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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /engine/r_areaportal.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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diff --git a/engine/r_areaportal.cpp b/engine/r_areaportal.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "render_pch.h"
+#include "client.h"
+#include "debug_leafvis.h"
+#include "con_nprint.h"
+#include "tier0/fasttimer.h"
+#include "r_areaportal.h"
+#include "cmodel_engine.h"
+#include "con_nprint.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar r_ClipAreaPortals( "r_ClipAreaPortals", "1", FCVAR_CHEAT );
+ConVar r_DrawPortals( "r_DrawPortals", "0", FCVAR_CHEAT );
+
+CUtlVector<CPortalRect> g_PortalRects;
+static bool g_bViewerInSolidSpace = false;
+
+
+
+// ------------------------------------------------------------------------------------ //
+// Classes.
+// ------------------------------------------------------------------------------------ //
+
+#define MAX_PORTAL_VERTS 32
+
+
+class CAreaCullInfo
+{
+public:
+ CAreaCullInfo()
+ {
+ m_GlobalCounter = 0;
+ memset( &m_Frustum, 0, sizeof( m_Frustum ) );
+ memset( &m_Rect, 0, sizeof( m_Rect ) );
+ }
+ Frustum_t m_Frustum;
+ CPortalRect m_Rect;
+ unsigned short m_GlobalCounter; // Used to tell if it's been touched yet this frame.
+};
+
+
+
+// ------------------------------------------------------------------------------------ //
+// Globals.
+// ------------------------------------------------------------------------------------ //
+
+// Visible areas from the client DLL + occluded areas using area portals.
+unsigned char g_RenderAreaBits[32];
+
+// Used to prevent it from coming back into portals while flowing through them.
+static unsigned char g_AreaStack[32];
+
+// Frustums for each area for the current frame. Used to cull out leaves.
+static CUtlVector<CAreaCullInfo> g_AreaCullInfo;
+
+// List of areas marked visible this frame.
+static unsigned short g_VisibleAreas[MAX_MAP_AREAS];
+static int g_nVisibleAreas;
+
+// Tied to CAreaCullInfo::m_GlobalCounter.
+static unsigned short g_GlobalCounter = 1;
+
+
+// A copy of the current view setup, but possibly nobbled a bit.
+static CViewSetup g_viewSetup;
+static CPortalRect g_viewWindow;
+// Maps from world space to normalised (-1,1) screen coords.
+static VMatrix g_ScreenFromWorldProjection;
+
+
+// ------------------------------------------------------------------------------------ //
+// Functions.
+// ------------------------------------------------------------------------------------ //
+void R_Areaportal_LevelInit()
+{
+ g_AreaCullInfo.SetCount( host_state.worldbrush->m_nAreas );
+}
+
+void R_Areaportal_LevelShutdown()
+{
+ g_AreaCullInfo.Purge();
+ g_PortalRects.Purge();
+}
+
+static inline void R_SetBit( unsigned char *pBits, int bit )
+{
+ pBits[bit>>3] |= (1 << (bit&7));
+}
+
+static inline void R_ClearBit( unsigned char *pBits, int bit )
+{
+ pBits[bit>>3] &= ~(1 << (bit&7));
+}
+
+static inline unsigned char R_TestBit( unsigned char *pBits, int bit )
+{
+ return pBits[bit>>3] & (1 << (bit&7));
+}
+
+struct portalclip_t
+{
+ portalclip_t()
+ {
+ lists[0] = v0;
+ lists[1] = v1;
+ }
+ Vector v0[MAX_PORTAL_VERTS];
+ Vector v1[MAX_PORTAL_VERTS];
+ Vector *lists[2];
+};
+
+// Transforms and clips the portal's verts to the view frustum. Returns false
+// if the verts lie outside the frustum.
+static inline bool GetPortalScreenExtents( dareaportal_t *pPortal,
+ portalclip_t * RESTRICT clip, CPortalRect &portalRect , float *pReflectionWaterHeight )
+{
+ portalRect.left = portalRect.bottom = 1e24;
+ portalRect.right = portalRect.top = -1e24;
+ bool bValidExtents = false;
+ worldbrushdata_t *pBrushData = host_state.worldbrush;
+
+ int nStartVerts = min( (int)pPortal->m_nClipPortalVerts, MAX_PORTAL_VERTS );
+
+ // NOTE: We need two passes to deal with reflection. We need to compute
+ // the screen extents for both the reflected + non-reflected area portals
+ // and make bounds that surrounds them both.
