ioef/q3map/surface.c
2005-08-26 17:39:27 +00:00

1158 lines
28 KiB
C
Executable file

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "qbsp.h"
mapDrawSurface_t mapDrawSurfs[MAX_MAP_DRAW_SURFS];
int numMapDrawSurfs;
/*
=============================================================================
DRAWSURF CONSTRUCTION
=============================================================================
*/
/*
=================
AllocDrawSurf
=================
*/
mapDrawSurface_t *AllocDrawSurf( void ) {
mapDrawSurface_t *ds;
if ( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS");
}
ds = &mapDrawSurfs[ numMapDrawSurfs ];
numMapDrawSurfs++;
return ds;
}
/*
=================
DrawSurfaceForSide
=================
*/
#define SNAP_FLOAT_TO_INT 8
#define SNAP_INT_TO_FLOAT (1.0/SNAP_FLOAT_TO_INT)
mapDrawSurface_t *DrawSurfaceForSide( bspbrush_t *b, side_t *s, winding_t *w ) {
mapDrawSurface_t *ds;
int i, j;
shaderInfo_t *si;
drawVert_t *dv;
float mins[2], maxs[2];
// brush primitive :
// axis base
vec3_t texX,texY;
vec_t x,y;
if ( w->numpoints > 64 ) {
Error( "DrawSurfaceForSide: w->numpoints = %i", w->numpoints );
}
si = s->shaderInfo;
ds = AllocDrawSurf();
ds->shaderInfo = si;
ds->mapBrush = b;
ds->side = s;
ds->fogNum = -1;
ds->numVerts = w->numpoints;
ds->verts = malloc( ds->numVerts * sizeof( *ds->verts ) );
memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
mins[0] = mins[1] = 99999;
maxs[0] = maxs[1] = -99999;
// compute s/t coordinates from brush primitive texture matrix
// compute axis base
ComputeAxisBase( mapplanes[s->planenum].normal, texX, texY );
for ( j = 0 ; j < w->numpoints ; j++ ) {
dv = ds->verts + j;
// round the xyz to a given precision
for ( i = 0 ; i < 3 ; i++ ) {
dv->xyz[i] = SNAP_INT_TO_FLOAT * floor( w->p[j][i] * SNAP_FLOAT_TO_INT + 0.5 );
}
if (g_bBrushPrimit==BPRIMIT_OLDBRUSHES)
{
// calculate texture s/t
dv->st[0] = s->vecs[0][3] + DotProduct( s->vecs[0], dv->xyz );
dv->st[1] = s->vecs[1][3] + DotProduct( s->vecs[1], dv->xyz );
dv->st[0] /= si->width;
dv->st[1] /= si->height;
}
else
{
// calculate texture s/t from brush primitive texture matrix
x = DotProduct( dv->xyz, texX );
y = DotProduct( dv->xyz, 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];
}
for ( i = 0 ; i < 2 ; i++ ) {
if ( dv->st[i] < mins[i] ) {
mins[i] = dv->st[i];
}
if ( dv->st[i] > maxs[i] ) {
maxs[i] = dv->st[i];
}
}
// copy normal
VectorCopy ( mapplanes[s->planenum].normal, dv->normal );
}
// adjust the texture coordinates to be as close to 0 as possible
if ( !si->globalTexture ) {
mins[0] = floor( mins[0] );
mins[1] = floor( mins[1] );
for ( i = 0 ; i < w->numpoints ; i++ ) {
dv = ds->verts + i;
dv->st[0] -= mins[0];
dv->st[1] -= mins[1];
}
}
return ds;
}
//=========================================================================
typedef struct {
int planenum;
shaderInfo_t *shaderInfo;
int count;
} sideRef_t;
#define MAX_SIDE_REFS MAX_MAP_PLANES
sideRef_t sideRefs[MAX_SIDE_REFS];
int numSideRefs;
void AddSideRef( side_t *side ) {
int i;
for ( i = 0 ; i < numSideRefs ; i++ ) {
if ( side->planenum == sideRefs[i].planenum
&& side->shaderInfo == sideRefs[i].shaderInfo ) {
sideRefs[i].count++;
return;
}
}
if ( numSideRefs == MAX_SIDE_REFS ) {
Error( "MAX_SIDE_REFS" );
}
sideRefs[i].planenum = side->planenum;
sideRefs[i].shaderInfo = side->shaderInfo;
sideRefs[i].count++;
numSideRefs++;
}
/*
=====================
MergeSides
=====================
*/
void MergeSides( entity_t *e, tree_t *tree ) {
int i;
qprintf( "----- MergeSides -----\n");
for ( i = e->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
// AddSideRef( side );
}
qprintf( "%5i siderefs\n", numSideRefs );
}
//=====================================================================
/*
===================
SubdivideDrawSurf
===================
*/
