*/
mapDrawSurface_t *AllocDrawSurface( surfaceType_t type ){
- mapDrawSurface_t *ds;
-
-
+ mapDrawSurface_t *ds;
+
+
/* ydnar: gs mods: only allocate valid types */
if ( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES ) {
Error( "AllocDrawSurface: Invalid surface type %d specified", type );
}
-
+
/* bounds check */
if ( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
}
ds = &mapDrawSurfs[ numMapDrawSurfs ];
numMapDrawSurfs++;
-
+
/* ydnar: do initial surface setup */
memset( ds, 0, sizeof( mapDrawSurface_t ) );
ds->type = type;
ds->planeNum = -1;
- ds->fogNum = defaultFogNum; /* ydnar 2003-02-12 */
- ds->outputNum = -1; /* ydnar 2002-08-13 */
- ds->surfaceNum = numMapDrawSurfs - 1; /* ydnar 2003-02-16 */
-
+ ds->fogNum = defaultFogNum; /* ydnar 2003-02-12 */
+ ds->outputNum = -1; /* ydnar 2002-08-13 */
+ ds->surfaceNum = numMapDrawSurfs - 1; /* ydnar 2003-02-16 */
+
return ds;
}
*/
void FinishSurface( mapDrawSurface_t *ds ){
- mapDrawSurface_t *ds2;
-
-
+ mapDrawSurface_t *ds2;
+
+
/* dummy check */
if ( ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES || ds == NULL || ds->shaderInfo == NULL ) {
return;
}
-
+
/* ydnar: rocking tek-fu celshading */
if ( ds->celShader != NULL ) {
MakeCelSurface( ds, ds->celShader );
}
-
+
/* backsides stop here */
if ( ds->backSide ) {
return;
}
-
+
/* ydnar: rocking surface cloning (fur baby yeah!) */
if ( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' ) {
CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
}
-
+
/* ydnar: q3map_backShader support */
if ( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' ) {
ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
*/
mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
- mapDrawSurface_t *ds;
-
-
+ mapDrawSurface_t *ds;
+
+
/* dummy check */
if ( src == NULL || si == NULL ) {
return NULL;
}
-
+
/* allocate a new surface */
ds = AllocDrawSurface( src->type );
if ( ds == NULL ) {
return NULL;
}
-
+
/* copy it */
memcpy( ds, src, sizeof( *ds ) );
-
+
/* destroy side reference */
ds->sideRef = NULL;
-
+
/* set shader */
ds->shaderInfo = si;
-
+
/* copy verts */
if ( ds->numVerts > 0 ) {
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
}
-
+
/* copy indexes */
if ( ds->numIndexes <= 0 ) {
return ds;
}
ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
-
+
/* return the surface */
return ds;
}
*/
mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
- mapDrawSurface_t *ds;
-
-
+ mapDrawSurface_t *ds;
+
+
/* dummy check */
if ( src == NULL || si == NULL ) {
return NULL;
}
-
+
/* don't create cel surfaces for certain types of shaders */
if ( ( src->shaderInfo->compileFlags & C_TRANSLUCENT ) ||
( src->shaderInfo->compileFlags & C_SKY ) ) {
return NULL;
}
-
+
/* make a copy */
ds = CloneSurface( src, si );
if ( ds == NULL ) {
return NULL;
}
-
+
/* do some fixups for celshading */
ds->planar = qfalse;
ds->planeNum = -1;
ds->celShader = NULL; /* don't cel shade cels :P */
-
+
/* return the surface */
return ds;
}
*/
mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src ){
- int i;
- mapDrawSurface_t *ds;
-
-
+ int i;
+ mapDrawSurface_t *ds;
+
+
/* dummy check */
if ( src == NULL ) {
return NULL;
}
-
+
/* make a copy */
ds = CloneSurface( src, src->shaderInfo );
if ( ds == NULL ) {
return NULL;
}
-
+
/* set parent */
ds->parent = src;
-
+
/* scale the surface vertexes */
for ( i = 0; i < ds->numVerts; i++ )
{
m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
-
+
/* debug code */
//% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
//% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
}
-
+
/* so backface culling creep doesn't bork the surface */
VectorClear( ds->lightmapVecs[ 2 ] );
-
+
/* return the surface */
return ds;
}
returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
*/
-#define TINY_AREA 1.0f
+#define TINY_AREA 1.0f
qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c ){
- vec3_t v1, v2, v3;
- float d;
-
-
+ vec3_t v1, v2, v3;
+ float d;
+
+
/* calcuate the area of the triangle */
VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );
VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );
CrossProduct( v1, v2, v3 );
d = VectorLength( v3 );
-
+
/* assume all very small or backwards triangles will cause problems */
if ( d < TINY_AREA ) {
return qtrue;
}
-
+
/* must be a good triangle */
return qfalse;
}
*/
void TidyEntitySurfaces( entity_t *e ){
- int i, j, deleted;
- mapDrawSurface_t *out, *in = NULL;
-
-
+ int i, j, deleted;
+ mapDrawSurface_t *out, *in = NULL;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
-
+
/* walk the surface list */
deleted = 0;
for ( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
{
/* get out surface */
out = &mapDrawSurfs[ i ];
-
+
/* walk the surface list again until a proper surface is found */
for ( ; j < numMapDrawSurfs; j++ )
{
/* get in surface */
in = &mapDrawSurfs[ j ];
-
+
/* this surface ok? */
if ( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
( in->type != SURFACE_BAD && in->numVerts > 0 ) ) {
break;
}
-
+
/* nuke it */
ClearSurface( in );
deleted++;
}
-
+
/* copy if necessary */
if ( i != j ) {
memcpy( out, in, sizeof( mapDrawSurface_t ) );
+ }
}
- }
-
+
/* set the new number of drawsurfs */
numMapDrawSurfs = i;
-
+
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
}
*/
qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds ){
- int i, j, v, size[ 2 ];
- float mins[ 2 ], maxs[ 2 ];
-
-
+ int i, j, v, size[ 2 ];
+ float mins[ 2 ], maxs[ 2 ];
+
+
/* try to early out */
if ( ds->numVerts <= 0 ) {
return qtrue;
}
-
+
/* walk the verts and determine min/max st values */
mins[ 0 ] = 999999;
mins[ 1 ] = 999999;
}
if ( ds->verts[ i ].st[ j ] > maxs[ j ] ) {
maxs[ j ] = ds->verts[ i ].st[ j ];
+ }
}
}
- }
-
+
/* clamp to integer range and calculate surface bias values */
for ( j = 0; j < 2; j++ )
ds->bias[ j ] = -floor( 0.5f * ( mins[ j ] + maxs[ j ] ) );
-
+
/* find biased texture coordinate mins/maxs */
size[ 0 ] = ds->shaderInfo->shaderWidth;
size[ 1 ] = ds->shaderInfo->shaderHeight;
}
if ( v > ds->texMaxs[ j ] ) {
ds->texMaxs[ j ] = v;
+ }
}
}
- }
-
+
/* calc ranges */
for ( j = 0; j < 2; j++ )
ds->texRange[ j ] = ( ds->texMaxs[ j ] - ds->texMins[ j ] );
-
+
/* if range is zero, then assume unlimited precision */
if ( texRange == 0 ) {
return qtrue;
}
-
+
/* within range? */
for ( j = 0; j < 2; j++ )
{
if ( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange ) {
return qfalse;
+ }
}
- }
-
+
/* within range */
return qtrue;
}
*/
qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis ){
- vec3_t absolute;
-
-
+ vec3_t absolute;
+
+
/* test */
if ( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f ) {
VectorClear( axis );
return qfalse;
}
-
+
/* get absolute normal */
absolute[ 0 ] = fabs( normal[ 0 ] );
absolute[ 1 ] = fabs( normal[ 1 ] );
absolute[ 2 ] = fabs( normal[ 2 ] );
-
+
/* test and set */
if ( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f ) {
if ( normal[ 2 ] > 0.0f ) {
}
else{
VectorSet( axis, 0.0f, 0.0f, -1.0f );
- }
+ }
}
else if ( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f ) {
if ( normal[ 0 ] > 0.0f ) {
}
else{
VectorSet( axis, -1.0f, 0.0f, 0.0f );
- }
+ }
}
else
{
}
else{
VectorSet( axis, 0.0f, -1.0f, 0.0f );
+ }
}
- }
-
+
/* return ok */
return qtrue;
}
fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
*/
-#define PLANAR_EPSILON 0.5f //% 0.126f 0.25f
+#define PLANAR_EPSILON 0.5f //% 0.126f 0.25f
void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds ){
- int i, bestAxis;
- float dist;
- vec4_t plane;
- shaderInfo_t *si;
- static vec3_t axii[ 6 ] =
- {
- { 0, 0, -1 },
- { 0, 0, 1 },
- { -1, 0, 0 },
- { 1, 0, 0 },
- { 0, -1, 0 },
- { 0, 1, 0 }
- };
-
-
+ int i, bestAxis;
+ float dist;
+ vec4_t plane;
+ shaderInfo_t *si;
+ static vec3_t axii[ 6 ] =
+ {
+ { 0, 0, -1 },
+ { 0, 0, 1 },
+ { -1, 0, 0 },
+ { 1, 0, 0 },
+ { 0, -1, 0 },
+ { 0, 1, 0 }
+ };
+
+
/* walk the list of surfaces */
for ( ; numSurfs > 0; numSurfs--, ds++ )
{
if ( ds->type == SURFACE_BAD || ds->numVerts <= 0 ) {
continue;
}
-
+
/* get shader */
si = ds->shaderInfo;
-
+
/* -----------------------------------------------------------------
force meta if vertex count is too high or shader requires it
----------------------------------------------------------------- */
-
+
if ( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE ) {
if ( ds->numVerts > SHADER_MAX_VERTEXES ) {
ds->type = SURFACE_FORCED_META;
+ }
}
- }
-
+
/* -----------------------------------------------------------------
- plane and bounding box classification
+ plane and bounding box classification
----------------------------------------------------------------- */
-
+
/* set surface bounding box */
ClearBounds( ds->mins, ds->maxs );
for ( i = 0; i < ds->numVerts; i++ )
AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );
-
+
/* try to get an existing plane */
if ( ds->planeNum >= 0 ) {
VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
}
-
+
/* construct one from the first vert with a valid normal */
else
{
VectorClear( plane );
plane[ 3 ] = 0.0f;
for ( i = 0; i < ds->numVerts; i++ )
- {
+ {
if ( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f ) {
