vhlt/hlrad/mathutil.cpp

992 lines
28 KiB
C++

#include "qrad.h"
#ifdef HLRAD_SNAPTOWINDING
// =====================================================================================
// point_in_winding
// returns whether the point is in the winding (including its edges)
// the point and all the vertexes of the winding can move freely along the plane's normal without changing the result
// =====================================================================================
bool point_in_winding(const Winding& w, const dplane_t& plane, const vec_t* const point, vec_t epsilon/* = 0.0*/)
{
int numpoints;
int x;
vec3_t delta;
vec3_t normal;
vec_t dist;
numpoints = w.m_NumPoints;
for (x = 0; x < numpoints; x++)
{
VectorSubtract (w.m_Points[(x+ 1) % numpoints], w.m_Points[x], delta);
CrossProduct (delta, plane.normal, normal);
dist = DotProduct (point, normal) - DotProduct (w.m_Points[x], normal);
if (dist < 0.0
&& (epsilon == 0.0 || dist * dist > epsilon * epsilon * DotProduct (normal, normal)))
{
return false;
}
}
return true;
}
#else
// =====================================================================================
// point_in_winding
// =====================================================================================
bool point_in_winding(const Winding& w, const dplane_t& plane, const vec_t* const point)
{
unsigned numpoints = w.m_NumPoints;
int x;
for (x = 0; x < numpoints; x++)
{
vec3_t A;
vec3_t B;
vec3_t normal;
VectorSubtract(w.m_Points[(x + 1) % numpoints], point, A);
VectorSubtract(w.m_Points[x], point, B);
CrossProduct(A, B, normal);
#ifndef HLRAD_MATH_VL
VectorNormalize(normal);
#endif
if (DotProduct(normal, plane.normal) < 0.0)
{
return false;
}
}
return true;
}
#endif
#ifdef HLRAD_NUDGE_VL
// =====================================================================================
// point_in_winding_noedge
// assume a ball is created from the point, this function checks whether the ball is entirely inside the winding
// parameter 'width' : the radius of the ball
// the point and all the vertexes of the winding can move freely along the plane's normal without changing the result
// =====================================================================================
bool point_in_winding_noedge(const Winding& w, const dplane_t& plane, const vec_t* const point, vec_t width)
{
int numpoints;
int x;
vec3_t delta;
vec3_t normal;
vec_t dist;
numpoints = w.m_NumPoints;
for (x = 0; x < numpoints; x++)
{
VectorSubtract (w.m_Points[(x+ 1) % numpoints], w.m_Points[x], delta);
CrossProduct (delta, plane.normal, normal);
dist = DotProduct (point, normal) - DotProduct (w.m_Points[x], normal);
if (dist < 0.0 || dist * dist <= width * width * DotProduct (normal, normal))
{
return false;
}
}
return true;
}
#endif
#ifdef HLRAD_SNAPTOWINDING
// =====================================================================================
// snap_to_winding
// moves the point to the nearest point inside the winding
// if the point is not on the plane, the distance between the point and the plane is preserved
// the point and all the vertexes of the winding can move freely along the plane's normal without changing the result
// =====================================================================================
void snap_to_winding(const Winding& w, const dplane_t& plane, vec_t* const point)
{
int numpoints;
int x;
vec_t *p1, *p2;
vec3_t delta;
vec3_t normal;
vec_t dist;
vec_t dot1, dot2, dot;
vec3_t bestpoint;
vec_t bestdist;
bool in;
numpoints = w.m_NumPoints;
in = true;
for (x = 0; x < numpoints; x++)
{
p1 = w.m_Points[x];
