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500 lines
16 KiB
C++
500 lines
16 KiB
C++
// tr_marks.c -- polygon projection on the world polygons
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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//#include "assert.h"
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#define MAX_VERTS_ON_POLY 64
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#define MARKER_OFFSET 0 // 1
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/*
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=============
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R_ChopPolyBehindPlane
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Out must have space for two more vertexes than in
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=============
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*/
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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static void R_ChopPolyBehindPlane( int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY],
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int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY],
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vec3_t normal, vec_t dist, vec_t epsilon) {
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float dists[MAX_VERTS_ON_POLY+4];
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int sides[MAX_VERTS_ON_POLY+4];
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int counts[3];
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float dot;
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int i, j;
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float *p1, *p2, *clip;
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float d;
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// don't clip if it might overflow
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if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) {
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*numOutPoints = 0;
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return;
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}
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counts[0] = counts[1] = counts[2] = 0;
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// determine sides for each point
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for ( i = 0 ; i < numInPoints ; i++ ) {
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dot = DotProduct( inPoints[i], normal );
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dot -= dist;
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dists[i] = dot;
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if ( dot > epsilon ) {
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sides[i] = SIDE_FRONT;
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} else if ( dot < -epsilon ) {
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sides[i] = SIDE_BACK;
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} else {
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sides[i] = SIDE_ON;
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}
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counts[sides[i]]++;
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}
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sides[i] = sides[0];
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dists[i] = dists[0];
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*numOutPoints = 0;
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if ( !counts[0] ) {
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return;
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}
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if ( !counts[1] ) {
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*numOutPoints = numInPoints;
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memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) );
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return;
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}
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for ( i = 0 ; i < numInPoints ; i++ ) {
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p1 = inPoints[i];
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clip = outPoints[ *numOutPoints ];
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if ( sides[i] == SIDE_ON ) {
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VectorCopy( p1, clip );
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(*numOutPoints)++;
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continue;
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}
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if ( sides[i] == SIDE_FRONT ) {
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VectorCopy( p1, clip );
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(*numOutPoints)++;
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clip = outPoints[ *numOutPoints ];
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}
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if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
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continue;
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}
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// generate a split point
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p2 = inPoints[ (i+1) % numInPoints ];
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d = dists[i] - dists[i+1];
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if ( d == 0 ) {
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dot = 0;
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} else {
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dot = dists[i] / d;
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}
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// clip xyz
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for (j=0 ; j<3 ; j++) {
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clip[j] = p1[j] + dot * ( p2[j] - p1[j] );
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}
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(*numOutPoints)++;
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}
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}
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/*
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=================
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R_BoxSurfaces_r
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=================
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*/
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void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) {
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int s, c;
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msurface_t *surf, **mark;
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// do the tail recursion in a loop
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while ( node->contents == -1 ) {
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#ifdef _XBOX
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s = BoxOnPlaneSide( mins, maxs, tr.world->planes + node->planeNum );
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#else
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s = BoxOnPlaneSide( mins, maxs, node->plane );
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#endif
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if (s == 1) {
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node = node->children[0];
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} else if (s == 2) {
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node = node->children[1];
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} else {
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R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
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node = node->children[1];
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}
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}
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// add the individual surfaces
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#ifdef _XBOX
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mleaf_s *leaf = (mleaf_s*)node;
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mark = tr.world->marksurfaces + leaf->firstMarkSurfNum;
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c = leaf->nummarksurfaces;
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#else
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mark = node->firstmarksurface;
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c = node->nummarksurfaces;
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#endif
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while (c--) {
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//
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if (*listlength >= listsize) break;
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//
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surf = *mark;
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// check if the surface has NOIMPACT or NOMARKS set
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if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) )
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|| ( surf->shader->contentFlags & CONTENTS_FOG ) ) {
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surf->viewCount = tr.viewCount;
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}
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// extra check for surfaces to avoid list overflows
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else if (*(surf->data) == SF_FACE) {
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// the face plane should go through the box
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s = BoxOnPlaneSide( mins, maxs, &(( srfSurfaceFace_t * ) surf->data)->plane );
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if (s == 1 || s == 2) {
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surf->viewCount = tr.viewCount;
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} else if (DotProduct((( srfSurfaceFace_t * ) surf->data)->plane.normal, dir) > -0.5) {
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// don't add faces that make sharp angles with the projection direction
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surf->viewCount = tr.viewCount;
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}
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}
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else if (*(surfaceType_t *) (surf->data) != SF_GRID
