mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-26 22:11:49 +00:00
682 lines
16 KiB
C++
682 lines
16 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../../idlib/precompiled.h"
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#pragma hdrstop
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#include "dmap.h"
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//=================================================================================
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#if 0
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should we try and snap values very close to 0.5, 0.25, 0.125, etc?
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do we write out normals, or just a "smooth shade" flag?
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resolved: normals. otherwise adjacent facet shaded surfaces get their
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vertexes merged, and they would have to be split apart before drawing
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do we save out "wings" for shadow silhouette info?
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#endif
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static idFile *procFile;
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#define AREANUM_DIFFERENT -2
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/*
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=============
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PruneNodes_r
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Any nodes that have all children with the same
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area can be combined into a single leaf node
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Returns the area number of all children, or
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AREANUM_DIFFERENT if not the same.
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=============
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*/
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int PruneNodes_r( node_t *node ) {
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int a1, a2;
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if ( node->planenum == PLANENUM_LEAF ) {
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return node->area;
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}
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a1 = PruneNodes_r( node->children[0] );
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a2 = PruneNodes_r( node->children[1] );
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if ( a1 != a2 || a1 == AREANUM_DIFFERENT ) {
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return AREANUM_DIFFERENT;
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}
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// free all the nodes below this point
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FreeTreePortals_r( node->children[0] );
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FreeTreePortals_r( node->children[1] );
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FreeTree_r( node->children[0] );
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FreeTree_r( node->children[1] );
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// change this node to a leaf
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node->planenum = PLANENUM_LEAF;
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node->area = a1;
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return a1;
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}
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static void WriteFloat( idFile *f, float v )
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{
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if ( idMath::Fabs(v - idMath::Rint(v)) < 0.001 ) {
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f->WriteFloatString( "%i ", (int)idMath::Rint(v) );
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}
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else {
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f->WriteFloatString( "%f ", v );
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}
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}
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void Write1DMatrix( idFile *f, int x, float *m ) {
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int i;
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f->WriteFloatString( "( " );
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for ( i = 0; i < x; i++ ) {
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WriteFloat( f, m[i] );
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}
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f->WriteFloatString( ") " );
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}
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static int CountUniqueShaders( optimizeGroup_t *groups ) {
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optimizeGroup_t *a, *b;
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int count;
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count = 0;
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for ( a = groups ; a ; a = a->nextGroup ) {
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if ( !a->triList ) { // ignore groups with no tris
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continue;
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}
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for ( b = groups ; b != a ; b = b->nextGroup ) {
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if ( !b->triList ) {
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continue;
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}
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if ( a->material != b->material ) {
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continue;
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}
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if ( a->mergeGroup != b->mergeGroup ) {
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continue;
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}
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break;
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}
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if ( a == b ) {
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count++;
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}
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}
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return count;
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}
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/*
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==============
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MatchVert
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==============
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*/
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#define XYZ_EPSILON 0.01
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#define ST_EPSILON 0.001
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#define COSINE_EPSILON 0.999
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static bool MatchVert( const idDrawVert *a, const idDrawVert *b ) {
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if ( idMath::Fabs( a->xyz[0] - b->xyz[0] ) > XYZ_EPSILON ) {
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return false;
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}
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if ( idMath::Fabs( a->xyz[1] - b->xyz[1] ) > XYZ_EPSILON ) {
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return false;
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}
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if ( idMath::Fabs( a->xyz[2] - b->xyz[2] ) > XYZ_EPSILON ) {
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return false;
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}
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if ( idMath::Fabs( a->st[0] - b->st[0] ) > ST_EPSILON ) {
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return false;
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}
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if ( idMath::Fabs( a->st[1] - b->st[1] ) > ST_EPSILON ) {
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return false;
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}
