mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 20:32:43 +00:00
637633af80
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2304 fc73d0e0-1445-4013-8a0c-d673dee63da5
1124 lines
25 KiB
C
1124 lines
25 KiB
C
#include "quakedef.h"
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qbyte *Q1BSP_LeafPVS (model_t *model, mleaf_t *leaf, qbyte *buffer);
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/*
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============================================================================
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Physics functions (common)
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*/
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#if !id386
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/*
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==================
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SV_HullPointContents
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==================
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*/
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static int Q1_HullPointContents (hull_t *hull, int num, vec3_t p)
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{
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float d;
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dclipnode_t *node;
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mplane_t *plane;
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while (num >= 0)
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{
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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Sys_Error ("SV_HullPointContents: bad node number");
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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d = p[plane->type] - plane->dist;
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else
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d = DotProduct (plane->normal, p) - plane->dist;
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if (d < 0)
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num = node->children[1];
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else
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num = node->children[0];
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}
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return num;
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}
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#else
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int VARGS Q1_HullPointContents (hull_t *hull, int num, vec3_t p);
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#endif // !id386
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#define DIST_EPSILON (0.03125)
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qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
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{
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dclipnode_t *node;
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mplane_t *plane;
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float t1, t2;
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float frac;
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int i;
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vec3_t mid;
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int side;
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float midf;
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// check for empty
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if (num < 0)
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{
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if (num != Q1CONTENTS_SOLID)
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{
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trace->allsolid = false;
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if (num == Q1CONTENTS_EMPTY)
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trace->inopen = true;
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else
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trace->inwater = true;
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}
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else
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trace->startsolid = true;
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return true; // empty
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}
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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Sys_Error ("Q1BSP_RecursiveHullCheck: bad node number");
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//
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// find the point distances
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//
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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{
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t1 = p1[plane->type] - plane->dist;
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t2 = p2[plane->type] - plane->dist;
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}
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else
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{
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t1 = DotProduct (plane->normal, p1) - plane->dist;
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t2 = DotProduct (plane->normal, p2) - plane->dist;
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}
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#if 1
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if (t1 >= 0 && t2 >= 0)
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return Q1BSP_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if (t1 < 0 && t2 < 0)
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return Q1BSP_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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#else
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if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
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return Q1BSP_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
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return Q1BSP_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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#endif
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// put the crosspoint DIST_EPSILON pixels on the near side
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if (t1 < 0)
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frac = (t1 + DIST_EPSILON)/(t1-t2);
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else
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frac = (t1 - DIST_EPSILON)/(t1-t2);
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if (frac < 0)
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frac = 0;
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if (frac > 1)
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frac = 1;
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midf = p1f + (p2f - p1f)*frac;
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for (i=0 ; i<3 ; i++)
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mid[i] = p1[i] + frac*(p2[i] - p1[i]);
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side = (t1 < 0);
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// move up to the node
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if (!Q1BSP_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
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return false;
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#ifdef PARANOID
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if (Q1BSP_RecursiveHullCheck (sv_hullmodel, mid, node->children[side])
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== Q1CONTENTS_SOLID)
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{
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Con_Printf ("mid PointInHullSolid\n");
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return false;
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}
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#endif
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if (Q1_HullPointContents (hull, node->children[side^1], mid)
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!= Q1CONTENTS_SOLID)
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// go past the node
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return Q1BSP_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
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if (trace->allsolid)
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return false; // never got out of the solid area
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//==================
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// the other side of the node is solid, this is the impact point
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//==================
