/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2006 Id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-----------------------------------------------------------------------------------
+ ----------------------------------------------------------------------------------
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+ This code has been altered significantly from its original form, to support
+ several games based on the Quake III Arena engine, in the form of "Q3Map2."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
-#define MAX_PROJECTORS 1024
+#define MAX_PROJECTORS 1024
typedef struct decalProjector_s
{
- shaderInfo_t *si;
- vec3_t mins, maxs;
- vec3_t center;
- float radius, radius2;
- int numPlanes; /* either 5 or 6, for quad or triangle projectors */
- vec4_t planes[ 6 ];
- vec4_t texMat[ 2 ];
+ shaderInfo_t *si;
+ vec3_t mins, maxs;
+ vec3_t center;
+ float radius, radius2;
+ int numPlanes; /* either 5 or 6, for quad or triangle projectors */
+ vec4_t planes[ 6 ];
+ vec4_t texMat[ 2 ];
}
decalProjector_t;
-static int numProjectors = 0;
-static decalProjector_t projectors[ MAX_PROJECTORS ];
+static int numProjectors = 0;
+static decalProjector_t projectors[ MAX_PROJECTORS ];
-static int numDecalSurfaces = 0;
+static int numDecalSurfaces = 0;
-static vec3_t entityOrigin;
+static vec3_t entityOrigin;
/*
-DVectorNormalize()
-normalizes a vector, returns the length, operates using doubles
-*/
+ DVectorNormalize()
+ normalizes a vector, returns the length, operates using doubles
+ */
+
+typedef double dvec_t;
+typedef dvec_t dvec3_t[ 3 ];
+
+dvec_t DVectorNormalize( dvec3_t in, dvec3_t out ){
+ dvec_t len, ilen;
-typedef double dvec_t;
-typedef dvec_t dvec3_t[ 3 ];
-dvec_t DVectorNormalize( dvec3_t in, dvec3_t out )
-{
- dvec_t len, ilen;
-
-
len = (dvec_t) sqrt( in[ 0 ] * in[ 0 ] + in[ 1 ] * in[ 1 ] + in[ 2 ] * in[ 2 ] );
- if( len == 0.0 )
- {
+ if ( len == 0.0 ) {
VectorClear( out );
return 0.0;
}
-
+
ilen = 1.0 / len;
out[ 0 ] = in[ 0 ] * ilen;
out[ 1 ] = in[ 1 ] * ilen;
out[ 2 ] = in[ 2 ] * ilen;
-
+
return len;
}
/*
-MakeTextureMatrix()
-generates a texture projection matrix for a triangle
-returns qfalse if a texture matrix cannot be created
-*/
+ MakeTextureMatrix()
+ generates a texture projection matrix for a triangle
+ returns qfalse if a texture matrix cannot be created
+ */
+
+#define Vector2Subtract( a,b,c ) ( ( c )[ 0 ] = ( a )[ 0 ] - ( b )[ 0 ], ( c )[ 1 ] = ( a )[ 1 ] - ( b )[ 1 ] )
+
+static qboolean MakeTextureMatrix( decalProjector_t *dp, vec4_t projection, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c ){
+ int i, j;
+ double bb, s, t, d;
+ dvec3_t pa, pb, pc;
+ dvec3_t bary, xyz;
+ dvec3_t vecs[ 3 ], axis[ 3 ], lengths;
-#define Vector2Subtract(a,b,c) ((c)[ 0 ] = (a)[ 0 ] - (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] - (b)[ 1 ])
-static qboolean MakeTextureMatrix( decalProjector_t *dp, vec4_t projection, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c )
-{
- int i, j;
- double bb, s, t, d;
- dvec3_t pa, pb, pc;
- dvec3_t bary, xyz;
- dvec3_t vecs[ 3 ], axis[ 3 ], lengths;
-
-
/* project triangle onto plane of projection */
d = DotProduct( a->xyz, projection ) - projection[ 3 ];
VectorMA( a->xyz, -d, projection, pa );
VectorMA( b->xyz, -d, projection, pb );
d = DotProduct( c->xyz, projection ) - projection[ 3 ];
VectorMA( c->xyz, -d, projection, pc );
-
+
/* two methods */
#if 1
{
/* old code */
-
+
/* calculate barycentric basis for the triangle */
- bb = (b->st[ 0 ] - a->st[ 0 ]) * (c->st[ 1 ] - a->st[ 1 ]) - (c->st[ 0 ] - a->st[ 0 ]) * (b->st[ 1 ] - a->st[ 1 ]);
- if( fabs( bb ) < 0.00000001 )
+ bb = ( b->st[ 0 ] - a->st[ 0 ] ) * ( c->st[ 1 ] - a->st[ 1 ] ) - ( c->st[ 0 ] - a->st[ 0 ] ) * ( b->st[ 1 ] - a->st[ 1 ] );
+ if ( fabs( bb ) < 0.00000001 ) {
return qfalse;
-
+ }
+
/* calculate texture origin */
#if 0
