--- /dev/null
+/* -------------------------------------------------------------------------------
+
+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 LIGHT_TRACE_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+#define Vector2Copy( a, b ) ((b)[ 0 ] = (a)[ 0 ], (b)[ 1 ] = (a)[ 1 ])
+#define Vector4Copy( a, b ) ((b)[ 0 ] = (a)[ 0 ], (b)[ 1 ] = (a)[ 1 ], (b)[ 2 ] = (a)[ 2 ], (b)[ 3 ] = (a)[ 3 ])
+
+#define MAX_NODE_ITEMS 5
+#define MAX_NODE_TRIANGLES 5
+#define MAX_TRACE_DEPTH 32
+#define MIN_NODE_SIZE 32.0f
+
+#define GROW_TRACE_INFOS 32768 //% 4096
+#define GROW_TRACE_WINDINGS 65536 //% 32768
+#define GROW_TRACE_TRIANGLES 131072 //% 32768
+#define GROW_TRACE_NODES 16384 //% 16384
+#define GROW_NODE_ITEMS 16 //% 256
+
+#define MAX_TW_VERTS 24 // vortex: increased from 12 to 24 for ability co compile some insane maps with large curve count
+
+#define TRACE_ON_EPSILON 0.1f
+
+#define TRACE_LEAF -1
+#define TRACE_LEAF_SOLID -2
+
+typedef struct traceVert_s
+{
+ vec3_t xyz;
+ float st[ 2 ];
+}
+traceVert_t;
+
+typedef struct traceInfo_s
+{
+ shaderInfo_t *si;
+ int surfaceNum, castShadows, skipGrid;
+}
+traceInfo_t;
+
+typedef struct traceWinding_s
+{
+ vec4_t plane;
+ int infoNum, numVerts;
+ traceVert_t v[ MAX_TW_VERTS ];
+}
+traceWinding_t;
+
+typedef struct traceTriangle_s
+{
+ vec3_t edge1, edge2;
+ int infoNum;
+ traceVert_t v[ 3 ];
+}
+traceTriangle_t;
+
+typedef struct traceNode_s
+{
+ int type;
+ vec4_t plane;
+ vec3_t mins, maxs;
+ int children[ 2 ];
+ int numItems, maxItems;
+ int *items;
+}
+traceNode_t;
+
+
+int noDrawContentFlags, noDrawSurfaceFlags, noDrawCompileFlags;
+
+int numTraceInfos = 0, maxTraceInfos = 0, firstTraceInfo = 0;
+traceInfo_t *traceInfos = NULL;
+
+int numTraceWindings = 0, maxTraceWindings = 0, deadWinding = -1;
+traceWinding_t *traceWindings = NULL;
+
+int numTraceTriangles = 0, maxTraceTriangles = 0, deadTriangle = -1;
+traceTriangle_t *traceTriangles = NULL;
+
+int headNodeNum = 0, skyboxNodeNum = 0, maxTraceDepth = 0, numTraceLeafNodes = 0;
+int numTraceNodes = 0, maxTraceNodes = 0;
+traceNode_t *traceNodes = NULL;
+
+
+
+/* -------------------------------------------------------------------------------
+
+allocation and list management
+
+------------------------------------------------------------------------------- */
+
+/*
+AddTraceInfo() - ydnar
+adds a trace info structure to the pool
+*/
+
+static int AddTraceInfo( traceInfo_t *ti )
+{
+ int num;
+ void *temp;
+
+
+ /* find an existing info */
+ for( num = firstTraceInfo; num < numTraceInfos; num++ )
+ {
+ if( traceInfos[ num ].si == ti->si &&
+ traceInfos[ num ].surfaceNum == ti->surfaceNum &&
+ traceInfos[ num ].castShadows == ti->castShadows &&
+ traceInfos[ num ].skipGrid == ti->skipGrid )
+ return num;
+ }
+
+ /* enough space? */
+ if( numTraceInfos >= maxTraceInfos )
+ {
+ /* allocate more room */
+ maxTraceInfos += GROW_TRACE_INFOS;
+ temp = safe_malloc( maxTraceInfos * sizeof( *traceInfos ) );
+ if( traceInfos != NULL )
+ {
+ memcpy( temp, traceInfos, numTraceInfos * sizeof( *traceInfos ) );
+ free( traceInfos );
+ }
+ traceInfos = (traceInfo_t*) temp;
+ }
+
+ /* add the info */
+ memcpy( &traceInfos[ num ], ti, sizeof( *traceInfos ) );
+ if( num == numTraceInfos )
+ numTraceInfos++;
+
+ /* return the ti number */
+ return num;
+}
+
+
+
+/*
+AllocTraceNode() - ydnar
+allocates a new trace node
+*/
+
+static int AllocTraceNode( void )
+{
+ traceNode_t *temp;
+
+
+ /* enough space? */
+ if( numTraceNodes >= maxTraceNodes )
+ {
+ /* reallocate more room */
+ maxTraceNodes += GROW_TRACE_NODES;
+ temp = safe_malloc( maxTraceNodes * sizeof( traceNode_t ) );
+ if( traceNodes != NULL )
+ {
+ memcpy( temp, traceNodes, numTraceNodes * sizeof( traceNode_t ) );
+ free( traceNodes );
+ }
+ traceNodes = temp;
+ }
+
+ /* add the node */
+ memset( &traceNodes[ numTraceNodes ], 0, sizeof( traceNode_t ) );
+ traceNodes[ numTraceNodes ].type = TRACE_LEAF;
+ ClearBounds( traceNodes[ numTraceNodes ].mins, traceNodes[ numTraceNodes ].maxs );
+
+ /* Sys_Printf("alloc node %d\n", numTraceNodes); */
+
+ numTraceNodes++;
+
+ /* return the count */
+ return (numTraceNodes - 1);
+}
+
+
+
+/*
+AddTraceWinding() - ydnar
+adds a winding to the raytracing pool
+*/
+
+static int AddTraceWinding( traceWinding_t *tw )
+{
+ int num;
+ void *temp;
+
+
+ /* check for a dead winding */
+ if( deadWinding >= 0 && deadWinding < numTraceWindings )
+ num = deadWinding;
+ else
+ {
+ /* put winding at the end of the list */
+ num = numTraceWindings;
+
+ /* enough space? */
+ if( numTraceWindings >= maxTraceWindings )
+ {
+ /* allocate more room */
+ maxTraceWindings += GROW_TRACE_WINDINGS;
+ temp = safe_malloc( maxTraceWindings * sizeof( *traceWindings ) );
+ if( traceWindings != NULL )
+ {
+ memcpy( temp, traceWindings, numTraceWindings * sizeof( *traceWindings ) );
+ free( traceWindings );
+ }
+ traceWindings = (traceWinding_t*) temp;
+ }
+ }
+
+ /* add the winding */
+ memcpy( &traceWindings[ num ], tw, sizeof( *traceWindings ) );
+ if( num == numTraceWindings )
+ numTraceWindings++;
+ deadWinding = -1;
+
+ /* return the winding number */
+ return num;
+}
+
+
+
+/*
+AddTraceTriangle() - ydnar
+adds a triangle to the raytracing pool
+*/
+
+static int AddTraceTriangle( traceTriangle_t *tt )
+{
+ int num;
+ void *temp;
+
+
+ /* check for a dead triangle */
+ if( deadTriangle >= 0 && deadTriangle < numTraceTriangles )
+ num = deadTriangle;
+ else
+ {
+ /* put triangle at the end of the list */
+ num = numTraceTriangles;
