gtkradiant/tools/quake3/q3map2/surface.c
Forest Hale 88cea027e6 ported over the 1.5 branch version of q3map2 which is newer
made Visual Studio files work in VS2005 Express
fixed a ton of warnings in VS2005 Express
fixed some compile problems on OpenSUSE 11.0


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
2008-07-25 07:31:37 +00:00

3602 lines
88 KiB
C

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define SURFACE_C
/* dependencies */
#include "q3map2.h"
/*
AllocDrawSurface()
ydnar: gs mods: changed to force an explicit type when allocating
*/
mapDrawSurface_t *AllocDrawSurface( surfaceType_t type )
{
mapDrawSurface_t *ds;
/* ydnar: gs mods: only allocate valid types */
if( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES )
Error( "AllocDrawSurface: Invalid surface type %d specified", type );
/* bounds check */
if( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS )
Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
ds = &mapDrawSurfs[ numMapDrawSurfs ];
numMapDrawSurfs++;
/* ydnar: do initial surface setup */
memset( ds, 0, sizeof( mapDrawSurface_t ) );
ds->type = type;
ds->planeNum = -1;
ds->fogNum = defaultFogNum; /* ydnar 2003-02-12 */
ds->outputNum = -1; /* ydnar 2002-08-13 */
ds->surfaceNum = numMapDrawSurfs - 1; /* ydnar 2003-02-16 */
return ds;
}
/*
FinishSurface()
ydnar: general surface finish pass
*/
void FinishSurface( mapDrawSurface_t *ds )
{
mapDrawSurface_t *ds2;
/* dummy check */
if( ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES || ds == NULL || ds->shaderInfo == NULL )
return;
/* ydnar: rocking tek-fu celshading */
if( ds->celShader != NULL )
MakeCelSurface( ds, ds->celShader );
/* backsides stop here */
if( ds->backSide )
return;
/* ydnar: rocking surface cloning (fur baby yeah!) */
if( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' )
CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
/* ydnar: q3map_backShader support */
if( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' )
{
ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
ds2->backSide = qtrue;
}
}
/*
CloneSurface()
clones a map drawsurface, using the specified shader
*/
mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si )
{
mapDrawSurface_t *ds;
/* dummy check */
if( src == NULL || si == NULL )
return NULL;
/* allocate a new surface */
ds = AllocDrawSurface( src->type );
if( ds == NULL )
return NULL;
/* copy it */
memcpy( ds, src, sizeof( *ds ) );
/* destroy side reference */
ds->sideRef = NULL;
/* set shader */
ds->shaderInfo = si;
/* copy verts */
if( ds->numVerts > 0 )
{
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
}
/* copy indexes */
if( ds->numIndexes <= 0 )
return ds;
ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
/* return the surface */
return ds;
}
/*
MakeCelSurface() - ydnar
makes a copy of a surface, but specific to cel shading
*/
mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si )
{
mapDrawSurface_t *ds;
/* dummy check */
if( src == NULL || si == NULL )
return NULL;
/* don't create cel surfaces for certain types of shaders */
if( (src->shaderInfo->compileFlags & C_TRANSLUCENT) ||
(src->shaderInfo->compileFlags & C_SKY) )
return NULL;
/* make a copy */
ds = CloneSurface( src, si );
if( ds == NULL )
return NULL;
/* do some fixups for celshading */
ds->planar = qfalse;
ds->planeNum = -1;
/* return the surface */
return ds;
}
/*
MakeSkyboxSurface() - ydnar
generates a skybox surface, viewable from everywhere there is sky
*/
mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src )
{
int i;
mapDrawSurface_t *ds;
/* dummy check */
if( src == NULL )
return NULL;
/* make a copy */
ds = CloneSurface( src, src->shaderInfo );
if( ds == NULL )
return NULL;
/* set parent */
ds->parent = src;
/* scale the surface vertexes */
for( i = 0; i < ds->numVerts; i++ )
{
m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
/* debug code */
//% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
//% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
}
/* so backface culling creep doesn't bork the surface */
VectorClear( ds->lightmapVecs[ 2 ] );
/* return the surface */
return ds;
}
/*
IsTriangleDegenerate
returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
*/
#define TINY_AREA 1.0f
qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c )
{
vec3_t v1, v2, v3;
float d;
/* calcuate the area of the triangle */
VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );
VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );
CrossProduct( v1, v2, v3 );
d = VectorLength( v3 );
/* assume all very small or backwards triangles will cause problems */
if( d < TINY_AREA )
return qtrue;
/* must be a good triangle */
return qfalse;
}
/*
ClearSurface() - ydnar
clears a surface and frees any allocated memory
*/
void ClearSurface( mapDrawSurface_t *ds )
{
ds->type = SURFACE_BAD;
ds->planar = qfalse;
ds->planeNum = -1;
ds->numVerts = 0;
if( ds->verts != NULL )
free( ds->verts );
ds->verts = NULL;
ds->numIndexes = 0;
if( ds->indexes != NULL )
free( ds->indexes );
ds->indexes = NULL;
numClearedSurfaces++;
}
/*
TidyEntitySurfaces() - ydnar
deletes all empty or bad surfaces from the surface list
*/
void TidyEntitySurfaces( entity_t *e )
{
int i, j, deleted;
mapDrawSurface_t *out, *in;
/* note it */
Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
/* walk the surface list */
deleted = 0;
for( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
{
/* get out surface */
out = &mapDrawSurfs[ i ];
/* walk the surface list again until a proper surface is found */
for( ; j < numMapDrawSurfs; j++ )
{
/* get in surface */
in = &mapDrawSurfs[ j ];
/* this surface ok? */
if( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
(in->type != SURFACE_BAD && in->numVerts > 0) )
break;
/* nuke it */
ClearSurface( in );
deleted++;
}
/* copy if necessary */
if( i != j )
memcpy( out, in, sizeof( mapDrawSurface_t ) );
}
/* set the new number of drawsurfs */
numMapDrawSurfs = i;
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
}
/*
CalcSurfaceTextureRange() - ydnar
calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
*/
qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )
{
int i, j, v, size[ 2 ];
float mins[ 2 ], maxs[ 2 ];
/* try to early out */
if( ds->numVerts <= 0 )
return qtrue;
/* walk the verts and determine min/max st values */
mins[ 0 ] = 999999;
mins[ 1 ] = 999999;
maxs[ 0 ] = -999999;
maxs[ 1 ] = -999999;
for( i = 0; i < ds->numVerts; i++ )
{
for( j = 0; j < 2; j++ )
{
if( ds->verts[ i ].st[ j ] < mins[ j ] )
mins[ j ] = ds->verts[ i ].st[ j ];
if( ds->verts[ i ].st[ j ] > maxs[ j ] )
maxs[ j ] = ds->verts[ i ].st[ j ];
}
}
/* clamp to integer range and calculate surface bias values */
for( j = 0; j < 2; j++ )
ds->bias[ j ] = -floor( 0.5f * (mins[ j ] + maxs[ j ]) );
/* find biased texture coordinate mins/maxs */
size[ 0 ] = ds->shaderInfo->shaderWidth;
size[ 1 ] = ds->shaderInfo->shaderHeight;
ds->texMins[ 0 ] = 999999;
ds->texMins[ 1 ] = 999999;
ds->texMaxs[ 0 ] = -999999;
ds->texMaxs[ 1 ] = -999999;
for( i = 0; i < ds->numVerts; i++ )
{
for( j = 0; j < 2; j++ )
{
v = ((float) ds->verts[ i ].st[ j ] + ds->bias[ j ]) * size[ j ];
if( v < ds->texMins[ j ] )
ds->texMins[ j ] = v;
if( v > ds->texMaxs[ j ] )
ds->texMaxs[ j ] = v;
}
}
/* calc ranges */
for( j = 0; j < 2; j++ )
ds->texRange[ j ] = (ds->texMaxs[ j ] - ds->texMins[ j ]);
/* if range is zero, then assume unlimited precision */
if( texRange == 0 )
return qtrue;
/* within range? */
for( j = 0; j < 2; j++ )
{
if( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange )
return qfalse;
}
/* within range */
return qtrue;
}
/*
CalcLightmapAxis() - ydnar
gives closed lightmap axis for a plane normal
*/
qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis )
{
vec3_t absolute;
/* test */
if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f )
{
VectorClear( axis );
return qfalse;
}
/* get absolute normal */
absolute[ 0 ] = fabs( normal[ 0 ] );
absolute[ 1 ] = fabs( normal[ 1 ] );
absolute[ 2 ] = fabs( normal[ 2 ] );
/* test and set */
if( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f )
{
if( normal[ 2 ] > 0.0f )
VectorSet( axis, 0.0f, 0.0f, 1.0f );
else
VectorSet( axis, 0.0f, 0.0f, -1.0f );
}
else if( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f )
{
if( normal[ 0 ] > 0.0f )
VectorSet( axis, 1.0f, 0.0f, 0.0f );
else
VectorSet( axis, -1.0f, 0.0f, 0.0f );
}
else
{
if( normal[ 1 ] > 0.0f )
VectorSet( axis, 0.0f, 1.0f, 0.0f );
else
VectorSet( axis, 0.0f, -1.0f, 0.0f );
}
/* return ok */
return qtrue;
}
/*
ClassifySurfaces() - ydnar
fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
*/
#define PLANAR_EPSILON 0.5f //% 0.126f 0.25f
void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
{
int i, bestAxis;
float dist;
vec4_t plane;
shaderInfo_t *si;
static vec3_t axii[ 6 ] =
{
{ 0, 0, -1 },
{ 0, 0, 1 },
{ -1, 0, 0 },
{ 1, 0, 0 },
{ 0, -1, 0 },
{ 0, 1, 0 }
};
/* walk the list of surfaces */
for( ; numSurfs > 0; numSurfs--, ds++ )
{
/* ignore bogus (or flare) surfaces */
if( ds->type == SURFACE_BAD || ds->numVerts <= 0 )
continue;
/* get shader */
si = ds->shaderInfo;