s = 0.0;
t = 0.0;
- bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb;
- bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb;
- bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb;
-
+ bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
+ bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
+ bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
+
origin[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
origin[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
origin[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
#endif
-
+
/* calculate s vector */
s = a->st[ 0 ] + 1.0;
t = a->st[ 1 ] + 0.0;
- bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb;
- bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb;
- bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb;
-
+ bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
+ bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
+ bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
+
xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
-
+
//% VectorSubtract( xyz, origin, vecs[ 0 ] );
VectorSubtract( xyz, pa, vecs[ 0 ] );
-
+
/* calculate t vector */
s = a->st[ 0 ] + 0.0;
t = a->st[ 1 ] + 1.0;
- bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb;
- bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb;
- bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb;
-
+ bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
+ bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
+ bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
+
xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
-
+
//% VectorSubtract( xyz, origin, vecs[ 1 ] );
VectorSubtract( xyz, pa, vecs[ 1 ] );
-
+
/* calcuate r vector */
VectorScale( projection, -1.0, vecs[ 2 ] );
-
+
/* calculate transform axis */
- for( i = 0; i < 3; i++ )
+ for ( i = 0; i < 3; i++ )
lengths[ i ] = DVectorNormalize( vecs[ i ], axis[ i ] );
- for( i = 0; i < 2; i++ )
- for( j = 0; j < 3; j++ )
- dp->texMat[ i ][ j ] = lengths[ i ] > 0.0 ? (axis[ i ][ j ] / lengths[ i ]) : 0.0;
- //% dp->texMat[ i ][ j ] = fabs( vecs[ i ][ j ] ) > 0.0 ? (1.0 / vecs[ i ][ j ]) : 0.0;
- //% dp->texMat[ i ][ j ] = axis[ i ][ j ] > 0.0 ? (1.0 / axis[ i ][ j ]) : 0.0;
-
+ for ( i = 0; i < 2; i++ )
+ for ( j = 0; j < 3; j++ )
+ dp->texMat[ i ][ j ] = lengths[ i ] > 0.0 ? ( axis[ i ][ j ] / lengths[ i ] ) : 0.0;
+ //% dp->texMat[ i ][ j ] = fabs( vecs[ i ][ j ] ) > 0.0 ? (1.0 / vecs[ i ][ j ]) : 0.0;
+ //% dp->texMat[ i ][ j ] = axis[ i ][ j ] > 0.0 ? (1.0 / axis[ i ][ j ]) : 0.0;
+
/* calculalate translation component */
dp->texMat[ 0 ][ 3 ] = a->st[ 0 ] - DotProduct( a->xyz, dp->texMat[ 0 ] );
dp->texMat[ 1 ][ 3 ] = a->st[ 1 ] - DotProduct( a->xyz, dp->texMat[ 1 ] );
}
#else
{
- int k;
- dvec3_t origin, deltas[ 3 ];
- double texDeltas[ 3 ][ 2 ];
- double delta, texDelta;
-
-
+ int k;
+ dvec3_t origin, deltas[ 3 ];
+ double texDeltas[ 3 ][ 2 ];
+ double delta, texDelta;
+
+
/* new code */
-
+
/* calculate deltas */
VectorSubtract( pa, pb, deltas[ 0 ] );
VectorSubtract( pa, pc, deltas[ 1 ] );
Vector2Subtract( a->st, b->st, texDeltas[ 0 ] );
Vector2Subtract( a->st, c->st, texDeltas[ 1 ] );
Vector2Subtract( b->st, c->st, texDeltas[ 2 ] );
-
+
/* walk st */
- for( i = 0; i < 2; i++ )
+ for ( i = 0; i < 2; i++ )
{
/* walk xyz */
- for( j = 0; j < 3; j++ )
+ for ( j = 0; j < 3; j++ )
{
/* clear deltas */
delta = 0.0;
texDelta = 0.0;
-
+
/* walk deltas */
- for( k = 0; k < 3; k++ )
+ for ( k = 0; k < 3; k++ )
{
- if( fabs( deltas[ k ][ j ] ) > delta &&
- fabs( texDeltas[ k ][ i ] ) > texDelta )
- {
+ if ( fabs( deltas[ k ][ j ] ) > delta &&
+ fabs( texDeltas[ k ][ i ] ) > texDelta ) {
delta = deltas[ k ][ j ];
texDelta = texDeltas[ k ][ i ];
}
}
-
+
/* set texture matrix component */
- if( fabs( delta ) > 0.0 )
+ if ( fabs( delta ) > 0.0 ) {
dp->texMat[ i ][ j ] = texDelta / delta;
