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1 /* -------------------------------------------------------------------------------
2
3    Copyright (C) 1999-2007 id Software, Inc. and contributors.
4    For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6    This file is part of GtkRadiant.
7
8    GtkRadiant is free software; you can redistribute it and/or modify
9    it under the terms of the GNU General Public License as published by
10    the Free Software Foundation; either version 2 of the License, or
11    (at your option) any later version.
12
13    GtkRadiant is distributed in the hope that it will be useful,
14    but WITHOUT ANY WARRANTY; without even the implied warranty of
15    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16    GNU General Public License for more details.
17
18    You should have received a copy of the GNU General Public License
19    along with GtkRadiant; if not, write to the Free Software
20    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
21
22    ----------------------------------------------------------------------------------
23
24    This code has been altered significantly from its original form, to support
25    several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27    ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define SURFACE_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41 /*
42    AllocDrawSurface()
43    ydnar: gs mods: changed to force an explicit type when allocating
44  */
45
46 mapDrawSurface_t *AllocDrawSurface( surfaceType_t type ){
47         mapDrawSurface_t    *ds;
48
49
50         /* ydnar: gs mods: only allocate valid types */
51         if ( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES ) {
52                 Error( "AllocDrawSurface: Invalid surface type %d specified", type );
53         }
54
55         /* bounds check */
56         if ( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS ) {
57                 Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
58         }
59         ds = &mapDrawSurfs[ numMapDrawSurfs ];
60         numMapDrawSurfs++;
61
62         /* ydnar: do initial surface setup */
63         memset( ds, 0, sizeof( mapDrawSurface_t ) );
64         ds->type = type;
65         ds->planeNum = -1;
66         ds->fogNum = defaultFogNum;             /* ydnar 2003-02-12 */
67         ds->outputNum = -1;                     /* ydnar 2002-08-13 */
68         ds->surfaceNum = numMapDrawSurfs - 1;   /* ydnar 2003-02-16 */
69
70         return ds;
71 }
72
73
74
75 /*
76    FinishSurface()
77    ydnar: general surface finish pass
78  */
79
80 void FinishSurface( mapDrawSurface_t *ds ){
81         mapDrawSurface_t    *ds2;
82
83
84         /* dummy check */
85         if ( ds == NULL || ds->shaderInfo == NULL || ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES ) {
86                 return;
87         }
88
89         /* ydnar: rocking tek-fu celshading */
90         if ( ds->celShader != NULL ) {
91                 MakeCelSurface( ds, ds->celShader );
92         }
93
94         /* backsides stop here */
95         if ( ds->backSide ) {
96                 return;
97         }
98
99         /* ydnar: rocking surface cloning (fur baby yeah!) */
100         if ( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' ) {
101                 CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
102         }
103
104         /* ydnar: q3map_backShader support */
105         if ( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' ) {
106                 ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
107                 ds2->backSide = qtrue;
108         }
109 }
110
111
112
113 /*
114    CloneSurface()
115    clones a map drawsurface, using the specified shader
116  */
117
118 mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
119         mapDrawSurface_t    *ds;
120
121
122         /* dummy check */
123         if ( src == NULL || si == NULL ) {
124                 return NULL;
125         }
126
127         /* allocate a new surface */
128         ds = AllocDrawSurface( src->type );
129         if ( ds == NULL ) {
130                 return NULL;
131         }
132
133         /* copy it */
134         memcpy( ds, src, sizeof( *ds ) );
135
136         /* destroy side reference */
137         ds->sideRef = NULL;
138
139         /* set shader */
140         ds->shaderInfo = si;
141
142         /* copy verts */
143         if ( ds->numVerts > 0 ) {
144                 ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
145                 memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
146         }
147
148         /* copy indexes */
149         if ( ds->numIndexes <= 0 ) {
150                 return ds;
151         }
152         ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
153         memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
154
155         /* return the surface */
156         return ds;
157 }
158
159
160
161 /*
162    MakeCelSurface() - ydnar
163    makes a copy of a surface, but specific to cel shading
164  */
165
166 mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
167         mapDrawSurface_t    *ds;
168
169
170         /* dummy check */
171         if ( src == NULL || si == NULL ) {
172                 return NULL;
173         }
174
175         /* don't create cel surfaces for certain types of shaders */
176         if ( ( src->shaderInfo->compileFlags & C_TRANSLUCENT ) ||
177                  ( src->shaderInfo->compileFlags & C_SKY ) ) {
178                 return NULL;
179         }
180
181         /* make a copy */
182         ds = CloneSurface( src, si );
183         if ( ds == NULL ) {
184                 return NULL;
185         }
186
187         /* do some fixups for celshading */
188         ds->planar = qfalse;
189         ds->planeNum = -1;
190         ds->celShader = NULL; /* don't cel shade cels :P */
191
192         /* return the surface */
193         return ds;
194 }
195
196
197
198 /*
199    MakeSkyboxSurface() - ydnar
200    generates a skybox surface, viewable from everywhere there is sky
201  */
202
203 mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src ){
204         int i;
205         mapDrawSurface_t    *ds;
206
207
208         /* dummy check */
209         if ( src == NULL ) {
210                 return NULL;
211         }
212
213         /* make a copy */
214         ds = CloneSurface( src, src->shaderInfo );
215         if ( ds == NULL ) {
216                 return NULL;
217         }
218
219         /* set parent */
220         ds->parent = src;
221
222         /* scale the surface vertexes */
223         for ( i = 0; i < ds->numVerts; i++ )
224         {
225                 m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
226
227                 /* debug code */
228                 //%     bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
229                 //%     bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
230         }
231
232         /* so backface culling creep doesn't bork the surface */
233         VectorClear( ds->lightmapVecs[ 2 ] );
234
235         /* return the surface */
236         return ds;
237 }
238
239
240
241 /*
242    IsTriangleDegenerate
243    returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
244  */
245
246 #define TINY_AREA   1.0f
247
248 qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c ){
249         vec3_t v1, v2, v3;
250         float d;
251
252
253         /* calcuate the area of the triangle */
254         VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );
255         VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );
256         CrossProduct( v1, v2, v3 );
257         d = VectorLength( v3 );
258
259         /* assume all very small or backwards triangles will cause problems */
260         if ( d < TINY_AREA ) {
261                 return qtrue;
262         }
263
264         /* must be a good triangle */
265         return qfalse;
266 }
267
268
269
270 /*
271    ClearSurface() - ydnar
272    clears a surface and frees any allocated memory
273  */
274
275 void ClearSurface( mapDrawSurface_t *ds ){
276         ds->type = SURFACE_BAD;
277         ds->planar = qfalse;
278         ds->planeNum = -1;
279         ds->numVerts = 0;
280         if ( ds->verts != NULL ) {
281                 free( ds->verts );
282         }
283         ds->verts = NULL;
284         ds->numIndexes = 0;
285         if ( ds->indexes != NULL ) {
286                 free( ds->indexes );
287         }
288         ds->indexes = NULL;
289         numClearedSurfaces++;
290 }
291
292
293
294 /*
295    TidyEntitySurfaces() - ydnar
296    deletes all empty or bad surfaces from the surface list
297  */
298
299 void TidyEntitySurfaces( entity_t *e ){
300         int i, j, deleted;
301         mapDrawSurface_t    *out, *in = NULL;
302
303
304         /* note it */
305         Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
306
307         /* walk the surface list */
308         deleted = 0;
309         for ( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
310         {
311                 /* get out surface */
312                 out = &mapDrawSurfs[ i ];
313
314                 /* walk the surface list again until a proper surface is found */
315                 for ( ; j < numMapDrawSurfs; j++ )
316                 {
317                         /* get in surface */
318                         in = &mapDrawSurfs[ j ];
319
320                         /* this surface ok? */
321                         if ( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
322                                  ( in->type != SURFACE_BAD && in->numVerts > 0 ) ) {
323                                 break;
324                         }
325
326                         /* nuke it */
327                         ClearSurface( in );
328                         deleted++;
329                 }
330
331                 /* copy if necessary */
332                 if ( i != j ) {
333                         memcpy( out, in, sizeof( mapDrawSurface_t ) );
334                 }
335         }
336
337         /* set the new number of drawsurfs */
338         numMapDrawSurfs = i;
339
340         /* emit some stats */
341         Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
342 }
343
344
345
346 /*
347    CalcSurfaceTextureRange() - ydnar
348    calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
349  */
350
351 qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds ){
352         int i, j, v, size[ 2 ];
353         float mins[ 2 ], maxs[ 2 ];
354
355
356         /* try to early out */
357         if ( ds->numVerts <= 0 ) {
358                 return qtrue;
359         }
360
361         /* walk the verts and determine min/max st values */
362         mins[ 0 ] = 999999;
363         mins[ 1 ] = 999999;
364         maxs[ 0 ] = -999999;
365         maxs[ 1 ] = -999999;
366         for ( i = 0; i < ds->numVerts; i++ )
367         {
368                 for ( j = 0; j < 2; j++ )
369                 {
370                         if ( ds->verts[ i ].st[ j ] < mins[ j ] ) {
371                                 mins[ j ] = ds->verts[ i ].st[ j ];
372                         }
373                         if ( ds->verts[ i ].st[ j ] > maxs[ j ] ) {
374                                 maxs[ j ] = ds->verts[ i ].st[ j ];
375                         }
376                 }
377         }
378
379         /* clamp to integer range and calculate surface bias values */
380         for ( j = 0; j < 2; j++ )
381                 ds->bias[ j ] = -floor( 0.5f * ( mins[ j ] + maxs[ j ] ) );
382
383         /* find biased texture coordinate mins/maxs */
384         size[ 0 ] = ds->shaderInfo->shaderWidth;
385         size[ 1 ] = ds->shaderInfo->shaderHeight;
386         ds->texMins[ 0 ] = 999999;
387         ds->texMins[ 1 ] = 999999;
388         ds->texMaxs[ 0 ] = -999999;
389         ds->texMaxs[ 1 ] = -999999;
390         for ( i = 0; i < ds->numVerts; i++ )
391         {
392                 for ( j = 0; j < 2; j++ )
393                 {
394                         v = ( (float) ds->verts[ i ].st[ j ] + ds->bias[ j ] ) * size[ j ];
395                         if ( v < ds->texMins[ j ] ) {
396                                 ds->texMins[ j ] = v;
397                         }
398                         if ( v > ds->texMaxs[ j ] ) {
399                                 ds->texMaxs[ j ] = v;
400                         }
401                 }
402         }
403
404         /* calc ranges */
405         for ( j = 0; j < 2; j++ )
406                 ds->texRange[ j ] = ( ds->texMaxs[ j ] - ds->texMins[ j ] );
407
408         /* if range is zero, then assume unlimited precision */
409         if ( texRange == 0 ) {
410                 return qtrue;
411         }
412
413         /* within range? */
414         for ( j = 0; j < 2; j++ )
415         {
416                 if ( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange ) {
417                         return qfalse;
418                 }
419         }
420
421         /* within range */
422         return qtrue;
423 }
424
425
426
427 /*
428    CalcLightmapAxis() - ydnar
429    gives closed lightmap axis for a plane normal
430  */
431
432 qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis ){
433         vec3_t absolute;
434
435
436         /* test */
437         if ( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f ) {
438                 VectorClear( axis );
439                 return qfalse;
440         }
441
442         /* get absolute normal */
443         absolute[ 0 ] = fabs( normal[ 0 ] );
444         absolute[ 1 ] = fabs( normal[ 1 ] );
445         absolute[ 2 ] = fabs( normal[ 2 ] );
446
447         /* test and set */
448         if ( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f ) {
449                 if ( normal[ 2 ] > 0.0f ) {
450                         VectorSet( axis, 0.0f, 0.0f, 1.0f );
451                 }
452                 else{
453                         VectorSet( axis, 0.0f, 0.0f, -1.0f );
454                 }
455         }
456         else if ( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f ) {
457                 if ( normal[ 0 ] > 0.0f ) {
458                         VectorSet( axis, 1.0f, 0.0f, 0.0f );
459                 }
460                 else{
461                         VectorSet( axis, -1.0f, 0.0f, 0.0f );
462                 }
463         }
464         else
465         {
466                 if ( normal[ 1 ] > 0.0f ) {
467                         VectorSet( axis, 0.0f, 1.0f, 0.0f );
468                 }
469                 else{
470                         VectorSet( axis, 0.0f, -1.0f, 0.0f );
471                 }
472         }
473
474         /* return ok */
475         return qtrue;
476 }
477
478
479
480 /*
481    ClassifySurfaces() - ydnar
482    fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
483  */
484
485 #define PLANAR_EPSILON  0.5f    //% 0.126f 0.25f
486
487 void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds ){
488         int i, bestAxis;
489         float dist;
490         vec4_t plane;
491         shaderInfo_t        *si;
492         static vec3_t axii[ 6 ] =
493         {
494                 { 0, 0, -1 },
495                 { 0, 0, 1 },
496                 { -1, 0, 0 },
497                 { 1, 0, 0 },
498                 { 0, -1, 0 },
499                 { 0, 1, 0 }
500         };
501
502
503         /* walk the list of surfaces */
504         for ( ; numSurfs > 0; numSurfs--, ds++ )
505         {
506                 /* ignore bogus (or flare) surfaces */
507                 if ( ds->type == SURFACE_BAD || ds->numVerts <= 0 ) {
508                         continue;
509                 }
510
511                 /* get shader */
512                 si = ds->shaderInfo;
513
514                 /* -----------------------------------------------------------------
515                    force meta if vertex count is too high or shader requires it
516                    ----------------------------------------------------------------- */
517
518                 if ( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE ) {
519                         if ( ds->numVerts > SHADER_MAX_VERTEXES ) {
520                                 ds->type = SURFACE_FORCED_META;
521                         }
522                 }
523
524                 /* -----------------------------------------------------------------
525                    plane and bounding box classification
526                    ----------------------------------------------------------------- */
527
528                 /* set surface bounding box */
529                 ClearBounds( ds->mins, ds->maxs );
530                 for ( i = 0; i < ds->numVerts; i++ )
531                         AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );
532
533                 /* try to get an existing plane */
534                 if ( ds->planeNum >= 0 ) {
535                         VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
536                         plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
537                 }
538
539                 /* construct one from the first vert with a valid normal */
540                 else
541                 {
542                         VectorClear( plane );
543                         plane[ 3 ] = 0.0f;
544                         for ( i = 0; i < ds->numVerts; i++ )
