quakeforge/libs/video/renderer/gl/gl_rsurf.c

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/*
gl_rsurf.c
surface-related refresh code
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "qfalloca.h"
#include <math.h>
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#include <stdio.h>
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#include "QF/cvar.h"
#include "QF/render.h"
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#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_lightmap.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_sky.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "r_internal.h"
#include "vid_gl.h"
static instsurf_t *waterchain = NULL;
static instsurf_t **waterchain_tail = &waterchain;
static instsurf_t *sky_chain;
static instsurf_t **sky_chain_tail;
typedef struct glbspctx_s {
mod_brush_t *brush;
animation_t *animation;
vec4f_t *transform;
float *color;
} glbspctx_t;
#define CHAIN_SURF_F2B(surf,chain) \
({ \
instsurf_t *inst = (surf)->instsurf; \
if (__builtin_expect(!inst, 1)) \
inst = get_instsurf (); \
inst->surface = (surf); \
*(chain##_tail) = inst; \
(chain##_tail) = &inst->tex_chain; \
*(chain##_tail) = 0; \
inst; \
})
#define CHAIN_SURF_B2F(surf,chain) \
({ \
instsurf_t *inst = (surf)->instsurf; \
if (__builtin_expect(!inst, 1)) \
inst = get_instsurf (); \
inst->surface = (surf); \
inst->tex_chain = (chain); \
(chain) = inst; \
inst; \
})
static gltex_t **r_texture_chains;
static int r_num_texture_chains;
static int max_texture_chains;
static instsurf_t *static_chains;
static instsurf_t *free_instsurfs;
static instsurf_t *alloced_instsurfs;
static instsurf_t **alloced_instsurfs_tail = &alloced_instsurfs;
#define NUM_INSTSURFS (64 * 6) // most brush models are simple boxes.
static inline instsurf_t *
get_instsurf (void)
{
instsurf_t *instsurf;
if (!free_instsurfs) {
int i;
free_instsurfs = calloc (NUM_INSTSURFS, sizeof (instsurf_t));
for (i = 0; i < NUM_INSTSURFS - 1; i++)
free_instsurfs[i]._next = &free_instsurfs[i + 1];
}
instsurf = free_instsurfs;
free_instsurfs = instsurf->_next;
instsurf->_next = 0;
//build the chain of allocated instance surfaces so they can all be freed
//in one go
*alloced_instsurfs_tail = instsurf;
alloced_instsurfs_tail = &instsurf->_next;
return instsurf;
}
static inline void
release_instsurfs (void)
{
if (alloced_instsurfs) {
*alloced_instsurfs_tail = free_instsurfs;
free_instsurfs = alloced_instsurfs;
alloced_instsurfs = 0;
alloced_instsurfs_tail = &alloced_instsurfs;
}
}
void
gl_R_AddTexture (texture_t *tx)
{
int i;
if (r_num_texture_chains == max_texture_chains) {
max_texture_chains += 64;
r_texture_chains = realloc (r_texture_chains,
max_texture_chains * sizeof (gltex_t *));
for (i = r_num_texture_chains; i < max_texture_chains; i++)
r_texture_chains[i] = 0;
}
gltex_t *tex = tx->render;
r_texture_chains[r_num_texture_chains++] = tex;
tex->tex_chain = NULL;
tex->tex_chain_tail = &tex->tex_chain;
}
void
gl_R_InitSurfaceChains (mod_brush_t *brush)
{
if (static_chains)
free (static_chains);
static_chains = calloc (brush->nummodelsurfaces, sizeof (instsurf_t));
for (unsigned i = 0; i < brush->nummodelsurfaces; i++)