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&& *(surfaceType_t *) (surf->data) != SF_TRIANGLES )
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{
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surf->viewCount = tr.viewCount;
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}
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// check the viewCount because the surface may have
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// already been added if it spans multiple leafs
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if (surf->viewCount != tr.viewCount) {
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surf->viewCount = tr.viewCount;
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list[*listlength] = (surfaceType_t *) surf->data;
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(*listlength)++;
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}
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mark++;
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}
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}
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/*
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=================
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R_AddMarkFragments
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=================
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*/
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void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
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int numPlanes, vec3_t *normals, float *dists,
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int maxPoints, vec3_t pointBuffer,
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int maxFragments, markFragment_t *fragmentBuffer,
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int *returnedPoints, int *returnedFragments,
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vec3_t mins, vec3_t maxs) {
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int pingPong, i;
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markFragment_t *mf;
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// chop the surface by all the bounding planes of the to be projected polygon
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pingPong = 0;
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for ( i = 0 ; i < numPlanes ; i++ ) {
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R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong],
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&numClipPoints, clipPoints[!pingPong],
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normals[i], dists[i], 0.5 );
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pingPong ^= 1;
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if ( numClipPoints == 0 ) {
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break;
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}
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}
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// completely clipped away?
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if ( numClipPoints == 0 ) {
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return;
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}
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// add this fragment to the returned list
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if ( numClipPoints + (*returnedPoints) > maxPoints ) {
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return; // not enough space for this polygon
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}
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/*
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// all the clip points should be within the bounding box
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for ( i = 0 ; i < numClipPoints ; i++ ) {
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int j;
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for ( j = 0 ; j < 3 ; j++ ) {
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if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break;
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if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break;
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}
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if (j < 3) break;
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}
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if (i < numClipPoints) return;
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*/
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mf = fragmentBuffer + (*returnedFragments);
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mf->firstPoint = (*returnedPoints);
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mf->numPoints = numClipPoints;
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memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
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(*returnedPoints) += numClipPoints;
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(*returnedFragments)++;
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}
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/*
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=================
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R_MarkFragments
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=================
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*/
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int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) {
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int numsurfaces, numPlanes;
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int i, j, k, m, n;
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surfaceType_t *surfaces[64];
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vec3_t mins, maxs;
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int returnedFragments;
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int returnedPoints;
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vec3_t normals[MAX_VERTS_ON_POLY+2];
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float dists[MAX_VERTS_ON_POLY+2];
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vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
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vec3_t normal;
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vec3_t projectionDir;
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vec3_t v1, v2;
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//increment view count for double check prevention
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tr.viewCount++;
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//
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VectorNormalize2( projection, projectionDir );
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// find all the brushes that are to be considered
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ClearBounds( mins, maxs );
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for ( i = 0 ; i < numPoints ; i++ ) {
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vec3_t temp;
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AddPointToBounds( points[i], mins, maxs );
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VectorAdd( points[i], projection, temp );
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AddPointToBounds( temp, mins, maxs );
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// make sure we get all the leafs (also the one(s) in front of the hit surface)
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VectorMA( points[i], -20, projectionDir, temp );
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AddPointToBounds( temp, mins, maxs );
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}
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if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY;
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// create the bounding planes for the to be projected polygon
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for ( i = 0 ; i < numPoints ; i++ ) {
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VectorSubtract(points[(i+1)%numPoints], points[i], v1);
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VectorAdd(points[i], projection, v2);
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VectorSubtract(points[i], v2, v2);
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CrossProduct(v1, v2, normals[i]);
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VectorNormalizeFast(normals[i]);
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dists[i] = DotProduct(normals[i], points[i]);
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}
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// add near and far clipping planes for projection
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VectorCopy(projectionDir, normals[numPoints]);
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dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32;
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VectorCopy(projectionDir, normals[numPoints+1]);
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VectorInverse(normals[numPoints+1]);
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dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - 20;
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numPlanes = numPoints + 2;
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numsurfaces = 0;
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R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir);
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//assert(numsurfaces <= 64);
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//assert(numsurfaces != 64);
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returnedPoints = 0;
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returnedFragments = 0;
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for ( i = 0 ; i < numsurfaces ; i++ ) {
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if (*surfaces[i] == SF_GRID) {
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const srfGridMesh_t * const cv = (srfGridMesh_t *) surfaces[i];
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for ( m = 0 ; m < cv->height - 1 ; m++ ) {
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for ( n = 0 ; n < cv->width - 1 ; n++ ) {
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// We triangulate the grid and chop all triangles within
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// the bounding planes of the to be projected polygon.
