else
{
tx->flags |= SURF_LIGHTMAP;
+ if (!tx->fogtexture)
+ tx->flags |= SURF_CLIPSOLID;
tx->shader = &Cshader_wall_lightmap;
}
}
+
+/*
+// svbspmesh_t is in model_brush.h
+
+typedef struct svbsppolygon_s
+{
+ struct svbsppolygon_s *next;
+ int numverts;
+ float *verts;
+ float normal[3], dist;
+}
+svbsppolygon_t;
+
+typedef struct svbspnode_s
+{
+ // true if this is a leaf (has no children), not a node
+ int isleaf;
+ // (shared) parent node
+ struct svbspnode_s *parent;
+ // (leaf) dark or lit leaf
+ int dark;
+ // (leaf) polygons bounding this leaf
+ svbsppolygon_t *polygons;
+ // (node) children
+ struct svbspnode_s *children[2];
+ // (node) splitting plane
+ float normal[3], dist;
+}
+svbspnode_t;
+
+svbspnode_t *Mod_SVBSP_AllocNode(svbspnode_t *parent, svbspnode_t *child0, svbspnode_t *child1, float *normal, float dist)
+{
+ svbspnode_t *node;
+ node = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
+ node->parent = parent;
+ node->children[0] = child0;
+ node->children[1] = child1;
+ VectorCopy(normal, node->normal);
+ node->dist = dist;
+ return node;
+}
+
+svbspnode_t *Mod_SVBSP_AllocLeaf(svbspnode_t *parent, int dark)
+{
+ svbspnode_t *leaf;
+ leaf = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
+ leaf->isleaf = true;
+ leaf->parent = parent;
+ leaf->dark = dark;
+ return leaf;
+}
+
+svbspnode_t *Mod_SVBSP_NewTree(void)
+{
+ return Mod_SVBSP_AllocLeaf(NULL, false);
+}
+
+void Mod_SVBSP_FreeTree(svbspnode_t *node)
+{
+ if (!node->isleaf)
+ {
+ Mod_SVBSP_FreeTree(node->children[0]);
+ Mod_SVBSP_FreeTree(node->children[1]);
+ }
+ Mem_Free(node);
+}
+
+void Mod_SVBSP_RecursiveAddPolygon(svbspnode_t *node, int numverts, float *verts, float *normal, float dist, int constructmode)
+{
+ int i, j, numvertsfront, numvertsback, maxverts, counts[3];
+ float *vertsfront, *vertsback, *v, d, temp[3];
+ float dists[4096];
+ qbyte sides[4096];
+ svbsppolygon_t *poly;
+ if (node->isleaf)
+ {
+ if (constructmode == 0)
+ {
+ // construct tree structure
+ node->isleaf = false;
+ node->children[0] = Mod_SVBSP_AllocLeaf(node, false);
+ node->children[1] = Mod_SVBSP_AllocLeaf(node, false);
+ VectorCopy(normal, node->normal);
+ node->dist = dist;
+ }
+ else if (constructmode == 1)
+ {
+ // mark dark leafs
+ node->dark = true;
+ }
+ else
+ {
+ // link polygons into lit leafs only (this is the optimization)
+ if (!node->dark)
+ {
+ poly = Mem_Alloc(loadmodel->mempool, sizeof(svbsppolygon_t) + numverts * sizeof(float[3]));
+ poly->numverts = numverts;
+ poly->verts = (float *)(poly + 1);
+ VectorCopy(normal, poly->normal);
+ poly->dist = dist;
+ memcpy(poly->verts, verts, numverts * sizeof(float[3]));
+ poly->next = node->polygons;
+ node->polygons = poly;
+ }
+ }
+ }
+ else
+ {
+ counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
+ for (i = 0, v = verts;i < numverts;i++, v += 3)
+ {
+ dists[i] = DotProduct(v, node->normal) - node->dist;
+ if (dists[i] >= 0.1)
+ sides[i] = SIDE_FRONT;
+ else if (dists[i] <= -0.1)
+ sides[i] = SIDE_BACK;
+ else
+ sides[i] = SIDE_ON;
+ counts[sides[i]]++;
+ }
+ if (counts[SIDE_FRONT] && counts[SIDE_BACK])
+ {
+ // some front, some back... sliced
+ numvertsfront = 0;
+ numvertsback = 0;
+ // this is excessive, but nice for safety...
