engine: hack mnode_t struct so we can have 24-bit face and children indices to support BSP2 format in runtime

This commit is contained in:
Alibek Omarov
2025-01-08 07:35:22 +03:00
parent ced8744ac9
commit 47aff9e30b
19 changed files with 388 additions and 181 deletions

View File

@@ -670,10 +670,14 @@ static void R_DecalNodeSurfaces( model_t *model, mnode_t *node, decalinfo_t *dec
// iterate over all surfaces in the node
msurface_t *surf;
int i;
int firstsurface, numsurfaces;
surf = model->surfaces + node->firstsurface;
firstsurface = node_firstsurface( node, model );
numsurfaces = node_numsurfaces( node, model );
for( i = 0; i < node->numsurfaces; i++, surf++ )
surf = model->surfaces + firstsurface;
for( i = 0; i < numsurfaces; i++, surf++ )
{
// never apply decals on the water or sky surfaces
if( surf->flags & (SURF_DRAWTURB|SURF_DRAWSKY|SURF_CONVEYOR))
@@ -695,6 +699,7 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
{
mplane_t *splitplane;
float dist;
mnode_t *children[2];
Assert( node != NULL );
@@ -706,6 +711,7 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
splitplane = node->plane;
dist = DotProduct( decalinfo->m_Position, splitplane->normal ) - splitplane->dist;
node_children( children, node, model );
// This is arbitrarily set to 10 right now. In an ideal world we'd have the
// exact surface but we don't so, this tells me which planes are "sort of
@@ -717,19 +723,19 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
// have a surface normal
if( dist > decalinfo->m_Size )
{
R_DecalNode( model, node->children[0], decalinfo );
R_DecalNode( model, children[0], decalinfo );
}
else if( dist < -decalinfo->m_Size )
{
R_DecalNode( model, node->children[1], decalinfo );
R_DecalNode( model, children[1], decalinfo );
}
else
{
if( dist < DECAL_DISTANCE && dist > -DECAL_DISTANCE )
R_DecalNodeSurfaces( model, node, decalinfo );
R_DecalNode( model, node->children[0], decalinfo );
R_DecalNode( model, node->children[1], decalinfo );
R_DecalNode( model, children[0], decalinfo );
R_DecalNode( model, children[1], decalinfo );
}
}

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@@ -104,27 +104,33 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node )
float dist;
msurface_t *surf;
int i;
mnode_t *children[2];
int firstsurface, numsurfaces;
if( !node || node->contents < 0 )
return;
dist = PlaneDiff( light->origin, node->plane );
node_children( children, node, RI.currentmodel );
firstsurface = node_firstsurface( node, RI.currentmodel );
numsurfaces = node_numsurfaces( node, RI.currentmodel );
if( dist > light->radius )
{
R_MarkLights( light, bit, node->children[0] );
R_MarkLights( light, bit, children[0] );
return;
}
if( dist < -light->radius )
{
R_MarkLights( light, bit, node->children[1] );
R_MarkLights( light, bit, children[1] );
return;
}
// mark the polygons
surf = RI.currentmodel->surfaces + node->firstsurface;
surf = RI.currentmodel->surfaces + firstsurface;
for( i = 0; i < node->numsurfaces; i++, surf++ )
for( i = 0; i < numsurfaces; i++, surf++ )
{
if( !BoundsAndSphereIntersect( surf->info->mins, surf->info->maxs, light->origin, light->radius ))
continue; // no intersection
@@ -137,8 +143,8 @@ void R_MarkLights( dlight_t *light, int bit, mnode_t *node )
surf->dlightbits |= bit;
}
R_MarkLights( light, bit, node->children[0] );
R_MarkLights( light, bit, node->children[1] );
R_MarkLights( light, bit, children[0] );
R_MarkLights( light, bit, children[1] );
}
/*
@@ -202,6 +208,8 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
mtexinfo_t *tex;
matrix3x4 tbn;
vec3_t mid;
mnode_t *children[2];
int firstsurface, numsurfaces;
// didn't hit anything
if( !node || node->contents < 0 )
@@ -210,13 +218,17 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
return false;
}
node_children( children, node, model );
firstsurface = node_firstsurface( node, model );
numsurfaces = node_numsurfaces( node, model );
// calculate mid point
front = PlaneDiff( start, node->plane );
back = PlaneDiff( end, node->plane );
side = front < 0;
if(( back < 0 ) == side )
return R_RecursiveLightPoint( model, node->children[side], p1f, p2f, cv, start, end );
return R_RecursiveLightPoint( model, children[side], p1f, p2f, cv, start, end );
frac = front / ( front - back );
@@ -224,7 +236,7 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
midf = p1f + ( p2f - p1f ) * frac;
// co down front side
if( R_RecursiveLightPoint( model, node->children[side], p1f, midf, cv, start, mid ))
if( R_RecursiveLightPoint( model, children[side], p1f, midf, cv, start, mid ))
return true; // hit something
if(( back < 0 ) == side )
@@ -234,10 +246,10 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
}
// check for impact on this node
surf = model->surfaces + node->firstsurface;
surf = model->surfaces + firstsurface;
VectorCopy( mid, g_trace_lightspot );
for( i = 0; i < node->numsurfaces; i++, surf++ )
for( i = 0; i < numsurfaces; i++, surf++ )
{
int smax, tmax;
@@ -326,7 +338,7 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
}
// go down back side
return R_RecursiveLightPoint( model, node->children[!side], midf, p2f, cv, mid, end );
return R_RecursiveLightPoint( model, children[!side], midf, p2f, cv, mid, end );
}
/*