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if (!side)
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{
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VectorCopy (plane->normal, trace->plane.normal);
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trace->plane.dist = plane->dist;
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}
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else
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{
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VectorNegate (plane->normal, trace->plane.normal);
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trace->plane.dist = -plane->dist;
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}
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while (Q1_HullPointContents (hull, hull->firstclipnode, mid)
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== Q1CONTENTS_SOLID)
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{ // shouldn't really happen, but does occasionally
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frac -= 0.1;
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if (frac < 0)
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{
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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Con_DPrintf ("backup past 0\n");
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return false;
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}
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midf = p1f + (p2f - p1f)*frac;
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for (i=0 ; i<3 ; i++)
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mid[i] = p1[i] + frac*(p2[i] - p1[i]);
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}
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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return false;
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}
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int Q1BSP_HullPointContents(hull_t *hull, vec3_t p)
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{
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switch(Q1_HullPointContents(hull, hull->firstclipnode, p))
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{
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case Q1CONTENTS_EMPTY:
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return FTECONTENTS_EMPTY;
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case Q1CONTENTS_SOLID:
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return FTECONTENTS_SOLID;
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case Q1CONTENTS_WATER:
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return FTECONTENTS_WATER;
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case Q1CONTENTS_SLIME:
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return FTECONTENTS_SLIME;
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case Q1CONTENTS_LAVA:
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return FTECONTENTS_LAVA;
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case Q1CONTENTS_SKY:
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return FTECONTENTS_SKY;
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default:
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Sys_Error("Q1_PointContents: Unknown contents type");
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return FTECONTENTS_SOLID;
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}
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}
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void Q1BSP_SetHullFuncs(hull_t *hull)
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{
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// hull->funcs.HullPointContents = Q1BSP_HullPointContents;
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}
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unsigned int Q1BSP_PointContents(model_t *model, vec3_t point)
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{
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return Q1BSP_HullPointContents(&model->hulls[0], point);
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}
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qboolean Q1BSP_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
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{
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hull_t *hull;
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vec3_t size;
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vec3_t start_l, end_l;
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vec3_t offset;
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memset (trace, 0, sizeof(trace_t));
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trace->fraction = 1;
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trace->allsolid = true;
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VectorSubtract (maxs, mins, size);
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if (forcehullnum >= 1 && forcehullnum <= MAX_MAP_HULLSM && model->hulls[forcehullnum-1].available)
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hull = &model->hulls[forcehullnum-1];
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else
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{
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if (model->hulls[5].available)
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{ //choose based on hexen2 sizes.
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if (size[0] < 3) // Point
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hull = &model->hulls[0];
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else if (size[0] <= 32 && size[2] <= 28) // Half Player
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hull = &model->hulls[3];
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else if (size[0] <= 32) // Full Player
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hull = &model->hulls[1];
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else // Golumn
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hull = &model->hulls[5];
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}
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else
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{
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if (size[0] < 3 || !model->hulls[1].available)
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hull = &model->hulls[0];
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else if (size[0] <= 32)
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{
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if (size[2] < 54 && model->hulls[3].available)
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hull = &model->hulls[3]; // 32x32x36 (half-life's crouch)
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else
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hull = &model->hulls[1];
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}
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else
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hull = &model->hulls[2];
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}
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}
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// calculate an offset value to center the origin
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VectorSubtract (hull->clip_mins, mins, offset);
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VectorSubtract(start, offset, start_l);
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VectorSubtract(end, offset, end_l);
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Q1BSP_RecursiveHullCheck(hull, hull->firstclipnode, 0, 1, start_l, end_l, trace);
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if (trace->fraction == 1)
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{
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VectorCopy (end, trace->endpos);
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}
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else
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{
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VectorAdd (trace->endpos, offset, trace->endpos);
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}
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return trace->fraction != 1;
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}
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/*
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Physics functions (common)
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============================================================================
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Rendering functions (Client only)
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*/
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#ifndef SERVERONLY
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extern int r_dlightframecount;
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//goes through the nodes marking the surfaces near the dynamic light as lit.
