mirror of
https://github.com/DrBeef/QuakeQuest.git
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454 lines
16 KiB
C
454 lines
16 KiB
C
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// Shadow Volume BSP code written by Forest "LordHavoc" Hale on 2003-11-06 and placed into public domain.
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// Modified by LordHavoc (to make it work and other nice things like that) on 2007-01-24 and 2007-01-25
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// Optimized by LordHavoc on 2009-12-24 and 2009-12-25
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#include <math.h>
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#include <string.h>
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#include "svbsp.h"
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#include "polygon.h"
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#define MAX_SVBSP_POLYGONPOINTS 64
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#define SVBSP_CLIP_EPSILON (1.0f / 1024.0f)
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#define SVBSP_DotProduct(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
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typedef struct svbsp_polygon_s
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{
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float points[MAX_SVBSP_POLYGONPOINTS][3];
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//unsigned char splitflags[MAX_SVBSP_POLYGONPOINTS];
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int facesplitflag;
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int numpoints;
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}
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svbsp_polygon_t;
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static void SVBSP_PlaneFromPoints(float *plane4f, const float *p1, const float *p2, const float *p3)
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{
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float ilength;
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// calculate unnormalized plane
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plane4f[0] = (p1[1] - p2[1]) * (p3[2] - p2[2]) - (p1[2] - p2[2]) * (p3[1] - p2[1]);
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plane4f[1] = (p1[2] - p2[2]) * (p3[0] - p2[0]) - (p1[0] - p2[0]) * (p3[2] - p2[2]);
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plane4f[2] = (p1[0] - p2[0]) * (p3[1] - p2[1]) - (p1[1] - p2[1]) * (p3[0] - p2[0]);
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plane4f[3] = SVBSP_DotProduct(plane4f, p1);
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// normalize the plane normal and adjust distance accordingly
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ilength = (float)sqrt(SVBSP_DotProduct(plane4f, plane4f));
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if (ilength)
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ilength = 1.0f / ilength;
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plane4f[0] *= ilength;
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plane4f[1] *= ilength;
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plane4f[2] *= ilength;
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plane4f[3] *= ilength;
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}
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static void SVBSP_DividePolygon(const svbsp_polygon_t *poly, const float *plane, svbsp_polygon_t *front, svbsp_polygon_t *back, const float *dists, const int *sides)
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{
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int i, j, count = poly->numpoints, frontcount = 0, backcount = 0;
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float frac, ifrac, c[3], pdist, ndist;
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const float *nextpoint;
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const float *points = poly->points[0];
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float *outfront = front->points[0];
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float *outback = back->points[0];
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for(i = 0;i < count;i++, points += 3)
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{
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j = i + 1;
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if (j >= count)
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j = 0;
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if (!(sides[i] & 2))
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{
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outfront[frontcount*3+0] = points[0];
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outfront[frontcount*3+1] = points[1];
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outfront[frontcount*3+2] = points[2];
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frontcount++;
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}
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if (!(sides[i] & 1))
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{
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outback[backcount*3+0] = points[0];
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outback[backcount*3+1] = points[1];
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outback[backcount*3+2] = points[2];
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backcount++;
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}
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if ((sides[i] | sides[j]) == 3)
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{
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// don't allow splits if remaining points would overflow point buffer
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if (frontcount + (count - i) > MAX_SVBSP_POLYGONPOINTS - 1)
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continue;
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if (backcount + (count - i) > MAX_SVBSP_POLYGONPOINTS - 1)
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continue;
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nextpoint = poly->points[j];
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pdist = dists[i];
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ndist = dists[j];
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frac = pdist / (pdist - ndist);
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ifrac = 1.0f - frac;
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c[0] = points[0] * ifrac + frac * nextpoint[0];
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c[1] = points[1] * ifrac + frac * nextpoint[1];
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c[2] = points[2] * ifrac + frac * nextpoint[2];
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outfront[frontcount*3+0] = c[0];
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outfront[frontcount*3+1] = c[1];
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outfront[frontcount*3+2] = c[2];
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frontcount++;