/* -----------------------------------------------------------------
force meta if vertex count is too high or shader requires it
----------------------------------------------------------------- */
if( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE )
{
if( ds->numVerts > SHADER_MAX_VERTEXES )
ds->type = SURFACE_FORCED_META;
}
/* -----------------------------------------------------------------
plane and bounding box classification
----------------------------------------------------------------- */
/* set surface bounding box */
ClearBounds( ds->mins, ds->maxs );
for( i = 0; i < ds->numVerts; i++ )
AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );
/* try to get an existing plane */
if( ds->planeNum >= 0 )
{
VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
}
/* construct one from the first vert with a valid normal */
else
{
VectorClear( plane );
plane[ 3 ] = 0.0f;
for( i = 0; i < ds->numVerts; i++ )
{
if( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f )
{
VectorCopy( ds->verts[ i ].normal, plane );
plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
break;
}
}
}
/* test for bogus plane */
if( VectorLength( plane ) <= 0.0f )
{
ds->planar = qfalse;
ds->planeNum = -1;
}
else
{
/* determine if surface is planar */
ds->planar = qtrue;
/* test each vert */
for( i = 0; i < ds->numVerts; i++ )
{
/* point-plane test */
dist = DotProduct( ds->verts[ i ].xyz, plane ) - plane[ 3 ];
if( fabs( dist ) > PLANAR_EPSILON )
{
//% if( ds->planeNum >= 0 )
//% {
//% Sys_Printf( "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );
//% ds->verts[ i ].color[ 0 ][ 0 ] = ds->verts[ i ].color[ 0 ][ 2 ] = 0;
//% }
ds->planar = qfalse;
break;
}
}
}
/* find map plane if necessary */
if( ds->planar )
{
if( ds->planeNum < 0 )
ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &ds->verts[ 0 ].xyz );
VectorCopy( plane, ds->lightmapVecs[ 2 ] );
}
else
{
ds->planeNum = -1;
VectorClear( ds->lightmapVecs[ 2 ] );
//% if( ds->type == SURF_META || ds->type == SURF_FACE )
//% Sys_Printf( "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );
}
/* -----------------------------------------------------------------
lightmap bounds and axis projection
----------------------------------------------------------------- */
/* vertex lit surfaces don't need this information */
if( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES )
{
VectorClear( ds->lightmapAxis );
//% VectorClear( ds->lightmapVecs[ 2 ] );
ds->sampleSize = 0;
continue;
}
/* the shader can specify an explicit lightmap axis */
if( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] )
VectorCopy( si->lightmapAxis, ds->lightmapAxis );
else if( ds->type == SURFACE_FORCED_META )
VectorClear( ds->lightmapAxis );
else if( ds->planar )
CalcLightmapAxis( plane, ds->lightmapAxis );
else
{
/* find best lightmap axis */
for( bestAxis = 0; bestAxis < 6; bestAxis++ )
{
for( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
{
//% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",
//% ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
//% axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
if( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f ) /* fixme: adjust this tolerance to taste */
break;
}
if( i == ds->numVerts )
break;
}
/* set axis if possible */
if( bestAxis < 6 )
{
//% if( ds->type == SURFACE_PATCH )
//% Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
VectorCopy( axii[ bestAxis ], ds->lightmapAxis );
}
/* debug code */
//% if( ds->type == SURFACE_PATCH )
//% Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
}
/* get lightmap sample size */
if( ds->sampleSize <= 0 )
{
ds->sampleSize = sampleSize;
if( ds->shaderInfo->lightmapSampleSize )
ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
if( ds->lightmapScale > 0 )
ds->sampleSize *= ds->lightmapScale;
if( ds->sampleSize <= 0 )
ds->sampleSize = 1;
else if( ds->sampleSize > 16384 ) /* powers of 2 are preferred */
ds->sampleSize = 16384;
}
}
}
/*
ClassifyEntitySurfaces() - ydnar
classifies all surfaces in an entity
*/
void ClassifyEntitySurfaces( entity_t *e )
{
int i;
/* note it */
Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
/* walk the surface list */
for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
{
FinishSurface( &mapDrawSurfs[ i ] );
ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
}
/* tidy things up */
TidyEntitySurfaces( e );
}
/*
GetShaderIndexForPoint() - ydnar
for shader-indexed surfaces (terrain), find a matching index from the indexmap
*/
byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point )
{
int i, x, y;
float s, t;
vec3_t mins, maxs, size;
/* early out if no indexmap */
if( im == NULL )
return 0;
/* this code is really broken */
#if 0
/* legacy precision fudges for terrain */
for( i = 0; i < 3; i++ )
{
mins[ i ] = floor( eMins[ i ] + 0.1 );
maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
size[ i ] = maxs[ i ] - mins[ i ];
}
/* find st (fixme: support more than just z-axis projection) */
s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
if( s < 0.0f )
s = 0.0f;
else if( s > 1.0f )
s = 1.0f;
if( t < 0.0f )
t = 0.0f;
else if( t > 1.0f )
t = 1.0f;
/* make xy */
x = (im->w - 1) * s;
y = (im->h - 1) * t;
#else
/* get size */
for( i = 0; i < 3; i++ )
{
mins[ i ] = eMins[ i ];
maxs[ i ] = eMaxs[ i ];
size[ i ] = maxs[ i ] - mins[ i ];
}
/* calc st */
s = (point[ 0 ] - mins[ 0 ]) / size[ 0 ];
t = (maxs[ 1 ] - point[ 1 ]) / size[ 1 ];
/* calc xy */
x = s * im->w;
y = t * im->h;
if( x < 0 )
x = 0;
else if( x > (im->w - 1) )
x = (im->w - 1);
if( y < 0 )
y = 0;
else if( y > (im->h - 1) )
y = (im->h - 1);
#endif
/* return index */
return im->pixels[ y * im->w + x ];
}
/*
GetIndexedShader() - ydnar
for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
this combines a couple different functions from terrain.c
*/
shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes )
{
int i;
byte minShaderIndex, maxShaderIndex;
char shader[ MAX_QPATH ];
shaderInfo_t *si;
/* early out if bad data */
if( im == NULL || numPoints <= 0 || shaderIndexes == NULL )
return ShaderInfoForShader( "default" );
/* determine min/max index */
minShaderIndex = 255;
maxShaderIndex = 0;
for( i = 0; i < numPoints; i++ )
{
if( shaderIndexes[ i ] < minShaderIndex )
minShaderIndex = shaderIndexes[ i ];
if( shaderIndexes[ i ] > maxShaderIndex )
maxShaderIndex = shaderIndexes[ i ];
}
/* set alpha inline */
for( i = 0; i < numPoints; i++ )
{
/* straight rip from terrain.c */
if( shaderIndexes[ i ] < maxShaderIndex )
shaderIndexes[ i ] = 0;
else
shaderIndexes[ i ] = 255;
}
/* make a shader name */
if( minShaderIndex == maxShaderIndex )
sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );
else
sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );
/* get the shader */
si = ShaderInfoForShader( shader );
/* inherit a few things from parent shader */
if( parent->globalTexture )
si->globalTexture = qtrue;
if( parent->forceMeta )
si->forceMeta = qtrue;
if( parent->nonplanar )
si->nonplanar = qtrue;
if( si->shadeAngleDegrees == 0.0 )
si->shadeAngleDegrees = parent->shadeAngleDegrees;
if( parent->tcGen && si->tcGen == qfalse )
{
/* set xy texture projection */
si->tcGen = qtrue;
VectorCopy( parent->vecs[ 0 ], si->vecs[ 0 ] );
VectorCopy( parent->vecs[ 1 ], si->vecs[ 1 ] );
}
if( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f )
{
/* set lightmap projection axis */
VectorCopy( parent->lightmapAxis, si->lightmapAxis );
}
/* return the shader */
return si;
}
/*
DrawSurfaceForSide()
creates a SURF_FACE drawsurface from a given brush side and winding
*/
#define SNAP_FLOAT_TO_INT 8
#define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)
mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w )
{
int i, j, k;
mapDrawSurface_t *ds;
shaderInfo_t *si, *parent;
bspDrawVert_t *dv;
vec3_t texX, texY;
vec_t x, y;
vec3_t vTranslated;
qboolean indexed;
byte shaderIndexes[ 256 ];
float offsets[ 256 ];
char tempShader[ MAX_QPATH ];
/* ydnar: don't make a drawsurf for culled sides */
if( s->culled )
return NULL;
/* range check */
if( w->numpoints > MAX_POINTS_ON_WINDING )
Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );
/* get shader */
si = s->shaderInfo;
/* ydnar: gs mods: check for indexed shader */
if( si->indexed && b->im != NULL )
{
/* indexed */
indexed = qtrue;
/* get shader indexes for each point */
for( i = 0; i < w->numpoints; i++ )
{
shaderIndexes[ i ] = GetShaderIndexForPoint( b->im, b->eMins, b->eMaxs, w->p[ i ] );
offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];
//% Sys_Printf( "%f ", offsets[ i ] );
}
/* get matching shader and set alpha */
parent = si;
si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );
}
else
indexed = qfalse;
/* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
if( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' )
{
//% Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
sprintf( tempShader, "%s_lf", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
sprintf( tempShader, "%s_rt", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
sprintf( tempShader, "%s_ft", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