545                         {
546                                 if ( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f ) {
547                                         VectorCopy( ds->verts[ i ].normal, plane );
548                                         plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
549                                         break;
550                                 }
551                         }
552                 }
553
554                 /* test for bogus plane */
555                 if ( VectorLength( plane ) <= 0.0f ) {
556                         ds->planar = qfalse;
557                         ds->planeNum = -1;
558                 }
559                 else
560                 {
561                         /* determine if surface is planar */
562                         ds->planar = qtrue;
563
564                         /* test each vert */
565                         for ( i = 0; i < ds->numVerts; i++ )
566                         {
567                                 /* point-plane test */
568                                 dist = DotProduct( ds->verts[ i ].xyz, plane ) - plane[ 3 ];
569                                 if ( fabs( dist ) > PLANAR_EPSILON ) {
570                                         //%     if( ds->planeNum >= 0 )
571                                         //%     {
572                                         //%             Sys_Printf( "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );
573                                         //%             ds->verts[ i ].color[ 0 ][ 0 ] = ds->verts[ i ].color[ 0 ][ 2 ] = 0;
574                                         //%     }
575                                         ds->planar = qfalse;
576                                         break;
577                                 }
578                         }
579                 }
580
581                 /* find map plane if necessary */
582                 if ( ds->planar ) {
583                         if ( ds->planeNum < 0 ) {
584                                 ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &ds->verts[ 0 ].xyz );
585                         }
586                         VectorCopy( plane, ds->lightmapVecs[ 2 ] );
587                 }
588                 else
589                 {
590                         ds->planeNum = -1;
591                         VectorClear( ds->lightmapVecs[ 2 ] );
592                         //% if( ds->type == SURF_META || ds->type == SURF_FACE )
593                         //%             Sys_Printf( "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );
594                 }
595
596                 /* -----------------------------------------------------------------
597                    lightmap bounds and axis projection
598                    ----------------------------------------------------------------- */
599
600                 /* vertex lit surfaces don't need this information */
601                 if ( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES || nolm == qtrue ) {
602                         VectorClear( ds->lightmapAxis );
603                         //%     VectorClear( ds->lightmapVecs[ 2 ] );
604                         ds->sampleSize = 0;
605                         continue;
606                 }
607
608                 /* the shader can specify an explicit lightmap axis */
609                 if ( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] ) {
610                         VectorCopy( si->lightmapAxis, ds->lightmapAxis );
611                 }
612                 else if ( ds->type == SURFACE_FORCED_META ) {
613                         VectorClear( ds->lightmapAxis );
614                 }
615                 else if ( ds->planar ) {
616                         CalcLightmapAxis( plane, ds->lightmapAxis );
617                 }
618                 else
619                 {
620                         /* find best lightmap axis */
621                         for ( bestAxis = 0; bestAxis < 6; bestAxis++ )
622                         {
623                                 for ( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
624                                 {
625                                         //% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",
626                                         //%     ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
627                                         //%     axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
628                                         if ( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f ) { /* fixme: adjust this tolerance to taste */
629                                                 break;
630                                         }
631                                 }
632
633                                 if ( i == ds->numVerts ) {
634                                         break;
635                                 }
636                         }
637
638                         /* set axis if possible */
639                         if ( bestAxis < 6 ) {
640                                 //% if( ds->type == SURFACE_PATCH )
641                                 //%     Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
642                                 VectorCopy( axii[ bestAxis ], ds->lightmapAxis );
643                         }
644
645                         /* debug code */
646                         //% if( ds->type == SURFACE_PATCH )
647                         //%     Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
648                 }
649
650                 /* calculate lightmap sample size */
651                 if ( ds->shaderInfo->lightmapSampleSize > 0 ) { /* shader value overrides every other */
652                         ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
653                 }
654                 else if ( ds->sampleSize <= 0 ) { /* may contain the entity asigned value */
655                         ds->sampleSize = sampleSize; /* otherwise use global default */
656
657                 }
658                 if ( ds->lightmapScale > 0.0f ) { /* apply surface lightmap scaling factor */
659                         ds->sampleSize = ds->lightmapScale * (float)ds->sampleSize;
660                         ds->lightmapScale = 0; /* applied */
661                 }
662
663                 if ( ds->sampleSize < minSampleSize ) {
664                         ds->sampleSize = minSampleSize;
665                 }
666
667                 if ( ds->sampleSize < 1 ) {
668                         ds->sampleSize = 1;
669                 }
670
671                 if ( ds->sampleSize > 16384 ) { /* powers of 2 are preferred */
672                         ds->sampleSize = 16384;
673                 }
674         }
675 }
676
677
678
679 /*
680    ClassifyEntitySurfaces() - ydnar
681    classifies all surfaces in an entity
682  */
683
684 void ClassifyEntitySurfaces( entity_t *e ){
685         int i;
686
687
688         /* note it */
689         Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
690
691         /* walk the surface list */
692         for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
693         {
694                 FinishSurface( &mapDrawSurfs[ i ] );
695                 ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
696         }
697
698         /* tidy things up */
699         TidyEntitySurfaces( e );
700 }
701
702
703
704 /*
705    GetShaderIndexForPoint() - ydnar
706    for shader-indexed surfaces (terrain), find a matching index from the indexmap
707  */
708
709 byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point ){
710         int i, x, y;
711         float s, t;
712         vec3_t mins, maxs, size;
713
714
715         /* early out if no indexmap */
716         if ( im == NULL ) {
717                 return 0;
718         }
719
720         /* this code is really broken */
721         #if 0
722         /* legacy precision fudges for terrain */
723         for ( i = 0; i < 3; i++ )
724         {
725                 mins[ i ] = floor( eMins[ i ] + 0.1 );
726                 maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
727                 size[ i ] = maxs[ i ] - mins[ i ];
728         }
729
730         /* find st (fixme: support more than just z-axis projection) */
731         s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
732         t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
733         if ( s < 0.0f ) {
734                 s = 0.0f;
735         }
736         else if ( s > 1.0f ) {
737                 s = 1.0f;
738         }
739         if ( t < 0.0f ) {
740                 t = 0.0f;
741         }
742         else if ( t > 1.0f ) {
743                 t = 1.0f;
744         }
745
746         /* make xy */
747         x = ( im->w - 1 ) * s;
748         y = ( im->h - 1 ) * t;
749         #else
750         /* get size */
751         for ( i = 0; i < 3; i++ )
752         {
753                 mins[ i ] = eMins[ i ];
754                 maxs[ i ] = eMaxs[ i ];
755                 size[ i ] = maxs[ i ] - mins[ i ];
756         }
757
758         /* calc st */
759         s = ( point[ 0 ] - mins[ 0 ] ) / size[ 0 ];
760         t = ( maxs[ 1 ] - point[ 1 ] ) / size[ 1 ];
761
762         /* calc xy */
763         x = s * im->w;
764         y = t * im->h;
765         if ( x < 0 ) {
766                 x = 0;
767         }
768         else if ( x > ( im->w - 1 ) ) {
769                 x = ( im->w - 1 );
770         }
771         if ( y < 0 ) {
772                 y = 0;
773         }
774         else if ( y > ( im->h - 1 ) ) {
775                 y = ( im->h - 1 );
776         }
777         #endif
778
779         /* return index */
780         return im->pixels[ y * im->w + x ];
781 }
782
783
784
785 /*
786    GetIndexedShader() - ydnar
787    for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
788    this combines a couple different functions from terrain.c
789  */
790
791 shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes ){
792         int i;
793         byte minShaderIndex, maxShaderIndex;
794         char shader[ MAX_QPATH ];
795         shaderInfo_t    *si;
796
797
798         /* early out if bad data */
799         if ( im == NULL || numPoints <= 0 || shaderIndexes == NULL ) {
800                 return ShaderInfoForShader( "default" );
801         }
802
803         /* determine min/max index */
804         minShaderIndex = 255;
805         maxShaderIndex = 0;
806         for ( i = 0; i < numPoints; i++ )
807         {
808                 if ( shaderIndexes[ i ] < minShaderIndex ) {
809                         minShaderIndex = shaderIndexes[ i ];
810                 }
811                 if ( shaderIndexes[ i ] > maxShaderIndex ) {
812                         maxShaderIndex = shaderIndexes[ i ];
813                 }
814         }
815
816         /* set alpha inline */
817         for ( i = 0; i < numPoints; i++ )
818         {
819                 /* straight rip from terrain.c */
820                 if ( shaderIndexes[ i ] < maxShaderIndex ) {
821                         shaderIndexes[ i ] = 0;
822                 }
823                 else{
824                         shaderIndexes[ i ] = 255;
825                 }
826         }
827
828         /* make a shader name */
829         if ( minShaderIndex == maxShaderIndex ) {
830                 sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );
831         }
832         else{
833                 sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );
834         }
835
836         /* get the shader */
837         si = ShaderInfoForShader( shader );
838
839         /* inherit a few things from parent shader */
840         if ( parent->globalTexture ) {
841                 si->globalTexture = qtrue;
842         }
843         if ( parent->forceMeta ) {
844                 si->forceMeta = qtrue;
845         }
846         if ( parent->nonplanar ) {
847                 si->nonplanar = qtrue;
848         }
849         if ( si->shadeAngleDegrees == 0.0 ) {
850                 si->shadeAngleDegrees = parent->shadeAngleDegrees;
851         }
852         if ( parent->tcGen && si->tcGen == qfalse ) {
853                 /* set xy texture projection */
854                 si->tcGen = qtrue;
855                 VectorCopy( parent->vecs[ 0 ], si->vecs[ 0 ] );
856                 VectorCopy( parent->vecs[ 1 ], si->vecs[ 1 ] );
857         }
858         if ( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f ) {
859                 /* set lightmap projection axis */
860                 VectorCopy( parent->lightmapAxis, si->lightmapAxis );
861         }
862
863         /* return the shader */
864         return si;
865 }
866
867
868
869
870 /*
871    DrawSurfaceForSide()
872    creates a SURF_FACE drawsurface from a given brush side and winding
873  */
874
875 #define SNAP_FLOAT_TO_INT   8
876 #define SNAP_INT_TO_FLOAT   ( 1.0 / SNAP_FLOAT_TO_INT )
877
878 mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w ){
879         int i, j, k;
880         mapDrawSurface_t    *ds;
881         shaderInfo_t        *si, *parent;
882         bspDrawVert_t       *dv;
883         vec3_t texX, texY;
884         vec_t x, y;
885         vec3_t vTranslated;
886         qboolean indexed;
887         byte shaderIndexes[ 256 ];
888         float offsets[ 256 ];
889         char tempShader[ MAX_QPATH ];
890
891
892         /* ydnar: don't make a drawsurf for culled sides */
893         if ( s->culled ) {
894                 return NULL;
895         }
896
897         /* range check */
898         if ( w->numpoints > MAX_POINTS_ON_WINDING ) {
899                 Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );
900         }
901
902         /* get shader */
903         si = s->shaderInfo;
904
905         /* ydnar: gs mods: check for indexed shader */
906         if ( si->indexed && b->im != NULL ) {
907                 /* indexed */
908                 indexed = qtrue;
909
910                 /* get shader indexes for each point */
911                 for ( i = 0; i < w->numpoints; i++ )
912                 {
913                         shaderIndexes[ i ] = GetShaderIndexForPoint( b->im, b->eMins, b->eMaxs, w->p[ i ] );
914                         offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];
915                         //%     Sys_Printf( "%f ", offsets[ i ] );
916                 }
917
918                 /* get matching shader and set alpha */
919                 parent = si;
920                 si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );
921         }
922         else{
923                 indexed = qfalse;
924         }
925
926         /* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
927         if ( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' ) {
928                 //%     Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
929                 sprintf( tempShader, "%s_lf", si->skyParmsImageBase );
930                 DrawSurfaceForShader( tempShader );
931                 sprintf( tempShader, "%s_rt", si->skyParmsImageBase );
932                 DrawSurfaceForShader( tempShader );
933                 sprintf( tempShader, "%s_ft", si->skyParmsImageBase );
934                 DrawSurfaceForShader( tempShader );
935                 sprintf( tempShader, "%s_bk", si->skyParmsImageBase );
936                 DrawSurfaceForShader( tempShader );
937                 sprintf( tempShader, "%s_up", si->skyParmsImageBase );
938                 DrawSurfaceForShader( tempShader );
939                 sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
940                 DrawSurfaceForShader( tempShader );
941         }
942
943         /* ydnar: gs mods */
944         ds = AllocDrawSurface( SURFACE_FACE );
945         ds->entityNum = b->entityNum;
946         ds->castShadows = b->castShadows;
947         ds->recvShadows = b->recvShadows;
948
949         ds->planar = qtrue;
950         ds->planeNum = s->planenum;
951         VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );
952
953         ds->shaderInfo = si;
954         ds->mapBrush = b;
955         ds->sideRef = AllocSideRef( s, NULL );
956         ds->fogNum = -1;
957         ds->sampleSize = b->lightmapSampleSize;
958         ds->lightmapScale = b->lightmapScale;
959         ds->numVerts = w->numpoints;
960         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
961         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
962
963         /* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
964         ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
965
966         /* create the vertexes */
967         for ( j = 0; j < w->numpoints; j++ )
968         {
969                 /* get the drawvert */
970                 dv = ds->verts + j;
971
972                 /* copy xyz and do potential z offset */
973                 VectorCopy( w->p[ j ], dv->xyz );
974                 if ( indexed ) {
975                         dv->xyz[ 2 ] += offsets[ j ];
976                 }
977
978                 /* round the xyz to a given precision and translate by origin */
979                 for ( i = 0 ; i < 3 ; i++ )
980                         dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );
981                 VectorAdd( dv->xyz, e->origin, vTranslated );
982