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// if the normal is 0 (smoothed normals), consider it a match
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if ( a->normal[0] == 0 && a->normal[1] == 0 && a->normal[2] == 0
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&& b->normal[0] == 0 && b->normal[1] == 0 && b->normal[2] == 0 ) {
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return true;
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}
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// otherwise do a dot-product cosine check
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if ( DotProduct( a->normal, b->normal ) < COSINE_EPSILON ) {
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return false;
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}
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return true;
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}
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/*
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====================
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ShareMapTriVerts
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Converts independent triangles to shared vertex triangles
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====================
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*/
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srfTriangles_t *ShareMapTriVerts( const mapTri_t *tris ) {
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const mapTri_t *step;
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int count;
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int i, j;
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int numVerts;
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int numIndexes;
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srfTriangles_t *uTri;
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// unique the vertexes
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count = CountTriList( tris );
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uTri = R_AllocStaticTriSurf();
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R_AllocStaticTriSurfVerts( uTri, count * 3 );
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R_AllocStaticTriSurfIndexes( uTri, count * 3 );
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numVerts = 0;
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numIndexes = 0;
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for ( step = tris ; step ; step = step->next ) {
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for ( i = 0 ; i < 3 ; i++ ) {
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const idDrawVert *dv;
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dv = &step->v[i];
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// search for a match
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for ( j = 0 ; j < numVerts ; j++ ) {
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if ( MatchVert( &uTri->verts[j], dv ) ) {
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break;
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}
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}
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if ( j == numVerts ) {
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numVerts++;
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uTri->verts[j].xyz = dv->xyz;
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uTri->verts[j].normal = dv->normal;
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uTri->verts[j].st[0] = dv->st[0];
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uTri->verts[j].st[1] = dv->st[1];
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}
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uTri->indexes[numIndexes++] = j;
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}
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}
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uTri->numVerts = numVerts;
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uTri->numIndexes = numIndexes;
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return uTri;
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}
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/*
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==================
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CleanupUTriangles
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==================
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*/
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static void CleanupUTriangles( srfTriangles_t *tri ) {
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// perform cleanup operations
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R_RangeCheckIndexes( tri );
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R_CreateSilIndexes( tri );
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// R_RemoveDuplicatedTriangles( tri ); // this may remove valid overlapped transparent triangles
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R_RemoveDegenerateTriangles( tri );
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// R_RemoveUnusedVerts( tri );
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R_FreeStaticTriSurfSilIndexes( tri );
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}
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/*
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====================
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WriteUTriangles
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Writes text verts and indexes to procfile
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====================
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*/
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static void WriteUTriangles( const srfTriangles_t *uTris ) {
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int col;
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int i;
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// emit this chain
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procFile->WriteFloatString( "/* numVerts = */ %i /* numIndexes = */ %i\n",
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uTris->numVerts, uTris->numIndexes );
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// verts
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col = 0;
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for ( i = 0 ; i < uTris->numVerts ; i++ ) {
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float vec[8];
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const idDrawVert *dv;
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dv = &uTris->verts[i];
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vec[0] = dv->xyz[0];
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vec[1] = dv->xyz[1];
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vec[2] = dv->xyz[2];
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vec[3] = dv->st[0];
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vec[4] = dv->st[1];
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vec[5] = dv->normal[0];
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vec[6] = dv->normal[1];
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vec[7] = dv->normal[2];
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Write1DMatrix( procFile, 8, vec );
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if ( ++col == 3 ) {
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col = 0;
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procFile->WriteFloatString( "\n" );
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}
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}
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if ( col != 0 ) {
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procFile->WriteFloatString( "\n" );
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}
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// indexes
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col = 0;
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for ( i = 0 ; i < uTris->numIndexes ; i++ ) {
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procFile->WriteFloatString( "%i ", uTris->indexes[i] );
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if ( ++col == 18 ) {
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col = 0;
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procFile->WriteFloatString( "\n" );
