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96a9e2a9aa
This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
458 lines
14 KiB
C
458 lines
14 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_marks.c -- polygon projection on the world polygons
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#include "tr_local.h"
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//#include "assert.h"
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#define MAX_VERTS_ON_POLY 64
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#define MARKER_OFFSET 0 // 1
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/*
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=============
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R_ChopPolyBehindPlane
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Out must have space for two more vertexes than in
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=============
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*/
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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static void R_ChopPolyBehindPlane( int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY],
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int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY],
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vec3_t normal, vec_t dist, vec_t epsilon) {
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float dists[MAX_VERTS_ON_POLY+4] = { 0 };
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int sides[MAX_VERTS_ON_POLY+4] = { 0 };
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int counts[3];
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float dot;
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int i, j;
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float *p1, *p2, *clip;
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float d;
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// don't clip if it might overflow
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if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) {
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*numOutPoints = 0;
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return;
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}
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counts[0] = counts[1] = counts[2] = 0;
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// determine sides for each point
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for ( i = 0 ; i < numInPoints ; i++ ) {
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dot = DotProduct( inPoints[i], normal );
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dot -= dist;
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dists[i] = dot;
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if ( dot > epsilon ) {
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sides[i] = SIDE_FRONT;
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} else if ( dot < -epsilon ) {
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sides[i] = SIDE_BACK;
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} else {
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sides[i] = SIDE_ON;
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}
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counts[sides[i]]++;
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}
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sides[i] = sides[0];
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dists[i] = dists[0];
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*numOutPoints = 0;
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if ( !counts[0] ) {
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return;
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}
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if ( !counts[1] ) {
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*numOutPoints = numInPoints;
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Com_Memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) );
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return;
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}
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for ( i = 0 ; i < numInPoints ; i++ ) {
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p1 = inPoints[i];
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clip = outPoints[ *numOutPoints ];
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if ( sides[i] == SIDE_ON ) {
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VectorCopy( p1, clip );
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(*numOutPoints)++;
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continue;
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}
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if ( sides[i] == SIDE_FRONT ) {
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VectorCopy( p1, clip );
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(*numOutPoints)++;
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clip = outPoints[ *numOutPoints ];
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}
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if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
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continue;
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}
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// generate a split point
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p2 = inPoints[ (i+1) % numInPoints ];
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d = dists[i] - dists[i+1];
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if ( d == 0 ) {
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dot = 0;
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} else {
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dot = dists[i] / d;
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}
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// clip xyz
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for (j=0 ; j<3 ; j++) {
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clip[j] = p1[j] + dot * ( p2[j] - p1[j] );
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}
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(*numOutPoints)++;
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}
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}
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/*
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=================
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R_BoxSurfaces_r
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=================
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*/
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void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) {
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int s, c;
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msurface_t *surf, **mark;
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// do the tail recursion in a loop
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while ( node->contents == -1 ) {
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s = BoxOnPlaneSide( mins, maxs, node->plane );
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if (s == 1) {
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node = node->children[0];
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} else if (s == 2) {
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node = node->children[1];
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} else {
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R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
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node = node->children[1];
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}
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}
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// add the individual surfaces
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mark = node->firstmarksurface;
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c = node->nummarksurfaces;
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while (c--) {
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//
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if (*listlength >= listsize) break;
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//
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surf = *mark;
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// check if the surface has NOIMPACT or NOMARKS set
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if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) )
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|| ( surf->shader->contentFlags & CONTENTS_FOG ) ) {
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surf->viewCount = tr.viewCount;
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}
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// extra check for surfaces to avoid list overflows
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else if (*(surf->data) == SF_FACE) {
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// the face plane should go through the box
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s = BoxOnPlaneSide( mins, maxs, &(( srfSurfaceFace_t * ) surf->data)->plane );
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if (s == 1 || s == 2) {
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surf->viewCount = tr.viewCount;
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} else if (DotProduct((( srfSurfaceFace_t * ) surf->data)->plane.normal, dir) > -0.5) {
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// don't add faces that make sharp angles with the projection direction
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surf->viewCount = tr.viewCount;
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}
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}
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else if (*(surfaceType_t *) (surf->data) != SF_GRID &&
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*(surfaceType_t *) (surf->data) != SF_TRIANGLES)
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surf->viewCount = tr.viewCount;
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// check the viewCount because the surface may have
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// already been added if it spans multiple leafs
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if (surf->viewCount != tr.viewCount) {
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surf->viewCount = tr.viewCount;
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list[*listlength] = (surfaceType_t *) surf->data;
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(*listlength)++;
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}
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mark++;
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}
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}
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/*
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=================
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R_AddMarkFragments
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=================
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*/
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void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
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int numPlanes, vec3_t *normals, float *dists,
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int maxPoints, vec3_t pointBuffer,
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int maxFragments, markFragment_t *fragmentBuffer,
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int *returnedPoints, int *returnedFragments,
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vec3_t mins, vec3_t maxs) {
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int pingPong, i;
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markFragment_t *mf;
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// chop the surface by all the bounding planes of the to be projected polygon
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pingPong = 0;
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for ( i = 0 ; i < numPlanes ; i++ ) {
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R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong],
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&numClipPoints, clipPoints[!pingPong],
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normals[i], dists[i], 0.5 );
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pingPong ^= 1;
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if ( numClipPoints == 0 ) {
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break;
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}
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}
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// completely clipped away?