void SubdivideDrawSurf( mapDrawSurface_t *ds, winding_t *w, float subdivisions ) {
int i;
int axis;
vec3_t bounds[2];
const float epsilon = 0.1;
int subFloor, subCeil;
winding_t *frontWinding, *backWinding;
mapDrawSurface_t *newds;
if ( !w ) {
return;
}
if ( w->numpoints < 3 ) {
Error( "SubdivideDrawSurf: Bad w->numpoints" );
}
ClearBounds( bounds[0], bounds[1] );
for ( i = 0 ; i < w->numpoints ; i++ ) {
AddPointToBounds( w->p[i], bounds[0], bounds[1] );
}
for ( axis = 0 ; axis < 3 ; axis++ ) {
vec3_t planePoint = { 0, 0, 0 };
vec3_t planeNormal = { 0, 0, 0 };
float d;
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 ) {
// gotta clip polygon into two polygons
ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );
// the clip may not produce two polygons if it was epsilon close
if ( !frontWinding ) {
w = backWinding;
} else if ( !backWinding ) {
w = frontWinding;
} else {
SubdivideDrawSurf( ds, frontWinding, subdivisions );
SubdivideDrawSurf( ds, backWinding, subdivisions );
return;
}
}
}
// emit this polygon
newds = DrawSurfaceForSide( ds->mapBrush, ds->side, w );
newds->fogNum = ds->fogNum;
}
/*
=====================
SubdivideDrawSurfs
Chop up surfaces that have subdivision attributes
=====================
*/
void SubdivideDrawSurfs( entity_t *e, tree_t *tree ) {
int i;
mapDrawSurface_t *ds;
int numBaseDrawSurfs;
winding_t *w;
float subdivision;
shaderInfo_t *si;
qprintf( "----- SubdivideDrawSurfs -----\n");
numBaseDrawSurfs = numMapDrawSurfs;
for ( i = e->firstDrawSurf ; i < numBaseDrawSurfs ; i++ ) {
ds = &mapDrawSurfs[i];
// only subdivide brush sides, not patches or misc_models
if ( !ds->side ) {
continue;
}
// check subdivision for shader
si = ds->side->shaderInfo;
if ( !si ) {
continue;
}
if (ds->shaderInfo->autosprite || si->autosprite) {
continue;
}
subdivision = si->subdivisions;
if ( !subdivision ) {
continue;
}
w = WindingFromDrawSurf( ds );
ds->numVerts = 0; // remove this reference
SubdivideDrawSurf( ds, w, subdivision );
}
}
//===================================================================================
/*
====================
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;
}
/*
=====================
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 ) {
bspbrush_t *b;
int i;
winding_t *w;
side_t *side, *newSide;
shaderInfo_t *si;
qprintf( "----- ClipSidesIntoTree -----\n");
for ( b = e->brushes ; b ; b = b->next ) {
for ( i = 0 ; i < b->numsides ; i++ ) {
side = &b->sides[i];
if ( !side->winding) {
continue;
}
w = CopyWinding( side->winding );
side->visibleHull = NULL;
ClipSideIntoTree_r( w, side, tree->headnode );
w = side->visibleHull;
if ( !w ) {
continue;
}
si = side->shaderInfo;
if ( !si ) {
continue;
}
// don't create faces for non-visible sides
if ( si->surfaceFlags & SURF_NODRAW ) {
continue;
}
// always use the original quad winding for auto sprites
if ( side->shaderInfo->autosprite ) {
w = side->winding;
}
//
if ( side->bevel ) {
Error( "monkey tried to create draw surface for brush bevel" );
}
// save this winding as a visible surface
DrawSurfaceForSide( b, side, w );
// make a back side for it if needed
if ( !(si->contents & CONTENTS_FOG) ) {
continue;
}
// duplicate the up-facing side
w = ReverseWinding( w );
newSide = malloc( sizeof( *side ) );
*newSide = *side;
newSide->visibleHull = w;
newSide->planenum ^= 1;
// save this winding as a visible surface
DrawSurfaceForSide( b, newSide, w );
}
}
}
/*
===================================================================================
FILTER REFERENCES DOWN THE TREE
===================================================================================
*/
/*
====================
FilterDrawSurfIntoTree
Place a reference to the given drawsurf in every leaf it contacts
We assume that the point mesh aproximation to the curve will get a
reference into all the leafs we need.
