vmap/tools/vmap/decals.c
2020-11-17 12:16:16 +01:00

902 lines
24 KiB
C

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define DECALS_C
/* dependencies */
#include "vmap.h"
#define MAX_PROJECTORS 1024
typedef struct decalProjector_s
{
shaderInfo_t *si;
vec3_t mins, maxs;
vec3_t center;
float radius, radius2;
int numPlanes; /* either 5 or 6, for quad or triangle projectors */
vec4_t planes[ 6 ];
vec4_t texMat[ 2 ];
}
decalProjector_t;
static int numProjectors = 0;
static decalProjector_t projectors[ MAX_PROJECTORS ];
static int numDecalSurfaces = 0;
static vec3_t entityOrigin;
/*
DVectorNormalize()
normalizes a vector, returns the length, operates using doubles
*/
typedef double dvec_t;
typedef dvec_t dvec3_t[ 3 ];
dvec_t DVectorNormalize( dvec3_t in, dvec3_t out ){
dvec_t len, ilen;
len = (dvec_t) sqrt( in[ 0 ] * in[ 0 ] + in[ 1 ] * in[ 1 ] + in[ 2 ] * in[ 2 ] );
if ( len == 0.0 ) {
VectorClear( out );
return 0.0;
}
ilen = 1.0 / len;
out[ 0 ] = in[ 0 ] * ilen;
out[ 1 ] = in[ 1 ] * ilen;
out[ 2 ] = in[ 2 ] * ilen;
return len;
}
/*
MakeTextureMatrix()
generates a texture projection matrix for a triangle
returns qfalse if a texture matrix cannot be created
*/
#define Vector2Subtract( a,b,c ) ( ( c )[ 0 ] = ( a )[ 0 ] - ( b )[ 0 ], ( c )[ 1 ] = ( a )[ 1 ] - ( b )[ 1 ] )
static qboolean MakeTextureMatrix( decalProjector_t *dp, vec4_t projection, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c ){
int i, j;
double bb, s, t, d;
dvec3_t pa, pb, pc;
dvec3_t bary, xyz;
dvec3_t vecs[ 3 ], axis[ 3 ], lengths;
/* project triangle onto plane of projection */
d = DotProduct( a->xyz, projection ) - projection[ 3 ];
VectorMA( a->xyz, -d, projection, pa );
d = DotProduct( b->xyz, projection ) - projection[ 3 ];
VectorMA( b->xyz, -d, projection, pb );
d = DotProduct( c->xyz, projection ) - projection[ 3 ];
VectorMA( c->xyz, -d, projection, pc );
/* two methods */
#if 1
{
/* old code */
/* calculate barycentric basis for the triangle */
bb = ( b->st[ 0 ] - a->st[ 0 ] ) * ( c->st[ 1 ] - a->st[ 1 ] ) - ( c->st[ 0 ] - a->st[ 0 ] ) * ( b->st[ 1 ] - a->st[ 1 ] );
if ( fabs( bb ) < 0.00000001 ) {
return qfalse;
}
/* calculate texture origin */
#if 0
s = 0.0;
t = 0.0;
bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
origin[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
origin[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
origin[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
#endif
/* calculate s vector */
s = a->st[ 0 ] + 1.0;
t = a->st[ 1 ] + 0.0;
bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
//% VectorSubtract( xyz, origin, vecs[ 0 ] );
VectorSubtract( xyz, pa, vecs[ 0 ] );
/* calculate t vector */
s = a->st[ 0 ] + 0.0;
t = a->st[ 1 ] + 1.0;
bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
//% VectorSubtract( xyz, origin, vecs[ 1 ] );
VectorSubtract( xyz, pa, vecs[ 1 ] );
/* calcuate r vector */
VectorScale( projection, -1.0, vecs[ 2 ] );
/* calculate transform axis */
for ( i = 0; i < 3; i++ )
lengths[ i ] = DVectorNormalize( vecs[ i ], axis[ i ] );
for ( i = 0; i < 2; i++ )
for ( j = 0; j < 3; j++ )
dp->texMat[ i ][ j ] = lengths[ i ] > 0.0 ? ( axis[ i ][ j ] / lengths[ i ] ) : 0.0;
//% dp->texMat[ i ][ j ] = fabs( vecs[ i ][ j ] ) > 0.0 ? (1.0 / vecs[ i ][ j ]) : 0.0;