p2 = w.m_Points[(x + 1) % numpoints];
VectorSubtract (p2, p1, delta);
CrossProduct (delta, plane.normal, normal);
dist = DotProduct (point, normal) - DotProduct (p1, normal);
if (dist < 0.0)
{
in = false;
CrossProduct (plane.normal, normal, delta);
dot = DotProduct (delta, point);
dot1 = DotProduct (delta, p1);
dot2 = DotProduct (delta, p2);
if (dot1 < dot && dot < dot2)
{
dist = dist / DotProduct (normal, normal);
VectorMA (point, -dist, normal, point);
return;
}
}
}
if (in)
{
return;
}
for (x = 0; x < numpoints; x++)
{
p1 = w.m_Points[x];
VectorSubtract (p1, point, delta);
dist = DotProduct (delta, plane.normal) / DotProduct (plane.normal, plane.normal);
VectorMA (delta, -dist, plane.normal, delta);
dot = DotProduct (delta, delta);
if (x == 0 || dot < bestdist)
{
VectorAdd (point, delta, bestpoint);
bestdist = dot;
}
}
if (numpoints > 0)
{
VectorCopy (bestpoint, point);
}
return;
}
// =====================================================================================
// snap_to_winding_noedge
// first snaps the point into the winding
// then moves the point towards the inside for at most certain distance until:
// either 1) the point is not close to any of the edges
// or 2) the point can not be moved any more
// returns the maximal distance that the point can be kept away from all the edges
// in most of the cases, the maximal distance = width; in other cases, the maximal distance < width
// =====================================================================================
vec_t snap_to_winding_noedge(const Winding& w, const dplane_t& plane, vec_t* const point, vec_t width, vec_t maxmove)
{
int pass;
int numplanes;
dplane_t *planes;
int x;
vec3_t v;
vec_t newwidth;
vec_t bestwidth;
vec3_t bestpoint;
snap_to_winding (w, plane, point);
planes = (dplane_t *)malloc (w.m_NumPoints * sizeof (dplane_t));
hlassume (planes != NULL, assume_NoMemory);
numplanes = 0;
for (x = 0; x < w.m_NumPoints; x++)
{
VectorSubtract (w.m_Points[(x + 1) % w.m_NumPoints], w.m_Points[x], v);
CrossProduct (v, plane.normal, planes[numplanes].normal);
if (!VectorNormalize (planes[numplanes].normal))
{
continue;
}
planes[numplanes].dist = DotProduct (w.m_Points[x], planes[numplanes].normal);
numplanes++;
}
bestwidth = 0;
VectorCopy (point, bestpoint);
newwidth = width;
for (pass = 0; pass < 5; pass++) // apply binary search method for 5 iterations to find the maximal distance that the point can be kept away from all the edges
{
bool failed;
vec3_t newpoint;
Winding *newwinding;
failed = true;
newwinding = new Winding (w);
for (x = 0; x < numplanes && newwinding->m_NumPoints > 0; x++)
{
dplane_t clipplane = planes[x];
clipplane.dist += newwidth;
newwinding->Clip (clipplane, false);
}
if (newwinding->m_NumPoints > 0)
{
VectorCopy (point, newpoint);
snap_to_winding (*newwinding, plane, newpoint);
VectorSubtract (newpoint, point, v);
if (VectorLength (v) <= maxmove + ON_EPSILON)
{
failed = false;
}
}
delete newwinding;
if (!failed)
{
bestwidth = newwidth;
VectorCopy (newpoint, bestpoint);
if (pass == 0)
{
break;
}
newwidth += width * pow (0.5, pass + 1);
}
else
{
newwidth -= width * pow (0.5, pass + 1);
}
}
free (planes);
VectorCopy (bestpoint, point);
return bestwidth;
}
#endif
#ifndef HLRAD_OPAQUE_NODE
#ifdef HLRAD_POINT_IN_EDGE_FIX
bool point_in_winding_percentage(const Winding& w, const dplane_t& plane, const vec3_t point, const vec3_t ray, double &percentage)
{
unsigned numpoints = w.m_NumPoints;
int x;
int inedgecount = 0;
vec3_t inedgedir[2];
for (x = 0; x < numpoints; x++)
{
vec3_t A;
vec3_t B;
vec3_t normal;