- else
+ }
+ else{
dp->texMat[ i ][ j ] = 0.0;
+ }
}
-
+
/* set translation component */
dp->texMat[ i ][ 3 ] = a->st[ i ] - DotProduct( pa, dp->texMat[ i ] );
}
}
#endif
-
+
/* debug code */
#if 1
- Sys_Printf( "Mat: [ %f %f %f %f ] [ %f %f %f %f ] Theta: %f (%f)\n",
- dp->texMat[ 0 ][ 0 ], dp->texMat[ 0 ][ 1 ], dp->texMat[ 0 ][ 2 ], dp->texMat[ 0 ][ 3 ],
- dp->texMat[ 1 ][ 0 ], dp->texMat[ 1 ][ 1 ], dp->texMat[ 1 ][ 2 ], dp->texMat[ 1 ][ 3 ],
- RAD2DEG( acos( DotProduct( dp->texMat[ 0 ], dp->texMat[ 1 ] ) ) ),
- RAD2DEG( acos( DotProduct( axis[ 0 ], axis[ 1 ] ) ) ) );
-
- Sys_Printf( "XYZ: %f %f %f ST: %f %f ST(t): %f %f\n",
- a->xyz[ 0 ], a->xyz[ 1 ], a->xyz[ 2 ],
- a->st[ 0 ], a->st[ 1 ],
- DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ], DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ] );
+ Sys_Printf( "Mat: [ %f %f %f %f ] [ %f %f %f %f ] Theta: %f (%f)\n",
+ dp->texMat[ 0 ][ 0 ], dp->texMat[ 0 ][ 1 ], dp->texMat[ 0 ][ 2 ], dp->texMat[ 0 ][ 3 ],
+ dp->texMat[ 1 ][ 0 ], dp->texMat[ 1 ][ 1 ], dp->texMat[ 1 ][ 2 ], dp->texMat[ 1 ][ 3 ],
+ RAD2DEG( acos( DotProduct( dp->texMat[ 0 ], dp->texMat[ 1 ] ) ) ),
+ RAD2DEG( acos( DotProduct( axis[ 0 ], axis[ 1 ] ) ) ) );
+
+ Sys_Printf( "XYZ: %f %f %f ST: %f %f ST(t): %f %f\n",
+ a->xyz[ 0 ], a->xyz[ 1 ], a->xyz[ 2 ],
+ a->st[ 0 ], a->st[ 1 ],
+ DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ], DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ] );
#endif
-
+
/* test texture matrix */
s = DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
t = DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
- if( fabs( s - a->st[ 0 ] ) > 0.01 || fabs( t - a->st[ 1 ] ) > 0.01 )
- {
+ if ( fabs( s - a->st[ 0 ] ) > 0.01 || fabs( t - a->st[ 1 ] ) > 0.01 ) {
Sys_Printf( "Bad texture matrix! (A) (%f, %f) != (%f, %f)\n",
- s, t, a->st[ 0 ], a->st[ 1 ] );
+ s, t, a->st[ 0 ], a->st[ 1 ] );
//% return qfalse;
}
s = DotProduct( b->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
t = DotProduct( b->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
- if( fabs( s - b->st[ 0 ] ) > 0.01 || fabs( t - b->st[ 1 ] ) > 0.01 )
- {
+ if ( fabs( s - b->st[ 0 ] ) > 0.01 || fabs( t - b->st[ 1 ] ) > 0.01 ) {
Sys_Printf( "Bad texture matrix! (B) (%f, %f) != (%f, %f)\n",
- s, t, b->st[ 0 ], b->st[ 1 ] );
+ s, t, b->st[ 0 ], b->st[ 1 ] );
//% return qfalse;
}
s = DotProduct( c->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
t = DotProduct( c->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
- if( fabs( s - c->st[ 0 ] ) > 0.01 || fabs( t - c->st[ 1 ] ) > 0.01 )
- {
+ if ( fabs( s - c->st[ 0 ] ) > 0.01 || fabs( t - c->st[ 1 ] ) > 0.01 ) {
Sys_Printf( "Bad texture matrix! (C) (%f, %f) != (%f, %f)\n",
- s, t, c->st[ 0 ], c->st[ 1 ] );
+ s, t, c->st[ 0 ], c->st[ 1 ] );
//% return qfalse;
}
-
+
/* disco */
return qtrue;
}
/*
-TransformDecalProjector()
-transforms a decal projector
-note: non-normalized axes will screw up the plane transform
-*/
+ TransformDecalProjector()
+ transforms a decal projector
+ note: non-normalized axes will screw up the plane transform
+ */
+
+static void TransformDecalProjector( decalProjector_t *in, vec3_t axis[ 3 ], vec3_t origin, decalProjector_t *out ){
+ int i;
+
-static void TransformDecalProjector( decalProjector_t *in, vec3_t axis[ 3 ], vec3_t origin, decalProjector_t *out )
-{
- int i;
-
-
/* copy misc stuff */
out->si = in->si;
out->numPlanes = in->numPlanes;
-
+
/* translate bounding box and sphere (note: rotated projector bounding box will be invalid!) */
VectorSubtract( in->mins, origin, out->mins );
VectorSubtract( in->maxs, origin, out->maxs );
VectorSubtract( in->center, origin, out->center );
out->radius = in->radius;
out->radius2 = in->radius2;
-
+
/* translate planes */
- for( i = 0; i < in->numPlanes; i++ )
+ for ( i = 0; i < in->numPlanes; i++ )
{