+ maxverts = numverts + 4;
+ vertsfront = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+ vertsback = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+ for (i = 0, j = numverts - 1;i < numverts;j = i, i++)
+ {
+ if (sides[j] == SIDE_FRONT)
+ {
+ VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
+ numvertsfront++;
+ if (sides[i] == SIDE_BACK)
+ {
+ d = dists[j] / (dists[j] - dists[i]);
+ VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
+ VectorMA(&verts[j * 3], d, temp, temp);
+ VectorCopy(temp, &vertsfront[numvertsfront * 3]);
+ VectorCopy(temp, &vertsback[numvertsback * 3]);
+ numvertsfront++;
+ numvertsback++;
+ }
+ }
+ else if (sides[j] == SIDE_BACK)
+ {
+ VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
+ numvertsback++;
+ if (sides[i] == SIDE_FRONT)
+ {
+ d = dists[j] / (dists[j] - dists[i]);
+ VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
+ VectorMA(&verts[j * 3], d, temp, temp);
+ VectorCopy(temp, &vertsfront[numvertsfront * 3]);
+ VectorCopy(temp, &vertsback[numvertsback * 3]);
+ numvertsfront++;
+ numvertsback++;
+ }
+ }
+ else
+ {
+ VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
+ VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
+ numvertsfront++;
+ numvertsback++;
+ }
+ }
+ Mod_SVBSP_RecursiveAddPolygon(node->children[1], numvertsfront, vertsfront, normal, dist, constructmode);
+ Mod_SVBSP_RecursiveAddPolygon(node->children[0], numvertsback, vertsback, normal, dist, constructmode);
+ Mem_Free(vertsfront);
+ Mem_Free(vertsback);
+ }
+ else if (counts[SIDE_BACK])
+ Mod_SVBSP_RecursiveAddPolygon(node->children[0], numverts, verts, normal, dist, constructmode);
+ else if (counts[SIDE_FRONT])
+ Mod_SVBSP_RecursiveAddPolygon(node->children[1], numverts, verts, normal, dist, constructmode);
+ else
+ {
+ // mode 0 is constructing tree, don't make unnecessary splits
+ if (constructmode == 1)
+ {
+ // marking dark leafs
+ // send it down the side it is not facing
+ Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) < 0], numverts, verts, normal, dist, constructmode);
+ }
+ else if (constructmode == 2)
+ {
+ // linking polygons into lit leafs only
+ // send it down the side it is facing
+ Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) >= 0], numverts, verts, normal, dist, constructmode);
+ }
+ }
+ }
+}
+
+int svbsp_count_nodes;
+int svbsp_count_leafs;
+int svbsp_count_polygons;
+int svbsp_count_darkleafs;
+int svbsp_count_originalpolygons;
+int svbsp_count_meshs;
+int svbsp_count_triangles;
+int svbsp_count_vertices;
+
+void Mod_SVBSP_AddPolygon(svbspnode_t *root, int numverts, float *verts, int constructmode, float *test, int linenumber)
+{
+ int i;
+ float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
+ svbsp_count_originalpolygons++;
+ for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
+ {
+ VectorSubtract(v0, v1, dir0);
+ VectorSubtract(v2, v1, dir1);
+ CrossProduct(dir0, dir1, normal);
+ if (DotProduct(normal, normal) >= 0.1)
+ break;
+ }
+ if (i == numverts)
+ return;
+ VectorNormalize(normal);
+ dist = DotProduct(verts, normal);
+ if (test && DotProduct(test, normal) > dist + 0.1)
+ Con_Printf("%i %f %f %f %f : %f %f %f %f\n", linenumber, normal[0], normal[1], normal[2], dist, test[0], test[1], test[2], DotProduct(test, normal));
+ Mod_SVBSP_RecursiveAddPolygon(root, numverts, verts, normal, dist, constructmode);
+}
+
+void Mod_SVBSP_RecursiveGatherStats(svbspnode_t *node)
+{
+ svbsppolygon_t *poly;
+ for (poly = node->polygons;poly;poly = poly->next)
+ svbsp_count_polygons++;
+ if (node->isleaf)
+ {
+ svbsp_count_leafs++;
+ if (node->dark)
+ svbsp_count_darkleafs++;
+ }
+ else
+ {
+ svbsp_count_nodes++;
+ Mod_SVBSP_RecursiveGatherStats(node->children[0]);
+ Mod_SVBSP_RecursiveGatherStats(node->children[1]);
+ }
+}
+
+svbspmesh_t *Mod_SVBSP_AllocMesh(int maxverts)
+{
+ svbspmesh_t *mesh;
+ mesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]));
+ mesh->maxverts = maxverts;
+ mesh->maxtriangles = maxverts;
+ mesh->numverts = 0;
+ mesh->numtriangles = 0;
+ mesh->verts = (float *)(mesh + 1);
+ mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
+ return mesh;
+}
+
+svbspmesh_t *Mod_SVBSP_ReAllocMesh(svbspmesh_t *oldmesh)
+{
+ svbspmesh_t *newmesh;
+ newmesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]));
+ newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
+ newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