VectorSubtract(w.m_Points[(x + 1) % numpoints], point, A);
VectorSubtract(w.m_Points[x], point, B);
CrossProduct(A, B, normal);
if (DotProduct(normal, plane.normal) == 0.0)
{
if (inedgecount < 2)
VectorSubtract(w.m_Points[(x + 1) % numpoints], w.m_Points[x], inedgedir[inedgecount]);
inedgecount++;
}
if (DotProduct(normal, plane.normal) < 0.0)
{
return false;
}
}
switch (inedgecount)
{
case 0:
percentage = 1.0;
return true;
case 1:
percentage = 0.5;
return true;
case 2:
vec3_t tmp1, tmp2;
vec_t dot;
CrossProduct (inedgedir[0], ray, tmp1);
CrossProduct (inedgedir[1], ray, tmp2);
VectorNormalize (tmp1);
VectorNormalize (tmp2);
dot = DotProduct (tmp1, tmp2);
dot = dot>1? 1: dot<-1? -1: dot;
percentage = 0.5 - acos (dot) / (2 * Q_PI);
if (percentage < 0)
Warning ("internal error 1 in HLRAD_POINT_IN_EDGE_FIX");
return true;
default:
Warning ("internal error 2 in HLRAD_POINT_IN_EDGE_FIX");
return false;
}
}
#endif
#endif
#ifndef HLRAD_LERP_VL
// =====================================================================================
// point_in_wall
// =====================================================================================
bool point_in_wall(const lerpWall_t* wall, vec3_t point)
{
int x;
// Liberal use of the magic number '4' for the hardcoded winding count
for (x = 0; x < 4; x++)
{
vec3_t A;
vec3_t B;
vec3_t normal;
VectorSubtract(wall->vertex[x], wall->vertex[(x + 1) % 4], A);
VectorSubtract(wall->vertex[x], point, B);
CrossProduct(A, B, normal);
#ifndef HLRAD_MATH_VL
VectorNormalize(normal);
#endif
if (DotProduct(normal, wall->plane.normal) < 0.0)
{
return false;
}
}
return true;
}
// =====================================================================================
// point_in_tri
// =====================================================================================
bool point_in_tri(const vec3_t point, const dplane_t* const plane, const vec3_t p1, const vec3_t p2, const vec3_t p3)
{
vec3_t A;
vec3_t B;
vec3_t normal;
VectorSubtract(p1, p2, A);
VectorSubtract(p1, point, B);
CrossProduct(A, B, normal);
#ifndef HLRAD_MATH_VL
VectorNormalize(normal);
#endif
if (DotProduct(normal, plane->normal) < 0.0)
{
return false;
}
VectorSubtract(p2, p3, A);
VectorSubtract(p2, point, B);
CrossProduct(A, B, normal);
#ifndef HLRAD_MATH_VL
VectorNormalize(normal);
#endif
if (DotProduct(normal, plane->normal) < 0.0)
{
return false;
}
VectorSubtract(p3, p1, A);
VectorSubtract(p3, point, B);
CrossProduct(A, B, normal);
#ifndef HLRAD_MATH_VL
VectorNormalize(normal);
#endif
if (DotProduct(normal, plane->normal) < 0.0)
{
return false;
}
return true;
}
#endif
#ifdef HLRAD_TestSegmentAgainstOpaqueList_VL
bool intersect_linesegment_plane(const dplane_t* const plane, const vec_t* const p1, const vec_t* const p2, vec3_t point)
{
vec_t part1;
vec_t part2;
int i;
part1 = DotProduct (p1, plane->normal) - plane->dist;
part2 = DotProduct (p2, plane->normal) - plane->dist;
if (part1 * part2 > 0 || part1 == part2)
return false;
for (i=0; i<3; ++i)
point[i] = (part1 * p2[i] - part2 * p1[i]) / (part1 - part2);
return true;
}
#else /*HLRAD_TestSegmentAgainstOpaqueList_VL*/
// =====================================================================================
// intersect_line_plane
// returns true if line hits plane, and parameter 'point' is filled with where
// =====================================================================================
bool intersect_line_plane(const dplane_t* const plane, const vec_t* const p1, const vec_t* const p2, vec3_t point)
{
vec3_t pop;
vec3_t line_vector; // normalized vector for the line;
vec3_t tmp;
vec3_t scaledDir;
vec_t partial;
