572 lines
11 KiB
C
572 lines
11 KiB
C
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/*
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Copyright (C) 2001-2002 Charles Hollemeersch
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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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PENTA: the whole file is freakin penta...
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*/
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// gl_svbsp.c shadow volume bsp
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#include "quakedef.h"
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int svBsp_NumCutPolys;
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int svBsp_NumKeptPolys;
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int svBsp_NumAddedPolys;
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int svBsp_NumMissedPlanes;
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int svBsp_NumMissedNodes;
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//FIXME: Decent allocation
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//1Meg plane pool :)
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#define MAX_PLANE_POOL 65536/2
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#define MAX_NODE_POOL 65536
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plane_t PlanePool[MAX_PLANE_POOL];
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int planesusedpool;
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svnode_t NodePool[MAX_NODE_POOL];
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int nodesusedpool;
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//Returns an plane, tries to find the same one as tryplane, if a match if found it return the found one.
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plane_t *AllocPlane(plane_t *tryplane) {
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if (tryplane) {
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int i;
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//try to fit one that fits
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for (i=0; i<planesusedpool; i++) {
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if ((PlanePool[i].normal[0] == tryplane->normal[0]) &&
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(PlanePool[i].normal[1] == tryplane->normal[1]) &&
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(PlanePool[i].normal[2] == tryplane->normal[2]) &&
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(PlanePool[i].dist == tryplane->dist)) {
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return &PlanePool[i];
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}
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}
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}
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if (planesusedpool >= MAX_PLANE_POOL) {
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Con_Printf("Too many planes...");
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svBsp_NumMissedPlanes++;
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return NULL;
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}
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planesusedpool++;
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return &PlanePool[planesusedpool-1];
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}
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svnode_t *AllocNode(void) {
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if (nodesusedpool >= MAX_NODE_POOL) {
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Con_Printf("Too many nodes...");
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svBsp_NumMissedNodes++;
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return NULL;
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}
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nodesusedpool++;
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return &NodePool[nodesusedpool-1];
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}
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int Epsilon_Sign(float value) {
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if (value < -ON_EPSILON) return 1;
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else if (value > ON_EPSILON) return 2;
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else return 0;
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}
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/*
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=============
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R_CreateEmptyTree
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Do some tricks to make sure we have a 360 deg. field of view.
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This routine destroys the last svbsp the program has generated.
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plane
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/ \
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-plane open
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/ \
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solid open
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=============
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*/
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svnode_t *R_CreateEmptyTree(void) {
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plane_t *plane1;
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plane_t *plane2;
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svnode_t *node1;
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svnode_t *node2;
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planesusedpool = 0;
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nodesusedpool = 0;
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svBsp_NumMissedPlanes = 0;
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svBsp_NumMissedNodes = 0;
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plane1 = AllocPlane (NULL);
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plane2 = AllocPlane (NULL);
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node1 = AllocNode ();
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node2 = AllocNode ();
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//all planes go trough the light origin
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plane1->normal[0] = 1;
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plane1->normal[1] = 0;
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plane1->normal[2] = 0;
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plane1->dist = DotProduct (currentshadowlight->origin, plane1->normal);
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plane2->normal[0] = -1;
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plane2->normal[1] = 0;
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plane2->normal[2] = 0;
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plane2->dist = DotProduct (currentshadowlight->origin, plane2->normal);
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node1->splitplane = plane1;
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node1->children[0] = node2;
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node1->children[1] = NULL;
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node2->splitplane = plane2;
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node2->children[0] = NULL;
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node2->children[1] = NULL;
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return node1;
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}
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#define MAX_POLY_VERT 32
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void SplitPolygon(vec3_t *polygon,int *signs, int vnum, plane_t *plane, vec3_t *inpts, int *innum, vec3_t *outpts, int *outnum) {
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int out_c = 0;
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int in_c = 0;
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vec3_t *ptA = &polygon[vnum-1];
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vec3_t *ptB, v, newVert;
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int sideA = signs[vnum-1];
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int sideB;
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int i;
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float sect;
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for (i=0; i<vnum; i++) {
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ptB = &polygon[i];
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sideB = signs[i];
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//is b on "right side"
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if (sideB == 2) {
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if (sideA == 1) {
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// compute the intersection point of the line
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// from point A to point B with the partition
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// plane. This is a simple ray-plane intersection.
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VectorSubtract ((*ptB), (*ptA), v);
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sect = - (DotProduct (plane->normal, (*ptA) )-plane->dist) /
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DotProduct (plane->normal, v);
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VectorScale (v,sect,v);
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//add a new vertex
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VectorAdd ((*ptA), v, newVert);
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VectorCopy (newVert, inpts[in_c]);
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VectorCopy (newVert, outpts[out_c]);
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out_c++;
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in_c++;
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}
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VectorCopy (polygon[i], outpts[out_c]);
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out_c++;
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}
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//b is on "left" side
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else if (sideB ==1) {
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if (sideA == 2) {
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// compute the intersection point of the line
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// from point A to point B with the partition
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// plane. This is a simple ray-plane intersection.