====================
*/
int FilterMapDrawSurfIntoTree( vec3_t point, mapDrawSurface_t *ds, node_t *node ) {
drawSurfRef_t *dsr;
float d;
plane_t *plane;
int c;
if ( node->planenum != PLANENUM_LEAF ) {
plane = &mapplanes[ node->planenum ];
d = DotProduct( point, plane->normal ) - plane->dist;
c = 0;
if ( d >= -ON_EPSILON ) {
c += FilterMapDrawSurfIntoTree( point, ds, node->children[0] );
}
if ( d <= ON_EPSILON ) {
c += FilterMapDrawSurfIntoTree( point, ds, node->children[1] );
}
return c;
}
// if opaque leaf, don't add
if ( node->opaque ) {
return 0;
}
// add the drawsurf if it hasn't been already
for ( dsr = node->drawSurfReferences ; dsr ; dsr = dsr->nextRef ) {
if ( dsr->outputNumber == numDrawSurfaces ) {
return 0; // already referenced
}
}
dsr = malloc( sizeof( *dsr ) );
dsr->outputNumber = numDrawSurfaces;
dsr->nextRef = node->drawSurfReferences;
node->drawSurfReferences = dsr;
return 1;
}
/*
====================
FilterDrawSurfIntoTree_r
Place a reference to the given drawsurf in every leaf it is in
====================
*/
int FilterMapDrawSurfIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node ) {
drawSurfRef_t *dsr;
plane_t *plane;
int total;
winding_t *front, *back;
if ( node->planenum != PLANENUM_LEAF ) {
plane = &mapplanes[ node->planenum ];
ClipWindingEpsilon ( w, plane->normal, plane->dist,
ON_EPSILON, &front, &back );
total = 0;
if ( front ) {
total += FilterMapDrawSurfIntoTree_r( front, ds, node->children[0] );
}
if ( back ) {
total += FilterMapDrawSurfIntoTree_r( back, ds, node->children[1] );
}
FreeWinding( w );
return total;
}
// if opaque leaf, don't add
if ( node->opaque ) {
return 0;
}
// add the drawsurf if it hasn't been already
for ( dsr = node->drawSurfReferences ; dsr ; dsr = dsr->nextRef ) {
if ( dsr->outputNumber == numDrawSurfaces ) {
return 0; // already referenced
}
}
dsr = malloc( sizeof( *dsr ) );
dsr->outputNumber = numDrawSurfaces;
dsr->nextRef = node->drawSurfReferences;
node->drawSurfReferences = dsr;
return 1;
}
/*
====================
FilterSideIntoTree_r
Place a reference to the given drawsurf in every leaf it contacts
====================
*/
int FilterSideIntoTree_r( winding_t *w, side_t *side, mapDrawSurface_t *ds, node_t *node ) {
drawSurfRef_t *dsr;
plane_t *plane;
winding_t *front, *back;
int total;
if ( !w ) {
return 0;
}
if ( node->planenum != PLANENUM_LEAF ) {
if ( side->planenum == node->planenum ) {
return FilterSideIntoTree_r( w, side, ds, node->children[0] );
}
if ( side->planenum == ( node->planenum ^ 1) ) {
return FilterSideIntoTree_r( w, side, ds, node->children[1] );
}
plane = &mapplanes[ node->planenum ];
ClipWindingEpsilon ( w, plane->normal, plane->dist,
ON_EPSILON, &front, &back );
total = FilterSideIntoTree_r( front, side, ds, node->children[0] );
total += FilterSideIntoTree_r( back, side, ds, node->children[1] );
FreeWinding( w );
return total;
}
// if opaque leaf, don't add
if ( node->opaque ) {
return 0;
}
dsr = malloc( sizeof( *dsr ) );
dsr->outputNumber = numDrawSurfaces;
dsr->nextRef = node->drawSurfReferences;
node->drawSurfReferences = dsr;
FreeWinding( w );
return 1;
}
/*
=====================
FilterFaceIntoTree
=====================
*/
int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree ) {