983                 /* ydnar: tek-fu celshading support for flat shaded shit */
984                 if ( flat ) {
985                         dv->st[ 0 ] = si->stFlat[ 0 ];
986                         dv->st[ 1 ] = si->stFlat[ 1 ];
987                 }
988
989                 /* ydnar: gs mods: added support for explicit shader texcoord generation */
990                 else if ( si->tcGen ) {
991                         dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
992                         dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
993                 }
994
995                 /* old quake-style texturing */
996                 else if ( g_bBrushPrimit == BPRIMIT_OLDBRUSHES ) {
997                         /* nearest-axial projection */
998                         dv->st[ 0 ] = s->vecs[ 0 ][ 3 ] + DotProduct( s->vecs[ 0 ], vTranslated );
999                         dv->st[ 1 ] = s->vecs[ 1 ][ 3 ] + DotProduct( s->vecs[ 1 ], vTranslated );
1000                         dv->st[ 0 ] /= si->shaderWidth;
1001                         dv->st[ 1 ] /= si->shaderHeight;
1002                 }
1003
1004                 /* brush primitive texturing */
1005                 else
1006                 {
1007                         /* calculate texture s/t from brush primitive texture matrix */
1008                         x = DotProduct( vTranslated, texX );
1009                         y = DotProduct( vTranslated, texY );
1010                         dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];
1011                         dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];
1012                 }
1013
1014                 /* copy normal */
1015                 VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );
1016
1017                 /* ydnar: set color */
1018                 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
1019                 {
1020                         dv->color[ k ][ 0 ] = 255;
1021                         dv->color[ k ][ 1 ] = 255;
1022                         dv->color[ k ][ 2 ] = 255;
1023
1024                         /* ydnar: gs mods: handle indexed shader blending */
1025                         dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ j ] : 255 );
1026                 }
1027         }
1028
1029         /* set cel shader */
1030         ds->celShader = b->celShader;
1031
1032         /* set shade angle */
1033         if ( b->shadeAngleDegrees > 0.0f ) {
1034                 ds->shadeAngleDegrees = b->shadeAngleDegrees;
1035         }
1036
1037         /* ydnar: gs mods: moved st biasing elsewhere */
1038         return ds;
1039 }
1040
1041
1042
1043 /*
1044    DrawSurfaceForMesh()
1045    moved here from patch.c
1046  */
1047
1048 #define YDNAR_NORMAL_EPSILON 0.50f
1049
1050 qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon ){
1051         int i;
1052
1053
1054         /* test */
1055         for ( i = 0; i < 3; i++ )
1056                 if ( fabs( n1[ i ] - n2[ i ] ) > epsilon ) {
1057                         return qfalse;
1058                 }
1059         return qtrue;
1060 }
1061
1062 mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh ){
1063         int i, k, numVerts;
1064         vec4_t plane;
1065         qboolean planar;
1066         float dist;
1067         mapDrawSurface_t    *ds;
1068         shaderInfo_t        *si, *parent;
1069         bspDrawVert_t       *dv;
1070         vec3_t vTranslated;
1071         mesh_t              *copy;
1072         qboolean indexed;
1073         byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
1074         float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
1075
1076
1077         /* get mesh and shader shader */
1078         if ( mesh == NULL ) {
1079                 mesh = &p->mesh;
1080         }
1081         si = p->shaderInfo;
1082         if ( mesh == NULL || si == NULL ) {
1083                 return NULL;
1084         }
1085
1086         /* get vertex count */
1087         numVerts = mesh->width * mesh->height;
1088
1089         /* to make valid normals for patches with degenerate edges,
1090            we need to make a copy of the mesh and put the aproximating
1091            points onto the curve */
1092
1093         /* create a copy of the mesh */
1094         copy = CopyMesh( mesh );
1095
1096         /* store off the original (potentially bad) normals */
1097         MakeMeshNormals( *copy );
1098         for ( i = 0; i < numVerts; i++ )
1099                 VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
1100
1101         /* put the mesh on the curve */
1102         PutMeshOnCurve( *copy );
1103
1104         /* find new normals (to take into account degenerate/flipped edges */
1105         MakeMeshNormals( *copy );
1106         for ( i = 0; i < numVerts; i++ )
1107         {
1108                 /* ydnar: only copy normals that are significantly different from the originals */
1109                 if ( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f ) {
1110                         VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
1111                 }
1112         }
1113
1114         /* free the old mesh */
1115         FreeMesh( copy );
1116
1117         /* ydnar: gs mods: check for indexed shader */
1118         if ( si->indexed && p->im != NULL ) {
1119                 /* indexed */
1120                 indexed = qtrue;
1121
1122                 /* get shader indexes for each point */
1123                 for ( i = 0; i < numVerts; i++ )
1124                 {
1125                         shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );
1126                         offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];
1127                 }
1128
1129                 /* get matching shader and set alpha */
1130                 parent = si;
1131                 si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );
1132         }
1133         else{
1134                 indexed = qfalse;
1135         }
1136
1137
1138         /* ydnar: gs mods */
1139         ds = AllocDrawSurface( SURFACE_PATCH );
1140         ds->entityNum = p->entityNum;
1141         ds->castShadows = p->castShadows;
1142         ds->recvShadows = p->recvShadows;
1143
1144         ds->shaderInfo = si;
1145         ds->mapMesh = p;
1146         ds->sampleSize = p->lightmapSampleSize;
1147         ds->lightmapScale = p->lightmapScale;   /* ydnar */
1148         ds->patchWidth = mesh->width;
1149         ds->patchHeight = mesh->height;
1150         ds->numVerts = ds->patchWidth * ds->patchHeight;
1151         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
1152         memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );
1153
1154         ds->fogNum = -1;
1155         ds->planeNum = -1;
1156
1157         ds->longestCurve = p->longestCurve;
1158         ds->maxIterations = p->maxIterations;
1159
1160         /* construct a plane from the first vert */
1161         VectorCopy( mesh->verts[ 0 ].normal, plane );
1162         plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );
1163         planar = qtrue;
1164
1165         /* spew forth errors */
1166         if ( VectorLength( plane ) < 0.001f ) {
1167                 Sys_Printf( "DrawSurfaceForMesh: bogus plane\n" );
1168         }
1169
1170         /* test each vert */
1171         for ( i = 1; i < ds->numVerts && planar; i++ )
1172         {
1173                 /* normal test */
1174                 if ( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse ) {
1175                         planar = qfalse;
1176                 }
1177
1178                 /* point-plane test */
1179                 dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];
1180                 if ( fabs( dist ) > EQUAL_EPSILON ) {
1181                         planar = qfalse;
1182                 }
1183         }
1184
1185         /* add a map plane */
1186         if ( planar ) {
1187                 /* make a map plane */
1188                 ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );
1189                 VectorCopy( plane, ds->lightmapVecs[ 2 ] );
1190
1191                 /* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
1192                 for ( i = 0; i < ds->numVerts; i++ )
1193                         VectorCopy( plane, ds->verts[ i ].normal );
1194         }
1195
1196         /* walk the verts to do special stuff */
1197         for ( i = 0; i < ds->numVerts; i++ )
1198         {
1199                 /* get the drawvert */
1200                 dv = &ds->verts[ i ];
1201
1202                 /* ydnar: tek-fu celshading support for flat shaded shit */
1203                 if ( flat ) {
1204                         dv->st[ 0 ] = si->stFlat[ 0 ];
1205                         dv->st[ 1 ] = si->stFlat[ 1 ];
1206                 }
1207
1208                 /* ydnar: gs mods: added support for explicit shader texcoord generation */
1209                 else if ( si->tcGen ) {
1210                         /* translate by origin and project the texture */
1211                         VectorAdd( dv->xyz, e->origin, vTranslated );
1212                         dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
1213                         dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
1214                 }
1215
1216                 /* ydnar: set color */
1217                 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
1218                 {
1219                         dv->color[ k ][ 0 ] = 255;
1220                         dv->color[ k ][ 1 ] = 255;
1221                         dv->color[ k ][ 2 ] = 255;
1222
1223                         /* ydnar: gs mods: handle indexed shader blending */
1224                         dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ i ] : 255 );
1225                 }
1226
1227                 /* ydnar: offset */
1228                 if ( indexed ) {
1229                         dv->xyz[ 2 ] += offsets[ i ];
1230                 }
1231         }
1232
1233         /* set cel shader */
1234         ds->celShader = p->celShader;
1235
1236         /* return the drawsurface */
1237         return ds;
1238 }
1239
1240
1241
1242 /*
1243    DrawSurfaceForFlare() - ydnar
1244    creates a flare draw surface
1245  */
1246
1247 mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle ){
1248         mapDrawSurface_t    *ds;
1249
1250
1251         /* emit flares? */
1252         if ( emitFlares == qfalse ) {
1253                 return NULL;
1254         }
1255
1256         /* allocate drawsurface */
1257         ds = AllocDrawSurface( SURFACE_FLARE );
1258         ds->entityNum = entNum;
1259
1260         /* set it up */
1261         if ( flareShader != NULL && flareShader[ 0 ] != '\0' ) {
1262                 ds->shaderInfo = ShaderInfoForShader( flareShader );
1263         }
1264         else{
1265                 ds->shaderInfo = ShaderInfoForShader( game->flareShader );
1266         }
1267         if ( origin != NULL ) {
1268                 VectorCopy( origin, ds->lightmapOrigin );
1269         }
1270         if ( normal != NULL ) {
1271                 VectorCopy( normal, ds->lightmapVecs[ 2 ] );
1272         }
1273         if ( color != NULL ) {
1274                 VectorCopy( color, ds->lightmapVecs[ 0 ] );
1275         }
1276
1277         /* store light style */
1278         ds->lightStyle = lightStyle;
1279         if ( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE ) {
1280                 ds->lightStyle = LS_NORMAL;
1281         }
1282
1283         /* fixme: fog */
1284
1285         /* return to sender */
1286         return ds;
1287 }
1288
1289
1290
1291 /*
1292    DrawSurfaceForShader() - ydnar
1293    creates a bogus surface to forcing the game to load a shader
1294  */
1295
1296 mapDrawSurface_t *DrawSurfaceForShader( char *shader ){
1297         int i;
1298         shaderInfo_t        *si;
1299         mapDrawSurface_t    *ds;
1300
1301
1302         /* get shader */
1303         si = ShaderInfoForShader( shader );
1304
1305         /* find existing surface */
1306         for ( i = 0; i < numMapDrawSurfs; i++ )
1307         {
1308                 /* get surface */
1309                 ds = &mapDrawSurfs[ i ];
1310
1311                 /* check it */
1312                 if ( ds->shaderInfo == si ) {
1313                         return ds;
1314                 }
1315         }
1316
1317         /* create a new surface */
1318         ds = AllocDrawSurface( SURFACE_SHADER );
1319         ds->entityNum = 0;
1320         ds->shaderInfo = ShaderInfoForShader( shader );
1321
1322         /* return to sender */
1323         return ds;
1324 }
1325
1326
1327
1328 /*
1329    AddSurfaceFlare() - ydnar
1330    creates flares (coronas) centered on surfaces
1331  */
1332
1333 static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin ){
1334         vec3_t origin;
1335         int i;
1336
1337
1338         /* find centroid */
1339         VectorClear( origin );
1340         for ( i = 0; i < ds->numVerts; i++ )
1341                 VectorAdd( origin, ds->verts[ i ].xyz, origin );
1342         VectorScale( origin, ( 1.0f / ds->numVerts ), origin );
1343         if ( entityOrigin != NULL ) {
1344                 VectorAdd( origin, entityOrigin, origin );
1345         }
1346
1347         /* push origin off surface a bit */
1348         VectorMA( origin, 2.0f,  ds->lightmapVecs[ 2 ], origin );
1349
1350         /* create the drawsurface */
1351         DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );
1352 }
1353
1354
1355
1356 /*
1357    SubdivideFace()
1358    subdivides a face surface until it is smaller than the specified size (subdivisions)
1359  */
1360
1361 static void SubdivideFace_r( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions ){
1362         int i;
1363         int axis;
1364         vec3_t bounds[ 2 ];
1365         const float epsilon = 0.1;
1366         int subFloor, subCeil;
1367         winding_t           *frontWinding, *backWinding;
1368         mapDrawSurface_t    *ds;
1369
1370
1371         /* dummy check */
1372         if ( w == NULL ) {
1373                 return;
1374         }
1375         if ( w->numpoints < 3 ) {
1376                 Error( "SubdivideFace_r: Bad w->numpoints (%d < 3)", w->numpoints );
1377         }
1378
1379         /* determine surface bounds */
1380         ClearBounds( bounds[ 0 ], bounds[ 1 ] );
1381         for ( i = 0; i < w->numpoints; i++ )
1382                 AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
1383
1384         /* split the face */
1385         for ( axis = 0; axis < 3; axis++ )
1386         {
1387                 vec3_t planePoint = { 0, 0, 0 };
1388                 vec3_t planeNormal = { 0, 0, 0 };
1389                 float d;
1390
1391
1392                 /* create an axial clipping plane */
1393                 subFloor = floor( bounds[ 0 ][ axis ] / subdivisions ) * subdivisions;
1394                 subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions ) * subdivisions;
1395                 planePoint[ axis ] = subFloor + subdivisions;
1396                 planeNormal[ axis ] = -1;
1397                 d = DotProduct( planePoint, planeNormal );
1398
1399                 /* subdivide if necessary */
1400                 if ( ( subCeil - subFloor ) > subdivisions ) {
1401                         /* clip the winding */
1402                         ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding ); /* not strict; we assume we always keep a winding */
1403
1404                         /* the clip may not produce two polygons if it was epsilon close */
1405                         if ( frontWinding == NULL ) {
1406                                 w = backWinding;
1407                         }
1408                         else if ( backWinding == NULL ) {
1409                                 w = frontWinding;
1410                         }
1411                         else
1412                         {
1413                                 SubdivideFace_r( e, brush, side, frontWinding, fogNum, subdivisions );
1414                                 SubdivideFace_r( e, brush, side, backWinding, fogNum, subdivisions );
1415                                 return;
1416                         }
1417                 }
1418         }
1419
1420         /* create a face surface */
1421         ds = DrawSurfaceForSide( e, brush, side, w );
1422
1423         /* set correct fog num */
1424         ds->fogNum = fogNum;
1425 }
1426
1427
1428
1429 /*
1430    SubdivideFaceSurfaces()
1431    chop up brush face surfaces that have subdivision attributes
1432    ydnar: and subdivide surfaces that exceed specified texture coordinate range
1433  */
1434
1435 void SubdivideFaceSurfaces( entity_t *e, tree_t *tree ){
1436         int i, j, numBaseDrawSurfs, fogNum;
1437         mapDrawSurface_t    *ds;
1438         brush_t             *brush;
1439         side_t              *side;
1440         shaderInfo_t        *si;
1441         winding_t           *w;
1442         float range, size, subdivisions, s2;
1443
1444
1445         /* note it */
1446         Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
1447
1448         /* walk the list of surfaces */
1449         numBaseDrawSurfs = numMapDrawSurfs;
1450         for ( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
1451         {
1452                 /* get surface */
1453                 ds = &mapDrawSurfs[ i ];