vec_t total;
vec_t perc;
// Get a normalized vector for the ray
VectorSubtract(p1, p2, line_vector);
VectorNormalize(line_vector);
VectorScale(plane->normal, plane->dist, pop);
VectorSubtract(pop, p1, tmp);
partial = DotProduct(tmp, plane->normal);
total = DotProduct(line_vector, plane->normal);
if (total == 0.0)
{
VectorClear(point);
return false;
}
perc = partial / total;
VectorScale(line_vector, perc, scaledDir);
VectorAdd(p1, scaledDir, point);
return true;
}
// =====================================================================================
// intersect_linesegment_plane
// returns true if line hits plane, and parameter 'point' is filled with where
// =====================================================================================
bool intersect_linesegment_plane(const dplane_t* const plane, const vec_t* const p1, const vec_t* const p2, vec3_t point)
{
unsigned count = 0;
if (DotProduct(plane->normal, p1) <= plane->dist)
{
count++;
}
if (DotProduct(plane->normal, p2) <= plane->dist)
{
count++;
}
if (count == 1)
{
return intersect_line_plane(plane, p1, p2, point);
}
else
{
return false;
}
}
#endif /*HLRAD_TestSegmentAgainstOpaqueList_VL*/
// =====================================================================================
// plane_from_points
// =====================================================================================
void plane_from_points(const vec3_t p1, const vec3_t p2, const vec3_t p3, dplane_t* plane)
{
vec3_t delta1;
vec3_t delta2;
vec3_t normal;
VectorSubtract(p3, p2, delta1);
VectorSubtract(p1, p2, delta2);
CrossProduct(delta1, delta2, normal);
VectorNormalize(normal);
plane->dist = DotProduct(normal, p1);
VectorCopy(normal, plane->normal);
}
//LineSegmentIntersectsBounds --vluzacn
bool LineSegmentIntersectsBounds_r (const vec_t* p1, const vec_t* p2, const vec_t* mins, const vec_t* maxs, int d)
{
vec_t lmin, lmax;
const vec_t* tmp;
vec3_t x1, x2;
int i;
d--;
if (p2[d]<p1[d])
tmp=p1, p1=p2, p2=tmp;
if (p2[d]<mins[d] || p1[d]>maxs[d])
return false;
if (d==0)
return true;
lmin = p1[d]>=mins[d]? 0 : (mins[d]-p1[d])/(p2[d]-p1[d]);
lmax = p2[d]<=maxs[d]? 1 : (p2[d]-maxs[d])/(p2[d]-p1[d]);
for (i=0; i<d; ++i)
{
x1[i]=(1-lmin)*p1[i]+lmin*p2[i];
x2[i]=(1-lmax)*p2[i]+lmax*p2[i];
}
return LineSegmentIntersectsBounds_r (x1, x2, mins, maxs, d);
}
inline bool LineSegmentIntersectsBounds (const vec3_t p1, const vec3_t p2, const vec3_t mins, const vec3_t maxs)
{
return LineSegmentIntersectsBounds_r (p1, p2, mins, maxs, 3);
}
// =====================================================================================
// TestSegmentAgainstOpaqueList
// Returns true if the segment intersects an item in the opaque list
// =====================================================================================
bool TestSegmentAgainstOpaqueList(const vec_t* p1, const vec_t* p2
#ifdef HLRAD_HULLU
, vec3_t &scaleout
#endif
#ifdef HLRAD_OPAQUE_STYLE
, int &opaquestyleout // light must convert to this style. -1 = no convert
#endif
)
{
#ifdef HLRAD_OPAQUE_NODE
int x;
#ifdef HLRAD_HULLU
VectorFill (scaleout, 1.0);
#endif
#ifdef HLRAD_OPAQUE_STYLE
opaquestyleout = -1;
#endif
for (x = 0; x < g_opaque_face_count; x++)
{
if (!TestLineOpaque (g_opaque_face_list[x].modelnum, g_opaque_face_list[x].origin, p1, p2))
{
continue;
}
#ifdef HLRAD_HULLU
if (g_opaque_face_list[x].transparency)
{
VectorMultiply (scaleout, g_opaque_face_list[x].transparency_scale, scaleout);
continue;
}
#endif
#ifdef HLRAD_OPAQUE_STYLE
if (g_opaque_face_list[x].style != -1 && (opaquestyleout == -1 || g_opaque_face_list[x].style == opaquestyleout))
