// Shadow Volume BSP code written by Ashley Rose Hale (LadyHavoc) on 2003-11-06 and placed into public domain. // Modified by LadyHavoc (to make it work and other nice things like that) on 2007-01-24 and 2007-01-25 // Optimized by LadyHavoc on 2009-12-24 and 2009-12-25 #include #include #include "svbsp.h" #include "polygon.h" #define MAX_SVBSP_POLYGONPOINTS 64 #define SVBSP_CLIP_EPSILON (1.0f / 1024.0f) #define SVBSP_DotProduct(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]) typedef struct svbsp_polygon_s { float points[MAX_SVBSP_POLYGONPOINTS][3]; //unsigned char splitflags[MAX_SVBSP_POLYGONPOINTS]; int facesplitflag; int numpoints; } svbsp_polygon_t; static void SVBSP_PlaneFromPoints(float *plane4f, const float *p1, const float *p2, const float *p3) { float ilength; // calculate unnormalized plane plane4f[0] = (p1[1] - p2[1]) * (p3[2] - p2[2]) - (p1[2] - p2[2]) * (p3[1] - p2[1]); plane4f[1] = (p1[2] - p2[2]) * (p3[0] - p2[0]) - (p1[0] - p2[0]) * (p3[2] - p2[2]); plane4f[2] = (p1[0] - p2[0]) * (p3[1] - p2[1]) - (p1[1] - p2[1]) * (p3[0] - p2[0]); plane4f[3] = SVBSP_DotProduct(plane4f, p1); // normalize the plane normal and adjust distance accordingly ilength = (float)sqrt(SVBSP_DotProduct(plane4f, plane4f)); if (ilength) ilength = 1.0f / ilength; plane4f[0] *= ilength; plane4f[1] *= ilength; plane4f[2] *= ilength; plane4f[3] *= ilength; } static void SVBSP_DividePolygon(const svbsp_polygon_t *poly, const float *plane, svbsp_polygon_t *front, svbsp_polygon_t *back, const float *dists, const int *sides) { int i, j, count = poly->numpoints, frontcount = 0, backcount = 0; float frac, ifrac, c[3], pdist, ndist; const float *nextpoint; const float *points = poly->points[0]; float *outfront = front->points[0]; float *outback = back->points[0]; for(i = 0;i < count;i++, points += 3) { j = i + 1; if (j >= count) j = 0; if (!(sides[i] & 2)) { outfront[frontcount*3+0] = points[0]; outfront[frontcount*3+1] = points[1]; outfront[frontcount*3+2] = points[2]; frontcount++; } if (!(sides[i] & 1)) { outback[backcount*3+0] = points[0]; outback[backcount*3+1] = points[1]; outback[backcount*3+2] = points[2]; backcount++; } if ((sides[i] | sides[j]) == 3) { // don't allow splits if remaining points would overflow point buffer if (frontcount + (count - i) > MAX_SVBSP_POLYGONPOINTS - 1) continue; if (backcount + (count - i) > MAX_SVBSP_POLYGONPOINTS - 1) continue; nextpoint = poly->points[j]; pdist = dists[i]; ndist = dists[j]; frac = pdist / (pdist - ndist); ifrac = 1.0f - frac; c[0] = points[0] * ifrac + frac * nextpoint[0]; c[1] = points[1] * ifrac + frac * nextpoint[1]; c[2] = points[2] * ifrac + frac * nextpoint[2]; outfront[frontcount*3+0] = c[0]; outfront[frontcount*3+1] = c[1]; outfront[frontcount*3+2] = c[2]; frontcount++; outback[backcount*3+0] = c[0]; outback[backcount*3+1] = c[1]; outback[backcount*3+2] = c[2]; backcount++; } } front->numpoints = frontcount; back->numpoints = backcount; } void SVBSP_Init(svbsp_t *b, const float *origin, int maxnodes, svbsp_node_t *nodes) { memset(b, 0, sizeof(*b)); b->origin[0] = origin[0]; b->origin[1] = origin[1]; b->origin[2] = origin[2]; b->numnodes = 3; b->maxnodes = maxnodes; b->nodes = nodes; b->ranoutofnodes = 0; b->stat_occluders_rejected = 0; b->stat_occluders_accepted = 0; b->stat_occluders_fragments_accepted = 0; b->stat_occluders_fragments_rejected = 0; b->stat_queries_rejected = 0; b->stat_queries_accepted = 0; b->stat_queries_fragments_accepted = 0; b->stat_queries_fragments_rejected = 0; // the bsp tree must be initialized to have two perpendicular splits axes // through origin, otherwise the polygon insertions would affect the // opposite side of the tree, which would be disasterous. // // so this code