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if ( numClipPoints == 0 ) {
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return;
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}
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// add this fragment to the returned list
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if ( numClipPoints + (*returnedPoints) > maxPoints ) {
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return; // not enough space for this polygon
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}
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/*
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// all the clip points should be within the bounding box
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for ( i = 0 ; i < numClipPoints ; i++ ) {
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int j;
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for ( j = 0 ; j < 3 ; j++ ) {
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if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break;
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if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break;
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}
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if (j < 3) break;
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}
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if (i < numClipPoints) return;
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*/
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mf = fragmentBuffer + (*returnedFragments);
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mf->firstPoint = (*returnedPoints);
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mf->numPoints = numClipPoints;
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Com_Memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
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(*returnedPoints) += numClipPoints;
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(*returnedFragments)++;
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}
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/*
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=================
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R_MarkFragments
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=================
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*/
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int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) {
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int numsurfaces, numPlanes;
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int i, j, k, m, n;
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surfaceType_t *surfaces[64];
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vec3_t mins, maxs;
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int returnedFragments;
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int returnedPoints;
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vec3_t normals[MAX_VERTS_ON_POLY+2];
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float dists[MAX_VERTS_ON_POLY+2];
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vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
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int numClipPoints;
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float *v;
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srfGridMesh_t *cv;
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drawVert_t *dv;
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vec3_t normal;
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vec3_t projectionDir;
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vec3_t v1, v2;
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int *indexes;
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if (numPoints <= 0) {
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return 0;
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}
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//increment view count for double check prevention
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tr.viewCount++;
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//
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VectorNormalize2( projection, projectionDir );
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// find all the brushes that are to be considered
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ClearBounds( mins, maxs );
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for ( i = 0 ; i < numPoints ; i++ ) {
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vec3_t temp;
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AddPointToBounds( points[i], mins, maxs );
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VectorAdd( points[i], projection, temp );
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AddPointToBounds( temp, mins, maxs );
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// make sure we get all the leafs (also the one(s) in front of the hit surface)
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VectorMA( points[i], -20, projectionDir, temp );
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AddPointToBounds( temp, mins, maxs );
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}
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if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY;
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// create the bounding planes for the to be projected polygon
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for ( i = 0 ; i < numPoints ; i++ ) {
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VectorSubtract(points[(i+1)%numPoints], points[i], v1);
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VectorAdd(points[i], projection, v2);
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VectorSubtract(points[i], v2, v2);
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CrossProduct(v1, v2, normals[i]);
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VectorNormalizeFast(normals[i]);
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dists[i] = DotProduct(normals[i], points[i]);
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}
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// add near and far clipping planes for projection
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VectorCopy(projectionDir, normals[numPoints]);
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dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32;
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VectorCopy(projectionDir, normals[numPoints+1]);
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VectorInverse(normals[numPoints+1]);
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dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - 20;
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numPlanes = numPoints + 2;
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numsurfaces = 0;
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R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir);
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//assert(numsurfaces <= 64);
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//assert(numsurfaces != 64);
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returnedPoints = 0;
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returnedFragments = 0;
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for ( i = 0 ; i < numsurfaces ; i++ ) {
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if (*surfaces[i] == SF_GRID) {
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cv = (srfGridMesh_t *) surfaces[i];
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for ( m = 0 ; m < cv->height - 1 ; m++ ) {
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for ( n = 0 ; n < cv->width - 1 ; n++ ) {
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// We triangulate the grid and chop all triangles within
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// the bounding planes of the to be projected polygon.