View File

@@ -600,6 +600,7 @@ watertexture to grab fog values from it
static gl_texture_t *R_RecursiveFindWaterTexture( const mnode_t *node, const mnode_t *ignore, qboolean down )
{
gl_texture_t *tex = NULL;
mnode_t *children[2];
// assure the initial node is not null
// we could check it here, but we would rather check it
@@ -637,15 +638,17 @@ static gl_texture_t *R_RecursiveFindWaterTexture( const mnode_t *node, const mno
// this is a regular node
// traverse children
if( node->children[0] && ( node->children[0] != ignore ))
node_children( children, node, WORLDMODEL );
if( children[0] && ( children[0] != ignore ))
{
tex = R_RecursiveFindWaterTexture( node->children[0], node, true );
tex = R_RecursiveFindWaterTexture( children[0], node, true );
if( tex ) return tex;
}
if( node->children[1] && ( node->children[1] != ignore ))
if( children[1] && ( children[1] != ignore ))
{
tex = R_RecursiveFindWaterTexture( node->children[1], node, true );
tex = R_RecursiveFindWaterTexture( children[1], node, true );
if( tex ) return tex;
}

View File

@@ -126,7 +126,7 @@ static void R_GetEdgePosition( const model_t *mod, const msurface_t *fa, int i,
{
const int lindex = mod->surfedges[fa->firstedge + i];
if( tr.world->version == QBSP2_VERSION )
if( FBitSet( mod->flags, MODEL_QBSP2 ))
{
const medge32_t *pedges = mod->edges32;
@@ -3319,6 +3319,9 @@ static void R_RecursiveWorldNode( mnode_t *node, uint clipflags )
mleaf_t *pleaf;
int c, side;
float dot;
mnode_t *children[2];
int numsurfaces, firstsurface;
loc0:
if( node->contents == CONTENTS_SOLID )
return; // hit a solid leaf
@@ -3373,10 +3376,14 @@ loc0:
side = (dot >= 0.0f) ? 0 : 1;
// recurse down the children, front side first
R_RecursiveWorldNode( node->children[side], clipflags );
node_children( children, node, WORLDMODEL );
R_RecursiveWorldNode( children[side], clipflags );
firstsurface = node_firstsurface( node, WORLDMODEL );
numsurfaces = node_numsurfaces( node, WORLDMODEL );
// draw stuff
for( c = node->numsurfaces, surf = WORLDMODEL->surfaces + node->firstsurface; c; c--, surf++ )
for( c = numsurfaces, surf = WORLDMODEL->surfaces + firstsurface; c; c--, surf++ )
{
if( R_CullSurface( surf, &RI.frustum, clipflags ))
continue;
@@ -3395,7 +3402,7 @@ loc0:
}
// recurse down the back side
node = node->children[!side];
node = children[!side];
goto loc0;
}
@@ -3471,6 +3478,9 @@ static void R_DrawWorldTopView( mnode_t *node, uint clipflags )
do
{
mnode_t *children[2];
int numsurfaces, firstsurface;
if( node->contents == CONTENTS_SOLID )
return; // hit a solid leaf
@@ -3504,7 +3514,10 @@ static void R_DrawWorldTopView( mnode_t *node, uint clipflags )
}
// draw stuff
for( c = node->numsurfaces, surf = WORLDMODEL->surfaces + node->firstsurface; c; c--, surf++ )
numsurfaces = node_numsurfaces( node, WORLDMODEL );
firstsurface = node_firstsurface( node, WORLDMODEL );
for( c = numsurfaces, surf = WORLDMODEL->surfaces + firstsurface; c; c--, surf++ )
