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https://github.com/UberGames/ioef.git
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1255 lines
31 KiB
C
Executable file
1255 lines
31 KiB
C
Executable file
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; 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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*/
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#include "qbsp.h"
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#include <assert.h>
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#define SURF_WIDTH 2048
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#define SURF_HEIGHT 2048
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#define GROW_VERTS 512
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#define GROW_INDICES 512
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#define GROW_SURFACES 128
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#define VectorSet(v, x, y, z) v[0] = x;v[1] = y;v[2] = z;
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void QuakeTextureVecs( plane_t *plane, vec_t shift[2], vec_t rotate, vec_t scale[2], vec_t mappingVecs[2][4] );
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typedef struct {
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shaderInfo_t *shader;
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int x, y;
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int maxVerts;
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int numVerts;
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drawVert_t *verts;
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int maxIndexes;
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int numIndexes;
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int *indexes;
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} terrainSurf_t;
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static terrainSurf_t *surfaces = NULL;
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static terrainSurf_t *lastSurface = NULL;
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static int numsurfaces = 0;
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static int maxsurfaces = 0;
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/*
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================
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ShaderForLayer
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================
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*/
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shaderInfo_t *ShaderForLayer( int minlayer, int maxlayer, const char *shadername ) {
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char shader[ MAX_QPATH ];
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if ( minlayer == maxlayer ) {
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sprintf( shader, "textures/%s_%d", shadername, maxlayer );
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} else {
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sprintf( shader, "textures/%s_%dto%d", shadername, minlayer, maxlayer );
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}
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return ShaderInfoForShader( shader );
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}
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/*
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================
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CompareVert
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================
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*/
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qboolean CompareVert( drawVert_t *v1, drawVert_t *v2, qboolean checkst ) {
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int i;
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for( i = 0; i < 3; i++ ) {
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if ( floor( v1->xyz[ i ] + 0.1 ) != floor( v2->xyz[ i ] + 0.1 ) ) {
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return qfalse;
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}
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if ( checkst && ( ( v1->st[ 0 ] != v2->st[ 0 ] ) || ( v1->st[ 1 ] != v2->st[ 1 ] ) ) ) {
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return qfalse;
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}
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}
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return qtrue;
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}
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/*
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================
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LoadAlphaMap
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================
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*/
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byte *LoadAlphaMap( int *num_layers, int *alphawidth, int *alphaheight ) {
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int *alphamap32;
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byte *alphamap;
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const char *alphamapname;
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char ext[ 128 ];
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int width;
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int height;
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int layers;
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int size;
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int i;
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assert( alphawidth );
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assert( alphaheight );
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assert( num_layers );
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layers = atoi( ValueForKey( mapent, "layers" ) );
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if ( layers < 1 ) {
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Error ("SetTerrainTextures: invalid value for 'layers' (%d)", layers );
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}
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alphamapname = ValueForKey( mapent, "alphamap" );
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if ( !alphamapname[ 0 ] ) {
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Error ("LoadAlphaMap: No alphamap specified on terrain" );
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}