sprintf( tempShader, "%s_bk", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
sprintf( tempShader, "%s_up", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
}
/* ydnar: gs mods */
ds = AllocDrawSurface( SURFACE_FACE );
ds->entityNum = b->entityNum;
ds->castShadows = b->castShadows;
ds->recvShadows = b->recvShadows;
ds->planar = qtrue;
ds->planeNum = s->planenum;
VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );
ds->shaderInfo = si;
ds->mapBrush = b;
ds->sideRef = AllocSideRef( s, NULL );
ds->fogNum = -1;
ds->lightmapScale = b->lightmapScale;
ds->numVerts = w->numpoints;
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
/* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
/* create the vertexes */
for( j = 0; j < w->numpoints; j++ )
{
/* get the drawvert */
dv = ds->verts + j;
/* copy xyz and do potential z offset */
VectorCopy( w->p[ j ], dv->xyz );
if( indexed )
dv->xyz[ 2 ] += offsets[ j ];
/* round the xyz to a given precision and translate by origin */
for( i = 0 ; i < 3 ; i++ )
dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );
VectorAdd( dv->xyz, e->origin, vTranslated );
/* ydnar: tek-fu celshading support for flat shaded shit */
if( flat )
{
dv->st[ 0 ] = si->stFlat[ 0 ];
dv->st[ 1 ] = si->stFlat[ 1 ];
}
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if( si->tcGen )
{
dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
}
/* old quake-style texturing */
else if( g_bBrushPrimit == BPRIMIT_OLDBRUSHES )
{
/* nearest-axial projection */
dv->st[ 0 ] = s->vecs[ 0 ][ 3 ] + DotProduct( s->vecs[ 0 ], vTranslated );
dv->st[ 1 ] = s->vecs[ 1 ][ 3 ] + DotProduct( s->vecs[ 1 ], vTranslated );
dv->st[ 0 ] /= si->shaderWidth;
dv->st[ 1 ] /= si->shaderHeight;
}
/* brush primitive texturing */
else
{
/* calculate texture s/t from brush primitive texture matrix */
x = DotProduct( vTranslated, texX );
y = DotProduct( vTranslated, texY );
dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];
dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];
}
/* copy normal */
VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );
/* ydnar: set color */
for( k = 0; k < MAX_LIGHTMAPS; k++ )
{
dv->color[ k ][ 0 ] = 255;
dv->color[ k ][ 1 ] = 255;
dv->color[ k ][ 2 ] = 255;
/* ydnar: gs mods: handle indexed shader blending */
dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ j ] : 255);
}
}
/* set cel shader */
ds->celShader = b->celShader;
/* ydnar: gs mods: moved st biasing elsewhere */
return ds;
}
/*
DrawSurfaceForMesh()
moved here from patch.c
*/
#define YDNAR_NORMAL_EPSILON 0.50f
qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon )
{
int i;
/* test */
for( i= 0; i < 3; i++ )
if( fabs( n1[ i ] - n2[ i ]) > epsilon )
return qfalse;
return qtrue;
}
mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh )
{
int i, k, numVerts;
vec4_t plane;
qboolean planar;
float dist;
mapDrawSurface_t *ds;
shaderInfo_t *si, *parent;
bspDrawVert_t *dv;
vec3_t vTranslated;
mesh_t *copy;
qboolean indexed;
byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
/* get mesh and shader shader */
if( mesh == NULL )
mesh = &p->mesh;
si = p->shaderInfo;
if( mesh == NULL || si == NULL )
return NULL;
/* get vertex count */
numVerts = mesh->width * mesh->height;
/* to make valid normals for patches with degenerate edges,
we need to make a copy of the mesh and put the aproximating
points onto the curve */
/* create a copy of the mesh */
copy = CopyMesh( mesh );
/* store off the original (potentially bad) normals */
MakeMeshNormals( *copy );
for( i = 0; i < numVerts; i++ )
VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
/* put the mesh on the curve */
PutMeshOnCurve( *copy );
/* find new normals (to take into account degenerate/flipped edges */
MakeMeshNormals( *copy );
for( i = 0; i < numVerts; i++ )
{
/* ydnar: only copy normals that are significantly different from the originals */
if( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f )
VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
}
/* free the old mesh */
FreeMesh( copy );
/* ydnar: gs mods: check for indexed shader */
if( si->indexed && p->im != NULL )
{
/* indexed */
indexed = qtrue;
/* get shader indexes for each point */
for( i = 0; i < numVerts; i++ )
{
shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );
offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];
}
/* get matching shader and set alpha */
parent = si;
si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );
}
else
indexed = qfalse;
/* ydnar: gs mods */
ds = AllocDrawSurface( SURFACE_PATCH );
ds->entityNum = p->entityNum;
ds->castShadows = p->castShadows;
ds->recvShadows = p->recvShadows;
ds->shaderInfo = si;
ds->mapMesh = p;
ds->lightmapScale = p->lightmapScale; /* ydnar */
ds->patchWidth = mesh->width;
ds->patchHeight = mesh->height;
ds->numVerts = ds->patchWidth * ds->patchHeight;
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );
ds->fogNum = -1;
ds->planeNum = -1;
ds->longestCurve = p->longestCurve;
ds->maxIterations = p->maxIterations;
/* construct a plane from the first vert */
VectorCopy( mesh->verts[ 0 ].normal, plane );
plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );
planar = qtrue;
/* spew forth errors */
if( VectorLength( plane ) < 0.001f )
Sys_Printf( "BOGUS " );
/* test each vert */
for( i = 1; i < ds->numVerts && planar; i++ )
{
/* normal test */
if( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse )
planar = qfalse;
/* point-plane test */
dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];
if( fabs( dist ) > EQUAL_EPSILON )
planar = qfalse;
}
/* add a map plane */
if( planar )
{
/* make a map plane */
ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );
VectorCopy( plane, ds->lightmapVecs[ 2 ] );
/* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
for( i = 0; i < ds->numVerts; i++ )
VectorCopy( plane, ds->verts[ i ].normal );
}
/* walk the verts to do special stuff */
for( i = 0; i < ds->numVerts; i++ )
{
/* get the drawvert */
dv = &ds->verts[ i ];
/* ydnar: tek-fu celshading support for flat shaded shit */
if( flat )
{
dv->st[ 0 ] = si->stFlat[ 0 ];
dv->st[ 1 ] = si->stFlat[ 1 ];
}
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if( si->tcGen )
{
/* translate by origin and project the texture */
VectorAdd( dv->xyz, e->origin, vTranslated );
dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
}
/* ydnar: set color */
for( k = 0; k < MAX_LIGHTMAPS; k++ )
{
dv->color[ k ][ 0 ] = 255;
dv->color[ k ][ 1 ] = 255;
dv->color[ k ][ 2 ] = 255;
/* ydnar: gs mods: handle indexed shader blending */
dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ i ] : 255);
}
/* ydnar: offset */
if( indexed )
dv->xyz[ 2 ] += offsets[ i ];
}
/* set cel shader */
ds->celShader = p->celShader;
/* return the drawsurface */
return ds;
}
/*
DrawSurfaceForFlare() - ydnar
creates a flare draw surface
*/
mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle )
{
mapDrawSurface_t *ds;
/* emit flares? */
if( emitFlares == qfalse )
return NULL;
/* allocate drawsurface */
ds = AllocDrawSurface( SURFACE_FLARE );
ds->entityNum = entNum;
/* set it up */
if( flareShader != NULL && flareShader[ 0 ] != '\0' )
ds->shaderInfo = ShaderInfoForShader( flareShader );
else
ds->shaderInfo = ShaderInfoForShader( game->flareShader );
if( origin != NULL )
VectorCopy( origin, ds->lightmapOrigin );
if( normal != NULL )
VectorCopy( normal, ds->lightmapVecs[ 2 ] );
if( color != NULL )
VectorCopy( color, ds->lightmapVecs[ 0 ] );
/* store light style */
ds->lightStyle = lightStyle;
if( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE )
ds->lightStyle = LS_NORMAL;
/* fixme: fog */
/* return to sender */
return ds;
}
/*
DrawSurfaceForShader() - ydnar
creates a bogus surface to forcing the game to load a shader
*/
mapDrawSurface_t *DrawSurfaceForShader( char *shader )
{
int i;
shaderInfo_t *si;
mapDrawSurface_t *ds;
/* get shader */
si = ShaderInfoForShader( shader );
/* find existing surface */
for( i = 0; i < numMapDrawSurfs; i++ )
{
/* get surface */
ds = &mapDrawSurfs[ i ];
/* check it */
if( ds->shaderInfo == si )
return ds;
}
/* create a new surface */
ds = AllocDrawSurface( SURFACE_SHADER );
ds->entityNum = 0;
ds->shaderInfo = ShaderInfoForShader( shader );
/* return to sender */
return ds;
}
/*
AddSurfaceFlare() - ydnar
creates flares (coronas) centered on surfaces
*/
static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin )
{
vec3_t origin;
int i;
/* find centroid */
VectorClear( origin );
for ( i = 0; i < ds->numVerts; i++ )
VectorAdd( origin, ds->verts[ i ].xyz, origin );
VectorScale( origin, (1.0f / ds->numVerts), origin );
if( entityOrigin != NULL )
VectorAdd( origin, entityOrigin, origin );
/* push origin off surface a bit */
VectorMA( origin, 2.0f, ds->lightmapVecs[ 2 ], origin );
/* create the drawsurface */
DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );
}
/*
SubdivideFace()
subdivides a face surface until it is smaller than the specified size (subdivisions)
*/
static void SubdivideFace_r( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions )
{
int i;