{
// don't process the same surface twice
if( surf->visframe == tr.framecount )
@@ -3523,9 +3536,9 @@ static void R_DrawWorldTopView( mnode_t *node, uint clipflags )
}
// recurse down both children, we don't care the order...
R_DrawWorldTopView( node->children[0], clipflags );
node = node->children[1];
node_children( children, node, WORLDMODEL );
R_DrawWorldTopView( children[0], clipflags );
node = children[1];
} while( node );
}

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@@ -175,7 +175,7 @@ void R_RotateBmodel( void )
R_RecursiveClipBPoly
================
*/
static void R_RecursiveClipBPoly( bedge_t *pedges, mnode_t *pnode, msurface_t *psurf )
static void R_RecursiveClipBPoly( model_t *mod, bedge_t *pedges, mnode_t *pnode, msurface_t *psurf )
{
bedge_t *psideedges[2], *pnextedge, *ptedge;
int i, side, lastside;
@@ -316,7 +316,7 @@ static void R_RecursiveClipBPoly( bedge_t *pedges, mnode_t *pnode, msurface_t *p
{
// draw if we've reached a non-solid leaf, done if all that's left is a
// solid leaf, and continue down the tree if it's not a leaf
pn = pnode->children[i];
pn = node_child( pnode, i, mod );
// we're done with this branch if the node or leaf isn't in the PVS
if( pn->visframe == tr.visframecount )
@@ -332,8 +332,7 @@ static void R_RecursiveClipBPoly( bedge_t *pedges, mnode_t *pnode, msurface_t *p
}
else
{
R_RecursiveClipBPoly( psideedges[i], pnode->children[i],
psurf );
R_RecursiveClipBPoly( mod, psideedges[i], pn, psurf );
}
}
}
@@ -419,7 +418,7 @@ void R_DrawSolidClippedSubmodelPolygons( model_t *pmodel, mnode_t *topnode )
pbedge[j - 1].pnext = NULL; // mark end of edges
// if ( !( psurf->texinfo->flags & ( SURF_TRANS66 | SURF_TRANS33 ) ) )
R_RecursiveClipBPoly( pbedge, topnode, psurf );
R_RecursiveClipBPoly( pmodel, pbedge, topnode, psurf );
// else
// R_RenderBmodelFace( pbedge, psurf );
}
@@ -566,6 +565,9 @@ static void R_RecursiveWorldNode( mnode_t *node, int clipflags )
}
else
{
mnode_t *children[2];
int firstsurface;
// node is just a decision point, so go down the apropriate sides
// find which side of the node we are on
@@ -593,14 +595,16 @@ static void R_RecursiveWorldNode( mnode_t *node, int clipflags )
side = 1;
// recurse down the children, front side first
R_RecursiveWorldNode( node->children[side], clipflags );
node_children( children, node, WORLDMODEL );
R_RecursiveWorldNode( children[side], clipflags );
// draw stuff
c = node->numsurfaces;
c = node_numsurfaces( node, WORLDMODEL );
firstsurface = node_firstsurface( node, WORLDMODEL );
if( c )
{
surf = WORLDMODEL->surfaces + node->firstsurface;
surf = WORLDMODEL->surfaces + firstsurface;
if( dot < -BACKFACE_EPSILON )
{
@@ -636,7 +640,7 @@ static void R_RecursiveWorldNode( mnode_t *node, int clipflags )
}
// recurse down the back side
R_RecursiveWorldNode( node->children[!side], clipflags );
R_RecursiveWorldNode( children[!side], clipflags );
}
}