1454
1455                 /* only subdivide brush sides */
1456                 if ( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL ) {
1457                         continue;
1458                 }
1459
1460                 /* get bits */
1461                 brush = ds->mapBrush;
1462                 side = ds->sideRef->side;
1463
1464                 /* check subdivision for shader */
1465                 si = side->shaderInfo;
1466                 if ( si == NULL ) {
1467                         continue;
1468                 }
1469
1470                 /* ydnar: don't subdivide sky surfaces */
1471                 if ( si->compileFlags & C_SKY ) {
1472                         continue;
1473                 }
1474
1475                 /* do texture coordinate range check */
1476                 ClassifySurfaces( 1, ds );
1477                 if ( CalcSurfaceTextureRange( ds ) == qfalse ) {
1478                         /* calculate subdivisions texture range (this code is shit) */
1479                         range = ( ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ] );
1480                         size = ds->maxs[ 0 ] - ds->mins[ 0 ];
1481                         for ( j = 1; j < 3; j++ )
1482                                 if ( ( ds->maxs[ j ] - ds->mins[ j ] ) > size ) {
1483                                         size = ds->maxs[ j ] - ds->mins[ j ];
1484                                 }
1485                         subdivisions = ( size / range ) * texRange;
1486                         subdivisions = ceil( subdivisions / 2 ) * 2;
1487                         for ( j = 1; j < 8; j++ )
1488                         {
1489                                 s2 = ceil( (float) texRange / j );
1490                                 if ( fabs( subdivisions - s2 ) <= 4.0 ) {
1491                                         subdivisions = s2;
1492                                         break;
1493                                 }
1494                         }
1495                 }
1496                 else{
1497                         subdivisions = si->subdivisions;
1498                 }
1499
1500                 /* get subdivisions from shader */
1501                 if ( si->subdivisions > 0 && si->subdivisions < subdivisions ) {
1502                         subdivisions = si->subdivisions;
1503                 }
1504                 if ( subdivisions < 1.0f ) {
1505                         continue;
1506                 }
1507
1508                 /* preserve fog num */
1509                 fogNum = ds->fogNum;
1510
1511                 /* make a winding and free the surface */
1512                 w = WindingFromDrawSurf( ds );
1513                 ClearSurface( ds );
1514
1515                 /* subdivide it */
1516                 SubdivideFace_r( e, brush, side, w, fogNum, subdivisions );
1517         }
1518 }
1519
1520
1521
1522 /*
1523    ====================
1524    ClipSideIntoTree_r
1525
1526    Adds non-opaque leaf fragments to the convex hull
1527    ====================
1528  */
1529
1530 void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node ){
1531         plane_t         *plane;
1532         winding_t       *front, *back;
1533
1534         if ( !w ) {
1535                 return;
1536         }
1537
1538         if ( node->planenum != PLANENUM_LEAF ) {
1539                 if ( side->planenum == node->planenum ) {
1540                         ClipSideIntoTree_r( w, side, node->children[0] );
1541                         return;
1542                 }
1543                 if ( side->planenum == ( node->planenum ^ 1 ) ) {
1544                         ClipSideIntoTree_r( w, side, node->children[1] );
1545                         return;
1546                 }
1547
1548                 plane = &mapplanes[ node->planenum ];
1549                 ClipWindingEpsilonStrict( w, plane->normal, plane->dist,
1550                                                                   ON_EPSILON, &front, &back ); /* strict, we handle the "winding disappeared" case */
1551                 if ( !front && !back ) {
1552                         /* in doubt, register it in both nodes */
1553                         front = CopyWinding( w );
1554                         back = CopyWinding( w );
1555                 }
1556                 FreeWinding( w );
1557
1558                 ClipSideIntoTree_r( front, side, node->children[0] );
1559                 ClipSideIntoTree_r( back, side, node->children[1] );
1560
1561                 return;
1562         }
1563
1564         // if opaque leaf, don't add
1565         if ( !node->opaque ) {
1566                 AddWindingToConvexHull( w, &side->visibleHull, mapplanes[ side->planenum ].normal );
1567         }
1568
1569         FreeWinding( w );
1570         return;
1571 }
1572
1573
1574
1575
1576
1577 static int g_numHiddenFaces, g_numCoinFaces;
1578
1579
1580
1581 /*
1582    CullVectorCompare() - ydnar
1583    compares two vectors with an epsilon
1584  */
1585
1586 #define CULL_EPSILON 0.1f
1587
1588 qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 ){
1589         int i;
1590
1591
1592         for ( i = 0; i < 3; i++ )
1593                 if ( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON ) {
1594                         return qfalse;
1595                 }
1596         return qtrue;
1597 }
1598
1599
1600
1601 /*
1602    SideInBrush() - ydnar
1603    determines if a brushside lies inside another brush
1604  */
1605
1606 qboolean SideInBrush( side_t *side, brush_t *b ){
1607         int i, s;
1608         plane_t     *plane;
1609
1610
1611         /* ignore sides w/o windings or shaders */
1612         if ( side->winding == NULL || side->shaderInfo == NULL ) {
1613                 return qtrue;
1614         }
1615
1616         /* ignore culled sides and translucent brushes */
1617         if ( side->culled == qtrue || ( b->compileFlags & C_TRANSLUCENT ) ) {
1618                 return qfalse;
1619         }
1620
1621         /* side iterator */
1622         for ( i = 0; i < b->numsides; i++ )
1623         {
1624                 /* fail if any sides are caulk */
1625                 if ( b->sides[ i ].compileFlags & C_NODRAW ) {
1626                         return qfalse;
1627                 }
1628
1629                 /* check if side's winding is on or behind the plane */
1630                 plane = &mapplanes[ b->sides[ i ].planenum ];
1631                 s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );
1632                 if ( s == SIDE_FRONT || s == SIDE_CROSS ) {
1633                         return qfalse;
1634                 }
1635         }
1636
1637         /* don't cull autosprite or polygonoffset surfaces */
1638         if ( side->shaderInfo ) {
1639                 if ( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset ) {
1640                         return qfalse;
1641                 }
1642         }
1643
1644         /* inside */
1645         side->culled = qtrue;
1646         g_numHiddenFaces++;
1647         return qtrue;
1648 }
1649
1650
1651 /*
1652    CullSides() - ydnar
1653    culls obscured or buried brushsides from the map
1654  */
1655
1656 void CullSides( entity_t *e ){
1657         int numPoints;
1658         int i, j, k, l, first, second, dir;
1659         winding_t   *w1, *w2;
1660         brush_t *b1, *b2;
1661         side_t      *side1, *side2;
1662
1663
1664         /* note it */
1665         Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
1666
1667         g_numHiddenFaces = 0;
1668         g_numCoinFaces = 0;
1669
1670         /* brush interator 1 */
1671         for ( b1 = e->brushes; b1; b1 = b1->next )
1672         {
1673                 /* sides check */
1674                 if ( b1->numsides < 1 ) {
1675                         continue;
1676                 }
1677
1678                 /* brush iterator 2 */
1679                 for ( b2 = b1->next; b2; b2 = b2->next )
1680                 {
1681                         /* sides check */
1682                         if ( b2->numsides < 1 ) {
1683                                 continue;
1684                         }
1685
1686                         /* original check */
1687                         if ( b1->original == b2->original && b1->original != NULL ) {
1688                                 continue;
1689                         }
1690
1691                         /* bbox check */
1692                         j = 0;
1693                         for ( i = 0; i < 3; i++ )
1694                                 if ( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] ) {
1695                                         j++;
1696                                 }
1697                         if ( j ) {
1698                                 continue;
1699                         }
1700
1701                         /* cull inside sides */
1702                         for ( i = 0; i < b1->numsides; i++ )
1703                                 SideInBrush( &b1->sides[ i ], b2 );
1704                         for ( i = 0; i < b2->numsides; i++ )
1705                                 SideInBrush( &b2->sides[ i ], b1 );
1706
1707                         /* side iterator 1 */
1708                         for ( i = 0; i < b1->numsides; i++ )
1709                         {
1710                                 /* winding check */
1711                                 side1 = &b1->sides[ i ];
1712                                 w1 = side1->winding;
1713                                 if ( w1 == NULL ) {
1714                                         continue;
1715                                 }
1716                                 numPoints = w1->numpoints;
1717                                 if ( side1->shaderInfo == NULL ) {
1718                                         continue;
1719                                 }
1720
1721                                 /* side iterator 2 */
1722                                 for ( j = 0; j < b2->numsides; j++ )
1723                                 {
1724                                         /* winding check */
1725                                         side2 = &b2->sides[ j ];
1726                                         w2 = side2->winding;
1727                                         if ( w2 == NULL ) {
1728                                                 continue;
1729                                         }
1730                                         if ( side2->shaderInfo == NULL ) {
1731                                                 continue;
1732                                         }
1733                                         if ( w1->numpoints != w2->numpoints ) {
1734                                                 continue;
1735                                         }
1736                                         if ( side1->culled == qtrue && side2->culled == qtrue ) {
1737                                                 continue;
1738                                         }
1739
1740                                         /* compare planes */
1741                                         if ( ( side1->planenum & ~0x00000001 ) != ( side2->planenum & ~0x00000001 ) ) {
1742                                                 continue;
1743                                         }
1744
1745                                         /* get autosprite and polygonoffset status */
1746                                         if ( side1->shaderInfo &&
1747                                                  ( side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset ) ) {
1748                                                 continue;
1749                                         }
1750                                         if ( side2->shaderInfo &&
1751                                                  ( side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset ) ) {
1752                                                 continue;
1753                                         }
1754
1755                                         /* find first common point */
1756                                         first = -1;
1757                                         for ( k = 0; k < numPoints; k++ )
1758                                         {
1759                                                 if ( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) ) {
1760                                                         first = k;
1761                                                         k = numPoints;
1762                                                 }
1763                                         }
1764                                         if ( first == -1 ) {
1765                                                 continue;
1766                                         }
1767
1768                                         /* find second common point (regardless of winding order) */
1769                                         second = -1;
1770                                         dir = 0;
1771                                         if ( ( first + 1 ) < numPoints ) {
1772                                                 second = first + 1;
1773                                         }
1774                                         else{
1775                                                 second = 0;
1776                                         }
1777                                         if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
1778                                                 dir = 1;
1779                                         }
1780                                         else
1781                                         {
1782                                                 if ( first > 0 ) {
1783                                                         second = first - 1;
1784                                                 }
1785                                                 else{
1786                                                         second = numPoints - 1;
1787                                                 }
1788                                                 if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
1789                                                         dir = -1;
1790                                                 }
1791                                         }
1792                                         if ( dir == 0 ) {
1793                                                 continue;
1794                                         }
1795
1796                                         /* compare the rest of the points */
1797                                         l = first;
1798                                         for ( k = 0; k < numPoints; k++ )
1799                                         {
1800                                                 if ( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) ) {
1801                                                         k = 100000;
1802                                                 }
1803
1804                                                 l += dir;
1805                                                 if ( l < 0 ) {
1806                                                         l = numPoints - 1;
1807                                                 }
1808                                                 else if ( l >= numPoints ) {
1809                                                         l = 0;
1810                                                 }
1811                                         }
1812                                         if ( k >= 100000 ) {
1813                                                 continue;
1814                                         }
1815
1816                                         /* cull face 1 */
1817                                         if ( !side2->culled && !( side2->compileFlags & C_TRANSLUCENT ) && !( side2->compileFlags & C_NODRAW ) ) {
1818                                                 side1->culled = qtrue;
1819                                                 g_numCoinFaces++;
1820                                         }
1821
1822                                         if ( side1->planenum == side2->planenum && side1->culled == qtrue ) {
1823                                                 continue;
1824                                         }
1825
1826                                         /* cull face 2 */
1827                                         if ( !side1->culled && !( side1->compileFlags & C_TRANSLUCENT ) && !( side1->compileFlags & C_NODRAW ) ) {
1828                                                 side2->culled = qtrue;
1829                                                 g_numCoinFaces++;
1830                                         }
1831                                 }
1832                         }
1833                 }
1834         }
1835
1836         /* emit some stats */
1837         Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
1838         Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
1839 }
1840
1841
1842
1843
1844 /*
1845    ClipSidesIntoTree()
1846
1847    creates side->visibleHull for all visible sides
1848
1849    the drawsurf for a side will consist of the convex hull of
1850    all points in non-opaque clusters, which allows overlaps
1851    to be trimmed off automatically.