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void Q1BSP_MarkLights (dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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Q1BSP_MarkLights (light, bit, node->children[0]);
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return;
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}
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if (dist < -light->radius)
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{
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Q1BSP_MarkLights (light, bit, node->children[1]);
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return;
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}
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// mark the polygons
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surf = currentmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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if (surf->dlightframe != r_dlightframecount)
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{
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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surf->dlightbits |= bit;
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}
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Q1BSP_MarkLights (light, bit, node->children[0]);
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Q1BSP_MarkLights (light, bit, node->children[1]);
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}
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#define MAXFRAGMENTTRIS 256
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vec3_t decalfragmentverts[MAXFRAGMENTTRIS*3];
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typedef struct {
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vec3_t center;
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vec3_t normal;
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// vec3_t tangent1;
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// vec3_t tangent2;
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vec3_t planenorm[6];
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float planedist[6];
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int numplanes;
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vec_t radius;
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int numtris;
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} fragmentdecal_t;
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#define FloatInterpolate(a, bness, b, c) (c) = (a)*(1-bness) + (b)*bness
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#define VectorInterpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2])
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//#define SHOWCLIPS
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//#define FRAGMENTASTRIANGLES //works, but produces more fragments.
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#ifdef FRAGMENTASTRIANGLES
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//if the triangle is clipped away, go recursive if there are tris left.
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void Fragment_ClipTriToPlane(int trinum, float *plane, float planedist, fragmentdecal_t *dec)
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{
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float *point[3];
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float dotv[3];
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vec3_t impact1, impact2;
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float t;
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int i, i2, i3;
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int clippedverts = 0;
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for (i = 0; i < 3; i++)
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{
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point[i] = decalfragmentverts[trinum*3+i];
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dotv[i] = DotProduct(point[i], plane)-planedist;
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clippedverts += dotv[i] < 0;
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}
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//if they're all clipped away, scrap the tri
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switch (clippedverts)
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{
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case 0:
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return; //plane does not clip the triangle.
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case 1: //split into 3, disregard the clipped vert
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for (i = 0; i < 3; i++)
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{
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if (dotv[i] < 0)
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{ //This is the vertex that's getting clipped.
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if (dotv[i] > -DIST_EPSILON)
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return; //it's only over the line by a tiny ammount.
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i2 = (i+1)%3;
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i3 = (i+2)%3;
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if (dotv[i2] < DIST_EPSILON)
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return;
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if (dotv[i3] < DIST_EPSILON)
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return;
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//work out where the two lines impact the plane
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t = (dotv[i]) / (dotv[i]-dotv[i2]);
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VectorInterpolate(point[i], t, point[i2], impact1);
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t = (dotv[i]) / (dotv[i]-dotv[i3]);
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VectorInterpolate(point[i], t, point[i3], impact2);
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#ifdef SHOWCLIPS
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if (dec->numtris != MAXFRAGMENTTRIS)
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{
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VectorCopy(impact2, decalfragmentverts[dec->numtris*3+0]);
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VectorCopy(decalfragmentverts[trinum*3+i], decalfragmentverts[dec->numtris*3+1]);
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VectorCopy(impact1, decalfragmentverts[dec->numtris*3+2]);
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dec->numtris++;
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}
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#endif
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//shrink the tri, putting the impact into the killed vertex.
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VectorCopy(impact2, point[i]);
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if (dec->numtris == MAXFRAGMENTTRIS)
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return; //:(
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//build the second tri
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VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]);
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VectorCopy(decalfragmentverts[trinum*3+i2], decalfragmentverts[dec->numtris*3+1]);
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VectorCopy(impact2, decalfragmentverts[dec->numtris*3+2]);
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dec->numtris++;
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return;
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}
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}
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Sys_Error("Fragment_ClipTriToPlane: Clipped vertex not founc\n");
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return; //can't handle it
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case 2: //split into 3, disregarding both the clipped.
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for (i = 0; i < 3; i++)
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{
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if (!(dotv[i] < 0))
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{ //This is the vertex that's staying.
