mirror of
https://github.com/nzp-team/dquakeplus.git
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812 lines
21 KiB
C++
812 lines
21 KiB
C++
/*
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Copyright (C) 2006, Charles Hollemeersch, Sputnikutah
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Copyright (C) 2007-2008 Crow_bar.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// gl_decals.c
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extern "C"
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{
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#include "../quakedef.h"
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}
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#include <list>
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#include <pspgu.h>
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#include "clipping.hpp"
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using namespace std;
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using namespace quake;
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list<int> TempDecalTextureList;
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#ifdef SLIM
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#define DEFAULT_NUM_DECALS 1024 //*4
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#else
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#define DEFAULT_NUM_DECALS 256
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#endif
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#define ABSOLUTE_MIN_DECALS 256
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#define ABSOLUTE_MAX_DECALS 32768
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#define MAX_DECAL_VERTICES 128
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#define MAX_DECAL_TRIANGLES 64
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typedef struct decal_s
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{
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vec3_t origin;
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vec3_t normal;
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vec3_t tangent;
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float radius;
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int bspdecal;
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struct decal_s *next;
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float die;
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float starttime;
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int srcblend;
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int dstblend;
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int texture;
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// geometry of decal
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int vertexCount, triangleCount;
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vec3_t vertexArray[MAX_DECAL_VERTICES];
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float texcoordArray[MAX_DECAL_VERTICES][2];
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int triangleArray[MAX_DECAL_TRIANGLES][3];
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} decal_t;
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extern int decal_blood1, decal_blood2, decal_blood3, decal_q3blood, decal_burn, decal_mark, decal_glow;
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static decal_t *decals, *active_decals, *free_decals;
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static int r_numdecals;
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static plane_t leftPlane, rightPlane, bottomPlane, topPlane, backPlane, frontPlane;
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cvar_t r_decaltime = {"r_decaltime", "12"};
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cvar_t r_decal_viewdistance = {"r_decal_viewdistance", "1024"};
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void DecalClipLeaf (decal_t *dec, mleaf_t *leaf);
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void DecalWalkBsp_R (decal_t *dec, mnode_t *node);
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int DecalClipPolygonAgainstPlane (plane_t *plane, int vertexCount, vec3_t *vertex, vec3_t *newVertex);
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int DecalClipPolygon (int vertexCount, vec3_t *vertices, vec3_t *newVertex);
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/*
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#define lhrandom(MIN, MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
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#define VectorRandom(v) \
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{ \
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do { \
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(v)[0] = lhrandom(-1, 1); \
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(v)[1] = lhrandom(-1, 1); \
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(v)[2] = lhrandom(-1, 1); \
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} while (DotProduct(v, v) > 1); \
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}
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*/
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float RandomMinMax (float min, float max)
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{
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return min + ((rand() % 10000) / 10000.0) * (max - min);
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}
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/*
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===============
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R_InitDecals
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===============
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*/
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void R_InitDecals (void)
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{
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int i;
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Cvar_RegisterVariable (&r_decaltime);
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Cvar_RegisterVariable (&r_decal_viewdistance);
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if (!qmb_initialized)
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return;
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/*
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decal_blood1 = loadtextureimage("textures/decals/blood_splat01", 0, 0, qfalse, GU_LINEAR);
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decal_blood2 = loadtextureimage("textures/decals/blood_splat02", 0, 0, qfalse, GU_LINEAR);
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decal_blood3 = loadtextureimage("textures/decals/blood_splat03", 0, 0, qfalse, GU_LINEAR);
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decal_q3blood = loadtextureimage("textures/decals/blood_stain", 0, 0, qfalse, GU_LINEAR);
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decal_burn = loadtextureimage("textures/decals/explo_burn01", 0, 0, qfalse, GU_LINEAR);
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decal_mark = loadtextureimage("textures/decals/particle_burn01", 0, 0, qfalse, GU_LINEAR);
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decal_glow = loadtextureimage("textures/decals/glow2", 0, 0, qfalse, GU_LINEAR);
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decal_blood1 = GL_LoadTextureImage ("textures/decals/blood_splat01", "decals:blood_splat01", 128, 128, TEX_ALPHA | TEX_COMPLAIN);
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decal_blood2 = GL_LoadTextureImage ("textures/decals/blood_splat02", "decals:blood_splat02", 128, 128, TEX_ALPHA | TEX_COMPLAIN);
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decal_blood3 = GL_LoadTextureImage ("textures/decals/blood_splat03", "decals:blood_splat03", 128, 128, TEX_ALPHA | TEX_COMPLAIN);
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decal_q3blood = GL_LoadTextureImage ("textures/decals/blood_stain", "decals:blood_stain", 64, 64, TEX_ALPHA | TEX_COMPLAIN);
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decal_burn = GL_LoadTextureImage ("textures/decals/explo_burn01", "decals:explo_burn01", 128, 128, TEX_ALPHA | TEX_COMPLAIN);