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VectorSubtract ((*ptB), (*ptA), v);
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sect = - (DotProduct (plane->normal, (*ptA) )-plane->dist) /
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DotProduct (plane->normal, v);
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VectorScale (v,sect,v);
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//add a new vertex
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VectorAdd ((*ptA), v, newVert);
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VectorCopy (newVert, inpts[in_c]);
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VectorCopy (newVert, outpts[out_c]);
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out_c++;
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in_c++;
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}
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VectorCopy (polygon[i], inpts[in_c]);
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in_c++;
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}
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//b is almost on plane
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else {
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VectorCopy (polygon[i], inpts[in_c]);
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VectorCopy (inpts[in_c], outpts[out_c]);
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in_c++;
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out_c++;
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}
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ptA = ptB;
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sideA = sideB;
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if ((out_c > MAX_POLY_VERT) || (in_c > MAX_POLY_VERT)) {
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Con_Printf ("MAX_POLY_VERT exceeded: %i %i\n", in_c, out_c);
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//just return what we've got
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(*innum) = in_c;
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(*outnum) = out_c;
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return;
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}
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}
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(*innum) = in_c;
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(*outnum) = out_c;
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}
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/*
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=============
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R_AddShadowCaster
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Polygons must be added in front to back order!
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=============
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*/
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svnode_t *R_AddShadowCaster(svnode_t *node, vec3_t *v, int vnum, msurface_t *surf,int depth) {
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int sign;
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int signs[MAX_POLY_VERT],signs2[MAX_POLY_VERT];
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vec3_t v1[MAX_POLY_VERT],v2[MAX_POLY_VERT];
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int vnum1,vnum2;
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int i;
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if (depth > 1500) {
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Con_Printf("to deep\n");
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return NULL;
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}
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if (vnum == 0) return NULL;
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sign = 0;
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for (i=0; i<vnum; i++) {
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sign |= signs[i] = Epsilon_Sign (DotProduct (v[i], node->splitplane->normal)- node->splitplane->dist);
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}
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if (sign == 1) {
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if (node->children[0] != NULL) {
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R_AddShadowCaster (node->children[0], v, vnum, surf, depth+1);
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} else {
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svBsp_NumCutPolys++;
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}
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} else if (sign == 2) {
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if (node->children[1] != NULL) {
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R_AddShadowCaster (node->children[1], v, vnum, surf, depth+1);
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} else {
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node->children[1] = ExpandVolume(v, signs, vnum, surf);
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if (surf->visframe != r_lightTimestamp) {
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//Store it out as visible
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surf->shadowchain = shadowchain;
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surf->visframe = r_lightTimestamp;
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surf->polys->lightTimestamp = r_lightTimestamp;
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shadowchain = surf;
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svBsp_NumKeptPolys++;
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}
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}
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} else if (sign == 3) {
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SplitPolygon(&v[0], &signs[0], vnum, node->splitplane, &v1[0], &vnum1, &v2[0], &vnum2);
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if (node->children[0] != NULL) {
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R_AddShadowCaster (node->children[0], v1, vnum1, surf, depth+1);
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} else {
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svBsp_NumCutPolys++;
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}
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if (vnum2 == 0) return NULL;
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if (node->children[1] != NULL) {
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R_AddShadowCaster (node->children[1], v2, vnum2, surf, depth+1);
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} else {
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node->children[1] = ExpandVolume (v2, signs2, vnum2, surf);
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if (surf->visframe != r_lightTimestamp) {
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//Store it out as visible
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surf->shadowchain = shadowchain;
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surf->visframe = r_lightTimestamp;
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surf->polys->lightTimestamp = r_lightTimestamp;
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shadowchain = surf;
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svBsp_NumKeptPolys++;
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}
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}
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}
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return NULL;
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}
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/*
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=============
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ExpandVolume
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=============
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*/
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svnode_t *ExpandVolume(vec3_t *v,int *sign, int vnum, msurface_t *surf) {
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svnode_t *res, *currnode;
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int i;
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#ifdef SHADOW_DEBUG
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Con_Printf ("expand volume %i\n",vnum);
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#endif
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if (vnum == 0) return NULL;
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res = NodeFromEdge (v, vnum, 0);
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if (!res) return NULL;
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currnode = res;
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for (i=1; i<vnum; i++) {
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currnode->children[0] = NodeFromEdge (v, vnum, i);
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if (currnode->children[0] == NULL) break;
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currnode = currnode->children[0];
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}
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//Con_Printf ("expand done");
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return res;
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}
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/*
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=============
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NodeFromEdge
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=============
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*/
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svnode_t *NodeFromEdge(vec3_t *v, int vnum, int edgeindex) {
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vec3_t *v1,*v2;
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vec3_t vert1,vert2,normal;
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vec_t dist;
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plane_t *plane, tryplane;
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svnode_t *res;
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//Extract one vertex so we can calultate the normal of this shadow plane
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v1 = &v[edgeindex];
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v2 = &v[(edgeindex+1)% vnum];
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VectorSubtract ((*v1), currentshadowlight->origin, vert1);
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VectorSubtract ((*v1), (*v2), vert2);
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CrossProduct (vert1, vert2, normal);
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VectorNormalize (normal);
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//VectorInverse(normal);
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dist = DotProduct(normal, currentshadowlight->origin);
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//make a node with it
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VectorCopy (normal, tryplane.normal);
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tryplane.dist = dist;
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plane = AllocPlane (&tryplane);
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if (!plane) return NULL;
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VectorCopy (normal, plane->normal);
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plane->dist = dist;
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res = AllocNode ();
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if (!res) {
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return res;
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}
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res->splitplane = plane;
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res->children[0] = NULL;
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res->children[1] = NULL;
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return res;
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}
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/*
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Code scrap yard
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*/
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/*
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==================
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FaceSide
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PENTA: From qbsp code in "solidbsp.c" and adapted a bit.