VectorCopy( ds->verts[ i ].normal, plane );
plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
}
}
}
-
+
/* test for bogus plane */
if ( VectorLength( plane ) <= 0.0f ) {
ds->planar = qfalse;
{
/* determine if surface is planar */
ds->planar = qtrue;
-
+
/* test each vert */
for ( i = 0; i < ds->numVerts; i++ )
{
}
}
}
-
+
/* find map plane if necessary */
if ( ds->planar ) {
if ( ds->planeNum < 0 ) {
//% if( ds->type == SURF_META || ds->type == SURF_FACE )
//% Sys_Printf( "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );
}
-
+
/* -----------------------------------------------------------------
lightmap bounds and axis projection
----------------------------------------------------------------- */
-
+
/* vertex lit surfaces don't need this information */
if ( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES ) {
VectorClear( ds->lightmapAxis );
ds->sampleSize = 0;
continue;
}
-
+
/* the shader can specify an explicit lightmap axis */
if ( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] ) {
VectorCopy( si->lightmapAxis, ds->lightmapAxis );
for ( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
{
//% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",
- //% ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
- //% axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
+ //% ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
+ //% axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
if ( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f ) { /* fixme: adjust this tolerance to taste */
break;
+ }
}
- }
-
+
if ( i == ds->numVerts ) {
break;
+ }
}
- }
-
+
/* set axis if possible */
if ( bestAxis < 6 ) {
//% if( ds->type == SURFACE_PATCH )
- //% Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
+ //% Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
VectorCopy( axii[ bestAxis ], ds->lightmapAxis );
}
-
+
/* debug code */
//% if( ds->type == SURFACE_PATCH )
- //% Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
+ //% Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
}
-
+
/* calculate lightmap sample size */
if ( ds->shaderInfo->lightmapSampleSize > 0 ) { /* shader value overrides every other */
ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
if ( ds->sampleSize > 16384 ) { /* powers of 2 are preferred */
ds->sampleSize = 16384;
- }
+ }
}
}
*/
void ClassifyEntitySurfaces( entity_t *e ){
- int i;
-
-
+ int i;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
-
+
/* walk the surface list */
for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
{
FinishSurface( &mapDrawSurfs[ i ] );
ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
}
-
+
/* tidy things up */
TidyEntitySurfaces( e );
}
*/
byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point ){
- int i, x, y;
- float s, t;
- vec3_t mins, maxs, size;
-
-
+ int i, x, y;
+ float s, t;
+ vec3_t mins, maxs, size;
+
+
/* early out if no indexmap */
if ( im == NULL ) {
return 0;
}
-
+
/* this code is really broken */
#if 0
- /* legacy precision fudges for terrain */
+ /* legacy precision fudges for terrain */
for ( i = 0; i < 3; i++ )
- {
- mins[ i ] = floor( eMins[ i ] + 0.1 );
- maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
- size[ i ] = maxs[ i ] - mins[ i ];
- }
-
- /* find st (fixme: support more than just z-axis projection) */
- s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
- t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
+ {
+ mins[ i ] = floor( eMins[ i ] + 0.1 );
+ maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
+ size[ i ] = maxs[ i ] - mins[ i ];
+ }
+
+ /* find st (fixme: support more than just z-axis projection) */
+ s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
+ t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
if ( s < 0.0f ) {
- s = 0.0f;
+ s = 0.0f;
}
else if ( s > 1.0f ) {
- s = 1.0f;
+ s = 1.0f;
}
if ( t < 0.0f ) {
- t = 0.0f;
+ t = 0.0f;
}
else if ( t > 1.0f ) {
- t = 1.0f;
+ t = 1.0f;
}
-
- /* make xy */
+
+ /* make xy */
x = ( im->w - 1 ) * s;
y = ( im->h - 1 ) * t;
#else
- /* get size */
+ /* get size */
for ( i = 0; i < 3; i++ )
- {
- mins[ i ] = eMins[ i ];
- maxs[ i ] = eMaxs[ i ];
- size[ i ] = maxs[ i ] - mins[ i ];
- }
-
- /* calc st */
+ {
+ mins[ i ] = eMins[ i ];
+ maxs[ i ] = eMaxs[ i ];
+ size[ i ] = maxs[ i ] - mins[ i ];
+ }
+
+ /* calc st */
s = ( point[ 0 ] - mins[ 0 ] ) / size[ 0 ];
t = ( maxs[ 1 ] - point[ 1 ] ) / size[ 1 ];
-
- /* calc xy */
- x = s * im->w;
- y = t * im->h;
+
+ /* calc xy */
+ x = s * im->w;
+ y = t * im->h;
if ( x < 0 ) {
- x = 0;
+ x = 0;
}
else if ( x > ( im->w - 1 ) ) {
x = ( im->w - 1 );
}
if ( y < 0 ) {
- y = 0;
+ y = 0;
}
else if ( y > ( im->h - 1 ) ) {
y = ( im->h - 1 );
}
#endif
-
+
/* return index */
return im->pixels[ y * im->w + x ];
}
*/
shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes ){
- int i;
- byte minShaderIndex, maxShaderIndex;
- char shader[ MAX_QPATH ];
- shaderInfo_t *si;
-
-
+ int i;
+ byte minShaderIndex, maxShaderIndex;
+ char shader[ MAX_QPATH ];
+ shaderInfo_t *si;
+
+
/* early out if bad data */
if ( im == NULL || numPoints <= 0 || shaderIndexes == NULL ) {
return ShaderInfoForShader( "default" );
}
-
+
/* determine min/max index */
minShaderIndex = 255;
maxShaderIndex = 0;
}
if ( shaderIndexes[ i ] > maxShaderIndex ) {
maxShaderIndex = shaderIndexes[ i ];
+ }
}
- }
-
+
/* set alpha inline */
for ( i = 0; i < numPoints; i++ )
{
}
else{
shaderIndexes[ i ] = 255;
+ }
}
- }
-
+
/* make a shader name */
if ( minShaderIndex == maxShaderIndex ) {
sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );
else{
sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );
}
-
+
/* get the shader */
si = ShaderInfoForShader( shader );
-
+
/* inherit a few things from parent shader */
if ( parent->globalTexture ) {
si->globalTexture = qtrue;
/* set lightmap projection axis */
VectorCopy( parent->lightmapAxis, si->lightmapAxis );
}
-
+
/* return the shader */
return si;
}
creates a SURF_FACE drawsurface from a given brush side and winding
*/
-#define SNAP_FLOAT_TO_INT 8
+#define SNAP_FLOAT_TO_INT 8
#define SNAP_INT_TO_FLOAT ( 1.0 / SNAP_FLOAT_TO_INT )
mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w ){
- int i, j, k;
- mapDrawSurface_t *ds;
- shaderInfo_t *si, *parent;
- bspDrawVert_t *dv;
- vec3_t texX, texY;
- vec_t x, y;
- vec3_t vTranslated;
- qboolean indexed;
- byte shaderIndexes[ 256 ];
- float offsets[ 256 ];
- char tempShader[ MAX_QPATH ];
-
-
+ int i, j, k;
+ mapDrawSurface_t *ds;
+ shaderInfo_t *si, *parent;
+ bspDrawVert_t *dv;
+ vec3_t texX, texY;
+ vec_t x, y;
+ vec3_t vTranslated;
+ qboolean indexed;
+ byte shaderIndexes[ 256 ];
+ float offsets[ 256 ];
+ char tempShader[ MAX_QPATH ];
+
+
/* ydnar: don't make a drawsurf for culled sides */
if ( s->culled ) {
return NULL;
}
-
+
/* range check */
if ( w->numpoints > MAX_POINTS_ON_WINDING ) {
Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );
}
-
+
/* get shader */
si = s->shaderInfo;
-
+
/* ydnar: gs mods: check for indexed shader */
if ( si->indexed && b->im != NULL ) {
/* indexed */
indexed = qtrue;
-
+
/* get shader indexes for each point */
for ( i = 0; i < w->numpoints; i++ )
{
offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];
//% Sys_Printf( "%f ", offsets[ i ] );
}
-
+
/* get matching shader and set alpha */
parent = si;
si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );
else{
indexed = qfalse;
}
-
+
/* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
if ( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' ) {
//% Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
}
-
+
/* ydnar: gs mods */
ds = AllocDrawSurface( SURFACE_FACE );
ds->entityNum = b->entityNum;
ds->castShadows = b->castShadows;
ds->recvShadows = b->recvShadows;
-
+
ds->planar = qtrue;
ds->planeNum = s->planenum;
VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );
-
+
ds->shaderInfo = si;
ds->mapBrush = b;
ds->sideRef = AllocSideRef( s, NULL );
ds->numVerts = w->numpoints;
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
-
+
/* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
-
+
/* create the vertexes */
for ( j = 0; j < w->numpoints; j++ )
{
/* get the drawvert */
dv = ds->verts + j;
-
+
/* copy xyz and do potential z offset */
VectorCopy( w->p[ j ], dv->xyz );
if ( indexed ) {
dv->xyz[ 2 ] += offsets[ j ];
}
-
+
/* round the xyz to a given precision and translate by origin */
for ( i = 0 ; i < 3 ; i++ )
dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );
VectorAdd( dv->xyz, e->origin, vTranslated );
-
+
/* ydnar: tek-fu celshading support for flat shaded shit */
if ( flat ) {
dv->st[ 0 ] = si->stFlat[ 0 ];
dv->st[ 1 ] = si->stFlat[ 1 ];
}
-
+
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if ( si->tcGen ) {
dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
}
-
+
/* old quake-style texturing */
else if ( g_bBrushPrimit == BPRIMIT_OLDBRUSHES ) {
/* nearest-axial projection */
dv->st[ 0 ] /= si->shaderWidth;
dv->st[ 1 ] /= si->shaderHeight;
}
-
+
/* brush primitive texturing */
else
{
dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];
dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];
}
-
+
/* copy normal */
VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );
-
+
/* ydnar: set color */
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
{
dv->color[ k ][ 0 ] = 255;
dv->color[ k ][ 1 ] = 255;
dv->color[ k ][ 2 ] = 255;
-
+
/* ydnar: gs mods: handle indexed shader blending */
dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ j ] : 255 );
}
}
-
+
/* set cel shader */
ds->celShader = b->celShader;
if ( b->shadeAngleDegrees > 0.0f ) {
ds->shadeAngleDegrees = b->shadeAngleDegrees;
}
-
+
/* ydnar: gs mods: moved st biasing elsewhere */
return ds;
}
#define YDNAR_NORMAL_EPSILON 0.50f
qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon ){
- int i;
-
-
+ int i;
+
+
/* test */
for ( i = 0; i < 3; i++ )
if ( fabs( n1[ i ] - n2[ i ] ) > epsilon ) {
}
mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh ){
- int i, k, numVerts;
- vec4_t plane;
- qboolean planar;
- float dist;
- mapDrawSurface_t *ds;
- shaderInfo_t *si, *parent;
- bspDrawVert_t *dv;
- vec3_t vTranslated;
- mesh_t *copy;
- qboolean indexed;
- byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
- float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
-
-
+ int i, k, numVerts;
+ vec4_t plane;
+ qboolean planar;
+ float dist;
+ mapDrawSurface_t *ds;
+ shaderInfo_t *si, *parent;
+ bspDrawVert_t *dv;
+ vec3_t vTranslated;
+ mesh_t *copy;
+ qboolean indexed;
+ byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
+ float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
+
+
/* get mesh and shader shader */
if ( mesh == NULL ) {
mesh = &p->mesh;
if ( mesh == NULL || si == NULL ) {
return NULL;
}
-
+
/* get vertex count */
numVerts = mesh->width * mesh->height;
-
+
/* to make valid normals for patches with degenerate edges,
we need to make a copy of the mesh and put the aproximating
points onto the curve */
-
+
/* create a copy of the mesh */
copy = CopyMesh( mesh );
-
+
/* store off the original (potentially bad) normals */
MakeMeshNormals( *copy );
for ( i = 0; i < numVerts; i++ )
VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
-
+
/* put the mesh on the curve */
PutMeshOnCurve( *copy );
/* ydnar: only copy normals that are significantly different from the originals */
if ( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f ) {
VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
+ }
}
- }
-
+
/* free the old mesh */
FreeMesh( copy );
-
+
/* ydnar: gs mods: check for indexed shader */
if ( si->indexed && p->im != NULL ) {
/* indexed */
shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );
offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];
}
-
+
/* get matching shader and set alpha */
parent = si;
si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );
else{
indexed = qfalse;
}
-
-
+
+
/* ydnar: gs mods */
ds = AllocDrawSurface( SURFACE_PATCH );
ds->entityNum = p->entityNum;
ds->castShadows = p->castShadows;
ds->recvShadows = p->recvShadows;
-
+
ds->shaderInfo = si;
ds->mapMesh = p;
ds->sampleSize = p->lightmapSampleSize;
- ds->lightmapScale = p->lightmapScale; /* ydnar */
+ ds->lightmapScale = p->lightmapScale; /* ydnar */
ds->colormod = p->colormod;
ds->patchWidth = mesh->width;
ds->patchHeight = mesh->height;
ds->numVerts = ds->patchWidth * ds->patchHeight;
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );
-
+
ds->fogNum = -1;
ds->planeNum = -1;
-
+
ds->longestCurve = p->longestCurve;
ds->maxIterations = p->maxIterations;
-
+
/* construct a plane from the first vert */
VectorCopy( mesh->verts[ 0 ].normal, plane );
plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );
planar = qtrue;
-
+
/* spew forth errors */
if ( VectorLength( plane ) < 0.001f ) {
Sys_Printf( "BOGUS " );
}
-
+
/* test each vert */
for ( i = 1; i < ds->numVerts && planar; i++ )
{
if ( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse ) {
planar = qfalse;
}
-
+
/* point-plane test */
dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];
if ( fabs( dist ) > EQUAL_EPSILON ) {
planar = qfalse;
+ }
}
- }
-
+
/* add a map plane */
if ( planar ) {
/* make a map plane */
ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );
VectorCopy( plane, ds->lightmapVecs[ 2 ] );
-
+
/* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
for ( i = 0; i < ds->numVerts; i++ )
VectorCopy( plane, ds->verts[ i ].normal );
}
-
+
/* walk the verts to do special stuff */
for ( i = 0; i < ds->numVerts; i++ )
{
/* get the drawvert */
dv = &ds->verts[ i ];
-
+
/* ydnar: tek-fu celshading support for flat shaded shit */
if ( flat ) {
dv->st[ 0 ] = si->stFlat[ 0 ];
dv->st[ 1 ] = si->stFlat[ 1 ];
}
-
+
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if ( si->tcGen ) {
/* translate by origin and project the texture */
dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
}
-
+
/* ydnar: set color */
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
{
dv->color[ k ][ 0 ] = 255;
dv->color[ k ][ 1 ] = 255;
dv->color[ k ][ 2 ] = 255;
-
+
/* ydnar: gs mods: handle indexed shader blending */
dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ i ] : 255 );
}
-
+
/* ydnar: offset */
if ( indexed ) {
dv->xyz[ 2 ] += offsets[ i ];
+ }
}
- }
-
+
/* set cel shader */
ds->celShader = p->celShader;
-
+
/* return the drawsurface */
return ds;
}
*/
mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle ){
- mapDrawSurface_t *ds;
-
-
+ mapDrawSurface_t *ds;
+
+
/* emit flares? */
if ( emitFlares == qfalse ) {
return NULL;
}
-
+
/* allocate drawsurface */
ds = AllocDrawSurface( SURFACE_FLARE );
ds->entityNum = entNum;
-
+
/* set it up */
if ( flareShader != NULL && flareShader[ 0 ] != '\0' ) {
ds->shaderInfo = ShaderInfoForShader( flareShader );
if ( color != NULL ) {
VectorCopy( color, ds->lightmapVecs[ 0 ] );
}
-
+
/* store light style */
ds->lightStyle = lightStyle;
if ( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE ) {
ds->lightStyle = LS_NORMAL;
}
-
+
/* fixme: fog */
-
+
/* return to sender */
return ds;
}
*/
mapDrawSurface_t *DrawSurfaceForShader( char *shader ){
- int i;
- shaderInfo_t *si;
- mapDrawSurface_t *ds;
-
-
+ int i;
+ shaderInfo_t *si;
+ mapDrawSurface_t *ds;
+
+
/* get shader */
si = ShaderInfoForShader( shader );
{
/* get surface */
ds = &mapDrawSurfs[ i ];
-
+
/* check it */
if ( ds->shaderInfo == si ) {
return ds;
+ }
}
- }
-
+
/* create a new surface */
ds = AllocDrawSurface( SURFACE_SHADER );
ds->entityNum = 0;
ds->shaderInfo = ShaderInfoForShader( shader );
-
+
/* return to sender */
return ds;
}
*/
static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin ){
- vec3_t origin;
- int i;
-
-
+ vec3_t origin;
+ int i;
+
+
/* find centroid */
VectorClear( origin );
for ( i = 0; i < ds->numVerts; i++ )
if ( entityOrigin != NULL ) {
VectorAdd( origin, entityOrigin, origin );
}
-
+
/* push origin off surface a bit */
VectorMA( origin, 2.0f, ds->lightmapVecs[ 2 ], origin );
-
+
/* create the drawsurface */
DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );
}
*/
static void SubdivideFace_r( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions ){
- int i;
- int axis;
- vec3_t bounds[ 2 ];
- const float epsilon = 0.1;
- int subFloor, subCeil;
- winding_t *frontWinding, *backWinding;
- mapDrawSurface_t *ds;
-
-
+ int i;
+ int axis;
+ vec3_t bounds[ 2 ];
+ const float epsilon = 0.1;
+ int subFloor, subCeil;
+ winding_t *frontWinding, *backWinding;
+ mapDrawSurface_t *ds;
+
+
/* dummy check */
if ( w == NULL ) {
return;
if ( w->numpoints < 3 ) {
Error( "SubdivideFace_r: Bad w->numpoints (%d < 3)", w->numpoints );
}
-
+
/* determine surface bounds */
ClearBounds( bounds[ 0 ], bounds[ 1 ] );
for ( i = 0; i < w->numpoints; i++ )
AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
-
+
/* split the face */
for ( axis = 0; axis < 3; axis++ )
{
- vec3_t planePoint = { 0, 0, 0 };
- vec3_t planeNormal = { 0, 0, 0 };
- float d;
-
-
+ vec3_t planePoint = { 0, 0, 0 };
+ vec3_t planeNormal = { 0, 0, 0 };
+ float d;
+
+
/* create an axial clipping plane */
subFloor = floor( bounds[ 0 ][ axis ] / subdivisions ) * subdivisions;
subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions ) * subdivisions;
}
}
}
-
+
/* create a face surface */
ds = DrawSurfaceForSide( e, brush, side, w );
-
+
/* set correct fog num */
ds->fogNum = fogNum;
}
*/
void SubdivideFaceSurfaces( entity_t *e, tree_t *tree ){
- int i, j, numBaseDrawSurfs, fogNum;
- mapDrawSurface_t *ds;
- brush_t *brush;
- side_t *side;
- shaderInfo_t *si;
- winding_t *w;
- float range, size, subdivisions, s2;
-
-
+ int i, j, numBaseDrawSurfs, fogNum;
+ mapDrawSurface_t *ds;
+ brush_t *brush;
+ side_t *side;
+ shaderInfo_t *si;
+ winding_t *w;
+ float range, size, subdivisions, s2;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
-
+
/* walk the list of surfaces */
numBaseDrawSurfs = numMapDrawSurfs;
for ( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
if ( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL ) {
continue;
}
-
+
/* get bits */
brush = ds->mapBrush;
side = ds->sideRef->side;
-
+
/* check subdivision for shader */
si = side->shaderInfo;
if ( si == NULL ) {
continue;
}
-
+
/* ydnar: don't subdivide sky surfaces */
if ( si->compileFlags & C_SKY ) {
continue;
}
-
+
/* do texture coordinate range check */
ClassifySurfaces( 1, ds );
