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https://git.code.sf.net/p/quake/quakeforge-old
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f18b3bcf02
Basicly, sound_lib.a is built, and is compiled into the clients.. Note, uquake is SERIOUSLY FSCKED..
774 lines
16 KiB
C
774 lines
16 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_edge.c
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#include "quakedef.h"
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#include "r_local.h"
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#include <cvars.h>
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#include <sound.h>
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#if 0
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// FIXME
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the complex cases add new polys on most lines, so dont optimize for keeping them the same
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have multiple free span lists to try to get better coherence?
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low depth complexity -- 1 to 3 or so
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this breaks spans at every edge, even hidden ones (bad)
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have a sentinal at both ends?
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#endif
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edge_t *auxedges;
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edge_t *r_edges, *edge_p, *edge_max;
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surf_t *surfaces, *surface_p, *surf_max;
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// surfaces are generated in back to front order by the bsp, so if a surf
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// pointer is greater than another one, it should be drawn in front
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// surfaces[1] is the background, and is used as the active surface stack
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edge_t *newedges[MAXHEIGHT];
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edge_t *removeedges[MAXHEIGHT];
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espan_t *span_p, *max_span_p;
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int r_currentkey;
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extern int screenwidth;
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int current_iv;
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int edge_head_u_shift20, edge_tail_u_shift20;
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static void (*pdrawfunc)(void);
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edge_t edge_head;
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edge_t edge_tail;
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edge_t edge_aftertail;
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edge_t edge_sentinel;
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float fv;
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void R_GenerateSpans (void);
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void R_GenerateSpansBackward (void);
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void R_LeadingEdge (edge_t *edge);
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void R_LeadingEdgeBackwards (edge_t *edge);
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void R_TrailingEdge (surf_t *surf, edge_t *edge);
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//=============================================================================
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/*
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==============
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R_DrawCulledPolys
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==============
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*/
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void R_DrawCulledPolys (void)
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{
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surf_t *s;
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msurface_t *pface;
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currententity = &r_worldentity;
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if (r_worldpolysbacktofront)
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{
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for (s=surface_p-1 ; s>&surfaces[1] ; s--)
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{
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if (!s->spans)
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continue;
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if (!(s->flags & SURF_DRAWBACKGROUND))
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{
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pface = (msurface_t *)s->data;
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R_RenderPoly (pface, 15);
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}
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}
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}
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else
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{
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for (s = &surfaces[1] ; s<surface_p ; s++)
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{
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if (!s->spans)
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continue;
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if (!(s->flags & SURF_DRAWBACKGROUND))
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{
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pface = (msurface_t *)s->data;
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R_RenderPoly (pface, 15);
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}
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}
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}
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}
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/*
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==============
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R_BeginEdgeFrame
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==============
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*/
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void R_BeginEdgeFrame (void)
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{
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int v;
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edge_p = r_edges;
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edge_max = &r_edges[r_numallocatededges];
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surface_p = &surfaces[2]; // background is surface 1,
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// surface 0 is a dummy
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surfaces[1].spans = NULL; // no background spans yet
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surfaces[1].flags = SURF_DRAWBACKGROUND;
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// put the background behind everything in the world
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if (r_draworder.value)
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{
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pdrawfunc = R_GenerateSpansBackward;
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surfaces[1].key = 0;
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r_currentkey = 1;
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}
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else
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{
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pdrawfunc = R_GenerateSpans;
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surfaces[1].key = 0x7FFFFFFF;
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r_currentkey = 0;
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}
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// FIXME: set with memset
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for (v=r_refdef.vrect.y ; v<r_refdef.vrectbottom ; v++)
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{
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newedges[v] = removeedges[v] = NULL;
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}
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}
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#if !id386
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/*
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==============
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R_InsertNewEdges
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Adds the edges in the linked list edgestoadd, adding them to the edges in the
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linked list edgelist. edgestoadd is assumed to be sorted on u, and non-empty (this is actually newedges[v]). edgelist is assumed to be sorted on u, with a
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sentinel at the end (actually, this is the active edge table starting at
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edge_head.next).