out->planes[ i ][ 0 ] = DotProduct( in->planes[ i ], axis[ 0 ] );
out->planes[ i ][ 1 ] = DotProduct( in->planes[ i ], axis[ 1 ] );
out->planes[ i ][ 2 ] = DotProduct( in->planes[ i ], axis[ 2 ] );
out->planes[ i ][ 3 ] = in->planes[ i ][ 3 ] - DotProduct( out->planes[ i ], origin );
}
-
+
/* translate texture matrix */
- for( i = 0; i < 2; i++ )
+ for ( i = 0; i < 2; i++ )
{
out->texMat[ i ][ 0 ] = DotProduct( in->texMat[ i ], axis[ 0 ] );
out->texMat[ i ][ 1 ] = DotProduct( in->texMat[ i ], axis[ 1 ] );
/*
-MakeDecalProjector()
-creates a new decal projector from a triangle
-*/
+ MakeDecalProjector()
+ creates a new decal projector from a triangle
+ */
+
+static int MakeDecalProjector( shaderInfo_t *si, vec4_t projection, float distance, int numVerts, bspDrawVert_t **dv ){
+ int i, j;
+ decalProjector_t *dp;
+ vec3_t xyz;
+
-static int MakeDecalProjector( shaderInfo_t *si, vec4_t projection, float distance, int numVerts, bspDrawVert_t **dv )
-{
- int i, j;
- decalProjector_t *dp;
- vec3_t xyz;
-
-
/* dummy check */
- if( numVerts != 3 && numVerts != 4 )
+ if ( numVerts != 3 && numVerts != 4 ) {
return -1;
-
+ }
+
/* limit check */
- if( numProjectors >= MAX_PROJECTORS )
- {
- Sys_Printf( "WARNING: MAX_PROJECTORS (%d) exceeded, no more decal projectors available.\n", MAX_PROJECTORS );
+ if ( numProjectors >= MAX_PROJECTORS ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: MAX_PROJECTORS (%d) exceeded, no more decal projectors available.\n", MAX_PROJECTORS );
return -2;
}
-
+
/* create a new projector */
dp = &projectors[ numProjectors ];
memset( dp, 0, sizeof( *dp ) );
-
+
/* basic setup */
dp->si = si;
dp->numPlanes = numVerts + 2;
-
+
/* make texture matrix */
- if( !MakeTextureMatrix( dp, projection, dv[ 0 ], dv[ 1 ], dv[ 2 ] ) )
+ if ( !MakeTextureMatrix( dp, projection, dv[ 0 ], dv[ 1 ], dv[ 2 ] ) ) {
return -1;
-
+ }
+
/* bound the projector */
ClearBounds( dp->mins, dp->maxs );
- for( i = 0; i < numVerts; i++ )
+ for ( i = 0; i < numVerts; i++ )
{
AddPointToBounds( dv[ i ]->xyz, dp->mins, dp->maxs );
VectorMA( dv[ i ]->xyz, distance, projection, xyz );
AddPointToBounds( xyz, dp->mins, dp->maxs );
}
-
+
/* make bouding sphere */
VectorAdd( dp->mins, dp->maxs, dp->center );
VectorScale( dp->center, 0.5f, dp->center );
VectorSubtract( dp->maxs, dp->center, xyz );
dp->radius = VectorLength( xyz );
dp->radius2 = dp->radius * dp->radius;
-
+
/* make the front plane */
- if( !PlaneFromPoints( dp->planes[ 0 ], dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) )
+ if ( !PlaneFromPoints( dp->planes[ 0 ], dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) ) {
return -1;
-
+ }
+
/* make the back plane */
VectorSubtract( vec3_origin, dp->planes[ 0 ], dp->planes[ 1 ] );
VectorMA( dv[ 0 ]->xyz, distance, projection, xyz );
dp->planes[ 1 ][ 3 ] = DotProduct( xyz, dp->planes[ 1 ] );
-
+
/* make the side planes */
- for( i = 0; i < numVerts; i++ )
+ for ( i = 0; i < numVerts; i++ )
{
- j = (i + 1) % numVerts;
+ j = ( i + 1 ) % numVerts;
VectorMA( dv[ i ]->xyz, distance, projection, xyz );
- if( !PlaneFromPoints( dp->planes[ i + 2 ], dv[ j ]->xyz, dv[ i ]->xyz, xyz ) )
+ if ( !PlaneFromPoints( dp->planes[ i + 2 ], dv[ j ]->xyz, dv[ i ]->xyz, xyz ) ) {
return -1;
+ }
}
-
+
/* return ok */
numProjectors++;
return numProjectors - 1;
/*
-ProcessDecals()
-finds all decal entities and creates decal projectors
-*/
+ ProcessDecals()
+ finds all decal entities and creates decal projectors
+ */
+
+#define PLANAR_EPSILON 0.5f
+
+void ProcessDecals( void ){
+ int i, j, x, y, pw[ 5 ], r, iterations;
+ float distance;
+ vec4_t projection, plane;
+ vec3_t origin, target, delta;
+ entity_t *e, *e2;
+ parseMesh_t *p;
+ mesh_t *mesh, *subdivided;
+ bspDrawVert_t *dv[ 4 ];
+ const char *value;
-#define PLANAR_EPSILON 0.5f
-void ProcessDecals( void )
-{
- int i, j, x, y, pw[ 5 ], r, iterations;
- float distance;