if ( CalcSurfaceTextureRange( ds ) == qfalse ) {
else{
subdivisions = si->subdivisions;
}
-
+
/* get subdivisions from shader */
if ( si->subdivisions > 0 && si->subdivisions < subdivisions ) {
subdivisions = si->subdivisions;
if ( subdivisions < 1.0f ) {
continue;
}
-
+
/* preserve fog num */
fogNum = ds->fogNum;
-
+
/* make a winding and free the surface */
w = WindingFromDrawSurf( ds );
ClearSurface( ds );
-
+
/* subdivide it */
SubdivideFace_r( e, brush, side, w, fogNum, subdivisions );
}
*/
void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node ){
- plane_t *plane;
- winding_t *front, *back;
+ plane_t *plane;
+ winding_t *front, *back;
if ( !w ) {
return;
#define CULL_EPSILON 0.1f
qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 ){
- int i;
-
-
+ int i;
+
+
for ( i = 0; i < 3; i++ )
if ( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON ) {
return qfalse;
*/
qboolean SideInBrush( side_t *side, brush_t *b ){
- int i, s;
- plane_t *plane;
-
-
+ int i, s;
+ plane_t *plane;
+
+
/* ignore sides w/o windings or shaders */
if ( side->winding == NULL || side->shaderInfo == NULL ) {
return qtrue;
s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );
if ( s == SIDE_FRONT || s == SIDE_CROSS ) {
return qfalse;
+ }
}
- }
-
+
/* don't cull autosprite or polygonoffset surfaces */
if ( side->shaderInfo ) {
if ( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset ) {
return qfalse;
+ }
}
- }
-
+
/* inside */
side->culled = qtrue;
g_numHiddenFaces++;
*/
void CullSides( entity_t *e ){
- int numPoints;
- int i, j, k, l, first, second, dir;
- winding_t *w1, *w2;
- brush_t *b1, *b2;
- side_t *side1, *side2;
-
-
+ int numPoints;
+ int i, j, k, l, first, second, dir;
+ winding_t *w1, *w2;
+ brush_t *b1, *b2;
+ side_t *side1, *side2;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
-
+
g_numHiddenFaces = 0;
g_numCoinFaces = 0;
-
+
/* brush interator 1 */
for ( b1 = e->brushes; b1; b1 = b1->next )
{
if ( b2->numsides < 1 ) {
continue;
}
-
+
/* original check */
if ( b1->original == b2->original && b1->original != NULL ) {
continue;
}
-
+
/* bbox check */
j = 0;
for ( i = 0; i < 3; i++ )
SideInBrush( &b1->sides[ i ], b2 );
for ( i = 0; i < b2->numsides; i++ )
SideInBrush( &b2->sides[ i ], b1 );
-
+
/* side iterator 1 */
for ( i = 0; i < b1->numsides; i++ )
{
if ( side1->shaderInfo == NULL ) {
continue;
}
-
+
/* side iterator 2 */
for ( j = 0; j < b2->numsides; j++ )
{
if ( side1->culled == qtrue && side2->culled == qtrue ) {
continue;
}
-
+
/* compare planes */
if ( ( side1->planenum & ~0x00000001 ) != ( side2->planenum & ~0x00000001 ) ) {
continue;
}
-
+
/* get autosprite and polygonoffset status */
if ( side1->shaderInfo &&
( side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset ) ) {
( side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset ) ) {
continue;
}
-
+
/* find first common point */
first = -1;
for ( k = 0; k < numPoints; k++ )
- {
+ {
if ( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) ) {
first = k;
k = numPoints;
if ( first == -1 ) {
continue;
}
-
+
/* find second common point (regardless of winding order) */
second = -1;
dir = 0;
}
if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
dir = -1;
- }
+ }
}
if ( dir == 0 ) {
continue;
}
-
+
/* compare the rest of the points */
l = first;
for ( k = 0; k < numPoints; k++ )
if ( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) ) {
k = 100000;
}
-
+
l += dir;
if ( l < 0 ) {
l = numPoints - 1;
}
else if ( l >= numPoints ) {
l = 0;
- }
+ }
}
if ( k >= 100000 ) {
continue;
}
-
+
/* cull face 1 */
if ( !side2->culled && !( side2->compileFlags & C_TRANSLUCENT ) && !( side2->compileFlags & C_NODRAW ) ) {
side1->culled = qtrue;
g_numCoinFaces++;
}
-
+
if ( side1->planenum == side2->planenum && side1->culled == qtrue ) {
continue;
}
-
+
/* cull face 2 */
if ( !side1->culled && !( side1->compileFlags & C_TRANSLUCENT ) && !( side1->compileFlags & C_NODRAW ) ) {
side2->culled = qtrue;
}
}
}
-
+
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
*/
void ClipSidesIntoTree( entity_t *e, tree_t *tree ){
- brush_t *b;
- int i;
- winding_t *w;
- side_t *side, *newSide;
- shaderInfo_t *si;
-
-
+ brush_t *b;
+ int i;
+ winding_t *w;
+ side_t *side, *newSide;
+ shaderInfo_t *si;
+
+
/* ydnar: cull brush sides */
CullSides( e );
-
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
-
+
/* walk the brush list */
for ( b = e->brushes; b; b = b->next )
{
if ( side->winding == NULL ) {
continue;
}
-
+
/* copy the winding */
w = CopyWinding( side->winding );
side->visibleHull = NULL;
ClipSideIntoTree_r( w, side, tree->headnode );
-
+
/* anything left? */
w = side->visibleHull;
if ( w == NULL ) {
continue;
}
-
+
/* shader? */
si = side->shaderInfo;
if ( si == NULL ) {
continue;
}
-
+
/* don't create faces for non-visible sides */
/* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
if ( ( si->compileFlags & C_NODRAW ) && si->indexed == qfalse && !( si->compileFlags & C_FOG ) ) {
continue;
}
-
+
/* always use the original winding for autosprites and noclip faces */
if ( si->autosprite || si->noClip ) {
w = side->winding;
}
-
+
/* save this winding as a visible surface */
DrawSurfaceForSide( e, b, side, w );
if ( !( si->compileFlags & C_FOG ) ) {
continue;
}
-
+
/* duplicate the up-facing side */
w = ReverseWinding( w );
newSide = safe_malloc( sizeof( *side ) );
*newSide = *side;
newSide->visibleHull = w;
newSide->planenum ^= 1;
-
+
/* save this winding as a visible surface */
DrawSurfaceForSide( e, b, newSide, w );
}
*/
int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node ){
- drawSurfRef_t *dsr;
-
-
+ drawSurfRef_t *dsr;
+
+
/* dummy check */
if ( node->planenum != PLANENUM_LEAF || node->opaque ) {
return 0;
}
-
+
/* try to find an existing reference */
for ( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
{
if ( dsr->outputNum == numBSPDrawSurfaces ) {
return 0;
+ }
}
- }
-
+
/* add a new reference */
dsr = safe_malloc( sizeof( *dsr ) );
dsr->outputNum = numBSPDrawSurfaces;
dsr->nextRef = node->drawSurfReferences;
node->drawSurfReferences = dsr;
-
+
/* ydnar: sky/skybox surfaces */
if ( node->skybox ) {
ds->skybox = qtrue;
if ( ds->shaderInfo->compileFlags & C_SKY ) {
node->sky = qtrue;
}
-
+
/* return */
return 1;
}
*/
int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox ){
- int i, refs = 0;
-
-
+ int i, refs = 0;
+
+
/* dummy check */
if ( node == NULL ) {
return 0;
}
-
+
/* is this a decision node? */
if ( node->planenum != PLANENUM_LEAF ) {
/* add to child nodes and return */
refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
return refs;
}
-
+
/* ydnar */
if ( skybox ) {
/* skybox surfaces only get added to sky leaves */
if ( !node->sky ) {
return 0;
}
-
+
/* increase the leaf bounds */
for ( i = 0; i < ds->numVerts; i++ )
AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );
}
-
+
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
*/
int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node ){
- float d;
- plane_t *plane;
- int refs = 0;
-
-
+ float d;
+ plane_t *plane;
+ int refs = 0;
+
+
/* is this a decision node? */
if ( node->planenum != PLANENUM_LEAF ) {
/* classify the point in relation to the plane */
plane = &mapplanes[ node->planenum ];
d = DotProduct( point, plane->normal ) - plane->dist;
-
+
/* filter by this plane */
refs = 0;
if ( d >= -ON_EPSILON ) {
if ( d <= ON_EPSILON ) {
refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
}
-
+
/* return */
return refs;
}
-
+
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
*/
int FilterPointConvexHullIntoTree_r( vec3_t **points, int npoints, mapDrawSurface_t *ds, node_t *node ){
- float d, dmin, dmax;
- plane_t *plane;
- int refs = 0;
- int i;
+ float d, dmin, dmax;
+ plane_t *plane;
+ int refs = 0;
+ int i;
if ( !points ) {
return 0;
}
-
+
/* is this a decision node? */
if ( node->planenum != PLANENUM_LEAF ) {
/* classify the point in relation to the plane */
}
if ( d < dmin ) {
dmin = d;
+ }
}
- }
-
+
/* filter by this plane */
refs = 0;
if ( dmax >= -ON_EPSILON ) {
if ( dmin <= ON_EPSILON ) {
refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 1 ] );
}
-
+
/* return */
return refs;
}
-
+
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
*/
int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node ){
- int i, refs = 0;
- plane_t *p1, *p2;
+ int i, refs = 0;
+ plane_t *p1, *p2;
vec4_t plane1, plane2;
- winding_t *fat, *front, *back;
- shaderInfo_t *si;
-
-
+ winding_t *fat, *front, *back;
+ shaderInfo_t *si;
+
+
/* get shaderinfo */
si = ds->shaderInfo;
-
+
/* ydnar: is this the head node? */
if ( node->parent == NULL && si != NULL &&
( si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
- si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
+ si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f ) ) {
static qboolean warned = qfalse;
if ( !warned ) {
* added to the three sub-windings, the fattening at least doesn't make
* it worse
*/
-
+
FreeWinding( w );
w = fat;
}
-
+
/* is this a decision node? */
if ( node->planenum != PLANENUM_LEAF ) {
/* get node plane */
p1 = &mapplanes[ node->planenum ];
VectorCopy( p1->normal, plane1 );
plane1[ 3 ] = p1->dist;
-
+