//% dp->texMat[ i ][ j ] = axis[ i ][ j ] > 0.0 ? (1.0 / axis[ i ][ j ]) : 0.0;
/* calculalate translation component */
dp->texMat[ 0 ][ 3 ] = a->st[ 0 ] - DotProduct( a->xyz, dp->texMat[ 0 ] );
dp->texMat[ 1 ][ 3 ] = a->st[ 1 ] - DotProduct( a->xyz, dp->texMat[ 1 ] );
}
#else
{
int k;
dvec3_t origin, deltas[ 3 ];
double texDeltas[ 3 ][ 2 ];
double delta, texDelta;
/* new code */
/* calculate deltas */
VectorSubtract( pa, pb, deltas[ 0 ] );
VectorSubtract( pa, pc, deltas[ 1 ] );
VectorSubtract( pb, pc, deltas[ 2 ] );
Vector2Subtract( a->st, b->st, texDeltas[ 0 ] );
Vector2Subtract( a->st, c->st, texDeltas[ 1 ] );
Vector2Subtract( b->st, c->st, texDeltas[ 2 ] );
/* walk st */
for ( i = 0; i < 2; i++ )
{
/* walk xyz */
for ( j = 0; j < 3; j++ )
{
/* clear deltas */
delta = 0.0;
texDelta = 0.0;
/* walk deltas */
for ( k = 0; k < 3; k++ )
{
if ( fabs( deltas[ k ][ j ] ) > delta &&
fabs( texDeltas[ k ][ i ] ) > texDelta ) {
delta = deltas[ k ][ j ];
texDelta = texDeltas[ k ][ i ];
}
}
/* set texture matrix component */
if ( fabs( delta ) > 0.0 ) {
dp->texMat[ i ][ j ] = texDelta / delta;
}
else{
dp->texMat[ i ][ j ] = 0.0;
}
}
/* set translation component */
dp->texMat[ i ][ 3 ] = a->st[ i ] - DotProduct( pa, dp->texMat[ i ] );
}
}
#endif
/* debug code */
#if 1
Sys_Printf( "Mat: [ %f %f %f %f ] [ %f %f %f %f ] Theta: %f (%f)\n",
dp->texMat[ 0 ][ 0 ], dp->texMat[ 0 ][ 1 ], dp->texMat[ 0 ][ 2 ], dp->texMat[ 0 ][ 3 ],
dp->texMat[ 1 ][ 0 ], dp->texMat[ 1 ][ 1 ], dp->texMat[ 1 ][ 2 ], dp->texMat[ 1 ][ 3 ],
RAD2DEG( acos( DotProduct( dp->texMat[ 0 ], dp->texMat[ 1 ] ) ) ),
RAD2DEG( acos( DotProduct( axis[ 0 ], axis[ 1 ] ) ) ) );
Sys_Printf( "XYZ: %f %f %f ST: %f %f ST(t): %f %f\n",
a->xyz[ 0 ], a->xyz[ 1 ], a->xyz[ 2 ],
a->st[ 0 ], a->st[ 1 ],
DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ], DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ] );
#endif
/* test texture matrix */
s = DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
t = DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
if ( fabs( s - a->st[ 0 ] ) > 0.01 || fabs( t - a->st[ 1 ] ) > 0.01 ) {
Sys_Printf( "Bad texture matrix! (A) (%f, %f) != (%f, %f)\n",
s, t, a->st[ 0 ], a->st[ 1 ] );
//% return qfalse;
}
s = DotProduct( b->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
t = DotProduct( b->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
if ( fabs( s - b->st[ 0 ] ) > 0.01 || fabs( t - b->st[ 1 ] ) > 0.01 ) {
Sys_Printf( "Bad texture matrix! (B) (%f, %f) != (%f, %f)\n",
s, t, b->st[ 0 ], b->st[ 1 ] );
//% return qfalse;
}
s = DotProduct( c->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
t = DotProduct( c->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
if ( fabs( s - c->st[ 0 ] ) > 0.01 || fabs( t - c->st[ 1 ] ) > 0.01 ) {
Sys_Printf( "Bad texture matrix! (C) (%f, %f) != (%f, %f)\n",
s, t, c->st[ 0 ], c->st[ 1 ] );
//% return qfalse;
}
/* disco */
return qtrue;
}
/*
TransformDecalProjector()
transforms a decal projector
note: non-normalized axes will screw up the plane transform
*/
static void TransformDecalProjector( decalProjector_t *in, vec3_t axis[ 3 ], vec3_t origin, decalProjector_t *out ){
int i;
/* copy misc stuff */
out->si = in->si;
out->numPlanes = in->numPlanes;
/* translate bounding box and sphere (note: rotated projector bounding box will be invalid!) */