+
+ /* enough space? */
+ if( numTraceTriangles >= maxTraceTriangles )
+ {
+ /* allocate more room */
+ maxTraceTriangles += GROW_TRACE_TRIANGLES;
+ temp = safe_malloc( maxTraceTriangles * sizeof( *traceTriangles ) );
+ if( traceTriangles != NULL )
+ {
+ memcpy( temp, traceTriangles, numTraceTriangles * sizeof( *traceTriangles ) );
+ free( traceTriangles );
+ }
+ traceTriangles = (traceTriangle_t*) temp;
+ }
+ }
+
+ /* find vectors for two edges sharing the first vert */
+ VectorSubtract( tt->v[ 1 ].xyz, tt->v[ 0 ].xyz, tt->edge1 );
+ VectorSubtract( tt->v[ 2 ].xyz, tt->v[ 0 ].xyz, tt->edge2 );
+
+ /* add the triangle */
+ memcpy( &traceTriangles[ num ], tt, sizeof( *traceTriangles ) );
+ if( num == numTraceTriangles )
+ numTraceTriangles++;
+ deadTriangle = -1;
+
+ /* return the triangle number */
+ return num;
+}
+
+
+
+/*
+AddItemToTraceNode() - ydnar
+adds an item reference (winding or triangle) to a trace node
+*/
+
+static int AddItemToTraceNode( traceNode_t *node, int num )
+{
+ void *temp;
+
+
+ /* dummy check */
+ if( num < 0 )
+ return -1;
+
+ /* enough space? */
+ if( node->numItems >= node->maxItems )
+ {
+ /* allocate more room */
+ if( node == traceNodes )
+ node->maxItems *= 2;
+ else
+ node->maxItems += GROW_NODE_ITEMS;
+ if( node->maxItems <= 0 )
+ node->maxItems = GROW_NODE_ITEMS;
+ temp = safe_malloc( node->maxItems * sizeof( *node->items ) );
+ if( node->items != NULL )
+ {
+ memcpy( temp, node->items, node->numItems * sizeof( *node->items ) );
+ free( node->items );
+ }
+ node->items = (int*) temp;
+ }
+
+ /* add the poly */
+ node->items[ node->numItems ] = num;
+ node->numItems++;
+
+ /* return the count */
+ return (node->numItems - 1);
+}
+
+
+
+
+/* -------------------------------------------------------------------------------
+
+trace node setup
+
+------------------------------------------------------------------------------- */
+
+/*
+SetupTraceNodes_r() - ydnar
+recursively create the initial trace node structure from the bsp tree
+*/
+
+static int SetupTraceNodes_r( int bspNodeNum )
+{
+ int i, nodeNum, bspLeafNum, newNode;
+ bspPlane_t *plane;
+ bspNode_t *bspNode;
+
+
+ /* get bsp node and plane */
+ bspNode = &bspNodes[ bspNodeNum ];
+ plane = &bspPlanes[ bspNode->planeNum ];
+
+ /* allocate a new trace node */
+ nodeNum = AllocTraceNode();
+
+ /* setup trace node */
+ traceNodes[ nodeNum ].type = PlaneTypeForNormal( plane->normal );
+ VectorCopy( plane->normal, traceNodes[ nodeNum ].plane );
+ traceNodes[ nodeNum ].plane[ 3 ] = plane->dist;
+
+ /* setup children */
+ for( i = 0; i < 2; i++ )
+ {
+ /* leafnode */
+ if( bspNode->children[ i ] < 0 )
+ {
+ bspLeafNum = -bspNode->children[ i ] - 1;
+
+ /* new code */
+ newNode = AllocTraceNode();
+ traceNodes[ nodeNum ].children[ i ] = newNode;
+ /* have to do this separately, as gcc first executes LHS, then RHS, and if a realloc took place, this fails */
+
+ if( bspLeafs[ bspLeafNum ].cluster == -1 )
+ traceNodes[ traceNodes[ nodeNum ].children[ i ] ].type = TRACE_LEAF_SOLID;
+ }
+
+ /* normal node */
+ else
+ {
+ newNode = SetupTraceNodes_r( bspNode->children[ i ] );
+ traceNodes[ nodeNum ].children[ i ] = newNode;
+ }
+
+ if(traceNodes[ nodeNum ].children[ i ] == 0)
+ Error( "Invalid tracenode allocated" );
+ }
+
+ /* Sys_Printf("node %d children: %d %d\n", nodeNum, traceNodes[ nodeNum ].children[0], traceNodes[ nodeNum ].children[1]); */
+
+ /* return node number */
+ return nodeNum;
+}
+
+
+
+/*
+ClipTraceWinding() - ydnar
+clips a trace winding against a plane into one or two parts
+*/
+
+#define TW_ON_EPSILON 0.25f
+
+void ClipTraceWinding( traceWinding_t *tw, vec4_t plane, traceWinding_t *front, traceWinding_t *back )
+{
+ int i, j, k;
+ int sides[ MAX_TW_VERTS ], counts[ 3 ] = { 0, 0, 0 };
+ float dists[ MAX_TW_VERTS ];
+ float frac;
+ traceVert_t *a, *b, mid;
+
+
+ /* clear front and back */
+ front->numVerts = 0;
+ back->numVerts = 0;
+
+ /* classify points */
+ for( i = 0; i < tw->numVerts; i++ )
+ {
+ dists[ i ] = DotProduct( tw->v[ i ].xyz, plane ) - plane[ 3 ];
+ if( dists[ i ] < -TW_ON_EPSILON )
+ sides[ i ] = SIDE_BACK;
+ else if( dists[ i ] > TW_ON_EPSILON )
+ sides[ i ] = SIDE_FRONT;
+ else
+ sides[ i ] = SIDE_ON;
+ counts[ sides[ i ] ]++;
+ }
+
+ /* entirely on front? */
+ if( counts[ SIDE_BACK ] == 0 )
+ memcpy( front, tw, sizeof( *front ) );
+
+ /* entirely on back? */
+ else if( counts[ SIDE_FRONT ] == 0 )
+ memcpy( back, tw, sizeof( *back ) );
+
+ /* straddles the plane */
+ else
+ {
+ /* setup front and back */
+ memcpy( front, tw, sizeof( *front ) );
+ front->numVerts = 0;
+ memcpy( back, tw, sizeof( *back ) );
+ back->numVerts = 0;
+
+ /* split the winding */
+ for( i = 0; i < tw->numVerts; i++ )
+ {
+ /* radix */
+ j = (i + 1) % tw->numVerts;
+
+ /* get verts */
+ a = &tw->v[ i ];
+ b = &tw->v[ j ];
+
+ /* handle points on the splitting plane */
+ switch( sides[ i ] )
+ {
+ case SIDE_FRONT:
+ if( front->numVerts >= MAX_TW_VERTS )
+ Error( "MAX_TW_VERTS (%d) exceeded", MAX_TW_VERTS );
+ front->v[ front->numVerts++ ] = *a;
+ break;
+
+ case SIDE_BACK:
+ if( back->numVerts >= MAX_TW_VERTS )
+ Error( "MAX_TW_VERTS (%d) exceeded", MAX_TW_VERTS );
+ back->v[ back->numVerts++ ] = *a;
+ break;
+
+ case SIDE_ON:
+ if( front->numVerts >= MAX_TW_VERTS || back->numVerts >= MAX_TW_VERTS )
+ Error( "MAX_TW_VERTS (%d) exceeded", MAX_TW_VERTS );
+ front->v[ front->numVerts++ ] = *a;
+ back->v[ back->numVerts++ ] = *a;
+ continue;
+ }
+