/* check if surface is planar */
if ( ds->planeNum >= 0 ) {
/* get surface plane */
p2 = &mapplanes[ ds->planeNum ];
VectorCopy( p2->normal, plane2 );
plane2[ 3 ] = p2->dist;
-
+
#if 0
/* div0: this is the plague (inaccurate) */
vec4_t reverse;
- /* invert surface plane */
- VectorSubtract( vec3_origin, plane2, reverse );
- reverse[ 3 ] = -plane2[ 3 ];
-
- /* compare planes */
+ /* invert surface plane */
+ VectorSubtract( vec3_origin, plane2, reverse );
+ reverse[ 3 ] = -plane2[ 3 ];
+
+ /* compare planes */
if ( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f ) {
- return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
+ return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
}
if ( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f ) {
- return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
+ return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
}
#else
/* div0: this is the cholera (doesn't hit enough) */
- /* the drawsurf might have an associated plane, if so, force a filter here */
+ /* the drawsurf might have an associated plane, if so, force a filter here */
if ( ds->planeNum == node->planenum ) {
- return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
+ return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
}
if ( ds->planeNum == ( node->planenum ^ 1 ) ) {
- return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
+ return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
}
#endif
}
-
+
/* clip the winding by this plane */
ClipWindingEpsilonStrict( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back ); /* strict; we handle the "winding disappeared" case */
-
+
/* filter by this plane */
refs = 0;
if ( front == NULL && back == NULL ) {
refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
}
FreeWinding( w );
-
+
/* return */
return refs;
}
-
+
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
*/
int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
- winding_t *w;
- int refs = 0;
-
-
+ winding_t *w;
+ int refs = 0;
+
+
/* make a winding and filter it into the tree */
w = WindingFromDrawSurf( ds );
refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
-
+
/* return */
return refs;
}
subdivides a patch into an approximate curve and filters it into the tree
*/
-#define FILTER_SUBDIVISION 8
+#define FILTER_SUBDIVISION 8
static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
- int x, y, refs = 0;
-
+ int x, y, refs = 0;
+
for ( y = 0; y + 2 < ds->patchHeight; y += 2 )
for ( x = 0; x + 2 < ds->patchWidth; x += 2 )
{
*/
static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
- int i, refs;
- winding_t *w;
-
-
+ int i, refs;
+ winding_t *w;
+
+
/* ydnar: gs mods: this was creating bogus triangles before */
refs = 0;
for ( i = 0; i < ds->numIndexes; i += 3 )
{
/* error check */
if ( ds->indexes[ i ] >= ds->numVerts ||
- ds->indexes[ i + 1 ] >= ds->numVerts ||
+ ds->indexes[ i + 1 ] >= ds->numVerts ||
ds->indexes[ i + 2 ] >= ds->numVerts ) {
Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
}
-
+
/* make a triangle winding and filter it into the tree */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
}
-
+
/* use point filtering as well */
for ( i = 0; i < ds->numVerts; i++ )
refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
*/
static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
- int f, i, refs;
- bspDrawVert_t *instance;
- vec3_t xyz;
- winding_t *w;
-
-
+ int f, i, refs;
+ bspDrawVert_t *instance;
+ vec3_t xyz;
+ winding_t *w;
+
+
/* walk origin list */
refs = 0;
for ( f = 0; f < ds->numFoliageInstances; f++ )
{
/* get instance */
instance = ds->verts + ds->patchHeight + f;
-
+
/* walk triangle list */
for ( i = 0; i < ds->numIndexes; i += 3 )
{
/* error check */
if ( ds->indexes[ i ] >= ds->numVerts ||
- ds->indexes[ i + 1 ] >= ds->numVerts ||
+ ds->indexes[ i + 1 ] >= ds->numVerts ||
ds->indexes[ i + 2 ] >= ds->numVerts ) {
Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
}
-
+
/* make a triangle winding and filter it into the tree */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
}
-
+
/* use point filtering as well */
for ( i = 0; i < ( ds->numVerts - ds->numFoliageInstances ); i++ )
{
refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
}
}
-
+
return refs;
}
*/
void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
- int i, k;
- bspDrawVert_t *dv;
- shaderInfo_t *si;
- float offset;
-
-
+ int i, k;
+ bspDrawVert_t *dv;
+ shaderInfo_t *si;
+ float offset;
+
+
/* get stuff */
si = ds->shaderInfo;
offset = si->offset;
-
+
/* copy the verts */
out->firstVert = numBSPDrawVerts;
out->numVerts = ds->numVerts;
/* allocate a new vert */
IncDrawVerts();
dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
-
+
/* copy it */
memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
-
+
/* offset? */
if ( offset != 0.0f ) {
VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
}
-
+
/* expand model bounds
necessary because of misc_model surfaces on entities
note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
if ( numBSPModels > 0 ) {
AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
}
-
+
/* debug color? */
if ( debugSurfaces ) {
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
*/
int FindDrawIndexes( int numIndexes, int *indexes ){
- int i, j, numTestIndexes;
-
-
+ int i, j, numTestIndexes;
+
+
/* dummy check */
if ( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL ) {
return numBSPDrawIndexes;
}
-
+
/* set limit */
numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
-
+
/* handle 3 indexes as a special case for performance */
if ( numIndexes == 3 ) {
/* run through all indexes */
{
/* test 3 indexes */
if ( indexes[ 0 ] == bspDrawIndexes[ i ] &&
- indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
+ indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
indexes[ 2 ] == bspDrawIndexes[ i + 2 ] ) {
numRedundantIndexes += numIndexes;
return i;
}
}
-
+
/* failed */
return numBSPDrawIndexes;
}
-
+
/* handle 4 or more indexes */
for ( i = 0; i < numTestIndexes; i++ )
{
/* test first 4 indexes */
if ( indexes[ 0 ] == bspDrawIndexes[ i ] &&
- indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
- indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
+ indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
+ indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
indexes[ 3 ] == bspDrawIndexes[ i + 3 ] ) {
/* handle 4 indexes */
if ( numIndexes == 4 ) {
return i;
}
-
+
/* test the remainder */
for ( j = 4; j < numIndexes; j++ )
{
}
}
}
-
+
/* failed */
return numBSPDrawIndexes;
}
*/
void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
- int i;
-
-
+ int i;
+
+
/* attempt to use redundant indexing */
out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
out->numIndexes = ds->numIndexes;
if ( ds->type != SURFACE_PATCH ) {
if ( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts ) {
Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",
- numBSPDrawSurfaces,
- ds->shaderInfo->shader,
- bspDrawIndexes[ numBSPDrawIndexes ],
- i );
+ numBSPDrawSurfaces,
+ ds->shaderInfo->shader,
+ bspDrawIndexes[ numBSPDrawIndexes ],
+ i );
bspDrawIndexes[ numBSPDrawIndexes ] = 0;
}
}
-
+
/* increment index count */
numBSPDrawIndexes++;
}
*/
void EmitFlareSurface( mapDrawSurface_t *ds ){
- int i;
- bspDrawSurface_t *out;
-
-
+ int i;
+ bspDrawSurface_t *out;
+
+
/* ydnar: nuking useless flare drawsurfaces */
if ( emitFlares == qfalse && ds->type != SURFACE_SHADER ) {
return;
}
-
+
/* limit check */
if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
}
-
+
/* allocate a new surface */
if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
ds->outputNum = numBSPDrawSurfaces;
numBSPDrawSurfaces++;
memset( out, 0, sizeof( *out ) );
-
+
/* set it up */
out->surfaceType = MST_FLARE;
out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
out->fogNum = ds->fogNum;
-
+
/* RBSP */
for ( i = 0; i < MAX_LIGHTMAPS; i++ )
{
}
out->lightmapStyles[ 0 ] = ds->lightStyle;
out->vertexStyles[ 0 ] = ds->lightStyle;
-
- VectorCopy( ds->lightmapOrigin, out->lightmapOrigin ); /* origin */
- VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] ); /* color */
+
+ VectorCopy( ds->lightmapOrigin, out->lightmapOrigin ); /* origin */
+ VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] ); /* color */
VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
- VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] ); /* normal */
-
+ VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] ); /* normal */
+
/* add to count */
numSurfacesByType[ ds->type ]++;
}
*/
void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds ){
- int i, j;
- bspDrawSurface_t *out;
- int surfaceFlags, contentFlags;
- int forcePatchMeta;
+ int i, j;
+ bspDrawSurface_t *out;
+ int surfaceFlags, contentFlags;
+ int forcePatchMeta;
/* vortex: _patchMeta support */
forcePatchMeta = IntForKey( e, "_patchMeta" );
if ( !forcePatchMeta ) {
forcePatchMeta = IntForKey( e, "patchMeta" );
}
-
+
/* invert the surface if necessary */
if ( ds->backSide || ds->shaderInfo->invert ) {
- bspDrawVert_t *dv1, *dv2, temp;
+ bspDrawVert_t *dv1, *dv2, temp;
/* walk the verts, flip the normal */