int l;
winding_t *w;
w = WindingFromDrawSurf( ds );
l = FilterSideIntoTree_r( w, ds->side, ds, tree->headnode );
return l;
}
/*
=====================
FilterPatchSurfIntoTree
=====================
*/
#define SUBDIVISION_LIMIT 8.0
int FilterPatchSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ) {
int i, j;
int l;
mesh_t baseMesh, *subdividedMesh;
winding_t *w;
baseMesh.width = ds->patchWidth;
baseMesh.height = ds->patchHeight;
baseMesh.verts = ds->verts;
subdividedMesh = SubdivideMesh( baseMesh, SUBDIVISION_LIMIT, 32 );
l = 0;
for (i = 0; i < subdividedMesh->width-1; i++) {
for (j = 0; j < subdividedMesh->height-1; j++) {
w = AllocWinding(3);
VectorCopy(subdividedMesh->verts[j * subdividedMesh->width + i].xyz, w->p[0]);
VectorCopy(subdividedMesh->verts[j * subdividedMesh->width + i + 1].xyz, w->p[1]);
VectorCopy(subdividedMesh->verts[(j+1) * subdividedMesh->width + i].xyz, w->p[2]);
w->numpoints = 3;
l += FilterMapDrawSurfIntoTree_r( w, ds, tree->headnode );
w = AllocWinding(3);
VectorCopy(subdividedMesh->verts[j * subdividedMesh->width + i + 1].xyz, w->p[0]);
VectorCopy(subdividedMesh->verts[(j+1) * subdividedMesh->width + i + 1].xyz, w->p[1]);
VectorCopy(subdividedMesh->verts[(j+1) * subdividedMesh->width + i].xyz, w->p[2]);
w->numpoints = 3;
l += FilterMapDrawSurfIntoTree_r( w, ds, tree->headnode );
}
}
// also use the old point filtering into the tree
for ( i = 0 ; i < subdividedMesh->width * subdividedMesh->height ; i++ ) {
l += FilterMapDrawSurfIntoTree( subdividedMesh->verts[i].xyz, ds, tree->headnode );
}
free(subdividedMesh);
return l;
}
/*
=====================
FilterMiscModelSurfIntoTree
=====================
*/
int FilterMiscModelSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ) {
int i;
int l;
winding_t *w;
l = 0;
for (i = 0; i < ds->numIndexes-2; i++) {
w = AllocWinding(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]);
w->numpoints = 3;
l += FilterMapDrawSurfIntoTree_r( w, ds, tree->headnode );
}
// also use the old point filtering into the tree
for ( i = 0 ; i < ds->numVerts ; i++ ) {
l += FilterMapDrawSurfIntoTree( ds->verts[i].xyz, ds, tree->headnode );
}
return l;
}
/*
=====================
FilterFlareSurfIntoTree
=====================
*/
int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ) {
return FilterMapDrawSurfIntoTree( ds->lightmapOrigin, ds, tree->headnode );
}
//======================================================================
int c_stripSurfaces, c_fanSurfaces;
/*
==================
IsTriangleDegenerate
Returns qtrue if all three points are collinear or backwards
===================
*/
#define COLINEAR_AREA 10
static qboolean IsTriangleDegenerate( drawVert_t *points, int a, int b, int c ) {
vec3_t v1, v2, v3;
float d;
VectorSubtract( points[b].xyz, points[a].xyz, v1 );
VectorSubtract( points[c].xyz, points[a].xyz, v2 );
CrossProduct( v1, v2, v3 );
d = VectorLength( v3 );
// assume all very small or backwards triangles will cause problems
if ( d < COLINEAR_AREA ) {
return qtrue;
}
return qfalse;
}
/*
===============
SurfaceAsTriFan
The surface can't be represented as a single tristrip without
leaving a degenerate triangle (and therefore a crack), so add
a point in the middle and create (points-1) triangles in fan order