+ int nPassCount = ( pReflectionWaterHeight != NULL ) ? 2 : 1;
+ for ( int j = 0; j < nPassCount; ++j )
+ {
+ int i;
+ for( i=0; i < nStartVerts; i++ )
+ {
+ clip->v0[i] = pBrushData->m_pClipPortalVerts[pPortal->m_FirstClipPortalVert+i];
+
+ // 2nd pass is to compute the reflected areaportal position
+ if ( j == 1 )
+ {
+ clip->v0[i].z = 2.0f * ( *pReflectionWaterHeight ) - clip->v0[i].z;
+ }
+ }
+
+ int iCurList = 0;
+ bool bAllClipped = false;
+ for( int iPlane=0; iPlane < 4; iPlane++ )
+ {
+ const cplane_t *pPlane = g_Frustum.GetPlane(iPlane);
+
+ Vector *pIn = clip->lists[iCurList];
+ Vector *pOut = clip->lists[!iCurList];
+
+ int nOutVerts = 0;
+ int iPrev = nStartVerts - 1;
+ float flPrevDot = pPlane->normal.Dot( pIn[iPrev] ) - pPlane->dist;
+ for( int iCur=0; iCur < nStartVerts; iCur++ )
+ {
+ float flCurDot = pPlane->normal.Dot( pIn[iCur] ) - pPlane->dist;
+
+ if( (flCurDot > 0) != (flPrevDot > 0) )
+ {
+ if( nOutVerts < MAX_PORTAL_VERTS )
+ {
+ // Add the vert at the intersection.
+ float t = flPrevDot / (flPrevDot - flCurDot);
+ VectorLerp( pIn[iPrev], pIn[iCur], t, pOut[nOutVerts] );
+
+ ++nOutVerts;
+ }
+ }
+
+ // Add this vert?
+ if( flCurDot > 0 )
+ {
+ if( nOutVerts < MAX_PORTAL_VERTS )
+ {
+ pOut[nOutVerts] = pIn[iCur];
+ ++nOutVerts;
+ }
+ }
+
+ flPrevDot = flCurDot;
+ iPrev = iCur;
+ }
+
+ if( nOutVerts == 0 )
+ {
+ // If they're all behind, then this portal is clipped out.
+ bAllClipped = true;
+ break;
+ }
+
+ nStartVerts = nOutVerts;
+ iCurList = !iCurList;
+ }
+
+ if ( bAllClipped )
+ continue;
+
+ // Project all the verts and figure out the screen extents.
+ Vector screenPos;
+ Assert( iCurList == 0 );
+ for( i=0; i < nStartVerts; i++ )
+ {
+ Vector &point = clip->v0[i];
+
+ g_EngineRenderer->ClipTransformWithProjection ( g_ScreenFromWorldProjection, point, &screenPos );
+
+ portalRect.left = fpmin( screenPos.x, portalRect.left );
+ portalRect.bottom = fpmin( screenPos.y, portalRect.bottom );
+ portalRect.top = fpmax( screenPos.y, portalRect.top );
+ portalRect.right = fpmax( screenPos.x, portalRect.right );
+ }
+ bValidExtents = true;
+ }
+
+ if ( !bValidExtents )
+ {
+ portalRect.left = portalRect.bottom = 0;
+ portalRect.right = portalRect.top = 0;
+ }
+
+ return bValidExtents;
+}
+
+
+// Fill in the intersection between the two rectangles.
+inline bool GetRectIntersection( CPortalRect const *pRect1, CPortalRect const *pRect2, CPortalRect *pOut )
+{
+ pOut->left = fpmax( pRect1->left, pRect2->left );
+ pOut->right = fpmin( pRect1->right, pRect2->right );
+ if( pOut->left >= pOut->right )
+ return false;
+
+ pOut->bottom = fpmax( pRect1->bottom, pRect2->bottom );
+ pOut->top = fpmin( pRect1->top, pRect2->top );
+ if( pOut->bottom >= pOut->top )
+ return false;
+
+ return true;
+}
+
+static void R_FlowThroughArea( int area, const Vector &vecVisOrigin, const CPortalRect *pClipRect,
+ const VisOverrideData_t* pVisData, float *pReflectionWaterHeight )
+{
+#ifndef SWDS
+ // Update this area's frustum.