for ( i = 0; i < ds->numVerts; i++ )
VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
-
+
/* walk the verts again, but this time reverse their order */
for ( j = 0; j < ds->patchHeight; j++ )
{
memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
}
}
-
+
/* invert facing */
VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
}
contentFlags = ds->shaderInfo->contentFlags;
ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
-
+
/* we don't want this patch getting lightmapped */
VectorClear( ds->lightmapVecs[ 2 ] );
VectorClear( ds->lightmapAxis );
out->patchWidth = ds->patchWidth;
out->patchHeight = ds->patchHeight;
out->fogNum = ds->fogNum;
-
+
/* RBSP */
for ( i = 0; i < MAX_LIGHTMAPS; i++ )
{
}
out->lightmapStyles[ 0 ] = LS_NORMAL;
out->vertexStyles[ 0 ] = LS_NORMAL;
-
+
/* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
-
+
/* ydnar: gs mods: clear out the plane normal */
if ( ds->planar == qfalse ) {
VectorClear( out->lightmapVecs[ 2 ] );
}
-
+
/* emit the verts and indexes */
EmitDrawVerts( ds, out );
EmitDrawIndexes( ds, out );
-
+
/* add to count */
numSurfacesByType[ ds->type ]++;
}
optimizes the vertex/index data in a triangle surface
*/
-#define VERTEX_CACHE_SIZE 16
+#define VERTEX_CACHE_SIZE 16
static void OptimizeTriangleSurface( mapDrawSurface_t *ds ){
- int i, j, k, temp, first, best, bestScore, score;
- int vertexCache[ VERTEX_CACHE_SIZE + 1 ]; /* one more for optimizing insert */
- int *indexes;
-
-
+ int i, j, k, temp, first, best, bestScore, score;
+ int vertexCache[ VERTEX_CACHE_SIZE + 1 ]; /* one more for optimizing insert */
+ int *indexes;
+
+
/* certain surfaces don't get optimized */
if ( ds->numIndexes <= VERTEX_CACHE_SIZE ||
ds->shaderInfo->autosprite ) {
return;
}
-
+
/* create index scratch pad */
indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
-
+
/* setup */
for ( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
vertexCache[ i ] = indexes[ i ];
-
+
/* add triangles in a vertex cache-aware order */
for ( i = 0; i < ds->numIndexes; i += 3 )
{
if ( first < 0 ) {
first = j;
}
-
+
/* score the triangle */
score = 0;
for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
{
if ( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] ) {
score++;
+ }
}
- }
-
+
/* better triangle? */
if ( score > bestScore ) {
bestScore = score;
best = j;
}
-
+
/* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
if ( score == 3 ) {
break;
+ }
}
}
- }
-
+
/* check if no decent triangle was found, and use first available */
if ( best < 0 ) {
best = first;
}
-
+
/* valid triangle? */
if ( best >= 0 ) {
/* add triangle to vertex cache */
{
if ( indexes[ best + j ] == vertexCache[ k ] ) {
break;
+ }
}
- }
-
+
if ( k >= VERTEX_CACHE_SIZE ) {
/* pop off top of vertex cache */
for ( k = VERTEX_CACHE_SIZE; k > 0; k-- )
vertexCache[ k ] = vertexCache[ k - 1 ];
-
+
/* add vertex */
vertexCache[ 0 ] = indexes[ best + j ];
}
}
-
+
/* add triangle to surface */
ds->indexes[ i ] = indexes[ best ];
ds->indexes[ i + 1 ] = indexes[ best + 1 ];
ds->indexes[ i + 2 ] = indexes[ best + 2 ];
-
+
/* clear from input pool */
indexes[ best ] = -1;
indexes[ best + 1 ] = -1;
indexes[ best + 2 ] = -1;
-
+
/* sort triangle windings (312 -> 123) */
while ( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
{
}
}
}
-
+
/* clean up */
free( indexes );
}
*/
void EmitTriangleSurface( mapDrawSurface_t *ds ){
- int i, temp;
- bspDrawSurface_t *out;
+ int i, temp;
+ bspDrawSurface_t *out;
/* invert the surface if necessary */
if ( ds->backSide || ds->shaderInfo->invert ) {
ds->indexes[ i ] = ds->indexes[ i + 1 ];
ds->indexes[ i + 1 ] = temp;
}
-
+
/* walk the verts, flip the normal */
for ( i = 0; i < ds->numVerts; i++ )
VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
-
+
/* invert facing */
VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
}
-
+
/* allocate a new surface */
if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
ds->outputNum = numBSPDrawSurfaces;
numBSPDrawSurfaces++;
memset( out, 0, sizeof( *out ) );
-
+
/* ydnar/sd: handle wolf et foliage surfaces */
if ( ds->type == SURFACE_FOLIAGE ) {
out->surfaceType = MST_FOLIAGE;
}
-
+
/* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
//% else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
else if ( ( VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse ) ||
- ds->type == SURFACE_TRIANGLES ||
- ds->type == SURFACE_FOGHULL ||
- ds->numVerts > maxLMSurfaceVerts ||
+ ds->type == SURFACE_TRIANGLES ||
+ ds->type == SURFACE_FOGHULL ||
+ ds->numVerts > maxLMSurfaceVerts ||
debugSurfaces ) {
out->surfaceType = MST_TRIANGLE_SOUP;
}
-
+
/* set to a planar face */
else{
out->surfaceType = MST_PLANAR;
}
-
+
/* set it up */
if ( debugSurfaces ) {
out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
out->patchWidth = ds->patchWidth;
out->patchHeight = ds->patchHeight;
out->fogNum = ds->fogNum;
-
+
/* debug inset (push each triangle vertex towards the center of each triangle it is on */
if ( debugInset ) {
- bspDrawVert_t *a, *b, *c;
- vec3_t cent, dir;
+ bspDrawVert_t *a, *b, *c;
+ vec3_t cent, dir;
+
-
/* walk triangle list */
for ( i = 0; i < ds->numIndexes; i += 3 )
{
a = &ds->verts[ ds->indexes[ i ] ];
b = &ds->verts[ ds->indexes[ i + 1 ] ];
c = &ds->verts[ ds->indexes[ i + 2 ] ];
-
+
/* calculate centroid */
VectorCopy( a->xyz, cent );
VectorAdd( cent, b->xyz, cent );
VectorAdd( cent, c->xyz, cent );
VectorScale( cent, 1.0f / 3.0f, cent );
-
+
/* offset each vertex */
VectorSubtract( cent, a->xyz, dir );
VectorNormalize( dir, dir );
VectorAdd( c->xyz, dir, c->xyz );
}
}
-
+
/* RBSP */
for ( i = 0; i < MAX_LIGHTMAPS; i++ )
{
}
out->lightmapStyles[ 0 ] = LS_NORMAL;
out->vertexStyles[ 0 ] = LS_NORMAL;
-
+
/* lightmap vectors (lod bounds for patches */
VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
-
+
/* ydnar: gs mods: clear out the plane normal */
if ( ds->planar == qfalse ) {
VectorClear( out->lightmapVecs[ 2 ] );
}
-
+
/* optimize the surface's triangles */
OptimizeTriangleSurface( ds );
-
+
/* emit the verts and indexes */
EmitDrawVerts( ds, out );
EmitDrawIndexes( ds, out );
-
+
/* add to count */
numSurfacesByType[ ds->type ]++;
}
*/
static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si ){
- int i, k, c, s;
- portal_t *p;
- winding_t *w;
- mapDrawSurface_t *ds;
- bspDrawVert_t *dv;
-
-
+ int i, k, c, s;
+ portal_t *p;
+ winding_t *w;
+ mapDrawSurface_t *ds;
+ bspDrawVert_t *dv;
+
+
/* recurse if decision node */
if ( node->planenum != PLANENUM_LEAF ) {
MakeDebugPortalSurfs_r( node->children[ 0 ], si );
MakeDebugPortalSurfs_r( node->children[ 1 ], si );
return;
}
-
+
/* don't bother with opaque leaves */
if ( node->opaque ) {
return;
}
-
+
/* walk the list of portals */
for ( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
{
/* get winding and side even/odd */
w = p->winding;
s = ( p->nodes[ 1 ] == node );
-
+
/* is this a valid portal for this leaf? */
if ( w && p->nodes[ 0 ] == node ) {
/* is this portal passable? */
if ( PortalPassable( p ) == qfalse ) {
continue;
}
-
+
/* check max points */
if ( w->numpoints > 64 ) {
Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
}
-
+
/* allocate a drawsurface */
ds = AllocDrawSurface( SURFACE_FACE );
ds->shaderInfo = si;
ds->numVerts = w->numpoints;
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
-
+
/* walk the winding */
for ( i = 0; i < ds->numVerts; i++ )
{
/* get vert */
dv = ds->verts + i;
-
+
/* set it */
VectorCopy( w->p[ i ], dv->xyz );
VectorCopy( p->plane.normal, dv->normal );
*/
void MakeDebugPortalSurfs( tree_t *tree ){
- shaderInfo_t *si;
-
-
+ shaderInfo_t *si;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
-
+
/* get portal debug shader */
si = ShaderInfoForShader( "debugportals" );
-
+
/* walk the tree */
MakeDebugPortalSurfs_r( tree->headnode, si );
}
*/
void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader ){
- shaderInfo_t *si;
- mapDrawSurface_t *ds;
- vec3_t fogMins, fogMaxs;
- int i, indexes[] =
- {
- 0, 1, 2, 0, 2, 3,
- 4, 7, 5, 5, 7, 6,
- 1, 5, 6, 1, 6, 2,
- 0, 4, 5, 0, 5, 1,
- 2, 6, 7, 2, 7, 3,
- 3, 7, 4, 3, 4, 0
- };
-
-
+ shaderInfo_t *si;
+ mapDrawSurface_t *ds;
+ vec3_t fogMins, fogMaxs;
+ int i, indexes[] =
+ {
+ 0, 1, 2, 0, 2, 3,
+ 4, 7, 5, 5, 7, 6,
+ 1, 5, 6, 1, 6, 2,
+ 0, 4, 5, 0, 5, 1,
+ 2, 6, 7, 2, 7, 3,
+ 3, 7, 4, 3, 4, 0
+ };
+
+
/* dummy check */
if ( shader == NULL || shader[ 0 ] == '\0' ) {
return;
}
-
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
-
+
/* get hull bounds */
VectorCopy( mapMins, fogMins );
VectorCopy( mapMaxs, fogMaxs );
fogMins[ i ] -= 128;
fogMaxs[ i ] += 128;
}
-
+
/* get foghull shader */
si = ShaderInfoForShader( shader );
-
+
/* allocate a drawsurface */
ds = AllocDrawSurface( SURFACE_FOGHULL );
ds->shaderInfo = si;
ds->numIndexes = 36;
ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
-
+
/* set verts */
VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
-
+
VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
-
+
/* set indexes */
memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
}
*/
void BiasSurfaceTextures( mapDrawSurface_t *ds ){
- int i;
-
-
+ int i;
+
+
/* calculate the surface texture bias */
CalcSurfaceTextureRange( ds );