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ExtractFileExtension( alphamapname, ext);
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if ( !Q_stricmp( ext, "tga" ) ) {
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Load32BitImage( ExpandGamePath( alphamapname ), &alphamap32, &width, &height );
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size = width * height;
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alphamap = malloc( size );
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for( i = 0; i < size; i++ ) {
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alphamap[ i ] = ( ( alphamap32[ i ] & 0xff ) * layers ) / 256;
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if ( alphamap[ i ] >= layers ) {
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alphamap[ i ] = layers - 1;
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}
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}
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} else {
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Load256Image( ExpandGamePath( alphamapname ), &alphamap, NULL, &width, &height );
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size = width * height;
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for( i = 0; i < size; i++ ) {
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if ( alphamap[ i ] >= layers ) {
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alphamap[ i ] = layers - 1;
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}
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}
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}
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if ( ( width < 2 ) || ( height < 2 ) ) {
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Error ("LoadAlphaMap: alphamap width/height must be at least 2x2." );
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}
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*num_layers = layers;
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*alphawidth = width;
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*alphaheight = height;
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return alphamap;
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}
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/*
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================
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CalcTerrainSize
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================
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*/
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void CalcTerrainSize( vec3_t mins, vec3_t maxs, vec3_t size ) {
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bspbrush_t *brush;
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int i;
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const char *key;
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// calculate the size of the terrain
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ClearBounds( mins, maxs );
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for( brush = mapent->brushes; brush != NULL; brush = brush->next ) {
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AddPointToBounds( brush->mins, mins, maxs );
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AddPointToBounds( brush->maxs, mins, maxs );
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}
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key = ValueForKey( mapent, "min" );
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if ( key[ 0 ] ) {
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GetVectorForKey( mapent, "min", mins );
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}
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key = ValueForKey( mapent, "max" );
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if ( key[ 0 ] ) {
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GetVectorForKey( mapent, "max", maxs );
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}
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for( i = 0; i < 3; i++ ) {
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mins[ i ] = floor( mins[ i ] + 0.1 );
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maxs[ i ] = floor( maxs[ i ] + 0.1 );
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}
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VectorSubtract( maxs, mins, size );
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if ( ( size[ 0 ] <= 0 ) || ( size[ 1 ] <= 0 ) ) {
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Error ("CalcTerrainSize: Invalid terrain size: %fx%f", size[ 0 ], size[ 1 ] );
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}
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}
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/*
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==================
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IsTriangleDegenerate
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Returns qtrue if all three points are collinear or backwards
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===================
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*/
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#define COLINEAR_AREA 10
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static qboolean IsTriangleDegenerate( drawVert_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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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 < COLINEAR_AREA ) {
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return qtrue;
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}
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return qfalse;
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}
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/*
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===============
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SideAsTriFan
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The surface can't be represented as a single tristrip without
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leaving a degenerate triangle (and therefore a crack), so add
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a point in the middle and create (points-1) triangles in fan order
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===============
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*/