- vec4_t projection, plane;
- vec3_t origin, target, delta;
- entity_t *e, *e2;
- parseMesh_t *p;
- mesh_t *mesh, *subdivided;
- bspDrawVert_t *dv[ 4 ];
- const char *value;
-
-
/* note it */
Sys_FPrintf( SYS_VRB, "--- ProcessDecals ---\n" );
-
+
/* walk entity list */
- for( i = 0; i < numEntities; i++ )
+ for ( i = 0; i < numEntities; i++ )
{
/* get entity */
e = &entities[ i ];
value = ValueForKey( e, "classname" );
- if( Q_stricmp( value, "_decal" ) )
+ if ( Q_stricmp( value, "_decal" ) ) {
continue;
-
+ }
+
/* any patches? */
- if( e->patches == NULL )
- {
- Sys_Printf( "WARNING: Decal entity without any patch meshes, ignoring.\n" );
- e->epairs = NULL; /* fixme: leak! */
+ if ( e->patches == NULL ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Decal entity without any patch meshes, ignoring.\n" );
+ e->epairs = NULL; /* fixme: leak! */
continue;
}
-
+
/* find target */
value = ValueForKey( e, "target" );
e2 = FindTargetEntity( value );
-
+
/* no target? */
- if( e2 == NULL )
- {
- Sys_Printf( "WARNING: Decal entity without a valid target, ignoring.\n" );
+ if ( e2 == NULL ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Decal entity without a valid target, ignoring.\n" );
continue;
}
-
+
/* walk entity patches */
- for( p = e->patches; p != NULL; p = e->patches )
+ for ( p = e->patches; p != NULL; p = e->patches )
{
/* setup projector */
- if( VectorCompare( e->origin, vec3_origin ) )
- {
+ if ( VectorCompare( e->origin, vec3_origin ) ) {
VectorAdd( p->eMins, p->eMaxs, origin );
VectorScale( origin, 0.5f, origin );
}
- else
+ else{
VectorCopy( e->origin, origin );
-
+ }
+
VectorCopy( e2->origin, target );
VectorSubtract( target, origin, delta );
-
+
/* setup projection plane */
distance = VectorNormalize( delta, projection );
projection[ 3 ] = DotProduct( origin, projection );
-
+
/* create projectors */
- if( distance > 0.125f )
- {
+ if ( distance > 0.125f ) {
/* tesselate the patch */
iterations = IterationsForCurve( p->longestCurve, patchSubdivisions );
subdivided = SubdivideMesh2( p->mesh, iterations );
-
+
/* fit it to the curve and remove colinear verts on rows/columns */
PutMeshOnCurve( *subdivided );
mesh = RemoveLinearMeshColumnsRows( subdivided );
FreeMesh( subdivided );
-
+
/* offset by projector origin */
- for( j = 0; j < (mesh->width * mesh->height); j++ )
+ for ( j = 0; j < ( mesh->width * mesh->height ); j++ )
VectorAdd( mesh->verts[ j ].xyz, e->origin, mesh->verts[ j ].xyz );
-
+
/* iterate through the mesh quads */
- for( y = 0; y < (mesh->height - 1); y++ )
+ for ( y = 0; y < ( mesh->height - 1 ); y++ )
{
- for( x = 0; x < (mesh->width - 1); x++ )
+ for ( x = 0; x < ( mesh->width - 1 ); x++ )
{
/* set indexes */
- pw[ 0 ] = x + (y * mesh->width);
- pw[ 1 ] = x + ((y + 1) * mesh->width);
- pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
- pw[ 3 ] = x + 1 + (y * mesh->width);
- pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
-
+ pw[ 0 ] = x + ( y * mesh->width );
+ pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
+ pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
+ pw[ 3 ] = x + 1 + ( y * mesh->width );
+ pw[ 4 ] = x + ( y * mesh->width ); /* same as pw[ 0 ] */
+
/* set radix */
- r = (x + y) & 1;
-
+ r = ( x + y ) & 1;
+
/* get drawverts */
dv[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
dv[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
dv[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
dv[ 3 ] = &mesh->verts[ pw[ r + 3 ] ];
-
+
/* planar? (nuking this optimization as it doesn't work on non-rectangular quads) */
- plane[ 0 ] = 0.0f; /* stupid msvc */
- if( 0 && PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) &&
- fabs( DotProduct( dv[ 1 ]->xyz, plane ) - plane[ 3 ] ) <= PLANAR_EPSILON )
- {
+ plane[ 0 ] = 0.0f; /* stupid msvc */
+ if ( 0 && PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) &&