VectorSubtract( in->mins, origin, out->mins );
VectorSubtract( in->maxs, origin, out->maxs );
VectorSubtract( in->center, origin, out->center );
out->radius = in->radius;
out->radius2 = in->radius2;
/* translate planes */
for ( i = 0; i < in->numPlanes; i++ )
{
out->planes[ i ][ 0 ] = DotProduct( in->planes[ i ], axis[ 0 ] );
out->planes[ i ][ 1 ] = DotProduct( in->planes[ i ], axis[ 1 ] );
out->planes[ i ][ 2 ] = DotProduct( in->planes[ i ], axis[ 2 ] );
out->planes[ i ][ 3 ] = in->planes[ i ][ 3 ] - DotProduct( out->planes[ i ], origin );
}
/* translate texture matrix */
for ( i = 0; i < 2; i++ )
{
out->texMat[ i ][ 0 ] = DotProduct( in->texMat[ i ], axis[ 0 ] );
out->texMat[ i ][ 1 ] = DotProduct( in->texMat[ i ], axis[ 1 ] );
out->texMat[ i ][ 2 ] = DotProduct( in->texMat[ i ], axis[ 2 ] );
out->texMat[ i ][ 3 ] = in->texMat[ i ][ 3 ] + DotProduct( out->texMat[ i ], origin );
}
}
/*
MakeDecalProjector()
creates a new decal projector from a triangle
*/
static int MakeDecalProjector( shaderInfo_t *si, vec4_t projection, float distance, int numVerts, bspDrawVert_t **dv ){
int i, j;
decalProjector_t *dp;
vec3_t xyz;
/* dummy check */
if ( numVerts != 3 && numVerts != 4 ) {
return -1;
}
/* limit check */
if ( numProjectors >= MAX_PROJECTORS ) {
Sys_FPrintf( SYS_WRN, "WARNING: MAX_PROJECTORS (%d) exceeded, no more decal projectors available.\n", MAX_PROJECTORS );
return -2;
}
/* create a new projector */
dp = &projectors[ numProjectors ];
memset( dp, 0, sizeof( *dp ) );
/* basic setup */
dp->si = si;
dp->numPlanes = numVerts + 2;
/* make texture matrix */
if ( !MakeTextureMatrix( dp, projection, dv[ 0 ], dv[ 1 ], dv[ 2 ] ) ) {
return -1;
}
/* bound the projector */
ClearBounds( dp->mins, dp->maxs );
for ( i = 0; i < numVerts; i++ )
{
AddPointToBounds( dv[ i ]->xyz, dp->mins, dp->maxs );
VectorMA( dv[ i ]->xyz, distance, projection, xyz );
AddPointToBounds( xyz, dp->mins, dp->maxs );
}
/* make bouding sphere */
VectorAdd( dp->mins, dp->maxs, dp->center );
VectorScale( dp->center, 0.5f, dp->center );
VectorSubtract( dp->maxs, dp->center, xyz );
dp->radius = VectorLength( xyz );
dp->radius2 = dp->radius * dp->radius;
/* make the front plane */
if ( !PlaneFromPoints( dp->planes[ 0 ], dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) ) {
return -1;
}
/* make the back plane */
VectorSubtract( vec3_origin, dp->planes[ 0 ], dp->planes[ 1 ] );
VectorMA( dv[ 0 ]->xyz, distance, projection, xyz );
dp->planes[ 1 ][ 3 ] = DotProduct( xyz, dp->planes[ 1 ] );
/* make the side planes */
for ( i = 0; i < numVerts; i++ )
{
j = ( i + 1 ) % numVerts;
VectorMA( dv[ i ]->xyz, distance, projection, xyz );
if ( !PlaneFromPoints( dp->planes[ i + 2 ], dv[ j ]->xyz, dv[ i ]->xyz, xyz ) ) {
return -1;
}
}
/* return ok */
numProjectors++;
return numProjectors - 1;
}
/*
ProcessDecals()
finds all decal entities and creates decal projectors
*/
#define PLANAR_EPSILON 0.5f
void ProcessDecals( void ){
int i, j, x, y, pw[ 5 ], r, iterations;
float distance;
vec4_t projection, plane;
vec3_t origin, target, delta;
entity_t *e, *e2;
parseMesh_t *p;
mesh_t *mesh, *subdivided;
bspDrawVert_t *dv[ 4 ];
const char *value;
/* note it */
Sys_FPrintf( SYS_VRB, "--- ProcessDecals ---\n" );
/* walk entity list */