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// LOD is not taken into account, not such a big deal though.
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//
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// It's probably much nicer to chop the grid itself and deal
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// with this grid as a normal SF_GRID surface so LOD will
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// be applied. However the LOD of that chopped grid must
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// be synced with the LOD of the original curve.
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// One way to do this; the chopped grid shares vertices with
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// the original curve. When LOD is applied to the original
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// curve the unused vertices are flagged. Now the chopped curve
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// should skip the flagged vertices. This still leaves the
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// problems with the vertices at the chopped grid edges.
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//
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// To avoid issues when LOD applied to "hollow curves" (like
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// the ones around many jump pads) we now just add a 2 unit
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// offset to the triangle vertices.
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// The offset is added in the vertex normal vector direction
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// so all triangles will still fit together.
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// The 2 unit offset should avoid pretty much all LOD problems.
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numClipPoints = 3;
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dv = cv->verts + m * cv->width + n;
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VectorCopy(dv[0].xyz, clipPoints[0][0]);
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VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
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VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
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VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
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VectorCopy(dv[1].xyz, clipPoints[0][2]);
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VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
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// check the normal of this triangle
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VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
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VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
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CrossProduct(v1, v2, normal);
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VectorNormalizeFast(normal);
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if (DotProduct(normal, projectionDir) < -0.1) {
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// add the fragments of this triangle
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R_AddMarkFragments(numClipPoints, clipPoints,
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numPlanes, normals, dists,
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maxPoints, pointBuffer,
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maxFragments, fragmentBuffer,
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&returnedPoints, &returnedFragments, mins, maxs);
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if ( returnedFragments == maxFragments ) {
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return returnedFragments; // not enough space for more fragments
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}
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}
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VectorCopy(dv[1].xyz, clipPoints[0][0]);
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VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
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VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
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VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
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VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]);
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VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]);
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// check the normal of this triangle
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VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
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VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
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CrossProduct(v1, v2, normal);
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VectorNormalizeFast(normal);
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if (DotProduct(normal, projectionDir) < -0.05) {
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// add the fragments of this triangle
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R_AddMarkFragments(numClipPoints, clipPoints,
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numPlanes, normals, dists,
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maxPoints, pointBuffer,
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maxFragments, fragmentBuffer,
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&returnedPoints, &returnedFragments, mins, maxs);
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if ( returnedFragments == maxFragments ) {
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return returnedFragments; // not enough space for more fragments
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}
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}
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}
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}
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}
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else if (*surfaces[i] == SF_FACE) {
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srfSurfaceFace_t *surf = ( srfSurfaceFace_t * ) surfaces[i];
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// check the normal of this face
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if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
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continue;
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}
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indexes = (int *)( (byte *)surf + surf->ofsIndices );
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for ( k = 0 ; k < surf->numIndices ; k += 3 ) {
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for ( j = 0 ; j < 3 ; j++ ) {
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v = &surf->points[0][0] + VERTEXSIZE * indexes[k+j];
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VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
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}
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// add the fragments of this face
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R_AddMarkFragments( 3 , clipPoints,
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numPlanes, normals, dists,
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maxPoints, pointBuffer,
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maxFragments, fragmentBuffer,
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&returnedPoints, &returnedFragments, mins, maxs);
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if ( returnedFragments == maxFragments ) {
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return returnedFragments; // not enough space for more fragments
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}
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}
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}
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else if(*surfaces[i] == SF_TRIANGLES && r_marksOnTriangleMeshes->integer) {
|
|
|
|
srfTriangles_t *surf = (srfTriangles_t *) surfaces[i];
|
|
|
|
for (k = 0; k < surf->numIndexes; k += 3)
|
|
{
|
|
for(j = 0; j < 3; j++)
|
|
{
|
|
v = surf->verts[surf->indexes[k + j]].xyz;
|
|
VectorMA(v, MARKER_OFFSET, surf->verts[surf->indexes[k + j]].normal, clipPoints[0][j]);
|
|
}
|
|
|
|
// add the fragments of this face
|
|
R_AddMarkFragments(3, clipPoints,
|
|
numPlanes, normals, dists,
|
|
maxPoints, pointBuffer,
|
|
maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);
|
|
if(returnedFragments == maxFragments)
|
|
{
|
|
return returnedFragments; // not enough space for more fragments
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return returnedFragments;
|
|
}
|
|
|