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==============
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*/
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void R_InsertNewEdges (edge_t *edgestoadd, edge_t *edgelist)
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{
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edge_t *next_edge;
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do
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{
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next_edge = edgestoadd->next;
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edgesearch:
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if (edgelist->u >= edgestoadd->u)
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goto addedge;
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edgelist=edgelist->next;
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if (edgelist->u >= edgestoadd->u)
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goto addedge;
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edgelist=edgelist->next;
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if (edgelist->u >= edgestoadd->u)
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goto addedge;
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edgelist=edgelist->next;
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if (edgelist->u >= edgestoadd->u)
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goto addedge;
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edgelist=edgelist->next;
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goto edgesearch;
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// insert edgestoadd before edgelist
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addedge:
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edgestoadd->next = edgelist;
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edgestoadd->prev = edgelist->prev;
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edgelist->prev->next = edgestoadd;
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edgelist->prev = edgestoadd;
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} while ((edgestoadd = next_edge) != NULL);
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}
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#endif // !id386
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#if !id386
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/*
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==============
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R_RemoveEdges
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==============
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*/
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void R_RemoveEdges (edge_t *pedge)
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{
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do
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{
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pedge->next->prev = pedge->prev;
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pedge->prev->next = pedge->next;
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} while ((pedge = pedge->nextremove) != NULL);
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}
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#endif // !id386
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#if !id386
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/*
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==============
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R_StepActiveU
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==============
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*/
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void R_StepActiveU (edge_t *pedge)
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{
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edge_t *pnext_edge, *pwedge;
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while (1)
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{
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nextedge:
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pedge->u += pedge->u_step;
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if (pedge->u < pedge->prev->u)
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goto pushback;
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pedge = pedge->next;
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pedge->u += pedge->u_step;
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if (pedge->u < pedge->prev->u)
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goto pushback;
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pedge = pedge->next;
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pedge->u += pedge->u_step;
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if (pedge->u < pedge->prev->u)
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goto pushback;
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pedge = pedge->next;
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pedge->u += pedge->u_step;
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if (pedge->u < pedge->prev->u)
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goto pushback;
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pedge = pedge->next;
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goto nextedge;
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pushback:
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if (pedge == &edge_aftertail)
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return;
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// push it back to keep it sorted
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pnext_edge = pedge->next;
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// pull the edge out of the edge list
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pedge->next->prev = pedge->prev;
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pedge->prev->next = pedge->next;
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// find out where the edge goes in the edge list
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pwedge = pedge->prev->prev;
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while (pwedge->u > pedge->u)
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{
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pwedge = pwedge->prev;
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}
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// put the edge back into the edge list
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pedge->next = pwedge->next;
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pedge->prev = pwedge;
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pedge->next->prev = pedge;
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pwedge->next = pedge;
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pedge = pnext_edge;
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if (pedge == &edge_tail)
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return;
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}
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}
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#endif // !id386
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/*