+ /* check next point to see if we need to split the edge */
+ if( sides[ j ] == SIDE_ON || sides[ j ] == sides[ i ] )
+ continue;
+
+ /* check limit */
+ if( front->numVerts >= MAX_TW_VERTS || back->numVerts >= MAX_TW_VERTS )
+ Error( "MAX_TW_VERTS (%d) exceeded", MAX_TW_VERTS );
+
+ /* generate a split point */
+ frac = dists[ i ] / (dists[ i ] - dists[ j ]);
+ for( k = 0; k < 3; k++ )
+ {
+ /* minimize fp precision errors */
+ if( plane[ k ] == 1.0f )
+ mid.xyz[ k ] = plane[ 3 ];
+ else if( plane[ k ] == -1.0f )
+ mid.xyz[ k ] = -plane[ 3 ];
+ else
+ mid.xyz[ k ] = a->xyz[ k ] + frac * (b->xyz[ k ] - a->xyz[ k ]);
+ }
+ /* set texture coordinates */
+ mid.st[ 0 ] = a->st[ 0 ] + frac * (b->st[ 0 ] - a->st[ 0 ]);
+ mid.st[ 1 ] = a->st[ 1 ] + frac * (b->st[ 1 ] - a->st[ 1 ]);
+
+ /* copy midpoint to front and back polygons */
+ front->v[ front->numVerts++ ] = mid;
+ back->v[ back->numVerts++ ] = mid;
+ }
+ }
+}
+
+
+
+/*
+FilterTraceWindingIntoNodes_r() - ydnar
+filters a trace winding into the raytracing tree
+*/
+
+static void FilterTraceWindingIntoNodes_r( traceWinding_t *tw, int nodeNum )
+{
+ int num;
+ vec4_t plane1, plane2, reverse;
+ traceNode_t *node;
+ traceWinding_t front, back;
+
+
+ /* don't filter if passed a bogus node (solid, etc) */
+ if( nodeNum < 0 || nodeNum >= numTraceNodes )
+ return;
+
+ /* get node */
+ node = &traceNodes[ nodeNum ];
+
+ /* is this a decision node? */
+ if( node->type >= 0 )
+ {
+ /* create winding plane if necessary, filtering out bogus windings as well */
+ if( nodeNum == headNodeNum )
+ {
+ if( !PlaneFromPoints( tw->plane, tw->v[ 0 ].xyz, tw->v[ 1 ].xyz, tw->v[ 2 ].xyz ) )
+ return;
+ }
+
+ /* validate the node */
+ if( node->children[ 0 ] == 0 || node->children[ 1 ] == 0 )
+ Error( "Invalid tracenode: %d", nodeNum );
+
+ /* get node plane */
+ Vector4Copy( node->plane, plane1 );
+
+ /* get winding plane */
+ Vector4Copy( tw->plane, plane2 );
+
+ /* invert surface plane */
+ VectorSubtract( vec3_origin, plane2, reverse );
+ reverse[ 3 ] = -plane2[ 3 ];
+
+ /* front only */
+ if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )
+ {
+ FilterTraceWindingIntoNodes_r( tw, node->children[ 0 ] );
+ return;
+ }
+
+ /* back only */
+ if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
+ {
+ FilterTraceWindingIntoNodes_r( tw, node->children[ 1 ] );
+ return;
+ }
+
+ /* clip the winding by node plane */
+ ClipTraceWinding( tw, plane1, &front, &back );
+
+ /* filter by node plane */
+ if( front.numVerts >= 3 )
+ FilterTraceWindingIntoNodes_r( &front, node->children[ 0 ] );
+ if( back.numVerts >= 3 )
+ FilterTraceWindingIntoNodes_r( &back, node->children[ 1 ] );
+
+ /* return to caller */
+ return;
+ }
+
+ /* add winding to leaf node */
+ num = AddTraceWinding( tw );
+ AddItemToTraceNode( node, num );
+}
+
+
+
+/*
+SubdivideTraceNode_r() - ydnar
+recursively subdivides a tracing node until it meets certain size and complexity criteria
+*/
+
+static void SubdivideTraceNode_r( int nodeNum, int depth )
+{
+ int i, j, count, num, frontNum, backNum, type;
+ vec3_t size;
+ float dist;
+ double average[ 3 ];
+ traceNode_t *node, *frontNode, *backNode;
+ traceWinding_t *tw, front, back;
+
+
+ /* dummy check */
+ if( nodeNum < 0 || nodeNum >= numTraceNodes )
+ return;
+
+ /* get node */
+ node = &traceNodes[ nodeNum ];
+
+ /* runaway recursion check */
+ if( depth >= MAX_TRACE_DEPTH )
+ {
+ //% Sys_Printf( "Depth: (%d items)\n", node->numItems );
+ numTraceLeafNodes++;
+ return;
+ }
+ depth++;
+
+ /* is this a decision node? */
+ if( node->type >= 0 )
+ {
+ /* subdivide children */
+ frontNum = node->children[ 0 ];
+ backNum = node->children[ 1 ];
+ SubdivideTraceNode_r( frontNum, depth );
+ SubdivideTraceNode_r( backNum, depth );
+ return;
+ }
+
+ /* bound the node */
+ ClearBounds( node->mins, node->maxs );
+ VectorClear( average );
+ count = 0;
+ for( i = 0; i < node->numItems; i++ )
+ {
+ /* get winding */
+ tw = &traceWindings[ node->items[ i ] ];
+
+ /* walk its verts */
+ for( j = 0; j < tw->numVerts; j++ )
+ {
+ AddPointToBounds( tw->v[ j ].xyz, node->mins, node->maxs );
+ average[ 0 ] += tw->v[ j ].xyz[ 0 ];
+ average[ 1 ] += tw->v[ j ].xyz[ 1 ];
+ average[ 2 ] += tw->v[ j ].xyz[ 2 ];
+ count++;
+ }
+ }
+
+ /* check triangle limit */
+ //% if( node->numItems <= MAX_NODE_ITEMS )
+ if( (count - (node->numItems * 2)) < MAX_NODE_TRIANGLES )
+ {
+ //% Sys_Printf( "Limit: (%d triangles)\n", (count - (node->numItems * 2)) );
+ numTraceLeafNodes++;
+ return;
+ }
+
+ /* the largest dimension of the bounding box will be the split axis */
+ VectorSubtract( node->maxs, node->mins, size );
+ if( size[ 0 ] >= size[ 1 ] && size[ 0 ] >= size[ 2 ] )
+ type = PLANE_X;
+ else if( size[ 1 ] >= size[ 0 ] && size[ 1 ] >= size[ 2 ] )
+ type = PLANE_Y;
+ else
+ type = PLANE_Z;
+
+ /* don't split small nodes */
+ if( size[ type ] <= MIN_NODE_SIZE )
+ {
+ //% Sys_Printf( "Limit: %f %f %f (%d items)\n", size[ 0 ], size[ 1 ], size[ 2 ], node->numItems );
+ numTraceLeafNodes++;
+ return;
+ }
+
+ /* set max trace depth */
+ if( depth > maxTraceDepth )
+ maxTraceDepth = depth;
+
+ /* snap the average */
+ dist = floor( average[ type ] / count );
+
+ /* dummy check it */
+ if( dist <= node->mins[ type ] || dist >= node->maxs[ type ] )
+ dist = floor( 0.5f * (node->mins[ type ] + node->maxs[ type ]) );
+
+ /* allocate child nodes */
+ frontNum = AllocTraceNode();
+ backNum = AllocTraceNode();
+
+ /* reset pointers */
+ node = &traceNodes[ nodeNum ];
+ frontNode = &traceNodes[ frontNum ];