brush->surfaces[i].instsurf = static_chains + i;
release_instsurfs ();
}
void
gl_R_ClearTextures (void)
{
r_num_texture_chains = 0;
}
// BRUSH MODELS ===============================================================
static void
R_RenderFullbrights (void)
{
float *v;
int i, j;
glpoly_t *p;
instsurf_t *sc;
gltex_t *tex;
for (i = 0; i < r_num_texture_chains; i++) {
if (!(tex = r_texture_chains[i]) || !tex->gl_fb_texturenum)
continue;
qfglBindTexture (GL_TEXTURE_2D, tex->gl_fb_texturenum);
for (sc = tex->tex_chain; sc; sc = sc->tex_chain) {
if (sc->transform) {
qfglPushMatrix ();
qfglLoadMatrixf ((vec_t*)&sc->transform[0]);//FIXME
}
if (sc->color)
qfglColor4fv (sc->color);
for (p = sc->surface->polys; p; p = p->next) {
qfglBegin (GL_POLYGON);
for (j = 0, v = p->verts[0]; j < p->numverts;
j++, v += VERTEXSIZE)
{
qfglTexCoord2fv (&v[3]);
qfglVertex3fv (v);
}
qfglEnd ();
}
if (sc->transform)
qfglPopMatrix ();
if (sc->color)
qfglColor3ubv (color_white);
}
}
}
static inline void
R_RenderBrushPoly_3 (msurface_t *surf)
{
float *v;
int i;
gl_ctx->brush_polys++;
qfglBegin (GL_POLYGON);
v = surf->polys->verts[0];
for (i = 0; i < surf->polys->numverts; i++, v += VERTEXSIZE) {
qglMultiTexCoord2fv (gl_mtex_enum + 0, &v[3]);
qglMultiTexCoord2fv (gl_mtex_enum + 1, &v[5]);
qglMultiTexCoord2fv (gl_mtex_enum + 2, &v[3]);
qfglVertex3fv (v);
}
qfglEnd ();
}
static inline void
R_RenderBrushPoly_2 (msurface_t *surf)
{
float *v;
int i;
gl_ctx->brush_polys++;
qfglBegin (GL_POLYGON);
v = surf->polys->verts[0];
for (i = 0; i < surf->polys->numverts; i++, v += VERTEXSIZE) {
qglMultiTexCoord2fv (gl_mtex_enum + 0, &v[3]);
qglMultiTexCoord2fv (gl_mtex_enum + 1, &v[5]);
qfglVertex3fv (v);
}
qfglEnd ();
}
static inline void
R_RenderBrushPoly_1 (msurface_t *surf)
{
float *v;
int i;
gl_ctx->brush_polys++;
qfglBegin (GL_POLYGON);
v = surf->polys->verts[0];
for (i = 0; i < surf->polys->numverts; i++, v += VERTEXSIZE) {
qfglTexCoord2fv (&v[3]);
qfglVertex3fv (v);
}
qfglEnd ();
}
static inline void
R_AddToLightmapChain (glbspctx_t *bctx, msurface_t *surf, instsurf_t *sc)
{
int maps;
// add the poly to the proper lightmap chain
sc->lm_chain = gl_lightmap_polys;
gl_lightmap_polys = sc;
// check for lightmap modification
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++)
if (d_lightstylevalue[surf->styles[maps]] != surf->cached_light[maps])
goto dynamic;
if ((surf->dlightframe == r_framecount) || surf->cached_dlight) {
dynamic:
if (r_dynamic) {
gl_R_BuildLightMap (bctx->transform, bctx->brush, surf);
}
}
}
void
gl_R_DrawWaterSurfaces (void)
{
int i;
instsurf_t *s;
msurface_t *surf;
float wateralpha = max (vr_data.min_wateralpha, r_wateralpha);
if (!waterchain)
return;
if (wateralpha < 1.0) {
qfglDepthMask (GL_FALSE);
color_white[3] = wateralpha * 255;
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qfglColor4ubv (color_white);
}
i = -1;
for (s = waterchain; s; s = s->tex_chain) {
gltex_t *tex;
surf = s->surface;
if (s->transform) {
qfglPushMatrix ();
qfglLoadMatrixf ((vec_t*)&s->transform[0]);//FIXME
}
tex = surf->texinfo->texture->render;
if (i != tex->gl_texturenum) {
i = tex->gl_texturenum;
qfglBindTexture (GL_TEXTURE_2D, i);