-
+
/* don't bias globaltextured shaders */
if ( ds->shaderInfo->globalTexture ) {
return;
}
-
+
/* bias the texture coordinates */
for ( i = 0; i < ds->numVerts; i++ )
{
*/
int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri ){
- bspDrawVert_t mid, *tri2[ 3 ];
- int max, n, localNumSurfaceModels;
-
-
+ bspDrawVert_t mid, *tri2[ 3 ];
+ int max, n, localNumSurfaceModels;
+
+
/* init */
localNumSurfaceModels = 0;
-
+
/* subdivide calc */
{
- int i;
- float *a, *b, dx, dy, dz, dist, maxDist;
-
-
+ int i;
+ float *a, *b, dx, dy, dz, dist, maxDist;
+
+
/* find the longest edge and split it */
max = -1;
maxDist = 0.0f;
/* get verts */
a = tri[ i ]->xyz;
b = tri[ ( i + 1 ) % 3 ]->xyz;
-
+
/* get dists */
dx = a[ 0 ] - b[ 0 ];
dy = a[ 1 ] - b[ 1 ];
dz = a[ 2 ] - b[ 2 ];
dist = ( dx * dx ) + ( dy * dy ) + ( dz * dz );
-
+
/* longer? */
if ( dist > maxDist ) {
maxDist = dist;
max = i;
}
}
-
+
/* is the triangle small enough? */
if ( max < 0 || maxDist <= ( model->density * model->density ) ) {
- float odds, r, angle;
- vec3_t origin, normal, scale, axis[ 3 ], angles;
- m4x4_t transform, temp;
+ float odds, r, angle;
+ vec3_t origin, normal, scale, axis[ 3 ], angles;
+ m4x4_t transform, temp;
+
-
/* roll the dice (model's odds scaled by vertex alpha) */
odds = model->odds * ( tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] ) / 765.0f;
r = Random();
if ( r > odds ) {
return 0;
}
-
+
/* calculate scale */
r = model->minScale + Random() * ( model->maxScale - model->minScale );
VectorSet( scale, r, r, r );
-
+
/* calculate angle */
angle = model->minAngle + Random() * ( model->maxAngle - model->minAngle );
-
+
/* calculate average origin */
VectorCopy( tri[ 0 ]->xyz, origin );
VectorAdd( origin, tri[ 1 ]->xyz, origin );
VectorAdd( origin, tri[ 2 ]->xyz, origin );
VectorScale( origin, ( 1.0f / 3.0f ), origin );
-
+
/* clear transform matrix */
m4x4_identity( transform );
if ( model->oriented ) {
/* set angles */
VectorSet( angles, 0.0f, 0.0f, angle );
-
+
/* calculate average normal */
VectorCopy( tri[ 0 ]->normal, normal );
VectorAdd( normal, tri[ 1 ]->normal, normal );
if ( VectorNormalize( normal, axis[ 2 ] ) == 0.0f ) {
VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
}
-
+
/* make perpendicular vectors */
MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
-
+
/* copy to matrix */
m4x4_identity( temp );
- temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];
- temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];
- temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];
-
+ temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];
+ temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];
+ temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];
+
/* scale */
m4x4_scale_by_vec3( temp, scale );
-
+
/* rotate around z axis */
m4x4_rotate_by_vec3( temp, angles, eXYZ );
-
+
/* translate */
m4x4_translate_by_vec3( transform, origin );
-
+
/* tranform into axis space */
m4x4_multiply_by_m4x4( transform, temp );
}
-
+
/* handle z-up models */
else
{
/* set angles */
VectorSet( angles, 0.0f, 0.0f, angle );
-
+
/* set matrix */
m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
}
-
+
/* insert the model */
InsertModel( (char *) model->model, 0, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0, ds->colormod );
-
+
/* return to sender */
return 1;
}
}
-
+
/* split the longest edge and map it */
LerpDrawVert( tri[ max ], tri[ ( max + 1 ) % 3 ], &mid );
-
+
/* recurse to first triangle */
VectorCopy( tri, tri2 );
tri2[ max ] = ∣
return n;
}
localNumSurfaceModels += n;
-
+
/* recurse to second triangle */
VectorCopy( tri, tri2 );
tri2[ ( max + 1 ) % 3 ] = ∣
return n;
}
localNumSurfaceModels += n;
-
+
/* return count */
return localNumSurfaceModels;
}
*/
int AddSurfaceModels( mapDrawSurface_t *ds ){
- surfaceModel_t *model;
- int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
- mesh_t src, *mesh, *subdivided;
- bspDrawVert_t centroid, *tri[ 3 ];
- float alpha;
-
-
+ surfaceModel_t *model;
+ int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
+ mesh_t src, *mesh, *subdivided;
+ bspDrawVert_t centroid, *tri[ 3 ];
+ float alpha;
+
+
/* dummy check */
if ( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL ) {
return 0;
}
-
+
/* init */
localNumSurfaceModels = 0;
-
+
/* walk the model list */
for ( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
{
/* switch on type */
switch ( ds->type )
{
- /* handle brush faces and decals */
- case SURFACE_FACE:
- case SURFACE_DECAL:
- /* calculate centroid */
- memset( ¢roid, 0, sizeof( centroid ) );
- alpha = 0.0f;
-
- /* walk verts */
+ /* handle brush faces and decals */
+ case SURFACE_FACE:
+ case SURFACE_DECAL:
+ /* calculate centroid */
+ memset( ¢roid, 0, sizeof( centroid ) );
+ alpha = 0.0f;
+
+ /* walk verts */
for ( i = 0; i < ds->numVerts; i++ )
- {
- VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
- VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
- centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
- centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
- alpha += ds->verts[ i ].color[ 0 ][ 3 ];
- }
-
- /* average */
- centroid.xyz[ 0 ] /= ds->numVerts;
- centroid.xyz[ 1 ] /= ds->numVerts;
- centroid.xyz[ 2 ] /= ds->numVerts;
+ {
+ VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
+ VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
+ centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
+ centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
+ alpha += ds->verts[ i ].color[ 0 ][ 3 ];
+ }
+
+ /* average */
+ centroid.xyz[ 0 ] /= ds->numVerts;
+ centroid.xyz[ 1 ] /= ds->numVerts;
+ centroid.xyz[ 2 ] /= ds->numVerts;
if ( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f ) {
- VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
- }
- centroid.st[ 0 ] /= ds->numVerts;
- centroid.st[ 1 ] /= ds->numVerts;
- alpha /= ds->numVerts;
- centroid.color[ 0 ][ 0 ] = 0xFF;
- centroid.color[ 0 ][ 1 ] = 0xFF;
- centroid.color[ 0 ][ 2 ] = 0xFF;
+ VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
+ }
+ centroid.st[ 0 ] /= ds->numVerts;
+ centroid.st[ 1 ] /= ds->numVerts;
+ alpha /= ds->numVerts;
+ centroid.color[ 0 ][ 0 ] = 0xFF;
+ centroid.color[ 0 ][ 1 ] = 0xFF;
+ centroid.color[ 0 ][ 2 ] = 0xFF;
centroid.color[ 0 ][ 2 ] = ( alpha > 255.0f ? 0xFF : alpha );
-
- /* head vert is centroid */
- tri[ 0 ] = ¢roid;
-
- /* walk fanned triangles */
+
+ /* head vert is centroid */
+ tri[ 0 ] = ¢roid;
+
+ /* walk fanned triangles */
for ( i = 0; i < ds->numVerts; i++ )
- {
- /* set triangle */
- tri[ 1 ] = &ds->verts[ i ];
+ {
+ /* set triangle */
+ tri[ 1 ] = &ds->verts[ i ];
tri[ 2 ] = &ds->verts[ ( i + 1 ) % ds->numVerts ];
-
- /* create models */
- n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+
+ /* create models */
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri );
if ( n < 0 ) {
- return n;
+ return n;
}
- localNumSurfaceModels += n;
- }
- break;
-
- /* handle patches */
- case SURFACE_PATCH:
- /* subdivide the surface */
- src.width = ds->patchWidth;
- src.height = ds->patchHeight;
- src.verts = ds->verts;
- //% subdivided = SubdivideMesh( src, 8.0f, 512 );
- iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
- subdivided = SubdivideMesh2( src, iterations );
-
- /* fit it to the curve and remove colinear verts on rows/columns */
- PutMeshOnCurve( *subdivided );
- mesh = RemoveLinearMeshColumnsRows( subdivided );
- FreeMesh( subdivided );
-
- /* subdivide each quad to place the models */
+ localNumSurfaceModels += n;
+ }
+ break;
+
+ /* handle patches */
+ case SURFACE_PATCH:
+ /* subdivide the surface */
+ src.width = ds->patchWidth;
+ src.height = ds->patchHeight;
+ src.verts = ds->verts;
+ //% subdivided = SubdivideMesh( src, 8.0f, 512 );
+ iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
+ subdivided = SubdivideMesh2( src, iterations );
+
+ /* fit it to the curve and remove colinear verts on rows/columns */
+ PutMeshOnCurve( *subdivided );
+ mesh = RemoveLinearMeshColumnsRows( subdivided );
+ FreeMesh( subdivided );
+
+ /* subdivide each quad to place the models */
for ( y = 0; y < ( mesh->height - 1 ); y++ )
- {
+ {
for ( x = 0; x < ( mesh->width - 1 ); x++ )
- {
- /* set indexes */
+ {
+ /* set indexes */
pw[ 0 ] = x + ( y * mesh->width );
pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
pw[ 3 ] = x + 1 + ( y * mesh->width );
pw[ 4 ] = x + ( y * mesh->width ); /* same as pw[ 0 ] */
-
- /* set radix */
+
+ /* set radix */
r = ( x + y ) & 1;
-
- /* triangle 1 */
- tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
- tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
- tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
- n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+
+ /* triangle 1 */
+ tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
+ tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
+ tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri );
if ( n < 0 ) {
- return n;
+ return n;
}
- localNumSurfaceModels += n;
-
- /* triangle 2 */
- tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
- tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
- tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
- n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+ localNumSurfaceModels += n;
+
+ /* triangle 2 */
+ tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
+ tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
+ tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri );
if ( n < 0 ) {
- return n;
- }
- localNumSurfaceModels += n;
+ return n;
}
+ localNumSurfaceModels += n;
}
-
- /* free the subdivided mesh */
- FreeMesh( mesh );
- break;
-
- /* handle triangle surfaces */
- case SURFACE_TRIANGLES:
- case SURFACE_FORCED_META:
- case SURFACE_META:
- /* walk the triangle list */
+ }
+
+ /* free the subdivided mesh */
+ FreeMesh( mesh );
+ break;
+
+ /* handle triangle surfaces */
+ case SURFACE_TRIANGLES:
+ case SURFACE_FORCED_META:
+ case SURFACE_META:
+ /* walk the triangle list */
for ( i = 0; i < ds->numIndexes; i += 3 )
- {
- tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
- tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
- tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
- n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+ {
+ tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
+ tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
+ tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri );
if ( n < 0 ) {
- return n;
+ return n;
}
- localNumSurfaceModels += n;
- }
- break;
-
- /* no support for flares, foghull, etc */
- default:
- break;
+ localNumSurfaceModels += n;
+ }
+ break;
+
+ /* no support for flares, foghull, etc */
+ default:
+ break;
}
}
-
+
/* return count */
return localNumSurfaceModels;
}
*/
void AddEntitySurfaceModels( entity_t *e ){
- int i;
-
-
+ int i;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );
-
+
/* walk the surface list */
for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );
*/
static void VolumeColorMods( entity_t *e, mapDrawSurface_t *ds ){
- int i, j;
- float d;
- brush_t *b;
- plane_t *plane;
-
-
+ int i, j;
+ float d;
+ brush_t *b;
+ plane_t *plane;
+
+
/* early out */
if ( e->colorModBrushes == NULL ) {
return;
}
-
+
/* iterate brushes */
for ( b = e->colorModBrushes; b != NULL; b = b->nextColorModBrush )
{
if ( b->entityNum != 0 && b->entityNum != ds->entityNum ) {
continue;
}
-
+
/* test bbox */
if ( b->mins[ 0 ] > ds->maxs[ 0 ] || b->maxs[ 0 ] < ds->mins[ 0 ] ||
- b->mins[ 1 ] > ds->maxs[ 1 ] || b->maxs[ 1 ] < ds->mins[ 1 ] ||
+ b->mins[ 1 ] > ds->maxs[ 1 ] || b->maxs[ 1 ] < ds->mins[ 1 ] ||
b->mins[ 2 ] > ds->maxs[ 2 ] || b->maxs[ 2 ] < ds->mins[ 2 ] ) {
continue;
}
-
+
/* iterate verts */
for ( i = 0; i < ds->numVerts; i++ )
{
d = DotProduct( ds->verts[ i ].xyz, plane->normal ) - plane->dist;
if ( d > 1.0f ) {
break;
+ }
}
- }
-
+
/* apply colormods */
if ( j == b->numsides ) {
ColorMod( b->contentShader->colorMod, 1, &ds->verts[ i ] );
+ }
}
}
- }
}
*/
void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree ){
- int i, j;
- mapDrawSurface_t *ds;
- shaderInfo_t *si;
- vec3_t origin, mins, maxs;
- int refs;
- int numSurfs, numRefs, numSkyboxSurfaces;
- qboolean sb;
-
-
+ int i, j;
+ mapDrawSurface_t *ds;
+ shaderInfo_t *si;
+ vec3_t origin, mins, maxs;
+ int refs;
+ int numSurfs, numRefs, numSkyboxSurfaces;
+ qboolean sb;
+
+
/* note it */
Sys_FPrintf( SYS_VRB, "--- FilterDrawsurfsIntoTree ---\n" );
-
+
/* filter surfaces into the tree */
numSurfs = 0;
numRefs = 0;
if ( ds->numVerts == 0 && ds->type != SURFACE_FLARE && ds->type != SURFACE_SHADER ) {
continue;
}
-
+
/* get shader */
si = ds->shaderInfo;
/* refs initially zero */
refs = 0;
-
+
/* apply texture coordinate mods */
for ( j = 0; j < ds->numVerts; j++ )
TCMod( si->mod, ds->verts[ j ].st );
-
+
/* ydnar: apply shader colormod */
ColorMod( ds->shaderInfo->colorMod, ds->numVerts, ds->verts );
-
+
/* ydnar: apply brush colormod */
VolumeColorMods( e, ds );
-
+
/* ydnar: make fur surfaces */
if ( si->furNumLayers > 0 ) {
Fur( ds );
}
-
+
/* ydnar/sd: make foliage surfaces */
if ( si->foliage != NULL ) {
Foliage( ds );
}
-
+
/* create a flare surface if necessary */
if ( si->flareShader != NULL && si->flareShader[ 0 ] ) {
AddSurfaceFlare( ds, e->origin );
}
-
+
/* ydnar: don't emit nodraw surfaces (like nodraw fog) */
if ( ( si->compileFlags & C_NODRAW ) && ds->type != SURFACE_PATCH ) {
continue;
}
-
+
/* ydnar: bias the surface textures */
BiasSurfaceTextures( ds );
-
+
/* ydnar: globalizing of fog volume handling (eek a hack) */
if ( e != entities && si->noFog == qfalse ) {
/* find surface origin and offset by entity origin */
VectorAdd( ds->mins, ds->maxs, origin );
VectorScale( origin, 0.5f, origin );
VectorAdd( origin, e->origin, origin );
-
+
VectorAdd( ds->mins, e->origin, mins );
VectorAdd( ds->maxs, e->origin, maxs );
-
+
/* set the fog number for this surface */
- ds->fogNum = FogForBounds( mins, maxs, 1.0f ); //% FogForPoint( origin, 0.0f );
+ ds->fogNum = FogForBounds( mins, maxs, 1.0f ); //% FogForPoint( origin, 0.0f );
}
}
-
+
/* ydnar: remap shader */
if ( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] ) {
ds->shaderInfo = ShaderInfoForShader( ds->shaderInfo->remapShader );
}
-
+
/* ydnar: gs mods: handle the various types of surfaces */
switch ( ds->type )
{
- /* handle brush faces */
- case SURFACE_FACE:
- case SURFACE_DECAL:
+ /* handle brush faces */
+ case SURFACE_FACE:
+ case SURFACE_DECAL:
if ( refs == 0 ) {
- refs = FilterFaceIntoTree( ds, tree );
+ refs = FilterFaceIntoTree( ds, tree );
}
if ( refs > 0 ) {
- EmitFaceSurface( ds );
+ EmitFaceSurface( ds );
}
- break;
-
- /* handle patches */
- case SURFACE_PATCH:
+ break;
+
+ /* handle patches */
+ case SURFACE_PATCH:
if ( refs == 0 ) {
- refs = FilterPatchIntoTree( ds, tree );
+ refs = FilterPatchIntoTree( ds, tree );
}
if ( refs > 0 ) {
- EmitPatchSurface( e, ds );
+ EmitPatchSurface( e, ds );
}
- break;
-
- /* handle triangle surfaces */
- case SURFACE_TRIANGLES:
- case SURFACE_FORCED_META:
- case SURFACE_META:
- //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
+ break;
+
+ /* handle triangle surfaces */
+ case SURFACE_TRIANGLES:
+ case SURFACE_FORCED_META:
+ case SURFACE_META:
+ //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
if ( refs == 0 ) {
- refs = FilterTrianglesIntoTree( ds, tree );
+ refs = FilterTrianglesIntoTree( ds, tree );
}
if ( refs > 0 ) {
- EmitTriangleSurface( ds );
+ EmitTriangleSurface( ds );
}
- break;
-
- /* handle foliage surfaces (splash damage/wolf et) */
- case SURFACE_FOLIAGE:
- //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
+ break;
+
+ /* handle foliage surfaces (splash damage/wolf et) */
+ case SURFACE_FOLIAGE:
+ //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
if ( refs == 0 ) {
- refs = FilterFoliageIntoTree( ds, tree );
+ refs = FilterFoliageIntoTree( ds, tree );
}
if ( refs > 0 ) {
- EmitTriangleSurface( ds );
+ EmitTriangleSurface( ds );
}
- break;
-
- /* handle foghull surfaces */
- case SURFACE_FOGHULL:
+ break;
+
+ /* handle foghull surfaces */
+ case SURFACE_FOGHULL:
if ( refs == 0 ) {
- refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );
+ refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );
}
if ( refs > 0 ) {
- EmitTriangleSurface( ds );
+ EmitTriangleSurface( ds );
}
- break;
-
- /* handle flares */
- case SURFACE_FLARE:
+ break;
+
+ /* handle flares */
+ case SURFACE_FLARE:
if ( refs == 0 ) {
- refs = FilterFlareSurfIntoTree( ds, tree );
+ refs = FilterFlareSurfIntoTree( ds, tree );
}
if ( refs > 0 ) {
- EmitFlareSurface( ds );
- }
- break;
-
- /* handle shader-only surfaces */
- case SURFACE_SHADER:
- refs = 1;
EmitFlareSurface( ds );
- break;
-
- /* no references */
- default:
- refs = 0;
- break;
+ }
+ break;
+
+ /* handle shader-only surfaces */
+ case SURFACE_SHADER:
+ refs = 1;
+ EmitFlareSurface( ds );
+ break;
+
+ /* no references */
+ default:
+ refs = 0;
+ break;
}
/* maybe surface got marked as skybox again */
if ( sb ) {
ds->skybox = qfalse;
}
-
+
/* tot up the references */
if ( refs > 0 ) {
/* tot up counts */
numSurfs++;
numRefs += refs;
-
+
/* emit extra surface data */
SetSurfaceExtra( ds, numBSPDrawSurfaces - 1 );
//% Sys_FPrintf( SYS_VRB, "%d verts %d indexes\n", ds->numVerts, ds->numIndexes );
-
+
/* one last sanity check */
{
- bspDrawSurface_t *out;
+ bspDrawSurface_t *out;
out = &bspDrawSurfaces[ numBSPDrawSurfaces - 1 ];
if ( out->numVerts == 3 && out->numIndexes > 3 ) {
Sys_Printf( "\nWARNING: Potentially bad %s surface (%d: %d, %d)\n %s\n",
- surfaceTypes[ ds->type ],
- numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );
+ surfaceTypes[ ds->type ],
+ numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );
}
}
-
+
/* ydnar: handle skybox surfaces */
if ( ds->skybox ) {
MakeSkyboxSurface( ds );
}
}
}
-
+
/* emit some statistics */
Sys_FPrintf( SYS_VRB, "%9d references\n", numRefs );
Sys_FPrintf( SYS_VRB, "%9d (%d) emitted drawsurfs\n", numSurfs, numBSPDrawSurfaces );
Sys_FPrintf( SYS_VRB, "%9d skybox surfaces generated\n", numSkyboxSurfaces );
for ( i = 0; i < NUM_SURFACE_TYPES; i++ )
Sys_FPrintf( SYS_VRB, "%9d %s surfaces\n", numSurfacesByType[ i ], surfaceTypes[ i ] );
-
+
Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, ( numRedundantIndexes * 4 / 1024 ) );
}