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static void SideAsTriFan( terrainSurf_t *surf, int *index, int num ) {
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int i;
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int colorSum[4];
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drawVert_t *mid, *v;
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// make sure we have enough space for a new vert
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if ( surf->numVerts >= surf->maxVerts ) {
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surf->maxVerts += GROW_VERTS;
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surf->verts = realloc( surf->verts, surf->maxVerts * sizeof( *surf->verts ) );
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}
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// create a new point in the center of the face
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mid = &surf->verts[ surf->numVerts ];
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surf->numVerts++;
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colorSum[0] = colorSum[1] = colorSum[2] = colorSum[3] = 0;
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for (i = 0 ; i < num; i++ ) {
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v = &surf->verts[ index[ i ] ];
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VectorAdd( mid->xyz, v->xyz, mid->xyz );
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mid->st[0] += v->st[0];
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mid->st[1] += v->st[1];
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mid->lightmap[0] += v->lightmap[0];
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mid->lightmap[1] += v->lightmap[1];
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colorSum[0] += v->color[0];
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colorSum[1] += v->color[1];
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colorSum[2] += v->color[2];
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colorSum[3] += v->color[3];
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}
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mid->xyz[0] /= num;
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mid->xyz[1] /= num;
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mid->xyz[2] /= num;
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mid->st[0] /= num;
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mid->st[1] /= num;
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mid->lightmap[0] /= num;
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mid->lightmap[1] /= num;
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mid->color[0] = colorSum[0] / num;
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mid->color[1] = colorSum[1] / num;
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mid->color[2] = colorSum[2] / num;
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mid->color[3] = colorSum[3] / num;
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// fill in indices in trifan order
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if ( surf->numIndexes + num * 3 > surf->maxIndexes ) {
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surf->maxIndexes = surf->numIndexes + num * 3;
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surf->indexes = realloc( surf->indexes, surf->maxIndexes * sizeof( *surf->indexes ) );
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}
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for ( i = 0 ; i < num; i++ ) {
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surf->indexes[ surf->numIndexes++ ] = surf->numVerts - 1;
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surf->indexes[ surf->numIndexes++ ] = index[ i ];
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surf->indexes[ surf->numIndexes++ ] = index[ (i+1) % ( surf->numVerts - 1 ) ];
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}
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}
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/*
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================
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SideAsTristrip
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Try to create indices that make (points-2) triangles in tristrip order
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================
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*/
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#define MAX_INDICES 1024
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static void SideAsTristrip( terrainSurf_t *surf, int *index, int num ) {
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int i;
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int rotate;
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int numIndices;
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int ni;
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int a, b, c;
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int indices[ MAX_INDICES ];
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// determine the triangle strip order
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numIndices = ( num - 2 ) * 3;
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if ( numIndices > MAX_INDICES ) {
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Error( "MAX_INDICES exceeded for surface" );
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}
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// try all possible orderings of the points looking
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// for a strip order that isn't degenerate
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for ( rotate = 0 ; rotate < num; rotate++ ) {
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for ( ni = 0, i = 0 ; i < num - 2 - i ; i++ ) {
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a = index[ ( num - 1 - i + rotate ) % num ];
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b = index[ ( i + rotate ) % num ];
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c = index[ ( num - 2 - i + rotate ) % num ];
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if ( IsTriangleDegenerate( surf->verts, a, b, c ) ) {
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break;
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}
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indices[ni++] = a;
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indices[ni++] = b;
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indices[ni++] = c;