int axis;
vec3_t bounds[ 2 ];
const float epsilon = 0.1;
int subFloor, subCeil;
winding_t *frontWinding, *backWinding;
mapDrawSurface_t *ds;
/* dummy check */
if( w == NULL )
return;
if( w->numpoints < 3 )
Error( "SubdivideFace_r: Bad w->numpoints (%d < 3)", w->numpoints );
/* determine surface bounds */
ClearBounds( bounds[ 0 ], bounds[ 1 ] );
for( i = 0; i < w->numpoints; i++ )
AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
/* split the face */
for( axis = 0; axis < 3; axis++ )
{
vec3_t planePoint = { 0, 0, 0 };
vec3_t planeNormal = { 0, 0, 0 };
float d;
/* create an axial clipping plane */
subFloor = floor( bounds[ 0 ][ axis ] / subdivisions) * subdivisions;
subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions) * subdivisions;
planePoint[ axis ] = subFloor + subdivisions;
planeNormal[ axis ] = -1;
d = DotProduct( planePoint, planeNormal );
/* subdivide if necessary */
if( (subCeil - subFloor) > subdivisions )
{
/* clip the winding */
ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );
/* the clip may not produce two polygons if it was epsilon close */
if( frontWinding == NULL )
w = backWinding;
else if( backWinding == NULL )
w = frontWinding;
else
{
SubdivideFace_r( e, brush, side, frontWinding, fogNum, subdivisions );
SubdivideFace_r( e, brush, side, backWinding, fogNum, subdivisions );
return;
}
}
}
/* create a face surface */
ds = DrawSurfaceForSide( e, brush, side, w );
/* set correct fog num */
ds->fogNum = fogNum;
}
/*
SubdivideFaceSurfaces()
chop up brush face surfaces that have subdivision attributes
ydnar: and subdivide surfaces that exceed specified texture coordinate range
*/
void SubdivideFaceSurfaces( entity_t *e, tree_t *tree )
{
int i, j, numBaseDrawSurfs, fogNum;
mapDrawSurface_t *ds;
brush_t *brush;
side_t *side;
shaderInfo_t *si;
winding_t *w;
float range, size, subdivisions, s2;
/* note it */
Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
/* walk the list of surfaces */
numBaseDrawSurfs = numMapDrawSurfs;
for( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
{
/* get surface */
ds = &mapDrawSurfs[ i ];
/* only subdivide brush sides */
if( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL )
continue;
/* get bits */
brush = ds->mapBrush;
side = ds->sideRef->side;
/* check subdivision for shader */
si = side->shaderInfo;
if( si == NULL )
continue;
/* ydnar: don't subdivide sky surfaces */
if( si->compileFlags & C_SKY )
continue;
/* do texture coordinate range check */
ClassifySurfaces( 1, ds );
if( CalcSurfaceTextureRange( ds ) == qfalse )
{
/* calculate subdivisions texture range (this code is shit) */
range = (ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ]);
size = ds->maxs[ 0 ] - ds->mins[ 0 ];
for( j = 1; j < 3; j++ )
if( (ds->maxs[ j ] - ds->mins[ j ]) > size )
size = ds->maxs[ j ] - ds->mins[ j ];
subdivisions = (size / range) * texRange;
subdivisions = ceil( subdivisions / 2 ) * 2;
for( j = 1; j < 8; j++ )
{
s2 = ceil( (float) texRange / j );
if( fabs( subdivisions - s2 ) <= 4.0 )
{
subdivisions = s2;
break;
}
}
}
else
subdivisions = si->subdivisions;
/* get subdivisions from shader */
if( si->subdivisions > 0 && si->subdivisions < subdivisions )
subdivisions = si->subdivisions;
if( subdivisions < 1.0f )
continue;
/* preserve fog num */
fogNum = ds->fogNum;
/* make a winding and free the surface */
w = WindingFromDrawSurf( ds );
ClearSurface( ds );
/* subdivide it */
SubdivideFace_r( e, brush, side, w, fogNum, subdivisions );
}
}
/*
====================
ClipSideIntoTree_r
Adds non-opaque leaf fragments to the convex hull
====================
*/
void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node )
{
plane_t *plane;
winding_t *front, *back;
if ( !w ) {
return;
}
if ( node->planenum != PLANENUM_LEAF ) {
if ( side->planenum == node->planenum ) {
ClipSideIntoTree_r( w, side, node->children[0] );
return;
}
if ( side->planenum == ( node->planenum ^ 1) ) {
ClipSideIntoTree_r( w, side, node->children[1] );
return;
}
plane = &mapplanes[ node->planenum ];
ClipWindingEpsilon ( w, plane->normal, plane->dist,
ON_EPSILON, &front, &back );
FreeWinding( w );
ClipSideIntoTree_r( front, side, node->children[0] );
ClipSideIntoTree_r( back, side, node->children[1] );
return;
}
// if opaque leaf, don't add
if ( !node->opaque ) {
AddWindingToConvexHull( w, &side->visibleHull, mapplanes[ side->planenum ].normal );
}
FreeWinding( w );
return;
}
static int g_numHiddenFaces, g_numCoinFaces;
/*
CullVectorCompare() - ydnar
compares two vectors with an epsilon
*/
#define CULL_EPSILON 0.1f
qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 )
{
int i;
for( i = 0; i < 3; i++ )
if( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON )
return qfalse;
return qtrue;
}
/*
SideInBrush() - ydnar
determines if a brushside lies inside another brush
*/
qboolean SideInBrush( side_t *side, brush_t *b )
{
int i, s;
plane_t *plane;
/* ignore sides w/o windings or shaders */
if( side->winding == NULL || side->shaderInfo == NULL )
return qtrue;
/* ignore culled sides and translucent brushes */
if( side->culled == qtrue || (b->compileFlags & C_TRANSLUCENT) )
return qfalse;
/* side iterator */
for( i = 0; i < b->numsides; i++ )
{
/* fail if any sides are caulk */
if( b->sides[ i ].compileFlags & C_NODRAW )
return qfalse;
/* check if side's winding is on or behind the plane */
plane = &mapplanes[ b->sides[ i ].planenum ];
s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );
if( s == SIDE_FRONT || s == SIDE_CROSS )
return qfalse;
}
/* don't cull autosprite or polygonoffset surfaces */
if( side->shaderInfo )
{
if( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset )
return qfalse;
}
/* inside */
side->culled = qtrue;
g_numHiddenFaces++;
return qtrue;
}
/*
CullSides() - ydnar
culls obscured or buried brushsides from the map
*/
void CullSides( entity_t *e )
{
int numPoints;
int i, j, k, l, first, second, dir;
winding_t *w1, *w2;
brush_t *b1, *b2;
side_t *side1, *side2;
/* note it */
Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
g_numHiddenFaces = 0;
g_numCoinFaces = 0;
/* brush interator 1 */
for( b1 = e->brushes; b1; b1 = b1->next )
{
/* sides check */
if( b1->numsides < 1 )
continue;
/* brush iterator 2 */
for( b2 = b1->next; b2; b2 = b2->next )
{
/* sides check */
if( b2->numsides < 1 )
continue;
/* original check */
if( b1->original == b2->original && b1->original != NULL )
continue;
/* bbox check */
j = 0;
for( i = 0; i < 3; i++ )
if( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] )
j++;
if( j )
continue;
/* cull inside sides */
for( i = 0; i < b1->numsides; i++ )
SideInBrush( &b1->sides[ i ], b2 );
for( i = 0; i < b2->numsides; i++ )
SideInBrush( &b2->sides[ i ], b1 );
/* side iterator 1 */
for( i = 0; i < b1->numsides; i++ )
{
/* winding check */
side1 = &b1->sides[ i ];
w1 = side1->winding;
if( w1 == NULL )
continue;
numPoints = w1->numpoints;
if( side1->shaderInfo == NULL )
continue;
/* side iterator 2 */
for( j = 0; j < b2->numsides; j++ )
{
/* winding check */
side2 = &b2->sides[ j ];
w2 = side2->winding;
if( w2 == NULL )
continue;
if( side2->shaderInfo == NULL )
continue;
if( w1->numpoints != w2->numpoints )
continue;
if( side1->culled == qtrue && side2->culled == qtrue )
continue;
/* compare planes */
if( (side1->planenum & ~0x00000001) != (side2->planenum & ~0x00000001) )
continue;
/* get autosprite and polygonoffset status */
if( side1->shaderInfo &&
(side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset) )
continue;
if( side2->shaderInfo &&
(side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset) )
continue;
/* find first common point */
first = -1;
for( k = 0; k < numPoints; k++ )
{
if( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) )
{
first = k;
k = numPoints;
}
}
if( first == -1 )
continue;
/* find second common point (regardless of winding order) */
second = -1;
dir = 0;
if( (first + 1) < numPoints )
second = first + 1;
else
second = 0;
if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
dir = 1;
else
{
if( first > 0 )
second = first - 1;
else
second = numPoints - 1;
if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
dir = -1;
}
if( dir == 0 )
continue;
/* compare the rest of the points */
l = first;
for( k = 0; k < numPoints; k++ )
{
if( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) )
k = 100000;
l += dir;
if( l < 0 )
l = numPoints - 1;
else if( l >= numPoints )
l = 0;
}
if( k >= 100000 )
continue;
/* cull face 1 */
if( !side2->culled && !(side2->compileFlags & C_TRANSLUCENT) && !(side2->compileFlags & C_NODRAW) )
{
side1->culled = qtrue;
g_numCoinFaces++;
}
if( side1->planenum == side2->planenum && side1->culled == qtrue )
continue;
/* cull face 2 */
if( !side1->culled && !(side1->compileFlags & C_TRANSLUCENT) && !(side1->compileFlags & C_NODRAW) )
{
side2->culled = qtrue;
g_numCoinFaces++;
}
}
}
}
}
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
}
/*
ClipSidesIntoTree()
creates side->visibleHull for all visible sides
the drawsurf for a side will consist of the convex hull of
all points in non-opaque clusters, which allows overlaps
to be trimmed off automatically.
