// tr_marks.c -- polygon projection on the world polygons // leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "tr_local.h" //#include "assert.h" #define MAX_VERTS_ON_POLY 64 #define MARKER_OFFSET 0 // 1 /* ============= R_ChopPolyBehindPlane Out must have space for two more vertexes than in ============= */ #define SIDE_FRONT 0 #define SIDE_BACK 1 #define SIDE_ON 2 static void R_ChopPolyBehindPlane( int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY], int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY], vec3_t normal, vec_t dist, vec_t epsilon) { float dists[MAX_VERTS_ON_POLY+4]; int sides[MAX_VERTS_ON_POLY+4]; int counts[3]; float dot; int i, j; float *p1, *p2, *clip; float d; // don't clip if it might overflow if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) { *numOutPoints = 0; return; } counts[0] = counts[1] = counts[2] = 0; // determine sides for each point for ( i = 0 ; i < numInPoints ; i++ ) { dot = DotProduct( inPoints[i], normal ); dot -= dist; dists[i] = dot; if ( dot > epsilon ) { sides[i] = SIDE_FRONT; } else if ( dot < -epsilon ) { sides[i] = SIDE_BACK; } else { sides[i] = SIDE_ON; } counts[sides[i]]++; } sides[i] = sides[0]; dists[i] = dists[0]; *numOutPoints = 0; if ( !counts[0] ) { return; } if ( !counts[1] ) { *numOutPoints = numInPoints; memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) ); return; } for ( i = 0 ; i < numInPoints ; i++ ) { p1 = inPoints[i]; clip = outPoints[ *numOutPoints ]; if ( sides[i] == SIDE_ON ) { VectorCopy( p1, clip ); (*numOutPoints)++; continue; } if ( sides[i] == SIDE_FRONT ) { VectorCopy( p1, clip ); (*numOutPoints)++; clip = outPoints[ *numOutPoints ]; } if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) { continue; } // generate a split point p2 = inPoints[ (i+1) % numInPoints ]; d = dists[i] - dists[i+1]; if ( d == 0 ) { dot = 0; } else { dot = dists[i] / d; } // clip xyz for (j=0 ; j<3 ; j++) { clip[j] = p1[j] + dot * ( p2[j] - p1[j] ); } (*numOutPoints)++; } } /* ================= R_BoxSurfaces_r ================= */ void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) { int s, c; msurface_t *surf, **mark; // do the tail recursion in a loop while ( node->contents == -1 ) { #ifdef _XBOX s = BoxOnPlaneSide( mins, maxs, tr.world->planes + node->planeNum ); #else s = BoxOnPlaneSide( mins, maxs, node->plane ); #endif if (s == 1) { node = node->children[0]; } else if (s == 2) { node = node->children[1]; } else { R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir); node = node->children[1]; } } // add the individual surfaces #ifdef _XBOX mleaf_s *leaf = (mleaf_s*)node; mark = tr.world->marksurfaces + leaf->firstMarkSurfNum; c = leaf->nummarksurfaces; #else mark = node->firstmarksurface; c = node->nummarksurfaces; #endif while (c--) { // if (*listlength >= listsize) break; // surf = *mark; // check if the surface has NOIMPACT or NOMARKS set if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) ) || ( surf->shader->contentFlags & CONTENTS_FOG ) ) { surf->viewCount = tr.viewCount; } // extra check for surfaces to avoid list overflows else if (*(surf->data) == SF_FACE) { // the face plane should go through the box s = BoxOnPlaneSide( mins, maxs, &(( srfSurfaceFace_t * ) surf->data)->plane ); if (s == 1 || s == 2) { surf->viewCount = tr.viewCount; } else if (DotProduct((( srfSurfaceFace_t * ) surf->data)->plane.normal, dir) > -0.5) { // don't add faces that make sharp angles with the projection direction surf->viewCount = tr.viewCount; } } else if (*(surfaceType_t *) (surf->data) != SF_GRID && *(surfaceType_t *) (surf->data) != SF_TRIANGLES ) { surf->viewCount = tr.viewCount; } // check the viewCount because the surface may have // already been added if it spans multiple leafs if (surf->viewCount != tr.viewCount) { surf->viewCount = tr.viewCount; list[*listlength] = (surfaceType_t *) surf->data; (*listlength)++; } mark++; } } /* ================= R_AddMarkFragments ================= */ void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY], int numPlanes, vec3_t *normals, float *dists, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer, int *returnedPoints, int *returnedFragments, vec3_t mins, vec3_t maxs) { int pingPong, i; markFragment_t *mf; // chop the surface by all the bounding planes of the to be projected polygon pingPong = 0; for ( i = 0 ; i < numPlanes ; i++ ) { R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong], &numClipPoints, clipPoints[!pingPong], normals[i], dists[i], 0.5 ); pingPong ^= 1; if ( numClipPoints == 0 ) { break; } } // completely clipped away? if ( numClipPoints == 0 ) { return; } // add this fragment to the returned list if ( numClipPoints + (*returnedPoints) > maxPoints ) { return; // not enough space for this polygon } /* // all the clip points should be within the bounding box for ( i = 0 ; i < numClipPoints ; i++ ) { int j; for ( j = 0 ; j < 3 ; j++ ) { if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break; if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break; } if (j < 3) break; } if (i < numClipPoints) return; */ mf = fragmentBuffer + (*returnedFragments); mf->firstPoint = (*returnedPoints); mf->numPoints = numClipPoints; memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) ); (*returnedPoints) += numClipPoints; (*returnedFragments)++; } /* ================= R_MarkFragments ================= */ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) { int numsurfaces, numPlanes; int i, j, k, m, n; surfaceType_t *surfaces[64]; vec3_t mins, maxs; int returnedFragments; int returnedPoints; vec3_t normals[MAX_VERTS_ON_POLY+2]; float dists[MAX_VERTS_ON_POLY+2]; vec3_t clipPoints[2][MAX_VERTS_ON_POLY]; vec3_t normal; vec3_t projectionDir; vec3_t v1, v2; //increment view count for double check prevention tr.viewCount++; // VectorNormalize2( projection, projectionDir ); // find all the brushes that are to be considered ClearBounds( mins, maxs ); for ( i = 0 ; i < numPoints ; i++ ) { vec3_t temp; AddPointToBounds( points[i], mins, maxs ); VectorAdd( points[i], projection, temp ); AddPointToBounds( temp, mins, maxs ); // make sure we get all the leafs (also the one(s) in front of the hit surface) VectorMA( points[i], -20, projectionDir, temp ); AddPointToBounds( temp, mins, maxs ); } if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY; // create the bounding planes for the to be projected polygon for ( i = 0 ; i < numPoints ; i++ ) { VectorSubtract(points[(i+1)%numPoints], points[i], v1); VectorAdd(points[i], projection, v2); VectorSubtract(points[i], v2, v2); CrossProduct(v1, v2, normals[i]); VectorNormalizeFast(normals[i]); dists[i] = DotProduct(normals[i], points[i]); } // add near and far clipping planes for projection VectorCopy(projectionDir, normals[numPoints]); dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32; VectorCopy(projectionDir, normals[numPoints+1]); VectorInverse(normals[numPoints+1]); dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - 20; numPlanes = numPoints + 2; numsurfaces = 0; R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir); //assert(numsurfaces <= 64); //assert(numsurfaces != 64); returnedPoints = 0; returnedFragments = 0; for ( i = 0 ; i < numsurfaces ; i++ ) { if (*surfaces[i] == SF_GRID) { const srfGridMesh_t * const cv = (srfGridMesh_t *) surfaces[i]; for ( m = 0 ; m < cv->height - 1 ; m++ ) { for ( n = 0 ; n < cv->width - 1 ; n++ ) { // We triangulate the grid and chop all triangles within // the bounding planes of the to be projected polygon. // LOD is not taken into account, not such a big deal though. // // It's probably much nicer to chop the grid itself and deal // with this grid as a normal SF_GRID surface so LOD will // be applied. However the LOD of that chopped grid must // be synced with the LOD of the original curve. // One way to do this; the chopped grid shares vertices with // the original curve. When LOD is applied to the original // curve the unused vertices are flagged. Now the chopped curve // should skip the flagged vertices. This still leaves the // problems with the vertices at the chopped grid edges. // // To avoid issues when LOD applied to "hollow curves" (like // the ones around many jump pads) we now just add a 2 unit // offset to the triangle vertices. // The offset is added in the vertex normal vector direction // so all triangles will still fit together. // The 2 unit offset should avoid pretty much all LOD problems. const int numClipPoints = 3; const drawVert_t * const dv = cv->verts + m * cv->width + n; VectorCopy(dv[0].xyz, clipPoints[0][0]); VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]); VectorCopy(dv[cv->width].xyz, clipPoints[0][1]); VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]); VectorCopy(dv[1].xyz, clipPoints[0][2]); VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]); // check the normal of this triangle VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1); VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2); CrossProduct(v1, v2, normal); VectorNormalizeFast(normal); if (DotProduct(normal, projectionDir) < -0.1) { // add the fragments of this triangle R_AddMarkFragments(numClipPoints, clipPoints, numPlanes, normals, dists, maxPoints, pointBuffer, maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs); if ( returnedFragments == maxFragments ) { return returnedFragments; // not enough space for more fragments } } VectorCopy(dv[1].xyz, clipPoints[0][0]); VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]); VectorCopy(dv[cv->width].xyz, clipPoints[0][1]); VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]); VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]); VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]); // check the normal of this triangle VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1); VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2); CrossProduct(v1, v2, normal); VectorNormalizeFast(normal); if (DotProduct(normal, projectionDir) < -0.05) { // add the fragments of this triangle R_AddMarkFragments(numClipPoints, clipPoints, numPlanes, normals, dists, maxPoints, pointBuffer, maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs); if ( returnedFragments == maxFragments ) { return returnedFragments; // not enough space for more fragments } } } } } else if (*surfaces[i] == SF_FACE) { const srfSurfaceFace_t * const surf = ( srfSurfaceFace_t * ) surfaces[i]; // check the normal of this face if (DotProduct(surf->plane.normal, projectionDir) > -0.5) { continue; } /* VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1); VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2); CrossProduct(v1, v2, normal); VectorNormalize(normal); if (DotProduct(normal, projectionDir) > -0.5) continue; */ #ifdef _XBOX const unsigned char * const indexes = (unsigned char *)( (byte *)surf + surf->ofsIndices ); int nextSurfPoint = NEXT_SURFPOINT(surf->flags); #else const int * const indexes = (int *)( (byte *)surf + surf->ofsIndices ); #endif for ( k = 0 ; k < surf->numIndices ; k += 3 ) { for ( j = 0 ; j < 3 ; j++ ) { #ifdef _XBOX const unsigned short* v = surf->srfPoints + nextSurfPoint * indexes[k+j]; float fVec[3]; Q_CastShort2Float(&fVec[0], (short*)v + 0); Q_CastShort2Float(&fVec[1], (short*)v + 1); Q_CastShort2Float(&fVec[2], (short*)v + 2); VectorMA( fVec, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] ); #else const float * const v = surf->points[0] + VERTEXSIZE * indexes[k+j]; VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] ); #endif } // 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 } } continue; } else if (*surfaces[i] == SF_TRIANGLES) { const srfTriangles_t * const surf = ( srfTriangles_t * ) surfaces[i]; for ( k = 0 ; k < surf->numIndexes ; k += 3 ) { int i1=surf->indexes[k]; int i2=surf->indexes[k+1]; int i3=surf->indexes[k+2]; VectorSubtract(surf->verts[i1].xyz,surf->verts[i2].xyz, v1); VectorSubtract(surf->verts[i3].xyz,surf->verts[i2].xyz, v2); CrossProduct(v1, v2, normal); VectorNormalizeFast(normal); // check the normal of this triangle if (DotProduct(normal, projectionDir) < -0.1) { #ifdef _XBOX // This is really ugly, and really inefficient. Of course, the inefficiency // pales in comparison to the misery that ensues once you realze that // MARKER_OFFSET is #define'd to be 0. float fVec[3]; Q_CastShort2Float(&fVec[0], &surf->verts[i1].xyz[0]); Q_CastShort2Float(&fVec[1], &surf->verts[i1].xyz[1]); Q_CastShort2Float(&fVec[2], &surf->verts[i1].xyz[2]); VectorMA(fVec, MARKER_OFFSET, normal, clipPoints[0][0]); Q_CastShort2Float(&fVec[0], &surf->verts[i2].xyz[0]); Q_CastShort2Float(&fVec[1], &surf->verts[i2].xyz[1]); Q_CastShort2Float(&fVec[2], &surf->verts[i2].xyz[2]); VectorMA(fVec, MARKER_OFFSET, normal, clipPoints[0][1]); Q_CastShort2Float(&fVec[0], &surf->verts[i3].xyz[0]); Q_CastShort2Float(&fVec[1], &surf->verts[i3].xyz[1]); Q_CastShort2Float(&fVec[2], &surf->verts[i3].xyz[2]); VectorMA(fVec, MARKER_OFFSET, normal, clipPoints[0][2]); #else VectorMA(surf->verts[i1].xyz, MARKER_OFFSET, normal, clipPoints[0][0]); VectorMA(surf->verts[i2].xyz, MARKER_OFFSET, normal, clipPoints[0][1]); VectorMA(surf->verts[i3].xyz, MARKER_OFFSET, normal, clipPoints[0][2]); #endif // add the fragments of this triangle 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 } } } } else { // ignore all other world surfaces // might be cool to also project polygons on a triangle soup // however this will probably create huge amounts of extra polys // even more than the projection onto curves continue; } } return returnedFragments; }