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if ( i + 1 != num - 1 - i ) {
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a = index[ ( num - 2 - i + rotate ) % num ];
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b = index[ ( i + rotate ) % num ];
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c = index[ ( i + 1 + rotate ) % num ];
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if ( IsTriangleDegenerate( surf->verts, a, b, c ) ) {
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break;
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}
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indices[ni++] = a;
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indices[ni++] = b;
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indices[ni++] = c;
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}
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}
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if ( ni == numIndices ) {
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break; // got it done without degenerate triangles
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}
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}
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// if any triangle in the strip is degenerate,
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// render from a centered fan point instead
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if ( ni < numIndices ) {
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SideAsTriFan( surf, index, num );
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return;
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}
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// a normal tristrip
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if ( surf->numIndexes + ni > surf->maxIndexes ) {
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surf->maxIndexes = surf->numIndexes + ni;
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surf->indexes = realloc( surf->indexes, surf->maxIndexes * sizeof( *surf->indexes ) );
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}
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memcpy( surf->indexes + surf->numIndexes, indices, ni * sizeof( *surf->indexes ) );
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surf->numIndexes += ni;
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}
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/*
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================
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CreateTerrainSurface
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================
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*/
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void CreateTerrainSurface( terrainSurf_t *surf, shaderInfo_t *shader ) {
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int i, j, k;
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drawVert_t *out;
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drawVert_t *in;
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mapDrawSurface_t *newsurf;
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newsurf = AllocDrawSurf();
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newsurf->miscModel = qtrue;
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newsurf->shaderInfo = shader;
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newsurf->lightmapNum = -1;
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newsurf->fogNum = -1;
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newsurf->numIndexes = surf->numIndexes;
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newsurf->numVerts = surf->numVerts;
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// copy the indices
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newsurf->indexes = malloc( surf->numIndexes * sizeof( *newsurf->indexes ) );
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memcpy( newsurf->indexes, surf->indexes, surf->numIndexes * sizeof( *newsurf->indexes ) );
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// allocate the vertices
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newsurf->verts = malloc( surf->numVerts * sizeof( *newsurf->verts ) );
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memset( newsurf->verts, 0, surf->numVerts * sizeof( *newsurf->verts ) );
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// calculate the surface verts
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out = newsurf->verts;
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for( i = 0; i < newsurf->numVerts; i++, out++ ) {
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VectorCopy( surf->verts[ i ].xyz, out->xyz );
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// set the texture coordinates
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out->st[ 0 ] = surf->verts[ i ].st[ 0 ];
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out->st[ 1 ] = surf->verts[ i ].st[ 1 ];
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// the colors will be set by the lighting pass
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out->color[0] = 255;
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out->color[1] = 255;
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out->color[2] = 255;
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out->color[3] = surf->verts[ i ].color[ 3 ];
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// calculate the vertex normal
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VectorClear( out->normal );
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for( j = 0; j < numsurfaces; j++ ) {
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in = surfaces[ j ].verts;
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for( k = 0; k < surfaces[ j ].numVerts; k++, in++ ) {
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if ( CompareVert( out, in, qfalse ) ) {
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VectorAdd( out->normal, in->normal, out->normal );
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}
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}
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}
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VectorNormalize( out->normal, out->normal );
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}
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}
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/*
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================