*/
void ClipSidesIntoTree( entity_t *e, tree_t *tree )
{
brush_t *b;
int i;
winding_t *w;
side_t *side, *newSide;
shaderInfo_t *si;
/* ydnar: cull brush sides */
CullSides( e );
/* note it */
Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
/* walk the brush list */
for( b = e->brushes; b; b = b->next )
{
/* walk the brush sides */
for( i = 0; i < b->numsides; i++ )
{
/* get side */
side = &b->sides[ i ];
if( side->winding == NULL )
continue;
/* copy the winding */
w = CopyWinding( side->winding );
side->visibleHull = NULL;
ClipSideIntoTree_r( w, side, tree->headnode );
/* anything left? */
w = side->visibleHull;
if( w == NULL )
continue;
/* shader? */
si = side->shaderInfo;
if( si == NULL )
continue;
/* don't create faces for non-visible sides */
/* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
if( (si->compileFlags & C_NODRAW) && si->indexed == qfalse && !(si->compileFlags & C_FOG) )
continue;
/* always use the original winding for autosprites and noclip faces */
if( si->autosprite || si->noClip )
w = side->winding;
/* save this winding as a visible surface */
DrawSurfaceForSide( e, b, side, w );
/* make a back side for fog */
if( !(si->compileFlags & C_FOG) )
continue;
/* duplicate the up-facing side */
w = ReverseWinding( w );
newSide = safe_malloc( sizeof( *side ) );
*newSide = *side;
newSide->visibleHull = w;
newSide->planenum ^= 1;
/* save this winding as a visible surface */
DrawSurfaceForSide( e, b, newSide, w );
}
}
}
/*
this section deals with filtering drawsurfaces into the bsp tree,
adding references to each leaf a surface touches
*/
/*
AddReferenceToLeaf() - ydnar
adds a reference to surface ds in the bsp leaf node
*/
int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node )
{
drawSurfRef_t *dsr;
/* dummy check */
if( node->planenum != PLANENUM_LEAF || node->opaque )
return 0;
/* try to find an existing reference */
for( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
{
if( dsr->outputNum == numBSPDrawSurfaces )
return 0;
}
/* add a new reference */
dsr = safe_malloc( sizeof( *dsr ) );
dsr->outputNum = numBSPDrawSurfaces;
dsr->nextRef = node->drawSurfReferences;
node->drawSurfReferences = dsr;
/* ydnar: sky/skybox surfaces */
if( node->skybox )
ds->skybox = qtrue;
if( ds->shaderInfo->compileFlags & C_SKY )
node->sky = qtrue;
/* return */
return 1;
}
/*
AddReferenceToTree_r() - ydnar
adds a reference to the specified drawsurface to every leaf in the tree
*/
int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox )
{
int i, refs = 0;
/* dummy check */
if( node == NULL )
return 0;
/* is this a decision node? */
if( node->planenum != PLANENUM_LEAF )
{
/* add to child nodes and return */
refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );
refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
return refs;
}
/* ydnar */
if( skybox )
{
/* skybox surfaces only get added to sky leaves */
if( !node->sky )
return 0;
/* increase the leaf bounds */
for( i = 0; i < ds->numVerts; i++ )
AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );
}
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
/*
FilterPointIntoTree_r() - ydnar
filters a single point from a surface into the tree
*/
int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )
{
float d;
plane_t *plane;
int refs = 0;
/* is this a decision node? */
if( node->planenum != PLANENUM_LEAF )
{
/* classify the point in relation to the plane */
plane = &mapplanes[ node->planenum ];
d = DotProduct( point, plane->normal ) - plane->dist;
/* filter by this plane */
refs = 0;
if( d >= -ON_EPSILON )
refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );
if( d <= ON_EPSILON )
refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
/* return */
return refs;
}
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
/*
FilterWindingIntoTree_r() - ydnar
filters a winding from a drawsurface into the tree
*/
int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node )
{
int i, refs = 0;
plane_t *p1, *p2;
vec4_t plane1, plane2, reverse;
winding_t *fat, *front, *back;
shaderInfo_t *si;
/* get shaderinfo */
si = ds->shaderInfo;
/* ydnar: is this the head node? */
if( node->parent == NULL && si != NULL &&
(si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f) )
{
/* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
/* note this winding is completely invalid (concave, nonplanar, etc) */
fat = AllocWinding( w->numpoints * 3 );
fat->numpoints = w->numpoints * 3;
for( i = 0; i < w->numpoints; i++ )
{
VectorCopy( w->p[ i ], fat->p[ i ] );
VectorAdd( w->p[ i ], si->mins, fat->p[ i * 2 ] );
VectorAdd( w->p[ i ], si->maxs, fat->p[ i * 3 ] );
}
FreeWinding( w );
w = fat;
}
/* is this a decision node? */
if( node->planenum != PLANENUM_LEAF )
{
/* get node plane */
p1 = &mapplanes[ node->planenum ];
VectorCopy( p1->normal, plane1 );
plane1[ 3 ] = p1->dist;
/* check if surface is planar */
if( ds->planeNum >= 0 )
{
/* get surface plane */
p2 = &mapplanes[ ds->planeNum ];
VectorCopy( p2->normal, plane2 );
plane2[ 3 ] = p2->dist;
#if 1
/* invert surface plane */
VectorSubtract( vec3_origin, plane2, reverse );
reverse[ 3 ] = -plane2[ 3 ];
/* compare planes */
if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )
return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
#else
/* the drawsurf might have an associated plane, if so, force a filter here */
if( ds->planeNum == node->planenum )
return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
if( ds->planeNum == (node->planenum ^ 1) )
return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
#endif
}
/* clip the winding by this plane */
ClipWindingEpsilon( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
/* filter by this plane */
refs = 0;
if( front != NULL )
refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
if( back != NULL )
refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
FreeWinding( w );
/* return */
return refs;
}
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
/*
FilterFaceIntoTree()
filters a planar winding face drawsurface into the bsp tree
*/
int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree )
{
winding_t *w;
int refs = 0;
/* make a winding and filter it into the tree */
w = WindingFromDrawSurf( ds );
refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
/* return */
return refs;
}
/*
FilterPatchIntoTree()
subdivides a patch into an approximate curve and filters it into the tree
*/
#define FILTER_SUBDIVISION 8
static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
{
int i, x, y, refs;
mesh_t src, *mesh;
winding_t *w;
/* subdivide the surface */
src.width = ds->patchWidth;
src.height = ds->patchHeight;
src.verts = ds->verts;
mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );
/* filter each quad into the tree (fixme: use new patch x-triangulation code?) */
refs = 0;
for( y = 0; y < (mesh->height - 1); y++ )
{
for( x = 0; x < (mesh->width - 1); x++ )
{
/* triangle 1 */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );
VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
/* triangle 2 */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );
VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
}
}
/* use point filtering as well */
for( i = 0; i < (mesh->width * mesh->height); i++ )
refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );
/* free the subdivided mesh and return */
FreeMesh( mesh );
return refs;
}
/*
FilterTrianglesIntoTree()
filters a triangle surface (meta, model) into the bsp
*/
static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )
{
int i, refs;
winding_t *w;
/* ydnar: gs mods: this was creating bogus triangles before */
refs = 0;
for( i = 0; i < ds->numIndexes; i += 3 )
{
/* error check */
if( ds->indexes[ i ] >= ds->numVerts ||
ds->indexes[ i + 1 ] >= ds->numVerts ||
ds->indexes[ i + 2 ] >= ds->numVerts )
Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
/* make a triangle winding and filter it into the tree */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
}
/* use point filtering as well */
for( i = 0; i < ds->numVerts; i++ )
refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
return refs;
}
/*
FilterFoliageIntoTree()
filters a foliage surface (wolf et/splash damage)
*/
static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree )
{
int f, i, refs;
bspDrawVert_t *instance;
vec3_t xyz;
winding_t *w;
/* walk origin list */
refs = 0;
for( f = 0; f < ds->numFoliageInstances; f++ )
{
/* get instance */
instance = ds->verts + ds->patchHeight + f;
/* walk triangle list */
for( i = 0; i < ds->numIndexes; i += 3 )
{
/* error check */
if( ds->indexes[ i ] >= ds->numVerts ||
ds->indexes[ i + 1 ] >= ds->numVerts ||
ds->indexes[ i + 2 ] >= ds->numVerts )
Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
/* make a triangle winding and filter it into the tree */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
}
/* use point filtering as well */
for( i = 0; i < (ds->numVerts - ds->numFoliageInstances); i++ )
{
VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );
refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
}
}
return refs;
}
/*
FilterFlareIntoTree()
simple point filtering for flare surfaces
*/
static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree )
{
return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );
}
/*
EmitDrawVerts() - ydnar
emits bsp drawverts from a map drawsurface
*/
void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out )
{
int i, k;
bspDrawVert_t *dv;
shaderInfo_t *si;
float offset;
/* get stuff */
si = ds->shaderInfo;
offset = si->offset;
/* copy the verts */
out->firstVert = numBSPDrawVerts;
out->numVerts = ds->numVerts;
for( i = 0; i < ds->numVerts; i++ )
{
/* allocate a new vert */
if( numBSPDrawVerts == MAX_MAP_DRAW_VERTS )
Error( "MAX_MAP_DRAW_VERTS" );
IncDrawVerts();
dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
/* copy it */
memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
/* offset? */
if( offset != 0.0f )
VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
/* expand model bounds
necessary because of misc_model surfaces on entities
note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
if( numBSPModels > 0 )
AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
/* debug color? */
if( debugSurfaces )
{
for( k = 0; k < MAX_LIGHTMAPS; k++ )
VectorCopy( debugColors[ (ds - mapDrawSurfs) % 12 ], dv->color[ k ] );
}
}
}
/*
FindDrawIndexes() - ydnar
this attempts to find a run of indexes in the bsp that match the given indexes
this tends to reduce the size of the bsp index pool by 1/3 or more
returns numIndexes + 1 if the search failed
*/
int FindDrawIndexes( int numIndexes, int *indexes )
{
int i, j, numTestIndexes;
/* dummy check */
if( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL )
return numBSPDrawIndexes;
/* set limit */
numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
/* handle 3 indexes as a special case for performance */
if( numIndexes == 3 )
{
/* run through all indexes */
for( i = 0; i < numTestIndexes; i++ )
{
/* test 3 indexes */
if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
indexes[ 2 ] == bspDrawIndexes[ i + 2 ] )
{
numRedundantIndexes += numIndexes;
return i;
}
}
/* failed */
return numBSPDrawIndexes;
}
/* handle 4 or more indexes */
for( i = 0; i < numTestIndexes; i++ )
{
/* test first 4 indexes */
if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
indexes[ 3 ] == bspDrawIndexes[ i + 3 ] )
{
/* handle 4 indexes */
if( numIndexes == 4 )
return i;
/* test the remainder */
for( j = 4; j < numIndexes; j++ )
{
if( indexes[ j ] != bspDrawIndexes[ i + j ] )
break;
else if( j == (numIndexes - 1) )
{
numRedundantIndexes += numIndexes;
return i;
}
}
}
}
/* failed */
return numBSPDrawIndexes;
}
/*
EmitDrawIndexes() - ydnar
attempts to find an existing run of drawindexes before adding new ones
*/
void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out )
{
int i;
/* attempt to use redundant indexing */
out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
out->numIndexes = ds->numIndexes;
if( out->firstIndex == numBSPDrawIndexes )
{
/* copy new unique indexes */
for( i = 0; i < ds->numIndexes; i++ )
{
if( numBSPDrawIndexes == MAX_MAP_DRAW_INDEXES )
Error( "MAX_MAP_DRAW_INDEXES" );
bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];
/* validate the index */
if( ds->type != SURFACE_PATCH )
{
if( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts )
{
Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",
numBSPDrawSurfaces,
ds->shaderInfo->shader,
bspDrawIndexes[ numBSPDrawIndexes ],
i );
bspDrawIndexes[ numBSPDrawIndexes ] = 0;
}
}
/* increment index count */
numBSPDrawIndexes++;
}
}
}
/*
EmitFlareSurface()
emits a bsp flare drawsurface
*/
void EmitFlareSurface( mapDrawSurface_t *ds )
{
int i;
bspDrawSurface_t *out;
/* ydnar: nuking useless flare drawsurfaces */
if( emitFlares == qfalse && ds->type != SURFACE_SHADER )
return;
/* limit check */
if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
Error( "MAX_MAP_DRAW_SURFS" );
/* allocate a new surface */
if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
Error( "MAX_MAP_DRAW_SURFS" );
out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
ds->outputNum = numBSPDrawSurfaces;
numBSPDrawSurfaces++;
memset( out, 0, sizeof( *out ) );
/* set it up */
out->surfaceType = MST_FLARE;
out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
out->fogNum = ds->fogNum;
/* RBSP */
for( i = 0; i < MAX_LIGHTMAPS; i++ )
{
out->lightmapNum[ i ] = -3;
out->lightmapStyles[ i ] = LS_NONE;
out->vertexStyles[ i ] = LS_NONE;
}
out->lightmapStyles[ 0 ] = ds->lightStyle;
out->vertexStyles[ 0 ] = ds->lightStyle;
VectorCopy( ds->lightmapOrigin, out->lightmapOrigin ); /* origin */
VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] ); /* color */
VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] ); /* normal */
/* add to count */
numSurfacesByType[ ds->type ]++;
}
/*
EmitPatchSurface()
emits a bsp patch drawsurface
*/
void EmitPatchSurface( mapDrawSurface_t *ds )
{
int i, j;
bspDrawSurface_t *out;
int surfaceFlags, contentFlags;
/* invert the surface if necessary */
if( ds->backSide || ds->shaderInfo->invert )
{
bspDrawVert_t *dv1, *dv2, temp;
/* walk the verts, flip the normal */
for( i = 0; i < ds->numVerts; i++ )
VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
/* walk the verts again, but this time reverse their order */
for( j = 0; j < ds->patchHeight; j++ )
{
for( i = 0; i < (ds->patchWidth / 2); i++ )
{
dv1 = &ds->verts[ j * ds->patchWidth + i ];
dv2 = &ds->verts[ j * ds->patchWidth + (ds->patchWidth - i - 1) ];
memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );
memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );
memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
}
}
/* invert facing */
VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
}
/* allocate a new surface */
if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
Error( "MAX_MAP_DRAW_SURFS" );
out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
ds->outputNum = numBSPDrawSurfaces;
numBSPDrawSurfaces++;
memset( out, 0, sizeof( *out ) );
/* set it up */
out->surfaceType = MST_PATCH;
if( debugSurfaces )
out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
else if( patchMeta )
{
/* patch meta requires that we have nodraw patches for collision */
surfaceFlags = ds->shaderInfo->surfaceFlags;
contentFlags = ds->shaderInfo->contentFlags;
ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
/* we don't want this patch getting lightmapped */
VectorClear( ds->lightmapVecs[ 2 ] );
VectorClear( ds->lightmapAxis );
ds->sampleSize = 0;
/* emit the new fake shader */
out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
}
else
out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
out->patchWidth = ds->patchWidth;
out->patchHeight = ds->patchHeight;
out->fogNum = ds->fogNum;
/* RBSP */
for( i = 0; i < MAX_LIGHTMAPS; i++ )
{
out->lightmapNum[ i ] = -3;
out->lightmapStyles[ i ] = LS_NONE;
out->vertexStyles[ i ] = LS_NONE;
}
out->lightmapStyles[ 0 ] = LS_NORMAL;
out->vertexStyles[ 0 ] = LS_NORMAL;
/* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
/* ydnar: gs mods: clear out the plane normal */
if( ds->planar == qfalse )
VectorClear( out->lightmapVecs[ 2 ] );
/* emit the verts and indexes */
EmitDrawVerts( ds, out );
EmitDrawIndexes( ds, out );
/* add to count */
numSurfacesByType[ ds->type ]++;
}
/*
OptimizeTriangleSurface() - ydnar
optimizes the vertex/index data in a triangle surface
*/
#define VERTEX_CACHE_SIZE 16
static void OptimizeTriangleSurface( mapDrawSurface_t *ds )
{
int i, j, k, temp, first, best, bestScore, score;
int vertexCache[ VERTEX_CACHE_SIZE + 1 ]; /* one more for optimizing insert */
int *indexes;
/* certain surfaces don't get optimized */
if( ds->numIndexes <= VERTEX_CACHE_SIZE ||
ds->shaderInfo->autosprite )
return;
/* create index scratch pad */
indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
/* setup */
for( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
vertexCache[ i ] = indexes[ i ];
/* add triangles in a vertex cache-aware order */
for( i = 0; i < ds->numIndexes; i += 3 )
{
/* find best triangle given the current vertex cache */
first = -1;
best = -1;
bestScore = -1;
for( j = 0; j < ds->numIndexes; j += 3 )
{
/* valid triangle? */
if( indexes[ j ] != -1 )
{
/* set first if necessary */
if( first < 0 )
first = j;
/* score the triangle */
score = 0;
for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
{
if( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] )
score++;
}
/* better triangle? */
if( score > bestScore )
{
bestScore = score;
best = j;
}
/* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
if( score == 3 )
break;
}
}
/* check if no decent triangle was found, and use first available */
if( best < 0 )
best = first;
/* valid triangle? */
if( best >= 0 )
{
/* add triangle to vertex cache */
for( j = 0; j < 3; j++ )
{
for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
{
if( indexes[ best + j ] == vertexCache[ k ] )
break;
}
if( k >= VERTEX_CACHE_SIZE )
{
/* pop off top of vertex cache */
for( k = VERTEX_CACHE_SIZE; k > 0; k-- )
vertexCache[ k ] = vertexCache[ k - 1 ];
/* add vertex */
vertexCache[ 0 ] = indexes[ best + j ];
}
}
/* add triangle to surface */
ds->indexes[ i ] = indexes[ best ];
ds->indexes[ i + 1 ] = indexes[ best + 1 ];
ds->indexes[ i + 2 ] = indexes[ best + 2 ];
/* clear from input pool */
indexes[ best ] = -1;
indexes[ best + 1 ] = -1;
indexes[ best + 2 ] = -1;
/* sort triangle windings (312 -> 123) */
while( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
{
temp = ds->indexes[ i ];
ds->indexes[ i ] = ds->indexes[ i + 1 ];
ds->indexes[ i + 1 ] = ds->indexes[ i + 2 ];
ds->indexes[ i + 2 ] = temp;
}
}
}
/* clean up */
free( indexes );
}
/*
EmitTriangleSurface()
creates a bsp drawsurface from arbitrary triangle surfaces
*/
static void EmitTriangleSurface( mapDrawSurface_t *ds )
{
int i, temp;
bspDrawSurface_t *out;
/* invert the surface if necessary */
if( ds->backSide || ds->shaderInfo->invert )
{
/* walk the indexes, reverse the triangle order */
for( i = 0; i < ds->numIndexes; i += 3 )
{
temp = ds->indexes[ i ];
ds->indexes[ i ] = ds->indexes[ i + 1 ];
ds->indexes[ i + 1 ] = temp;
}
/* walk the verts, flip the normal */
for( i = 0; i < ds->numVerts; i++ )
VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
/* invert facing */
VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
}
/* allocate a new surface */
if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
Error( "MAX_MAP_DRAW_SURFS" );