}
GL_EmitWaterPolys (surf);
if (s->transform) {
qfglPopMatrix ();
}
}
waterchain = NULL;
waterchain_tail = &waterchain;
if (wateralpha < 1.0) {
qfglDepthMask (GL_TRUE);
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qfglColor3ubv (color_white);
}
}
static void
DrawTextureChains (int disable_blend, int do_bind)
{
int i;
instsurf_t *s;
msurface_t *surf;
gltex_t *tex;
if (gl_mtex_active_tmus >= 2) {
// Lightmaps
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, gl_R_LightmapTexture ());
// Base Texture
qglActiveTexture (gl_mtex_enum + 0);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
for (i = 0; i < r_num_texture_chains; i++) {
tex = r_texture_chains[i];
if (!tex)
continue;
qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
if (tex->gl_fb_texturenum && gl_mtex_fullbright) {
qglActiveTexture (gl_mtex_enum + 2);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, tex->gl_fb_texturenum);
for (s = tex->tex_chain; s; s = s->tex_chain) {
surf = s->surface;
if (s->transform) {
qfglPushMatrix ();
qfglLoadMatrixf ((vec_t*)&s->transform[0]);//FIXME
}
if (s->color && do_bind)
qfglColor4fv (s->color);
R_RenderBrushPoly_3 (surf);
if (s->transform)
qfglPopMatrix ();
if (s->color && do_bind)
qfglColor3ubv (color_white);
}
qglActiveTexture (gl_mtex_enum + 2);
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
} else {
for (s = tex->tex_chain; s; s = s->tex_chain) {
surf = s->surface;
if (s->transform) {
qfglPushMatrix ();
qfglLoadMatrixf ((vec_t*)&s->transform[0]);//FIXME
}
if (s->color && do_bind)
qfglColor4fv (s->color);
R_RenderBrushPoly_2 (surf);
if (s->transform)
qfglPopMatrix ();
if (s->color && do_bind)
qfglColor3ubv (color_white);
}
qglActiveTexture (gl_mtex_enum + 0);
}
}
// Turn off lightmaps for other entities
qglActiveTexture (gl_mtex_enum + 1);
qfglDisable (GL_TEXTURE_2D);
// Reset mode for default TMU
qglActiveTexture (gl_mtex_enum + 0);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
} else {
if (disable_blend)
qfglDisable (GL_BLEND);
for (i = 0; i < r_num_texture_chains; i++) {
tex = r_texture_chains[i];
if (!tex)
continue;
if (do_bind)
qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
for (s = tex->tex_chain; s; s = s->tex_chain) {
if (s->transform) {
qfglPushMatrix ();
qfglLoadMatrixf ((vec_t*)&s->transform[0]);//FIXME
}
R_RenderBrushPoly_1 (s->surface);
if (s->transform)
qfglPopMatrix ();
if (s->color && do_bind)
qfglColor3ubv (color_white);
}
}
if (disable_blend)
qfglEnable (GL_BLEND);
}
}
static void
clear_texture_chains (void)
{
int i;
gltex_t *tex;
for (i = 0; i < r_num_texture_chains; i++) {
tex = r_texture_chains[i];
if (!tex)
continue;
tex->tex_chain = NULL;
tex->tex_chain_tail = &tex->tex_chain;
}
tex = r_notexture_mip->render;
tex->tex_chain = NULL;
tex->tex_chain_tail = &tex->tex_chain;
release_instsurfs ();
gl_lightmap_polys = 0;
}
static inline void
chain_surface (glbspctx_t *bctx, msurface_t *surf)
{
instsurf_t *sc;
if (surf->flags & SURF_DRAWTURB) {
sc = CHAIN_SURF_B2F (surf, waterchain);
} else if (surf->flags & SURF_DRAWSKY) {
sc = CHAIN_SURF_F2B (surf, sky_chain);
} else {
texture_t *tx;
gltex_t *tex;
if (!surf->texinfo->texture->anim_total)