{
opaquestyleout = g_opaque_face_list[x].style;
continue;
}
#endif
#ifdef HLRAD_HULLU
VectorFill (scaleout, 0.0);
#endif
#ifdef HLRAD_OPAQUE_STYLE
opaquestyleout = -1;
#endif
return true;
}
return false;
#else /*HLRAD_OPAQUE_NODE*/
unsigned x;
vec3_t point;
const dplane_t* plane;
const Winding* winding;
#ifdef HLRAD_TestSegmentAgainstOpaqueList_VL
int i;
vec3_t scale_one;
vec3_t direction;
VectorSubtract (p1, p2, direction);
VectorNormalize (direction);
#endif
#ifdef HLRAD_HULLU
vec3_t scale = {1.0, 1.0, 1.0};
#endif
#ifdef HLRAD_POINT_IN_EDGE_FIX
double percentage;
#endif
#ifdef HLRAD_OPAQUE_STYLE
opaquestyleout = -1;
#endif
#ifdef HLRAD_OPAQUE_RANGE
bool intersects[MAX_OPAQUE_GROUP_COUNT];
for (x = 0; x < g_opaque_group_count; x++)
{
intersects[x] =
LineSegmentIntersectsBounds (p1, p2, g_opaque_group_list[x].mins, g_opaque_group_list[x].maxs);
}
#endif
for (x = 0; x < g_opaque_face_count; x++)
{
#ifdef HLRAD_OPAQUE_RANGE
if (intersects[g_opaque_face_list[x].groupnum] == 0)
continue;
#endif
plane = &g_opaque_face_list[x].plane;
winding = g_opaque_face_list[x].winding;
#ifdef HLRAD_OPACITY // AJM
l_opacity = g_opaque_face_list[x].l_opacity;
#endif
if (intersect_linesegment_plane(plane, p1, p2, point))
{
#if 0
Log
("Ray from (%4.3f %4.3f %4.3f) to (%4.3f %4.3f %4.3f) hits plane at (%4.3f %4.3f %4.3f)\n Plane (%4.3f %4.3f %4.3f) %4.3f\n",
p1[0], p1[1], p1[2], p2[0], p2[1], p2[2], point[0], point[1], point[2], plane->normal[0],
plane->normal[1], plane->normal[2], plane->dist);
#endif
#ifdef HLRAD_POINT_IN_EDGE_FIX
if (point_in_winding_percentage(*winding, *plane, point, direction, percentage))
#else
if (point_in_winding(*winding, *plane, point))
#endif
{
#if 0
Log("Ray from (%4.3f %4.3f %4.3f) to (%4.3f %4.3f %4.3f) blocked by face %u @ (%4.3f %4.3f %4.3f)\n",
p1[0], p1[1], p1[2],
p2[0], p2[1], p2[2], g_opaque_face_list[x].facenum, point[0], point[1], point[2]);
#endif
#ifdef HLRAD_HULLU
if(g_opaque_face_list[x].transparency)
{
#ifdef HLRAD_TestSegmentAgainstOpaqueList_VL
VectorCopy (g_opaque_face_list[x].transparency_scale, scale_one);
#endif
#ifdef HLRAD_POINT_IN_EDGE_FIX
if (percentage != 1.0)
for (i = 0; i < 3; ++i)
scale_one[i] = pow (scale_one[i], percentage);
#endif
#ifdef HLRAD_TestSegmentAgainstOpaqueList_VL
VectorMultiply(scale, scale_one, scale);
#else
VectorMultiply(scale, g_opaque_face_list[x].transparency_scale, scale);
#endif
}
else
{
#ifdef HLRAD_OPAQUE_STYLE
if (g_opaque_face_list[x].style == -1 || opaquestyleout != -1 && g_opaque_face_list[x].style != opaquestyleout)
{
VectorCopy(vec3_origin, scaleout);
opaquestyleout = -1;
return true;
}
else
{
opaquestyleout = g_opaque_face_list[x].style;
}
#else
#ifdef HLRAD_TestSegmentAgainstOpaqueList_VL
VectorCopy(vec3_origin, scaleout);
#else
VectorCopy(scale, scaleout);
#endif
return true;
#endif
}
#else
return true;
#endif
}
}
}
#ifdef HLRAD_HULLU
VectorCopy(scale, scaleout);
if(scaleout[0] < 0.01 && scaleout[1] < 0.01 && scaleout[2] < 0.01)
{
return true; //so much shadowing that result is same as with normal opaque face
}
#endif
return false;
#endif /*HLRAD_OPAQUE_NODE*/
}
#ifndef HLRAD_MATH_VL
// =====================================================================================
// ProjectionPoint
// =====================================================================================
void ProjectionPoint(const vec_t* const v, const vec_t* const p, vec_t* rval)
{
vec_t val;
vec_t mag;
mag = DotProduct(p, p);
#ifdef SYSTEM_POSIX
if (mag == 0)
{
// division by zero seems to work just fine on x86;
// it returns nan and the program still works!!