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decal_mark = GL_LoadTextureImage ("textures/decals/particle_burn01", "decals:particle_burn01", 64, 64, TEX_ALPHA | TEX_COMPLAIN);
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decal_glow = GL_LoadTextureImage ("textures/decals/glow2", "decals:glow2", 64, 64, TEX_ALPHA | TEX_COMPLAIN);
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*/
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if ((i = COM_CheckParm("-decals")) && i + 1 < com_argc)
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{
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r_numdecals = Q_atoi(com_argv[i+1]);
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r_numdecals = bound(ABSOLUTE_MIN_DECALS, r_numdecals, ABSOLUTE_MAX_DECALS);
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}
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else
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{
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r_numdecals = DEFAULT_NUM_DECALS;
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}
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decals = (decal_t*)Hunk_AllocName (r_numdecals * sizeof(decal_t), "decals");
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}
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/*
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===============
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R_ClearDecals
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===============
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*/
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static int wadreload = 1;
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void R_ClearDecals (void)
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{
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int i;
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if (!qmb_initialized)
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return;
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memset (decals, 0, r_numdecals * sizeof(decal_t));
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free_decals = &decals[0];
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active_decals = NULL;
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for (i = 0 ; i < r_numdecals ; i++)
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decals[i].next = &decals[i+1];
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decals[r_numdecals-1].next = NULL;
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while (TempDecalTextureList.size() > 0)
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{
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int index = TempDecalTextureList.front();
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TempDecalTextureList.pop_front();
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GL_UnloadTexture(index);
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}
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wadreload = 1;
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}
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void R_SpawnDecal (vec3_t center, vec3_t normal, vec3_t tangent, int tex, int size, int isbsp)
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{
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int a;
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float width, height, depth, d, one_over_w, one_over_h;
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vec3_t binormal, test = {0.5, 0.5, 0.5};
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decal_t *dec;
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if (!qmb_initialized)
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return;
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// allocate decal
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if (!free_decals)
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return;
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dec = free_decals;
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free_decals = dec->next;
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dec->next = active_decals;
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active_decals = dec;
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VectorNormalize (test);
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CrossProduct (normal, test, tangent);
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VectorCopy (center, dec->origin);
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VectorCopy (tangent, dec->tangent);
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VectorCopy (normal, dec->normal);
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VectorNormalize (tangent);
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VectorNormalize (normal);
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CrossProduct (normal, tangent, binormal);
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VectorNormalize (binormal);
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width = RandomMinMax (size * 0.5, size);
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height = width;
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depth = width * 0.5;
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dec->radius = fmax(fmax(width, height), depth);
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dec->starttime = cl.time;
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dec->bspdecal = isbsp;
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dec->die = (isbsp ? 0 : cl.time + r_decaltime.value);
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dec->texture = tex;
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// Calculate boundary planes
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d = DotProduct (center, tangent);
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VectorCopy (tangent, leftPlane.normal);
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leftPlane.dist = -(width * 0.5 - d);
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VectorNegate (tangent, tangent);
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VectorCopy (tangent, rightPlane.normal);
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VectorNegate (tangent, tangent);
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rightPlane.dist = -(width * 0.5 + d);
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d = DotProduct (center, binormal);
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VectorCopy (binormal, bottomPlane.normal);
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bottomPlane.dist = -(height * 0.5 - d);
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VectorNegate (binormal, binormal);
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VectorCopy (binormal, topPlane.normal);
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VectorNegate (binormal, binormal);
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topPlane.dist = -(height * 0.5 + d);
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d = DotProduct (center, normal);
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VectorCopy (normal, backPlane.normal);
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backPlane.dist = -(depth - d);
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VectorNegate (normal, normal);
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VectorCopy (normal, frontPlane.normal);
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VectorNegate (normal, normal);
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frontPlane.dist = -(depth + d);
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// Begin with empty mesh
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dec->vertexCount = 0;
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dec->triangleCount = 0;
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// Clip decal to bsp
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DecalWalkBsp_R (dec, cl.worldmodel->nodes);
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// This happens when a decal is to far from any surface or the surface is to steeply sloped
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if (dec->triangleCount == 0)
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{ // deallocate decal
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active_decals = dec->next;