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}
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}
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if ( col != 0 ) {
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procFile->WriteFloatString( "\n" );
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}
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}
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/*
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====================
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WriteShadowTriangles
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Writes text verts and indexes to procfile
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====================
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*/
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static void WriteShadowTriangles( const srfTriangles_t *tri ) {
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int col;
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int i;
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// emit this chain
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procFile->WriteFloatString( "/* numVerts = */ %i /* noCaps = */ %i /* noFrontCaps = */ %i /* numIndexes = */ %i /* planeBits = */ %i\n",
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tri->numVerts, tri->numShadowIndexesNoCaps, tri->numShadowIndexesNoFrontCaps, tri->numIndexes, tri->shadowCapPlaneBits );
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// verts
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col = 0;
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for ( i = 0 ; i < tri->numVerts ; i++ ) {
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Write1DMatrix( procFile, 3, &tri->shadowVertexes[i].xyz[0] );
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if ( ++col == 5 ) {
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col = 0;
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procFile->WriteFloatString( "\n" );
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}
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}
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if ( col != 0 ) {
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procFile->WriteFloatString( "\n" );
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}
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// indexes
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col = 0;
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for ( i = 0 ; i < tri->numIndexes ; i++ ) {
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procFile->WriteFloatString( "%i ", tri->indexes[i] );
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if ( ++col == 18 ) {
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col = 0;
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procFile->WriteFloatString( "\n" );
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}
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}
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if ( col != 0 ) {
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procFile->WriteFloatString( "\n" );
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}
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}
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/*
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=======================
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GroupsAreSurfaceCompatible
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Planes, texcoords, and groupLights can differ,
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but the material and mergegroup must match
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=======================
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*/
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static bool GroupsAreSurfaceCompatible( const optimizeGroup_t *a, const optimizeGroup_t *b ) {
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if ( a->material != b->material ) {
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return false;
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}
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if ( a->mergeGroup != b->mergeGroup ) {
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return false;
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}
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return true;
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}
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/*
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====================
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WriteOutputSurfaces
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====================
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*/
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static void WriteOutputSurfaces( int entityNum, int areaNum ) {
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mapTri_t *ambient, *copy;
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int surfaceNum;
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int numSurfaces;
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idMapEntity *entity;
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uArea_t *area;
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optimizeGroup_t *group, *groupStep;
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int i; // , j;
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// int col;
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srfTriangles_t *uTri;
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// mapTri_t *tri;
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typedef struct interactionTris_s {
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struct interactionTris_s *next;
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mapTri_t *triList;
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mapLight_t *light;
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} interactionTris_t;
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interactionTris_t *interactions, *checkInter; //, *nextInter;
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area = &dmapGlobals.uEntities[entityNum].areas[areaNum];
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entity = dmapGlobals.uEntities[entityNum].mapEntity;
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numSurfaces = CountUniqueShaders( area->groups );
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if ( entityNum == 0 ) {
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procFile->WriteFloatString( "model { /* name = */ \"_area%i\" /* numSurfaces = */ %i\n\n",
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areaNum, numSurfaces );
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} else {
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const char *name;
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entity->epairs.GetString( "name", "", &name );
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if ( !name[0] ) {
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common->Error( "Entity %i has surfaces, but no name key", entityNum );
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}
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procFile->WriteFloatString( "model { /* name = */ \"%s\" /* numSurfaces = */ %i\n\n",
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name, numSurfaces );
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}
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surfaceNum = 0;
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for ( group = area->groups ; group ; group = group->nextGroup ) {
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if ( group->surfaceEmited ) {
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continue;
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}
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// combine all groups compatible with this one
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// usually several optimizeGroup_t can be combined into a single
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// surface, even though they couldn't be merged together to save
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// vertexes because they had different planes, texture coordinates, or lights.
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// Different mergeGroups will stay in separate surfaces.