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EmitTerrainVerts
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================
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*/
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void EmitTerrainVerts( side_t *side, terrainSurf_t *surf, int maxlayer, int alpha[ MAX_POINTS_ON_WINDING ], qboolean projecttexture ) {
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int i;
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int j;
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drawVert_t *vert;
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int *indices;
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int numindices;
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int maxindices;
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int xyplane;
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vec3_t xynorm = { 0, 0, 1 };
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vec_t shift[ 2 ] = { 0, 0 };
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vec_t scale[ 2 ] = { 0.5, 0.5 };
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float vecs[ 2 ][ 4 ];
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static int numtimes = 0;
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numtimes++;
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if ( !surf->verts ) {
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surf->numVerts = 0;
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surf->maxVerts = GROW_VERTS;
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surf->verts = malloc( surf->maxVerts * sizeof( *surf->verts ) );
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surf->numIndexes = 0;
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surf->maxIndexes = GROW_INDICES;
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surf->indexes = malloc( surf->maxIndexes * sizeof( *surf->indexes ) );
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}
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// calculate the texture coordinate vectors
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xyplane = FindFloatPlane( xynorm, 0 );
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QuakeTextureVecs( &mapplanes[ xyplane ], shift, 0, scale, vecs );
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// emit the vertexes
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numindices = 0;
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maxindices = surf->maxIndexes;
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indices = malloc ( maxindices * sizeof( *indices ) );
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for ( i = 0; i < side->winding->numpoints; i++ ) {
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vert = &surf->verts[ surf->numVerts ];
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// set the final alpha value--0 for texture 1, 255 for texture 2
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if ( alpha[ i ] < maxlayer ) {
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vert->color[3] = 0;
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} else {
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vert->color[3] = 255;
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}
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vert->xyz[ 0 ] = floor( side->winding->p[ i ][ 0 ] + 0.1f );
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vert->xyz[ 1 ] = floor( side->winding->p[ i ][ 1 ] + 0.1f );
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vert->xyz[ 2 ] = floor( side->winding->p[ i ][ 2 ] + 0.1f );
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// set the texture coordinates
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if ( projecttexture ) {
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vert->st[0] = ( vecs[0][3] + DotProduct( vecs[ 0 ], vert->xyz ) ) / surf->shader->width;
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vert->st[1] = ( vecs[1][3] + DotProduct( vecs[ 1 ], vert->xyz ) ) / surf->shader->height;
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} else {
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vert->st[0] = ( side->vecs[0][3] + DotProduct( side->vecs[ 0 ], vert->xyz ) ) / surf->shader->width;
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vert->st[1] = ( side->vecs[1][3] + DotProduct( side->vecs[ 1 ], vert->xyz ) ) / surf->shader->height;
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}
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VectorCopy( mapplanes[ side->planenum ].normal, vert->normal );
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for( j = 0; j < surf->numVerts; j++ ) {
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if ( CompareVert( vert, &surf->verts[ j ], qtrue ) ) {
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break;
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}
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}
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if ( numindices >= maxindices ) {
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maxindices += GROW_INDICES;
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indices = realloc( indices, maxindices * sizeof( *indices ) );
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}
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if ( j != surf->numVerts ) {
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indices[ numindices++ ] = j;
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} else {
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indices[ numindices++ ] = surf->numVerts;
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surf->numVerts++;
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if ( surf->numVerts >= surf->maxVerts ) {
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surf->maxVerts += GROW_VERTS;
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surf->verts = realloc( surf->verts, surf->maxVerts * sizeof( *surf->verts ) );
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}
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}
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}
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SideAsTristrip( surf, indices, numindices );
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free( indices );
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}
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/*
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================