1852  */
1853
1854 void ClipSidesIntoTree( entity_t *e, tree_t *tree ){
1855         brush_t     *b;
1856         int i;
1857         winding_t       *w;
1858         side_t          *side, *newSide;
1859         shaderInfo_t    *si;
1860
1861
1862         /* ydnar: cull brush sides */
1863         CullSides( e );
1864
1865         /* note it */
1866         Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
1867
1868         /* walk the brush list */
1869         for ( b = e->brushes; b; b = b->next )
1870         {
1871                 /* walk the brush sides */
1872                 for ( i = 0; i < b->numsides; i++ )
1873                 {
1874                         /* get side */
1875                         side = &b->sides[ i ];
1876                         if ( side->winding == NULL ) {
1877                                 continue;
1878                         }
1879
1880                         /* copy the winding */
1881                         w = CopyWinding( side->winding );
1882                         side->visibleHull = NULL;
1883                         ClipSideIntoTree_r( w, side, tree->headnode );
1884
1885                         /* anything left? */
1886                         w = side->visibleHull;
1887                         if ( w == NULL ) {
1888                                 continue;
1889                         }
1890
1891                         /* shader? */
1892                         si = side->shaderInfo;
1893                         if ( si == NULL ) {
1894                                 continue;
1895                         }
1896
1897                         /* don't create faces for non-visible sides */
1898                         /* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
1899                         if ( ( si->compileFlags & C_NODRAW ) && si->indexed == qfalse && !( si->compileFlags & C_FOG ) ) {
1900                                 continue;
1901                         }
1902
1903                         /* always use the original winding for autosprites and noclip faces */
1904                         if ( si->autosprite || si->noClip ) {
1905                                 w = side->winding;
1906                         }
1907
1908                         /* save this winding as a visible surface */
1909                         DrawSurfaceForSide( e, b, side, w );
1910
1911                         /* make a back side for fog */
1912                         if ( !( si->compileFlags & C_FOG ) ) {
1913                                 continue;
1914                         }
1915
1916                         /* duplicate the up-facing side */
1917                         w = ReverseWinding( w );
1918                         newSide = safe_malloc( sizeof( *side ) );
1919                         *newSide = *side;
1920                         newSide->visibleHull = w;
1921                         newSide->planenum ^= 1;
1922
1923                         /* save this winding as a visible surface */
1924                         DrawSurfaceForSide( e, b, newSide, w );
1925                 }
1926         }
1927 }
1928
1929
1930
1931 /*
1932
1933    this section deals with filtering drawsurfaces into the bsp tree,
1934    adding references to each leaf a surface touches
1935
1936  */
1937
1938 /*
1939    AddReferenceToLeaf() - ydnar
1940    adds a reference to surface ds in the bsp leaf node
1941  */
1942
1943 int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node ){
1944         drawSurfRef_t   *dsr;
1945
1946
1947         /* dummy check */
1948         if ( node->planenum != PLANENUM_LEAF || node->opaque ) {
1949                 return 0;
1950         }
1951
1952         /* try to find an existing reference */
1953         for ( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
1954         {
1955                 if ( dsr->outputNum == numBSPDrawSurfaces ) {
1956                         return 0;
1957                 }
1958         }
1959
1960         /* add a new reference */
1961         dsr = safe_malloc( sizeof( *dsr ) );
1962         dsr->outputNum = numBSPDrawSurfaces;
1963         dsr->nextRef = node->drawSurfReferences;
1964         node->drawSurfReferences = dsr;
1965
1966         /* ydnar: sky/skybox surfaces */
1967         if ( node->skybox ) {
1968                 ds->skybox = qtrue;
1969         }
1970         if ( ds->shaderInfo->compileFlags & C_SKY ) {
1971                 node->sky = qtrue;
1972         }
1973
1974         /* return */
1975         return 1;
1976 }
1977
1978
1979
1980 /*
1981    AddReferenceToTree_r() - ydnar
1982    adds a reference to the specified drawsurface to every leaf in the tree
1983  */
1984
1985 int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox ){
1986         int i, refs = 0;
1987
1988
1989         /* dummy check */
1990         if ( node == NULL ) {
1991                 return 0;
1992         }
1993
1994         /* is this a decision node? */
1995         if ( node->planenum != PLANENUM_LEAF ) {
1996                 /* add to child nodes and return */
1997                 refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );
1998                 refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
1999                 return refs;
2000         }
2001
2002         /* ydnar */
2003         if ( skybox ) {
2004                 /* skybox surfaces only get added to sky leaves */
2005                 if ( !node->sky ) {
2006                         return 0;
2007                 }
2008
2009                 /* increase the leaf bounds */
2010                 for ( i = 0; i < ds->numVerts; i++ )
2011                         AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );
2012         }
2013
2014         /* add a reference */
2015         return AddReferenceToLeaf( ds, node );
2016 }
2017
2018
2019
2020 /*
2021    FilterPointIntoTree_r() - ydnar
2022    filters a single point from a surface into the tree
2023  */
2024
2025 int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node ){
2026         float d;
2027         plane_t         *plane;
2028         int refs = 0;
2029
2030
2031         /* is this a decision node? */
2032         if ( node->planenum != PLANENUM_LEAF ) {
2033                 /* classify the point in relation to the plane */
2034                 plane = &mapplanes[ node->planenum ];
2035                 d = DotProduct( point, plane->normal ) - plane->dist;
2036
2037                 /* filter by this plane */
2038                 refs = 0;
2039                 if ( d >= -ON_EPSILON ) {
2040                         refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );
2041                 }
2042                 if ( d <= ON_EPSILON ) {
2043                         refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
2044                 }
2045
2046                 /* return */
2047                 return refs;
2048         }
2049
2050         /* add a reference */
2051         return AddReferenceToLeaf( ds, node );
2052 }
2053
2054 /*
2055    FilterPointConvexHullIntoTree_r() - ydnar
2056    filters the convex hull of multiple points from a surface into the tree
2057  */
2058
2059 int FilterPointConvexHullIntoTree_r( vec3_t **points, int npoints, mapDrawSurface_t *ds, node_t *node ){
2060         float d, dmin, dmax;
2061         plane_t         *plane;
2062         int refs = 0;
2063         int i;
2064
2065         if ( !points ) {
2066                 return 0;
2067         }
2068
2069         /* is this a decision node? */
2070         if ( node->planenum != PLANENUM_LEAF ) {
2071                 /* classify the point in relation to the plane */
2072                 plane = &mapplanes[ node->planenum ];
2073
2074                 dmin = dmax = DotProduct( *( points[0] ), plane->normal ) - plane->dist;
2075                 for ( i = 1; i < npoints; ++i )
2076                 {
2077                         d = DotProduct( *( points[i] ), plane->normal ) - plane->dist;
2078                         if ( d > dmax ) {
2079                                 dmax = d;
2080                         }
2081                         if ( d < dmin ) {
2082                                 dmin = d;
2083                         }
2084                 }
2085
2086                 /* filter by this plane */
2087                 refs = 0;
2088                 if ( dmax >= -ON_EPSILON ) {
2089                         refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 0 ] );
2090                 }
2091                 if ( dmin <= ON_EPSILON ) {
2092                         refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 1 ] );
2093                 }
2094
2095                 /* return */
2096                 return refs;
2097         }
2098
2099         /* add a reference */
2100         return AddReferenceToLeaf( ds, node );
2101 }
2102
2103
2104 /*
2105    FilterWindingIntoTree_r() - ydnar
2106    filters a winding from a drawsurface into the tree
2107  */
2108
2109 int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node ){
2110         int i, refs = 0;
2111         plane_t         *p1;
2112         vec4_t plane1;
2113         winding_t       *fat, *front, *back;
2114         shaderInfo_t    *si;
2115
2116
2117         /* get shaderinfo */
2118         si = ds->shaderInfo;
2119
2120         /* ydnar: is this the head node? */
2121         if ( node->parent == NULL && si != NULL &&
2122                  ( si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
2123                    si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
2124                    si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f ) ) {
2125                 static qboolean warned = qfalse;
2126                 if ( !warned ) {
2127                         Sys_Printf( "WARNING: this map uses the deformVertexes move hack\n" );
2128                         warned = qtrue;
2129                 }
2130
2131                 /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
2132                 /* note this winding is completely invalid (concave, nonplanar, etc) */
2133                 fat = AllocWinding( w->numpoints * 3 + 3 );
2134                 fat->numpoints = w->numpoints * 3 + 3;
2135                 for ( i = 0; i < w->numpoints; i++ )
2136                 {
2137                         VectorCopy( w->p[ i ], fat->p[ i ] );
2138                         VectorAdd( w->p[ i ], si->mins, fat->p[ i + ( w->numpoints + 1 ) ] );
2139                         VectorAdd( w->p[ i ], si->maxs, fat->p[ i + ( w->numpoints + 1 ) * 2 ] );
2140                 }
2141                 VectorCopy( w->p[ 0 ], fat->p[ i ] );
2142                 VectorAdd( w->p[ 0 ], si->mins, fat->p[ i + w->numpoints ] );
2143                 VectorAdd( w->p[ 0 ], si->maxs, fat->p[ i + w->numpoints * 2 ] );
2144
2145                 /*
2146                  * note: this winding is STILL not suitable for ClipWindingEpsilon, and
2147                  * also does not really fulfill the intention as it only contains
2148                  * origin, +mins, +maxs, but thanks to the "closing" points I just
2149                  * added to the three sub-windings, the fattening at least doesn't make
2150                  * it worse
2151                  */
2152
2153                 FreeWinding( w );
2154                 w = fat;
2155         }
2156
2157         /* is this a decision node? */
2158         if ( node->planenum != PLANENUM_LEAF ) {
2159                 /* get node plane */
2160                 p1 = &mapplanes[ node->planenum ];
2161                 VectorCopy( p1->normal, plane1 );
2162                 plane1[ 3 ] = p1->dist;
2163
2164                 /* check if surface is planar */
2165                 if ( ds->planeNum >= 0 ) {
2166                         #if 0
2167                         plane_t *p2;
2168                         vec4_t plane2;
2169
2170                         /* get surface plane */
2171                         p2 = &mapplanes[ ds->planeNum ];
2172                         VectorCopy( p2->normal, plane2 );
2173                         plane2[ 3 ] = p2->dist;
2174
2175                         /* div0: this is the plague (inaccurate) */
2176                         vec4_t reverse;
2177
2178                         /* invert surface plane */
2179                         VectorSubtract( vec3_origin, plane2, reverse );
2180                         reverse[ 3 ] = -plane2[ 3 ];
2181
2182                         /* compare planes */
2183                         if ( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f ) {
2184                                 return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2185                         }
2186                         if ( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f ) {
2187                                 return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2188                         }
2189                         #else
2190                         /* div0: this is the cholera (doesn't hit enough) */
2191
2192                         /* the drawsurf might have an associated plane, if so, force a filter here */
2193                         if ( ds->planeNum == node->planenum ) {
2194                                 return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2195                         }
2196                         if ( ds->planeNum == ( node->planenum ^ 1 ) ) {
2197                                 return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2198                         }
2199                         #endif
2200                 }
2201
2202                 /* clip the winding by this plane */
2203                 ClipWindingEpsilonStrict( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back ); /* strict; we handle the "winding disappeared" case */
2204
2205                 /* filter by this plane */
2206                 refs = 0;
2207                 if ( front == NULL && back == NULL ) {
2208                         /* same plane, this is an ugly hack */
2209                         /* but better too many than too few refs */
2210                         refs += FilterWindingIntoTree_r( CopyWinding( w ), ds, node->children[ 0 ] );
2211                         refs += FilterWindingIntoTree_r( CopyWinding( w ), ds, node->children[ 1 ] );
2212                 }
2213                 if ( front != NULL ) {
2214                         refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
2215                 }
2216                 if ( back != NULL ) {
2217                         refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
2218                 }
2219                 FreeWinding( w );
2220
2221                 /* return */
2222                 return refs;
2223         }
2224
2225         /* add a reference */
2226         return AddReferenceToLeaf( ds, node );
2227 }
2228
2229
2230
2231 /*
2232    FilterFaceIntoTree()
2233    filters a planar winding face drawsurface into the bsp tree
2234  */
2235
2236 int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2237         winding_t   *w;
2238         int refs = 0;
2239
2240
2241         /* make a winding and filter it into the tree */
2242         w = WindingFromDrawSurf( ds );
2243         refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
2244
2245         /* return */
2246         return refs;
2247 }
2248
2249
2250
2251 /*
2252    FilterPatchIntoTree()
2253    subdivides a patch into an approximate curve and filters it into the tree
2254  */
2255
2256 #define FILTER_SUBDIVISION      8
2257
2258 static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2259         int x, y, refs = 0;
2260
2261         for ( y = 0; y + 2 < ds->patchHeight; y += 2 )
2262                 for ( x = 0; x + 2 < ds->patchWidth; x += 2 )
2263                 {
2264                         vec3_t *points[9];
2265                         points[0] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 0 )].xyz;
2266                         points[1] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 1 )].xyz;
2267                         points[2] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 2 )].xyz;
2268                         points[3] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 0 )].xyz;
2269                         points[4] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 1 )].xyz;
2270                         points[5] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 2 )].xyz;
2271                         points[6] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 0 )].xyz;
2272                         points[7] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 1 )].xyz;
2273                         points[8] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 2 )].xyz;
2274                         refs += FilterPointConvexHullIntoTree_r( points, 9, ds, tree->headnode );
2275                 }
2276
2277         return refs;
2278 }
2279
2280
2281
2282 /*
2283    FilterTrianglesIntoTree()
2284    filters a triangle surface (meta, model) into the bsp
2285  */
2286
2287 static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2288         int i, refs;
2289         winding_t   *w;
2290
2291
2292         /* ydnar: gs mods: this was creating bogus triangles before */
2293         refs = 0;
2294         for ( i = 0; i < ds->numIndexes; i += 3 )
2295         {
2296                 /* error check */
2297                 if ( ds->indexes[ i ] >= ds->numVerts ||
2298                          ds->indexes[ i + 1 ] >= ds->numVerts ||
2299                          ds->indexes[ i + 2 ] >= ds->numVerts ) {
2300                         Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2301                 }
2302
2303                 /* make a triangle winding and filter it into the tree */
2304                 w = AllocWinding( 3 );
2305                 w->numpoints = 3;
2306                 VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2307                 VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2308                 VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2309                 refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2310         }
2311
2312         /* use point filtering as well */
2313         for ( i = 0; i < ds->numVerts; i++ )
2314                 refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
2315
2316         return refs;
2317 }
2318
2319
2320
2321 /*
2322    FilterFoliageIntoTree()
2323    filters a foliage surface (wolf et/splash damage)
2324  */
2325
2326 static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2327         int f, i, refs;
2328         bspDrawVert_t   *instance;
2329         vec3_t xyz;
2330         winding_t       *w;
2331
2332
2333         /* walk origin list */
2334         refs = 0;
2335         for ( f = 0; f < ds->numFoliageInstances; f++ )
2336         {
2337                 /* get instance */
2338                 instance = ds->verts + ds->patchHeight + f;
2339
2340                 /* walk triangle list */
2341                 for ( i = 0; i < ds->numIndexes; i += 3 )
2342                 {
2343                         /* error check */
2344                         if ( ds->indexes[ i ] >= ds->numVerts ||
2345                                  ds->indexes[ i + 1 ] >= ds->numVerts ||
2346                                  ds->indexes[ i + 2 ] >= ds->numVerts ) {
2347                                 Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2348                         }
2349
2350                         /* make a triangle winding and filter it into the tree */
2351                         w = AllocWinding( 3 );
2352                         w->numpoints = 3;
2353                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2354                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2355                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2356                         refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2357                 }
2358
2359                 /* use point filtering as well */
