; } } if (!w.GetNumPoints()) { continue; } // Do NOT call PortalIsFoggedOut() here. Fog is a raster visibility // optimization; it should not hide TLAS geometry needed by rays. newStack.p = p; newStack.next = ps; addPlanes = w.GetNumPoints(); if (addPlanes > MAX_PORTAL_PLANES) { addPlanes = MAX_PORTAL_PLANES; } newStack.numPortalPlanes = 0; for (i = 0; i < addPlanes; i++) { j = i + 1; if (j == w.GetNumPoints()) { j = 0; } v1 = origin - w[i].ToVec3(); v2 = origin - w[j].ToVec3(); newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross(v2, v1); if (newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f) { continue; } newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint(origin); newStack.numPortalPlanes++; } // The last stack plane is the portal plane, matching the raster flood. newStack.portalPlanes[newStack.numPortalPlanes] = p->plane; newStack.numPortalPlanes++; DXR_FloodWorldTopAccelStructVisibilityThroughArea_r(world, origin, p->intoArea, &newStack); } } static void DXR_FlowWorldTopAccelStructVisibilityThroughPortals(idRenderWorldLocal* world) { portalStack_t ps; if (!world || !tr.viewDef) { return; } // If portal culling is disabled, match raster debug behavior and show all. if (!r_usePortals.GetBool()) { DXR_ShowAllWorldTopAccelStructs(world); return; } // If outside the world, match original FlowViewThroughPortals behavior and show all. if (tr.viewDef->areaNum < 0) { DXR_ShowAllWorldTopAccelStructs(world); return; } // Honor r_singleArea debug mode. if (r_singleArea.GetBool()) { DXR_ShowWorldTopAccelStructsForAreaRobust(world, tr.viewDef->areaNum); return; } memset(&ps, 0, sizeof(ps)); ps.next = NULL; ps.p = NULL; // Critical difference from raster: // zero initial planes means "do not camera-FOV cull DXR". // The recursive portal cone still prevents showing the whole connected map. ps.numPortalPlanes = 0; ps.rect = tr.viewDef->scissor; DXR_FloodWorldTopAccelStructVisibilityThroughArea_r(world, tr.viewDef->renderView.vieworg, tr.viewDef->areaNum, &ps); } /* =================== idRenderWorldLocal::ScreenRectForWinding =================== */ idScreenRect idRenderWorldLocal::ScreenRectFromWinding(const idWinding* w, viewEntity_t* space) { idScreenRect r; int i; idVec3 v; idVec3 ndc; float windowX, windowY; r.Clear(); for (i = 0; i < w->GetNumPoints(); i++) { R_LocalPointToGlobal(space->modelMatrix, (*w)[i].ToVec3(), v); R_GlobalToNormalizedDeviceCoordinates(v, ndc); windowX = 0.5f * (1.0f + ndc[0]) * (tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1); windowY = 0.5f * (1.0f + ndc[1]) * (tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1); r.AddPoint(windowX, windowY); } r.Expand(); return r; } /* =================== PortalIsFoggedOut =================== */ bool idRenderWorldLocal::PortalIsFoggedOut(const portal_t* p) { idRenderLightLocal* ldef; const idWinding* w; int i; idPlane forward; ldef = p->doublePortal->fogLight; if (!ldef) { return false; } // find the current density of the fog const idMaterial* lightShader = ldef->lightShader; int size = sizeof(float) * lightShader->GetNumRegisters(); float* regs = (float*)_alloca(size); lightShader->EvaluateRegisters(regs, ldef->parms.shaderParms, tr.viewDef, ldef->parms.referenceSound); const shaderStage_t* stage = lightShader->GetStage(0); float alpha = regs[stage->color.registers[3]]; // if they left the default value on, set a fog distance of 500 float a; if (alpha <= 1.0f) { a = -0.5f / DEFAULT_FOG_DISTANCE; } else { // otherwise, distance = alpha color a = -0.5f / alpha; } forward[0] = a * tr.viewDef->worldSpace.modelViewMatrix[2]; forward[1] = a * tr.viewDef->worldSpace.modelViewMatrix[6]; forward[2] = a * tr.viewDef->worldSpace.modelViewMatrix[10]; forward[3] = a * tr.viewDef->worldSpace.modelViewMatrix[14]; w = p->w; for (i = 0; i < w->GetNumPoints(); i++) { float d; d = forward.Distance((*w)[i].ToVec3()); if (d < 0.5f) { return false; // a point not clipped off } } return true; } /* =================== FloodViewThroughArea_r =================== */ void idRenderWorldLocal::FloodViewThroughArea_r(const idVec3 origin, int areaNum, const struct portalStack_s* ps) { portal_t* p; float d; portalArea_t* area; const portalStack_t* check; portalStack_t newStack; int i, j; idVec3 v1, v2; int addPlanes; idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20 area = &portalAreas[areaNum]; // cull models and lights to the current collection of planes AddAreaRefs(areaNum, ps); if (areaScreenRect[areaNum].IsEmpty()) { areaScreenRect[areaNum] = ps->rect; } else { areaScreenRect[areaNum].Union(ps->rect); } // go through all the portals for (p = area->portals; p; p = p->next) { // an enclosing door may have sealed the portal off if (p->doublePortal->blockingBits & PS_BLOCK_VIEW) { continue; } // make sure this portal is facing away from the view d = p->plane.Distance(origin); if (d < -0.1f) { continue; } // make sure the portal isn't in our stack trace, // which would cause an infinite loop for (check = ps; check; check = check->next) { if (check->p == p) { break; // don't recursively enter a stack } } if (check) { continue; // already in stack } // if we are very close to the portal surface, don't bother clipping // it, which tends to give epsilon problems that make the area vanish if (d < 1.0f) { // go through this portal newStack = *ps; newStack.p = p; newStack.next = ps; FloodViewThroughArea_r(origin, p->intoArea, &newStack); continue; } // clip the portal winding to all of the planes w = *p->w; for (j = 0; j < ps->numPortalPlanes; j++) { if (!w.ClipInPlace(-ps->portalPlanes[j], 0)) { break; } } if (!w.GetNumPoints()) { continue; // portal not visible } // see if it is fogged out if (PortalIsFoggedOut(p)) { continue; } // go through this portal newStack.p = p; newStack.next = ps; // find the screen pixel bounding box of the remaining portal // so we can scissor things outside it newStack.rect = ScreenRectFromWinding(&w, &tr.identitySpace); // slop might have spread it a pixel outside, so trim it back newStack.rect.Intersect(ps->rect); // generate a set of clipping planes that will further restrict // the visible view beyond just the scissor rect addPlanes = w.GetNumPoints(); if (addPlanes > MAX_PORTAL_PLANES) { addPlanes = MAX_PORTAL_PLANES; } newStack.numPortalPlanes = 0; for (i = 0; i < addPlanes; i++) { j = i + 1; if (j == w.GetNumPoints()) { j = 0; } v1 = origin - w[i].ToVec3(); v2 = origin - w[j].ToVec3(); newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross(v2, v1); // if it is degenerate, skip the plane if (newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f) { continue; } newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint(origin); newStack.numPortalPlanes++; } // the last stack plane is the portal plane newStack.portalPlanes[newStack.numPortalPlanes] = p->plane; newStack.numPortalPlanes++; FloodViewThroughArea_r(origin, p->intoArea, &newStack); } } /* ======================= FlowViewThroughPortals Finds viewLights and viewEntities by flowing from an origin through the visible portals. origin point can see into. The planes array defines a volume (positive sides facing in) that should contain the origin, such as a view frustum or a point light box. Zero planes assumes an unbounded volume. ======================= */ void idRenderWorldLocal::FlowViewThroughPortals(const idVec3 origin, int numPlanes, const idPlane* planes) { portalStack_t ps; int i; ps.next = NULL; ps.p = NULL; for (i = 0; i < numPlanes; i++) { ps.portalPlanes[i] = planes[i]; } ps.numPortalPlanes = numPlanes; ps.rect = tr.viewDef->scissor; if (tr.viewDef->areaNum < 0) { for (i = 0; i < numPortalAreas; i++) { areaScreenRect[i] = tr.viewDef->scissor; } // if outside the world, mark everything for (i = 0; i < numPortalAreas; i++) { AddAreaRefs(i, &ps); } } else { for (i = 0; i < numPortalAreas; i++) { areaScreenRect[i].Clear(); } // flood out through portals, setting area viewCount FloodViewThroughArea_r(origin, tr.viewDef->areaNum, &ps); } } //================================================================================================== /* =================== FloodLightThroughArea_r =================== */ void idRenderWorldLocal::FloodLightThroughArea_r(idRenderLightLocal* light, int areaNum, const struct portalStack_s* ps) { portal_t* p; float d; portalArea_t* area; const portalStack_t* check, * firstPortalStack; portalStack_t newStack; int i, j; idVec3 v1, v2; int addPlanes; idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20 area = &portalAreas[areaNum]; // add an areaRef AddLightRefToArea(light, area); // go through all the portals for (p = area->portals; p; p = p->next) { // make sure this portal is facing away from the view d = p->plane.Distance(light->globalLightOrigin); if (d < -0.1f) { continue; } // make sure the portal isn't in our stack trace, // which would cause an infinite loop for (check = ps; check; check = check->next) { firstPortalStack = check; if (check->p == p) { break; // don't recursively enter a stack } } if (check) { continue; // already in stack } // if we are very close to the portal surface, don't bother clipping // it, which tends to give epsilon problems that make the area vanish if (d < 1.0f) { // go through this portal newStack = *ps; newStack.p = p; newStack.next = ps; FloodLightThroughArea_r(light, p->intoArea, &newStack); continue; } // clip the portal winding to all of the planes w = *p->w; for (j = 0; j < ps->numPortalPlanes; j++) { if (!w.ClipInPlace(-ps->portalPlanes[j], 0)) { break; } } if (!w.GetNumPoints()) { continue; // portal not visible } // also always clip to the original light planes, because they aren't // necessarily extending to infinitiy like a view frustum for (j = 0; j < firstPortalStack->numPortalPlanes; j++) { if (!w.ClipInPlace(-firstPortalStack->portalPlanes[j], 0)) { break; } } if (!w.GetNumPoints()) { continue; // portal not visible } // go through this portal newStack.p = p; newStack.next = ps; // generate a set of clipping planes that will further restrict // the visible view beyond just the scissor rect addPlanes = w.GetNumPoints(); if (addPlanes > MAX_PORTAL_PLANES) { addPlanes = MAX_PORTAL_PLANES; } newStack.numPortalPlanes = 0; for (i = 0; i < addPlanes; i++) { j = i + 1; if (j == w.GetNumPoints()) { j = 0; } v1 = light->globalLightOrigin - w[i].ToVec3(); v2 = light->globalLightOrigin - w[j].ToVec3(); newStack.portalPlanes[newStack.numPortalPlanes].Normal().Cross(v2, v1); // if it is degenerate, skip the plane if (newStack.portalPlanes[newStack.numPortalPlanes].Normalize() < 0.01f) { continue; } newStack.portalPlanes[newStack.numPortalPlanes].FitThroughPoint(light->globalLightOrigin); newStack.numPortalPlanes++; } FloodLightThroughArea_r(light, p->intoArea, &newStack); } } /* ======================= FlowLightThroughPortals Adds an arearef in each area that the light center flows into. This can only be used for shadow casting lights that have a generated prelight, because shadows are cast from back side which may not be in visible areas. ======================= */ void idRenderWorldLocal::FlowLightThroughPortals(idRenderLightLocal* light) { portalStack_t ps; int i; const idVec3 origin = light->globalLightOrigin; // if the light origin areaNum is not in a valid area, // the light won't have any area refs if (light->areaNum == -1) { return; } memset(&ps, 0, sizeof(ps)); ps.numPortalPlanes = 6; for (i = 0; i < 6; i++) { ps.portalPlanes[i] = light->frustum[i]; } FloodLightThroughArea_r(light, light->areaNum, &ps); } //====================================================================================================== /* =================== idRenderWorldLocal::FloodFrustumAreas_r =================== */ areaNumRef_t* idRenderWorldLocal::FloodFrustumAreas_r(const idFrustum& frustum, const int areaNum, const idBounds& bounds, areaNumRef_t* areas) { portal_t* p; portalArea_t* portalArea; idBounds newBounds; areaNumRef_t* a; portalArea = &portalAreas[areaNum]; // go through all the portals for (p = portalArea->portals; p; p = p->next) { // check if we already visited the area the portal leads to for (a = areas; a; a = a->next) { if (a->areaNum == p->intoArea) { break; } } if (a) { continue; } // the frustum origin must be at the front of the portal plane if (p->plane.Side(frustum.GetOrigin(), 0.1f) == SIDE_BACK) { continue; } // the frustum must cross the portal plane if (frustum.PlaneSide(p->plane, 0.0f) != PLANESIDE_CROSS) { continue; } // get the bounds for the portal winding projected in the frustum frustum.ProjectionBounds(*p->w, newBounds); newBounds.IntersectSelf(bounds); if (newBounds[0][0] > newBounds[1][0] || newBounds[0][1] > newBounds[1][1] || newBounds[0][2] > newBounds[1][2]) { continue; } newBounds[1][0] = frustum.GetFarDistance(); a = areaNumRefAllocator.Alloc(); a->areaNum = p->intoArea; a->next = areas; areas = a; areas = FloodFrustumAreas_r(frustum, p->intoArea, newBounds, areas); } return areas; } /* =================== idRenderWorldLocal::FloodFrustumAreas Retrieves all the portal areas the frustum floods into where the frustum starts in the given areas. All portals are assumed to be open. =================== */ areaNumRef_t* idRenderWorldLocal::FloodFrustumAreas(const idFrustum& frustum, areaNumRef_t* areas) { idBounds bounds; areaNumRef_t* a; // bounds that cover the whole frustum bounds[0].Set(frustum.GetNearDistance(), -1.0f, -1.0f); bounds[1].Set(frustum.GetFarDistance(), 1.0f, 1.0f); for (a = areas; a; a = a->next) { areas = FloodFrustumAreas_r(frustum, a->areaNum, bounds, areas); } return areas; } /* ======================================================================= R_FindViewLightsAndEntities ======================================================================= */ /* ================ CullEntityByPortals Return true if the entity reference bounds do not intersect the current portal chain. ================ */ bool idRenderWorldLocal::CullEntityByPortals(const idRenderEntityLocal* entity, const portalStack_t* ps) { if (!r_useEntityCulling.GetBool()) { return false; } // try to cull the entire thing using the reference bounds. // we do not yet do callbacks or dynamic model creation, // because we want to do all touching of the model after // we have determined all the lights that may effect it, // which optimizes cache usage if (R_CullLocalBox(entity->referenceBounds, entity->modelMatrix, ps->numPortalPlanes, ps->portalPlanes)) { return true; } return false; } /* =================== AddAreaEntityRefs Any models that are visible through the current portalStack will have their scissor =================== */ void idRenderWorldLocal::AddAreaEntityRefs(int areaNum, const portalStack_t* ps) { areaReference_t* ref; idRenderEntityLocal* entity; portalArea_t* area; viewEntity_t* vEnt; idBounds b; area = &portalAreas[areaNum]; for (ref = area->entityRefs.areaNext; ref != &area->entityRefs; ref = ref->areaNext) { entity = ref->entity; // debug tool to allow viewing of only one entity at a time if (r_singleEntity.GetInteger() >= 0 && r_singleEntity.GetInteger() != entity->index) { continue; } // remove decals that are completely faded away R_FreeEntityDefFadedDecals(entity, tr.viewDef->renderView.time); // check for completely suppressing the model if (!r_skipSuppress.GetBool()) { if (entity->parms.suppressSurfaceInViewID && entity->parms.suppressSurfaceInViewID == tr.viewDef->renderView.viewID) { continue; } if (entity->parms.allowSurfaceInViewID && entity->parms.allowSurfaceInViewID != tr.viewDef->renderView.viewID) { continue; } } // cull reference bounds if (CullEntityByPortals(entity, ps)) { // we are culled out through this portal chain, but it might // still be visible through others continue; } vEnt = R_SetEntityDefViewEntity(entity); // possibly expand the scissor rect vEnt->scissorRect.Union(ps->rect); } } /* ================ CullLightByPortals Return true if the light frustum does not intersect the current portal chain. The last stack plane is not used because lights are not near clipped. ================ */ bool idRenderWorldLocal::CullLightByPortals(const idRenderLightLocal* light, const portalStack_t* ps) { int i, j; const srfTriangles_t* tri; float d; idFixedWinding w; // we won't overflow because MAX_PORTAL_PLANES = 20 if (r_useLightCulling.GetInteger() == 0) { return false; } if (r_useLightCulling.GetInteger() >= 2) { // exact clip of light faces against all planes for (i = 0; i < 6; i++) { // the light frustum planes face out from the light, // so the planes that have the view origin on the negative // side will be the "back" faces of the light, which must have // some fragment inside the portalStack to be visible if (light->frustum[i].Distance(tr.viewDef->renderView.vieworg) >= 0) { continue; } // get the exact winding for this side const idWinding* ow = light->frustumWindings[i]; // projected lights may have one of the frustums degenerated if (!ow) { continue; } w = *ow; // now check the winding against each of the portalStack planes for (j = 0; j < ps->numPortalPlanes - 1; j++) { if (!w.ClipInPlace(-ps->portalPlanes[j])) { break; } } if (w.GetNumPoints()) { // part of the winding is visible through the portalStack, // so the light is not culled return false; } } // none of the light surfaces were visible return true; } else { // simple point check against each plane tri = light->frustumTris; // check against frustum planes for (i = 0; i < ps->numPortalPlanes - 1; i++) { for (j = 0; j < tri->numVerts; j++) { d = ps->portalPlanes[i].Distance(tri->verts[j].xyz); if (d < 0.0f) { break; // point is inside this plane } } if (j == tri->numVerts) { // all points were outside one of the planes tr.pc.c_box_cull_out++; return true; } } } return false; } /* =================== AddAreaLightRefs This is the only point where lights get added to the viewLights list =================== */ void idRenderWorldLocal::AddAreaLightRefs(int areaNum, const portalStack_t* ps) { areaReference_t* lref; portalArea_t* area; idRenderLightLocal* light; viewLight_t* vLight; area = &portalAreas[areaNum]; for (lref = area->lightRefs.areaNext; lref != &area->lightRefs; lref = lref->areaNext) { light = lref->light; // debug tool to allow viewing of only one light at a time if (r_singleLight.GetInteger() >= 0 && r_singleLight.GetInteger() != light->index) { continue; } // check for being closed off behind a door // a light that doesn't cast shadows will still light even if it is behind a door if (r_useLightCulling.GetInteger() >= 3 && !light->parms.noShadows && light->lightShader->LightCastsShadows() && light->areaNum != -1 && !tr.viewDef->connectedAreas[light->areaNum]) { continue; } // cull frustum if (CullLightByPortals(light, ps)) { // we are culled out through this portal chain, but it might // still be visible through others continue; } vLight = R_SetLightDefViewLight(light); // expand the scissor rect vLight->scissorRect.Union(ps->rect); } } /* =================== AddAreaRefs This may be entered multiple times with different planes if more than one portal sees into the area =================== */ void idRenderWorldLocal::AddAreaRefs(int areaNum, const portalStack_t* ps) { // mark the viewCount, so r_showPortals can display the // considered portals portalAreas[areaNum].viewCount = tr.viewCount; // Do not drive DXR visibility from here. // This function