+ fabs( DotProduct( dv[ 1 ]->xyz, plane ) - plane[ 3 ] ) <= PLANAR_EPSILON ) {
/* make a quad projector */
MakeDecalProjector( p->shaderInfo, projection, distance, 4, dv );
}
{
/* make first triangle */
MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv );
-
+
/* make second triangle */
dv[ 1 ] = dv[ 2 ];
dv[ 2 ] = dv[ 3 ];
}
}
}
-
+
/* clean up */
free( mesh );
}
-
+
/* remove patch from entity (fixme: leak!) */
e->patches = p->next;
-
+
/* push patch to worldspawn (enable this to debug projectors) */
#if 0
- p->next = entities[ 0 ].patches;
- entities[ 0 ].patches = p;
+ p->next = entities[ 0 ].patches;
+ entities[ 0 ].patches = p;
#endif
}
}
-
+
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d decal projectors\n", numProjectors );
}
/*
-ProjectDecalOntoWinding()
-projects a decal onto a winding
-*/
+ ProjectDecalOntoWinding()
+ projects a decal onto a winding
+ */
+
+static void ProjectDecalOntoWinding( decalProjector_t *dp, mapDrawSurface_t *ds, winding_t *w ){
+ int i, j;
+ float d, d2, alpha;
+ winding_t *front, *back;
+ mapDrawSurface_t *ds2;
+ bspDrawVert_t *dv;
+ vec4_t plane;
+
-static void ProjectDecalOntoWinding( decalProjector_t *dp, mapDrawSurface_t *ds, winding_t *w )
-{
- int i, j;
- float d, d2, alpha;
- winding_t *front, *back;
- mapDrawSurface_t *ds2;
- bspDrawVert_t *dv;
- vec4_t plane;
-
-
/* dummy check */
- if( w->numpoints < 3 )
- {
+ if ( w->numpoints < 3 ) {
FreeWinding( w );
return;
}
-
+
/* offset by entity origin */
- for( i = 0; i < w->numpoints; i++ )
+ for ( i = 0; i < w->numpoints; i++ )
VectorAdd( w->p[ i ], entityOrigin, w->p[ i ] );
-
+
/* make a plane from the winding */
- if( !PlaneFromPoints( plane, w->p[ 0 ], w->p[ 1 ], w->p[ 2 ] ) )
- {
+ if ( !PlaneFromPoints( plane, w->p[ 0 ], w->p[ 1 ], w->p[ 2 ] ) ) {
FreeWinding( w );
return;
}
-
+
/* backface check */
d = DotProduct( dp->planes[ 0 ], plane );
- if( d < -0.0001f )
- {
+ if ( d < -0.0001f ) {
FreeWinding( w );
return;
}
-
+
/* walk list of planes */
- for( i = 0; i < dp->numPlanes; i++ )
+ for ( i = 0; i < dp->numPlanes; i++ )
{
/* chop winding by the plane */
- ClipWindingEpsilon( w, dp->planes[ i ], dp->planes[ i ][ 3 ], 0.0625f, &front, &back );
+ ClipWindingEpsilonStrict( w, dp->planes[ i ], dp->planes[ i ][ 3 ], 0.0625f, &front, &back ); /* strict, if identical plane we don't want to keep it */
FreeWinding( w );
-
+
/* lose the front fragment */
- if( front != NULL )
+ if ( front != NULL ) {
FreeWinding( front );
-
+ }
+
/* if nothing left in back, then bail */
- if( back == NULL )
+ if ( back == NULL ) {
return;
-
+ }
+
/* reset winding */
w = back;
}
-
+
/* nothing left? */
- if( w == NULL || w->numpoints < 3 )
+ if ( w == NULL || w->numpoints < 3 ) {
return;
-
+ }
+
/* add to counts */
numDecalSurfaces++;
-
+
/* make a new surface */
ds2 = AllocDrawSurface( SURFACE_DECAL );
-
+
/* set it up */
ds2->entityNum = ds->entityNum;
ds2->castShadows = ds->castShadows;
ds2->recvShadows = ds->recvShadows;
ds2->shaderInfo = dp->si;
- ds2->fogNum = ds->fogNum; /* why was this -1? */
+ ds2->fogNum = ds->fogNum; /* why was this -1? */
ds2->lightmapScale = ds->lightmapScale;
+ ds2->shadeAngleDegrees = ds->shadeAngleDegrees;
ds2->numVerts = w->numpoints;
- ds2->verts = safe_malloc( ds2->numVerts * sizeof( *ds2->verts ) );
- memset( ds2->verts, 0, ds2->numVerts * sizeof( *ds2->verts ) );
-
+ ds2->verts = safe_malloc0( ds2->numVerts * sizeof( *ds2->verts ) );
+
/* set vertexes */
- for( i = 0; i < ds2->numVerts; i++ )
+ for ( i = 0; i < ds2->numVerts; i++ )
{
/* get vertex */
dv = &ds2->verts[ i ];
-
+
/* set alpha */
d = DotProduct( w->p[ i ], dp->planes[ 0 ] ) - dp->planes[ 0 ][ 3 ];
d2 = DotProduct( w->p[ i ], dp->planes[ 1 ] ) - dp->planes[ 1 ][ 3 ];
- alpha = 255.0f * d2 / (d + d2);
- if( alpha > 255 )
+ alpha = 255.0f * d2 / ( d + d2 );
+ if ( alpha > 255 ) {
alpha = 255;