+ if( g_AreaCullInfo[area].m_GlobalCounter != g_GlobalCounter )
+ {
+ g_VisibleAreas[g_nVisibleAreas] = area;
+ ++g_nVisibleAreas;
+
+ g_AreaCullInfo[area].m_GlobalCounter = g_GlobalCounter;
+ g_AreaCullInfo[area].m_Rect = *pClipRect;
+ }
+ else
+ {
+ // Expand the areaportal's rectangle to include the new cliprect.
+ CPortalRect *pFrustumRect = &g_AreaCullInfo[area].m_Rect;
+ pFrustumRect->left = fpmin( pFrustumRect->left, pClipRect->left );
+ pFrustumRect->bottom = fpmin( pFrustumRect->bottom, pClipRect->bottom );
+ pFrustumRect->top = fpmax( pFrustumRect->top, pClipRect->top );
+ pFrustumRect->right = fpmax( pFrustumRect->right, pClipRect->right );
+ }
+
+ // Mark this area as visible.
+ R_SetBit( g_RenderAreaBits, area );
+
+ // Set that we're in this area on the stack.
+ R_SetBit( g_AreaStack, area );
+
+ worldbrushdata_t *pBrushData = host_state.worldbrush;
+
+ Assert( area < host_state.worldbrush->m_nAreas );
+ darea_t *pArea = &host_state.worldbrush->m_pAreas[area];
+ // temp buffer for clipping
+ portalclip_t clipTmp;
+
+ // Check all areas that connect to this area.
+ for( int iAreaPortal=0; iAreaPortal < pArea->numareaportals; iAreaPortal++ )
+ {
+ Assert( pArea->firstareaportal + iAreaPortal < pBrushData->m_nAreaPortals );
+ dareaportal_t *pAreaPortal = &pBrushData->m_pAreaPortals[ pArea->firstareaportal + iAreaPortal ];
+
+ // Don't flow back into a portal on the stack.
+ if( R_TestBit( g_AreaStack, pAreaPortal->otherarea ) )
+ continue;
+
+ // If this portal is closed, don't go through it.
+ if ( !R_TestBit( cl.m_chAreaPortalBits, pAreaPortal->m_PortalKey ) )
+ continue;
+
+ // Make sure the viewer is on the right side of the portal to see through it.
+ cplane_t *pPlane = &pBrushData->planes[ pAreaPortal->planenum ];
+ // Use the specified vis origin to test backface culling, or the main view if none was specified
+ float flDist = pPlane->normal.Dot( vecVisOrigin ) - pPlane->dist;
+ if( flDist < -0.1f )
+ continue;
+
+ // If the client doesn't want this area visible, don't try to flow into it.
+ if( !R_TestBit( cl.m_chAreaBits, pAreaPortal->otherarea ) )
+ continue;
+
+ CPortalRect portalRect;
+ bool portalVis = true;
+
+ // don't try to clip portals if the viewer is practically in the plane
+ float fDistTolerance = (pVisData)?(pVisData->m_fDistToAreaPortalTolerance):(0.1f);
+ if ( flDist > fDistTolerance )
+ {
+ portalVis = GetPortalScreenExtents( pAreaPortal, &clipTmp, portalRect, pReflectionWaterHeight );
+ }
+ else
+ {
+ portalRect.left = -1;
+ portalRect.top = 1;
+ portalRect.right = 1;
+ portalRect.bottom = -1; // note top/bottom reversed!
+ //portalVis=true - not needed, default
+ }
+ if( portalVis )
+ {
+ CPortalRect intersection;
+ if( GetRectIntersection( &portalRect, pClipRect, &intersection ) )
+ {
+#ifdef USE_CONVARS
+ if( r_DrawPortals.GetInt() )
+ {
+ g_PortalRects.AddToTail( intersection );
+ }
+#endif
+
+ // Ok, we can see into this area.
+ R_FlowThroughArea( pAreaPortal->otherarea, vecVisOrigin, &intersection, pVisData, pReflectionWaterHeight );
+ }
+ }
+ }
+
+ // Mark that we're leaving this area.