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outback[backcount*3+0] = c[0];
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outback[backcount*3+1] = c[1];
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outback[backcount*3+2] = c[2];
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backcount++;
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}
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}
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front->numpoints = frontcount;
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back->numpoints = backcount;
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}
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void SVBSP_Init(svbsp_t *b, const float *origin, int maxnodes, svbsp_node_t *nodes)
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{
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memset(b, 0, sizeof(*b));
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b->origin[0] = origin[0];
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b->origin[1] = origin[1];
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b->origin[2] = origin[2];
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b->numnodes = 3;
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b->maxnodes = maxnodes;
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b->nodes = nodes;
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b->ranoutofnodes = 0;
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b->stat_occluders_rejected = 0;
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b->stat_occluders_accepted = 0;
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b->stat_occluders_fragments_accepted = 0;
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b->stat_occluders_fragments_rejected = 0;
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b->stat_queries_rejected = 0;
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b->stat_queries_accepted = 0;
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b->stat_queries_fragments_accepted = 0;
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b->stat_queries_fragments_rejected = 0;
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// the bsp tree must be initialized to have two perpendicular splits axes
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// through origin, otherwise the polygon insertions would affect the
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// opposite side of the tree, which would be disasterous.
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//
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// so this code has to make 3 nodes and 4 leafs, and since the leafs are
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// represented by empty/solid state numbers in this system rather than
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// actual structs, we only need to make the 3 nodes.
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// root node
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// this one splits the world into +X and -X sides
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b->nodes[0].plane[0] = 1;
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b->nodes[0].plane[1] = 0;
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b->nodes[0].plane[2] = 0;
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b->nodes[0].plane[3] = origin[0];
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b->nodes[0].parent = -1;
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b->nodes[0].children[0] = 1;
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b->nodes[0].children[1] = 2;
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// +X side node
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// this one splits the +X half of the world into +Y and -Y
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b->nodes[1].plane[0] = 0;
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b->nodes[1].plane[1] = 1;
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b->nodes[1].plane[2] = 0;
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b->nodes[1].plane[3] = origin[1];
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b->nodes[1].parent = 0;
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b->nodes[1].children[0] = -1;
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b->nodes[1].children[1] = -1;
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// -X side node
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// this one splits the -X half of the world into +Y and -Y
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b->nodes[2].plane[0] = 0;
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b->nodes[2].plane[1] = 1;
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b->nodes[2].plane[2] = 0;
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b->nodes[2].plane[3] = origin[1];
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b->nodes[2].parent = 0;
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b->nodes[2].children[0] = -1;
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b->nodes[2].children[1] = -1;
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}
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static void SVBSP_InsertOccluderPolygonNodes(svbsp_t *b, int *parentnodenumpointer, int parentnodenum, const svbsp_polygon_t *poly, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1)
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{
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// now we need to create up to numpoints + 1 new nodes, forming a BSP tree
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// describing the occluder polygon's shadow volume
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int i, j, p;
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svbsp_node_t *node;
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// points and lines are valid testers but not occluders
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if (poly->numpoints < 3)
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return;
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// if there aren't enough nodes remaining, skip it
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if (b->numnodes + poly->numpoints + 1 >= b->maxnodes)
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{
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b->ranoutofnodes = 1;
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return;
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}
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// add one node per side, then the actual occluding face node
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// thread safety notes:
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// DO NOT multithread insertion, it could be made 'safe' but the results
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// would be inconsistent.
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//
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// it is completely safe to multithread queries in all cases.