- else if( alpha < 0 )
+ }
+ else if ( alpha < 0 ) {
alpha = 0;
-
+ }
+
/* set misc */
VectorSubtract( w->p[ i ], entityOrigin, dv->xyz );
VectorCopy( plane, dv->normal );
dv->st[ 0 ] = DotProduct( dv->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
dv->st[ 1 ] = DotProduct( dv->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
-
+
/* set color */
- for( j = 0; j < MAX_LIGHTMAPS; j++ )
+ for ( j = 0; j < MAX_LIGHTMAPS; j++ )
{
dv->color[ j ][ 0 ] = 255;
dv->color[ j ][ 1 ] = 255;
/*
-ProjectDecalOntoFace()
-projects a decal onto a brushface surface
-*/
+ ProjectDecalOntoFace()
+ projects a decal onto a brushface surface
+ */
+
+static void ProjectDecalOntoFace( decalProjector_t *dp, mapDrawSurface_t *ds ){
+ vec4_t plane;
+ float d;
+ winding_t *w;
+
-static void ProjectDecalOntoFace( decalProjector_t *dp, mapDrawSurface_t *ds )
-{
- vec4_t plane;
- float d;
- winding_t *w;
-
-
/* dummy check */
- if( ds->sideRef == NULL || ds->sideRef->side == NULL )
+ if ( ds->sideRef == NULL || ds->sideRef->side == NULL ) {
return;
-
+ }
+
/* backface check */
- if( ds->planar )
- {
+ if ( ds->planar ) {
VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
d = DotProduct( dp->planes[ 0 ], plane );
- if( d < -0.0001f )
+ if ( d < -0.0001f ) {
return;
+ }
}
-
+
/* generate decal */
w = WindingFromDrawSurf( ds );
ProjectDecalOntoWinding( dp, ds, w );
/*
-ProjectDecalOntoPatch()
-projects a decal onto a patch surface
-*/
+ ProjectDecalOntoPatch()
+ projects a decal onto a patch surface
+ */
+
+static void ProjectDecalOntoPatch( decalProjector_t *dp, mapDrawSurface_t *ds ){
+ int x, y, pw[ 5 ], r, iterations;
+ vec4_t plane;
+ float d;
+ mesh_t src, *mesh, *subdivided;
+ winding_t *w;
+
-static void ProjectDecalOntoPatch( decalProjector_t *dp, mapDrawSurface_t *ds )
-{
- int x, y, pw[ 5 ], r, iterations;
- vec4_t plane;
- float d;
- mesh_t src, *mesh, *subdivided;
- winding_t *w;
-
-
/* backface check */
- if( ds->planar )
- {
+ if ( ds->planar ) {
VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
d = DotProduct( dp->planes[ 0 ], plane );
- if( d < -0.0001f )
+ if ( d < -0.0001f ) {
return;
+ }
}
-
+
/* tesselate the patch */
src.width = ds->patchWidth;
src.height = ds->patchHeight;
src.verts = ds->verts;
iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
subdivided = SubdivideMesh2( src, iterations );
-
+
/* fit it to the curve and remove colinear verts on rows/columns */
PutMeshOnCurve( *subdivided );
mesh = RemoveLinearMeshColumnsRows( subdivided );
FreeMesh( subdivided );
-
+
/* iterate through the mesh quads */
- for( y = 0; y < (mesh->height - 1); y++ )
+ for ( y = 0; y < ( mesh->height - 1 ); y++ )
{
- for( x = 0; x < (mesh->width - 1); x++ )
+ for ( x = 0; x < ( mesh->width - 1 ); x++ )
{
/* set indexes */
- pw[ 0 ] = x + (y * mesh->width);
- pw[ 1 ] = x + ((y + 1) * mesh->width);
- pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
- pw[ 3 ] = x + 1 + (y * mesh->width);
- pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
-
+ pw[ 0 ] = x + ( y * mesh->width );
+ pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
+ pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
+ pw[ 3 ] = x + 1 + ( y * mesh->width );
+ pw[ 4 ] = x + ( y * mesh->width ); /* same as pw[ 0 ] */
+
/* set radix */
- r = (x + y) & 1;
-
+ r = ( x + y ) & 1;
+
/* generate decal for first triangle */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( mesh->verts[ pw[ r + 1 ] ].xyz, w->p[ 1 ] );
VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 2 ] );
ProjectDecalOntoWinding( dp, ds, w );
-
+
/* generate decal for second triangle */
w = AllocWinding( 3 );
w->numpoints = 3;
ProjectDecalOntoWinding( dp, ds, w );
}
}
-
+
/* clean up */
free( mesh );
}
/*
-ProjectDecalOntoTriangles()
-projects a decal onto a triangle surface
-*/
+ ProjectDecalOntoTriangles()
+ projects a decal onto a triangle surface