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dec->next = free_decals;
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free_decals = dec;
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return;
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}
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// Assign texture mapping coordinates
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one_over_w = 1.0F / width;
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one_over_h = 1.0F / height;
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for (a = 0 ; a < dec->vertexCount ; a++)
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{
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float s, t;
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vec3_t v;
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VectorSubtract (dec->vertexArray[a], center, v);
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s = DotProduct (v, tangent) * one_over_w + 0.5F;
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t = DotProduct (v, binormal) * one_over_h + 0.5F;
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dec->texcoordArray[a][0] = s;
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dec->texcoordArray[a][1] = t;
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}
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}
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/*
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//back up, pre-blubs
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void _R_SpawnDecalStatic (vec3_t org, int tex, int size)
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{
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int i;
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float frac, bestfrac;
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vec3_t tangent, v, bestorg, normal, bestnormal, org2;
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if (!qmb_initialized)
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return;
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VectorClear (bestorg);
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VectorClear (bestnormal);
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bestfrac = 10;
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for (i = 0 ; i < 14 ; i++)
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{
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VectorRandom (org2);
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VectorMA (org, 20, org2, org2);
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TraceLineN (org, org2, v, normal);
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frac = 0.5;
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if (bestfrac > frac)
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{
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bestfrac = frac;
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VectorCopy (v, bestorg);
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VectorCopy (normal, bestnormal);
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CrossProduct (normal, bestnormal, tangent);
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}
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if (bestnormal && bestorg)
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{
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continue;
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}
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else
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{
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VectorNegate (org2, org2);
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VectorMA (org, 20, org2, org2);
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TraceLineN (org, org2, v, normal);
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VectorCopy (v, bestorg);
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VectorCopy (normal, bestnormal);
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CrossProduct (normal, bestnormal, tangent);
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}
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if (bestnormal && bestorg)
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continue;
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}
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if (bestfrac < 1)
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R_SpawnDecal (bestorg, bestnormal, tangent, tex, size, 0);
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}*/
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//Revamped by blubs
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void R_SpawnDecalStatic (vec3_t org, int tex, int size)
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{
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int i;
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float frac, bestfrac;
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vec3_t tangent, v, bestorg, normal, bestnormal, org2;
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vec3_t tempVec;
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if (!qmb_initialized)
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return;
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VectorClear (bestorg);
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VectorClear (bestnormal);
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VectorClear(tempVec);
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bestfrac = 10;
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for (i = 0 ; i < 26 ; i++)
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{
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//Reference: i = 0: check straight up, i = 1: check straight down
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//1 < i < 10: Check sideways in increments of 45 degrees
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//9 < i < 18: Check angled 45 degrees down in increments of 45 degrees
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//17 < i : Check angled 45 degrees up in increments of 45 degrees
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org2[0] = (((((i - 2) % 8) < 2) || (((i - 2) % 8) == 7)) ? 1 : 0 ) + ((((i - 2) % 8) > 2 && ((i - 2) % 8) < 6) ? -1 : 0 );
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org2[1] = ((((i - 2) % 8) > 0 && ((i - 2) % 8) < 4) ? 1 : 0 ) + ((((i - 2) % 8) > 4 && ((i - 2) % 8) < 7) ? -1 : 0 );
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org2[2] = ((i == 0) ? 1 : 0) + ((i == 1) ? -1 : 0) + (((i > 9) && (i < 18)) ? 1 : 0) + ((i > 17) ? -1 : 0);
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VectorCopy(org,tempVec);
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VectorMA(tempVec, -0.1,org2,tempVec);
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VectorMA (org, 20, org2, org2);
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TraceLineN (tempVec, org2, v, normal);
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VectorSubtract(org2,tempVec,org2);//goal
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VectorSubtract(v,tempVec,tempVec);//collision
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if(VectorLength(org2) == 0)
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return;
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frac = VectorLength(tempVec) / VectorLength(org2);
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if(frac < 1 && frac < bestfrac)
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{
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bestfrac = frac;
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VectorCopy(v,bestorg);
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VectorCopy(normal, bestnormal);
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CrossProduct(normal,bestnormal,tangent);
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}
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}
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if (bestfrac < 1)
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R_SpawnDecal (bestorg, bestnormal, tangent, tex, size, 0);
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}
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//Crow_bar.