tx = surf->texinfo->texture;
else
tx = R_TextureAnimation (bctx->animation->frame, surf);
tex = tx->render;
sc = CHAIN_SURF_F2B (surf, tex->tex_chain);
R_AddToLightmapChain (bctx, surf, sc);
}
sc->transform = bctx->transform;
sc->color = bctx->color;
}
void
gl_R_DrawBrushModel (entity_t e)
{
float dot, radius;
transform_t transform = Entity_Transform (e);
msurface_t *surf;
bool rotated;
vec3_t mins, maxs;
mat4f_t worldMatrix;
renderer_t *renderer = Ent_GetComponent (e.id, scene_renderer, e.reg);
model_t *model = renderer->model;
mod_brush_t *brush = &model->brush;
glbspctx_t bspctx = {
brush,
Ent_GetComponent (e.id, scene_animation, e.reg),
renderer->full_transform,
renderer->colormod,
};
Transform_GetWorldMatrix (transform, worldMatrix);
if (worldMatrix[0][0] != 1 || worldMatrix[1][1] != 1
|| worldMatrix[2][2] != 1) {
rotated = true;
radius = model->radius;
#if 0 //QSG FIXME
if (e->scale != 1.0)
radius *= e->scale;
#endif
if (R_CullSphere (r_refdef.frustum, (vec_t*)&worldMatrix[3], radius)) {//FIXME
return;
}
} else {
rotated = false;
VectorAdd (worldMatrix[3], model->mins, mins);
VectorAdd (worldMatrix[3], model->maxs, maxs);
#if 0 // QSG FIXME
if (e->scale != 1.0) {
VectorScale (mins, e->scale, mins);
VectorScale (maxs, e->scale, maxs);
}
#endif
if (R_CullBox (r_refdef.frustum, mins, maxs))
return;
}
vec4f_t relviewpos = r_refdef.frame.position - worldMatrix[3];
if (rotated) {
vec4f_t temp = relviewpos;
relviewpos[0] = dotf (temp, worldMatrix[0])[0];
relviewpos[1] = dotf (temp, worldMatrix[1])[0];
relviewpos[2] = dotf (temp, worldMatrix[2])[0];
}
// calculate dynamic lighting for bmodel if it's not an instanced model
if (brush->firstmodelsurface != 0 && r_dlight_lightmap) {
for (unsigned k = 0; k < r_maxdlights; k++) {
if ((r_dlights[k].die < vr_data.realtime)
|| (!r_dlights[k].radius))
continue;
vec4f_t lightorigin;
VectorSubtract (r_dlights[k].origin, worldMatrix[3], lightorigin);
lightorigin[3] = 1;
R_RecursiveMarkLights (brush, lightorigin, &r_dlights[k], k,
brush->hulls[0].firstclipnode);
}
}
qfglPushMatrix ();
gl_R_RotateForEntity (Transform_GetWorldMatrixPtr (transform));
qfglGetFloatv (GL_MODELVIEW_MATRIX, (vec_t*)&renderer->full_transform[0]);
qfglPopMatrix ();
surf = &brush->surfaces[brush->firstmodelsurface];
// draw texture
for (unsigned i = 0; i < brush->nummodelsurfaces; i++, surf++) {
// find which side of the node we are on
plane_t *plane = surf->plane;
dot = DotProduct (relviewpos, plane->normal) - plane->dist;
// draw the polygon
if (((surf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
(!(surf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
chain_surface (&bspctx, surf);
}
}
}
// WORLD MODEL ================================================================
static inline void
visit_leaf (mleaf_t *leaf)
{
// deal with model fragments in this leaf
if (leaf->efrags)
R_StoreEfrags (leaf->efrags);
}
static inline int
get_side (mnode_t *node)
{
// find which side of the node we are on
vec4f_t org = r_refdef.frame.position;
return dotf (org, node->plane)[0] < 0;
}
static inline void
visit_node (glbspctx_t *bctx, mnode_t *node, int side)
{
int c;
msurface_t *surf;
