1
0
Fork 0
forked from fte/fteqw

Improved the clipped decal algorithm. Less fragments now. Also added support for q3bsp clipped decals.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3388 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2009-10-06 00:33:54 +00:00
parent 300cfd85a8
commit fb190d430c

View file

@ -548,30 +548,35 @@ void Fragment_ClipTriangle(fragmentdecal_t *dec, float *a, float *b, float *c)
#else
#define MAXFRAGMENTVERTS 128
#define MAXFRAGMENTVERTS 360
int Fragment_ClipPolyToPlane(float *inverts, float *outverts, int incount, float *plane, float planedist)
{
float dotv[MAXFRAGMENTVERTS];
int i, i2, i3;
float dotv[MAXFRAGMENTVERTS+1];
char keep[MAXFRAGMENTVERTS+1];
#define KEEP_KILL 0
#define KEEP_KEEP 1
#define KEEP_BORDER 2
int i;
int outcount = 0;
int clippedcount = 0;
vec3_t impact;
float *lastvalid = NULL; //the reason these arn't just an index is because it'd need to be a special case for the first vert.
float lastvaliddot = 0;
float d, *p1, *p2, *out;
#define FRAG_EPSILON 0.5
for (i = 0; i < incount; i++)
{
dotv[i] = DotProduct((inverts+i*3), plane) - planedist;
if (dotv[i]<-FRAG_EPSILON)
clippedcount++;
else
{
lastvalid = inverts+i*3;
lastvaliddot = dotv[i];
keep[i] = KEEP_KILL;
clippedcount++;
}
else if (dotv[i] > FRAG_EPSILON)
keep[i] = KEEP_KEEP;
else
keep[i] = KEEP_BORDER;
}
dotv[i] = dotv[0];
keep[i] = keep[0];
if (clippedcount == incount)
return 0; //all were clipped
@ -581,98 +586,53 @@ int Fragment_ClipPolyToPlane(float *inverts, float *outverts, int incount, float
return incount;
}
//FIXME:
/*
We should end up with a nicly clipped quad.
If a vertex is on the other side of the place, we remove it, and add two in it's place, on the lines between the verts not chopped.
we work out the last remaining vert in the above loop
the loop below loops through all verts, if it's to be removed, it does a nested loop to find the next vert that is not going to be removed
it then adds two new verts on the right two lines.
Due to using four clipplanes, this should result in a perfect quad. It doesn't.
*/
for (i = 0; i < incount; )
for (i = 0; i < incount; i++)
{
if (dotv[i] < -FRAG_EPSILON) //clipped
p1 = inverts+i*3;
if (keep[i] == KEEP_BORDER)
{
//work out where the line impacts the plane
lastvaliddot = (dotv[i]) / (dotv[i]-lastvaliddot);
VectorInterpolate((inverts+i*3), lastvaliddot, lastvalid, impact);
if (outcount+1 >= MAXFRAGMENTVERTS) //bum
break;
//generate a vertex where the line crosses the plane
outverts[outcount*3 + 0] = impact[0];
outverts[outcount*3 + 1] = impact[1];
outverts[outcount*3 + 2] = impact[2];
outcount++;
i3 = (i+1);
while (dotv[i3%incount] < -FRAG_EPSILON) //clipped
i3++;
//take away any verticies on the other side of the plane
i = (i3-1)%incount;
i2=i3%incount;
lastvaliddot = (dotv[i]) / (dotv[i]-dotv[i2]);
VectorInterpolate((inverts+i*3), lastvaliddot, (inverts+i2*3), impact);
//generate a vertex where the line crosses back onto our plane
outverts[outcount*3 + 0] = impact[0];
outverts[outcount*3 + 1] = impact[1];
outverts[outcount*3 + 2] = impact[2];
outcount++;
lastvalid = outverts+outcount*3;
lastvaliddot = 0; // :)
i = i3;
out = outverts+outcount++*3;
VectorCopy(p1, out);
continue;
}
else
{ //this vertex wasn't clipped. Just copy to the output.
if (outcount == MAXFRAGMENTVERTS) //bum
break;
outverts[outcount*3 + 0] = inverts[i*3 + 0];
outverts[outcount*3 + 1] = inverts[i*3 + 1];
outverts[outcount*3 + 2] = inverts[i*3 + 2];
lastvalid = inverts+i*3;
lastvaliddot = dotv[i];
outcount++;
i++;
if (keep[i] == KEEP_KEEP)
{
out = outverts+outcount++*3;
VectorCopy(p1, out);
}
if (keep[i+1] == KEEP_BORDER || keep[i] == keep[i+1])
continue;
p2 = inverts+((i+1)%incount)*3;
d = dotv[i] - dotv[i+1];
if (d)
d = dotv[i] / d;
out = outverts+outcount++*3;
VectorInterpolate(p1, d, p2, out);
}
return outcount;
}
void Fragment_ClipTriangle(fragmentdecal_t *dec, float *a, float *b, float *c)
void Fragment_ClipPoly(fragmentdecal_t *dec, int numverts, float *inverts)
{
//emit the triangle, and clip it's fragments.
int p;
float verts[MAXFRAGMENTVERTS*3];
float verts2[MAXFRAGMENTVERTS*3];
float *cverts;
int numverts;
int flip;
if (numverts > MAXFRAGMENTTRIS)
return;
if (dec->numtris == MAXFRAGMENTTRIS)
return; //don't bother
VectorCopy(a, (verts+0*3));
VectorCopy(b, (verts+1*3));