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void R_SpawnDecalBSP (vec3_t org, char *texname, int size)
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{
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int i;
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float frac, bestfrac;
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vec3_t tangent, v, bestorg, normal, bestnormal, org2;
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vec3_t tempVec;
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if (!qmb_initialized)
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return;
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int tex = loadtextureimage(va("decals/%s",texname), 0, 0, qfalse, GU_LINEAR);
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if(!tex) //find in decals.wad
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{
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if(wadreload)
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{
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WAD3_LoadTextureWadFile ("decals.wad");
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wadreload = 0;
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}
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tex = WAD3_LoadTextureName(texname);
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if(!tex)
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{
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return;
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}
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}
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//don't free static decals
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if((tex != decal_q3blood) &&
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(tex != decal_blood1) &&
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(tex != decal_blood2) &&
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(tex != decal_blood3) &&
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(tex != decal_q3blood) &&
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(tex != decal_burn) &&
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(tex != decal_mark) &&
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(tex != decal_glow))
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{
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TempDecalTextureList.push_back(tex); //write to list ,for unload
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}
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VectorClear (bestorg);
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VectorClear (bestnormal);
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VectorClear(tempVec);
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bestfrac = 10;
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for (i = 0 ; i < 26 ; i++)
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{
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//Reference: i = 0: check straight up, i = 1: check straight down
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//1 < i < 10: Check sideways in increments of 45 degrees
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//9 < i < 18: Check angled 45 degrees down in increments of 45 degrees
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//17 < i : Check angled 45 degrees up in increments of 45 degrees
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org2[0] = (((((i - 2) % 8) < 2) || (((i - 2) % 8) == 7)) ? 1 : 0 ) + ((((i - 2) % 8) > 2 && ((i - 2) % 8) < 6) ? -1 : 0 );
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org2[1] = ((((i - 2) % 8) > 0 && ((i - 2) % 8) < 4) ? 1 : 0 ) + ((((i - 2) % 8) > 4 && ((i - 2) % 8) < 7) ? -1 : 0 );
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org2[2] = ((i == 0) ? 1 : 0) + ((i == 1) ? -1 : 0) + (((i > 9) && (i < 18)) ? 1 : 0) + ((i > 17) ? -1 : 0);
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VectorCopy(org,tempVec);