for ( i = 0; i < numEntities; i++ )
{
/* get entity */
e = &entities[ i ];
value = ValueForKey( e, "classname" );
if ( Q_stricmp( value, "_decal" ) ) {
continue;
}
/* any patches? */
if ( e->patches == NULL ) {
Sys_FPrintf( SYS_WRN, "WARNING: Decal entity without any patch meshes, ignoring.\n" );
e->epairs = NULL; /* fixme: leak! */
continue;
}
/* find target */
value = ValueForKey( e, "target" );
e2 = FindTargetEntity( value );
/* no target? */
if ( e2 == NULL ) {
Sys_FPrintf( SYS_WRN, "WARNING: Decal entity without a valid target, ignoring.\n" );
continue;
}
/* walk entity patches */
for ( p = e->patches; p != NULL; p = e->patches )
{
/* setup projector */
if ( VectorCompare( e->origin, vec3_origin ) ) {
VectorAdd( p->eMins, p->eMaxs, origin );
VectorScale( origin, 0.5f, origin );
}
else{
VectorCopy( e->origin, origin );
}
VectorCopy( e2->origin, target );
VectorSubtract( target, origin, delta );
/* setup projection plane */
distance = VectorNormalize( delta, projection );
projection[ 3 ] = DotProduct( origin, projection );
/* create projectors */
if ( distance > 0.125f ) {
/* tesselate the patch */
iterations = IterationsForCurve( p->longestCurve, patchSubdivisions );
subdivided = SubdivideMesh2( p->mesh, iterations );
/* fit it to the curve and remove colinear verts on rows/columns */
PutMeshOnCurve( *subdivided );
mesh = RemoveLinearMeshColumnsRows( subdivided );
FreeMesh( subdivided );
/* offset by projector origin */
for ( j = 0; j < ( mesh->width * mesh->height ); j++ )
VectorAdd( mesh->verts[ j ].xyz, e->origin, mesh->verts[ j ].xyz );
/* iterate through the mesh quads */
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;
/* get drawverts */
dv[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
dv[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
dv[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
dv[ 3 ] = &mesh->verts[ pw[ r + 3 ] ];
/* planar? (nuking this optimization as it doesn't work on non-rectangular quads) */
plane[ 0 ] = 0.0f; /* stupid msvc */
if ( 0 && PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) &&
fabs( DotProduct( dv[ 1 ]->xyz, plane ) - plane[ 3 ] ) <= PLANAR_EPSILON ) {
/* make a quad projector */
MakeDecalProjector( p->shaderInfo, projection, distance, 4, dv );
}
else
{
/* make first triangle */
MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv );
/* make second triangle */
dv[ 1 ] = dv[ 2 ];
dv[ 2 ] = dv[ 3 ];
MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv );
}
}
}
/* clean up */
free( mesh );
}
/* remove patch from entity (fixme: leak!) */
e->patches = p->next;
/* push patch to worldspawn (enable this to debug projectors) */
#if 0
p->next = entities[ 0 ].patches;
entities[ 0 ].patches = p;
#endif
}
}
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d decal projectors\n", numProjectors );
}
/*
ProjectDecalOntoWinding()
projects a decal onto a winding
*/
static void ProjectDecalOntoWinding( decalProjector_t *dp, mapDrawSurface_t *ds, winding_t *w ){
int i, j;
float d, d2, alpha;
winding_t *front, *back;
mapDrawSurface_t *ds2;
bspDrawVert_t *dv;
vec4_t plane;
/* dummy check */
if ( w->numpoints < 3 ) {
FreeWinding( w );
return;
}
/* offset by entity origin */
for ( i = 0; i < w->numpoints; i++ )
VectorAdd( w->p[ i ], entityOrigin, w->p[ i ] );