has to make 3 nodes and 4 leafs, and since the leafs are // represented by empty/solid state numbers in this system rather than // actual structs, we only need to make the 3 nodes. // root node // this one splits the world into +X and -X sides b->nodes[0].plane[0] = 1; b->nodes[0].plane[1] = 0; b->nodes[0].plane[2] = 0; b->nodes[0].plane[3] = origin[0]; b->nodes[0].parent = -1; b->nodes[0].children[0] = 1; b->nodes[0].children[1] = 2; // +X side node // this one splits the +X half of the world into +Y and -Y b->nodes[1].plane[0] = 0; b->nodes[1].plane[1] = 1; b->nodes[1].plane[2] = 0; b->nodes[1].plane[3] = origin[1]; b->nodes[1].parent = 0; b->nodes[1].children[0] = -1; b->nodes[1].children[1] = -1; // -X side node // this one splits the -X half of the world into +Y and -Y b->nodes[2].plane[0] = 0; b->nodes[2].plane[1] = 1; b->nodes[2].plane[2] = 0; b->nodes[2].plane[3] = origin[1]; b->nodes[2].parent = 0; b->nodes[2].children[0] = -1; b->nodes[2].children[1] = -1; } static void SVBSP_InsertOccluderPolygonNodes(svbsp_t *b, int *parentnodenumpointer, int parentnodenum, const svbsp_polygon_t *poly, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1) { // now we need to create up to numpoints + 1 new nodes, forming a BSP tree // describing the occluder polygon's shadow volume int i, j, p; svbsp_node_t *node; // points and lines are valid testers but not occluders if (poly->numpoints < 3) return; // if there aren't enough nodes remaining, skip it if (b->numnodes + poly->numpoints + 1 >= b->maxnodes) { b->ranoutofnodes = 1; return; } // add one node per side, then the actual occluding face node // thread safety notes: // DO NOT multithread insertion, it could be made 'safe' but the results // would be inconsistent. // // it is completely safe to multithread queries in all cases. // // if an insertion is occurring the query will give intermediate results, // being blocked by some volumes but not others, which is perfectly okay // for visibility culling intended only to reduce rendering work // note down the first available nodenum for the *parentnodenumpointer // line which is done last to allow multithreaded queries during an // insertion for (i = 0, p = poly->numpoints - 1;i < poly->numpoints;p = i, i++) { #if 1 // see if a parent plane describes this side for (j = parentnodenum;j >= 0;j = b->nodes[j].parent) { float *parentnodeplane = b->nodes[j].plane; if (fabs(SVBSP_DotProduct(poly->points[p], parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON && fabs(SVBSP_DotProduct(poly->points[i], parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON && fabs(SVBSP_DotProduct(b->origin , parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON) break; } if (j >= 0) continue; // already have a matching parent plane #endif #if 0 // skip any sides that were classified as belonging to a parent plane if (poly->splitflags[i]) continue; #endif // create a side plane // anything infront of this is not inside the shadow volume node = b->nodes + b->numnodes++; SVBSP_PlaneFromPoints(node->plane, b->origin, poly->points[p], poly->points[i]); // we need to flip the plane if it puts any part of the polygon on the // wrong side // (in this way this code treats all polygons as float sided) // // because speed is important this stops as soon as it finds proof // that the orientation is right or wrong // (we know that the plane is on one edge of the polygon, so there is // never a case where points lie on both sides, so the first hint is // sufficient) for (j = 0;j < poly->numpoints;j++) { float d = SVBSP_DotProduct(poly->points[j], node->plane) - node->plane[3]; if (d < -SVBSP_CLIP_EPSILON) break; if (d > SVBSP_CLIP_EPSILON) { node->plane[0] *= -1; node->plane[1] *= -1; node->plane[2] *= -1; node->plane[3] *= -1; break; } } node->parent = parentnodenum; node->children[0] = -1; // empty node->children[1] = -1; // empty // link this child into the tree *parentnodenumpointer = parentnodenum = (int)(node - b->nodes); // now point to the child pointer for the next node to update later parentnodenumpointer = &node->children[1]; } #if 1 // skip the face plane if it lies on a parent plane if (!poly->facesplitflag) #endif { // add the face-plane node // infront is empty, behind is shadow node = b->nodes + b->numnodes++; SVBSP_PlaneFromPoints(node->plane, poly->points[0], poly->points[1], poly->points[2]); // this is a flip check similar to the one above // this one checks if the plane faces the origin, if not, flip it if (SVBSP_DotProduct(b->origin, node->plane) - node->plane[3] < -SVBSP_CLIP_EPSILON) { node->plane[0] *= -1; node->plane[1] *= -1; node->plane[2] *= -1; node->plane[3] *= -1; } node->parent = parentnodenum; node->children[0] = -1; // empty node->children[1] = -2; // shadow // link this child into the tree // (with the addition of this node, queries will now be culled by it) *parentnodenumpointer = (int)(node - b->nodes); } } static int SVBSP_AddPolygonNode(svbsp_t *b, int *parentnodenumpointer, int parentnodenum, const svbsp_polygon_t *poly, int insertoccluder, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1) { int i; int s; int facesplitflag = poly->facesplitflag; int bothsides; float plane[4]; float d; svbsp_polygon_t front; svbsp_polygon_t back; svbsp_node_t *node; int sides[MAX_SVBSP_POLYGONPOINTS]; float dists[MAX_SVBSP_POLYGONPOINTS]; if (poly->numpoints < 1) return 0; // recurse through plane nodes while (*parentnodenumpointer >= 0) { // get node info parentnodenum = *parentnodenumpointer; node = b->nodes + parentnodenum; plane[0] = node->plane[0]; plane[1] = node->plane[1]; plane[2] = node->plane[2]; plane[3] = node->plane[3]; // calculate point dists for clipping bothsides = 0; for (i = 0;i < poly->numpoints;i++) { d = SVBSP_DotProduct(poly->points[i], plane) - plane[3]; s = 0; if (d > SVBSP_CLIP_EPSILON) s = 1; if (d < -SVBSP_CLIP_EPSILON) s = 2; bothsides |= s; dists[i] = d; sides[i] = s; } // see which side the polygon is on switch(bothsides) { default: case 0: // no need to split, this polygon is on the plane // this case only occurs for polygons on the face plane, usually // the same polygon (inserted twice - once as occluder, once as // tester) // if this is an occluder, it is redundant if (insertoccluder) return 1; // occluded // if this is a tester, test the front side, because it is // probably the same polygon that created this node... facesplitflag = 1; parentnodenumpointer = &node->children[0]; continue; case 1: // no need to split, just go to one side parentnodenumpointer = &node->children[0]; continue; case 2: // no need to split, just go to one side parentnodenumpointer = &node->children[1]; continue; case 3: // lies on both sides of the plane, we need to split it #if 1 SVBSP_DividePolygon(poly, plane, &front, &back, dists, sides); #else PolygonF_Divide(poly->numpoints, poly->points[0], plane[0], plane[1], plane[2], plane[3], SVBSP_CLIP_EPSILON, MAX_SVBSP_POLYGONPOINTS, front.points[0], &front.numpoints, MAX_SVBSP_POLYGONPOINTS, back.points[0], &back.numpoints, NULL); if (front.numpoints > MAX_SVBSP_POLYGONPOINTS) front.numpoints = MAX_SVBSP_POLYGONPOINTS; if (back.numpoints > MAX_SVBSP_POLYGONPOINTS) back.numpoints = MAX_SVBSP_POLYGONPOINTS; #endif front.facesplitflag = facesplitflag; back.facesplitflag = facesplitflag; // recurse the sides and return the resulting occlusion flags i = SVBSP_AddPolygonNode(b, &node->children[0], *parentnodenumpointer, &front, insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1); i |= SVBSP_AddPolygonNode(b, &node->children[1], *parentnodenumpointer, &back , insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1); return i; } } // leaf node if (*parentnodenumpointer == -1) { // empty leaf node; and some geometry survived // if inserting an occluder, replace this empty leaf with a shadow volume #if 0 for (i = 0;i < poly->numpoints-2;i++) { Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE); Debug_PolygonVertex(poly->points[ 0][0], poly->points[ 0][1], poly->points[ 0][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f); Debug_PolygonVertex(poly->points[i+1][0], poly->points[i+1][1], poly->points[i+1][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f); Debug_PolygonVertex(poly->points[i+2][0], poly->points[i+2][1], poly->points[i+2][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f); Debug_PolygonEnd(); } #endif if (insertoccluder) { b->stat_occluders_fragments_accepted++; SVBSP_InsertOccluderPolygonNodes(b, parentnodenumpointer, parentnodenum, poly, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1); } else b->stat_queries_fragments_accepted++; if (fragmentcallback) fragmentcallback(fragmentcallback_pointer1, fragmentcallback_number1, b, poly->numpoints, poly->points[0]); return 2; } else { // otherwise it's a solid leaf which destroys all polygons inside it if (insertoccluder) b->stat_occluders_fragments_rejected++; else b->stat_queries_fragments_rejected++; #if 0 for (i = 0;i < poly->numpoints-2;i++) { Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE); Debug_PolygonVertex(poly->points[ 0][0], poly->points[ 0][1], poly->points[ 0][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f); Debug_PolygonVertex(poly->points[i+1][0], poly->points[i+1][1], poly->points[i+1][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f); Debug_PolygonVertex(poly->points[i+2][0], poly->points[i+2][1], poly->points[i+2][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f); Debug_PolygonEnd(); } #endif } return 1; } int SVBSP_AddPolygon(svbsp_t *b, int numpoints, const float *points, int insertoccluder, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1) { int i; int nodenum; svbsp_polygon_t poly; // don't even consider an empty polygon // note we still allow points and lines to be tested... if (numpoints < 1) return 0; // if the polygon has too many points, we would crash if (numpoints > MAX_SVBSP_POLYGONPOINTS) return 0; poly.numpoints = numpoints; for (i = 0;i < numpoints;i++) { poly.points[i][0] = points[i*3+0]; poly.points[i][1] = points[i*3+1]; poly.points[i][2] = points[i*3+2]; //poly.splitflags[i] = 0; // this edge is a valid BSP splitter - clipped edges are not (because they lie on a bsp plane) poly.facesplitflag = 0; // this face is a valid BSP Splitter - if it lies on a bsp plane it is not } #if 0 //if (insertoccluder) for (i = 0;i < poly.numpoints-2;i++) { Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE); Debug_PolygonVertex(poly.points[ 0][0], poly.points[ 0][1], poly.points[ 0][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f); Debug_PolygonVertex(poly.points[i+1][0], poly.points[i+1][1], poly.points[i+1][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f); Debug_PolygonVertex(poly.points[i+2][0], poly.points[i+2][1], poly.points[i+2][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f); Debug_PolygonEnd(); } #endif nodenum = 0; i = SVBSP_AddPolygonNode(b, &nodenum, -1, &poly, insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1); if (insertoccluder) { if (i & 2) b->stat_occluders_accepted++; else b->stat_occluders_rejected++; } else { if (i & 2) b->stat_queries_accepted++; else b->stat_queries_rejected++; } return i; }