+ */
+
+static void ProjectDecalOntoTriangles( decalProjector_t *dp, mapDrawSurface_t *ds ){
+ int i;
+ vec4_t plane;
+ float d;
+ winding_t *w;
+
-static void ProjectDecalOntoTriangles( decalProjector_t *dp, mapDrawSurface_t *ds )
-{
- int i;
- vec4_t plane;
- float d;
- winding_t *w;
-
-
/* triangle surfaces without shaders don't get marks by default */
- if( ds->type == SURFACE_TRIANGLES && ds->shaderInfo->shaderText == NULL )
+ if ( ds->type == SURFACE_TRIANGLES && ds->shaderInfo->shaderText == NULL ) {
return;
-
+ }
+
/* backface check */
- if( ds->planar )
- {
+ if ( ds->planar ) {
VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
d = DotProduct( dp->planes[ 0 ], plane );
- if( d < -0.0001f )
+ if ( d < -0.0001f ) {
return;
+ }
}
-
+
/* iterate through triangles */
- for( i = 0; i < ds->numIndexes; i += 3 )
+ for ( i = 0; i < ds->numIndexes; i += 3 )
{
/* generate decal */
w = AllocWinding( 3 );
/*
-MakeEntityDecals()
-projects decals onto world surfaces
-*/
+ MakeEntityDecals()
+ projects decals onto world surfaces
+ */
+
+void MakeEntityDecals( entity_t *e ){
+ int i, j, k, f, fOld, start;
+ decalProjector_t dp;
+ mapDrawSurface_t *ds;
+ vec3_t identityAxis[ 3 ] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };
+
-void MakeEntityDecals( entity_t *e )
-{
- int i, j, k, f, fOld, start;
- decalProjector_t dp;
- mapDrawSurface_t *ds;
- vec3_t identityAxis[ 3 ] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };
-
-
/* note it */
Sys_FPrintf( SYS_VRB, "--- MakeEntityDecals ---\n" );
-
+
/* set entity origin */
VectorCopy( e->origin, entityOrigin );
-
+
/* transform projector instead of geometry */
VectorClear( entityOrigin );
-
+
/* init pacifier */
fOld = -1;
start = I_FloatTime();
-
+
/* walk the list of decal projectors */
- for( i = 0; i < numProjectors; i++ )
+ for ( i = 0; i < numProjectors; i++ )
{
/* print pacifier */
f = 10 * i / numProjectors;
- if( f != fOld )
- {
+ if ( f != fOld ) {
fOld = f;
Sys_FPrintf( SYS_VRB, "%d...", f );
}
-
+
/* get projector */
TransformDecalProjector( &projectors[ i ], identityAxis, e->origin, &dp );
-
+
/* walk the list of surfaces in the entity */
- for( j = e->firstDrawSurf; j < numMapDrawSurfs; j++ )
+ for ( j = e->firstDrawSurf; j < numMapDrawSurfs; j++ )
{
/* get surface */
ds = &mapDrawSurfs[ j ];
- if( ds->numVerts <= 0 )
+ if ( ds->numVerts <= 0 ) {
continue;
-
+ }
+
/* ignore autosprite or nomarks */
- if( ds->shaderInfo->autosprite || (ds->shaderInfo->compileFlags & C_NOMARKS) )
+ if ( ds->shaderInfo->autosprite || ( ds->shaderInfo->compileFlags & C_NOMARKS ) ) {
continue;
-
+ }
+
/* bounds check */
- for( k = 0; k < 3; k++ )
- if( ds->mins[ k ] >= (dp.center[ k ] + dp.radius) ||
- ds->maxs[ k ] <= (dp.center[ k ] - dp.radius) )
+ for ( k = 0; k < 3; k++ )
+ if ( ds->mins[ k ] >= ( dp.center[ k ] + dp.radius ) ||
+ ds->maxs[ k ] <= ( dp.center[ k ] - dp.radius ) ) {
break;
- if( k < 3 )
+ }
+ if ( k < 3 ) {
continue;
-
+ }
+
/* switch on type */
- switch( ds->type )
+ switch ( ds->type )
{
- case SURFACE_FACE:
- ProjectDecalOntoFace( &dp, ds );
- break;
-
- case SURFACE_PATCH:
- ProjectDecalOntoPatch( &dp, ds );
- break;
-
- case SURFACE_TRIANGLES:
- case SURFACE_FORCED_META:
- case SURFACE_META:
- ProjectDecalOntoTriangles( &dp, ds );
- break;
-
- default:
- break;
+ case SURFACE_FACE:
+ ProjectDecalOntoFace( &dp, ds );
+ break;
+
+ case SURFACE_PATCH:
+ ProjectDecalOntoPatch( &dp, ds );
+ break;
+
+ case SURFACE_TRIANGLES:
+ case SURFACE_FORCED_META:
+ case SURFACE_META:
+ ProjectDecalOntoTriangles( &dp, ds );
+ break;
+
+ default:
+ break;
}
}
}
-
+
/* print time */
- Sys_FPrintf( SYS_VRB, " (%d)\n", (int) (I_FloatTime() - start) );
-
+ Sys_FPrintf( SYS_VRB, " (%d)\n", (int) ( I_FloatTime() - start ) );
+
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d decal surfaces\n", numDecalSurfaces );
}