+ R_ClearBit( g_AreaStack, area );
+#endif
+}
+
+
+static void IncrementGlobalCounter()
+{
+ if( g_GlobalCounter == 0xFFFF )
+ {
+ for( int i=0; i < g_AreaCullInfo.Count(); i++ )
+ g_AreaCullInfo[i].m_GlobalCounter = 0;
+
+ g_GlobalCounter = 1;
+ }
+ else
+ {
+ g_GlobalCounter++;
+ }
+}
+
+
+static void R_SetupGlobalFrustum()
+{
+#ifndef SWDS
+
+ // Copy the current view away so that we can play with it if needed.
+ g_viewSetup = g_EngineRenderer->ViewGetCurrent();
+
+ if( g_viewSetup.m_bOrtho )
+ {
+ g_viewWindow.right = g_viewSetup.m_OrthoRight;
+ g_viewWindow.left = g_viewSetup.m_OrthoLeft;
+ g_viewWindow.top = g_viewSetup.m_OrthoTop;
+ g_viewWindow.bottom = g_viewSetup.m_OrthoBottom;
+ }
+ else
+ {
+ // Assuming a view plane distance of 1, figure out the boundaries of a window
+ // the view would project into given the FOV.
+ float xFOV = g_EngineRenderer->GetFov() * 0.5f;
+ float yFOV = g_EngineRenderer->GetFovY() * 0.5f;
+
+ g_viewWindow.right = tan( DEG2RAD( xFOV ) );
+ g_viewWindow.left = -g_viewWindow.right;
+ g_viewWindow.top = tan( DEG2RAD( yFOV ) );
+ g_viewWindow.bottom = -g_viewWindow.top;
+
+ if ( g_viewSetup.m_bOffCenter )
+ {
+ // How did this ever work?
+ Assert ( !"test m_bOffCenter frustums with area portals" );
+ }
+ else if ( g_viewSetup.m_bViewToProjectionOverride )
+ {
+ // ...this has been tested and works!
+ }
+
+ // Rather than try to deal with crazy projection matrices (shear, trapezoid, etc), take whatever FOV we're given,
+ // assume it's conservative, and then construct a matching projection matrix for it. Then use that consistent
+ // hallucination throughout, rather than refer back to the engine's actual proj. matrix for anything.
+ VMatrix matrixView;
+ VMatrix matrixProjection;
+ VMatrix matrixWorldToScreen;
+ g_viewSetup.m_bViewToProjectionOverride = false;
+
+ ComputeViewMatrices (
+ &matrixView,
+ &matrixProjection,
+ &matrixWorldToScreen,
+ g_viewSetup );
+
+ g_ScreenFromWorldProjection = matrixWorldToScreen;
+ }
+
+#endif //#ifndef SWDS
+}
+
+ConVar r_snapportal( "r_snapportal", "-1" );
+extern void CSGFrustum( Frustum_t &frustum );
+
+static void R_SetupVisibleAreaFrustums()
+{
+#ifndef SWDS
+
+ // Now scale the portals as specified in the normalized view frustum (-1,-1,1,1)
+ // into our view window and generate planes out of that.
+ for( int i=0; i < g_nVisibleAreas; i++ )
+ {
+ CAreaCullInfo *pInfo = &g_AreaCullInfo[ g_VisibleAreas[i] ];
+
+ CPortalRect portalWindow;
+ portalWindow.left = RemapVal( pInfo->m_Rect.left, -1, 1, g_viewWindow.left, g_viewWindow.right );
+ portalWindow.right = RemapVal( pInfo->m_Rect.right, -1, 1, g_viewWindow.left, g_viewWindow.right );
+ portalWindow.top = RemapVal( pInfo->m_Rect.top, -1, 1, g_viewWindow.bottom, g_viewWindow.top );
+ portalWindow.bottom = RemapVal( pInfo->m_Rect.bottom, -1, 1, g_viewWindow.bottom, g_viewWindow.top );
+
+ if( g_viewSetup.m_bOrtho )
+ {
+ // Left and right planes...
+ float orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewRight());
+ pInfo->m_Frustum.SetPlane( FRUSTUM_LEFT, PLANE_ANYZ, CurrentViewRight(), portalWindow.left + orgOffset );
+ pInfo->m_Frustum.SetPlane( FRUSTUM_RIGHT, PLANE_ANYZ, -CurrentViewRight(), -portalWindow.right - orgOffset );
+
+ // Top and bottom planes...