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VectorMA(tempVec, -0.1,org2,tempVec);
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VectorMA (org, 20, org2, org2);
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TraceLineN (tempVec, org2, v, normal);
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VectorSubtract(org2,tempVec,org2);//goal
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VectorSubtract(v,tempVec,tempVec);//collision
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if(VectorLength(org2) == 0)
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return;
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frac = VectorLength(tempVec) / VectorLength(org2);
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if(frac < 1 && frac < bestfrac)
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{
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bestfrac = frac;
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VectorCopy(v,bestorg);
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VectorCopy(normal, bestnormal);
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CrossProduct(normal,bestnormal,tangent);
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}
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}
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if (bestfrac < 1)
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R_SpawnDecal (bestorg, bestnormal, tangent, tex, size, 1);
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}
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void DecalWalkBsp_R (decal_t *dec, mnode_t *node)
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{
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float dist;
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mplane_t *plane;
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mleaf_t *leaf;
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if (node->contents < 0)
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{ //we are in a leaf
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leaf = (mleaf_t *)node;
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DecalClipLeaf (dec, leaf);
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return;
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}
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plane = node->plane;
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dist = DotProduct (dec->origin, plane->normal) - plane->dist;
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if (dist > dec->radius)
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{
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DecalWalkBsp_R (dec, node->children[0]);
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return;
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}
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if (dist < -dec->radius)
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{
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DecalWalkBsp_R (dec, node->children[1]);
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return;
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}
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DecalWalkBsp_R (dec, node->children[0]);
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DecalWalkBsp_R (dec, node->children[1]);
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|
}
|
|
|
|
qboolean DecalAddPolygon (decal_t *dec, int vertcount, vec3_t *vertices)
|
|
{
|
|
int a, b, count, *triangle;
|
|
|
|
count = dec->vertexCount;
|
|
if (count + vertcount >= MAX_DECAL_VERTICES)
|
|
return qfalse;
|
|
|
|
if (dec->triangleCount + vertcount - 2 >= MAX_DECAL_TRIANGLES)
|
|
return qfalse;
|
|
|
|
// Add polygon as a triangle fan
|
|
triangle = &dec->triangleArray[dec->triangleCount][0];
|
|
for (a = 2 ; a < vertcount ; a++)
|
|
{
|
|
dec->triangleArray[dec->triangleCount][0] = count;
|
|