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SurfaceForShader
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================
|
|
*/
|
|
terrainSurf_t *SurfaceForShader( shaderInfo_t *shader, int x, int y ) {
|
|
int i;
|
|
|
|
if ( lastSurface && ( lastSurface->shader == shader ) && ( lastSurface->x == x ) && ( lastSurface->y == y ) ) {
|
|
return lastSurface;
|
|
}
|
|
|
|
lastSurface = surfaces;
|
|
for( i = 0; i < numsurfaces; i++, lastSurface++ ) {
|
|
if ( ( lastSurface->shader == shader ) && ( lastSurface->x == x ) && ( lastSurface->y == y ) ) {
|
|
return lastSurface;
|
|
}
|
|
}
|
|
|
|
if ( numsurfaces >= maxsurfaces ) {
|
|
maxsurfaces += GROW_SURFACES;
|
|
surfaces = realloc( surfaces, maxsurfaces * sizeof( *surfaces ) );
|
|
memset( surfaces + numsurfaces + 1, 0, ( maxsurfaces - numsurfaces - 1 ) * sizeof( *surfaces ) );
|
|
}
|
|
|
|
lastSurface= &surfaces[ numsurfaces++ ];
|
|
lastSurface->shader = shader;
|
|
lastSurface->x = x;
|
|
lastSurface->y = y;
|
|
|
|
return lastSurface;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SetTerrainTextures
|
|
================
|
|
*/
|
|
void SetTerrainTextures( void ) {
|
|
int i;
|
|
int x, y;
|
|
int layer;
|
|
int minlayer, maxlayer;
|
|
float s, t;
|
|
float min_s, min_t;
|
|
int alpha[ MAX_POINTS_ON_WINDING ];
|
|
shaderInfo_t *si, *terrainShader;
|
|
bspbrush_t *brush;
|
|
side_t *side;
|
|
const char *shadername;
|
|
vec3_t mins, maxs;
|
|
vec3_t size;
|
|
int surfwidth, surfheight, surfsize;
|
|
terrainSurf_t *surf;
|
|
byte *alphamap;
|
|
int alphawidth, alphaheight;
|
|
int num_layers;
|
|
extern qboolean onlyents;
|
|
|
|
if ( onlyents ) {
|
|
return;
|
|
}
|
|
|
|
shadername = ValueForKey( mapent, "shader" );
|
|
if ( !shadername[ 0 ] ) {
|
|
Error ("SetTerrainTextures: shader not specified" );
|
|
}
|
|
|
|
alphamap = LoadAlphaMap( &num_layers, &alphawidth, &alphaheight );
|
|
|
|
mapent->firstDrawSurf = numMapDrawSurfs;
|
|
|
|
// calculate the size of the terrain
|
|
CalcTerrainSize( mins, maxs, size );
|
|
|
|
surfwidth = ( size[ 0 ] + SURF_WIDTH - 1 ) / SURF_WIDTH;
|
|
surfheight = ( size[ 1 ] + SURF_HEIGHT - 1 ) / SURF_HEIGHT;
|
|
surfsize = surfwidth * surfheight;
|
|
|
|
lastSurface = NULL;
|
|
numsurfaces = 0;
|
|
maxsurfaces = 0;
|
|
for( i = num_layers; i > 0; i-- ) {
|
|
maxsurfaces += i * surfsize;
|
|
}
|
|
surfaces = malloc( maxsurfaces * sizeof( *surfaces ) );
|
|
memset( surfaces, 0, maxsurfaces * sizeof( *surfaces ) );
|
|
|
|
terrainShader = ShaderInfoForShader( "textures/common/terrain" );
|
|
|
|
for( brush = mapent->brushes; brush != NULL; brush = brush->next ) {
|
|
// only create surfaces for sides marked as terrain
|
|
for( side = brush->sides; side < &brush->sides[ brush->numsides ]; side++ ) {
|
|
if ( !side->shaderInfo ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ( ( side->surfaceFlags | side->shaderInfo->surfaceFlags ) & SURF_NODRAW ) && !strstr( side->shaderInfo->shader, "terrain" ) ) {
|
|
continue;
|
|
}
|
|
|
|
minlayer = num_layers;
|
|
maxlayer = 0;
|
|
|
|
// project each point of the winding onto the alphamap to determine which
|
|
// textures to blend
|
|
min_s = 1.0;
|
|
min_t = 1.0;
|
|
for( i = 0; i < side->winding->numpoints; i++ ) {
|
|
s = floor( side->winding->p[ i ][ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
|
|
t = floor( side->winding->p[ i ][ 1 ] + 0.1f - mins[ 0 ] ) / size[ 1 ];
|
|
|
|
if ( s < 0 ) {
|
|
s = 0;
|
|
}
|
|
|
|
if ( t < 0 ) {
|
|
t = 0;
|
|
}
|
|
|
|
if ( s >= 1.0 ) {
|
|
s = 1.0;
|
|
}
|
|
|
|
if ( t >= 1.0 ) {
|
|
t = 1.0;
|
|
}
|
|
|
|
if ( s < min_s ) {
|
|
min_s = s;
|
|
}
|
|
|
|
if ( t < min_t ) {
|
|
min_t = t;
|
|
}
|
|
|
|
x = ( alphawidth - 1 ) * s;
|
|
y = ( alphaheight - 1 ) * t;
|
|
|
|
layer = alphamap[ x + y * alphawidth ];
|
|
if ( layer < minlayer ) {
|
|
minlayer = layer;
|
|
}
|
|
|
|
if ( layer > maxlayer ) {
|
|
maxlayer = layer;
|
|
}
|
|
|
|
alpha[ i ] = layer;
|
|
}
|
|
|
|
x = min_s * surfwidth;
|
|
if ( x >= surfwidth ) {
|
|
x = surfwidth - 1;
|
|
}
|
|
|
|
y = min_t * surfheight;
|
|
if ( y >= surfheight ) {
|
|
y = surfheight - 1;
|
|
}
|
|
|
|
if ( strstr( side->shaderInfo->shader, "terrain" ) ) {
|
|
si = ShaderForLayer( minlayer, maxlayer, shadername );
|
|
if ( showseams ) {
|
|
for( i = 0; i < side->winding->numpoints; i++ ) {
|
|
if ( ( alpha[ i ] != minlayer ) && ( alpha[ i ] != maxlayer ) ) {
|
|
si = ShaderInfoForShader( "textures/common/white" );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
surf = SurfaceForShader( si, x, y );
|
|
EmitTerrainVerts( side, surf, maxlayer, alpha, qtrue );
|
|
} else {
|
|
si = side->shaderInfo;
|
|
side->shaderInfo = terrainShader;
|
|
surf = SurfaceForShader( si, x, y );
|
|
EmitTerrainVerts( side, surf, maxlayer, alpha, qfalse );
|
|
}
|
|
}
|
|
}
|
|
|
|
// create the final surfaces
|
|
for( surf = surfaces, i = 0; i < numsurfaces; i++, surf++ ) {
|
|
if ( surf->numVerts ) {
|
|
CreateTerrainSurface( surf, surf->shader );
|
|
}
|
|
}
|
|
|
|
//
|
|
// clean up any allocated memory
|
|
//
|
|
for( surf = surfaces, i = 0; i < numsurfaces; i++, surf++ ) {
|
|
if ( surf->verts ) {
|
|
free( surf->verts );
|
|
free( surf->indexes );
|
|
}
|
|
}
|
|
free( alphamap );
|
|
free( surfaces );
|
|
|
|
surfaces = NULL;
|
|
lastSurface = NULL;
|
|
numsurfaces = 0;
|
|
maxsurfaces = 0;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
|
|
New terrain code
|
|
|
|
******************************************************************************/
|
|
|
|
typedef struct terrainFace_s {
|
|
shaderInfo_t *shaderInfo;
|
|
//texdef_t texdef;
|
|
|
|
float vecs[ 2 ][ 4 ]; // texture coordinate mapping
|
|
} terrainFace_t;
|
|
|
|
typedef struct terrainVert_s {
|
|
vec3_t xyz;
|
|
terrainFace_t tri;
|
|
} terrainVert_t;
|
|
|
|
typedef struct terrainMesh_s {
|
|
float scale_x;
|
|
float scale_y;
|
|
vec3_t origin;
|
|
|
|
int width, height;
|
|
terrainVert_t *map;
|
|
} terrainMesh_t;
|
|
|
|
terrainVert_t *Terrain_GetVert( terrainMesh_t *pm, int x, int y ) {
|
|
return &pm->map[ x + y * pm->width ];
|
|
}
|
|
|
|
void Terrain_GetTriangles( terrainMesh_t *pm, int x, int y, terrainVert_t **verts ) {
|
|
if ( ( x + y ) & 1 ) {
|
|
// first tri
|
|
verts[ 0 ] = Terrain_GetVert( pm, x, y );
|
|
verts[ 1 ] = Terrain_GetVert( pm, x, y + 1 );
|
|
verts[ 2 ] = Terrain_GetVert( pm, x + 1, y + 1 );
|
|
|
|
// second tri
|
|
verts[ 3 ] = verts[ 2 ];
|
|
verts[ 4 ] = Terrain_GetVert( pm, x + 1, y );
|
|
verts[ 5 ] = verts[ 0 ];
|
|
} else {
|
|
// first tri
|
|
verts[ 0 ] = Terrain_GetVert( pm, x, y );
|
|
verts[ 1 ] = Terrain_GetVert( pm, x, y + 1 );