VectorCopy(c, (verts+2*3));
numverts = 3;
//clip to the first plane specially, so we don't have extra copys
numverts = Fragment_ClipPolyToPlane(inverts, verts, numverts, dec->planenorm[0], dec->planedist[0]);
//clip the triangle to the 6 planes.
flip = 0;
for (p = 0; p < dec->numplanes; p++)
for (p = 1; p < dec->numplanes; p++)
{
flip^=1;
if (flip)
@ -712,17 +672,27 @@ void Fragment_Mesh (fragmentdecal_t *dec, mesh_t *mesh)
{
int i;
float *a, *b, *c;
vec3_t verts[3];
/*if its a triangle fan/poly/quad then we can just submit the entire thing without generating extra fragments*/
if (mesh->istrifan)
{
Fragment_ClipPoly(dec, mesh->numvertexes, mesh->xyz_array[0]);
return;
}
//Fixme: optimise q3 patches
/*otherwise it goes in and out in weird places*/
for (i = 0; i < mesh->numindexes; i+=3)
{
if (dec->numtris == MAXFRAGMENTTRIS)
break;
a = mesh->xyz_array[mesh->indexes[i+0]];
b = mesh->xyz_array[mesh->indexes[i+1]];
c = mesh->xyz_array[mesh->indexes[i+2]];
Fragment_ClipTriangle(dec, a, b, c);
VectorCopy(mesh->xyz_array[mesh->indexes[i+0]], verts[0]);
VectorCopy(mesh->xyz_array[mesh->indexes[i+1]], verts[1]);
VectorCopy(mesh->xyz_array[mesh->indexes[i+2]], verts[2]);
Fragment_ClipPoly(dec, 3, verts[0]);
}
}
@ -754,7 +724,6 @@ void Q1BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node)
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags & SURF_PLANEBACK)
{
if (-DotProduct(surf->plane->normal, dec->normal) > -0.5)
@ -772,6 +741,55 @@ void Q1BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node)
Q1BSP_ClipDecalToNodes (dec, node->children[1]);
}
void Q3BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t **msurf;
msurface_t *surf;
mleaf_t *leaf;
int i;
if (node->contents != -1)
{
leaf = (mleaf_t *)node;
// mark the polygons
msurf = leaf->firstmarksurface;
for (i=0 ; i<leaf->nummarksurfaces ; i++, msurf++)
{
surf = *msurf;
/*if (surf->flags & SURF_PLANEBACK)
{
if (-DotProduct(surf->plane->normal, dec->normal) > -0.5)
continue;
}
else
{
if (DotProduct(surf->plane->normal, dec->normal) > -0.5)
continue;
}*/
Fragment_Mesh(dec, surf->mesh);
}
return;
}
splitplane = node->plane;
dist = DotProduct (dec->center, splitplane->normal) - splitplane->dist;
if (dist > dec->radius)
{
Q3BSP_ClipDecalToNodes (dec, node->children[0]);
return;
}
if (dist < -dec->radius)
{
Q3BSP_ClipDecalToNodes (dec, node->children[1]);
return;
}
Q3BSP_ClipDecalToNodes (dec, node->children[0]);
Q3BSP_ClipDecalToNodes (dec, node->children[1]);
}
int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangent2, float size, float **out)
{ //quad marks a full, independant quad
int p;
@ -792,7 +810,10 @@ int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangen
dec.planedist[p] = -(dec.radius - DotProduct(dec.center, dec.planenorm[p]));
dec.numplanes = 6;
Q1BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes);
if (cl.worldmodel->fromgame == fg_quake3)
Q3BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes);
else
Q1BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes);
*out = (float *)decalfragmentverts;
return dec.numtris;
@ -800,30 +821,41 @@ int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangen
//This is spike's testing function, and is only usable by gl. :)
/*
#include "glquake.h"
void Q1BSP_TestClipDecal(void)
{
int i;
int numtris;
vec3_t fwd;
vec3_t start;
vec3_t center, normal, tangent;
vec3_t center, normal, tangent, tangent2;
float *verts;
if (cls.state != ca_active)
return;
VectorCopy(cl.simorg[0], start);
start[2]+=22;
VectorCopy(r_origin, start);
// start[2]+=22;
VectorMA(start, 10000, vpn, fwd);
TraceLineN(start, fwd, center, normal);
if (!TraceLineN(start, fwd, center, normal))
{
VectorCopy(start, center);
normal[0] = 0;
normal[1] = 0;
normal[2] = 1;
}
CrossProduct(fwd, normal, tangent);
VectorNormalize(tangent);
numtris = Q1BSP_ClipDecal(center, normal, tangent, 128, &verts);
CrossProduct(normal, tangent, tangent2);
numtris = Q1BSP_ClipDecal(center, normal, tangent, tangent2, 128, &verts);
PPL_RevertToKnownState();
qglDisable(GL_TEXTURE_2D);
qglDisable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
qglDisable(GL_DEPTH_TEST);
qglColor3f(1, 0, 0);
@ -869,6 +901,7 @@ void Q1BSP_TestClipDecal(void)
qglEnd();
qglEnable(GL_TEXTURE_2D);
qglEnable(GL_DEPTH_TEST);
PPL_RevertToKnownState();
}
*/