is camera-FOV portal visibility for raster only. // DXR static world visibility is handled once in FindViewLightsAndEntities() // with a separate no-initial-FOV portal-shape flood. // add the models and lights, using more precise culling to the planes AddAreaEntityRefs(areaNum, ps); AddAreaLightRefs(areaNum, ps); } /* =================== BuildConnectedAreas_r =================== */ void idRenderWorldLocal::BuildConnectedAreas_r(int areaNum) { portalArea_t* area; portal_t* portal; if (tr.viewDef->connectedAreas[areaNum]) { return; } tr.viewDef->connectedAreas[areaNum] = true; // flood through all non-blocked portals area = &portalAreas[areaNum]; for (portal = area->portals; portal; portal = portal->next) { if (!(portal->doublePortal->blockingBits & PS_BLOCK_VIEW)) { BuildConnectedAreas_r(portal->intoArea); } } } /* =================== BuildConnectedAreas This is only valid for a given view, not all views in a frame =================== */ void idRenderWorldLocal::BuildConnectedAreas(void) { int i; tr.viewDef->connectedAreas = (bool*)R_FrameAlloc(numPortalAreas * sizeof(tr.viewDef->connectedAreas[0])); // if we are outside the world, we can see all areas if (tr.viewDef->areaNum == -1) { for (i = 0; i < numPortalAreas; i++) { tr.viewDef->connectedAreas[i] = true; } return; } // start with none visible, and flood fill from the current area memset(tr.viewDef->connectedAreas, 0, numPortalAreas * sizeof(tr.viewDef->connectedAreas[0])); BuildConnectedAreas_r(tr.viewDef->areaNum); } /* ============= FindViewLightsAndEntites All the modelrefs and lightrefs that are in visible areas will have viewEntitys and viewLights created for them. The scissorRects on the viewEntitys and viewLights may be empty if they were considered, but not actually visible. ============= */ void idRenderWorldLocal::FindViewLightsAndEntities(void) { // clear the visible lightDef and entityDef lists tr.viewDef->viewLights = NULL; tr.viewDef->viewEntitys = NULL; // find the area to start the portal flooding in if (!r_usePortals.GetBool()) { // debug tool to force no portal culling tr.viewDef->areaNum = -1; } else { tr.viewDef->areaNum = PointInArea(tr.viewDef->initialViewAreaOrigin); } // determine all possible connected areas for // light-behind-door culling BuildConnectedAreas(); // Reset DXR static world visibility for this view, then re-show static // world geometry with a DXR-specific portal flood. This flood starts with // zero camera-FOV planes, so rays can hit geometry outside the camera FOV, // but it still clips through actual portal windings so it does not make the // whole connected map visible. DXR_BeginWorldTopAccelStructVisibilityPass(this); //DXR_FlowWorldTopAccelStructVisibilityThroughPortals(this); // bump the view count, invalidating all // visible areas tr.viewCount++; // flow through all the portals and add models / lights if (r_singleArea.GetBool()) { // if debugging, only mark this area // if we are outside the world, don't draw anything if (tr.viewDef->areaNum >= 0) { portalStack_t ps; int i; static int lastPrintedAreaNum; if (tr.viewDef->areaNum != lastPrintedAreaNum) { lastPrintedAreaNum = tr.viewDef->areaNum; common->Printf("entering portal area %i\n", tr.viewDef->areaNum); } for (i = 0; i < 5; i++) { ps.portalPlanes[i] = tr.viewDef->frustum[i]; } ps.numPortalPlanes = 5; ps.rect = tr.viewDef->scissor; AddAreaRefs(tr.viewDef->areaNum, &ps); } } else { // note that the center of projection for flowing through portals may // be a different point than initialViewAreaOrigin for subviews that // may have the viewOrigin in a solid/invalid area FlowViewThroughPortals(tr.viewDef->renderView.vieworg, 5, tr.viewDef->frustum); } } /* ============== NumPortals ============== */ int idRenderWorldLocal::NumPortals(void) const { return numInterAreaPortals; } /* ============== FindPortal Game code uses this