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if (dotv[i] < DIST_EPSILON)
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break; //only just inside
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i2 = (i+1)%3;
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i3 = (i+2)%3;
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//work out where the two lines impact the plane
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t = (dotv[i]) / (dotv[i]-dotv[i2]);
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VectorInterpolate(point[i], t, point[i2], impact1);
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t = (dotv[i]) / (dotv[i]-dotv[i3]);
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VectorInterpolate(point[i], t, point[i3], impact2);
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//shrink the tri, putting the impact into the killed vertex.
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#ifdef SHOWCLIPS
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if (dec->numtris != MAXFRAGMENTTRIS)
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{
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VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]);
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VectorCopy(point[i2], decalfragmentverts[dec->numtris*3+1]);
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VectorCopy(point[i3], decalfragmentverts[dec->numtris*3+2]);
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dec->numtris++;
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}
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if (dec->numtris != MAXFRAGMENTTRIS)
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{
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VectorCopy(impact1, decalfragmentverts[dec->numtris*3+0]);
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VectorCopy(point[i3], decalfragmentverts[dec->numtris*3+1]);
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VectorCopy(impact2, decalfragmentverts[dec->numtris*3+2]);
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dec->numtris++;
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}
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#endif
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VectorCopy(impact1, point[i2]);
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VectorCopy(impact2, point[i3]);
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return;
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}
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}
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case 3://scrap it
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//fill the verts with the verts of the last and go recursive (due to the nature of Fragment_ClipTriangle, which doesn't actually know if we clip them away)
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#ifndef SHOWCLIPS
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dec->numtris--;
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VectorCopy(decalfragmentverts[dec->numtris*3+0], decalfragmentverts[trinum*3+0]);
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VectorCopy(decalfragmentverts[dec->numtris*3+1], decalfragmentverts[trinum*3+1]);
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VectorCopy(decalfragmentverts[dec->numtris*3+2], decalfragmentverts[trinum*3+2]);
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if (trinum < dec->numtris)
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Fragment_ClipTriToPlane(trinum, plane, planedist, dec);
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#endif
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return;
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}
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}
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void Fragment_ClipTriangle(fragmentdecal_t *dec, float *a, float *b, float *c)
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{
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//emit the triangle, and clip it's fragments.
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int start, i;
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int p;
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if (dec->numtris == MAXFRAGMENTTRIS)
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return; //:(
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start = dec->numtris;
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VectorCopy(a, decalfragmentverts[dec->numtris*3+0]);
|
|
VectorCopy(b, decalfragmentverts[dec->numtris*3+1]);
|
|
VectorCopy(c, decalfragmentverts[dec->numtris*3+2]);
|
|
dec->numtris++;
|
|
|
|
//clip all the fragments to all of the planes.
|
|
//This will produce a quad if the source triangle was big enough.
|
|
|
|
for (p = 0; p < 6; p++)
|
|
{
|
|
for (i = start; i < dec->numtris; i++)
|
|
Fragment_ClipTriToPlane(i, dec->planenorm[p], dec->plantdist[p], dec);
|
|
}
|
|
}
|
|
|
|
#else
|
|
|
|
#define MAXFRAGMENTVERTS 128
|
|
int Fragment_ClipPolyToPlane(float *inverts, float *outverts, int incount, float *plane, float planedist)
|
|
{
|
|
float dotv[MAXFRAGMENTVERTS];
|
|
int i, i2, i3;
|
|
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;
|
|
#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];
|
|
}
|
|
}
|
|
|
|
if (clippedcount == incount)
|
|
return 0; //all were clipped
|
|
if (clippedcount == 0)
|
|
{ //none were clipped
|
|
memcpy(outverts, inverts, sizeof(float)*3*incount);
|
|
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; )
|
|
{
|
|
if (dotv[i] < -FRAG_EPSILON) //clipped
|
|
{
|
|
//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;
|
|
}
|
|
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++;
|
|
}
|
|
}
|
|
|
|
return outcount;
|
|
}
|
|
|
|
void Fragment_ClipTriangle(fragmentdecal_t *dec, float *a, float *b, float *c)
|
|
{
|
|
//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 (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 the triangle to the 6 planes.