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ambient = NULL;
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// each light that illuminates any of the groups in the surface will
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// get its own list of indexes out of the original surface
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interactions = NULL;
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for ( groupStep = group ; groupStep ; groupStep = groupStep->nextGroup ) {
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if ( groupStep->surfaceEmited ) {
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continue;
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}
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if ( !GroupsAreSurfaceCompatible( group, groupStep ) ) {
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continue;
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}
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// copy it out to the ambient list
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copy = CopyTriList( groupStep->triList );
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ambient = MergeTriLists( ambient, copy );
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groupStep->surfaceEmited = true;
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// duplicate it into an interaction for each groupLight
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for ( i = 0 ; i < groupStep->numGroupLights ; i++ ) {
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for ( checkInter = interactions ; checkInter ; checkInter = checkInter->next ) {
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if ( checkInter->light == groupStep->groupLights[i] ) {
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break;
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}
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}
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if ( !checkInter ) {
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// create a new interaction
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checkInter = (interactionTris_t *)Mem_ClearedAlloc( sizeof( *checkInter ) );
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checkInter->light = groupStep->groupLights[i];
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checkInter->next = interactions;
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interactions = checkInter;
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}
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copy = CopyTriList( groupStep->triList );
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checkInter->triList = MergeTriLists( checkInter->triList, copy );
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}
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}
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if ( !ambient ) {
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continue;
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}
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if ( surfaceNum >= numSurfaces ) {
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common->Error( "WriteOutputSurfaces: surfaceNum >= numSurfaces" );
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}
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procFile->WriteFloatString( "/* surface %i */ { ", surfaceNum );
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surfaceNum++;
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procFile->WriteFloatString( "\"%s\" ", ambient->material->GetName() );
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uTri = ShareMapTriVerts( ambient );
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FreeTriList( ambient );
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CleanupUTriangles( uTri );
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WriteUTriangles( uTri );
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R_FreeStaticTriSurf( uTri );
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procFile->WriteFloatString( "}\n\n" );
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}
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procFile->WriteFloatString( "}\n\n" );
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}
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/*
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===============
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WriteNode_r
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===============
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*/
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static void WriteNode_r( node_t *node ) {
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int child[2];
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int i;
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idPlane *plane;
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if ( node->planenum == PLANENUM_LEAF ) {
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// we shouldn't get here unless the entire world
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// was a single leaf
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procFile->WriteFloatString( "/* node 0 */ ( 0 0 0 0 ) -1 -1\n" );
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return;
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}
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for ( i = 0 ; i < 2 ; i++ ) {
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if ( node->children[i]->planenum == PLANENUM_LEAF ) {
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child[i] = -1 - node->children[i]->area;
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} else {
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child[i] = node->children[i]->nodeNumber;
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}
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}
