mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-30 07:31:30 +00:00
3699 lines
90 KiB
C
3699 lines
90 KiB
C
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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. See the
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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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define SURFACE_C
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/* dependencies */
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#include "q3map2.h"
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/*
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AllocDrawSurface()
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ydnar: gs mods: changed to force an explicit type when allocating
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*/
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mapDrawSurface_t *AllocDrawSurface( surfaceType_t type ){
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mapDrawSurface_t *ds;
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/* ydnar: gs mods: only allocate valid types */
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if ( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES ) {
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Error( "AllocDrawSurface: Invalid surface type %d specified", type );
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}
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/* bounds check */
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if ( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS ) {
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Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
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}
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ds = &mapDrawSurfs[ numMapDrawSurfs ];
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numMapDrawSurfs++;
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/* ydnar: do initial surface setup */
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memset( ds, 0, sizeof( mapDrawSurface_t ) );
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ds->type = type;
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ds->planeNum = -1;
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ds->fogNum = defaultFogNum; /* ydnar 2003-02-12 */
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ds->outputNum = -1; /* ydnar 2002-08-13 */
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ds->surfaceNum = numMapDrawSurfs - 1; /* ydnar 2003-02-16 */
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return ds;
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}
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/*
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FinishSurface()
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ydnar: general surface finish pass
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*/
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void FinishSurface( mapDrawSurface_t *ds ){
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mapDrawSurface_t *ds2;
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/* dummy check */
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if ( ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES || ds == NULL || ds->shaderInfo == NULL ) {
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return;
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}
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/* ydnar: rocking tek-fu celshading */
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if ( ds->celShader != NULL ) {
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MakeCelSurface( ds, ds->celShader );
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}
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/* backsides stop here */
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if ( ds->backSide ) {
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return;
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}
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/* ydnar: rocking surface cloning (fur baby yeah!) */
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if ( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' ) {
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CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
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}
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/* ydnar: q3map_backShader support */
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if ( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' ) {
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ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
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ds2->backSide = qtrue;
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}
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}
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/*
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CloneSurface()
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clones a map drawsurface, using the specified shader
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*/
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mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
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mapDrawSurface_t *ds;
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/* dummy check */
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if ( src == NULL || si == NULL ) {
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return NULL;
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}
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/* allocate a new surface */
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ds = AllocDrawSurface( src->type );
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if ( ds == NULL ) {
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return NULL;
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}
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/* copy it */
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memcpy( ds, src, sizeof( *ds ) );
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/* destroy side reference */
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ds->sideRef = NULL;
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/* set shader */
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ds->shaderInfo = si;
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/* copy verts */
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if ( ds->numVerts > 0 ) {
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ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
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memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
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}
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/* copy indexes */
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if ( ds->numIndexes <= 0 ) {
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return ds;
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}
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ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
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memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
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/* return the surface */
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return ds;
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}
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/*
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MakeCelSurface() - ydnar
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makes a copy of a surface, but specific to cel shading
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*/
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mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
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mapDrawSurface_t *ds;
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/* dummy check */
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if ( src == NULL || si == NULL ) {
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return NULL;
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}
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/* don't create cel surfaces for certain types of shaders */
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if ( ( src->shaderInfo->compileFlags & C_TRANSLUCENT ) ||
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( src->shaderInfo->compileFlags & C_SKY ) ) {
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return NULL;
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}
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/* make a copy */
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ds = CloneSurface( src, si );
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if ( ds == NULL ) {
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return NULL;
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}
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/* do some fixups for celshading */
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ds->planar = qfalse;
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ds->planeNum = -1;
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/* return the surface */
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return ds;
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}
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/*
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MakeSkyboxSurface() - ydnar
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generates a skybox surface, viewable from everywhere there is sky
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*/
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mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src ){
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int i;
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mapDrawSurface_t *ds;
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/* dummy check */
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if ( src == NULL ) {
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return NULL;
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}
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/* make a copy */
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ds = CloneSurface( src, src->shaderInfo );
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if ( ds == NULL ) {
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return NULL;
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}
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/* set parent */
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ds->parent = src;
