glquake/source/gl_decal.c

156 lines
4.1 KiB
C

#include "quakedef.h"
void R_SpawnDecal (vec3_t center, vec3_t normal, vec3_t tangent, int tex, int size, int isbsp)
{
// naievil -- fixme
/*
int a;
float width, height, depth, d, one_over_w, one_over_h;
vec3_t binormal, test = {0.5, 0.5, 0.5};
decal_t *dec;
if (!qmb_initialized)
return;
// allocate decal
if (!free_decals)
return;
dec = free_decals;
free_decals = dec->next;
dec->next = active_decals;
active_decals = dec;
VectorNormalize (test);
CrossProduct (normal, test, tangent);
VectorCopy (center, dec->origin);
VectorCopy (tangent, dec->tangent);
VectorCopy (normal, dec->normal);
VectorNormalize (tangent);
VectorNormalize (normal);
CrossProduct (normal, tangent, binormal);
VectorNormalize (binormal);
width = RandomMinMax (size * 0.5, size);
height = width;
depth = width * 0.5;
dec->radius = fmax(fmax(width, height), depth);
dec->starttime = cl.time;
dec->bspdecal = isbsp;
dec->die = (isbsp ? 0 : cl.time + r_decaltime.value);
dec->texture = tex;
// Calculate boundary planes
d = DotProduct (center, tangent);
VectorCopy (tangent, leftPlane.normal);
leftPlane.dist = -(width * 0.5 - d);
VectorNegate (tangent, tangent);
VectorCopy (tangent, rightPlane.normal);
VectorNegate (tangent, tangent);
rightPlane.dist = -(width * 0.5 + d);
d = DotProduct (center, binormal);
VectorCopy (binormal, bottomPlane.normal);
bottomPlane.dist = -(height * 0.5 - d);
VectorNegate (binormal, binormal);
VectorCopy (binormal, topPlane.normal);
VectorNegate (binormal, binormal);
topPlane.dist = -(height * 0.5 + d);
d = DotProduct (center, normal);
VectorCopy (normal, backPlane.normal);
backPlane.dist = -(depth - d);
VectorNegate (normal, normal);
VectorCopy (normal, frontPlane.normal);
VectorNegate (normal, normal);
frontPlane.dist = -(depth + d);
// Begin with empty mesh
dec->vertexCount = 0;
dec->triangleCount = 0;
// Clip decal to bsp
DecalWalkBsp_R (dec, cl.worldmodel->nodes);
// This happens when a decal is to far from any surface or the surface is to steeply sloped
if (dec->triangleCount == 0)
{ // deallocate decal
active_decals = dec->next;
dec->next = free_decals;
free_decals = dec;
return;
}
// Assign texture mapping coordinates
one_over_w = 1.0F / width;
one_over_h = 1.0F / height;
for (a = 0 ; a < dec->vertexCount ; a++)
{
float s, t;
vec3_t v;
VectorSubtract (dec->vertexArray[a], center, v);
s = DotProduct (v, tangent) * one_over_w + 0.5F;
t = DotProduct (v, binormal) * one_over_h + 0.5F;
dec->texcoordArray[a][0] = s;
dec->texcoordArray[a][1] = t;
}
*/
}
//Revamped by blubs
void R_SpawnDecalStatic (vec3_t org, int tex, int size)
{
/*
int i;
float frac, bestfrac;
vec3_t tangent, v, bestorg, normal, bestnormal, org2;
vec3_t tempVec;
if (!qmb_initialized)
return;
VectorClear (bestorg);
VectorClear (bestnormal);
VectorClear(tempVec);
bestfrac = 10;
for (i = 0 ; i < 26 ; i++)
{
//Reference: i = 0: check straight up, i = 1: check straight down
//1 < i < 10: Check sideways in increments of 45 degrees
//9 < i < 18: Check angled 45 degrees down in increments of 45 degrees
//17 < i : Check angled 45 degrees up in increments of 45 degrees
org2[0] = (((((i - 2) % 8) < 2) || (((i - 2) % 8) == 7)) ? 1 : 0 ) + ((((i - 2) % 8) > 2 && ((i - 2) % 8) < 6) ? -1 : 0 );
org2[1] = ((((i - 2) % 8) > 0 && ((i - 2) % 8) < 4) ? 1 : 0 ) + ((((i - 2) % 8) > 4 && ((i - 2) % 8) < 7) ? -1 : 0 );
org2[2] = ((i == 0) ? 1 : 0) + ((i == 1) ? -1 : 0) + (((i > 9) && (i < 18)) ? 1 : 0) + ((i > 17) ? -1 : 0);
VectorCopy(org,tempVec);
VectorMA(tempVec, -0.1,org2,tempVec);
VectorMA (org, 20, org2, org2);
TraceLineN (tempVec, org2, v, normal);
VectorSubtract(org2,tempVec,org2);//goal
VectorSubtract(v,tempVec,tempVec);//collision
if(VectorLength(org2) == 0)
return;
frac = VectorLength(tempVec) / VectorLength(org2);
if(frac < 1 && frac < bestfrac)
{
bestfrac = frac;
VectorCopy(v,bestorg);
VectorCopy(normal, bestnormal);
CrossProduct(normal,bestnormal,tangent);
}
}
if (bestfrac < 1)
R_SpawnDecal (bestorg, bestnormal, tangent, tex, size, 0);
*/
}