2360                 for ( i = 0; i < ( ds->numVerts - ds->numFoliageInstances ); i++ )
2361                 {
2362                         VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );
2363                         refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
2364                 }
2365         }
2366
2367         return refs;
2368 }
2369
2370
2371
2372 /*
2373    FilterFlareIntoTree()
2374    simple point filtering for flare surfaces
2375  */
2376 static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2377         return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );
2378 }
2379
2380
2381
2382 /*
2383    EmitDrawVerts() - ydnar
2384    emits bsp drawverts from a map drawsurface
2385  */
2386
2387 void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
2388         int i, k;
2389         bspDrawVert_t   *dv;
2390         shaderInfo_t    *si;
2391         float offset;
2392
2393
2394         /* get stuff */
2395         si = ds->shaderInfo;
2396         offset = si->offset;
2397
2398         /* copy the verts */
2399         out->firstVert = numBSPDrawVerts;
2400         out->numVerts = ds->numVerts;
2401         for ( i = 0; i < ds->numVerts; i++ )
2402         {
2403                 /* allocate a new vert */
2404                 IncDrawVerts();
2405                 dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
2406
2407                 /* copy it */
2408                 memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
2409
2410                 /* offset? */
2411                 if ( offset != 0.0f ) {
2412                         VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
2413                 }
2414
2415                 /* expand model bounds
2416                    necessary because of misc_model surfaces on entities
2417                    note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
2418                 if ( numBSPModels > 0 ) {
2419                         AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
2420                 }
2421
2422                 /* debug color? */
2423                 if ( debugSurfaces ) {
2424                         for ( k = 0; k < MAX_LIGHTMAPS; k++ )
2425                                 VectorCopy( debugColors[ ( ds - mapDrawSurfs ) % 12 ], dv->color[ k ] );
2426                 }
2427         }
2428 }
2429
2430
2431
2432 /*
2433    FindDrawIndexes() - ydnar
2434    this attempts to find a run of indexes in the bsp that match the given indexes
2435    this tends to reduce the size of the bsp index pool by 1/3 or more
2436    returns numIndexes + 1 if the search failed
2437  */
2438
2439 int FindDrawIndexes( int numIndexes, int *indexes ){
2440         int i, j, numTestIndexes;
2441
2442
2443         /* dummy check */
2444         if ( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL ) {
2445                 return numBSPDrawIndexes;
2446         }
2447
2448         /* set limit */
2449         numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
2450
2451         /* handle 3 indexes as a special case for performance */
2452         if ( numIndexes == 3 ) {
2453                 /* run through all indexes */
2454                 for ( i = 0; i < numTestIndexes; i++ )
2455                 {
2456                         /* test 3 indexes */
2457                         if ( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2458                                  indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2459                                  indexes[ 2 ] == bspDrawIndexes[ i + 2 ] ) {
2460                                 numRedundantIndexes += numIndexes;
2461                                 return i;
2462                         }
2463                 }
2464
2465                 /* failed */
2466                 return numBSPDrawIndexes;
2467         }
2468
2469         /* handle 4 or more indexes */
2470         for ( i = 0; i < numTestIndexes; i++ )
2471         {
2472                 /* test first 4 indexes */
2473                 if ( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2474                          indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2475                          indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
2476                          indexes[ 3 ] == bspDrawIndexes[ i + 3 ] ) {
2477                         /* handle 4 indexes */
2478                         if ( numIndexes == 4 ) {
2479                                 return i;
2480                         }
2481
2482                         /* test the remainder */
2483                         for ( j = 4; j < numIndexes; j++ )
2484                         {
2485                                 if ( indexes[ j ] != bspDrawIndexes[ i + j ] ) {
2486                                         break;
2487                                 }
2488                                 else if ( j == ( numIndexes - 1 ) ) {
2489                                         numRedundantIndexes += numIndexes;
2490                                         return i;
2491                                 }
2492                         }
2493                 }
2494         }
2495
2496         /* failed */
2497         return numBSPDrawIndexes;
2498 }
2499
2500
2501
2502 /*
2503    EmitDrawIndexes() - ydnar
2504    attempts to find an existing run of drawindexes before adding new ones
2505  */
2506
2507 void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
2508         int i;
2509
2510
2511         /* attempt to use redundant indexing */
2512         out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
2513         out->numIndexes = ds->numIndexes;
2514         if ( out->firstIndex == numBSPDrawIndexes ) {
2515                 /* copy new unique indexes */
2516                 for ( i = 0; i < ds->numIndexes; i++ )
2517                 {
2518                         AUTOEXPAND_BY_REALLOC_BSP( DrawIndexes, 1024 );
2519                         bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];
2520
2521                         /* validate the index */
2522                         if ( ds->type != SURFACE_PATCH ) {
2523                                 if ( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts ) {
2524                                         Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",
2525                                                                 numBSPDrawSurfaces,
2526                                                                 ds->shaderInfo->shader,
2527                                                                 bspDrawIndexes[ numBSPDrawIndexes ],
2528                                                                 i );
2529                                         bspDrawIndexes[ numBSPDrawIndexes ] = 0;
2530                                 }
2531                         }
2532
2533                         /* increment index count */
2534                         numBSPDrawIndexes++;
2535                 }
2536         }
2537 }
2538
2539
2540
2541
2542 /*
2543    EmitFlareSurface()
2544    emits a bsp flare drawsurface
2545  */
2546
2547 void EmitFlareSurface( mapDrawSurface_t *ds ){
2548         int i;
2549         bspDrawSurface_t        *out;
2550
2551
2552         /* ydnar: nuking useless flare drawsurfaces */
2553         if ( emitFlares == qfalse && ds->type != SURFACE_SHADER ) {
2554                 return;
2555         }
2556
2557         /* limit check */
2558         if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
2559                 Error( "MAX_MAP_DRAW_SURFS" );
2560         }
2561
2562         /* allocate a new surface */
2563         if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
2564                 Error( "MAX_MAP_DRAW_SURFS" );
2565         }
2566         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2567         ds->outputNum = numBSPDrawSurfaces;
2568         numBSPDrawSurfaces++;
2569         memset( out, 0, sizeof( *out ) );
2570
2571         /* set it up */
2572         out->surfaceType = MST_FLARE;
2573         out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2574         out->fogNum = ds->fogNum;
2575
2576         /* RBSP */
2577         for ( i = 0; i < MAX_LIGHTMAPS; i++ )
2578         {
2579                 out->lightmapNum[ i ] = -3;
2580                 out->lightmapStyles[ i ] = LS_NONE;
2581                 out->vertexStyles[ i ] = LS_NONE;
2582         }
2583         out->lightmapStyles[ 0 ] = ds->lightStyle;
2584         out->vertexStyles[ 0 ] = ds->lightStyle;
2585
2586         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );          /* origin */
2587         VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );    /* color */
2588         VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2589         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );    /* normal */
2590
2591         /* add to count */
2592         numSurfacesByType[ ds->type ]++;
2593 }
2594
2595 /*
2596    EmitPatchSurface()
2597    emits a bsp patch drawsurface
2598  */
2599
2600 void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds ){
2601         int i, j;
2602         bspDrawSurface_t    *out;
2603         int surfaceFlags, contentFlags;
2604         int forcePatchMeta;
2605
2606         /* vortex: _patchMeta support */
2607         forcePatchMeta = IntForKey( e, "_patchMeta" );
2608         if ( !forcePatchMeta ) {
2609                 forcePatchMeta = IntForKey( e, "patchMeta" );
2610         }
2611
2612         /* invert the surface if necessary */
2613         if ( ds->backSide || ds->shaderInfo->invert ) {
2614                 bspDrawVert_t   *dv1, *dv2, temp;
2615
2616                 /* walk the verts, flip the normal */
2617                 for ( i = 0; i < ds->numVerts; i++ )
2618                         VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2619
2620                 /* walk the verts again, but this time reverse their order */
2621                 for ( j = 0; j < ds->patchHeight; j++ )
2622                 {
2623                         for ( i = 0; i < ( ds->patchWidth / 2 ); i++ )
2624                         {
2625                                 dv1 = &ds->verts[ j * ds->patchWidth + i ];
2626                                 dv2 = &ds->verts[ j * ds->patchWidth + ( ds->patchWidth - i - 1 ) ];
2627                                 memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );
2628                                 memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );
2629                                 memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
2630                         }
2631                 }
2632
2633                 /* invert facing */
2634                 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2635         }
2636
2637         /* allocate a new surface */
2638         if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
2639                 Error( "MAX_MAP_DRAW_SURFS" );
2640         }
2641         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2642         ds->outputNum = numBSPDrawSurfaces;
2643         numBSPDrawSurfaces++;
2644         memset( out, 0, sizeof( *out ) );
2645
2646         /* set it up */
2647         out->surfaceType = MST_PATCH;
2648         if ( debugSurfaces ) {
2649                 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2650         }
2651         else if ( patchMeta || forcePatchMeta ) {
2652                 /* patch meta requires that we have nodraw patches for collision */
2653                 surfaceFlags = ds->shaderInfo->surfaceFlags;
2654                 contentFlags = ds->shaderInfo->contentFlags;
2655                 ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
2656                 ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
2657
2658                 /* we don't want this patch getting lightmapped */
2659                 VectorClear( ds->lightmapVecs[ 2 ] );
2660                 VectorClear( ds->lightmapAxis );
2661                 ds->sampleSize = 0;
2662
2663                 /* emit the new fake shader */
2664                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
2665         }
2666         else{
2667                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2668         }
2669         out->patchWidth = ds->patchWidth;
2670         out->patchHeight = ds->patchHeight;
2671         out->fogNum = ds->fogNum;
2672
2673         /* RBSP */
2674         for ( i = 0; i < MAX_LIGHTMAPS; i++ )
2675         {
2676                 out->lightmapNum[ i ] = -3;
2677                 out->lightmapStyles[ i ] = LS_NONE;
2678                 out->vertexStyles[ i ] = LS_NONE;
2679         }
2680         out->lightmapStyles[ 0 ] = LS_NORMAL;
2681         out->vertexStyles[ 0 ] = LS_NORMAL;
2682
2683         /* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
2684         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2685         VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
2686         VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
2687         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2688
2689         /* ydnar: gs mods: clear out the plane normal */
2690         if ( ds->planar == qfalse ) {
2691                 VectorClear( out->lightmapVecs[ 2 ] );
2692         }
2693
2694         /* emit the verts and indexes */
2695         EmitDrawVerts( ds, out );
2696         EmitDrawIndexes( ds, out );
2697
2698         /* add to count */
2699         numSurfacesByType[ ds->type ]++;
2700 }
2701
2702 /*
2703    OptimizeTriangleSurface() - ydnar
2704    optimizes the vertex/index data in a triangle surface
2705  */
2706
2707 #define VERTEX_CACHE_SIZE   16
2708
2709 static void OptimizeTriangleSurface( mapDrawSurface_t *ds ){
2710         int i, j, k, temp, first, best, bestScore, score;
2711         int vertexCache[ VERTEX_CACHE_SIZE + 1 ];       /* one more for optimizing insert */
2712         int     *indexes;
2713
2714
2715         /* certain surfaces don't get optimized */
2716         if ( ds->numIndexes <= VERTEX_CACHE_SIZE ||
2717                  ds->shaderInfo->autosprite ) {
2718                 return;
2719         }
2720
2721         /* create index scratch pad */
2722         indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
2723         memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
2724
2725         /* setup */
2726         for ( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
2727                 vertexCache[ i ] = indexes[ i ];
2728
2729         /* add triangles in a vertex cache-aware order */
2730         for ( i = 0; i < ds->numIndexes; i += 3 )
2731         {
2732                 /* find best triangle given the current vertex cache */
2733                 first = -1;
2734                 best = -1;
2735                 bestScore = -1;
2736                 for ( j = 0; j < ds->numIndexes; j += 3 )
2737                 {
2738                         /* valid triangle? */
2739                         if ( indexes[ j ] != -1 ) {
2740                                 /* set first if necessary */
2741                                 if ( first < 0 ) {
2742                                         first = j;
2743                                 }
2744
2745                                 /* score the triangle */
2746                                 score = 0;
2747                                 for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2748                                 {
2749                                         if ( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] ) {
2750                                                 score++;
2751                                         }
2752                                 }
2753
2754                                 /* better triangle? */
2755                                 if ( score > bestScore ) {
2756                                         bestScore = score;
2757                                         best = j;
2758                                 }
2759
2760                                 /* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
2761                                 if ( score == 3 ) {
2762                                         break;
2763                                 }
2764                         }
2765                 }
2766
2767                 /* check if no decent triangle was found, and use first available */
2768                 if ( best < 0 ) {
2769                         best = first;
2770                 }
2771
2772                 /* valid triangle? */
2773                 if ( best >= 0 ) {
2774                         /* add triangle to vertex cache */
2775                         for ( j = 0; j < 3; j++ )
2776                         {
2777                                 for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2778                                 {
2779                                         if ( indexes[ best + j ] == vertexCache[ k ] ) {
2780                                                 break;
2781                                         }
2782                                 }
2783
2784                                 if ( k >= VERTEX_CACHE_SIZE ) {
2785                                         /* pop off top of vertex cache */
2786                                         for ( k = VERTEX_CACHE_SIZE; k > 0; k-- )
2787                                                 vertexCache[ k ] = vertexCache[ k - 1 ];
2788
2789                                         /* add vertex */
2790                                         vertexCache[ 0 ] = indexes[ best + j ];
2791                                 }
2792                         }
2793
2794                         /* add triangle to surface */
2795                         ds->indexes[ i ] = indexes[ best ];
2796                         ds->indexes[ i + 1 ] = indexes[ best + 1 ];
2797                         ds->indexes[ i + 2 ] = indexes[ best + 2 ];
2798
2799                         /* clear from input pool */
2800                         indexes[ best ] = -1;
2801                         indexes[ best + 1 ] = -1;
2802                         indexes[ best + 2 ] = -1;
2803
2804                         /* sort triangle windings (312 -> 123) */
2805                         while ( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
2806                         {
2807                                 temp = ds->indexes[ i ];
2808                                 ds->indexes[ i ] = ds->indexes[ i + 1 ];
2809                                 ds->indexes[ i + 1 ] = ds->indexes[ i + 2 ];
2810                                 ds->indexes[ i + 2 ] = temp;
2811                         }
2812                 }
2813         }
2814
2815         /* clean up */
2816         free( indexes );
2817 }
2818
2819
2820
2821 /*
2822    EmitTriangleSurface()
2823    creates a bsp drawsurface from arbitrary triangle surfaces
2824  */
2825
2826 void EmitTriangleSurface( mapDrawSurface_t *ds ){
2827         int i, temp;
2828         bspDrawSurface_t        *out;
2829
2830         /* invert the surface if necessary */
2831         if ( ds->backSide || ds->shaderInfo->invert ) {
2832                 /* walk the indexes, reverse the triangle order */
2833                 for ( i = 0; i < ds->numIndexes; i += 3 )
2834                 {
2835                         temp = ds->indexes[ i ];
2836                         ds->indexes[ i ] = ds->indexes[ i + 1 ];
2837                         ds->indexes[ i + 1 ] = temp;
2838                 }
2839
2840                 /* walk the verts, flip the normal */
2841                 for ( i = 0; i < ds->numVerts; i++ )
2842                         VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2843
2844                 /* invert facing */
2845                 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2846         }
2847
2848         /* allocate a new surface */
2849         if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
2850                 Error( "MAX_MAP_DRAW_SURFS" );