+ orgOffset = DotProduct(CurrentViewOrigin(), CurrentViewUp());
+ pInfo->m_Frustum.SetPlane( FRUSTUM_TOP, PLANE_ANYZ, CurrentViewUp(), portalWindow.top + orgOffset );
+ pInfo->m_Frustum.SetPlane( FRUSTUM_BOTTOM, PLANE_ANYZ, -CurrentViewUp(), -portalWindow.bottom - orgOffset );
+ }
+ else
+ {
+
+ if ( g_viewSetup.m_bOffCenter )
+ {
+ // How did this ever work?
+ Assert ( !"test m_bOffCenter frustums with area portals" );
+ }
+ else if ( g_viewSetup.m_bViewToProjectionOverride )
+ {
+ // ...this has been tested and works!
+ }
+
+ Vector normal;
+ const cplane_t *pTest;
+
+ // right side
+ normal = portalWindow.right * CurrentViewForward() - CurrentViewRight();
+ VectorNormalize(normal); // OPTIMIZE: This is unnecessary for culling
+ pTest = pInfo->m_Frustum.GetPlane( FRUSTUM_RIGHT );
+ pInfo->m_Frustum.SetPlane( FRUSTUM_RIGHT, PLANE_ANYZ, normal, DotProduct(normal,CurrentViewOrigin()) );
+
+ // left side
+ normal = CurrentViewRight() - portalWindow.left * CurrentViewForward();
+ VectorNormalize(normal); // OPTIMIZE: This is unnecessary for culling
+ pTest = pInfo->m_Frustum.GetPlane( FRUSTUM_LEFT );
+ pInfo->m_Frustum.SetPlane( FRUSTUM_LEFT, PLANE_ANYZ, normal, DotProduct(normal,CurrentViewOrigin()) );
+
+ // top
+ normal = portalWindow.top * CurrentViewForward() - CurrentViewUp();
+ VectorNormalize(normal); // OPTIMIZE: This is unnecessary for culling
+ pTest = pInfo->m_Frustum.GetPlane( FRUSTUM_TOP );
+ pInfo->m_Frustum.SetPlane( FRUSTUM_TOP, PLANE_ANYZ, normal, DotProduct(normal,CurrentViewOrigin()) );
+
+ // bottom
+ normal = CurrentViewUp() - portalWindow.bottom * CurrentViewForward();
+ VectorNormalize(normal); // OPTIMIZE: This is unnecessary for culling
+ pTest = pInfo->m_Frustum.GetPlane( FRUSTUM_BOTTOM );
+ pInfo->m_Frustum.SetPlane( FRUSTUM_BOTTOM, PLANE_ANYZ, normal, DotProduct(normal,CurrentViewOrigin()) );
+
+ // farz
+ pInfo->m_Frustum.SetPlane( FRUSTUM_FARZ, PLANE_ANYZ, -CurrentViewForward(),
+ DotProduct(-CurrentViewForward(), CurrentViewOrigin() + CurrentViewForward()*g_viewSetup.zFar) );
+ }
+
+ // DEBUG: Code to visualize the areaportal frustums in 3D
+ // Useful for debugging
+ extern void CSGFrustum( Frustum_t &frustum );
+ if ( r_snapportal.GetInt() >= 0 )
+ {
+ if ( g_VisibleAreas[i] == r_snapportal.GetInt() )
+ {
+ pInfo->m_Frustum.SetPlane( FRUSTUM_NEARZ, PLANE_ANYZ, CurrentViewForward(),
+ DotProduct(CurrentViewForward(), CurrentViewOrigin()) );
+ pInfo->m_Frustum.SetPlane( FRUSTUM_FARZ, PLANE_ANYZ, -CurrentViewForward(),
+ DotProduct(-CurrentViewForward(), CurrentViewOrigin() + CurrentViewForward()*500) );
+ r_snapportal.SetValue( -1 );
+ CSGFrustum( pInfo->m_Frustum );
+ }
+ }
+ }
+#endif
+}
+
+
+
+
+// Intersection of AABB and a frustum. The frustum may contain 0-32 planes
+// (active planes are defined by inClipMask). Returns boolean value indicating
+// whether AABB intersects the view frustum or not.
+// If AABB intersects the frustum, an output clip mask is returned as well
+// (indicating which planes are crossed by the AABB). This information
+// can be used to optimize testing of child nodes or objects inside the
+// nodes (pass value as 'inClipMask').