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//
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// if an insertion is occurring the query will give intermediate results,
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// being blocked by some volumes but not others, which is perfectly okay
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// for visibility culling intended only to reduce rendering work
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// note down the first available nodenum for the *parentnodenumpointer
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// line which is done last to allow multithreaded queries during an
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// insertion
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for (i = 0, p = poly->numpoints - 1;i < poly->numpoints;p = i, i++)
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{
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#if 1
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// see if a parent plane describes this side
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for (j = parentnodenum;j >= 0;j = b->nodes[j].parent)
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{
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float *parentnodeplane = b->nodes[j].plane;
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if (fabs(SVBSP_DotProduct(poly->points[p], parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON
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&& fabs(SVBSP_DotProduct(poly->points[i], parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON
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&& fabs(SVBSP_DotProduct(b->origin , parentnodeplane) - parentnodeplane[3]) < SVBSP_CLIP_EPSILON)
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break;
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}
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if (j >= 0)
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continue; // already have a matching parent plane
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#endif
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#if 0
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// skip any sides that were classified as belonging to a parent plane
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if (poly->splitflags[i])
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continue;
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#endif
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// create a side plane
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// anything infront of this is not inside the shadow volume
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node = b->nodes + b->numnodes++;
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SVBSP_PlaneFromPoints(node->plane, b->origin, poly->points[p], poly->points[i]);
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// we need to flip the plane if it puts any part of the polygon on the
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// wrong side
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// (in this way this code treats all polygons as float sided)
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//
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// because speed is important this stops as soon as it finds proof
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// that the orientation is right or wrong
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// (we know that the plane is on one edge of the polygon, so there is
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// never a case where points lie on both sides, so the first hint is
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// sufficient)
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for (j = 0;j < poly->numpoints;j++)
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{
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float d = SVBSP_DotProduct(poly->points[j], node->plane) - node->plane[3];
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if (d < -SVBSP_CLIP_EPSILON)
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break;
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if (d > SVBSP_CLIP_EPSILON)
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{
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node->plane[0] *= -1;
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node->plane[1] *= -1;
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node->plane[2] *= -1;
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node->plane[3] *= -1;
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break;
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}
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}
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node->parent = parentnodenum;
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node->children[0] = -1; // empty
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node->children[1] = -1; // empty
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// link this child into the tree
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*parentnodenumpointer = parentnodenum = (int)(node - b->nodes);
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// now point to the child pointer for the next node to update later
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parentnodenumpointer = &node->children[1];
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}
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#if 1
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// skip the face plane if it lies on a parent plane
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if (!poly->facesplitflag)
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#endif
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{
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// add the face-plane node
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// infront is empty, behind is shadow
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node = b->nodes + b->numnodes++;
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SVBSP_PlaneFromPoints(node->plane, poly->points[0], poly->points[1], poly->points[2]);
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// this is a flip check similar to the one above
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// this one checks if the plane faces the origin, if not, flip it
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if (SVBSP_DotProduct(b->origin, node->plane) - node->plane[3] < -SVBSP_CLIP_EPSILON)
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{
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node->plane[0] *= -1;
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node->plane[1] *= -1;
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node->plane[2] *= -1;
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node->plane[3] *= -1;
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}
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node->parent = parentnodenum;
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node->children[0] = -1; // empty
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node->children[1] = -2; // shadow
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// link this child into the tree
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// (with the addition of this node, queries will now be culled by it)
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*parentnodenumpointer = (int)(node - b->nodes);
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}
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}
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static int SVBSP_AddPolygonNode(svbsp_t *b, int *parentnodenumpointer, int parentnodenum, const svbsp_polygon_t *poly, int insertoccluder, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1)
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{
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int i;
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int s;
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int facesplitflag = poly->facesplitflag;
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int bothsides;
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float plane[4];
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float d;
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svbsp_polygon_t front;
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svbsp_polygon_t back;
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svbsp_node_t *node;
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int sides[MAX_SVBSP_POLYGONPOINTS];
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float dists[MAX_SVBSP_POLYGONPOINTS];
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if (poly->numpoints < 1)
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return 0;
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// recurse through plane nodes
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while (*parentnodenumpointer >= 0)
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{
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// get node info
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parentnodenum = *parentnodenumpointer;
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node = b->nodes + parentnodenum;
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plane[0] = node->plane[0];
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plane[1] = node->plane[1];
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plane[2] = node->plane[2];
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plane[3] = node->plane[3];
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// calculate point dists for clipping
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bothsides = 0;
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for (i = 0;i < poly->numpoints;i++)
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{
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d = SVBSP_DotProduct(poly->points[i], plane) - plane[3];
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s = 0;
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if (d > SVBSP_CLIP_EPSILON)
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s = 1;
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if (d < -SVBSP_CLIP_EPSILON)
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s = 2;
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bothsides |= s;
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dists[i] = d;
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sides[i] = s;
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}
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// see which side the polygon is on
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switch(bothsides)
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{
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default:
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case 0:
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// no need to split, this polygon is on the plane
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// this case only occurs for polygons on the face plane, usually
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// the same polygon (inserted twice - once as occluder, once as
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// tester)
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// if this is an occluder, it is redundant
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if (insertoccluder)
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return 1; // occluded
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// if this is a tester, test the front side, because it is
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// probably the same polygon that created this node...