+ backNode = &traceNodes[ backNum ];
+
+ /* attach children */
+ node->type = type;
+ node->plane[ type ] = 1.0f;
+ node->plane[ 3 ] = dist;
+ node->children[ 0 ] = frontNum;
+ node->children[ 1 ] = backNum;
+
+ /* setup front node */
+ frontNode->maxItems = (node->maxItems >> 1);
+ frontNode->items = safe_malloc( frontNode->maxItems * sizeof( *frontNode->items ) );
+
+ /* setup back node */
+ backNode->maxItems = (node->maxItems >> 1);
+ backNode->items = safe_malloc( backNode->maxItems * sizeof( *backNode->items ) );
+
+ /* filter windings into child nodes */
+ for( i = 0; i < node->numItems; i++ )
+ {
+ /* get winding */
+ tw = &traceWindings[ node->items[ i ] ];
+
+ /* clip the winding by the new split plane */
+ ClipTraceWinding( tw, node->plane, &front, &back );
+
+ /* kill the existing winding */
+ if( front.numVerts >= 3 || back.numVerts >= 3 )
+ deadWinding = node->items[ i ];
+
+ /* add front winding */
+ if( front.numVerts >= 3 )
+ {
+ num = AddTraceWinding( &front );
+ AddItemToTraceNode( frontNode, num );
+ }
+
+ /* add back winding */
+ if( back.numVerts >= 3 )
+ {
+ num = AddTraceWinding( &back );
+ AddItemToTraceNode( backNode, num );
+ }
+ }
+
+ /* free original node winding list */
+ node->numItems = 0;
+ node->maxItems = 0;
+ free( node->items );
+ node->items = NULL;
+
+ /* check children */
+ if( frontNode->numItems <= 0 )
+ {
+ frontNode->maxItems = 0;
+ free( frontNode->items );
+ frontNode->items = NULL;
+ }
+
+ if( backNode->numItems <= 0 )
+ {
+ backNode->maxItems = 0;
+ free( backNode->items );
+ backNode->items = NULL;
+ }
+
+ /* subdivide children */
+ SubdivideTraceNode_r( frontNum, depth );
+ SubdivideTraceNode_r( backNum, depth );
+}
+
+
+
+/*
+TriangulateTraceNode_r()
+optimizes the tracing data by changing trace windings into triangles
+*/
+
+static int TriangulateTraceNode_r( int nodeNum )
+{
+ int i, j, num, frontNum, backNum, numWindings, *windings;
+ traceNode_t *node;
+ traceWinding_t *tw;
+ traceTriangle_t tt;
+
+
+ /* dummy check */
+ if( nodeNum < 0 || nodeNum >= numTraceNodes )
+ return 0;
+
+ /* get node */
+ node = &traceNodes[ nodeNum ];
+
+ /* is this a decision node? */
+ if( node->type >= 0 )
+ {
+ /* triangulate children */
+ frontNum = node->children[ 0 ];
+ backNum = node->children[ 1 ];
+ node->numItems = TriangulateTraceNode_r( frontNum );
+ node->numItems += TriangulateTraceNode_r( backNum );
+ return node->numItems;
+ }
+
+ /* empty node? */
+ if( node->numItems == 0 )
+ {
+ node->maxItems = 0;
+ if( node->items != NULL )
+ free( node->items );
+ return node->numItems;
+ }
+
+ /* store off winding data */
+ numWindings = node->numItems;
+ windings = node->items;
+
+ /* clear it */
+ node->numItems = 0;
+ node->maxItems = numWindings * 2;
+ node->items = safe_malloc( node->maxItems * sizeof( tt ) );
+
+ /* walk winding list */
+ for( i = 0; i < numWindings; i++ )
+ {
+ /* get winding */
+ tw = &traceWindings[ windings[ i ] ];
+
+ /* initial setup */
+ tt.infoNum = tw->infoNum;
+ tt.v[ 0 ] = tw->v[ 0 ];
+
+ /* walk vertex list */
+ for( j = 1; j + 1 < tw->numVerts; j++ )
+ {
+ /* set verts */
+ tt.v[ 1 ] = tw->v[ j ];
+ tt.v[ 2 ] = tw->v[ j + 1 ];
+
+ /* find vectors for two edges sharing the first vert */
+ VectorSubtract( tt.v[ 1 ].xyz, tt.v[ 0 ].xyz, tt.edge1 );
+ VectorSubtract( tt.v[ 2 ].xyz, tt.v[ 0 ].xyz, tt.edge2 );
+
+ /* add it to the node */
+ num = AddTraceTriangle( &tt );
+ AddItemToTraceNode( node, num );
+ }
+ }
+
+ /* free windings */
+ if( windings != NULL )
+ free( windings );
+
+ /* return item count */
+ return node->numItems;
+}
+
+
+
+/* -------------------------------------------------------------------------------
+
+shadow casting item setup (triangles, patches, entities)
+
+------------------------------------------------------------------------------- */
+
+/*
+PopulateWithBSPModel() - ydnar
+filters a bsp model's surfaces into the raytracing tree
+*/
+
+static void PopulateWithBSPModel( bspModel_t *model, m4x4_t transform )
+{
+ int i, j, x, y, pw[ 5 ], r, nodeNum;
+ bspDrawSurface_t *ds;
+ surfaceInfo_t *info;
+ bspDrawVert_t *verts;
+ int *indexes;
+ mesh_t srcMesh, *mesh, *subdivided;
+ traceInfo_t ti;
+ traceWinding_t tw;
+
+
+ /* dummy check */
+ if( model == NULL || transform == NULL )
+ return;
+
+ /* walk the list of surfaces in this model and fill out the info structs */
+ for( i = 0; i < model->numBSPSurfaces; i++ )
+ {
+ /* get surface and info */
+ ds = &bspDrawSurfaces[ model->firstBSPSurface + i ];
+ info = &surfaceInfos[ model->firstBSPSurface + i ];
+ if( info->si == NULL )
+ continue;
+
+ /* no shadows */
+ if( !info->castShadows )
+ continue;
+
+ /* patchshadows? */
+ if( ds->surfaceType == MST_PATCH && patchShadows == qfalse )
+ continue;
+
+ /* some surfaces in the bsp might have been tagged as nodraw, with a bogus shader */
+ if( (bspShaders[ ds->shaderNum ].contentFlags & noDrawContentFlags) ||
+ (bspShaders[ ds->shaderNum ].surfaceFlags & noDrawSurfaceFlags) )
+ continue;
+
+ /* translucent surfaces that are neither alphashadow or lightfilter don't cast shadows */
+ if( (info->si->compileFlags & C_NODRAW) )
+ continue;
+ if( (info->si->compileFlags & C_TRANSLUCENT) &&
+ !(info->si->compileFlags & C_ALPHASHADOW) &&
+ !(info->si->compileFlags & C_LIGHTFILTER) )
+ continue;
+
+ /* setup trace info */
+ ti.si = info->si;
+ ti.castShadows = info->castShadows;
+ ti.surfaceNum = model->firstBSPBrush + i;
+ ti.skipGrid = (ds->surfaceType == MST_PATCH);
+
+ /* choose which node (normal or skybox) */