out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
ds->outputNum = numBSPDrawSurfaces;
numBSPDrawSurfaces++;
memset( out, 0, sizeof( *out ) );
/* ydnar/sd: handle wolf et foliage surfaces */
if( ds->type == SURFACE_FOLIAGE )
out->surfaceType = MST_FOLIAGE;
/* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
//% else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
else if( (VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse) ||
ds->type == SURFACE_TRIANGLES ||
ds->type == SURFACE_FOGHULL ||
ds->numVerts > maxLMSurfaceVerts ||
debugSurfaces )
out->surfaceType = MST_TRIANGLE_SOUP;
/* set to a planar face */
else
out->surfaceType = MST_PLANAR;
/* set it up */
if( debugSurfaces )
out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
else
out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
out->patchWidth = ds->patchWidth;
out->patchHeight = ds->patchHeight;
out->fogNum = ds->fogNum;
/* debug inset (push each triangle vertex towards the center of each triangle it is on */
if( debugInset )
{
bspDrawVert_t *a, *b, *c;
vec3_t cent, dir;
/* walk triangle list */
for( i = 0; i < ds->numIndexes; i += 3 )
{
/* get verts */
a = &ds->verts[ ds->indexes[ i ] ];
b = &ds->verts[ ds->indexes[ i + 1 ] ];
c = &ds->verts[ ds->indexes[ i + 2 ] ];
/* calculate centroid */
VectorCopy( a->xyz, cent );
VectorAdd( cent, b->xyz, cent );
VectorAdd( cent, c->xyz, cent );
VectorScale( cent, 1.0f / 3.0f, cent );
/* offset each vertex */
VectorSubtract( cent, a->xyz, dir );
VectorNormalize( dir, dir );
VectorAdd( a->xyz, dir, a->xyz );
VectorSubtract( cent, b->xyz, dir );
VectorNormalize( dir, dir );
VectorAdd( b->xyz, dir, b->xyz );
VectorSubtract( cent, c->xyz, dir );
VectorNormalize( dir, dir );
VectorAdd( c->xyz, dir, c->xyz );
}
}
/* RBSP */
for( i = 0; i < MAX_LIGHTMAPS; i++ )
{
out->lightmapNum[ i ] = -3;
out->lightmapStyles[ i ] = LS_NONE;
out->vertexStyles[ i ] = LS_NONE;
}
out->lightmapStyles[ 0 ] = LS_NORMAL;
out->vertexStyles[ 0 ] = LS_NORMAL;
/* lightmap vectors (lod bounds for patches */
VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
/* ydnar: gs mods: clear out the plane normal */
if( ds->planar == qfalse )
VectorClear( out->lightmapVecs[ 2 ] );
/* optimize the surface's triangles */
OptimizeTriangleSurface( ds );
/* emit the verts and indexes */
EmitDrawVerts( ds, out );
EmitDrawIndexes( ds, out );
/* add to count */
numSurfacesByType[ ds->type ]++;
}
/*
EmitFaceSurface()
emits a bsp planar winding (brush face) drawsurface
*/
static void EmitFaceSurface( mapDrawSurface_t *ds )
{
/* strip/fan finding was moved elsewhere */
StripFaceSurface( ds );
EmitTriangleSurface( ds );
}
/*
MakeDebugPortalSurfs_r() - ydnar
generates drawsurfaces for passable portals in the bsp
*/
static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )
{
int i, k, c, s;
portal_t *p;
winding_t *w;
mapDrawSurface_t *ds;
bspDrawVert_t *dv;
/* recurse if decision node */
if( node->planenum != PLANENUM_LEAF)
{
MakeDebugPortalSurfs_r( node->children[ 0 ], si );
MakeDebugPortalSurfs_r( node->children[ 1 ], si );
return;
}
/* don't bother with opaque leaves */
if( node->opaque )
return;
/* walk the list of portals */
for( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
{
/* get winding and side even/odd */
w = p->winding;
s = (p->nodes[ 1 ] == node);
/* is this a valid portal for this leaf? */
if( w && p->nodes[ 0 ] == node )
{
/* is this portal passable? */
if( PortalPassable( p ) == qfalse )
continue;
/* check max points */
if( w->numpoints > 64 )
Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
/* allocate a drawsurface */
ds = AllocDrawSurface( SURFACE_FACE );
ds->shaderInfo = si;
ds->planar = qtrue;
ds->sideRef = AllocSideRef( p->side, NULL );
ds->planeNum = FindFloatPlane( p->plane.normal, p->plane.dist, 0, NULL );
VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );
ds->fogNum = -1;
ds->numVerts = w->numpoints;
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
/* walk the winding */
for( i = 0; i < ds->numVerts; i++ )
{
/* get vert */
dv = ds->verts + i;
/* set it */
VectorCopy( w->p[ i ], dv->xyz );
VectorCopy( p->plane.normal, dv->normal );
dv->st[ 0 ] = 0;
dv->st[ 1 ] = 0;
for( k = 0; k < MAX_LIGHTMAPS; k++ )
{
VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );
dv->color[ k ][ 3 ] = 32;
}
}
}
}
}
/*
MakeDebugPortalSurfs() - ydnar
generates drawsurfaces for passable portals in the bsp
*/
void MakeDebugPortalSurfs( tree_t *tree )
{
shaderInfo_t *si;
/* note it */
Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
/* get portal debug shader */
si = ShaderInfoForShader( "debugportals" );
/* walk the tree */
MakeDebugPortalSurfs_r( tree->headnode, si );
}
/*
MakeFogHullSurfs()
generates drawsurfaces for a foghull (this MUST use a sky shader)
*/
void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )
{
shaderInfo_t *si;
mapDrawSurface_t *ds;
vec3_t fogMins, fogMaxs;
int i, indexes[] =
{
0, 1, 2, 0, 2, 3,
4, 7, 5, 5, 7, 6,
1, 5, 6, 1, 6, 2,
0, 4, 5, 0, 5, 1,
2, 6, 7, 2, 7, 3,
3, 7, 4, 3, 4, 0
};
/* dummy check */
if( shader == NULL || shader[ 0 ] == '\0' )
return;
/* note it */
Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
/* get hull bounds */
VectorCopy( mapMins, fogMins );
VectorCopy( mapMaxs, fogMaxs );
for( i = 0; i < 3; i++ )
{
fogMins[ i ] -= 128;
fogMaxs[ i ] += 128;
}
/* get foghull shader */
si = ShaderInfoForShader( shader );
/* allocate a drawsurface */
ds = AllocDrawSurface( SURFACE_FOGHULL );
ds->shaderInfo = si;
ds->fogNum = -1;
ds->numVerts = 8;
ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
ds->numIndexes = 36;
ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
/* set verts */
VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
/* set indexes */
memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
}
/*
BiasSurfaceTextures()
biases a surface's texcoords as close to 0 as possible
*/
void BiasSurfaceTextures( mapDrawSurface_t *ds )
{
int i;
/* calculate the surface texture bias */
CalcSurfaceTextureRange( ds );
/* don't bias globaltextured shaders */
if( ds->shaderInfo->globalTexture )
return;
/* bias the texture coordinates */
for( i = 0; i < ds->numVerts; i++ )
{
ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];
ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];
}
}
/*
AddSurfaceModelsToTriangle_r()
adds models to a specified triangle, returns the number of models added
*/
int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri )
{
bspDrawVert_t mid, *tri2[ 3 ];
int max, n, localNumSurfaceModels;
/* init */
localNumSurfaceModels = 0;
/* subdivide calc */
{
int i;
float *a, *b, dx, dy, dz, dist, maxDist;
/* find the longest edge and split it */
max = -1;
maxDist = 0.0f;
for( i = 0; i < 3; i++ )
{
/* get verts */
a = tri[ i ]->xyz;
b = tri[ (i + 1) % 3 ]->xyz;
/* get dists */
dx = a[ 0 ] - b[ 0 ];
dy = a[ 1 ] - b[ 1 ];
dz = a[ 2 ] - b[ 2 ];
dist = (dx * dx) + (dy * dy) + (dz * dz);
/* longer? */
if( dist > maxDist )
{
maxDist = dist;
max = i;
}
}
/* is the triangle small enough? */
if( max < 0 || maxDist <= (model->density * model->density) )
{
float odds, r, angle;
vec3_t origin, normal, scale, axis[ 3 ], angles;
m4x4_t transform, temp;
/* roll the dice (model's odds scaled by vertex alpha) */
odds = model->odds * (tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ]) / 765.0f;
r = Random();
if( r > model->odds )
return 0;
/* calculate scale */
r = model->minScale + Random() * (model->maxScale - model->minScale);
VectorSet( scale, r, r, r );
/* calculate angle */
angle = model->minAngle + Random() * (model->maxAngle - model->minAngle);
/* calculate average origin */
VectorCopy( tri[ 0 ]->xyz, origin );
VectorAdd( origin, tri[ 1 ]->xyz, origin );
VectorAdd( origin, tri[ 2 ]->xyz, origin );
VectorScale( origin, (1.0f / 3.0f), origin );
/* clear transform matrix */
m4x4_identity( transform );
/* handle oriented models */
if( model->oriented )
{
/* set angles */
VectorSet( angles, 0.0f, 0.0f, angle );
/* calculate average normal */
VectorCopy( tri[ 0 ]->normal, normal );
VectorAdd( normal, tri[ 1 ]->normal, normal );
VectorAdd( normal, tri[ 2 ]->normal, normal );
if( VectorNormalize( normal, axis[ 2 ] ) == 0.0f )
VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
/* make perpendicular vectors */
MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
/* copy to matrix */
m4x4_identity( temp );
temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];
temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];
temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];
/* scale */
m4x4_scale_by_vec3( temp, scale );
/* rotate around z axis */
m4x4_rotate_by_vec3( temp, angles, eXYZ );
/* translate */
m4x4_translate_by_vec3( transform, origin );
/* tranform into axis space */
m4x4_multiply_by_m4x4( transform, temp );
}
/* handle z-up models */
else
{
/* set angles */
VectorSet( angles, 0.0f, 0.0f, angle );
/* set matrix */
m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
}
/* insert the model */
InsertModel( (char *) model->model, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale );
/* return to sender */
return 1;
}
}
/* split the longest edge and map it */
LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
/* recurse to first triangle */
VectorCopy( tri, tri2 );
tri2[ max ] = &mid;
n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
if( n < 0 )
return n;
localNumSurfaceModels += n;
/* recurse to second triangle */
VectorCopy( tri, tri2 );
tri2[ (max + 1) % 3 ] = &mid;
n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
if( n < 0 )
return n;
localNumSurfaceModels += n;
/* return count */
return localNumSurfaceModels;
}
/*
AddSurfaceModels()
adds a surface's shader models to the surface
*/
int AddSurfaceModels( mapDrawSurface_t *ds )
{
surfaceModel_t *model;
int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