to identify which portals are inside doors. Returns 0 if no portal contacts the bounds ============== */ qhandle_t idRenderWorldLocal::FindPortal(const idBounds& b) const { int i, j; idBounds wb; doublePortal_t* portal; idWinding* w; for (i = 0; i < numInterAreaPortals; i++) { portal = &doublePortals[i]; w = portal->portals[0]->w; wb.Clear(); for (j = 0; j < w->GetNumPoints(); j++) { wb.AddPoint((*w)[j].ToVec3()); } if (wb.IntersectsBounds(b)) { return i + 1; } } return 0; } /* ============= FloodConnectedAreas ============= */ void idRenderWorldLocal::FloodConnectedAreas(portalArea_t* area, int portalAttributeIndex) { if (area->connectedAreaNum[portalAttributeIndex] == connectedAreaNum) { return; } area->connectedAreaNum[portalAttributeIndex] = connectedAreaNum; for (portal_t* p = area->portals; p; p = p->next) { if (!(p->doublePortal->blockingBits & (1 << portalAttributeIndex))) { FloodConnectedAreas(&portalAreas[p->intoArea], portalAttributeIndex); } } } /* ============== AreasAreConnected ============== */ bool idRenderWorldLocal::AreasAreConnected(int areaNum1, int areaNum2, portalConnection_t connection) { if (areaNum1 == -1 || areaNum2 == -1) { return false; } if (areaNum1 > numPortalAreas || areaNum2 > numPortalAreas || areaNum1 < 0 || areaNum2 < 0) { common->Error("idRenderWorldLocal::AreAreasConnected: bad parms: %i, %i", areaNum1, areaNum2); } int attribute = 0; int intConnection = (int)connection; while (intConnection > 1) { attribute++; intConnection >>= 1; } if (attribute >= NUM_PORTAL_ATTRIBUTES || (1 << attribute) != (int)connection) { common->Error("idRenderWorldLocal::AreasAreConnected: bad connection number: %i\n", (int)connection); } return portalAreas[areaNum1].connectedAreaNum[attribute] == portalAreas[areaNum2].connectedAreaNum[attribute]; } /* ============== SetPortalState doors explicitly close off portals when shut ============== */ void idRenderWorldLocal::SetPortalState(qhandle_t portal, int blockTypes) { if (portal == 0) { return; } if (portal < 1 || portal > numInterAreaPortals) { common->Error("SetPortalState: bad portal number %i", portal); } int old = doublePortals[portal - 1].blockingBits; if (old == blockTypes) { return; } doublePortals[portal - 1].blockingBits = blockTypes; // leave the connectedAreaGroup the same on one side, // then flood fill from the other side with a new number for each changed attribute for (int i = 0; i < NUM_PORTAL_ATTRIBUTES; i++) { if ((old ^ blockTypes) & (1 << i)) { connectedAreaNum++; FloodConnectedAreas(&portalAreas[doublePortals[portal - 1].portals[1]->intoArea], i); } } if (session->writeDemo) { session->writeDemo->WriteInt(DS_RENDER); session->writeDemo->WriteInt(DC_SET_PORTAL_STATE); session->writeDemo->WriteInt(portal); session->writeDemo->WriteInt(blockTypes); } } /* ============== GetPortalState ============== */ int idRenderWorldLocal::GetPortalState(qhandle_t portal) { if (portal == 0) { return 0; } if (portal < 1 || portal > numInterAreaPortals) { common->Error("GetPortalState: bad portal number %i", portal); } return doublePortals[portal - 1].blockingBits; } /* ===================== idRenderWorldLocal::ShowPortals Debugging tool, won't work correctly with SMP or when mirrors are present ===================== */ void idRenderWorldLocal::ShowPortals() { int i, j; portalArea_t* area; portal_t* p; idWinding* w; // flood out through portals, setting area viewCount for (i = 0; i < numPortalAreas; i++) { area = &portalAreas[i]; if (area->viewCount != tr.viewCount) { continue; } for (p = area->portals; p; p = p->next) { w = p->w; if (!w) { continue; } if (portalAreas[p->intoArea].viewCount != tr.viewCount) { // red = can't see glColor3f(1, 0, 0); } else { // green = see through glColor3f(0, 1, 0); } glBegin(GL_LINE_LOOP); for (j = 0; j < w->GetNumPoints(); j++) { glVertex3fv((*w)[j].ToFloatPtr()); } glEnd(); } } }