+ if( info->parentSurfaceNum >= 0 )
+ {
+ nodeNum = skyboxNodeNum;
+
+ /* sky surfaces in portal skies are ignored */
+ if( info->si->compileFlags & C_SKY )
+ continue;
+ }
+ else
+ nodeNum = headNodeNum;
+
+ /* setup trace winding */
+ memset( &tw, 0, sizeof( tw ) );
+ tw.infoNum = AddTraceInfo( &ti );
+ tw.numVerts = 3;
+
+ /* switch on type */
+ switch( ds->surfaceType )
+ {
+ /* handle patches */
+ case MST_PATCH:
+ /* subdivide the surface */
+ srcMesh.width = ds->patchWidth;
+ srcMesh.height = ds->patchHeight;
+ srcMesh.verts = &bspDrawVerts[ ds->firstVert ];
+ //% subdivided = SubdivideMesh( srcMesh, 8, 512 );
+ subdivided = SubdivideMesh2( srcMesh, info->patchIterations );
+
+ /* fit it to the curve and remove colinear verts on rows/columns */
+ PutMeshOnCurve( *subdivided );
+ mesh = RemoveLinearMeshColumnsRows( subdivided );
+ FreeMesh( subdivided );
+
+ /* set verts */
+ verts = mesh->verts;
+
+ /* subdivide each quad to place the models */
+ for( y = 0; y < (mesh->height - 1); y++ )
+ {
+ for( x = 0; x < (mesh->width - 1); x++ )
+ {
+ /* set indexes */
+ pw[ 0 ] = x + (y * mesh->width);
+ pw[ 1 ] = x + ((y + 1) * mesh->width);
+ pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
+ pw[ 3 ] = x + 1 + (y * mesh->width);
+ pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
+
+ /* set radix */
+ r = (x + y) & 1;
+
+ /* make first triangle */
+ VectorCopy( verts[ pw[ r + 0 ] ].xyz, tw.v[ 0 ].xyz );
+ Vector2Copy( verts[ pw[ r + 0 ] ].st, tw.v[ 0 ].st );
+ VectorCopy( verts[ pw[ r + 1 ] ].xyz, tw.v[ 1 ].xyz );
+ Vector2Copy( verts[ pw[ r + 1 ] ].st, tw.v[ 1 ].st );
+ VectorCopy( verts[ pw[ r + 2 ] ].xyz, tw.v[ 2 ].xyz );
+ Vector2Copy( verts[ pw[ r + 2 ] ].st, tw.v[ 2 ].st );
+ m4x4_transform_point( transform, tw.v[ 0 ].xyz );
+ m4x4_transform_point( transform, tw.v[ 1 ].xyz );
+ m4x4_transform_point( transform, tw.v[ 2 ].xyz );
+ FilterTraceWindingIntoNodes_r( &tw, nodeNum );
+
+ /* make second triangle */
+ VectorCopy( verts[ pw[ r + 0 ] ].xyz, tw.v[ 0 ].xyz );
+ Vector2Copy( verts[ pw[ r + 0 ] ].st, tw.v[ 0 ].st );
+ VectorCopy( verts[ pw[ r + 2 ] ].xyz, tw.v[ 1 ].xyz );
+ Vector2Copy( verts[ pw[ r + 2 ] ].st, tw.v[ 1 ].st );
+ VectorCopy( verts[ pw[ r + 3 ] ].xyz, tw.v[ 2 ].xyz );
+ Vector2Copy( verts[ pw[ r + 3 ] ].st, tw.v[ 2 ].st );
+ m4x4_transform_point( transform, tw.v[ 0 ].xyz );
+ m4x4_transform_point( transform, tw.v[ 1 ].xyz );
+ m4x4_transform_point( transform, tw.v[ 2 ].xyz );
+ FilterTraceWindingIntoNodes_r( &tw, nodeNum );
+ }
+ }
+
+ /* free the subdivided mesh */
+ FreeMesh( mesh );
+ break;
+
+ /* handle triangle surfaces */
+ case MST_TRIANGLE_SOUP:
+ case MST_PLANAR:
+ /* set verts and indexes */
+ verts = &bspDrawVerts[ ds->firstVert ];
+ indexes = &bspDrawIndexes[ ds->firstIndex ];
+
+ /* walk the triangle list */
+ for( j = 0; j < ds->numIndexes; j += 3 )
+ {
+ VectorCopy( verts[ indexes[ j ] ].xyz, tw.v[ 0 ].xyz );
+ Vector2Copy( verts[ indexes[ j ] ].st, tw.v[ 0 ].st );
+ VectorCopy( verts[ indexes[ j + 1 ] ].xyz, tw.v[ 1 ].xyz );
+ Vector2Copy( verts[ indexes[ j + 1 ] ].st, tw.v[ 1 ].st );
+ VectorCopy( verts[ indexes[ j + 2 ] ].xyz, tw.v[ 2 ].xyz );
+ Vector2Copy( verts[ indexes[ j + 2 ] ].st, tw.v[ 2 ].st );
+ m4x4_transform_point( transform, tw.v[ 0 ].xyz );
+ m4x4_transform_point( transform, tw.v[ 1 ].xyz );
+ m4x4_transform_point( transform, tw.v[ 2 ].xyz );
+ FilterTraceWindingIntoNodes_r( &tw, nodeNum );
+ }
+ break;
+
+ /* other surface types do not cast shadows */
+ default:
+ break;
+ }
+ }
+}
+
+
+
+/*
+PopulateWithPicoModel() - ydnar
+filters a picomodel's surfaces into the raytracing tree
+*/
+
+static void PopulateWithPicoModel( int castShadows, picoModel_t *model, m4x4_t transform )
+{
+ int i, j, k, numSurfaces, numIndexes;
+ picoSurface_t *surface;
+ picoShader_t *shader;
+ picoVec_t *xyz, *st;
+ picoIndex_t *indexes;
+ traceInfo_t ti;
+ traceWinding_t tw;
+
+
+ /* dummy check */
+ if( model == NULL || transform == NULL )
+ return;
+
+ /* get info */
+ numSurfaces = PicoGetModelNumSurfaces( model );
+
+ /* walk the list of surfaces in this model and fill out the info structs */
+ for( i = 0; i < numSurfaces; i++ )
+ {
+ /* get surface */
+ surface = PicoGetModelSurface( model, i );
+ if( surface == NULL )
+ continue;
+
+ /* only handle triangle surfaces initially (fixme: support patches) */
+ if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
+ continue;
+
+ /* get shader (fixme: support shader remapping) */
+ shader = PicoGetSurfaceShader( surface );
+ if( shader == NULL )
+ continue;
+ ti.si = ShaderInfoForShader( PicoGetShaderName( shader ) );
+ if( ti.si == NULL )
+ continue;
+
+ /* translucent surfaces that are neither alphashadow or lightfilter don't cast shadows */
+ if( (ti.si->compileFlags & C_NODRAW) )
+ continue;
+ if( (ti.si->compileFlags & C_TRANSLUCENT) &&
+ !(ti.si->compileFlags & C_ALPHASHADOW) &&
+ !(ti.si->compileFlags & C_LIGHTFILTER) )
+ continue;
+
+ /* setup trace info */
+ ti.castShadows = castShadows;
+ ti.surfaceNum = -1;
+ ti.skipGrid = qtrue; // also ignore picomodels when skipping patches
+
+ /* setup trace winding */
+ memset( &tw, 0, sizeof( tw ) );
+ tw.infoNum = AddTraceInfo( &ti );
+ tw.numVerts = 3;
+
+ /* get info */
+ numIndexes = PicoGetSurfaceNumIndexes( surface );
+ indexes = PicoGetSurfaceIndexes( surface, 0 );
+
+ /* walk the triangle list */
+ for( j = 0; j < numIndexes; j += 3, indexes += 3 )
+ {
+ for( k = 0; k < 3; k++ )
+ {