// sneaky hack for side = side ? SURF_PLANEBACK : 0;
side = (~side + 1) & SURF_PLANEBACK;
// draw stuff
if ((c = node->numsurfaces)) {
int surf_id = node->firstsurface;
surf = bctx->brush->surfaces + surf_id;
for (; c; c--, surf++, surf_id++) {
if (r_visstate.face_visframes[surf_id] != r_visstate.visframecount)
continue;
// side is either 0 or SURF_PLANEBACK
if (side ^ (surf->flags & SURF_PLANEBACK))
continue; // wrong side
chain_surface (bctx, surf);
}
}
}
static inline int
test_node (glbspctx_t *bctx, int node_id)
{
if (node_id < 0)
return 0;
if (r_visstate.node_visframes[node_id] != r_visstate.visframecount)
return 0;
mnode_t *node = bctx->brush->nodes + node_id;
if (R_CullBox (r_refdef.frustum, node->minmaxs, node->minmaxs + 3))
return 0;
return 1;
}
static void
R_VisitWorldNodes (glbspctx_t *bctx)
{
typedef struct {
int node_id;
int side;
} rstack_t;
mod_brush_t *brush = bctx->brush;
rstack_t *node_ptr;
rstack_t *node_stack;
int node_id;
int front;
int side;
node_id = 0;
// +2 for paranoia
node_stack = alloca ((brush->depth + 2) * sizeof (rstack_t));
node_ptr = node_stack;
while (1) {
while (test_node (bctx, node_id)) {
mnode_t *node = bctx->brush->nodes + node_id;
side = get_side (node);
front = node->children[side];
if (test_node (bctx, front)) {
node_ptr->node_id = node_id;
node_ptr->side = side;
node_ptr++;
node_id = front;
continue;
}
if (front < 0) {
mleaf_t *leaf = bctx->brush->leafs + ~front;
if (leaf->contents != CONTENTS_SOLID) {
visit_leaf (leaf);
}
}
visit_node (bctx, node, side);
node_id = node->children[side ^ 1];
}
if (node_id < 0) {
mleaf_t *leaf = bctx->brush->leafs + ~node_id;
if (leaf->contents != CONTENTS_SOLID) {
visit_leaf (leaf);
}
}
if (node_ptr != node_stack) {
node_ptr--;
node_id = node_ptr->node_id;
mnode_t *node = bctx->brush->nodes + node_id;
side = node_ptr->side;
visit_node (bctx, node, side);
node_id = node->children[side ^ 1];
continue;
}
break;
}
}
void
gl_R_DrawWorld (void)
{
animation_t animation = {};
glbspctx_t bctx = { };
sky_chain = 0;
sky_chain_tail = &sky_chain;
if (!gl_sky_clip) {
gl_R_DrawSky ();
}
bctx.brush = &r_refdef.worldmodel->brush;
bctx.animation = &animation;
R_VisitWorldNodes (&bctx);
gl_R_DrawSkyChain (sky_chain);
if (r_drawentities) {
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_brush].size; i++) { \
entity_t ent = r_ent_queue->ent_queues[mod_brush].a[i]; \
gl_R_DrawBrushModel (ent);
}
}
gl_R_FlushLightmaps ();
if (!Fog_GetDensity ()
|| (gl_fb_bmodels && gl_mtex_fullbright)
|| gl_mtex_active_tmus > 1) {
// we have enough active TMUs to render everything in one go
// or we're not doing fog
DrawTextureChains (1, 1);
if (gl_mtex_active_tmus <= 1)
gl_R_BlendLightmaps ();
if (gl_fb_bmodels && !gl_mtex_fullbright)
R_RenderFullbrights ();
} else {
if (gl_mtex_active_tmus > 1) {
// textures and lightmaps in one pass
// black fog
// no blending
gl_Fog_StartAdditive ();
DrawTextureChains (1, 1);
// buf = fTL + (1-f)0
// = fTL
} else {
// texture pass + lightmap pass
// no fog
// no blending
gl_Fog_DisableGFog ();
DrawTextureChains (1, 1);
// buf = T
// black fog
// blend: buf = zero, src (non-overbright)
// FIXME overbright broken?