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facesplitflag = 1;
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parentnodenumpointer = &node->children[0];
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continue;
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case 1:
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// no need to split, just go to one side
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parentnodenumpointer = &node->children[0];
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continue;
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case 2:
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// no need to split, just go to one side
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parentnodenumpointer = &node->children[1];
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continue;
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case 3:
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// lies on both sides of the plane, we need to split it
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#if 1
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SVBSP_DividePolygon(poly, plane, &front, &back, dists, sides);
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#else
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PolygonF_Divide(poly->numpoints, poly->points[0], plane[0], plane[1], plane[2], plane[3], SVBSP_CLIP_EPSILON, MAX_SVBSP_POLYGONPOINTS, front.points[0], &front.numpoints, MAX_SVBSP_POLYGONPOINTS, back.points[0], &back.numpoints, NULL);
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if (front.numpoints > MAX_SVBSP_POLYGONPOINTS)
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front.numpoints = MAX_SVBSP_POLYGONPOINTS;
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if (back.numpoints > MAX_SVBSP_POLYGONPOINTS)
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back.numpoints = MAX_SVBSP_POLYGONPOINTS;
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#endif
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front.facesplitflag = facesplitflag;
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back.facesplitflag = facesplitflag;
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// recurse the sides and return the resulting occlusion flags
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i = SVBSP_AddPolygonNode(b, &node->children[0], *parentnodenumpointer, &front, insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1);
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i |= SVBSP_AddPolygonNode(b, &node->children[1], *parentnodenumpointer, &back , insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1);
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return i;
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}
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}
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// leaf node
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if (*parentnodenumpointer == -1)
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{
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// empty leaf node; and some geometry survived
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// if inserting an occluder, replace this empty leaf with a shadow volume
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#if 0
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for (i = 0;i < poly->numpoints-2;i++)
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{
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Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE);
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||
|
Debug_PolygonVertex(poly->points[ 0][0], poly->points[ 0][1], poly->points[ 0][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f);
|
||
|