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==================
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*/
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/*
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int FaceSide (msurface_t *in, mplane_t *split)
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{
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int frontcount, backcount;
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vec_t dot;
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int i;
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vec_t *p;
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frontcount = backcount = 0;
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// axial planes are fast
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if (split->type < 3)
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for (i=0, p = in->polys->verts[0]+split->type ; i<in->numedges ; i++, p+=VERTEXSIZE)
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{
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if (*p > split->dist + ON_EPSILON)
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{
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if (backcount)
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return SIDE_ON;
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frontcount = 1;
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}
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else if (*p < split->dist - ON_EPSILON)
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{
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if (frontcount)
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return SIDE_ON;
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backcount = 1;
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}
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}
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else
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// sloping planes take longer
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for (i=0, p = in->polys->verts[0] ; i<in->numedges ; i++, p+=VERTEXSIZE)
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{
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dot = DotProduct (p, split->normal);
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dot -= split->dist;
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if (dot > ON_EPSILON)
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{
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if (backcount)
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return SIDE_ON;
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frontcount = 1;
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}
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else if (dot < -ON_EPSILON)
|
||
|
{
|
||
|
if (frontcount)
|
||
|
return SIDE_ON;
|
||
|
backcount = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!frontcount)
|
||
|
return SIDE_BACK;
|
||
|
if (!backcount)
|
||
|
return SIDE_FRONT;
|
||
|
|
||
|
return SIDE_ON;
|
||
|
}
|
||
|
|
||
|
*/
|
||
|
|
||
|
|
||
|
/*svnode_t *R_AddShadowCaster(svnode_t *node, msurface_t *surf) {
|
||
|
|
||
|
int side;
|
||
|
|
||
|
if (node == &OUT_NODE) {
|
||
|
//Polygon casts a shadow add the volume to the svbsp
|
||
|
return ExpandVolumeBsp(surf);
|
||
|
|
||
|
} else if (node == &IN_NODE) {
|
||
|
//Polygons is obscured by others
|
||
|
return node;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
side = FaceSide(surf,node->splitplane);
|
||
|
|
||
|
if (side == SIDE_FRONT) {
|
||
|
|
||
|
node->children[0] = R_AddShadowCaster(node->children[0],surf);
|
||
|
}
|
||
|
else if (side == SIDE_BACK) {
|
||
|
|
||
|
node->children[1] = R_AddShadowCaster(node->children[1],surf);
|
||
|
}
|
||
|
else {
|
||
|
|
||
|
node->children[0] = R_AddShadowCaster(node->children[0],surf);
|
||
|
node->children[1] = R_AddShadowCaster(node->children[1],surf);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
|
||
|
int GetLeftVerts(int *signs,vec3_t *v,int num,vec3_d *dest,int *destnum) {
|
||
|
|
||
|
//find first 0 or 1
|
||
|
while (!((signs[i] == 0) || (signs[i] == 1))) {
|
||
|
i++;
|
||
|
//none found
|
||
|
if (i == num) return 0;
|
||
|
}
|
||
|
|
||
|
//find consecutive 0's and 1's
|
||
|
j = i;
|
||
|
while ((signs[j] == 0) || (signs[j] == 1)) {
|
||
|
VectorCopy(v[j],dest[j]);
|
||
|
j++;
|
||
|
//all found
|
||
|
if (j == num) return num;
|
||
|
}
|
||
|
|
||
|
//include final 2's
|
||
|
if (signs[j-1] == 1) {
|
||
|
if (signs[j] == 2) {
|
||
|
VectorCopy(v[j],dest[j]);
|
||
|
} else Con_Printf("strange stuff...");
|
||
|
}
|
||
|
|
||
|
if (signs[i] == 1) {
|
||
|
if (signs[i-1] == 2) {
|
||
|
VectorCopy(v[i-1],dest[j+1]);
|
||
|
} else Con_Printf("strange stuff...");
|
||
|
}
|
||
|
*/
|