gl_Fog_EnableGFog ();
gl_Fog_StartAdditive ();
gl_R_BlendLightmaps (); //leaves blending as As, 1-As
// buf = I*0 + buf*I
// = T*C
// = T(fL + (1-f)0)
// = fTL
}
// fullbright pass
// fog is still black
R_RenderFullbrights ();
// buf = aI + (1-a)buf
// = aC + (1-a)fTL
// = a(fG + (1-f)0) + (1-a)fTL
// = afG + (1-a)fTL
// = f((1-a)TL + aG)
gl_Fog_StopAdditive (); // use fog color
qfglDepthMask (GL_FALSE); // don't write Z
qfglBlendFunc (GL_ONE, GL_ONE);
// draw black polys
qfglColor4f (0, 0, 0, 1);
DrawTextureChains (0, 0);
// buf = I + buf
// = C + f((1-a)TL + aG)
// = (f0 + (1-f)F) + f((1-a)TL + aG)
// = (1-f)F + f((1-a)TL + aG)
// = f((1-a)TL + aG) + (1-f)F
// restore state
qfglColor4ubv (color_white);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE);
}
clear_texture_chains ();
}
model_t *gl_currentmodel;
void
GL_BuildSurfaceDisplayList (mod_brush_t *brush, msurface_t *surf)
{
float s, t;
float *vec;
int lindex, lnumverts, i;
glpoly_t *poly;
medge_t *pedges, *r_pedge;
mvertex_t *vertex_base = brush->vertexes;
// reconstruct the polygon
pedges = gl_currentmodel->brush.edges;
lnumverts = surf->numedges;
// draw texture
poly = Hunk_Alloc (0, sizeof (glpoly_t) + (lnumverts - 4) *
VERTEXSIZE * sizeof (float));
poly->next = surf->polys;
poly->flags = surf->flags;
surf->polys = poly;
poly->numverts = lnumverts;
mtexinfo_t *texinfo = surf->texinfo;
for (i = 0; i < lnumverts; i++) {
lindex = gl_currentmodel->brush.surfedges[surf->firstedge + i];
if (lindex > 0) {
r_pedge = &pedges[lindex];
vec = vertex_base[r_pedge->v[0]].position;
} else {
r_pedge = &pedges[-lindex];
vec = vertex_base[r_pedge->v[1]].position;
}
s = DotProduct (vec, texinfo->vecs[0]) + texinfo->vecs[0][3];
s /= texinfo->texture->width;
t = DotProduct (vec, texinfo->vecs[1]) + texinfo->vecs[1][3];
t /= texinfo->texture->height;
VectorCopy (vec, poly->verts[i]);
poly->verts[i][3] = s;
poly->verts[i][4] = t;
// lightmap texture coordinates
s = DotProduct (vec, texinfo->vecs[0]) + texinfo->vecs[0][3];
t = DotProduct (vec, texinfo->vecs[1]) + texinfo->vecs[1][3];
s -= surf->texturemins[0];
t -= surf->texturemins[1];
s += surf->lightpic->rect->x * 16 + 8;
t += surf->lightpic->rect->y * 16 + 8;
s /= 16;
t /= 16;
poly->verts[i][5] = s * surf->lightpic->size;
poly->verts[i][6] = t * surf->lightpic->size;
}
// remove co-linear points - Ed
if (!gl_keeptjunctions) {
for (i = 0; i < lnumverts; ++i) {
vec3_t v1, v2;
float *prev, *this, *next;
prev = poly->verts[(i + lnumverts - 1) % lnumverts];
this = poly->verts[i];
next = poly->verts[(i + 1) % lnumverts];
VectorSubtract (this, prev, v1);
VectorNormalize (v1);
VectorSubtract (next, prev, v2);
VectorNormalize (v2);
// skip co-linear points
# define COLINEAR_EPSILON 0.001
if ((fabs (v1[0] - v2[0]) <= COLINEAR_EPSILON) &&
(fabs (v1[1] - v2[1]) <= COLINEAR_EPSILON) &&
(fabs (v1[2] - v2[2]) <= COLINEAR_EPSILON)) {
int j;
for (j = i + 1; j < lnumverts; ++j) {
int k;
for (k = 0; k < VERTEXSIZE; ++k)
poly->verts[j - 1][k] = poly->verts[j][k];
}
--lnumverts;
// retry next vertex next time, which is now current vertex
--i;
}
}
}
poly->numverts = lnumverts;
}