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==============
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R_CleanupSpan
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==============
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*/
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void R_CleanupSpan ()
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{
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surf_t *surf;
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int iu;
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espan_t *span;
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// now that we've reached the right edge of the screen, we're done with any
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// unfinished surfaces, so emit a span for whatever's on top
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surf = surfaces[1].next;
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iu = edge_tail_u_shift20;
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if (iu > surf->last_u)
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{
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span = span_p++;
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span->u = surf->last_u;
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span->count = iu - span->u;
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span->v = current_iv;
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span->pnext = surf->spans;
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surf->spans = span;
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}
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// reset spanstate for all surfaces in the surface stack
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do
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{
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surf->spanstate = 0;
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surf = surf->next;
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} while (surf != &surfaces[1]);
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}
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/*
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==============
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R_LeadingEdgeBackwards
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==============
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*/
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void R_LeadingEdgeBackwards (edge_t *edge)
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{
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espan_t *span;
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surf_t *surf, *surf2;
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int iu;
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// it's adding a new surface in, so find the correct place
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surf = &surfaces[edge->surfs[1]];
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// don't start a span if this is an inverted span, with the end
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// edge preceding the start edge (that is, we've already seen the
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// end edge)
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if (++surf->spanstate == 1)
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{
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surf2 = surfaces[1].next;
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if (surf->key > surf2->key)
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goto newtop;
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// if it's two surfaces on the same plane, the one that's already
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// active is in front, so keep going unless it's a bmodel
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if (surf->insubmodel && (surf->key == surf2->key))
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{
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// must be two bmodels in the same leaf; don't care, because they'll
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// never be farthest anyway
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goto newtop;
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}
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continue_search:
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do
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{
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surf2 = surf2->next;
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} while (surf->key < surf2->key);
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if (surf->key == surf2->key)
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{
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// if it's two surfaces on the same plane, the one that's already
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// active is in front, so keep going unless it's a bmodel
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if (!surf->insubmodel)
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goto continue_search;
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// must be two bmodels in the same leaf; don't care which is really
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// in front, because they'll never be farthest anyway
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}
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goto gotposition;
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newtop:
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// emit a span (obscures current top)
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iu = edge->u >> 20;
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if (iu > surf2->last_u)
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{
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span = span_p++;
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span->u = surf2->last_u;
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span->count = iu - span->u;
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span->v = current_iv;
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span->pnext = surf2->spans;
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surf2->spans = span;
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}
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// set last_u on the new span
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surf->last_u = iu;
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gotposition:
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// insert before surf2
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surf->next = surf2;
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surf->prev = surf2->prev;
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surf2->prev->next = surf;
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surf2->prev = surf;
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}
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}
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/*
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==============
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R_TrailingEdge