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plane = &dmapGlobals.mapPlanes[node->planenum];
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procFile->WriteFloatString( "/* node %i */ ", node->nodeNumber );
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Write1DMatrix( procFile, 4, plane->ToFloatPtr() );
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procFile->WriteFloatString( "%i %i\n", child[0], child[1] );
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if ( child[0] > 0 ) {
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WriteNode_r( node->children[0] );
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}
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if ( child[1] > 0 ) {
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WriteNode_r( node->children[1] );
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}
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}
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static int NumberNodes_r( node_t *node, int nextNumber ) {
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if ( node->planenum == PLANENUM_LEAF ) {
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return nextNumber;
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}
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node->nodeNumber = nextNumber;
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nextNumber++;
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nextNumber = NumberNodes_r( node->children[0], nextNumber );
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nextNumber = NumberNodes_r( node->children[1], nextNumber );
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return nextNumber;
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}
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/*
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====================
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WriteOutputNodes
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====================
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*/
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static void WriteOutputNodes( node_t *node ) {
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int numNodes;
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// prune unneeded nodes and count
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PruneNodes_r( node );
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|
numNodes = NumberNodes_r( node, 0 );
|
|
|
|
// output
|
|
procFile->WriteFloatString( "nodes { /* numNodes = */ %i\n\n", numNodes );
|
|
procFile->WriteFloatString( "/* node format is: ( planeVector ) positiveChild negativeChild */\n" );
|
|
procFile->WriteFloatString( "/* a child number of 0 is an opaque, solid area */\n" );
|
|
procFile->WriteFloatString( "/* negative child numbers are areas: (-1-child) */\n" );
|
|
|
|
WriteNode_r( node );
|
|
|
|
procFile->WriteFloatString( "}\n\n" );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
WriteOutputPortals
|
|
====================
|
|
*/
|
|
static void WriteOutputPortals( uEntity_t *e ) {
|
|
int i, j;
|
|
interAreaPortal_t *iap;
|
|
idWinding *w;
|
|
|
|
procFile->WriteFloatString( "interAreaPortals { /* numAreas = */ %i /* numIAP = */ %i\n\n",
|
|
e->numAreas, numInterAreaPortals );
|
|
procFile->WriteFloatString( "/* interAreaPortal format is: numPoints positiveSideArea negativeSideArea ( point) ... */\n" );
|
|
for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
|
|
iap = &interAreaPortals[i];
|
|
w = iap->side->winding;
|
|
procFile->WriteFloatString("/* iap %i */ %i %i %i ", i, w->GetNumPoints(), iap->area0, iap->area1 );
|
|
for ( j = 0 ; j < w->GetNumPoints() ; j++ ) {
|
|
Write1DMatrix( procFile, 3, (*w)[j].ToFloatPtr() );
|
|
}
|
|
procFile->WriteFloatString("\n" );
|
|
}
|
|
|
|
procFile->WriteFloatString( "}\n\n" );
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
WriteOutputEntity
|
|
====================
|
|
*/
|
|
static void WriteOutputEntity( int entityNum ) {
|
|
int i;
|
|
uEntity_t *e;
|
|
|
|
e = &dmapGlobals.uEntities[entityNum];
|
|
|
|
if ( entityNum != 0 ) {
|
|
// entities may have enclosed, empty areas that we don't need to write out
|
|
if ( e->numAreas > 1 ) {
|
|
e->numAreas = 1;
|
|
}
|
|
}
|
|
|
|
for ( i = 0 ; i < e->numAreas ; i++ ) {
|
|
WriteOutputSurfaces( entityNum, i );
|
|
}
|
|
|
|
// we will completely skip the portals and nodes if it is a single area
|
|
if ( entityNum == 0 && e->numAreas > 1 ) {
|
|
// output the area portals
|
|
WriteOutputPortals( e );
|
|
|
|
// output the nodes
|
|
WriteOutputNodes( e->tree->headnode );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
WriteOutputFile
|
|
====================
|
|
*/
|
|
void WriteOutputFile( void ) {
|
|
int i;
|
|
uEntity_t *entity;
|
|
idStr qpath;
|
|
|
|
// write the file
|
|
common->Printf( "----- WriteOutputFile -----\n" );
|
|
|
|
sprintf( qpath, "%s." PROC_FILE_EXT, dmapGlobals.mapFileBase );
|
|
|
|
common->Printf( "writing %s\n", qpath.c_str() );
|
|
// _D3XP used fs_cdpath
|
|
procFile = fileSystem->OpenFileWrite( qpath, "fs_devpath" );
|
|
if ( !procFile ) {
|
|
common->Error( "Error opening %s", qpath.c_str() );
|
|
}
|
|
|
|
procFile->WriteFloatString( "%s\n\n", PROC_FILE_ID );
|
|
|
|
// write the entity models and information, writing entities first
|
|
for ( i=dmapGlobals.num_entities - 1 ; i >= 0 ; i-- ) {
|
|
entity = &dmapGlobals.uEntities[i];
|
|
|
|
if ( !entity->primitives ) {
|
|
continue;
|
|
}
|
|
|
|
WriteOutputEntity( i );
|
|
}
|
|
|
|
// write the shadow volumes
|
|
for ( i = 0 ; i < dmapGlobals.mapLights.Num() ; i++ ) {
|
|
mapLight_t *light = dmapGlobals.mapLights[i];
|
|
if ( !light->shadowTris ) {
|
|
continue;
|
|
}
|
|
|
|
procFile->WriteFloatString( "shadowModel { /* name = */ \"_prelight_%s\"\n\n", light->name );
|
|
WriteShadowTriangles( light->shadowTris );
|
|
procFile->WriteFloatString( "}\n\n" );
|
|
|
|
R_FreeStaticTriSurf( light->shadowTris );
|
|
light->shadowTris = NULL;
|
|
}
|
|
|
|
fileSystem->CloseFile( procFile );
|
|
}
|