Debug_PolygonVertex(poly->points[i+1][0], poly->points[i+1][1], poly->points[i+1][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f);
|
||
|
Debug_PolygonVertex(poly->points[i+2][0], poly->points[i+2][1], poly->points[i+2][2], 0.0f, 0.0f, 0.25f, 0.0f, 0.0f, 1.0f);
|
||
|
Debug_PolygonEnd();
|
||
|
}
|
||
|
#endif
|
||
|
if (insertoccluder)
|
||
|
{
|
||
|
b->stat_occluders_fragments_accepted++;
|
||
|
SVBSP_InsertOccluderPolygonNodes(b, parentnodenumpointer, parentnodenum, poly, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1);
|
||
|
}
|
||
|
else
|
||
|
b->stat_queries_fragments_accepted++;
|
||
|
if (fragmentcallback)
|
||
|
fragmentcallback(fragmentcallback_pointer1, fragmentcallback_number1, b, poly->numpoints, poly->points[0]);
|
||
|
return 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// otherwise it's a solid leaf which destroys all polygons inside it
|
||
|
if (insertoccluder)
|
||
|
b->stat_occluders_fragments_rejected++;
|
||
|
else
|
||
|
b->stat_queries_fragments_rejected++;
|
||
|
#if 0
|
||
|
for (i = 0;i < poly->numpoints-2;i++)
|
||
|
{
|
||
|
Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE);
|
||
|
Debug_PolygonVertex(poly->points[ 0][0], poly->points[ 0][1], poly->points[ 0][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f);
|
||
|
Debug_PolygonVertex(poly->points[i+1][0], poly->points[i+1][1], poly->points[i+1][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f);
|
||
|
Debug_PolygonVertex(poly->points[i+2][0], poly->points[i+2][1], poly->points[i+2][2], 0.0f, 0.0f, 0.0f, 0.0f, 0.25f, 1.0f);
|
||
|
Debug_PolygonEnd();
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
int SVBSP_AddPolygon(svbsp_t *b, int numpoints, const float *points, int insertoccluder, void (*fragmentcallback)(void *fragmentcallback_pointer1, int fragmentcallback_number1, svbsp_t *b, int numpoints, const float *points), void *fragmentcallback_pointer1, int fragmentcallback_number1)
|
||
|
{
|
||
|
int i;
|
||
|
int nodenum;
|
||
|
svbsp_polygon_t poly;
|
||
|
// don't even consider an empty polygon
|
||
|
// note we still allow points and lines to be tested...
|
||
|
if (numpoints < 1)
|
||
|
return 0;
|
||
|
// if the polygon has too many points, we would crash
|
||
|
if (numpoints > MAX_SVBSP_POLYGONPOINTS)
|
||
|
return 0;
|
||
|
poly.numpoints = numpoints;
|
||
|
for (i = 0;i < numpoints;i++)
|
||
|
{
|
||
|
poly.points[i][0] = points[i*3+0];
|
||
|
poly.points[i][1] = points[i*3+1];
|
||
|
poly.points[i][2] = points[i*3+2];
|
||
|
//poly.splitflags[i] = 0; // this edge is a valid BSP splitter - clipped edges are not (because they lie on a bsp plane)
|
||
|
poly.facesplitflag = 0; // this face is a valid BSP Splitter - if it lies on a bsp plane it is not
|
||
|
}
|
||
|
#if 0
|
||
|
//if (insertoccluder)
|
||
|
for (i = 0;i < poly.numpoints-2;i++)
|
||
|
{
|
||
|
Debug_PolygonBegin(NULL, DRAWFLAG_ADDITIVE);
|
||
|
Debug_PolygonVertex(poly.points[ 0][0], poly.points[ 0][1], poly.points[ 0][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f);
|
||
|
Debug_PolygonVertex(poly.points[i+1][0], poly.points[i+1][1], poly.points[i+1][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f);
|
||
|
Debug_PolygonVertex(poly.points[i+2][0], poly.points[i+2][1], poly.points[i+2][2], 0.0f, 0.0f, 0.0f, 0.25f, 0.0f, 1.0f);
|
||
|
Debug_PolygonEnd();
|
||
|
}
|
||
|
#endif
|
||
|
nodenum = 0;
|
||
|
i = SVBSP_AddPolygonNode(b, &nodenum, -1, &poly, insertoccluder, fragmentcallback, fragmentcallback_pointer1, fragmentcallback_number1);
|
||
|
if (insertoccluder)
|
||
|
{
|
||
|
if (i & 2)
|
||
|
b->stat_occluders_accepted++;
|
||
|
else
|
||
|
b->stat_occluders_rejected++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (i & 2)
|
||
|
b->stat_queries_accepted++;
|
||
|
else
|
||
|
b->stat_queries_rejected++;
|
||
|
}
|
||
|
return i;
|
||
|
}
|
||
|
|