mesh_t src, *mesh, *subdivided;
bspDrawVert_t centroid, *tri[ 3 ];
float alpha;
/* dummy check */
if( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL )
return 0;
/* init */
localNumSurfaceModels = 0;
/* walk the model list */
for( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
{
/* switch on type */
switch( ds->type )
{
/* handle brush faces and decals */
case SURFACE_FACE:
case SURFACE_DECAL:
/* calculate centroid */
memset( &centroid, 0, sizeof( centroid ) );
alpha = 0.0f;
/* walk verts */
for( i = 0; i < ds->numVerts; i++ )
{
VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
alpha += ds->verts[ i ].color[ 0 ][ 3 ];
}
/* average */
centroid.xyz[ 0 ] /= ds->numVerts;
centroid.xyz[ 1 ] /= ds->numVerts;
centroid.xyz[ 2 ] /= ds->numVerts;
if( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f )
VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
centroid.st[ 0 ] /= ds->numVerts;
centroid.st[ 1 ] /= ds->numVerts;
alpha /= ds->numVerts;
centroid.color[ 0 ][ 0 ] = 0xFF;
centroid.color[ 0 ][ 1 ] = 0xFF;
centroid.color[ 0 ][ 2 ] = 0xFF;
centroid.color[ 0 ][ 2 ] = (alpha > 255.0f ? 0xFF : alpha);
/* head vert is centroid */
tri[ 0 ] = &centroid;
/* walk fanned triangles */
for( i = 0; i < ds->numVerts; i++ )
{
/* set triangle */
tri[ 1 ] = &ds->verts[ i ];
tri[ 2 ] = &ds->verts[ (i + 1) % ds->numVerts ];
/* create models */
n = AddSurfaceModelsToTriangle_r( ds, model, tri );
if( n < 0 )
return n;
localNumSurfaceModels += n;
}
break;
/* handle patches */
case SURFACE_PATCH:
/* subdivide the surface */
src.width = ds->patchWidth;
src.height = ds->patchHeight;
src.verts = ds->verts;
//% subdivided = SubdivideMesh( src, 8.0f, 512 );
iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
subdivided = SubdivideMesh2( src, iterations );
/* fit it to the curve and remove colinear verts on rows/columns */
PutMeshOnCurve( *subdivided );
mesh = RemoveLinearMeshColumnsRows( subdivided );
FreeMesh( subdivided );
/* subdivide each quad to place the models */
for( y = 0; y < (mesh->height - 1); y++ )
{
for( x = 0; x < (mesh->width - 1); x++ )
{
/* set indexes */
pw[ 0 ] = x + (y * mesh->width);
pw[ 1 ] = x + ((y + 1) * mesh->width);
pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
pw[ 3 ] = x + 1 + (y * mesh->width);
pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
/* set radix */
r = (x + y) & 1;
/* triangle 1 */
tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
n = AddSurfaceModelsToTriangle_r( ds, model, tri );
if( n < 0 )
return n;
localNumSurfaceModels += n;
/* triangle 2 */
tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
n = AddSurfaceModelsToTriangle_r( ds, model, tri );
if( n < 0 )
return n;
localNumSurfaceModels += n;
}
}
/* free the subdivided mesh */
FreeMesh( mesh );
break;
/* handle triangle surfaces */
case SURFACE_TRIANGLES:
case SURFACE_FORCED_META:
case SURFACE_META:
/* walk the triangle list */
for( i = 0; i < ds->numIndexes; i += 3 )
{
tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
n = AddSurfaceModelsToTriangle_r( ds, model, tri );
if( n < 0 )
return n;
localNumSurfaceModels += n;
}
break;
/* no support for flares, foghull, etc */
default:
break;
}
}
/* return count */
return localNumSurfaceModels;
}
/*
AddEntitySurfaceModels() - ydnar
adds surfacemodels to an entity's surfaces
*/
void AddEntitySurfaceModels( entity_t *e )
{
int i;
/* note it */
Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );
/* walk the surface list */
for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );
}
/*
VolumeColorMods() - ydnar
applies brush/volumetric color/alpha modulation to vertexes
*/
static void VolumeColorMods( entity_t *e, mapDrawSurface_t *ds )
{
int i, j;
float d;
brush_t *b;
plane_t *plane;
/* early out */
if( e->colorModBrushes == NULL )
return;
/* iterate brushes */
for( b = e->colorModBrushes; b != NULL; b = b->nextColorModBrush )
{
/* worldspawn alpha brushes affect all, grouped ones only affect original entity */
if( b->entityNum != 0 && b->entityNum != ds->entityNum )
continue;
/* test bbox */
if( b->mins[ 0 ] > ds->maxs[ 0 ] || b->maxs[ 0 ] < ds->mins[ 0 ] ||
b->mins[ 1 ] > ds->maxs[ 1 ] || b->maxs[ 1 ] < ds->mins[ 1 ] ||
b->mins[ 2 ] > ds->maxs[ 2 ] || b->maxs[ 2 ] < ds->mins[ 2 ] )
continue;
/* iterate verts */
for( i = 0; i < ds->numVerts; i++ )
{
/* iterate planes */
for( j = 0; j < b->numsides; j++ )
{
/* point-plane test */
plane = &mapplanes[ b->sides[ j ].planenum ];
d = DotProduct( ds->verts[ i ].xyz, plane->normal ) - plane->dist;
if( d > 1.0f )
break;
}
/* apply colormods */
if( j == b->numsides )
ColorMod( b->contentShader->colorMod, 1, &ds->verts[ i ] );
}
}
}
/*
FilterDrawsurfsIntoTree()
upon completion, all drawsurfs that actually generate a reference
will have been emited to the bspfile arrays, and the references
will have valid final indexes
*/
void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree )
{
int i, j;
mapDrawSurface_t *ds;
shaderInfo_t *si;
vec3_t origin, mins, maxs;
int refs;
int numSurfs, numRefs, numSkyboxSurfaces;
/* note it */
Sys_FPrintf( SYS_VRB, "--- FilterDrawsurfsIntoTree ---\n" );
/* filter surfaces into the tree */
numSurfs = 0;
numRefs = 0;
numSkyboxSurfaces = 0;
for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
{
/* get surface and try to early out */
ds = &mapDrawSurfs[ i ];
if( ds->numVerts == 0 && ds->type != SURFACE_FLARE && ds->type != SURFACE_SHADER )
continue;
/* get shader */
si = ds->shaderInfo;
/* ydnar: skybox surfaces are special */
if( ds->skybox )
{
refs = AddReferenceToTree_r( ds, tree->headnode, qtrue );
ds->skybox = qfalse;
}
else
{
/* refs initially zero */
refs = 0;
/* apply texture coordinate mods */
for( j = 0; j < ds->numVerts; j++ )
TCMod( si->mod, ds->verts[ j ].st );
/* ydnar: apply shader colormod */
ColorMod( ds->shaderInfo->colorMod, ds->numVerts, ds->verts );
/* ydnar: apply brush colormod */
VolumeColorMods( e, ds );
/* ydnar: make fur surfaces */
if( si->furNumLayers > 0 )
Fur( ds );
/* ydnar/sd: make foliage surfaces */
if( si->foliage != NULL )
Foliage( ds );
/* create a flare surface if necessary */
if( si->flareShader != NULL && si->flareShader[ 0 ] )
AddSurfaceFlare( ds, e->origin );
/* ydnar: don't emit nodraw surfaces (like nodraw fog) */
if( si != NULL && (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )
continue;
/* ydnar: bias the surface textures */
BiasSurfaceTextures( ds );
/* ydnar: globalizing of fog volume handling (eek a hack) */
if( e != entities && si->noFog == qfalse )
{
/* find surface origin and offset by entity origin */
VectorAdd( ds->mins, ds->maxs, origin );
VectorScale( origin, 0.5f, origin );
VectorAdd( origin, e->origin, origin );
VectorAdd( ds->mins, e->origin, mins );
VectorAdd( ds->maxs, e->origin, maxs );
/* set the fog number for this surface */
ds->fogNum = FogForBounds( mins, maxs, 1.0f ); //% FogForPoint( origin, 0.0f );
}
}
/* ydnar: remap shader */
if( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] )
ds->shaderInfo = ShaderInfoForShader( ds->shaderInfo->remapShader );
/* ydnar: gs mods: handle the various types of surfaces */
switch( ds->type )
{
/* handle brush faces */
case SURFACE_FACE:
case SURFACE_DECAL:
if( refs == 0 )
refs = FilterFaceIntoTree( ds, tree );
if( refs > 0 )
EmitFaceSurface( ds );
break;
/* handle patches */
case SURFACE_PATCH:
if( refs == 0 )
refs = FilterPatchIntoTree( ds, tree );
if( refs > 0 )
EmitPatchSurface( ds );
break;
/* handle triangle surfaces */
case SURFACE_TRIANGLES:
case SURFACE_FORCED_META:
case SURFACE_META:
//% Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
if( refs == 0 )
refs = FilterTrianglesIntoTree( ds, tree );
if( refs > 0 )
EmitTriangleSurface( ds );
break;
/* handle foliage surfaces (splash damage/wolf et) */
case SURFACE_FOLIAGE:
//% Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
if( refs == 0 )
refs = FilterFoliageIntoTree( ds, tree );
if( refs > 0 )
EmitTriangleSurface( ds );
break;
/* handle foghull surfaces */
case SURFACE_FOGHULL:
if( refs == 0 )
refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );
if( refs > 0 )
EmitTriangleSurface( ds );
break;
/* handle flares */
case SURFACE_FLARE:
if( refs == 0 )
refs = FilterFlareSurfIntoTree( ds, tree );
if( refs > 0 )
EmitFlareSurface( ds );
break;
/* handle shader-only surfaces */
case SURFACE_SHADER:
refs = 1;
EmitFlareSurface( ds );
break;
/* no references */
default:
refs = 0;
break;
}
/* tot up the references */
if( refs > 0 )
{
/* tot up counts */
numSurfs++;
numRefs += refs;
/* emit extra surface data */
SetSurfaceExtra( ds, numBSPDrawSurfaces - 1 );
//% Sys_FPrintf( SYS_VRB, "%d verts %d indexes\n", ds->numVerts, ds->numIndexes );
/* one last sanity check */
{
bspDrawSurface_t *out;
out = &bspDrawSurfaces[ numBSPDrawSurfaces - 1 ];
if( out->numVerts == 3 && out->numIndexes > 3 )
{
Sys_Printf( "\nWARNING: Potentially bad %s surface (%d: %d, %d)\n %s\n",
surfaceTypes[ ds->type ],
numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );
}
}
/* ydnar: handle skybox surfaces */
if( ds->skybox )
{
MakeSkyboxSurface( ds );
numSkyboxSurfaces++;
}
}
}
/* emit some statistics */
Sys_FPrintf( SYS_VRB, "%9d references\n", numRefs );
Sys_FPrintf( SYS_VRB, "%9d (%d) emitted drawsurfs\n", numSurfs, numBSPDrawSurfaces );
Sys_FPrintf( SYS_VRB, "%9d stripped face surfaces\n", numStripSurfaces );
Sys_FPrintf( SYS_VRB, "%9d fanned face surfaces\n", numFanSurfaces );
Sys_FPrintf( SYS_VRB, "%9d surface models generated\n", numSurfaceModels );
Sys_FPrintf( SYS_VRB, "%9d skybox surfaces generated\n", numSkyboxSurfaces );
for( i = 0; i < NUM_SURFACE_TYPES; i++ )
Sys_FPrintf( SYS_VRB, "%9d %s surfaces\n", numSurfacesByType[ i ], surfaceTypes[ i ] );
Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, (numRedundantIndexes * 4 / 1024) );
}