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==============
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*/
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void R_TrailingEdge (surf_t *surf, edge_t *edge)
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{
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espan_t *span;
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int iu;
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// don't generate a span if this is an inverted span, with the end
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// edge preceding the start edge (that is, we haven't seen the
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// start edge yet)
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if (--surf->spanstate == 0)
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{
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if (surf->insubmodel)
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r_bmodelactive--;
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if (surf == surfaces[1].next)
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{
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// emit a span (current top going away)
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iu = edge->u >> 20;
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if (iu > surf->last_u)
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{
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span = span_p++;
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span->u = surf->last_u;
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span->count = iu - span->u;
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span->v = current_iv;
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span->pnext = surf->spans;
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surf->spans = span;
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}
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// set last_u on the surface below
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surf->next->last_u = iu;
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}
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surf->prev->next = surf->next;
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surf->next->prev = surf->prev;
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}
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}
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#if !id386
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/*
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==============
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R_LeadingEdge
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==============
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*/
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void R_LeadingEdge (edge_t *edge)
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{
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espan_t *span;
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surf_t *surf, *surf2;
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int iu;
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double fu, newzi, testzi, newzitop, newzibottom;
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if (edge->surfs[1])
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{
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// it's adding a new surface in, so find the correct place
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surf = &surfaces[edge->surfs[1]];
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// don't start a span if this is an inverted span, with the end
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// edge preceding the start edge (that is, we've already seen the
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// end edge)
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if (++surf->spanstate == 1)
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{
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if (surf->insubmodel)
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r_bmodelactive++;
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surf2 = surfaces[1].next;
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if (surf->key < surf2->key)
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goto newtop;
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// if it's two surfaces on the same plane, the one that's already
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// active is in front, so keep going unless it's a bmodel
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if (surf->insubmodel && (surf->key == surf2->key))
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{
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// must be two bmodels in the same leaf; sort on 1/z
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fu = (float)(edge->u - 0xFFFFF) * (1.0 / 0x100000);
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newzi = surf->d_ziorigin + fv*surf->d_zistepv +
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fu*surf->d_zistepu;
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newzibottom = newzi * 0.99;
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testzi = surf2->d_ziorigin + fv*surf2->d_zistepv +
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fu*surf2->d_zistepu;
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if (newzibottom >= testzi)
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{
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goto newtop;
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}
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newzitop = newzi * 1.01;
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if (newzitop >= testzi)
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{
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if (surf->d_zistepu >= surf2->d_zistepu)
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{
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goto newtop;
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}
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}
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}
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continue_search:
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do
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{
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surf2 = surf2->next;
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} while (surf->key > surf2->key);
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if (surf->key == surf2->key)
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{
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// if it's two surfaces on the same plane, the one that's already
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// active is in front, so keep going unless it's a bmodel
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if (!surf->insubmodel)
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goto continue_search;
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// must be two bmodels in the same leaf; sort on 1/z
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fu = (float)(edge->u - 0xFFFFF) * (1.0 / 0x100000);