+ xyz = PicoGetSurfaceXYZ( surface, indexes[ k ] );
+ st = PicoGetSurfaceST( surface, 0, indexes[ k ] );
+ VectorCopy( xyz, tw.v[ k ].xyz );
+ Vector2Copy( st, tw.v[ k ].st );
+ m4x4_transform_point( transform, tw.v[ k ].xyz );
+ }
+ FilterTraceWindingIntoNodes_r( &tw, headNodeNum );
+ }
+ }
+}
+
+
+
+/*
+PopulateTraceNodes() - ydnar
+fills the raytracing tree with world and entity occluders
+*/
+
+static void PopulateTraceNodes( void )
+{
+ int i, m, frame, castShadows;
+ float temp;
+ entity_t *e;
+ const char *value;
+ picoModel_t *model;
+ vec3_t origin, scale, angles;
+ m4x4_t transform;
+
+
+ /* add worldspawn triangles */
+ m4x4_identity( transform );
+ PopulateWithBSPModel( &bspModels[ 0 ], transform );
+
+ /* walk each entity list */
+ for( i = 1; i < numEntities; i++ )
+ {
+ /* get entity */
+ e = &entities[ i ];
+
+ /* get shadow flags */
+ castShadows = ENTITY_CAST_SHADOWS;
+ GetEntityShadowFlags( e, NULL, &castShadows, NULL );
+
+ /* early out? */
+ if( !castShadows )
+ continue;
+
+ /* get entity origin */
+ GetVectorForKey( e, "origin", origin );
+
+ /* get scale */
+ scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
+ temp = FloatForKey( e, "modelscale" );
+ if( temp != 0.0f )
+ scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
+ value = ValueForKey( e, "modelscale_vec" );
+ if( value[ 0 ] != '\0' )
+ sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
+
+ /* get "angle" (yaw) or "angles" (pitch yaw roll) */
+ angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
+ angles[ 2 ] = FloatForKey( e, "angle" );
+ value = ValueForKey( e, "angles" );
+ if( value[ 0 ] != '\0' )
+ sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
+
+ /* set transform matrix (thanks spog) */
+ m4x4_identity( transform );
+ m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
+
+ /* hack: Stable-1_2 and trunk have differing row/column major matrix order
+ this transpose is necessary with Stable-1_2
+ uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
+ //% m4x4_transpose( transform );
+
+ /* get model */
+ value = ValueForKey( e, "model" );
+
+ /* switch on model type */
+ switch( value[ 0 ] )
+ {
+ /* no model */
+ case '\0':
+ break;
+
+ /* bsp model */
+ case '*':
+ m = atoi( &value[ 1 ] );
+ if( m <= 0 || m >= numBSPModels )
+ continue;
+ PopulateWithBSPModel( &bspModels[ m ], transform );
+ break;
+
+ /* external model */
+ default:
+ frame = IntForKey( e, "_frame" );
+ model = LoadModel( value, frame );
+ if( model == NULL )
+ continue;
+ PopulateWithPicoModel( castShadows, model, transform );
+ continue;
+ }
+
+ /* get model2 */
+ value = ValueForKey( e, "model2" );
+
+ /* switch on model type */
+ switch( value[ 0 ] )
+ {
+ /* no model */
+ case '\0':
+ break;
+
+ /* bsp model */
+ case '*':
+ m = atoi( &value[ 1 ] );
+ if( m <= 0 || m >= numBSPModels )
+ continue;
+ PopulateWithBSPModel( &bspModels[ m ], transform );
+ break;
+
+ /* external model */
+ default:
+ frame = IntForKey( e, "_frame2" );
+ model = LoadModel( value, frame );
+ if( model == NULL )
+ continue;
+ PopulateWithPicoModel( castShadows, model, transform );
+ continue;
+ }
+ }
+}
+
+
+
+
+/* -------------------------------------------------------------------------------
+
+trace initialization
+
+------------------------------------------------------------------------------- */
+
+/*
+SetupTraceNodes() - ydnar
+creates a balanced bsp with axis-aligned splits for efficient raytracing
+*/
+
+void SetupTraceNodes( void )
+{
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- SetupTraceNodes ---\n" );
+
+ /* find nodraw bit */
+ noDrawContentFlags = noDrawSurfaceFlags = noDrawCompileFlags = 0;
+ ApplySurfaceParm( "nodraw", &noDrawContentFlags, &noDrawSurfaceFlags, &noDrawCompileFlags );
+
+ /* create the baseline raytracing tree from the bsp tree */
+ headNodeNum = SetupTraceNodes_r( 0 );
+
+ /* create outside node for skybox surfaces */
+ skyboxNodeNum = AllocTraceNode();
+
+ /* populate the tree with triangles from the world and shadow casting entities */
+ PopulateTraceNodes();
+
+ /* create the raytracing bsp */
+ if( loMem == qfalse )
+ {
+ SubdivideTraceNode_r( headNodeNum, 0 );
+ SubdivideTraceNode_r( skyboxNodeNum, 0 );
+ }
+
+ /* create triangles from the trace windings */
+ TriangulateTraceNode_r( headNodeNum );
+ TriangulateTraceNode_r( skyboxNodeNum );
+
+ /* emit some stats */
+ //% Sys_FPrintf( SYS_VRB, "%9d original triangles\n", numOriginalTriangles );
+ Sys_FPrintf( SYS_VRB, "%9d trace windings (%.2fMB)\n", numTraceWindings, (float) (numTraceWindings * sizeof( *traceWindings )) / (1024.0f * 1024.0f) );
+ Sys_FPrintf( SYS_VRB, "%9d trace triangles (%.2fMB)\n", numTraceTriangles, (float) (numTraceTriangles * sizeof( *traceTriangles )) / (1024.0f * 1024.0f) );
+ Sys_FPrintf( SYS_VRB, "%9d trace nodes (%.2fMB)\n", numTraceNodes, (float) (numTraceNodes * sizeof( *traceNodes )) / (1024.0f * 1024.0f) );
+ Sys_FPrintf( SYS_VRB, "%9d leaf nodes (%.2fMB)\n", numTraceLeafNodes, (float) (numTraceLeafNodes * sizeof( *traceNodes )) / (1024.0f * 1024.0f) );
+ //% Sys_FPrintf( SYS_VRB, "%9d average triangles per leaf node\n", numTraceTriangles / numTraceLeafNodes );
+ Sys_FPrintf( SYS_VRB, "%9d average windings per leaf node\n", numTraceWindings / (numTraceLeafNodes + 1) );
+ Sys_FPrintf( SYS_VRB, "%9d max trace depth\n", maxTraceDepth );
+
+ /* free trace windings */
+ free( traceWindings );
+ numTraceWindings = 0;
+ maxTraceWindings = 0;
+ deadWinding = -1;
+
+ /* debug code: write out trace triangles to an alias obj file */