+inline bool R_CullNodeInternal( mnode_t *pNode, int &nClipMask, const Frustum_t& frustum )
+{
+ int nOutClipMask = nClipMask & FRUSTUM_CLIP_IN_AREA; // init outclip mask
+
+ float flCenterDotNormal, flHalfDiagDotAbsNormal;
+ if (nClipMask & FRUSTUM_CLIP_RIGHT)
+ {
+ const cplane_t *pPlane = frustum.GetPlane(FRUSTUM_RIGHT);
+ flCenterDotNormal = DotProduct( pNode->m_vecCenter, pPlane->normal ) - pPlane->dist;
+ flHalfDiagDotAbsNormal = DotProduct( pNode->m_vecHalfDiagonal, frustum.GetAbsNormal(FRUSTUM_RIGHT) );
+ if (flCenterDotNormal + flHalfDiagDotAbsNormal < 0.0f)
+ return true;
+ if (flCenterDotNormal - flHalfDiagDotAbsNormal < 0.0f)
+ nOutClipMask |= FRUSTUM_CLIP_RIGHT;
+ }
+
+ if (nClipMask & FRUSTUM_CLIP_LEFT)
+ {
+ const cplane_t *pPlane = frustum.GetPlane(FRUSTUM_LEFT);
+ flCenterDotNormal = DotProduct( pNode->m_vecCenter, pPlane->normal ) - pPlane->dist;
+ flHalfDiagDotAbsNormal = DotProduct( pNode->m_vecHalfDiagonal, frustum.GetAbsNormal(FRUSTUM_LEFT) );
+ if (flCenterDotNormal + flHalfDiagDotAbsNormal < 0.0f)
+ return true;
+ if (flCenterDotNormal - flHalfDiagDotAbsNormal < 0.0f)
+ nOutClipMask |= FRUSTUM_CLIP_LEFT;
+ }
+
+ if (nClipMask & FRUSTUM_CLIP_TOP)
+ {
+ const cplane_t *pPlane = frustum.GetPlane(FRUSTUM_TOP);
+ flCenterDotNormal = DotProduct( pNode->m_vecCenter, pPlane->normal ) - pPlane->dist;
+ flHalfDiagDotAbsNormal = DotProduct( pNode->m_vecHalfDiagonal, frustum.GetAbsNormal(FRUSTUM_TOP) );
+ if (flCenterDotNormal + flHalfDiagDotAbsNormal < 0.0f)
+ return true;
+ if (flCenterDotNormal - flHalfDiagDotAbsNormal < 0.0f)
+ nOutClipMask |= FRUSTUM_CLIP_TOP;
+ }
+
+ if (nClipMask & FRUSTUM_CLIP_BOTTOM)
+ {
+ const cplane_t *pPlane = frustum.GetPlane(FRUSTUM_BOTTOM);
+ flCenterDotNormal = DotProduct( pNode->m_vecCenter, pPlane->normal ) - pPlane->dist;
+ flHalfDiagDotAbsNormal = DotProduct( pNode->m_vecHalfDiagonal, frustum.GetAbsNormal(FRUSTUM_BOTTOM) );
+ if (flCenterDotNormal + flHalfDiagDotAbsNormal < 0.0f)
+ return true;
+ if (flCenterDotNormal - flHalfDiagDotAbsNormal < 0.0f)
+ nOutClipMask |= FRUSTUM_CLIP_BOTTOM;
+ }
+
+ nClipMask = nOutClipMask;
+ return false; // AABB intersects frustum
+}
+
+
+bool R_CullNode( Frustum_t *pAreaFrustum, mnode_t *pNode, int& nClipMask )
+{
+ // Now cull to this area's frustum.
+ if (( !g_bViewerInSolidSpace ) && ( pNode->area > 0 ))
+ {
+ // First make sure its whole area is even visible.
+ if( !R_IsAreaVisible( pNode->area ) )
+ return true;
+
+ // This ConVar access causes a huge perf hit in some cases.
+ // If you want to put it back in please cache it's value.