dec->triangleArray[dec->triangleCount][1] = (count + a - 1);
|
|
dec->triangleArray[dec->triangleCount][2] = (count + a );
|
|
dec->triangleCount++;
|
|
}
|
|
|
|
// Assign vertex colors
|
|
for (b = 0 ; b < vertcount ; b++)
|
|
{
|
|
VectorCopy(vertices[b], dec->vertexArray[count]);
|
|
count++;
|
|
}
|
|
|
|
dec->vertexCount = count;
|
|
return qtrue;
|
|
}
|
|
|
|
const double decalEpsilon = 0.001;
|
|
|
|
void DecalClipLeaf (decal_t *dec, mleaf_t *leaf)
|
|
{
|
|
int c;
|
|
vec3_t newVertex[64], t3;
|
|
msurface_t **surf;
|
|
|
|
c = leaf->nummarksurfaces;
|
|
surf = leaf->firstmarksurface;
|
|
|
|
// for all surfaces in the leaf
|
|
for (c = 0 ; c < leaf->nummarksurfaces ; c++, surf++)
|
|
{
|
|
int i, count;
|
|
glpoly_t *poly;
|
|
|
|
poly = (*surf)->polys;
|
|
for (i = 0 ; i < poly->numverts ; i++)
|
|
{
|
|
newVertex[i][0] = poly->verts[i].xyz[0];
|
|
newVertex[i][1] = poly->verts[i].xyz[1];
|
|
newVertex[i][2] = poly->verts[i].xyz[2];
|
|
}
|
|
|
|
VectorCopy ((*surf)->plane->normal, t3);
|
|
|
|
if ((*surf)->flags & SURF_PLANEBACK)
|
|
VectorNegate (t3, t3);
|
|
|
|
// avoid backfacing and ortogonal facing faces to recieve decal parts
|
|
if (DotProduct(dec->normal, t3) > decalEpsilon)
|
|
{
|
|
count = DecalClipPolygon (poly->numverts, newVertex, newVertex);
|
|
if (count != 0 && !DecalAddPolygon(dec, count, newVertex))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
int DecalClipPolygon (int vertexCount, vec3_t *vertices, vec3_t *newVertex)
|
|
{
|
|
vec3_t tempVertex[64];
|
|
|
|
// Clip against all six planes
|
|
int count = DecalClipPolygonAgainstPlane (&leftPlane, vertexCount, vertices, tempVertex);
|
|
if (count != 0)
|
|
{
|
|
count = DecalClipPolygonAgainstPlane (&rightPlane, count, tempVertex, newVertex);
|
|
if (count != 0)
|
|
{
|
|
count = DecalClipPolygonAgainstPlane (&bottomPlane, count, newVertex, tempVertex);
|
|
if (count != 0)
|
|
{
|
|
count = DecalClipPolygonAgainstPlane (&topPlane, count, tempVertex, newVertex);
|
|
if (count != 0)
|
|
{
|
|
count = DecalClipPolygonAgainstPlane (&backPlane, count, newVertex, tempVertex);
|
|
if (count != 0)
|
|
{
|
|
count = DecalClipPolygonAgainstPlane (&frontPlane, count, tempVertex, newVertex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
int DecalClipPolygonAgainstPlane (plane_t *plane, int vertexCount, vec3_t *vertex, vec3_t *newVertex)
|
|
{
|
|
int a, b, c, count, negativeCount = 0;
|
|
float t;
|
|
bool negative[65];
|
|
vec3_t v1, v2;
|
|
|
|
// Classify vertices
|
|
for (a = 0 ; a < vertexCount ; a++)
|
|
{
|
|
bool neg = ((DotProduct(plane->normal, vertex[a]) - plane->dist) < 0.0);
|
|
negative[a] = neg;
|
|
negativeCount += neg;
|
|
}
|
|
|
|
// Discard this polygon if it's completely culled
|
|
if (negativeCount == vertexCount)
|
|
return 0;
|
|
|
|
count = 0;
|
|
for (b = 0 ; b < vertexCount ; b++)
|
|
{
|
|
// c is the index of the previous vertex
|
|
c = (b != 0) ? b - 1 : vertexCount - 1;
|
|
|
|
if (negative[b])
|
|
{
|
|
if (!negative[c])
|
|
{
|
|
// Current vertex is on negative side of plane, but previous vertex is on positive side.
|
|
VectorCopy (vertex[c], v1);
|
|
VectorCopy (vertex[b], v2);
|
|
|
|
t = (DotProduct(plane->normal, v1) - plane->dist) /
|
|
(plane->normal[0] * (v1[0] - v2[0])
|
|
+ plane->normal[1] * (v1[1] - v2[1])
|
|
+ plane->normal[2] * (v1[2] - v2[2]));
|
|
|
|
VectorScale (v1, (1.0 - t), newVertex[count]);
|
|
VectorMA (newVertex[count], t, v2, newVertex[count]);
|
|
|
|
count++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (negative[c])
|
|
{
|
|
// Current vertex is on positive side of plane, but previous vertex is on negative side.
|
|
VectorCopy (vertex[b], v1);
|
|
VectorCopy (vertex[c], v2);
|
|
|
|
t = (DotProduct(plane->normal, v1) - plane->dist) /
|
|
(plane->normal[0] * (v1[0] - v2[0])
|
|
+ plane->normal[1] * (v1[1] - v2[1])
|
|
+ plane->normal[2] * (v1[2] - v2[2]));
|
|
|
|
VectorScale (v1, (1.0 - t), newVertex[count]);
|
|
VectorMA (newVertex[count], t, v2, newVertex[count]);
|
|