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@@ -679,23 +679,24 @@ static void R_DecalSurface( msurface_t *surf, decalinfo_t *decalinfo )
static void R_DecalNodeSurfaces( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
{
// iterate over all surfaces in the node
msurface_t *surf;
int i;
msurface_t *surf;
int i;
int firstsurface, numsurfaces;
surf = model->surfaces + node->firstsurface;
firstsurface = node_firstsurface( node, model );
numsurfaces = node_numsurfaces( node, model );
for( i = 0; i < node->numsurfaces; i++, surf++ )
surf = model->surfaces + firstsurface;
for( i = 0; i < numsurfaces; i++, surf++ )
{
// never apply decals on the water or sky surfaces
if( surf->flags & ( SURF_DRAWTURB | SURF_DRAWSKY | SURF_CONVEYOR ))
if( surf->flags & (SURF_DRAWTURB|SURF_DRAWSKY|SURF_CONVEYOR))
continue;
// we can implement alpha testing without stencil
// if( surf->flags & SURF_TRANSPARENT && !glState.stencilEnabled )
// continue;
R_DecalSurface( surf, decalinfo );
}
}
// -----------------------------------------------------------------------------
@@ -707,6 +708,7 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
{
mplane_t *splitplane;
float dist;
mnode_t *children[2];
Assert( node != NULL );
@@ -718,6 +720,7 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
splitplane = node->plane;
dist = DotProduct( decalinfo->m_Position, splitplane->normal ) - splitplane->dist;
node_children( children, node, model );
// This is arbitrarily set to 10 right now. In an ideal world we'd have the
// exact surface but we don't so, this tells me which planes are "sort of
@@ -729,19 +732,19 @@ static void R_DecalNode( model_t *model, mnode_t *node, decalinfo_t *decalinfo )
// have a surface normal
if( dist > decalinfo->m_Size )
{
R_DecalNode( model, node->children[0], decalinfo );
R_DecalNode( model, children[0], decalinfo );
}
else if( dist < -decalinfo->m_Size )
{
R_DecalNode( model, node->children[1], decalinfo );
R_DecalNode( model, children[1], decalinfo );
}
else
{
if( dist < DECAL_DISTANCE && dist > -DECAL_DISTANCE )
R_DecalNodeSurfaces( model, node, decalinfo );
R_DecalNode( model, node->children[0], decalinfo );
R_DecalNode( model, node->children[1], decalinfo );
R_DecalNode( model, children[0], decalinfo );
R_DecalNode( model, children[1], decalinfo );
}
}