===============
*/
static void SurfaceAsTriFan( dsurface_t *ds ) {
int i;
int colorSum[4];
drawVert_t *mid, *v;
// create a new point in the center of the face
if ( numDrawVerts == MAX_MAP_DRAW_VERTS ) {
Error( "MAX_MAP_DRAW_VERTS" );
}
mid = &drawVerts[ numDrawVerts ];
numDrawVerts++;
colorSum[0] = colorSum[1] = colorSum[2] = colorSum[3] = 0;
v = drawVerts + ds->firstVert;
for (i = 0 ; i < ds->numVerts ; i++, v++ ) {
VectorAdd( mid->xyz, v->xyz, mid->xyz );
mid->st[0] += v->st[0];
mid->st[1] += v->st[1];
mid->lightmap[0] += v->lightmap[0];
mid->lightmap[1] += v->lightmap[1];
colorSum[0] += v->color[0];
colorSum[1] += v->color[1];
colorSum[2] += v->color[2];
colorSum[3] += v->color[3];
}
mid->xyz[0] /= ds->numVerts;
mid->xyz[1] /= ds->numVerts;
mid->xyz[2] /= ds->numVerts;
mid->st[0] /= ds->numVerts;
mid->st[1] /= ds->numVerts;
mid->lightmap[0] /= ds->numVerts;
mid->lightmap[1] /= ds->numVerts;
mid->color[0] = colorSum[0] / ds->numVerts;
mid->color[1] = colorSum[1] / ds->numVerts;
mid->color[2] = colorSum[2] / ds->numVerts;
mid->color[3] = colorSum[3] / ds->numVerts;
VectorCopy((drawVerts+ds->firstVert)->normal, mid->normal );
// fill in indices in trifan order
if ( numDrawIndexes + ds->numVerts*3 > MAX_MAP_DRAW_INDEXES ) {
Error( "MAX_MAP_DRAWINDEXES" );
}
ds->firstIndex = numDrawIndexes;
ds->numIndexes = ds->numVerts*3;
//FIXME
// should be: for ( i = 0 ; i < ds->numVerts ; i++ ) {
// set a break point and test this in a map
//for ( i = 0 ; i < ds->numVerts*3 ; i++ ) {
for ( i = 0 ; i < ds->numVerts ; i++ ) {
drawIndexes[numDrawIndexes++] = ds->numVerts;
drawIndexes[numDrawIndexes++] = i;
drawIndexes[numDrawIndexes++] = (i+1) % ds->numVerts;
}
ds->numVerts++;
}
/*
================
SurfaceAsTristrip
Try to create indices that make (points-2) triangles in tristrip order
================
*/
#define MAX_INDICES 1024
static void SurfaceAsTristrip( dsurface_t *ds ) {
int i;
int rotate;
int numIndices;
int ni;
int a, b, c;
int indices[MAX_INDICES];
// determine the triangle strip order
numIndices = ( ds->numVerts - 2 ) * 3;
if ( numIndices > MAX_INDICES ) {
Error( "MAX_INDICES exceeded for surface" );
}
// try all possible orderings of the points looking
// for a strip order that isn't degenerate
for ( rotate = 0 ; rotate < ds->numVerts ; rotate++ ) {
for ( ni = 0, i = 0 ; i < ds->numVerts - 2 - i ; i++ ) {
a = ( ds->numVerts - 1 - i + rotate ) % ds->numVerts;
b = ( i + rotate ) % ds->numVerts;
c = ( ds->numVerts - 2 - i + rotate ) % ds->numVerts;
if ( IsTriangleDegenerate( drawVerts + ds->firstVert, a, b, c ) ) {
break;
}
indices[ni++] = a;
indices[ni++] = b;
indices[ni++] = c;
if ( i + 1 != ds->numVerts - 1 - i ) {
a = ( ds->numVerts - 2 - i + rotate ) % ds->numVerts;
b = ( i + rotate ) % ds->numVerts;
c = ( i + 1 + rotate ) % ds->numVerts;
if ( IsTriangleDegenerate( drawVerts + ds->firstVert, a, b, c ) ) {
break;
}
indices[ni++] = a;
indices[ni++] = b;
indices[ni++] = c;
}
}
if ( ni == numIndices ) {
break; // got it done without degenerate triangles
}
}
// if any triangle in the strip is degenerate,
// render from a centered fan point instead
if ( ni < numIndices ) {
c_fanSurfaces++;
SurfaceAsTriFan( ds );
return;
}
// a normal tristrip
c_stripSurfaces++;
