/*
* Copyright (C) Oscar Shrimpton 2020
*
* This program 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.
*
* This program 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 this program. If not, see .
*/
//! Functions for figuring out what to render
#![allow(dead_code)]
use stockton_levels::prelude::*;
use stockton_levels::traits::tree::{BSPNode, BSPNodeValue};
use stockton_types::Vector3;
/// Get the visible faces according to visdata and frustum culling
// TODO: Write this. For now, just render all faces
pub fn get_visible_faces>(pos: Vector3, file: &T) -> Vec {
let vis_cluster = get_cluster_id(pos, file);
let mut visible = Vec::with_capacity(file.faces_len() as usize);
if (vis_cluster & 0x80000000) != 0 {
// Negative = Invalid camera position
// For now just render everything
for face_idx in 0..file.faces_len() {
visible.push(face_idx);
}
return visible;
}
walk_bsp_tree(file.get_bsp_root(), vis_cluster, &mut visible, file);
visible
}
pub fn walk_bsp_tree>(
node: &BSPNode,
vis_cluster: u32,
visible_faces: &mut Vec,
file: &T,
) {
if let BSPNodeValue::Children(front, back) = &node.value {
walk_bsp_tree(back, vis_cluster, visible_faces, file);
walk_bsp_tree(front, vis_cluster, visible_faces, file);
} else if let BSPNodeValue::Leaf(leaf) = &node.value {
if (leaf.cluster_id & 0x80000000) != 0 {
// Negative means invalid leaf
return;
} else if file.cluster_visible_from(vis_cluster, leaf.cluster_id) {
for face_idx in leaf.faces_idx.iter() {
// TODO: Culling or something
visible_faces.push(*face_idx);
}
}
}
}
/// Get the viscluster pos lies in
fn get_cluster_id>(pos: Vector3, file: &T) -> u32 {
let mut node = file.get_bsp_root();
while let BSPNodeValue::Children(front, back) = &node.value {
let plane = file.get_plane(node.plane_idx);
let dist = plane.normal.dot(&pos) - plane.dist;
if dist >= 0.0 {
node = front;
} else {
node = back;
}
}
if let BSPNodeValue::Leaf(leaf) = &node.value {
leaf.cluster_id
} else {
panic!("should have had a leaf but didn't");
}
}