+ #if 0
+ {
+ int i, j;
+ FILE *file;
+ char filename[ 1024 ];
+ traceWinding_t *tw;
+
+
+ /* open the file */
+ strcpy( filename, source );
+ StripExtension( filename );
+ strcat( filename, ".lin" );
+ Sys_Printf( "Opening light trace file %s...\n", filename );
+ file = fopen( filename, "w" );
+ if( file == NULL )
+ Error( "Error opening %s for writing", filename );
+
+ /* walk node list */
+ for( i = 0; i < numTraceWindings; i++ )
+ {
+ tw = &traceWindings[ i ];
+ for( j = 0; j < tw->numVerts + 1; j++ )
+ fprintf( file, "%f %f %f\n",
+ tw->v[ j % tw->numVerts ].xyz[ 0 ], tw->v[ j % tw->numVerts ].xyz[ 1 ], tw->v[ j % tw->numVerts ].xyz[ 2 ] );
+ }
+
+ /* close it */
+ fclose( file );
+ }
+ #endif
+}
+
+
+
+/* -------------------------------------------------------------------------------
+
+raytracer
+
+------------------------------------------------------------------------------- */
+
+/*
+TraceTriangle()
+based on code written by william 'spog' joseph
+based on code originally written by tomas moller and ben trumbore, journal of graphics tools, 2(1):21-28, 1997
+*/
+
+#define BARY_EPSILON 0.01f
+#define ASLF_EPSILON 0.0001f /* so to not get double shadows */
+#define COPLANAR_EPSILON 0.25f //% 0.000001f
+#define NEAR_SHADOW_EPSILON 1.5f //% 1.25f
+#define SELF_SHADOW_EPSILON 0.5f
+
+qboolean TraceTriangle( traceInfo_t *ti, traceTriangle_t *tt, trace_t *trace )
+{
+ int i;
+ float tvec[ 3 ], pvec[ 3 ], qvec[ 3 ];
+ float det, invDet, depth;
+ float u, v, w, s, t;
+ int is, it;
+ byte *pixel;
+ float shadow;
+ shaderInfo_t *si;
+
+
+ /* don't double-trace against sky */
+ si = ti->si;
+ if( trace->compileFlags & si->compileFlags & C_SKY )
+ return qfalse;
+
+ /* receive shadows from worldspawn group only */
+ if( trace->recvShadows == 1 )
+ {
+ if( ti->castShadows != 1 )
+ return qfalse;
+ }
+
+ /* receive shadows from same group and worldspawn group */
+ else if( trace->recvShadows > 1 )
+ {
+ if( ti->castShadows != 1 && abs( ti->castShadows ) != abs( trace->recvShadows ) )
+ return qfalse;
+ //% Sys_Printf( "%d:%d ", tt->castShadows, trace->recvShadows );
+ }
+
+ /* receive shadows from the same group only (< 0) */
+ else
+ {
+ if( abs( ti->castShadows ) != abs( trace->recvShadows ) )
+ return qfalse;
+ }
+
+ /* skip patches when doing the grid (FIXME this is an ugly hack) */
+ if( inGrid )
+ {
+ if (ti->skipGrid)
+ return qfalse;
+ }
+
+ /* begin calculating determinant - also used to calculate u parameter */
+ CrossProduct( trace->direction, tt->edge2, pvec );
+
+ /* if determinant is near zero, trace lies in plane of triangle */
+ det = DotProduct( tt->edge1, pvec );
+
+ /* the non-culling branch */
+ if( fabs( det ) < COPLANAR_EPSILON )
+ return qfalse;
+ invDet = 1.0f / det;
+
+ /* calculate distance from first vertex to ray origin */
+ VectorSubtract( trace->origin, tt->v[ 0 ].xyz, tvec );
+
+ /* calculate u parameter and test bounds */
+ u = DotProduct( tvec, pvec ) * invDet;
+ if( u < -BARY_EPSILON || u > (1.0f + BARY_EPSILON) )
+ return qfalse;
+
+ /* prepare to test v parameter */
+ CrossProduct( tvec, tt->edge1, qvec );
+
+ /* calculate v parameter and test bounds */
+ v = DotProduct( trace->direction, qvec ) * invDet;
+ if( v < -BARY_EPSILON || (u + v) > (1.0f + BARY_EPSILON) )
+ return qfalse;
+
+ /* calculate t (depth) */
+ depth = DotProduct( tt->edge2, qvec ) * invDet;
+ if( depth <= trace->inhibitRadius || depth >= trace->distance )
+ return qfalse;
+
+ /* if hitpoint is really close to trace origin (sample point), then check for self-shadowing */
+ if( depth <= SELF_SHADOW_EPSILON )
+ {
+ /* don't self-shadow */
+ for( i = 0; i < trace->numSurfaces; i++ )
+ {
+ if( ti->surfaceNum == trace->surfaces[ i ] )
+ return qfalse;
+ }
+ }
+
+ /* stack compile flags */
+ trace->compileFlags |= si->compileFlags;
+
+ /* don't trace against sky */
+ if( si->compileFlags & C_SKY )
+ return qfalse;
+
+ /* most surfaces are completely opaque */
+ if( !(si->compileFlags & (C_ALPHASHADOW | C_LIGHTFILTER)) ||
+ si->lightImage == NULL || si->lightImage->pixels == NULL )
+ {
+ VectorMA( trace->origin, depth, trace->direction, trace->hit );
+ VectorClear( trace->color );
+ trace->opaque = qtrue;
+ return qtrue;
+ }
+
+ /* force subsampling because the lighting is texture dependent */
+ trace->forceSubsampling = 1.0;
+
+ /* try to avoid double shadows near triangle seams */
+ if( u < -ASLF_EPSILON || u > (1.0f + ASLF_EPSILON) ||
+ v < -ASLF_EPSILON || (u + v) > (1.0f + ASLF_EPSILON) )
+ return qfalse;
+
+ /* calculate w parameter */
+ w = 1.0f - (u + v);
+
+ /* calculate st from uvw (barycentric) coordinates */
+ s = w * tt->v[ 0 ].st[ 0 ] + u * tt->v[ 1 ].st[ 0 ] + v * tt->v[ 2 ].st[ 0 ];
+ t = w * tt->v[ 0 ].st[ 1 ] + u * tt->v[ 1 ].st[ 1 ] + v * tt->v[ 2 ].st[ 1 ];
+ s = s - floor( s );
+ t = t - floor( t );
+ is = s * si->lightImage->width;
+ it = t * si->lightImage->height;
+
+ /* get pixel */
+ pixel = si->lightImage->pixels + 4 * (it * si->lightImage->width + is);
+
+ /* ydnar: color filter */
+ if( si->compileFlags & C_LIGHTFILTER )
+ {
+ /* filter by texture color */
+ trace->color[ 0 ] *= ((1.0f / 255.0f) * pixel[ 0 ]);
+ trace->color[ 1 ] *= ((1.0f / 255.0f) * pixel[ 1 ]);
+ trace->color[ 2 ] *= ((1.0f / 255.0f) * pixel[ 2 ]);
+ }
+
+ /* ydnar: alpha filter */
+ if( si->compileFlags & C_ALPHASHADOW )
+ {
+ /* filter by inverse texture alpha */
+ shadow = (1.0f / 255.0f) * (255 - pixel[ 3 ]);
+ trace->color[ 0 ] *= shadow;