/* make a plane from the winding */
if ( !PlaneFromPoints( plane, w->p[ 0 ], w->p[ 1 ], w->p[ 2 ] ) ) {
FreeWinding( w );
return;
}
/* backface check */
d = DotProduct( dp->planes[ 0 ], plane );
if ( d < -0.0001f ) {
FreeWinding( w );
return;
}
/* walk list of planes */
for ( i = 0; i < dp->numPlanes; i++ )
{
/* chop winding by the plane */
ClipWindingEpsilonStrict( w, dp->planes[ i ], dp->planes[ i ][ 3 ], 0.0625f, &front, &back ); /* strict, if identical plane we don't want to keep it */
FreeWinding( w );
/* lose the front fragment */
if ( front != NULL ) {
FreeWinding( front );
}
/* if nothing left in back, then bail */
if ( back == NULL ) {
return;
}
/* reset winding */
w = back;
}
/* nothing left? */
if ( w == NULL || w->numpoints < 3 ) {
return;
}
/* add to counts */
numDecalSurfaces++;
/* make a new surface */
ds2 = AllocDrawSurface( SURFACE_DECAL );
/* set it up */
ds2->entityNum = ds->entityNum;
ds2->castShadows = ds->castShadows;
ds2->recvShadows = ds->recvShadows;
ds2->shaderInfo = dp->si;
ds2->fogNum = ds->fogNum; /* why was this -1? */
ds2->cubemapNum = ds->cubemapNum; /* why was this -1? */
ds2->lightmapScale = ds->lightmapScale;
ds2->shadeAngleDegrees = ds->shadeAngleDegrees;
ds2->numVerts = w->numpoints;
ds2->verts = safe_malloc( ds2->numVerts * sizeof( *ds2->verts ) );
memset( ds2->verts, 0, ds2->numVerts * sizeof( *ds2->verts ) );
/* set vertexes */
for ( i = 0; i < ds2->numVerts; i++ )
{
/* get vertex */
dv = &ds2->verts[ i ];
/* set alpha */
d = DotProduct( w->p[ i ], dp->planes[ 0 ] ) - dp->planes[ 0 ][ 3 ];
d2 = DotProduct( w->p[ i ], dp->planes[ 1 ] ) - dp->planes[ 1 ][ 3 ];
alpha = 255.0f * d2 / ( d + d2 );
if ( alpha > 255 ) {
alpha = 255;
}
else if ( alpha < 0 ) {
alpha = 0;
}
/* set misc */
VectorSubtract( w->p[ i ], entityOrigin, dv->xyz );
VectorCopy( plane, dv->normal );
dv->st[ 0 ] = DotProduct( dv->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
dv->st[ 1 ] = DotProduct( dv->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
/* set color */
for ( j = 0; j < MAX_LIGHTMAPS; j++ )
{
dv->color[ j ][ 0 ] = 255;
dv->color[ j ][ 1 ] = 255;
dv->color[ j ][ 2 ] = 255;
dv->color[ j ][ 3 ] = alpha;
}
}
}
/*
ProjectDecalOntoFace()
projects a decal onto a brushface surface
*/
static void ProjectDecalOntoFace( decalProjector_t *dp, mapDrawSurface_t *ds ){
vec4_t plane;
float d;
winding_t *w;
/* dummy check */
if ( ds->sideRef == NULL || ds->sideRef->side == NULL ) {
return;
}
/* backface check */
if ( ds->planar ) {
VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
d = DotProduct( dp->planes[ 0 ], plane );
if ( d < -0.0001f ) {
return;
}
}
/* generate decal */
w = WindingFromDrawSurf( ds );
ProjectDecalOntoWinding( dp, ds, w );
}
/*
ProjectDecalOntoPatch()
projects a decal onto a patch surface
*/
static void ProjectDecalOntoPatch( decalProjector_t *dp, mapDrawSurface_t *ds ){
int x, y, pw[ 5 ], r, iterations;
vec4_t plane;
float d;
mesh_t src, *mesh, *subdivided;
winding_t *w;
/* backface check */
if ( ds->planar ) {
VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
d = DotProduct( dp->planes[ 0 ], plane );
if ( d < -0.0001f ) {
return;
}
}
/* tesselate the patch */
src.width = ds->patchWidth;
src.height = ds->patchHeight;
src.verts = ds->verts;
