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Allow weapon marks on triangle meshes (default: disabled), patch by Oliver McFadden. http://bugzilla.icculus.org/show_bug.cgi?id=3774
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3 changed files with 34 additions and 17 deletions
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@ -155,6 +155,8 @@ cvar_t *r_debugSort;
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cvar_t *r_printShaders;
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cvar_t *r_saveFontData;
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cvar_t *r_marksOnTriangleMeshes;
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cvar_t *r_maxpolys;
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int max_polys;
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cvar_t *r_maxpolyverts;
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@ -1009,6 +1011,8 @@ void R_Register( void )
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r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
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r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
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r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE);
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r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0);
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r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0);
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@ -1114,6 +1114,8 @@ extern cvar_t *r_debugSort;
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extern cvar_t *r_printShaders;
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extern cvar_t *r_saveFontData;
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extern cvar_t *r_marksOnTriangleMeshes;
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extern cvar_t *r_GLlibCoolDownMsec;
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//====================================================================
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@ -173,7 +173,9 @@ void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **li
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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) surf->viewCount = tr.viewCount;
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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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@ -263,7 +265,6 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
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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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srfSurfaceFace_t *surf;
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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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@ -399,25 +400,20 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
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}
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else if (*surfaces[i] == SF_FACE) {
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surf = ( srfSurfaceFace_t * ) surfaces[i];
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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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/*
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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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VectorNormalize(normal);
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if (DotProduct(normal, projectionDir) > -0.5) 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] + 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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@ -428,14 +424,29 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
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return returnedFragments; // not enough space for more fragments
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}
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}
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continue;
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}
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else {
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// ignore all other world surfaces
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// might be cool to also project polygons on a triangle soup
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// however this will probably create huge amounts of extra polys
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// even more than the projection onto curves
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continue;
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else if(*surfaces[i] == SF_TRIANGLES && r_marksOnTriangleMeshes->integer) {
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srfTriangles_t *surf = (srfTriangles_t *) surfaces[i];
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for (k = 0; k < surf->numIndexes; k += 3)
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{
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for(j = 0; j < 3; j++)
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{
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v = surf->verts[surf->indexes[k + j]].xyz;
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VectorMA(v, MARKER_OFFSET, surf->verts[surf->indexes[k + j]].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, &returnedPoints, &returnedFragments, mins, maxs);
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if(returnedFragments == maxFragments)
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{
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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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return returnedFragments;
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