extern cvar_t cl_decals_bias;
extern cvar_t cl_decals_models;
extern cvar_t cl_decals_newsystem_intensitymultiplier;
+// baseparms, parms, temps
+static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
+{
+ int cornerindex;
+ int index;
+ float v[9][3];
+ const float *vertex3f;
+ int numpoints;
+ float points[2][9][3];
+ float temp[3];
+ float tc[9][2];
+ float f;
+ float c[9][4];
+ const int *e;
+
+ e = rsurface.modelelement3i + 3*triangleindex;
+
+ vertex3f = rsurface.modelvertex3f;
+
+ for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ {
+ index = 3*e[cornerindex];
+ VectorCopy(vertex3f + index, v[cornerindex]);
+ }
+ // cull backfaces
+ //TriangleNormal(v[0], v[1], v[2], normal);
+ //if (DotProduct(normal, localnormal) < 0.0f)
+ // continue;
+ // clip by each of the box planes formed from the projection matrix
+ // if anything survives, we emit the decal
+ numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+ if (numpoints < 3)
+ return;
+ numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
+ if (numpoints < 3)
+ return;
+ numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+ if (numpoints < 3)
+ return;
+ numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
+ if (numpoints < 3)
+ return;
+ numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+ if (numpoints < 3)
+ return;
+ numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
+ if (numpoints < 3)
+ return;
+ // some part of the triangle survived, so we have to accept it...
+ if (dynamic)
+ {
+ // dynamic always uses the original triangle
+ numpoints = 3;
+ for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ {
+ index = 3*e[cornerindex];
+ VectorCopy(vertex3f + index, v[cornerindex]);
+ }
+ }
+ for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
+ {
+ // convert vertex positions to texcoords
+ Matrix4x4_Transform(projection, v[cornerindex], temp);
+ tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
+ tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
+ // calculate distance fade from the projection origin
+ f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
+ f = bound(0.0f, f, 1.0f);
+ c[cornerindex][0] = r * f;
+ c[cornerindex][1] = g * f;
+ c[cornerindex][2] = b * f;
+ c[cornerindex][3] = 1.0f;
+ //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
+ }
+ if (dynamic)
+ R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
+ else
+ for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
+ R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
+}
static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
{
matrix4x4_t projection;
decalsystem_t *decalsystem;
qboolean dynamic;
dp_model_t *model;
- const float *vertex3f;
const msurface_t *surface;
const msurface_t *surfaces;
const int *surfacelist;
int surfacelistindex;
int surfaceindex;
int triangleindex;
- int cornerindex;
- int index;
- int numpoints;
- const int *e;
float localorigin[3];
float localnormal[3];
float localmins[3];
float localmaxs[3];
float localsize;
- float v[9][3];
- float tc[9][2];
- float c[9][4];
//float normal[3];
float planes[6][4];
- float f;
- float points[2][9][3];
float angles[3];
- float temp[3];
+ bih_t *bih;
+ int bih_triangles_count;
+ int bih_triangles[256];
+ int bih_surfaces[256];
decalsystem = &ent->decalsystem;
model = ent->model;
#endif
dynamic = model->surfmesh.isanimated;
- vertex3f = rsurface.modelvertex3f;
numsurfacelist = model->nummodelsurfaces;
surfacelist = model->sortedmodelsurfaces;
surfaces = model->data_surfaces;
- for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
+
+ bih = NULL;
+ bih_triangles_count = -1;
+ if(!dynamic)
{
- surfaceindex = surfacelist[surfacelistindex];
- surface = surfaces + surfaceindex;
- // check cull box first because it rejects more than any other check
- if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
- continue;
- // skip transparent surfaces
- texture = surface->texture;
- if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
- continue;
- if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
- continue;
- numtriangles = surface->num_triangles;
- for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
+ if(model->render_bih.numleafs)
+ bih = &model->render_bih;
+ else if(model->collision_bih.numleafs)
+ bih = &model->collision_bih;
+ }
+ if(bih)
+ bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
+ if(bih_triangles_count == 0)
+ return;
+ if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
+ return;
+ if(bih_triangles_count > 0)
+ {
+ for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
{
- for (cornerindex = 0;cornerindex < 3;cornerindex++)
- {
- index = 3*e[cornerindex];
- VectorCopy(vertex3f + index, v[cornerindex]);
- }
- // cull backfaces
- //TriangleNormal(v[0], v[1], v[2], normal);
- //if (DotProduct(normal, localnormal) < 0.0f)
- // continue;
- // clip by each of the box planes formed from the projection matrix
- // if anything survives, we emit the decal
- numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
- if (numpoints < 3)
- continue;
- numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
- if (numpoints < 3)
+ surfaceindex = bih_surfaces[triangleindex];
+ surface = surfaces + surfaceindex;
+ texture = surface->texture;
+ if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
continue;
- numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
- if (numpoints < 3)
+ if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
continue;
- numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
- if (numpoints < 3)
+ R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
+ }
+ }
+ else
+ {
+ for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
+ {
+ surfaceindex = surfacelist[surfacelistindex];
+ surface = surfaces + surfaceindex;
+ // check cull box first because it rejects more than any other check
+ if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
continue;
- numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
- if (numpoints < 3)
+ // skip transparent surfaces
+ texture = surface->texture;
+ if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
continue;
- numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
- if (numpoints < 3)
+ if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
continue;
- // some part of the triangle survived, so we have to accept it...
- if (dynamic)
- {
- // dynamic always uses the original triangle
- numpoints = 3;
- for (cornerindex = 0;cornerindex < 3;cornerindex++)
- {
- index = 3*e[cornerindex];
- VectorCopy(vertex3f + index, v[cornerindex]);
- }
- }
- for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
- {
- // convert vertex positions to texcoords
- Matrix4x4_Transform(&projection, v[cornerindex], temp);
- tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
- tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
- // calculate distance fade from the projection origin
- f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
- f = bound(0.0f, f, 1.0f);
- c[cornerindex][0] = r * f;
- c[cornerindex][1] = g * f;
- c[cornerindex][2] = b * f;
- c[cornerindex][3] = 1.0f;
- //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
- }
- if (dynamic)
- R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
- else
- for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
- R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
+ numtriangles = surface->num_triangles;
+ for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
+ R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
}
}
}