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/* scale the surface vertexes */
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for ( i = 0; i < ds->numVerts; i++ )
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{
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m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
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/* debug code */
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//% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
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//% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
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}
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/* so backface culling creep doesn't bork the surface */
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VectorClear( ds->lightmapVecs[ 2 ] );
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/* return the surface */
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return ds;
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}
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/*
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IsTriangleDegenerate
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returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
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*/
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#define TINY_AREA 1.0f
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qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c ){
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vec3_t v1, v2, v3;
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float d;
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/* calcuate the area of the triangle */
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VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );
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VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );
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CrossProduct( v1, v2, v3 );
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d = VectorLength( v3 );
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/* assume all very small or backwards triangles will cause problems */
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if ( d < TINY_AREA ) {
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return qtrue;
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}
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/* must be a good triangle */
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return qfalse;
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}
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/*
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ClearSurface() - ydnar
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clears a surface and frees any allocated memory
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*/
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void ClearSurface( mapDrawSurface_t *ds ){
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ds->type = SURFACE_BAD;
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ds->planar = qfalse;
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ds->planeNum = -1;
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ds->numVerts = 0;
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if ( ds->verts != NULL ) {
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free( ds->verts );
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}
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ds->verts = NULL;
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ds->numIndexes = 0;
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if ( ds->indexes != NULL ) {
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free( ds->indexes );
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}
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ds->indexes = NULL;
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numClearedSurfaces++;
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}
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/*
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TidyEntitySurfaces() - ydnar
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deletes all empty or bad surfaces from the surface list
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*/
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void TidyEntitySurfaces( entity_t *e ){
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int i, j, deleted;
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mapDrawSurface_t *out, *in;
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/* note it */
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Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
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/* walk the surface list */
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deleted = 0;
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for ( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
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{
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/* get out surface */
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out = &mapDrawSurfs[ i ];
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/* walk the surface list again until a proper surface is found */
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for ( ; j < numMapDrawSurfs; j++ )
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{
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/* get in surface */
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in = &mapDrawSurfs[ j ];
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/* this surface ok? */
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if ( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
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( in->type != SURFACE_BAD && in->numVerts > 0 ) ) {
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break;
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}
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/* nuke it */
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ClearSurface( in );
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deleted++;
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}
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/* copy if necessary */
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if ( i != j ) {
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memcpy( out, in, sizeof( mapDrawSurface_t ) );
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}
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}
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/* set the new number of drawsurfs */
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numMapDrawSurfs = i;
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/* emit some stats */
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Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
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}
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/*
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CalcSurfaceTextureRange() - ydnar
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calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
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*/
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qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds ){
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int i, j, v, size[ 2 ];
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float mins[ 2 ], maxs[ 2 ];
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/* try to early out */
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if ( ds->numVerts <= 0 ) {
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return qtrue;
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}
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/* walk the verts and determine min/max st values */
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mins[ 0 ] = 999999;
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mins[ 1 ] = 999999;
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maxs[ 0 ] = -999999;
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maxs[ 1 ] = -999999;
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for ( i = 0; i < ds->numVerts; i++ )
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{
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for ( j = 0; j < 2; j++ )
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{
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if ( ds->verts[ i ].st[ j ] < mins[ j ] ) {
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mins[ j ] = ds->verts[ i ].st[ j ];
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}
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if ( ds->verts[ i ].st[ j ] > maxs[ j ] ) {
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maxs[ j ] = ds->verts[ i ].st[ j ];
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}
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}
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}
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/* clamp to integer range and calculate surface bias values */
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for ( j = 0; j < 2; j++ )
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ds->bias[ j ] = -floor( 0.5f * ( mins[ j ] + maxs[ j ] ) );
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/* find biased texture coordinate mins/maxs */
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size[ 0 ] = ds->shaderInfo->shaderWidth;
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size[ 1 ] = ds->shaderInfo->shaderHeight;
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ds->texMins[ 0 ] = 999999;
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ds->texMins[ 1 ] = 999999;
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ds->texMaxs[ 0 ] = -999999;
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ds->texMaxs[ 1 ] = -999999;
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for ( i = 0; i < ds->numVerts; i++ )
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{
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for ( j = 0; j < 2; j++ )
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{
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v = ( (float) ds->verts[ i ].st[ j ] + ds->bias[ j ] ) * size[ j ];
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if ( v < ds->texMins[ j ] ) {
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ds->texMins[ j ] = v;
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}
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if ( v > ds->texMaxs[ j ] ) {
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ds->texMaxs[ j ] = v;