if ( numDrawIndexes + ni > MAX_MAP_DRAW_INDEXES ) {
Error( "MAX_MAP_DRAW_INDEXES" );
}
ds->firstIndex = numDrawIndexes;
ds->numIndexes = ni;
memcpy( drawIndexes + numDrawIndexes, indices, ni * sizeof(int) );
numDrawIndexes += ni;
}
/*
===============
EmitPlanarSurf
===============
*/
void EmitPlanarSurf( mapDrawSurface_t *ds ) {
int j;
dsurface_t *out;
drawVert_t *outv;
if ( numDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
}
out = &drawSurfaces[ numDrawSurfaces ];
numDrawSurfaces++;
out->surfaceType = MST_PLANAR;
out->shaderNum = EmitShader( ds->shaderInfo->shader );
out->firstVert = numDrawVerts;
out->numVerts = ds->numVerts;
out->fogNum = ds->fogNum;
out->lightmapNum = ds->lightmapNum;
out->lightmapX = ds->lightmapX;
out->lightmapY = ds->lightmapY;
out->lightmapWidth = ds->lightmapWidth;
out->lightmapHeight = ds->lightmapHeight;
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] );
for ( j = 0 ; j < ds->numVerts ; j++ ) {
if ( numDrawVerts == MAX_MAP_DRAW_VERTS ) {
Error( "MAX_MAP_DRAW_VERTS" );
}
outv = &drawVerts[ numDrawVerts ];
numDrawVerts++;
memcpy( outv, &ds->verts[ j ], sizeof( *outv ) );
outv->color[0] = 255;
outv->color[1] = 255;
outv->color[2] = 255;
outv->color[3] = 255;
}
// create the indexes
SurfaceAsTristrip( out );
}
/*
===============
EmitPatchSurf
===============
*/
void EmitPatchSurf( mapDrawSurface_t *ds ) {
int j;
dsurface_t *out;
drawVert_t *outv;
if ( numDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
}
out = &drawSurfaces[ numDrawSurfaces ];
numDrawSurfaces++;
out->surfaceType = MST_PATCH;
out->shaderNum = EmitShader( ds->shaderInfo->shader );
out->firstVert = numDrawVerts;
out->numVerts = ds->numVerts;
out->firstIndex = numDrawIndexes;
out->numIndexes = ds->numIndexes;
out->patchWidth = ds->patchWidth;
out->patchHeight = ds->patchHeight;
out->fogNum = ds->fogNum;
out->lightmapNum = ds->lightmapNum;
out->lightmapX = ds->lightmapX;
out->lightmapY = ds->lightmapY;
out->lightmapWidth = ds->lightmapWidth;
out->lightmapHeight = ds->lightmapHeight;
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] );
for ( j = 0 ; j < ds->numVerts ; j++ ) {
if ( numDrawVerts == MAX_MAP_DRAW_VERTS ) {
Error( "MAX_MAP_DRAW_VERTS" );
}
outv = &drawVerts[ numDrawVerts ];
numDrawVerts++;
memcpy( outv, &ds->verts[ j ], sizeof( *outv ) );
outv->color[0] = 255;
outv->color[1] = 255;
outv->color[2] = 255;
outv->color[3] = 255;
}
for ( j = 0 ; j < ds->numIndexes ; j++ ) {
if ( numDrawIndexes == MAX_MAP_DRAW_INDEXES ) {
Error( "MAX_MAP_DRAW_INDEXES" );
}
drawIndexes[ numDrawIndexes ] = ds->indexes[ j ];
numDrawIndexes++;
}
}
/*
===============
EmitFlareSurf
===============
*/
void EmitFlareSurf( mapDrawSurface_t *ds ) {
dsurface_t *out;
if ( numDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
}
out = &drawSurfaces[ numDrawSurfaces ];
numDrawSurfaces++;
out->surfaceType = MST_FLARE;
out->shaderNum = EmitShader( ds->shaderInfo->shader );
out->fogNum = ds->fogNum;
VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
VectorCopy( ds->lightmapVecs[0], out->lightmapVecs[0] ); // color
VectorCopy( ds->lightmapVecs[2], out->lightmapVecs[2] );
}
/*
===============
EmitModelSurf
===============
*/
void EmitModelSurf( mapDrawSurface_t *ds ) {
int j;
dsurface_t *out;