// this causes a floating point exception on Alphas, so...
mag = 0.00000001;
}
#endif
val = DotProduct(v, p) / mag;
VectorScale(p, val, rval);
}
#endif
// =====================================================================================
// SnapToPlane
// =====================================================================================
void SnapToPlane(const dplane_t* const plane, vec_t* const point, vec_t offset)
{
#ifdef HLRAD_MATH_VL
vec_t dist;
dist = DotProduct (point, plane->normal) - plane->dist;
dist -= offset;
VectorMA (point, -dist, plane->normal, point);
#else
vec3_t delta;
vec3_t proj;
vec3_t pop; // point on plane
VectorScale(plane->normal, plane->dist + offset, pop);
VectorSubtract(point, pop, delta);
ProjectionPoint(delta, plane->normal, proj);
VectorSubtract(delta, proj, delta);
VectorAdd(delta, pop, point);
#endif
}
#ifdef HLRAD_ACCURATEBOUNCE
// =====================================================================================
// CalcSightArea
// =====================================================================================
vec_t CalcSightArea (const vec3_t receiver_origin, const vec3_t receiver_normal, const Winding *emitter_winding, int skylevel
#ifdef HLRAD_DIVERSE_LIGHTING
, vec_t lighting_power, vec_t lighting_scale
#endif
)
{
// maybe there are faster ways in calculating the weighted area, but at least this way is not bad.
vec_t area = 0.0;
int numedges = emitter_winding->m_NumPoints;
vec3_t *edges = (vec3_t *)malloc (numedges * sizeof (vec3_t));
hlassume (edges != NULL, assume_NoMemory);
bool error = false;
for (int x = 0; x < numedges; x++)
{
vec3_t v1, v2, normal;
VectorSubtract (emitter_winding->m_Points[x], receiver_origin, v1);
VectorSubtract (emitter_winding->m_Points[(x + 1) % numedges], receiver_origin, v2);
CrossProduct (v1, v2, normal); // pointing inward
if (!VectorNormalize (normal))
{
error = true;
}
VectorCopy (normal, edges[x]);
}
if (!error)
{
int i, j;
vec3_t *pnormal;
vec_t *psize;
vec_t dot;
vec3_t *pedge;
for (i = 0, pnormal = g_skynormals[skylevel], psize = g_skynormalsizes[skylevel]; i < g_numskynormals[skylevel]; i++, pnormal++, psize++)
{
dot = DotProduct (*pnormal, receiver_normal);
if (dot <= 0)
continue;
for (j = 0, pedge = edges; j < numedges; j++, pedge++)
{
if (DotProduct (*pnormal, *pedge) <= 0)
{
break;
}
}
if (j < numedges)
{
continue;
}
#ifdef HLRAD_DIVERSE_LIGHTING
if (lighting_power != 1.0)
{
dot = pow (dot, lighting_power);
}
#endif
area += dot * (*psize);
}
area = area * 4 * Q_PI; // convert to absolute sphere area
}
free (edges);
#ifdef HLRAD_DIVERSE_LIGHTING
area *= lighting_scale;
#endif
return area;
}
#ifdef HLRAD_CUSTOMTEXLIGHT
vec_t CalcSightArea_SpotLight (const vec3_t receiver_origin, const vec3_t receiver_normal, const Winding *emitter_winding, const vec3_t emitter_normal, vec_t emitter_stopdot, vec_t emitter_stopdot2, int skylevel
#ifdef HLRAD_DIVERSE_LIGHTING
, vec_t lighting_power, vec_t lighting_scale
#endif
)
{
// stopdot = cos (cone)
// stopdot2 = cos (cone2)
// stopdot >= stopdot2 >= 0
// ratio = 1.0 , when dot2 >= stopdot
// ratio = (dot - stopdot2) / (stopdot - stopdot2) , when stopdot > dot2 > stopdot2
// ratio = 0.0 , when stopdot2 >= dot2
vec_t area = 0.0;
int numedges = emitter_winding->m_NumPoints;
vec3_t *edges = (vec3_t *)malloc (numedges * sizeof (vec3_t));
hlassume (edges != NULL, assume_NoMemory);