|
|
count++;
|
|
}
|
|
|
|
// Include current vertex
|
|
VectorCopy (vertex[b], newVertex[count]);
|
|
count++;
|
|
}
|
|
}
|
|
|
|
// Return number of vertices in clipped polygon
|
|
return count;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_DrawDecals
|
|
===============
|
|
*/
|
|
void R_DrawDecals (void)
|
|
{
|
|
int i;
|
|
float dcolor;
|
|
vec3_t decaldist;
|
|
decal_t *p, *kill;
|
|
float *point_tex, *point_xyz;
|
|
|
|
if (!qmb_initialized)
|
|
return;
|
|
|
|
|
|
sceGuEnable (GU_BLEND);
|
|
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
|
|
sceGuDepthMask (GU_TRUE);
|
|
sceGuShadeModel (GU_SMOOTH);
|
|
sceGuDepthOffset(-256);
|
|
|
|
|
|
for ( ; ; )
|
|
{
|
|
kill = active_decals;
|
|
|
|
if (kill && (kill->die < cl.time) && (!kill->bspdecal))
|
|
{
|
|
active_decals = kill->next;
|
|
kill->next = free_decals;
|
|
free_decals = kill;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
|
|
for (p = active_decals ; p ; p = p->next)
|
|
{
|
|
|
|
for ( ; ; )
|
|
{
|
|
kill = p->next;
|
|
|
|
if (kill && (kill->die < cl.time) && (!kill->bspdecal))
|
|
{
|
|
p->next = kill->next;
|
|
kill->next = free_decals;
|
|
free_decals = kill;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
VectorSubtract (r_refdef.vieworg, p->origin, decaldist);
|
|
|
|
if (VectorLength(decaldist) > r_decal_viewdistance.value)
|
|
continue;
|
|
|
|
if (p->texture == decal_q3blood)
|
|
sceGuBlendFunc (GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
|
|
else
|
|
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
|
|
|
|
|
|
GL_Bind (p->texture);
|
|
|
|
dcolor = 1;
|
|
if (((p->die - cl.time) < 0.5) && (!p->bspdecal))
|
|
{
|
|
float scale = 2 * (p->die - cl.time);
|
|
sceGuColor(GU_COLOR(dcolor * scale, dcolor * scale, dcolor * scale, scale));
|
|
}
|
|
else
|
|
{
|
|
dcolor = (1 - (VectorLength(decaldist) / r_decal_viewdistance.value));
|
|
sceGuColor(GU_COLOR(dcolor, dcolor, dcolor, dcolor));
|
|
}
|
|
|
|
for (i = 0 ; i < p->triangleCount ; i++)
|
|
{
|
|
// Allocate memory for this polygon.
|
|
const int unclipped_vertex_count = 3;
|
|
glvert_t* const unclipped_vertices = static_cast<glvert_t*>(sceGuGetMemory(sizeof(glvert_t) * unclipped_vertex_count));
|
|
for(int v = 0; v < unclipped_vertex_count ; v++)
|
|
{
|
|
point_tex = &p->texcoordArray[p->triangleArray[i][v]][0];
|
|
point_xyz = &p->vertexArray [p->triangleArray[i][v]][0];
|
|
unclipped_vertices[v].st[0] = point_tex[0];
|
|
unclipped_vertices[v].st[1] = point_tex[1];
|
|
unclipped_vertices[v].xyz[0] = point_xyz[0];
|
|
unclipped_vertices[v].xyz[1] = point_xyz[1];
|
|
unclipped_vertices[v].xyz[2] = point_xyz[2];
|
|
}
|
|
|
|
if (clipping::is_clipping_required(
|
|
unclipped_vertices,
|
|
unclipped_vertex_count))
|
|
{
|
|
// Clip the polygon.
|
|
const glvert_t* clipped_vertices;
|
|
std::size_t clipped_vertex_count;
|
|
clipping::clip(
|
|
unclipped_vertices,
|
|
unclipped_vertex_count,
|
|
&clipped_vertices,
|
|
&clipped_vertex_count);
|
|
|
|
// Did we have any vertices left?
|
|
if (clipped_vertex_count)
|
|
{
|
|
// Copy the vertices to the display list.
|
|
const std::size_t buffer_size = clipped_vertex_count * sizeof(glvert_t);
|
|
glvert_t* const display_list_vertices = static_cast<glvert_t*>(sceGuGetMemory(buffer_size));
|
|
memcpy(display_list_vertices, clipped_vertices, buffer_size);
|
|
|
|
// Draw the clipped vertices.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
clipped_vertex_count, 0, display_list_vertices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Draw the poly directly.
|
|
sceGuDrawArray(
|
|
GU_TRIANGLE_FAN,
|
|
GU_TEXTURE_32BITF | GU_VERTEX_32BITF,
|
|
unclipped_vertex_count, 0, unclipped_vertices);
|
|
}
|
|
}
|
|
}
|
|
|
|
sceGuDepthOffset(0);
|
|
|
|
sceGuDisable (GU_BLEND);
|
|
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
|
|
sceGuDepthMask (GU_FALSE);
|
|
|
|
sceGuColor(GU_COLOR(1,1,1,1));
|
|
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
|
|
sceGuShadeModel (GU_FLAT);
|
|
}
|
|
|