drawVert_t *outv;
if ( numDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
}
out = &drawSurfaces[ numDrawSurfaces ];
numDrawSurfaces++;
out->surfaceType = MST_TRIANGLE_SOUP;
out->shaderNum = EmitShader( ds->shaderInfo->shader );
out->firstVert = numDrawVerts;
out->numVerts = ds->numVerts;
out->firstIndex = numDrawIndexes;
out->numIndexes = ds->numIndexes;
out->patchWidth = ds->patchWidth;
out->patchHeight = ds->patchHeight;
out->fogNum = ds->fogNum;
out->lightmapNum = ds->lightmapNum;
out->lightmapX = ds->lightmapX;
out->lightmapY = ds->lightmapY;
out->lightmapWidth = ds->lightmapWidth;
out->lightmapHeight = ds->lightmapHeight;
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] );
for ( j = 0 ; j < ds->numVerts ; j++ ) {
if ( numDrawVerts == MAX_MAP_DRAW_VERTS ) {
Error( "MAX_MAP_DRAW_VERTS" );
}
outv = &drawVerts[ numDrawVerts ];
numDrawVerts++;
memcpy( outv, &ds->verts[ j ], sizeof( *outv ) );
outv->color[0] = 255;
outv->color[1] = 255;
outv->color[2] = 255;
}
for ( j = 0 ; j < ds->numIndexes ; j++ ) {
if ( numDrawIndexes == MAX_MAP_DRAW_INDEXES ) {
Error( "MAX_MAP_DRAW_INDEXES" );
}
drawIndexes[ numDrawIndexes ] = ds->indexes[ j ];
numDrawIndexes++;
}
}
//======================================================================
/*
==================
CreateFlareSurface
Light flares from surface lights become
==================
*/
void CreateFlareSurface( mapDrawSurface_t *faceDs ) {
mapDrawSurface_t *ds;
int i;
ds = AllocDrawSurf();
if ( faceDs->shaderInfo->flareShader[0] ) {
ds->shaderInfo = ShaderInfoForShader( faceDs->shaderInfo->flareShader );
} else {
ds->shaderInfo = ShaderInfoForShader( "flareshader" );
}
ds->flareSurface = qtrue;
VectorCopy( faceDs->lightmapVecs[2], ds->lightmapVecs[2] );
// find midpoint
VectorClear( ds->lightmapOrigin );
for ( i = 0 ; i < faceDs->numVerts ; i++ ) {
VectorAdd( ds->lightmapOrigin, faceDs->verts[i].xyz, ds->lightmapOrigin );
}
VectorScale( ds->lightmapOrigin, 1.0/faceDs->numVerts, ds->lightmapOrigin );
VectorMA( ds->lightmapOrigin, 2, ds->lightmapVecs[2], ds->lightmapOrigin );
VectorCopy( faceDs->shaderInfo->color, ds->lightmapVecs[0] );
// FIXME: fog
}
/*
=====================
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;
mapDrawSurface_t *ds;
int refs;
int c_surfs, c_refs;
qprintf( "----- FilterDrawsurfsIntoTree -----\n");
c_surfs = 0;
c_refs = 0;
for ( i = e->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
ds = &mapDrawSurfs[i];
if ( !ds->numVerts && !ds->flareSurface ) {
continue;
}
if ( ds->miscModel ) {
refs = FilterMiscModelSurfIntoTree( ds, tree );
EmitModelSurf( ds );
} else if ( ds->patch ) {
refs = FilterPatchSurfIntoTree( ds, tree );
EmitPatchSurf( ds );
} else if ( ds->flareSurface ) {
refs = FilterFlareSurfIntoTree( ds, tree );
EmitFlareSurf( ds );
} else {
refs = FilterFaceIntoTree( ds, tree );
// if ( ds->shaderInfo->value >= 1000 ) { // ds->shaderInfo->flareShader[0] ) {
if ( ds->shaderInfo->flareShader[0] ) {
CreateFlareSurface( ds );
}
EmitPlanarSurf( ds );
}
if ( refs > 0 ) {
c_surfs++;
c_refs += refs;
}
}
qprintf( "%5i emited drawsurfs\n", c_surfs );
qprintf( "%5i references\n", c_refs );
qprintf( "%5i stripfaces\n", c_stripSurfaces );
qprintf( "%5i fanfaces\n", c_fanSurfaces );
}