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newzi = surf->d_ziorigin + fv*surf->d_zistepv +
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fu*surf->d_zistepu;
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newzibottom = newzi * 0.99;
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testzi = surf2->d_ziorigin + fv*surf2->d_zistepv +
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fu*surf2->d_zistepu;
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if (newzibottom >= testzi)
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{
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goto gotposition;
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}
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newzitop = newzi * 1.01;
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if (newzitop >= testzi)
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{
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if (surf->d_zistepu >= surf2->d_zistepu)
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{
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goto gotposition;
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}
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}
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goto continue_search;
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}
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goto gotposition;
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newtop:
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// emit a span (obscures current top)
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iu = edge->u >> 20;
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if (iu > surf2->last_u)
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{
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span = span_p++;
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span->u = surf2->last_u;
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span->count = iu - span->u;
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span->v = current_iv;
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span->pnext = surf2->spans;
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surf2->spans = span;
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}
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// set last_u on the new span
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surf->last_u = iu;
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gotposition:
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// insert before surf2
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surf->next = surf2;
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surf->prev = surf2->prev;
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surf2->prev->next = surf;
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surf2->prev = surf;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
R_GenerateSpans
|
|
==============
|
|
*/
|
|
void R_GenerateSpans (void)
|
|
{
|
|
edge_t *edge;
|
|
surf_t *surf;
|
|
|
|
r_bmodelactive = 0;
|
|
|
|
// clear active surfaces to just the background surface
|
|
surfaces[1].next = surfaces[1].prev = &surfaces[1];
|
|
surfaces[1].last_u = edge_head_u_shift20;
|
|
|
|
// generate spans
|
|
for (edge=edge_head.next ; edge != &edge_tail; edge=edge->next)
|
|
{
|
|
if (edge->surfs[0])
|
|
{
|
|
// it has a left surface, so a surface is going away for this span
|
|
surf = &surfaces[edge->surfs[0]];
|
|
|
|
R_TrailingEdge (surf, edge);
|
|
|
|
if (!edge->surfs[1])
|
|
continue;
|
|
}
|
|
|
|
R_LeadingEdge (edge);
|
|
}
|
|
|
|
R_CleanupSpan ();
|
|
}
|
|
|
|
#endif // !id386
|
|
|
|
|
|
/*
|
|
==============
|
|
R_GenerateSpansBackward
|
|
==============
|
|
*/
|
|
void R_GenerateSpansBackward (void)
|
|
{
|
|
edge_t *edge;
|
|
|
|
r_bmodelactive = 0;
|
|
|
|
// clear active surfaces to just the background surface
|
|
surfaces[1].next = surfaces[1].prev = &surfaces[1];
|
|
surfaces[1].last_u = edge_head_u_shift20;
|
|
|
|
// generate spans
|
|
for (edge=edge_head.next ; edge != &edge_tail; edge=edge->next)
|
|
{
|
|
if (edge->surfs[0])
|
|
R_TrailingEdge (&surfaces[edge->surfs[0]], edge);
|
|
|
|
if (edge->surfs[1])
|
|
R_LeadingEdgeBackwards (edge);
|
|
}
|
|
|
|
R_CleanupSpan ();
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
R_ScanEdges
|
|
|
|
Input:
|
|
newedges[] array
|
|
this has links to edges, which have links to surfaces
|
|
|
|
Output:
|
|
Each surface has a linked list of its visible spans
|
|
==============
|
|
*/
|
|
void R_ScanEdges (void)
|
|
{
|
|
int iv, bottom;
|
|
byte basespans[MAXSPANS*sizeof(espan_t)+CACHE_SIZE];
|
|
espan_t *basespan_p;
|
|
surf_t *s;
|
|
|
|
basespan_p = (espan_t *)
|
|
((long)(basespans + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
|
|
max_span_p = &basespan_p[MAXSPANS - r_refdef.vrect.width];
|
|
|
|
span_p = basespan_p;
|
|
|
|
// clear active edges to just the background edges around the whole screen
|
|
// FIXME: most of this only needs to be set up once
|
|
edge_head.u = r_refdef.vrect.x << 20;
|
|
edge_head_u_shift20 = edge_head.u >> 20;
|
|
edge_head.u_step = 0;
|
|
edge_head.prev = NULL;
|
|
edge_head.next = &edge_tail;
|
|
edge_head.surfs[0] = 0;
|
|
edge_head.surfs[1] = 1;
|
|
|
|
edge_tail.u = (r_refdef.vrectright << 20) + 0xFFFFF;
|
|
edge_tail_u_shift20 = edge_tail.u >> 20;
|
|
edge_tail.u_step = 0;
|
|
edge_tail.prev = &edge_head;
|
|
edge_tail.next = &edge_aftertail;
|
|
edge_tail.surfs[0] = 1;
|
|
edge_tail.surfs[1] = 0;
|
|
|
|
edge_aftertail.u = -1; // force a move
|
|
edge_aftertail.u_step = 0;
|
|
edge_aftertail.next = &edge_sentinel;
|
|
edge_aftertail.prev = &edge_tail;
|
|
|
|
// FIXME: do we need this now that we clamp x in r_draw.c?
|
|
edge_sentinel.u = 2000 << 24; // make sure nothing sorts past this
|
|
edge_sentinel.prev = &edge_aftertail;
|
|
|
|
//
|
|
// process all scan lines
|
|
//
|
|
bottom = r_refdef.vrectbottom - 1;
|
|
|
|
for (iv=r_refdef.vrect.y ; iv<bottom ; iv++)
|
|
{
|
|
current_iv = iv;
|
|
fv = (float)iv;
|
|
|
|
// mark that the head (background start) span is pre-included
|
|
surfaces[1].spanstate = 1;
|
|
|
|
if (newedges[iv])
|
|
{
|
|
R_InsertNewEdges (newedges[iv], edge_head.next);
|
|
}
|
|
|
|
(*pdrawfunc) ();
|
|
|
|
// flush the span list if we can't be sure we have enough spans left for
|
|
// the next scan
|
|
if (span_p > max_span_p)
|
|
{
|
|
VID_UnlockBuffer ();
|
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
VID_LockBuffer ();
|
|
|
|
if (r_drawculledpolys)
|
|
R_DrawCulledPolys ();
|
|
else
|
|
D_DrawSurfaces ();
|
|
|
|
// clear the surface span pointers
|
|
for (s = &surfaces[1] ; s<surface_p ; s++)
|
|
s->spans = NULL;
|
|
|
|
span_p = basespan_p;
|
|
}
|
|
|
|
if (removeedges[iv])
|
|
R_RemoveEdges (removeedges[iv]);
|
|
|
|
if (edge_head.next != &edge_tail)
|
|
R_StepActiveU (edge_head.next);
|
|
}
|
|
|
|
// do the last scan (no need to step or sort or remove on the last scan)
|
|
|
|
current_iv = iv;
|
|
fv = (float)iv;
|
|
|
|
// mark that the head (background start) span is pre-included
|
|
surfaces[1].spanstate = 1;
|
|
|
|
if (newedges[iv])
|
|
R_InsertNewEdges (newedges[iv], edge_head.next);
|
|
|
|
(*pdrawfunc) ();
|
|
|
|
// draw whatever's left in the span list
|
|
if (r_drawculledpolys)
|
|
R_DrawCulledPolys ();
|
|
else
|
|
D_DrawSurfaces ();
|
|
}
|
|
|
|
|