mirror of
https://github.com/nzp-team/glquake.git
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156 lines
4.1 KiB
C
156 lines
4.1 KiB
C
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#include "quakedef.h"
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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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// naievil -- fixme
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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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//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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/*
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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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}
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