|
|
flip = 0;
|
|
for (p = 0; p < dec->numplanes; p++)
|
|
{
|
|
flip^=1;
|
|
if (flip)
|
|
numverts = Fragment_ClipPolyToPlane(verts, verts2, numverts, dec->planenorm[p], dec->planedist[p]);
|
|
else
|
|
numverts = Fragment_ClipPolyToPlane(verts2, verts, numverts, dec->planenorm[p], dec->planedist[p]);
|
|
|
|
if (numverts < 3) //totally clipped.
|
|
return;
|
|
}
|
|
|
|
if (flip)
|
|
cverts = verts2;
|
|
else
|
|
cverts = verts;
|
|
|
|
//decompose the resultant polygon into triangles.
|
|
|
|
while(numverts>2)
|
|
{
|
|
if (dec->numtris == MAXFRAGMENTTRIS)
|
|
return;
|
|
|
|
numverts--;
|
|
|
|
VectorCopy((cverts+3*0), decalfragmentverts[dec->numtris*3+0]);
|
|
VectorCopy((cverts+3*(numverts-1)), decalfragmentverts[dec->numtris*3+1]);
|
|
VectorCopy((cverts+3*numverts), decalfragmentverts[dec->numtris*3+2]);
|
|
dec->numtris++;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
//this could be inlined, but I'm lazy.
|
|
void Fragment_Mesh (fragmentdecal_t *dec, mesh_t *mesh)
|
|
{
|
|
int i;
|
|
|
|
float *a, *b, *c;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void Q1BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node)
|
|
{
|
|
mplane_t *splitplane;
|
|
float dist;
|
|
msurface_t *surf;
|
|
int i;
|
|
|
|
if (node->contents < 0)
|
|
return;
|
|
|
|
splitplane = node->plane;
|
|
dist = DotProduct (dec->center, splitplane->normal) - splitplane->dist;
|
|
|
|
if (dist > dec->radius)
|
|
{
|
|
Q1BSP_ClipDecalToNodes (dec, node->children[0]);
|
|
return;
|
|
}
|
|
if (dist < -dec->radius)
|
|
{
|
|
Q1BSP_ClipDecalToNodes (dec, node->children[1]);
|
|
return;
|
|
}
|
|
|
|
// mark the polygons
|
|
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)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, dec->normal) > -0.5)
|
|
continue;
|
|
}
|
|
Fragment_Mesh(dec, surf->mesh);
|
|
}
|
|
|
|
Q1BSP_ClipDecalToNodes (dec, node->children[0]);
|
|
Q1BSP_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;
|
|
fragmentdecal_t dec;
|
|
|
|
VectorCopy(center, dec.center);
|
|
VectorCopy(normal, dec.normal);
|
|
dec.radius = size/2;
|
|
dec.numtris = 0;
|
|
|
|
VectorCopy(tangent1, dec.planenorm[0]);
|
|
VectorNegate(tangent1, dec.planenorm[1]);
|
|
VectorCopy(tangent2, dec.planenorm[2]);
|
|
VectorNegate(tangent2, dec.planenorm[3]);
|
|
VectorCopy(dec.normal, dec.planenorm[4]);
|
|
VectorNegate(dec.normal, dec.planenorm[5]);
|
|
for (p = 0; p < 6; p++)
|
|
dec.planedist[p] = -(dec.radius - DotProduct(dec.center, dec.planenorm[p]));
|
|
dec.numplanes = 6;
|
|
|
|
Q1BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes);
|
|
|
|
*out = (float *)decalfragmentverts;
|
|
return dec.numtris;
|
|
}
|
|
|
|
//This is spike's testing function, and is only usable by gl. :)
|
|
/*
|
|
void Q1BSP_TestClipDecal(void)
|