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 );
/* iterate through the mesh quads */
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;
/* generate decal for first triangle */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( mesh->verts[ pw[ r + 0 ] ].xyz, w->p[ 0 ] );
VectorCopy( mesh->verts[ pw[ r + 1 ] ].xyz, w->p[ 1 ] );
VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 2 ] );
ProjectDecalOntoWinding( dp, ds, w );
/* generate decal for second triangle */
w = AllocWinding( 3 );
w->numpoints = 3;
VectorCopy( mesh->verts[ pw[ r + 0 ] ].xyz, w->p[ 0 ] );
VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 1 ] );
VectorCopy( mesh->verts[ pw[ r + 3 ] ].xyz, w->p[ 2 ] );
ProjectDecalOntoWinding( dp, ds, w );
}
}
/* clean up */
free( mesh );
}
/*
ProjectDecalOntoTriangles()
projects a decal onto a triangle surface
*/
static void ProjectDecalOntoTriangles( decalProjector_t *dp, mapDrawSurface_t *ds ){
int i;
vec4_t plane;
float d;
winding_t *w;
/* triangle surfaces without shaders don't get marks by default */
if ( ds->type == SURFACE_TRIANGLES && ds->shaderInfo->shaderText == NULL ) {
return;
}
/* backface check */
if ( ds->planar ) {
VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
d = DotProduct( dp->planes[ 0 ], plane );
if ( d < -0.0001f ) {
return;
}
}
/* iterate through triangles */
for ( i = 0; i < ds->numIndexes; i += 3 )
{
/* generate decal */
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 ] );
ProjectDecalOntoWinding( dp, ds, w );
}
}
/*
MakeEntityDecals()
projects decals onto world surfaces
*/
void MakeEntityDecals( entity_t *e ){
int i, j, k, f, fOld, start;
decalProjector_t dp;
mapDrawSurface_t *ds;
vec3_t identityAxis[ 3 ] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };
/* note it */
Sys_FPrintf( SYS_VRB, "--- MakeEntityDecals ---\n" );
/* set entity origin */
VectorCopy( e->origin, entityOrigin );
/* transform projector instead of geometry */
VectorClear( entityOrigin );
/* init pacifier */
fOld = -1;
start = I_FloatTime();
/* walk the list of decal projectors */
for ( i = 0; i < numProjectors; i++ )
{
/* print pacifier */
f = 10 * i / numProjectors;
if ( f != fOld ) {
fOld = f;
Sys_FPrintf( SYS_VRB, "%d...", f );
}
/* get projector */
TransformDecalProjector( &projectors[ i ], identityAxis, e->origin, &dp );
/* walk the list of surfaces in the entity */
for ( j = e->firstDrawSurf; j < numMapDrawSurfs; j++ )
{
/* get surface */
ds = &mapDrawSurfs[ j ];
if ( ds->numVerts <= 0 ) {
continue;
}
/* ignore autosprite or nomarks */
if ( ds->shaderInfo->autosprite || ( ds->shaderInfo->compileFlags & C_NOMARKS ) ) {
continue;
}
/* bounds check */
for ( k = 0; k < 3; k++ )
if ( ds->mins[ k ] >= ( dp.center[ k ] + dp.radius ) ||
ds->maxs[ k ] <= ( dp.center[ k ] - dp.radius ) ) {
break;
}
if ( k < 3 ) {
continue;
}
/* switch on type */
switch ( ds->type )
{
case SURFACE_FACE:
ProjectDecalOntoFace( &dp, ds );
break;
case SURFACE_PATCH:
ProjectDecalOntoPatch( &dp, ds );
break;
case SURFACE_TRIANGLES:
case SURFACE_FORCED_META:
case SURFACE_META:
ProjectDecalOntoTriangles( &dp, ds );
break;
default:
break;
}
}
}
/* print time */
Sys_FPrintf( SYS_VRB, " (%d)\n", (int) ( I_FloatTime() - start ) );
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d decal surfaces\n", numDecalSurfaces );
}