2851         }
2852         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2853         ds->outputNum = numBSPDrawSurfaces;
2854         numBSPDrawSurfaces++;
2855         memset( out, 0, sizeof( *out ) );
2856
2857         /* ydnar/sd: handle wolf et foliage surfaces */
2858         if ( ds->type == SURFACE_FOLIAGE ) {
2859                 out->surfaceType = MST_FOLIAGE;
2860         }
2861
2862         /* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
2863         //%     else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
2864         else if ( ( VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse ) ||
2865                           ds->type == SURFACE_TRIANGLES ||
2866                           ds->type == SURFACE_FOGHULL ||
2867                           ds->numVerts > maxLMSurfaceVerts ||
2868                           debugSurfaces ) {
2869                 out->surfaceType = MST_TRIANGLE_SOUP;
2870         }
2871
2872         /* set to a planar face */
2873         else{
2874                 out->surfaceType = MST_PLANAR;
2875         }
2876
2877         /* set it up */
2878         if ( debugSurfaces ) {
2879                 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2880         }
2881         else{
2882                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2883         }
2884         out->patchWidth = ds->patchWidth;
2885         out->patchHeight = ds->patchHeight;
2886         out->fogNum = ds->fogNum;
2887
2888         /* debug inset (push each triangle vertex towards the center of each triangle it is on */
2889         if ( debugInset ) {
2890                 bspDrawVert_t   *a, *b, *c;
2891                 vec3_t cent, dir;
2892
2893
2894                 /* walk triangle list */
2895                 for ( i = 0; i < ds->numIndexes; i += 3 )
2896                 {
2897                         /* get verts */
2898                         a = &ds->verts[ ds->indexes[ i ] ];
2899                         b = &ds->verts[ ds->indexes[ i + 1 ] ];
2900                         c = &ds->verts[ ds->indexes[ i + 2 ] ];
2901
2902                         /* calculate centroid */
2903                         VectorCopy( a->xyz, cent );
2904                         VectorAdd( cent, b->xyz, cent );
2905                         VectorAdd( cent, c->xyz, cent );
2906                         VectorScale( cent, 1.0f / 3.0f, cent );
2907
2908                         /* offset each vertex */
2909                         VectorSubtract( cent, a->xyz, dir );
2910                         VectorNormalize( dir, dir );
2911                         VectorAdd( a->xyz, dir, a->xyz );
2912                         VectorSubtract( cent, b->xyz, dir );
2913                         VectorNormalize( dir, dir );
2914                         VectorAdd( b->xyz, dir, b->xyz );
2915                         VectorSubtract( cent, c->xyz, dir );
2916                         VectorNormalize( dir, dir );
2917                         VectorAdd( c->xyz, dir, c->xyz );
2918                 }
2919         }
2920
2921         /* RBSP */
2922         for ( i = 0; i < MAX_LIGHTMAPS; i++ )
2923         {
2924                 out->lightmapNum[ i ] = -3;
2925                 out->lightmapStyles[ i ] = LS_NONE;
2926                 out->vertexStyles[ i ] = LS_NONE;
2927         }
2928         out->lightmapStyles[ 0 ] = LS_NORMAL;
2929         out->vertexStyles[ 0 ] = LS_NORMAL;
2930
2931         /* lightmap vectors (lod bounds for patches */
2932         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2933         VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
2934         VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2935         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2936
2937         /* ydnar: gs mods: clear out the plane normal */
2938         if ( ds->planar == qfalse ) {
2939                 VectorClear( out->lightmapVecs[ 2 ] );
2940         }
2941
2942         /* optimize the surface's triangles */
2943         OptimizeTriangleSurface( ds );
2944
2945         /* emit the verts and indexes */
2946         EmitDrawVerts( ds, out );
2947         EmitDrawIndexes( ds, out );
2948
2949         /* add to count */
2950         numSurfacesByType[ ds->type ]++;
2951 }
2952
2953
2954
2955 /*
2956    EmitFaceSurface()
2957    emits a bsp planar winding (brush face) drawsurface
2958  */
2959
2960 static void EmitFaceSurface( mapDrawSurface_t *ds ){
2961         /* strip/fan finding was moved elsewhere */
2962         if ( maxAreaFaceSurface ) {
2963                 MaxAreaFaceSurface( ds );
2964         }
2965         else{
2966                 StripFaceSurface( ds );
2967         }
2968         EmitTriangleSurface( ds );
2969 }
2970
2971
2972 /*
2973    MakeDebugPortalSurfs_r() - ydnar
2974    generates drawsurfaces for passable portals in the bsp
2975  */
2976
2977 static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si ){
2978         int i, k, c, s;
2979         portal_t            *p;
2980         winding_t           *w;
2981         mapDrawSurface_t    *ds;
2982         bspDrawVert_t       *dv;
2983
2984
2985         /* recurse if decision node */
2986         if ( node->planenum != PLANENUM_LEAF ) {
2987                 MakeDebugPortalSurfs_r( node->children[ 0 ], si );
2988                 MakeDebugPortalSurfs_r( node->children[ 1 ], si );
2989                 return;
2990         }
2991
2992         /* don't bother with opaque leaves */
2993         if ( node->opaque ) {
2994                 return;
2995         }
2996
2997         /* walk the list of portals */
2998         for ( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
2999         {
3000                 /* get winding and side even/odd */
3001                 w = p->winding;
3002                 s = ( p->nodes[ 1 ] == node );
3003
3004                 /* is this a valid portal for this leaf? */
3005                 if ( w && p->nodes[ 0 ] == node ) {
3006                         /* is this portal passable? */
3007                         if ( PortalPassable( p ) == qfalse ) {
3008                                 continue;
3009                         }
3010
3011                         /* check max points */
3012                         if ( w->numpoints > 64 ) {
3013                                 Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
3014                         }
3015
3016                         /* allocate a drawsurface */
3017                         ds = AllocDrawSurface( SURFACE_FACE );
3018                         ds->shaderInfo = si;
3019                         ds->planar = qtrue;
3020                         ds->sideRef = AllocSideRef( p->side, NULL );
3021                         ds->planeNum = FindFloatPlane( p->plane.normal, p->plane.dist, 0, NULL );
3022                         VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );
3023                         ds->fogNum = -1;
3024                         ds->numVerts = w->numpoints;
3025                         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
3026                         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
3027
3028                         /* walk the winding */
3029                         for ( i = 0; i < ds->numVerts; i++ )
3030                         {
3031                                 /* get vert */
3032                                 dv = ds->verts + i;
3033
3034                                 /* set it */
3035                                 VectorCopy( w->p[ i ], dv->xyz );
3036                                 VectorCopy( p->plane.normal, dv->normal );
3037                                 dv->st[ 0 ] = 0;
3038                                 dv->st[ 1 ] = 0;
3039                                 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
3040                                 {
3041                                         VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );
3042                                         dv->color[ k ][ 3 ] = 32;
3043                                 }
3044                         }
3045                 }
3046         }
3047 }
3048
3049
3050
3051 /*
3052    MakeDebugPortalSurfs() - ydnar
3053    generates drawsurfaces for passable portals in the bsp
3054  */
3055
3056 void MakeDebugPortalSurfs( tree_t *tree ){
3057         shaderInfo_t    *si;
3058
3059
3060         /* note it */
3061         Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
3062
3063         /* get portal debug shader */
3064         si = ShaderInfoForShader( "debugportals" );
3065
3066         /* walk the tree */
3067         MakeDebugPortalSurfs_r( tree->headnode, si );
3068 }
3069
3070
3071
3072 /*
3073    MakeFogHullSurfs()
3074    generates drawsurfaces for a foghull (this MUST use a sky shader)
3075  */
3076
3077 void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader ){
3078         shaderInfo_t        *si;
3079         mapDrawSurface_t    *ds;
3080         vec3_t fogMins, fogMaxs;
3081         int i, indexes[] =
3082         {
3083                 0, 1, 2, 0, 2, 3,
3084                 4, 7, 5, 5, 7, 6,
3085                 1, 5, 6, 1, 6, 2,
3086                 0, 4, 5, 0, 5, 1,
3087                 2, 6, 7, 2, 7, 3,
3088                 3, 7, 4, 3, 4, 0
3089         };
3090
3091
3092         /* dummy check */
3093         if ( shader == NULL || shader[ 0 ] == '\0' ) {
3094                 return;
3095         }
3096
3097         /* note it */
3098         Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
3099
3100         /* get hull bounds */
3101         VectorCopy( mapMins, fogMins );
3102         VectorCopy( mapMaxs, fogMaxs );
3103         for ( i = 0; i < 3; i++ )
3104         {
3105                 fogMins[ i ] -= 128;
3106                 fogMaxs[ i ] += 128;
3107         }
3108
3109         /* get foghull shader */
3110         si = ShaderInfoForShader( shader );
3111
3112         /* allocate a drawsurface */
3113         ds = AllocDrawSurface( SURFACE_FOGHULL );
3114         ds->shaderInfo = si;
3115         ds->fogNum = -1;
3116         ds->numVerts = 8;
3117         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
3118         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
3119         ds->numIndexes = 36;
3120         ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
3121         memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
3122
3123         /* set verts */
3124         VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
3125         VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
3126         VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
3127         VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
3128
3129         VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
3130         VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
3131         VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
3132         VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
3133
3134         /* set indexes */
3135         memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
3136 }
3137
3138
3139
3140 /*
3141    BiasSurfaceTextures()
3142    biases a surface's texcoords as close to 0 as possible
3143  */
3144
3145 void BiasSurfaceTextures( mapDrawSurface_t *ds ){
3146         int i;
3147
3148
3149         /* calculate the surface texture bias */
3150         CalcSurfaceTextureRange( ds );
3151
3152         /* don't bias globaltextured shaders */
3153         if ( ds->shaderInfo->globalTexture ) {
3154                 return;
3155         }
3156
3157         /* bias the texture coordinates */
3158         for ( i = 0; i < ds->numVerts; i++ )
3159         {
3160                 ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];
3161                 ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];
3162         }
3163 }
3164
3165
3166
3167 /*
3168    AddSurfaceModelsToTriangle_r()
3169    adds models to a specified triangle, returns the number of models added
3170  */
3171
3172 int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri ){
3173         bspDrawVert_t mid, *tri2[ 3 ];
3174         int max, n, localNumSurfaceModels;
3175
3176
3177         /* init */
3178         localNumSurfaceModels = 0;
3179
3180         /* subdivide calc */
3181         {
3182                 int i;
3183                 float       *a, *b, dx, dy, dz, dist, maxDist;
3184
3185
3186                 /* find the longest edge and split it */
3187                 max = -1;
3188                 maxDist = 0.0f;
3189                 for ( i = 0; i < 3; i++ )
3190                 {
3191                         /* get verts */
3192                         a = tri[ i ]->xyz;
3193                         b = tri[ ( i + 1 ) % 3 ]->xyz;
3194
3195                         /* get dists */
3196                         dx = a[ 0 ] - b[ 0 ];
3197                         dy = a[ 1 ] - b[ 1 ];
3198                         dz = a[ 2 ] - b[ 2 ];
3199                         dist = ( dx * dx ) + ( dy * dy ) + ( dz * dz );
3200
3201                         /* longer? */
3202                         if ( dist > maxDist ) {
3203                                 maxDist = dist;
3204                                 max = i;
3205                         }
3206                 }
3207
3208                 /* is the triangle small enough? */
3209                 if ( max < 0 || maxDist <= ( model->density * model->density ) ) {
3210                         float odds, r, angle;
3211                         vec3_t origin, normal, scale, axis[ 3 ], angles;
3212                         m4x4_t transform, temp;
3213
3214
3215                         /* roll the dice (model's odds scaled by vertex alpha) */
3216                         odds = model->odds * ( tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] ) / 765.0f;
3217                         r = Random();
3218                         if ( r > odds ) {
3219                                 return 0;
3220                         }
3221
3222                         /* calculate scale */
3223                         r = model->minScale + Random() * ( model->maxScale - model->minScale );
3224                         VectorSet( scale, r, r, r );
3225
3226                         /* calculate angle */
3227                         angle = model->minAngle + Random() * ( model->maxAngle - model->minAngle );
3228
3229                         /* calculate average origin */
3230                         VectorCopy( tri[ 0 ]->xyz, origin );
3231                         VectorAdd( origin, tri[ 1 ]->xyz, origin );
3232                         VectorAdd( origin, tri[ 2 ]->xyz, origin );
3233                         VectorScale( origin, ( 1.0f / 3.0f ), origin );
3234
3235                         /* clear transform matrix */
3236                         m4x4_identity( transform );
3237
3238                         /* handle oriented models */
3239                         if ( model->oriented ) {
3240                                 /* set angles */
3241                                 VectorSet( angles, 0.0f, 0.0f, angle );
3242
3243                                 /* calculate average normal */
3244                                 VectorCopy( tri[ 0 ]->normal, normal );
3245                                 VectorAdd( normal, tri[ 1 ]->normal, normal );
3246                                 VectorAdd( normal, tri[ 2 ]->normal, normal );
3247                                 if ( VectorNormalize( normal, axis[ 2 ] ) == 0.0f ) {
3248                                         VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
3249                                 }
3250
3251                                 /* make perpendicular vectors */
3252                                 MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
3253
3254                                 /* copy to matrix */
3255                                 m4x4_identity( temp );
3256                                 temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];
3257                                 temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];
3258                                 temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];
3259
3260                                 /* scale */
3261                                 m4x4_scale_by_vec3( temp, scale );
3262
3263                                 /* rotate around z axis */
3264                                 m4x4_rotate_by_vec3( temp, angles, eXYZ );
3265
3266                                 /* translate */
3267                                 m4x4_translate_by_vec3( transform, origin );
3268
3269                                 /* tranform into axis space */
3270                                 m4x4_multiply_by_m4x4( transform, temp );
3271                         }
3272
3273                         /* handle z-up models */
3274                         else
3275                         {
3276                                 /* set angles */
3277                                 VectorSet( angles, 0.0f, 0.0f, angle );
3278
3279                                 /* set matrix */
3280                                 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
3281                         }
3282
3283                         /* insert the model */
3284                         InsertModel( (char *) model->model, 0, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0, clipDepthGlobal );
3285
3286                         /* return to sender */
3287                         return 1;
3288                 }
3289         }
3290
3291         /* split the longest edge and map it */
3292         LerpDrawVert( tri[ max ], tri[ ( max + 1 ) % 3 ], &mid );
3293
3294         /* recurse to first triangle */
3295         VectorCopy( tri, tri2 );
3296         tri2[ max ] = &mid;
3297         n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3298         if ( n < 0 ) {
3299                 return n;
3300         }
3301         localNumSurfaceModels += n;
3302
3303         /* recurse to second triangle */
3304         VectorCopy( tri, tri2 );
3305         tri2[ ( max + 1 ) % 3 ] = &mid;
3306         n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3307         if ( n < 0 ) {
3308                 return n;
3309         }
3310         localNumSurfaceModels += n;
3311
3312         /* return count */
3313         return localNumSurfaceModels;
3314 }
3315
3316
3317
3318 /*
3319    AddSurfaceModels()
3320    adds a surface's shader models to the surface
3321  */
3322
3323 int AddSurfaceModels( mapDrawSurface_t *ds ){
3324         surfaceModel_t  *model;
3325         int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
3326         mesh_t src, *mesh, *subdivided;
3327         bspDrawVert_t centroid, *tri[ 3 ];
3328         float alpha;
3329
3330
3331         /* dummy check */
3332         if ( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL ) {
3333                 return 0;
3334         }
3335
3336         /* init */
3337         localNumSurfaceModels = 0;
3338
3339         /* walk the model list */
3340         for ( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
3341         {
3342                 /* switch on type */
3343                 switch ( ds->type )
3344                 {
3345                 /* handle brush faces and decals */
3346                 case SURFACE_FACE:
3347                 case SURFACE_DECAL:
3348                         /* calculate centroid */
3349                         memset( &centroid, 0, sizeof( centroid ) );
3350                         alpha = 0.0f;
3351
3352                         /* walk verts */
3353                         for ( i = 0; i < ds->numVerts; i++ )
3354                         {
3355                                 VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
3356                                 VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
3357                                 centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