|
{
|
|
int i;
|
|
int numtris;
|
|
vec3_t fwd;
|
|
vec3_t start;
|
|
vec3_t center, normal, tangent;
|
|
float *verts;
|
|
|
|
if (cls.state != ca_active)
|
|
return;
|
|
|
|
VectorCopy(cl.simorg[0], start);
|
|
start[2]+=22;
|
|
VectorMA(start, 10000, vpn, fwd);
|
|
|
|
TraceLineN(start, fwd, center, normal);
|
|
|
|
CrossProduct(fwd, normal, tangent);
|
|
VectorNormalize(tangent);
|
|
|
|
numtris = Q1BSP_ClipDecal(center, normal, tangent, 128, &verts);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglDisable(GL_BLEND);
|
|
qglDisable(GL_DEPTH_TEST);
|
|
|
|
qglColor3f(1, 0, 0);
|
|
qglShadeModel(GL_SMOOTH);
|
|
qglBegin(GL_TRIANGLES);
|
|
for (i = 0; i < numtris; i++)
|
|
{
|
|
qglVertex3fv(verts+i*9+0);
|
|
qglVertex3fv(verts+i*9+3);
|
|
qglVertex3fv(verts+i*9+6);
|
|
}
|
|
qglEnd();
|
|
|
|
qglColor3f(1, 1, 1);
|
|
qglBegin(GL_LINES);
|
|
for (i = 0; i < numtris; i++)
|
|
{
|
|
qglVertex3fv(verts+i*9+0);
|
|
qglVertex3fv(verts+i*9+3);
|
|
qglVertex3fv(verts+i*9+3);
|
|
qglVertex3fv(verts+i*9+6);
|
|
qglVertex3fv(verts+i*9+6);
|
|
qglVertex3fv(verts+i*9+0);
|
|
}
|
|
|
|
qglVertex3fv(center);
|
|
VectorMA(center, 10, normal, fwd);
|
|
qglVertex3fv(fwd);
|
|
|
|
qglColor3f(0, 1, 0);
|
|
qglVertex3fv(center);
|
|
VectorMA(center, 10, tangent, fwd);
|
|
qglVertex3fv(fwd);
|
|
|
|
qglColor3f(0, 0, 1);
|
|
qglVertex3fv(center);
|
|
CrossProduct(tangent, normal, fwd);
|
|
VectorMA(center, 10, fwd, fwd);
|
|
qglVertex3fv(fwd);
|
|
|
|
qglColor3f(1, 1, 1);
|
|
|
|
qglEnd();
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
}
|
|
*/
|
|
|
|
#endif
|
|
/*
|
|
Rendering functions (Client only)
|
|
|
|
==============================================================================
|
|
|
|
Server only functions
|
|
*/
|
|
#ifndef CLIENTONLY
|
|
|
|
extern int fatbytes;
|
|
extern qbyte fatpvs[(MAX_MAP_LEAFS+1)/4];
|
|
|
|
//does the recursive work of Q1BSP_FatPVS
|
|
void SV_Q1BSP_AddToFatPVS (model_t *mod, vec3_t org, mnode_t *node)
|
|
{
|
|
int i;
|
|
qbyte *pvs;
|
|
mplane_t *plane;
|
|
float d;
|
|
|
|
while (1)
|
|
{
|
|
// if this is a leaf, accumulate the pvs bits
|
|
if (node->contents < 0)
|
|
{
|
|
if (node->contents != Q1CONTENTS_SOLID)
|
|
{
|
|
pvs = Q1BSP_LeafPVS (mod, (mleaf_t *)node, NULL);
|
|
for (i=0 ; i<fatbytes ; i++)
|
|
fatpvs[i] |= pvs[i];
|
|
}
|
|
return;
|
|
}
|
|
|
|
plane = node->plane;
|
|
d = DotProduct (org, plane->normal) - plane->dist;
|
|
if (d > 8)
|
|
node = node->children[0];
|
|
else if (d < -8)
|
|
node = node->children[1];
|
|
else
|
|
{ // go down both
|
|
SV_Q1BSP_AddToFatPVS (mod, org, node->children[0]);
|
|
node = node->children[1];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Q1BSP_FatPVS
|
|
|
|
Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the
|
|
given point.