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@@ -104,44 +104,50 @@ R_MarkLights
*/
void R_MarkLights( dlight_t *light, int bit, mnode_t *node )
{
float dist;
msurface_t *surf;
int i;
float dist;
msurface_t *surf;
int i;
mnode_t *children[2];
int firstsurface, numsurfaces;
if( !node || node->contents < 0 )
return;
dist = PlaneDiff( light->origin, node->plane );
node_children( children, node, RI.currentmodel );
firstsurface = node_firstsurface( node, RI.currentmodel );
numsurfaces = node_numsurfaces( node, RI.currentmodel );
if( dist > light->radius )
{
R_MarkLights( light, bit, node->children[0] );
R_MarkLights( light, bit, children[0] );
return;
}
if( dist < -light->radius )
{
R_MarkLights( light, bit, node->children[1] );
R_MarkLights( light, bit, children[1] );
return;
}
// mark the polygons
surf = RI.currentmodel->surfaces + node->firstsurface;
surf = RI.currentmodel->surfaces + firstsurface;
for( i = 0; i < node->numsurfaces; i++, surf++ )
for( i = 0; i < numsurfaces; i++, surf++ )
{
if( !BoundsAndSphereIntersect( surf->info->mins, surf->info->maxs, light->origin, light->radius ))
continue; // no intersection
continue; // no intersection
if( surf->dlightframe != tr.framecount ) // tr.dlightframecount )
if( surf->dlightframe != tr.dlightframecount )
{
surf->dlightbits = 0;
surf->dlightframe = tr.framecount; // tr.dlightframecount;
surf->dlightframe = tr.dlightframecount;
}
surf->dlightbits |= bit;
}
R_MarkLights( light, bit, node->children[0] );
R_MarkLights( light, bit, node->children[1] );
R_MarkLights( light, bit, children[0] );
R_MarkLights( light, bit, children[1] );
}
/*
@@ -205,6 +211,8 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
mtexinfo_t *tex;
matrix3x4 tbn;
vec3_t mid;
mnode_t *children[2];
int firstsurface, numsurfaces;
// didn't hit anything
if( !node || node->contents < 0 )
@@ -213,13 +221,17 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
return false;
}
node_children( children, node, model );
firstsurface = node_firstsurface( node, model );
numsurfaces = node_numsurfaces( node, model );
// calculate mid point
front = PlaneDiff( start, node->plane );
back = PlaneDiff( end, node->plane );
side = front < 0;
if(( back < 0 ) == side )
return R_RecursiveLightPoint( model, node->children[side], p1f, p2f, cv, start, end );
return R_RecursiveLightPoint( model, children[side], p1f, p2f, cv, start, end );
frac = front / ( front - back );
@@ -227,7 +239,7 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
midf = p1f + ( p2f - p1f ) * frac;
// co down front side
if( R_RecursiveLightPoint( model, node->children[side], p1f, midf, cv, start, mid ))
if( R_RecursiveLightPoint( model, children[side], p1f, midf, cv, start, mid ))
return true; // hit something
if(( back < 0 ) == side )
@@ -237,10 +249,10 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
}
// check for impact on this node
surf = model->surfaces + node->firstsurface;
surf = model->surfaces + firstsurface;
VectorCopy( mid, g_trace_lightspot );
for( i = 0; i < node->numsurfaces; i++, surf++ )
for( i = 0; i < numsurfaces; i++, surf++ )
{
int smax, tmax;
@@ -330,7 +342,7 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
}
// go down back side
return R_RecursiveLightPoint( model, node->children[!side], midf, p2f, cv, mid, end );
return R_RecursiveLightPoint( model, children[!side], midf, p2f, cv, mid, end );
}
/*

View File

@@ -524,6 +524,7 @@ watertexture to grab fog values from it
static image_t *R_RecursiveFindWaterTexture( const mnode_t *node, const mnode_t *ignore, qboolean down )
{
image_t *tex = NULL;
mnode_t *children[2];
// assure the initial node is not null
// we could check it here, but we would rather check it
@@ -561,18 +562,18 @@ static image_t *R_RecursiveFindWaterTexture( const mnode_t *node, const mnode_t
// this is a regular node
// traverse children
if( node->children[0] && ( node->children[0] != ignore ))
node_children( children, node, WORLDMODEL );
if( children[0] && ( children[0] != ignore ))
{
tex = R_RecursiveFindWaterTexture( node->children[0], node, true );
if( tex )
return tex;
tex = R_RecursiveFindWaterTexture( children[0], node, true );
if( tex ) return tex;
}
if( node->children[1] && ( node->children[1] != ignore ))
if( children[1] && ( children[1] != ignore ))
{
tex = R_RecursiveFindWaterTexture( node->children[1], node, true );
if( tex )
return tex;
tex = R_RecursiveFindWaterTexture( children[1], node, true );
if( tex ) return tex;
}
// for down recursion, return immediately
@@ -796,9 +797,9 @@ static mnode_t *R_FindTopnode( vec3_t mins, vec3_t maxs )
// not split yet; recurse down the contacted side
if( sides & 1 )
node = node->children[0];
node = node_child( node, 0, WORLDMODEL );
else
node = node->children[1];
node = node_child( node, 1, WORLDMODEL );
}
}