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}
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}
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}
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/* calc ranges */
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for ( j = 0; j < 2; j++ )
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ds->texRange[ j ] = ( ds->texMaxs[ j ] - ds->texMins[ j ] );
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/* if range is zero, then assume unlimited precision */
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if ( texRange == 0 ) {
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return qtrue;
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}
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/* within range? */
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for ( j = 0; j < 2; j++ )
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{
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if ( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange ) {
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return qfalse;
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}
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}
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/* within range */
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return qtrue;
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}
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/*
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CalcLightmapAxis() - ydnar
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gives closed lightmap axis for a plane normal
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*/
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qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis ){
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vec3_t absolute;
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/* test */
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if ( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f ) {
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VectorClear( axis );
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return qfalse;
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}
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/* get absolute normal */
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absolute[ 0 ] = fabs( normal[ 0 ] );
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absolute[ 1 ] = fabs( normal[ 1 ] );
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absolute[ 2 ] = fabs( normal[ 2 ] );
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/* test and set */
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if ( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f ) {
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if ( normal[ 2 ] > 0.0f ) {
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VectorSet( axis, 0.0f, 0.0f, 1.0f );
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}
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else{
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VectorSet( axis, 0.0f, 0.0f, -1.0f );
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}
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}
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else if ( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f ) {
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if ( normal[ 0 ] > 0.0f ) {
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VectorSet( axis, 1.0f, 0.0f, 0.0f );
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}
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else{
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VectorSet( axis, -1.0f, 0.0f, 0.0f );
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}
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}
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else
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{
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if ( normal[ 1 ] > 0.0f ) {
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VectorSet( axis, 0.0f, 1.0f, 0.0f );
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}
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else{
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VectorSet( axis, 0.0f, -1.0f, 0.0f );
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}
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}
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/* return ok */
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return qtrue;
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}
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/*
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ClassifySurfaces() - ydnar
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fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
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*/
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#define PLANAR_EPSILON 0.5f //% 0.126f 0.25f
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void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds ){
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int i, bestAxis;
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float dist;
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vec4_t plane;
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shaderInfo_t *si;
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static vec3_t axii[ 6 ] =
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{
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{ 0, 0, -1 },
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{ 0, 0, 1 },
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{ -1, 0, 0 },
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{ 1, 0, 0 },
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{ 0, -1, 0 },
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{ 0, 1, 0 }
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};
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/* walk the list of surfaces */
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for ( ; numSurfs > 0; numSurfs--, ds++ )
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{
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/* ignore bogus (or flare) surfaces */
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if ( ds->type == SURFACE_BAD || ds->numVerts <= 0 ) {
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continue;
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}
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/* get shader */
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si = ds->shaderInfo;
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/* -----------------------------------------------------------------
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force meta if vertex count is too high or shader requires it
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----------------------------------------------------------------- */
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if ( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE ) {
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if ( ds->numVerts > SHADER_MAX_VERTEXES ) {
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ds->type = SURFACE_FORCED_META;
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}
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}
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/* -----------------------------------------------------------------
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plane and bounding box classification
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----------------------------------------------------------------- */
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/* set surface bounding box */
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ClearBounds( ds->mins, ds->maxs );
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for ( i = 0; i < ds->numVerts; i++ )
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AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );
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/* try to get an existing plane */
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if ( ds->planeNum >= 0 ) {
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VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
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plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
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}
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/* construct one from the first vert with a valid normal */
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else
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{
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VectorClear( plane );
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plane[ 3 ] = 0.0f;
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for ( i = 0; i < ds->numVerts; i++ )
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{
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if ( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f ) {
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VectorCopy( ds->verts[ i ].normal, plane );
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plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
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break;
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}
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}
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}
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/* test for bogus plane */
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if ( VectorLength( plane ) <= 0.0f ) {
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ds->planar = qfalse;
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ds->planeNum = -1;
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}
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else
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{
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/* determine if surface is planar */
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ds->planar = qtrue;
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/* 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 ] = ∣
|
|
n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
|
|
if ( n < 0 ) {
|
|
return n;
|
|
}
|
|
localNumSurfaceModels += n;
|
|
|
|
/* recurse to second triangle */
|
|
VectorCopy( tri, tri2 );
|
|
tri2[ ( max + 1 ) % 3 ] = ∣
|
|
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( ¢roid, 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 ] = ¢roid;
|
|
|
|
/* 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 ) );
|
|
}
|