3358                                 centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
3359                                 alpha += ds->verts[ i ].color[ 0 ][ 3 ];
3360                         }
3361
3362                         /* average */
3363                         centroid.xyz[ 0 ] /= ds->numVerts;
3364                         centroid.xyz[ 1 ] /= ds->numVerts;
3365                         centroid.xyz[ 2 ] /= ds->numVerts;
3366                         if ( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f ) {
3367                                 VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
3368                         }
3369                         centroid.st[ 0 ]  /= ds->numVerts;
3370                         centroid.st[ 1 ]  /= ds->numVerts;
3371                         alpha /= ds->numVerts;
3372                         centroid.color[ 0 ][ 0 ] = 0xFF;
3373                         centroid.color[ 0 ][ 1 ] = 0xFF;
3374                         //centroid.color[ 0 ][ 2 ] = 0xFF;
3375                         centroid.color[ 0 ][ 2 ] = ( alpha > 255.0f ? 0xFF : alpha );
3376
3377                         /* head vert is centroid */
3378                         tri[ 0 ] = &centroid;
3379
3380                         /* walk fanned triangles */
3381                         for ( i = 0; i < ds->numVerts; i++ )
3382                         {
3383                                 /* set triangle */
3384                                 tri[ 1 ] = &ds->verts[ i ];
3385                                 tri[ 2 ] = &ds->verts[ ( i + 1 ) % ds->numVerts ];
3386
3387                                 /* create models */
3388                                 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3389                                 if ( n < 0 ) {
3390                                         return n;
3391                                 }
3392                                 localNumSurfaceModels += n;
3393                         }
3394                         break;
3395
3396                 /* handle patches */
3397                 case SURFACE_PATCH:
3398                         /* subdivide the surface */
3399                         src.width = ds->patchWidth;
3400                         src.height = ds->patchHeight;
3401                         src.verts = ds->verts;
3402                         //%     subdivided = SubdivideMesh( src, 8.0f, 512 );
3403                         iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
3404                         subdivided = SubdivideMesh2( src, iterations );
3405
3406                         /* fit it to the curve and remove colinear verts on rows/columns */
3407                         PutMeshOnCurve( *subdivided );
3408                         mesh = RemoveLinearMeshColumnsRows( subdivided );
3409                         FreeMesh( subdivided );
3410
3411                         /* subdivide each quad to place the models */
3412                         for ( y = 0; y < ( mesh->height - 1 ); y++ )
3413                         {
3414                                 for ( x = 0; x < ( mesh->width - 1 ); x++ )
3415                                 {
3416                                         /* set indexes */
3417                                         pw[ 0 ] = x + ( y * mesh->width );
3418                                         pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
3419                                         pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
3420                                         pw[ 3 ] = x + 1 + ( y * mesh->width );
3421                                         pw[ 4 ] = x + ( y * mesh->width );      /* same as pw[ 0 ] */
3422
3423                                         /* set radix */
3424                                         r = ( x + y ) & 1;
3425
3426                                         /* triangle 1 */
3427                                         tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
3428                                         tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
3429                                         tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
3430                                         n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3431                                         if ( n < 0 ) {
3432                                                 return n;
3433                                         }
3434                                         localNumSurfaceModels += n;
3435
3436                                         /* triangle 2 */
3437                                         tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
3438                                         tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
3439                                         tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
3440                                         n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3441                                         if ( n < 0 ) {
3442                                                 return n;
3443                                         }
3444                                         localNumSurfaceModels += n;
3445                                 }
3446                         }
3447
3448                         /* free the subdivided mesh */
3449                         FreeMesh( mesh );
3450                         break;
3451
3452                 /* handle triangle surfaces */
3453                 case SURFACE_TRIANGLES:
3454                 case SURFACE_FORCED_META:
3455                 case SURFACE_META:
3456                         /* walk the triangle list */
3457                         for ( i = 0; i < ds->numIndexes; i += 3 )
3458                         {
3459                                 tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
3460                                 tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
3461                                 tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
3462                                 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3463                                 if ( n < 0 ) {
3464                                         return n;
3465                                 }
3466                                 localNumSurfaceModels += n;
3467                         }
3468                         break;
3469
3470                 /* no support for flares, foghull, etc */
3471                 default:
3472                         break;
3473                 }
3474         }
3475
3476         /* return count */
3477         return localNumSurfaceModels;
3478 }
3479
3480
3481
3482 /*
3483    AddEntitySurfaceModels() - ydnar
3484    adds surfacemodels to an entity's surfaces
3485  */
3486
3487 void AddEntitySurfaceModels( entity_t *e ){
3488         int i;
3489
3490
3491         /* note it */
3492         Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );
3493
3494         /* walk the surface list */
3495         for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
3496                 numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );
3497 }
3498
3499
3500
3501 /*
3502    VolumeColorMods() - ydnar
3503    applies brush/volumetric color/alpha modulation to vertexes
3504  */
3505
3506 static void VolumeColorMods( entity_t *e, mapDrawSurface_t *ds ){
3507         int i, j;
3508         float d;
3509         brush_t     *b;
3510         plane_t     *plane;
3511
3512
3513         /* early out */
3514         if ( e->colorModBrushes == NULL ) {
3515                 return;
3516         }
3517
3518         /* iterate brushes */
3519         for ( b = e->colorModBrushes; b != NULL; b = b->nextColorModBrush )
3520         {
3521                 /* worldspawn alpha brushes affect all, grouped ones only affect original entity */
3522                 if ( b->entityNum != 0 && b->entityNum != ds->entityNum ) {
3523                         continue;
3524                 }
3525
3526                 /* test bbox */
3527                 if ( b->mins[ 0 ] > ds->maxs[ 0 ] || b->maxs[ 0 ] < ds->mins[ 0 ] ||
3528                          b->mins[ 1 ] > ds->maxs[ 1 ] || b->maxs[ 1 ] < ds->mins[ 1 ] ||
3529                          b->mins[ 2 ] > ds->maxs[ 2 ] || b->maxs[ 2 ] < ds->mins[ 2 ] ) {
3530                         continue;
3531                 }
3532
3533                 /* iterate verts */
3534                 for ( i = 0; i < ds->numVerts; i++ )
3535                 {
3536                         /* iterate planes */
3537                         for ( j = 0; j < b->numsides; j++ )
3538                         {
3539                                 /* point-plane test */
3540                                 plane = &mapplanes[ b->sides[ j ].planenum ];
3541                                 d = DotProduct( ds->verts[ i ].xyz, plane->normal ) - plane->dist;
3542                                 if ( d > 1.0f ) {
3543                                         break;
3544                                 }
3545                         }
3546
3547                         /* apply colormods */
3548                         if ( j == b->numsides ) {
3549                                 ColorMod( b->contentShader->colorMod, 1, &ds->verts[ i ] );
3550                         }
3551                 }
3552         }
3553 }
3554
3555
3556
3557 /*
3558    FilterDrawsurfsIntoTree()
3559    upon completion, all drawsurfs that actually generate a reference
3560    will have been emited to the bspfile arrays, and the references
3561    will have valid final indexes
3562  */
3563
3564 void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree ){
3565         int i, j;
3566         mapDrawSurface_t    *ds;
3567         shaderInfo_t        *si;
3568         vec3_t origin, mins, maxs;
3569         int refs;
3570         int numSurfs, numRefs, numSkyboxSurfaces;
3571         qboolean sb;
3572
3573
3574         /* note it */
3575         Sys_FPrintf( SYS_VRB, "--- FilterDrawsurfsIntoTree ---\n" );
3576
3577         /* filter surfaces into the tree */
3578         numSurfs = 0;
3579         numRefs = 0;
3580         numSkyboxSurfaces = 0;
3581         for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
3582         {
3583                 /* get surface and try to early out */
3584                 ds = &mapDrawSurfs[ i ];
3585                 if ( ds->numVerts == 0 && ds->type != SURFACE_FLARE && ds->type != SURFACE_SHADER ) {
3586                         continue;
3587                 }
3588
3589                 /* get shader */
3590                 si = ds->shaderInfo;
3591
3592                 /* ydnar: skybox surfaces are special */
3593                 if ( ds->skybox ) {
3594                         refs = AddReferenceToTree_r( ds, tree->headnode, qtrue );
3595                         ds->skybox = qfalse;
3596                         sb = qtrue;
3597                 }
3598                 else
3599                 {
3600                         sb = qfalse;
3601
3602                         /* refs initially zero */
3603                         refs = 0;
3604
3605                         /* apply texture coordinate mods */
3606                         for ( j = 0; j < ds->numVerts; j++ )
3607                                 TCMod( si->mod, ds->verts[ j ].st );
3608
3609                         /* ydnar: apply shader colormod */
3610                         ColorMod( ds->shaderInfo->colorMod, ds->numVerts, ds->verts );
3611
3612                         /* ydnar: apply brush colormod */
3613                         VolumeColorMods( e, ds );
3614
3615                         /* ydnar: make fur surfaces */
3616                         if ( si->furNumLayers > 0 ) {
3617                                 Fur( ds );
3618                         }
3619
3620                         /* ydnar/sd: make foliage surfaces */
3621                         if ( si->foliage != NULL ) {
3622                                 Foliage( ds );
3623                         }
3624
3625                         /* create a flare surface if necessary */
3626                         if ( si->flareShader != NULL && si->flareShader[ 0 ] ) {
3627                                 AddSurfaceFlare( ds, e->origin );
3628                         }
3629
3630                         /* ydnar: don't emit nodraw surfaces (like nodraw fog) */
3631                         if ( ( si->compileFlags & C_NODRAW ) && ds->type != SURFACE_PATCH ) {
3632                                 continue;
3633                         }
3634
3635                         /* ydnar: bias the surface textures */
3636                         BiasSurfaceTextures( ds );
3637
3638                         /* ydnar: globalizing of fog volume handling (eek a hack) */
3639                         if ( e != entities && si->noFog == qfalse ) {
3640                                 /* find surface origin and offset by entity origin */
3641                                 VectorAdd( ds->mins, ds->maxs, origin );
3642                                 VectorScale( origin, 0.5f, origin );
3643                                 VectorAdd( origin, e->origin, origin );
3644
3645                                 VectorAdd( ds->mins, e->origin, mins );
3646                                 VectorAdd( ds->maxs, e->origin, maxs );
3647
3648                                 /* set the fog number for this surface */
3649                                 ds->fogNum = FogForBounds( mins, maxs, 1.0f );  //%     FogForPoint( origin, 0.0f );
3650                         }
3651                 }
3652
3653                 /* ydnar: remap shader */
3654 /*              if ( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] ) {
3655                         ds->shaderInfo = ShaderInfoForShader( ds->shaderInfo->remapShader );
3656                 }
3657 */
3658                 /* ydnar: gs mods: handle the various types of surfaces */
3659                 switch ( ds->type )
3660                 {
3661                 /* handle brush faces */
3662                 case SURFACE_FACE:
3663                 case SURFACE_DECAL:
3664                         if ( refs == 0 ) {
3665                                 refs = FilterFaceIntoTree( ds, tree );
3666                         }
3667                         if ( refs > 0 ) {
3668                                 EmitFaceSurface( ds );
3669                         }
3670                         break;
3671
3672                 /* handle patches */
3673                 case SURFACE_PATCH:
3674                         if ( refs == 0 ) {
3675                                 refs = FilterPatchIntoTree( ds, tree );
3676                         }
3677                         if ( refs > 0 ) {
3678                                 EmitPatchSurface( e, ds );
3679                         }
3680                         break;
3681
3682                 /* handle triangle surfaces */
3683                 case SURFACE_TRIANGLES:
3684                 case SURFACE_FORCED_META:
3685                 case SURFACE_META:
3686                         //%     Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
3687                         if ( refs == 0 ) {
3688                                 refs = FilterTrianglesIntoTree( ds, tree );
3689                         }
3690                         if ( refs > 0 ) {
3691                                 EmitTriangleSurface( ds );
3692                         }
3693                         break;
3694
3695                 /* handle foliage surfaces (splash damage/wolf et) */
3696                 case SURFACE_FOLIAGE:
3697                         //%     Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
3698                         if ( refs == 0 ) {
3699                                 refs = FilterFoliageIntoTree( ds, tree );
3700                         }
3701                         if ( refs > 0 ) {
3702                                 EmitTriangleSurface( ds );
3703                         }
3704                         break;
3705
3706                 /* handle foghull surfaces */
3707                 case SURFACE_FOGHULL:
3708                         if ( refs == 0 ) {
3709                                 refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );
3710                         }
3711                         if ( refs > 0 ) {
3712                                 EmitTriangleSurface( ds );
3713                         }
3714                         break;
3715
3716                 /* handle flares */
3717                 case SURFACE_FLARE:
3718                         if ( refs == 0 ) {
3719                                 refs = FilterFlareSurfIntoTree( ds, tree );
3720                         }
3721                         if ( refs > 0 ) {
3722                                 EmitFlareSurface( ds );
3723                         }
3724                         break;
3725
3726                 /* handle shader-only surfaces */
3727                 case SURFACE_SHADER:
3728                         refs = 1;
3729                         EmitFlareSurface( ds );
3730                         break;
3731
3732                 /* no references */
3733                 default:
3734                         refs = 0;
3735                         break;
3736                 }
3737
3738                 /* maybe surface got marked as skybox again */
3739                 /* if we keep that flag, it will get scaled up AGAIN */
3740                 if ( sb ) {
3741                         ds->skybox = qfalse;
3742                 }
3743
3744                 /* tot up the references */
3745                 if ( refs > 0 ) {
3746                         /* tot up counts */
3747                         numSurfs++;
3748                         numRefs += refs;
3749
3750                         /* emit extra surface data */
3751                         SetSurfaceExtra( ds, numBSPDrawSurfaces - 1 );
3752                         //%     Sys_FPrintf( SYS_VRB, "%d verts %d indexes\n", ds->numVerts, ds->numIndexes );
3753
3754                         /* one last sanity check */
3755                         {
3756                                 bspDrawSurface_t    *out;
3757                                 out = &bspDrawSurfaces[ numBSPDrawSurfaces - 1 ];
3758                                 if ( out->numVerts == 3 && out->numIndexes > 3 ) {
3759                                         Sys_Printf( "\nWARNING: Potentially bad %s surface (%d: %d, %d)\n     %s\n",
3760                                                                 surfaceTypes[ ds->type ],
3761                                                                 numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );
3762                                 }
3763                         }
3764
3765                         /* ydnar: handle skybox surfaces */
3766                         if ( ds->skybox ) {
3767                                 MakeSkyboxSurface( ds );
3768                                 numSkyboxSurfaces++;
3769                         }
3770                 }
3771         }
3772
3773         /* emit some statistics */
3774         Sys_FPrintf( SYS_VRB, "%9d references\n", numRefs );
3775         Sys_FPrintf( SYS_VRB, "%9d (%d) emitted drawsurfs\n", numSurfs, numBSPDrawSurfaces );
3776         Sys_FPrintf( SYS_VRB, "%9d stripped face surfaces\n", numStripSurfaces );
3777         Sys_FPrintf( SYS_VRB, "%9d fanned face surfaces\n", numFanSurfaces );
3778         Sys_FPrintf( SYS_VRB, "%9d maxarea'd face surfaces\n", numMaxAreaSurfaces );
3779         Sys_FPrintf( SYS_VRB, "%9d surface models generated\n", numSurfaceModels );
3780         Sys_FPrintf( SYS_VRB, "%9d skybox surfaces generated\n", numSkyboxSurfaces );
3781         for ( i = 0; i < NUM_SURFACE_TYPES; i++ )
3782                 Sys_FPrintf( SYS_VRB, "%9d %s surfaces\n", numSurfacesByType[ i ], surfaceTypes[ i ] );
3783
3784         Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, ( numRedundantIndexes * 4 / 1024 ) );
3785 }