|
|
=============
|
|
*/
|
|
void Q1BSP_FatPVS (model_t *mod, vec3_t org, qboolean add)
|
|
{
|
|
fatbytes = (mod->numleafs+31)>>3;
|
|
if (!add)
|
|
Q_memset (fatpvs, 0, fatbytes);
|
|
SV_Q1BSP_AddToFatPVS (mod, org, mod->nodes);
|
|
}
|
|
|
|
qboolean Q1BSP_EdictInFatPVS(model_t *mod, edict_t *ent)
|
|
{
|
|
int i;
|
|
|
|
if (ent->num_leafs == MAX_ENT_LEAFS+1)
|
|
return true; //it's in too many leafs for us to cope with. Just trivially accept it.
|
|
|
|
for (i=0 ; i < ent->num_leafs ; i++)
|
|
if (fatpvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i]&7) ))
|
|
return true; //we might be able to see this one.
|
|
|
|
return false; //none of this ents leafs were visible, so neither is the ent.
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_FindTouchedLeafs
|
|
|
|
Links the edict to the right leafs so we can get it's potential visability.
|
|
===============
|
|
*/
|
|
void Q1BSP_RFindTouchedLeafs (edict_t *ent, mnode_t *node)
|
|
{
|
|
mplane_t *splitplane;
|
|
mleaf_t *leaf;
|
|
int sides;
|
|
int leafnum;
|
|
|
|
if (node->contents == Q1CONTENTS_SOLID)
|
|
return;
|
|
|
|
// add an efrag if the node is a leaf
|
|
|
|
if ( node->contents < 0)
|
|
{
|
|
if (ent->num_leafs >= MAX_ENT_LEAFS)
|
|
{
|
|
ent->num_leafs = MAX_ENT_LEAFS+1; //too many. mark it as such so we can trivially accept huge mega-big brush models.
|
|
return;
|
|
}
|
|
|
|
leaf = (mleaf_t *)node;
|
|
leafnum = leaf - sv.worldmodel->leafs - 1;
|
|
|
|
ent->leafnums[ent->num_leafs] = leafnum;
|
|
ent->num_leafs++;
|
|
return;
|
|
}
|
|
|
|
// NODE_MIXED
|
|
|
|
splitplane = node->plane;
|
|
sides = BOX_ON_PLANE_SIDE(ent->v->absmin, ent->v->absmax, splitplane);
|
|
|
|
// recurse down the contacted sides
|
|
if (sides & 1)
|
|
Q1BSP_RFindTouchedLeafs (ent, node->children[0]);
|
|
|
|
if (sides & 2)
|
|
Q1BSP_RFindTouchedLeafs (ent, node->children[1]);
|
|
}
|
|
void Q1BSP_FindTouchedLeafs(model_t *mod, edict_t *ent)
|
|
{
|
|
ent->num_leafs = 0;
|
|
if (ent->v->modelindex)
|
|
Q1BSP_RFindTouchedLeafs (ent, mod->nodes);
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
Server only functions
|
|
|
|
==============================================================================
|
|
|
|
PVS type stuff
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
Mod_DecompressVis
|
|
===================
|
|
*/
|
|
qbyte *Q1BSP_DecompressVis (qbyte *in, model_t *model, qbyte *decompressed)
|
|
{
|
|
int c;
|
|
qbyte *out;
|
|
int row;
|
|
|
|
row = (model->numleafs+7)>>3;
|
|
out = decompressed;
|
|
|
|
#if 0
|
|
memcpy (out, in, row);
|
|
#else