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// LOD is not taken into account, not such a big deal though.
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//
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// It's probably much nicer to chop the grid itself and deal
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// with this grid as a normal SF_GRID surface so LOD will
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// be applied. However the LOD of that chopped grid must
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// be synced with the LOD of the original curve.
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// One way to do this; the chopped grid shares vertices with
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// the original curve. When LOD is applied to the original
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// curve the unused vertices are flagged. Now the chopped curve
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// should skip the flagged vertices. This still leaves the
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// problems with the vertices at the chopped grid edges.
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//
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// To avoid issues when LOD applied to "hollow curves" (like
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// the ones around many jump pads) we now just add a 2 unit
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// offset to the triangle vertices.
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// The offset is added in the vertex normal vector direction
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// so all triangles will still fit together.
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// The 2 unit offset should avoid pretty much all LOD problems.
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const int numClipPoints = 3;
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const drawVert_t * const dv = cv->verts + m * cv->width + n;
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VectorCopy(dv[0].xyz, clipPoints[0][0]);
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VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
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VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
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VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
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VectorCopy(dv[1].xyz, clipPoints[0][2]);
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VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
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// check the normal of this triangle
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VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
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VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
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CrossProduct(v1, v2, normal);
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VectorNormalizeFast(normal);
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if (DotProduct(normal, projectionDir) < -0.1) {
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// add the fragments of this triangle
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R_AddMarkFragments(numClipPoints, clipPoints,
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numPlanes, normals, dists,
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maxPoints, pointBuffer,
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maxFragments, fragmentBuffer,
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&returnedPoints, &returnedFragments, mins, maxs);
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if ( returnedFragments == maxFragments ) {
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return returnedFragments; // not enough space for more fragments
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}
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}
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VectorCopy(dv[1].xyz, clipPoints[0][0]);
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VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
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VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
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VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
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VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]);
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VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]);
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// check the normal of this triangle
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VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
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VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
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CrossProduct(v1, v2, normal);
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VectorNormalizeFast(normal);
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if (DotProduct(normal, projectionDir) < -0.05) {
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// add the fragments of this triangle
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R_AddMarkFragments(numClipPoints, clipPoints,
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numPlanes, normals, dists,
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maxPoints, pointBuffer,
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maxFragments, fragmentBuffer,
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&returnedPoints, &returnedFragments, mins, maxs);
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if ( returnedFragments == maxFragments ) {
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return returnedFragments; // not enough space for more fragments
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}
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}
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}
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}
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}
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else if (*surfaces[i] == SF_FACE) {
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const srfSurfaceFace_t * const surf = ( srfSurfaceFace_t * ) surfaces[i];
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// check the normal of this face
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if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
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continue;
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}
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/*
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VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