|
|
verts[ 2 ] = Terrain_GetVert( pm, x + 1, y );
|
|
|
|
// second tri
|
|
verts[ 3 ] = verts[ 2 ];
|
|
verts[ 4 ] = verts[ 1 ];
|
|
verts[ 5 ] = Terrain_GetVert( pm, x + 1, y + 1 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
EmitTerrainVerts2
|
|
================
|
|
*/
|
|
void EmitTerrainVerts2( terrainSurf_t *surf, terrainVert_t **verts, int alpha[ 3 ] ) {
|
|
int i;
|
|
int j;
|
|
drawVert_t *vert;
|
|
int *indices;
|
|
int numindices;
|
|
int maxindices;
|
|
int xyplane;
|
|
vec3_t xynorm = { 0, 0, 1 };
|
|
vec_t shift[ 2 ] = { 0, 0 };
|
|
vec_t scale[ 2 ] = { 0.5, 0.5 };
|
|
float vecs[ 2 ][ 4 ];
|
|
vec4_t plane;
|
|
|
|
if ( !surf->verts ) {
|
|
surf->numVerts = 0;
|
|
surf->maxVerts = GROW_VERTS;
|
|
surf->verts = malloc( surf->maxVerts * sizeof( *surf->verts ) );
|
|
|
|
surf->numIndexes = 0;
|
|
surf->maxIndexes = GROW_INDICES;
|
|
surf->indexes = malloc( surf->maxIndexes * sizeof( *surf->indexes ) );
|
|
}
|
|
|
|
// calculate the texture coordinate vectors
|
|
xyplane = FindFloatPlane( xynorm, 0 );
|
|
QuakeTextureVecs( &mapplanes[ xyplane ], shift, 0, scale, vecs );
|
|
|
|
// emit the vertexes
|
|
numindices = 0;
|
|
maxindices = surf->maxIndexes;
|
|
assert( maxindices >= 0 );
|
|
indices = malloc ( maxindices * sizeof( *indices ) );
|
|
|
|
PlaneFromPoints( plane, verts[ 0 ]->xyz, verts[ 1 ]->xyz, verts[ 2 ]->xyz );
|
|
|
|
for ( i = 0; i < 3; i++ ) {
|
|
vert = &surf->verts[ surf->numVerts ];
|
|
|
|
if ( alpha[ i ] ) {
|
|
vert->color[3] = 255;
|
|
} else {
|
|
vert->color[3] = 0;
|
|
}
|
|
|
|
vert->xyz[ 0 ] = floor( verts[ i ]->xyz[ 0 ] + 0.1f );
|
|
vert->xyz[ 1 ] = floor( verts[ i ]->xyz[ 1 ] + 0.1f );
|
|
vert->xyz[ 2 ] = floor( verts[ i ]->xyz[ 2 ] + 0.1f );
|
|
|
|
// set the texture coordinates
|
|
vert->st[0] = ( vecs[0][3] + DotProduct( vecs[ 0 ], vert->xyz ) ) / surf->shader->width;
|
|
vert->st[1] = ( vecs[1][3] + DotProduct( vecs[ 1 ], vert->xyz ) ) / surf->shader->height;
|
|
|
|
VectorCopy( plane, vert->normal );
|
|
|
|
for( j = 0; j < surf->numVerts; j++ ) {
|
|
if ( CompareVert( vert, &surf->verts[ j ], qtrue ) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( numindices >= maxindices ) {
|
|
maxindices += GROW_INDICES;
|
|
indices = realloc( indices, maxindices * sizeof( *indices ) );
|
|
}
|
|
|
|
if ( j != surf->numVerts ) {
|
|
indices[ numindices++ ] = j;
|
|
} else {
|
|
indices[ numindices++ ] = surf->numVerts;
|
|
surf->numVerts++;
|
|
if ( surf->numVerts >= surf->maxVerts ) {
|
|
surf->maxVerts += GROW_VERTS;
|
|
surf->verts = realloc( surf->verts, surf->maxVerts * sizeof( *surf->verts ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
SideAsTristrip( surf, indices, numindices );
|
|
|
|
free( indices );
|
|
}
|
|
|
|
int MapPlaneFromPoints( vec3_t p0, vec3_t p1, vec3_t p2 );
|
|
void QuakeTextureVecs( plane_t *plane, vec_t shift[2], vec_t rotate, vec_t scale[2], vec_t mappingVecs[2][4] );
|
|
qboolean RemoveDuplicateBrushPlanes( bspbrush_t *b );
|
|
void SetBrushContents( bspbrush_t *b );
|
|
|
|
void AddBrushSide( vec3_t v1, vec3_t v2, vec3_t v3, shaderInfo_t *terrainShader ) {
|
|
side_t *side;
|
|
int planenum;
|
|
|
|
side = &buildBrush->sides[ buildBrush->numsides ];
|
|
memset( side, 0, sizeof( *side ) );
|
|
buildBrush->numsides++;
|
|
|
|
side->shaderInfo = terrainShader;
|
|
|
|
// find the plane number
|
|
planenum = MapPlaneFromPoints( v1, v2, v3 );
|
|
side->planenum = planenum;
|
|
}
|
|
|
|
void MakeBrushFromTriangle( vec3_t v1, vec3_t v2, vec3_t v3, shaderInfo_t *terrainShader ) {
|
|
bspbrush_t *b;
|
|
vec3_t d1;
|
|
vec3_t d2;
|
|
vec3_t d3;
|
|
|
|
VectorSet( d1, v1[ 0 ], v1[ 1 ], MIN_WORLD_COORD + 10 ); //FIXME
|
|
VectorSet( d2, v2[ 0 ], v2[ 1 ], MIN_WORLD_COORD + 10 );
|
|
VectorSet( d3, v3[ 0 ], v3[ 1 ], MIN_WORLD_COORD + 10 );
|
|
|
|
buildBrush->numsides = 0;
|
|
buildBrush->detail = qfalse;
|
|
|
|
AddBrushSide( v1, v2, v3, terrainShader );
|
|
AddBrushSide( v1, d1, v2, terrainShader );
|
|
AddBrushSide( v2, d2, v3, terrainShader );
|
|
AddBrushSide( v3, d3, v1, terrainShader );
|
|
AddBrushSide( d3, d2, d1, terrainShader );
|
|
|
|
buildBrush->portalareas[0] = -1;
|
|
buildBrush->portalareas[1] = -1;
|
|
buildBrush->entitynum = num_entities-1;
|
|
buildBrush->brushnum = entitySourceBrushes;
|
|
|
|
// if there are mirrored planes, the entire brush is invalid
|
|
if ( !RemoveDuplicateBrushPlanes( buildBrush ) ) {
|
|
return;
|
|
}
|
|
|
|
// get the content for the entire brush
|
|
SetBrushContents( buildBrush );
|
|
buildBrush->contents |= CONTENTS_DETAIL;
|
|
|
|
b = FinishBrush();
|
|
if ( !b ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
void MakeTerrainIntoBrushes( terrainMesh_t *tm ) {
|
|
int index[ 6 ];
|
|
int y;
|
|
int x;
|
|
terrainVert_t *verts;
|
|
shaderInfo_t *terrainShader;
|
|
|
|
terrainShader = ShaderInfoForShader( "textures/common/terrain" );
|
|
|
|
verts = tm->map;
|
|
for( y = 0; y < tm->height - 1; y++ ) {
|
|
for( x = 0; x < tm->width - 1; x++ ) {
|
|
if ( ( x + y ) & 1 ) {
|
|
// first tri
|
|
index[ 0 ] = x + y * tm->width;
|
|
index[ 1 ] = x + ( y + 1 ) * tm->width;
|
|
index[ 2 ] = ( x + 1 ) + ( y + 1 ) * tm->width;
|
|
index[ 3 ] = ( x + 1 ) + ( y + 1 ) * tm->width;
|
|
index[ 4 ] = ( x + 1 ) + y * tm->width;
|
|
index[ 5 ] = x + y * tm->width;
|
|
} else {
|
|
// first tri
|
|
index[ 0 ] = x + y * tm->width;
|
|
index[ 1 ] = x + ( y + 1 ) * tm->width;
|
|
index[ 2 ] = ( x + 1 ) + y * tm->width;
|
|
index[ 3 ] = ( x + 1 ) + y * tm->width;
|
|
index[ 4 ] = x + ( y + 1 ) * tm->width;
|
|
index[ 5 ] = ( x + 1 ) + ( y + 1 ) * tm->width;
|
|
}
|
|
|
|
MakeBrushFromTriangle( verts[ index[ 0 ] ].xyz, verts[ index[ 1 ] ].xyz, verts[ index[ 2 ] ].xyz, terrainShader );
|
|
MakeBrushFromTriangle( verts[ index[ 3 ] ].xyz, verts[ index[ 4 ] ].xyz, verts[ index[ 5 ] ].xyz, terrainShader );
|
|
}
|
|
}
|
|
}
|
|
|
|
void Terrain_ParseFace( terrainFace_t *face ) {
|
|
shaderInfo_t *si;
|
|
vec_t shift[ 2 ];
|
|
vec_t rotate;
|
|
vec_t scale[ 2 ];
|
|
char name[ MAX_QPATH ];
|
|
char shader[ MAX_QPATH ];
|
|
plane_t p;
|
|
|
|
// read the texturedef
|
|
GetToken( qfalse );
|
|
strcpy( name, token );
|
|
|
|
GetToken( qfalse );
|
|
shift[ 0 ] = atof(token);
|
|
GetToken( qfalse );
|
|
shift[ 1 ] = atof( token );
|
|
GetToken( qfalse );
|
|
rotate = atof( token );
|
|
GetToken( qfalse );
|
|
scale[ 0 ] = atof( token );
|
|
GetToken( qfalse );
|
|
scale[ 1 ] = atof( token );
|
|
|
|
// find default flags and values
|
|
sprintf( shader, "textures/%s", name );
|
|
si = ShaderInfoForShader( shader );
|
|
face->shaderInfo = si;
|
|