+//#ifdef USE_CONVARS
+// if( r_ClipAreaPortals.GetInt() )
+//#else
+ if( 1 )
+//#endif
+ {
+ if ((nClipMask & FRUSTUM_CLIP_IN_AREA) == 0)
+ {
+ // In this case, we've never hit this area before and
+ // we need to test all planes again because we just changed the frustum
+ nClipMask = FRUSTUM_CLIP_IN_AREA | FRUSTUM_CLIP_ALL;
+ }
+
+ pAreaFrustum = &g_AreaCullInfo[pNode->area].m_Frustum;
+ }
+ }
+
+ return R_CullNodeInternal( pNode, nClipMask, *pAreaFrustum );
+}
+
+
+static ConVar r_portalscloseall( "r_portalscloseall", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
+static ConVar r_portalsopenall( "r_portalsopenall", "0", FCVAR_CHEAT, "Open all portals" );
+static ConVar r_ShowViewerArea( "r_ShowViewerArea", "0" );
+
+void R_SetupAreaBits( int iForceViewLeaf /* = -1 */, const VisOverrideData_t* pVisData /* = NULL */, float *pWaterReflectionHeight /* = NULL */ )
+{
+ IncrementGlobalCounter();
+
+ g_bViewerInSolidSpace = false;
+
+ // Clear the visible area bits.
+ memset( g_RenderAreaBits, 0, sizeof( g_RenderAreaBits ) );
+ memset( g_AreaStack, 0, sizeof( g_AreaStack ) );
+
+ // Our initial clip rect is the whole screen.
+ CPortalRect rect;
+ rect.left = rect.bottom = -1;
+ rect.top = rect.right = 1;
+
+ // Flow through areas starting at the one we're in.
+ int leaf = iForceViewLeaf;
+ // If view point override wasn't specified, use the current view origin
+ if ( iForceViewLeaf == -1 )
+ {
+ leaf = CM_PointLeafnum( g_EngineRenderer->ViewOrigin() );
+ }
+
+ if( r_portalscloseall.GetBool() )
+ {
+ if ( cl.m_bAreaBitsValid )
+ {
+ // Clear the visible area bits.
+ memset( g_RenderAreaBits, 0, sizeof( g_RenderAreaBits ) );
+ int area = host_state.worldbrush->leafs[leaf].area;
+ R_SetBit( g_RenderAreaBits, area );
+
+ g_VisibleAreas[0] = area;
+ g_nVisibleAreas = 1;
+
+ g_AreaCullInfo[area].m_GlobalCounter = g_GlobalCounter;
+ g_AreaCullInfo[area].m_Rect = rect;
+
+ R_SetupVisibleAreaFrustums();
+ }
+ else
+ {
+ g_bViewerInSolidSpace = true;
+ }
+
+ return;
+ }
+
+#if defined( REPLAY_ENABLED )
+ if ( host_state.worldbrush->leafs[leaf].contents & CONTENTS_SOLID ||
+ cl.ishltv || cl.isreplay || !cl.m_bAreaBitsValid || r_portalsopenall.GetBool() )
+#else
+ if ( host_state.worldbrush->leafs[leaf].contents & CONTENTS_SOLID ||
+ cl.ishltv || !cl.m_bAreaBitsValid || r_portalsopenall.GetBool() )
+#endif
+ {
+ // Draw everything if we're in solid space or if r_portalsopenall is true (used for building cubemaps)
+ g_bViewerInSolidSpace = true;
+
+ if ( r_ShowViewerArea.GetInt() )
+ Con_NPrintf( 3, "Viewer area: (solid space)" );
+ }
+ else
+ {
+ int area = host_state.worldbrush->leafs[leaf].area;
+
+ if ( r_ShowViewerArea.GetInt() )
+ Con_NPrintf( 3, "Viewer area: %d", area );
+
+ g_nVisibleAreas = 0;
+ Vector vecVisOrigin = (pVisData)?(pVisData->m_vecVisOrigin):(g_EngineRenderer->ViewOrigin());
+ R_SetupGlobalFrustum();
+ R_FlowThroughArea ( area, vecVisOrigin, &rect, pVisData, pWaterReflectionHeight );
+ R_SetupVisibleAreaFrustums();
+ }
+}
+
+
+const Frustum_t* GetAreaFrustum( int area )
+{
+ if ( g_AreaCullInfo[area].m_GlobalCounter == g_GlobalCounter )
+ return &g_AreaCullInfo[area].m_Frustum;
+ else
+ return &g_Frustum;
+}
+
+
+