bool error = false;
for (int x = 0; x < numedges; x++)
{
vec3_t v1, v2, normal;
VectorSubtract (emitter_winding->m_Points[x], receiver_origin, v1);
VectorSubtract (emitter_winding->m_Points[(x + 1) % numedges], receiver_origin, v2);
CrossProduct (v1, v2, normal); // pointing inward
if (!VectorNormalize (normal))
{
error = true;
}
VectorCopy (normal, edges[x]);
}
if (!error)
{
int i, j;
vec3_t *pnormal;
vec_t *psize;
vec_t dot;
vec_t dot2;
vec3_t *pedge;
for (i = 0, pnormal = g_skynormals[skylevel], psize = g_skynormalsizes[skylevel]; i < g_numskynormals[skylevel]; i++, pnormal++, psize++)
{
dot = DotProduct (*pnormal, receiver_normal);
if (dot <= 0)
continue;
for (j = 0, pedge = edges; j < numedges; j++, pedge++)
{
if (DotProduct (*pnormal, *pedge) <= 0)
{
break;
}
}
if (j < numedges)
{
continue;
}
#ifdef HLRAD_DIVERSE_LIGHTING
if (lighting_power != 1.0)
{
dot = pow (dot, lighting_power);
}
#endif
dot2 = -DotProduct (*pnormal, emitter_normal);
if (dot2 <= emitter_stopdot2 + NORMAL_EPSILON)
{
dot = 0;
}
else if (dot2 < emitter_stopdot)
{
dot = dot * (dot2 - emitter_stopdot2) / (emitter_stopdot - emitter_stopdot2);
}
area += dot * (*psize);
}
area = area * 4 * Q_PI; // convert to absolute sphere area
}
free (edges);
#ifdef HLRAD_DIVERSE_LIGHTING
area *= lighting_scale;
#endif
return area;
}
#endif
#endif
#ifdef HLRAD_ACCURATEBOUNCE_ALTERNATEORIGIN
// =====================================================================================
// GetAlternateOrigin
// =====================================================================================
void GetAlternateOrigin (const vec3_t pos, const vec3_t normal, const patch_t *patch, vec3_t &origin)
{
const dplane_t *faceplane;
const vec_t *faceplaneoffset;
const vec_t *facenormal;
dplane_t clipplane;
Winding w;
faceplane = getPlaneFromFaceNumber (patch->faceNumber);
faceplaneoffset = g_face_offset[patch->faceNumber];
facenormal = faceplane->normal;
VectorCopy (normal, clipplane.normal);
clipplane.dist = DotProduct (pos, clipplane.normal);
w = *patch->winding;
if (w.WindingOnPlaneSide (clipplane.normal, clipplane.dist) != SIDE_CROSS)
{
VectorCopy (patch->origin, origin);
}
else
{
w.Clip (clipplane, false);
if (w.m_NumPoints == 0)
{
VectorCopy (patch->origin, origin);
}
else
{
vec3_t center;
bool found;
vec3_t bestpoint;
vec_t bestdist = -1.0;
vec3_t point;
vec_t dist;
vec3_t v;
w.getCenter (center);
found = false;
VectorMA (center, PATCH_HUNT_OFFSET, facenormal, point);
if (HuntForWorld (point, faceplaneoffset, faceplane, 2, 1.0, PATCH_HUNT_OFFSET))
{
VectorSubtract (point, center, v);
dist = VectorLength (v);
if (!found || dist < bestdist)
{
found = true;
VectorCopy (point, bestpoint);
bestdist = dist;
}
}
if (!found)
{
for (int i = 0; i < w.m_NumPoints; i++)
{
const vec_t *p1;
const vec_t *p2;
p1 = w.m_Points[i];
p2 = w.m_Points[(i + 1) % w.m_NumPoints];
VectorAdd (p1, p2, point);
VectorAdd (point, center, point);
VectorScale (point, 1.0/3.0, point);
VectorMA (point, PATCH_HUNT_OFFSET, facenormal, point);
if (HuntForWorld (point, faceplaneoffset, faceplane, 1, 0.0, PATCH_HUNT_OFFSET))
{
VectorSubtract (point, center, v);
dist = VectorLength (v);
if (!found || dist < bestdist)
{
found = true;
VectorCopy (point, bestpoint);
bestdist = dist;
}
}
}
}
if (found)
{
VectorCopy (bestpoint, origin);
}
else
{
VectorCopy (patch->origin, origin);
}
}
}
}
#endif