//face->texdef = si->texdef;
|
|
|
|
// skip over old contents
|
|
GetToken( qfalse );
|
|
|
|
// skip over old flags
|
|
GetToken( qfalse );
|
|
|
|
// skip over old value
|
|
GetToken( qfalse );
|
|
|
|
//Surface_Parse( &face->texdef );
|
|
//Surface_BuildTexdef( &face->texdef );
|
|
|
|
// make a fake horizontal plane
|
|
VectorSet( p.normal, 0, 0, 1 );
|
|
p.dist = 0;
|
|
p.type = PlaneTypeForNormal( p.normal );
|
|
|
|
QuakeTextureVecs( &p, shift, rotate, scale, face->vecs );
|
|
}
|
|
|
|
#define MAX_TERRAIN_TEXTURES 128
|
|
static int numtextures = 0;;
|
|
static shaderInfo_t *textures[ MAX_TERRAIN_TEXTURES ];
|
|
|
|
void Terrain_AddTexture( shaderInfo_t *texture ) {
|
|
int i;
|
|
|
|
if ( !texture ) {
|
|
return;
|
|
}
|
|
|
|
for( i = 0; i < numtextures; i++ ) {
|
|
if ( textures[ i ] == texture ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( numtextures >= MAX_TERRAIN_TEXTURES ) {
|
|
Error( "Too many textures on terrain" );
|
|
return;
|
|
}
|
|
|
|
textures[ numtextures++ ] = texture;
|
|
}
|
|
|
|
int LayerForShader( shaderInfo_t *shader ) {
|
|
int i;
|
|
int l;
|
|
|
|
l = strlen( shader->shader );
|
|
for( i = l - 1; i >= 0; i-- ) {
|
|
if ( shader->shader[ i ] == '_' ) {
|
|
return atoi( &shader->shader[ i + 1 ] );
|
|
break;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ParseTerrain
|
|
|
|
Creates a mapDrawSurface_t from the terrain text
|
|
=================
|
|
*/
|
|
|
|
void ParseTerrain( void ) {
|
|
int i, j;
|
|
int x, y;
|
|
int x1, y1;
|
|
terrainMesh_t t;
|
|
int index;
|
|
terrainVert_t *verts[ 6 ];
|
|
int num_layers;
|
|
int layer, minlayer, maxlayer;
|
|
int alpha[ 6 ];
|
|
shaderInfo_t *si, *terrainShader;
|
|
int surfwidth, surfheight, surfsize;
|
|
terrainSurf_t *surf;
|
|
char shadername[ MAX_QPATH ];
|
|
|
|
mapent->firstDrawSurf = numMapDrawSurfs;
|
|
|
|
memset( &t, 0, sizeof( t ) );
|
|
|
|
MatchToken( "{" );
|
|
|
|
// get width
|
|
GetToken( qtrue );
|
|
t.width = atoi( token );
|
|
|
|
// get height
|
|
GetToken( qfalse );
|
|
t.height = atoi( token );
|
|
|
|
// get scale_x
|
|
GetToken( qfalse );
|
|
t.scale_x = atof( token );
|
|
|
|
// get scale_y
|
|
GetToken( qfalse );
|
|
t.scale_y = atof( token );
|
|
|
|
// get origin
|
|
GetToken( qtrue );
|
|
t.origin[ 0 ] = atof( token );
|
|
GetToken( qfalse );
|
|
t.origin[ 1 ] = atof( token );
|
|
GetToken( qfalse );
|
|
t.origin[ 2 ] = atof( token );
|
|
|
|
t.map = malloc( t.width * t.height * sizeof( t.map[ 0 ] ) );
|
|
|
|
if ( t.width <= 0 || t.height <= 0 ) {
|
|
Error( "ParseTerrain: bad size" );
|
|
}
|
|
|
|
numtextures = 0;
|
|
index = 0;
|
|
for ( i = 0; i < t.height; i++ ) {
|
|
for( j = 0; j < t.width; j++, index++ ) {
|
|
// get height
|
|
GetToken( qtrue );
|
|
t.map[ index ].xyz[ 0 ] = t.origin[ 0 ] + t.scale_x * ( float )j;
|
|
t.map[ index ].xyz[ 1 ] = t.origin[ 1 ] + t.scale_y * ( float )i;
|
|
t.map[ index ].xyz[ 2 ] = t.origin[ 2 ] + atof( token );
|
|
|
|
Terrain_ParseFace( &t.map[ index ].tri );
|
|
Terrain_AddTexture( t.map[ index ].tri.shaderInfo );
|
|
}
|
|
}
|
|
|
|
MatchToken( "}" );
|
|
MatchToken( "}" );
|
|
|
|
MakeTerrainIntoBrushes( &t );
|
|
|
|
surfwidth = ( ( t.scale_x * t.width ) + SURF_WIDTH - 1 ) / SURF_WIDTH;
|
|
surfheight = ( ( t.scale_y * t.height ) + SURF_HEIGHT - 1 ) / SURF_HEIGHT;
|
|
surfsize = surfwidth * surfheight;
|
|
|
|
//FIXME
|
|
num_layers = 0;
|
|
for( i = 0; i < numtextures; i++ ) {
|
|
layer = LayerForShader( textures[ i ] ) + 1;
|
|
if ( layer > num_layers ) {
|
|
num_layers = layer;
|
|
}
|
|
}
|
|
num_layers = 4;
|
|
|
|
memset( alpha, 0, sizeof( alpha ) );
|
|
|
|
lastSurface = NULL;
|
|
numsurfaces = 0;
|
|
maxsurfaces = 0;
|
|
for( i = num_layers; i > 0; i-- ) {
|
|
maxsurfaces += i * surfsize;
|
|
}
|
|
|
|
surfaces = malloc( maxsurfaces * sizeof( *surfaces ) );
|
|
memset( surfaces, 0, maxsurfaces * sizeof( *surfaces ) );
|
|
|
|
terrainShader = ShaderInfoForShader( "textures/common/terrain" );
|
|
|
|
// get the shadername
|
|
if ( Q_strncasecmp( textures[ 0 ]->shader, "textures/", 9 ) == 0 ) {
|
|
strcpy( shadername, &textures[ 0 ]->shader[ 9 ] );
|
|
} else {
|
|
strcpy( shadername, textures[ 0 ]->shader );
|
|
}
|
|
j = strlen( shadername );
|
|
for( i = j - 1; i >= 0; i-- ) {
|
|
if ( shadername[ i ] == '_' ) {
|
|
shadername[ i ] = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( y = 0; y < t.height - 1; y++ ) {
|
|
for( x = 0; x < t.width - 1; x++ ) {
|
|
Terrain_GetTriangles( &t, x, y, verts );
|
|
|
|
x1 = ( ( float )x / ( float )( t.width - 1 ) ) * surfwidth;
|
|
if ( x1 >= surfwidth ) {
|
|
x1 = surfwidth - 1;
|
|
}
|
|
|
|
y1 = ( ( float )y / ( float )( t.height - 1 ) ) * surfheight;
|
|
if ( y1 >= surfheight ) {
|
|
y1 = surfheight - 1;
|
|
}
|
|
|
|
maxlayer = minlayer = LayerForShader( verts[ 0 ]->tri.shaderInfo );
|
|
for( i = 0; i < 3; i++ ) {
|
|
layer = LayerForShader( verts[ i ]->tri.shaderInfo );
|
|
if ( layer < minlayer ) {
|
|
minlayer = layer;
|
|
}
|
|
if ( layer > maxlayer ) {
|
|
maxlayer = layer;
|
|
}
|
|
}
|
|
|
|
for( i = 0; i < 3; i++ ) {
|
|
layer = LayerForShader( verts[ i ]->tri.shaderInfo );
|
|
if ( layer > minlayer ) {
|
|
alpha[ i ] = 1.0f;
|
|
} else {
|
|
alpha[ i ] = 0.0f;
|
|
}
|
|
}
|
|
|
|
si = ShaderForLayer( minlayer, maxlayer, shadername );
|
|
surf = SurfaceForShader( si, x1, y1 );
|
|
EmitTerrainVerts2( surf, &verts[ 0 ], &alpha[ 0 ] );
|
|
|
|
// second triangle
|
|
maxlayer = minlayer = LayerForShader( verts[ 3 ]->tri.shaderInfo );
|
|
for( i = 3; i < 6; i++ ) {
|
|
layer = LayerForShader( verts[ i ]->tri.shaderInfo );
|
|
if ( layer < minlayer ) {
|
|
minlayer = layer;
|
|
}
|
|
if ( layer > maxlayer ) {
|
|
maxlayer = layer;
|
|
}
|
|
}
|
|
|
|
for( i = 3; i < 6; i++ ) {
|
|
layer = LayerForShader( verts[ i ]->tri.shaderInfo );
|
|
if ( layer > minlayer ) {
|
|
alpha[ i ] = 1.0f;
|
|
} else {
|
|
alpha[ i ] = 0.0f;
|
|
}
|
|
}
|
|
|
|
si = ShaderForLayer( minlayer, maxlayer, shadername );
|
|
surf = SurfaceForShader( si, x1, y1 );
|
|
EmitTerrainVerts2( surf, &verts[ 3 ], &alpha[ 3 ] );
|
|
}
|
|
}
|
|
|
|
// create the final surfaces
|
|
for( surf = surfaces, i = 0; i < numsurfaces; i++, surf++ ) {
|
|
if ( surf->numVerts ) {
|
|
CreateTerrainSurface( surf, surf->shader );
|
|
}
|
|
}
|
|
|
|
//
|
|
// clean up any allocated memory
|
|
//
|
|
for( surf = surfaces, i = 0; i < numsurfaces; i++, surf++ ) {
|
|
if ( surf->verts ) {
|
|
free( surf->verts );
|
|
free( surf->indexes );
|
|
}
|
|
}
|
|
free( surfaces );
|
|
|
|
surfaces = NULL;
|
|
lastSurface = NULL;
|
|
numsurfaces = 0;
|
|
maxsurfaces = 0;
|
|
|
|
free( t.map );
|
|
}
|
|
|