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VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
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CrossProduct(v1, v2, normal);
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VectorNormalize(normal);
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if (DotProduct(normal, projectionDir) > -0.5) continue;
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*/
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#ifdef _XBOX
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const unsigned char * const indexes = (unsigned char *)( (byte *)surf + surf->ofsIndices );
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int nextSurfPoint = NEXT_SURFPOINT(surf->flags);
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#else
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const int * const indexes = (int *)( (byte *)surf + surf->ofsIndices );
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#endif
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for ( k = 0 ; k < surf->numIndices ; k += 3 ) {
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for ( j = 0 ; j < 3 ; j++ ) {
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#ifdef _XBOX
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const unsigned short* v = surf->srfPoints + nextSurfPoint * indexes[k+j];
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float fVec[3];
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Q_CastShort2Float(&fVec[0], (short*)v + 0);
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Q_CastShort2Float(&fVec[1], (short*)v + 1);
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Q_CastShort2Float(&fVec[2], (short*)v + 2);
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VectorMA( fVec, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
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#else
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const float * const v = surf->points[0] + VERTEXSIZE * indexes[k+j];
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VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
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#endif
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}
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// add the fragments of this face
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R_AddMarkFragments( 3 , clipPoints,
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numPlanes, normals, dists,
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maxPoints, pointBuffer,
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maxFragments, fragmentBuffer,
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&returnedPoints, &returnedFragments, mins, maxs);
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if ( returnedFragments == maxFragments ) {
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return returnedFragments; // not enough space for more fragments
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}
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}
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continue;
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}
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else if (*surfaces[i] == SF_TRIANGLES)
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{
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const srfTriangles_t * const surf = ( srfTriangles_t * ) surfaces[i];
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for ( k = 0 ; k < surf->numIndexes ; k += 3 )
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{
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int i1=surf->indexes[k];
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int i2=surf->indexes[k+1];
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int i3=surf->indexes[k+2];
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VectorSubtract(surf->verts[i1].xyz,surf->verts[i2].xyz, v1);
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VectorSubtract(surf->verts[i3].xyz,surf->verts[i2].xyz, v2);
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CrossProduct(v1, v2, normal);
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VectorNormalizeFast(normal);
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// check the normal of this triangle
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if (DotProduct(normal, projectionDir) < -0.1)
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{
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#ifdef _XBOX
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// This is really ugly, and really inefficient. Of course, the inefficiency
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// pales in comparison to the misery that ensues once you realze that
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// MARKER_OFFSET is #define'd to be 0.
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float fVec[3];
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Q_CastShort2Float(&fVec[0], &surf->verts[i1].xyz[0]);
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Q_CastShort2Float(&fVec[1], &surf->verts[i1].xyz[1]);
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Q_CastShort2Float(&fVec[2], &surf->verts[i1].xyz[2]);
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VectorMA(fVec, MARKER_OFFSET, normal, clipPoints[0][0]);
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Q_CastShort2Float(&fVec[0], &surf->verts[i2].xyz[0]);
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Q_CastShort2Float(&fVec[1], &surf->verts[i2].xyz[1]);
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Q_CastShort2Float(&fVec[2], &surf->verts[i2].xyz[2]);
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VectorMA(fVec, MARKER_OFFSET, normal, clipPoints[0][1]);
|
|
Q_CastShort2Float(&fVec[0], &surf->verts[i3].xyz[0]);
|
|
Q_CastShort2Float(&fVec[1], &surf->verts[i3].xyz[1]);
|
|
Q_CastShort2Float(&fVec[2], &surf->verts[i3].xyz[2]);
|
|
VectorMA(fVec, MARKER_OFFSET, normal, clipPoints[0][2]);
|
|
#else
|
|
VectorMA(surf->verts[i1].xyz, MARKER_OFFSET, normal, clipPoints[0][0]);
|
|
VectorMA(surf->verts[i2].xyz, MARKER_OFFSET, normal, clipPoints[0][1]);
|
|
VectorMA(surf->verts[i3].xyz, MARKER_OFFSET, normal, clipPoints[0][2]);
|
|
#endif
|
|
// add the fragments of this triangle
|
|
R_AddMarkFragments( 3 , clipPoints,
|
|
numPlanes, normals, dists,
|
|
maxPoints, pointBuffer,
|
|
maxFragments, fragmentBuffer,
|
|
&returnedPoints, &returnedFragments, mins, maxs);
|
|
if ( returnedFragments == maxFragments )
|
|
{
|
|
return returnedFragments; // not enough space for more fragments
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// ignore all other world surfaces
|
|
// might be cool to also project polygons on a triangle soup
|
|
// however this will probably create huge amounts of extra polys
|
|
// even more than the projection onto curves
|
|
continue;
|
|
}
|
|
}
|
|
return returnedFragments;
|
|
}
|
|
|