|
|
if (!in)
|
|
{ // no vis info, so make all visible
|
|
while (row)
|
|
{
|
|
*out++ = 0xff;
|
|
row--;
|
|
}
|
|
return decompressed;
|
|
}
|
|
|
|
do
|
|
{
|
|
if (*in)
|
|
{
|
|
*out++ = *in++;
|
|
continue;
|
|
}
|
|
|
|
c = in[1];
|
|
in += 2;
|
|
while (c)
|
|
{
|
|
*out++ = 0;
|
|
c--;
|
|
}
|
|
} while (out - decompressed < row);
|
|
#endif
|
|
|
|
return decompressed;
|
|
}
|
|
|
|
static qbyte mod_novis[MAX_MAP_LEAFS/8];
|
|
|
|
qbyte *Q1BSP_LeafPVS (model_t *model, mleaf_t *leaf, qbyte *buffer)
|
|
{
|
|
|
|
static qbyte decompressed[MAX_MAP_LEAFS/8];
|
|
|
|
if (leaf == model->leafs)
|
|
return mod_novis;
|
|
|
|
if (!buffer)
|
|
buffer = decompressed;
|
|
|
|
return Q1BSP_DecompressVis (leaf->compressed_vis, model, buffer);
|
|
}
|
|
|
|
qbyte *Q1BSP_LeafnumPVS (model_t *model, int leafnum, qbyte *buffer)
|
|
{
|
|
return Q1BSP_LeafPVS(model, model->leafs + leafnum, buffer);
|
|
}
|
|
|
|
//returns the leaf number, which is used as a bit index into the pvs.
|
|
int Q1BSP_LeafnumForPoint (model_t *model, vec3_t p)
|
|
{
|
|
mnode_t *node;
|
|
float d;
|
|
mplane_t *plane;
|
|
|
|
if (!model)
|
|
{
|
|
Sys_Error ("Mod_PointInLeaf: bad model");
|
|
}
|
|
if (!model->nodes)
|
|
return 0;
|
|
|
|
node = model->nodes;
|
|
while (1)
|
|
{
|
|
if (node->contents < 0)
|
|
return (mleaf_t *)node - model->leafs;
|
|
plane = node->plane;
|
|
d = DotProduct (p,plane->normal) - plane->dist;
|
|
if (d > 0)
|
|
node = node->children[0];
|
|
else
|
|
node = node->children[1];
|
|
}
|
|
|
|
return 0; // never reached
|
|
}
|
|
|
|
mleaf_t *Q1BSP_LeafForPoint (model_t *model, vec3_t p)
|
|
{
|
|
return model->leafs + Q1BSP_LeafnumForPoint(model, p);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
PVS type stuff
|
|
|
|
==============================================================================
|
|
|
|
Init stuff
|
|
*/
|
|
|
|
void Q1BSP_Init(void)
|
|
{
|
|
memset (mod_novis, 0xff, sizeof(mod_novis));
|
|
}
|
|
|
|
|
|
//sets up the functions a server needs.
|
|
//fills in bspfuncs_t
|
|
void Q1BSP_SetModelFuncs(model_t *mod)
|
|
{
|
|
#ifndef CLIENTONLY
|
|
mod->funcs.FatPVS = Q1BSP_FatPVS;
|
|
mod->funcs.EdictInFatPVS = Q1BSP_EdictInFatPVS;
|
|
mod->funcs.FindTouchedLeafs_Q1 = Q1BSP_FindTouchedLeafs;
|
|
#endif
|
|
mod->funcs.LightPointValues = NULL;
|
|
mod->funcs.StainNode = NULL;
|
|
mod->funcs.MarkLights = NULL;
|
|
|
|
mod->funcs.LeafnumForPoint = Q1BSP_LeafnumForPoint;
|
|
mod->funcs.LeafPVS = Q1BSP_LeafnumPVS;
|
|
mod->funcs.Trace = Q1BSP_Trace;
|
|
mod->funcs.PointContents = Q1BSP_PointContents;
|
|
}
|