+ trace->color[ 1 ] *= shadow;
+ trace->color[ 2 ] *= shadow;
+ }
+
+ /* check filter for opaque */
+ if( trace->color[ 0 ] <= 0.001f && trace->color[ 1 ] <= 0.001f && trace->color[ 2 ] <= 0.001f )
+ {
+ VectorClear( trace->color );
+ VectorMA( trace->origin, depth, trace->direction, trace->hit );
+ trace->opaque = qtrue;
+ return qtrue;
+ }
+
+ /* continue tracing */
+ return qfalse;
+}
+
+
+
+/*
+TraceWinding() - ydnar
+temporary hack
+*/
+
+qboolean TraceWinding( traceWinding_t *tw, trace_t *trace )
+{
+ int i;
+ traceTriangle_t tt;
+
+
+ /* initial setup */
+ tt.infoNum = tw->infoNum;
+ tt.v[ 0 ] = tw->v[ 0 ];
+
+ /* walk vertex list */
+ for( i = 1; i + 1 < tw->numVerts; i++ )
+ {
+ /* set verts */
+ tt.v[ 1 ] = tw->v[ i ];
+ tt.v[ 2 ] = tw->v[ i + 1 ];
+
+ /* find vectors for two edges sharing the first vert */
+ VectorSubtract( tt.v[ 1 ].xyz, tt.v[ 0 ].xyz, tt.edge1 );
+ VectorSubtract( tt.v[ 2 ].xyz, tt.v[ 0 ].xyz, tt.edge2 );
+
+ /* trace it */
+ if( TraceTriangle( &traceInfos[ tt.infoNum ], &tt, trace ) )
+ return qtrue;
+ }
+
+ /* done */
+ return qfalse;
+}
+
+
+
+
+/*
+TraceLine_r()
+returns qtrue if something is hit and tracing can stop
+*/
+
+static qboolean TraceLine_r( int nodeNum, vec3_t origin, vec3_t end, trace_t *trace )
+{
+ traceNode_t *node;
+ int side;
+ float front, back, frac;
+ vec3_t mid;
+ qboolean r;
+
+
+ /* bogus node number means solid, end tracing unless testing all */
+ if( nodeNum < 0 )
+ {
+ VectorCopy( origin, trace->hit );
+ trace->passSolid = qtrue;
+ return qtrue;
+ }
+
+ /* get node */
+ node = &traceNodes[ nodeNum ];
+
+ /* solid? */
+ if( node->type == TRACE_LEAF_SOLID )
+ {
+ VectorCopy( origin, trace->hit );
+ trace->passSolid = qtrue;
+ return qtrue;
+ }
+
+ /* leafnode? */
+ if( node->type < 0 )
+ {
+ /* note leaf and return */
+ if( node->numItems > 0 && trace->numTestNodes < MAX_TRACE_TEST_NODES )
+ trace->testNodes[ trace->numTestNodes++ ] = nodeNum;
+ return qfalse;
+ }
+
+ /* ydnar 2003-09-07: don't test branches of the bsp with nothing in them when testall is enabled */
+ if( trace->testAll && node->numItems == 0 )
+ return qfalse;
+
+ /* classify beginning and end points */
+ switch( node->type )
+ {
+ case PLANE_X:
+ front = origin[ 0 ] - node->plane[ 3 ];
+ back = end[ 0 ] - node->plane[ 3 ];
+ break;
+
+ case PLANE_Y:
+ front = origin[ 1 ] - node->plane[ 3 ];
+ back = end[ 1 ] - node->plane[ 3 ];
+ break;
+
+ case PLANE_Z:
+ front = origin[ 2 ] - node->plane[ 3 ];
+ back = end[ 2 ] - node->plane[ 3 ];
+ break;
+
+ default:
+ front = DotProduct( origin, node->plane ) - node->plane[ 3 ];
+ back = DotProduct( end, node->plane ) - node->plane[ 3 ];
+ break;
+ }
+
+ /* entirely in front side? */
+ if( front >= -TRACE_ON_EPSILON && back >= -TRACE_ON_EPSILON )
+ return TraceLine_r( node->children[ 0 ], origin, end, trace );
+
+ /* entirely on back side? */
+ if( front < TRACE_ON_EPSILON && back < TRACE_ON_EPSILON )
+ return TraceLine_r( node->children[ 1 ], origin, end, trace );
+
+ /* select side */
+ side = front < 0;
+
+ /* calculate intercept point */
+ frac = front / (front - back);
+ mid[ 0 ] = origin[ 0 ] + (end[ 0 ] - origin[ 0 ]) * frac;
+ mid[ 1 ] = origin[ 1 ] + (end[ 1 ] - origin[ 1 ]) * frac;
+ mid[ 2 ] = origin[ 2 ] + (end[ 2 ] - origin[ 2 ]) * frac;
+
+ /* fixme: check inhibit radius, then solid nodes and ignore */
+
+ /* set trace hit here */
+ //% VectorCopy( mid, trace->hit );
+
+ /* trace first side */
+ r = TraceLine_r( node->children[ side ], origin, mid, trace );
+ if( r )
+ return r;
+
+ /* trace other side */
+ return TraceLine_r( node->children[ !side ], mid, end, trace );
+}
+
+
+
+/*
+TraceLine() - ydnar
+rewrote this function a bit :)
+*/
+
+void TraceLine( trace_t *trace )
+{
+ int i, j;
+ traceNode_t *node;
+ traceTriangle_t *tt;
+ traceInfo_t *ti;
+
+
+ /* setup output (note: this code assumes the input data is completely filled out) */
+ trace->passSolid = qfalse;
+ trace->opaque = qfalse;
+ trace->compileFlags = 0;
+ trace->numTestNodes = 0;
+
+ /* early outs */
+ if( !trace->recvShadows || !trace->testOcclusion || trace->distance <= 0.00001f )
+ return;
+
+ /* trace through nodes */
+ TraceLine_r( headNodeNum, trace->origin, trace->end, trace );
+ if( trace->passSolid && !trace->testAll )
+ {
+ trace->opaque = qtrue;
+ return;
+ }
+
+ /* skip surfaces? */
+ if( noSurfaces )
+ return;
+
+ /* testall means trace through sky */
+ if( trace->testAll && trace->numTestNodes < MAX_TRACE_TEST_NODES &&
+ trace->compileFlags & C_SKY &&
+ (trace->numSurfaces == 0 || surfaceInfos[ trace->surfaces[ 0 ] ].childSurfaceNum < 0) )
+ {
+ //% trace->testNodes[ trace->numTestNodes++ ] = skyboxNodeNum;
+ TraceLine_r( skyboxNodeNum, trace->origin, trace->end, trace );
+ }
+
+ /* walk node list */
+ for( i = 0; i < trace->numTestNodes; i++ )
+ {
+ /* get node */
+ node = &traceNodes[ trace->testNodes[ i ] ];
+
+ /* walk node item list */
+ for( j = 0; j < node->numItems; j++ )
+ {
+ tt = &traceTriangles[ node->items[ j ] ];
+ ti = &traceInfos[ tt->infoNum ];
+ if( TraceTriangle( ti, tt, trace ) )
+ return;
+ //% if( TraceWinding( &traceWindings[ node->items[ j ] ], trace ) )
+ //% return;
+ }
+ }
+}
+
+
+
+/*
+SetupTrace() - ydnar
+sets up certain trace values
+*/
+
+float SetupTrace( trace_t *trace )
+{
+ VectorSubtract( trace->end, trace->origin, trace->displacement );
+ trace->distance = VectorNormalize( trace->displacement, trace->direction );
+ VectorCopy( trace->origin, trace->hit );
+ return trace->distance;
+}