+ newmesh->verts = (float *)(newmesh + 1);
+ newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
+ memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
+ memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
+ return newmesh;
+}
+
+void Mod_SVBSP_RecursiveBuildTriangleMeshs(svbspmesh_t *firstmesh, svbspnode_t *node)
+{
+ svbsppolygon_t *poly;
+ svbspmesh_t *mesh;
+ int i, j, k;
+ float *v, *m, temp[3];
+ if (node->isleaf)
+ {
+ for (poly = node->polygons;poly;poly = poly->next)
+ {
+ mesh = firstmesh;
+ while (poly->numverts + mesh->numverts > mesh->maxverts || (poly->numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
+ {
+ if (mesh->next == NULL)
+ mesh->next = Mod_SVBSP_AllocMesh(max(1000, poly->numverts));
+ mesh = mesh->next;
+ }
+ for (i = 0, v = poly->verts;i < poly->numverts - 2;i++, v += 3)
+ {
+ for (k = 0;k < 3;k++)
+ {
+ if (k == 0)
+ v = poly->verts;
+ else if (k == 1)
+ v = poly->verts + (i + 1) * 3;
+ else if (k == 2)
+ v = poly->verts + (i + 2) * 3;
+ for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4)
+ {
+ VectorSubtract(v, m, temp);
+ if (DotProduct(temp, temp) < 0.1)
+ break;
+ }
+ if (j == mesh->numverts)
+ {
+ mesh->numverts++;
+ VectorCopy(v, m);
+ }
+ mesh->elements[mesh->numtriangles * 3 + k] = j;
+ }
+ mesh->numtriangles++;
+ }
+ }
+ }
+ else
+ {
+ Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[0]);
+ Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[1]);
+ }
+}
+
+svbspmesh_t *Mod_SVBSP_BuildTriangleMeshs(svbspnode_t *root, vec3_t mins, vec3_t maxs)
+{
+ svbspmesh_t *firstmesh, *mesh, *newmesh, *nextmesh;
+ int i;
+ float *v;
+ firstmesh = Mod_SVBSP_AllocMesh(1000);
+ Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, root);
+ // reallocate meshs to conserve space
+ for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
+ {
+ svbsp_count_meshs++;
+ svbsp_count_triangles += mesh->numtriangles;
+ svbsp_count_vertices += mesh->numverts;
+
+ // calculate bbox
+ if (firstmesh == NULL)
+ {
+ VectorCopy(mesh->verts, mins);
+ VectorCopy(mesh->verts, maxs);
+ }
+ for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ {
+ if (mins[0] > v[0]) mins[0] = v[0];if (maxs[0] < v[0]) maxs[0] = v[0];
+ if (mins[1] > v[1]) mins[1] = v[1];if (maxs[1] < v[1]) maxs[1] = v[1];
+ if (mins[2] > v[2]) mins[2] = v[2];if (maxs[2] < v[2]) maxs[2] = v[2];
+ }
+
+ nextmesh = mesh->next;
+ newmesh = Mod_SVBSP_ReAllocMesh(mesh);
+ newmesh->next = firstmesh;
+ firstmesh = newmesh;
+ Mem_Free(mesh);
+ }
+ return firstmesh;
+}
+
+void Mod_SVBSP_FreeTriangleMeshs(svbspmesh_t *mesh)
+{
+ svbspmesh_t *nextmesh;
+ for (;mesh;mesh = nextmesh)
+ {
+ nextmesh = mesh->next;
+ Mem_Free(mesh);
+ }
+}
+*/
+
+typedef struct svpolygon_s
+{
+ struct svpolygon_s *next;
+ int maxverts;
+ int numverts;
+ float *verts;
+ float normal[3], dist;
+}
+svpolygon_t;
+
+typedef struct svbrush_s
+{
+ struct svbrush_s *next;
+ svpolygon_t *polygons;
+ vec3_t mins, maxs;
+}
+svbrush_t;
+
+typedef struct svworld_s
+{
+ svbrush_t *brushs;
+}
+svworld_t;
+
+svworld_t *Mod_ShadowBrush_NewWorld(mempool_t *mempool)
+{
+ return Mem_Alloc(mempool, sizeof(svworld_t));
+}
+
+void Mod_ShadowBrush_FreeWorld(svworld_t *world)
+{
+ svbrush_t *brush, *brushnext;
+ svpolygon_t *poly, *polynext;
+ for (brush = world->brushs;brush;brush = brushnext)
+ {
+ brushnext = brush->next;
+ for (poly = brush->polygons;poly;poly = polynext)
+ {
+ polynext = poly->next;
+ Mem_Free(poly);
+ }
+ Mem_Free(brush);
+ }
+ Mem_Free(world);
+}
+
+svbrush_t *Mod_ShadowBrush_BeginBrush(mempool_t *mempool)
+{
+ return Mem_Alloc(mempool, sizeof(svbrush_t));
+}
+
+void Mod_ShadowBrush_AddPolygon(mempool_t *mempool, svbrush_t *brush, int numverts, float *verts)
+{
+ int i;
+ float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
+ svpolygon_t *poly;
+ for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
+ {
+ VectorSubtract(v0, v1, dir0);
+ VectorSubtract(v2, v1, dir1);
+ CrossProduct(dir0, dir1, normal);
+ if (DotProduct(normal, normal) >= 0.1)
+ break;
+ }
+ if (i == numverts)
+ return;
+ VectorNormalize(normal);
+ dist = DotProduct(verts, normal);
+
+ poly = Mem_Alloc(mempool, sizeof(svpolygon_t) + numverts * sizeof(float[3]));
+ poly->numverts = numverts;
+ poly->verts = (float *)(poly + 1);
+ VectorCopy(normal, poly->normal);
+ poly->dist = dist;
+ poly->next = brush->polygons;
+ brush->polygons = poly;
+ memcpy(poly->verts, verts, numverts * sizeof(float[3]));
+}
+
+void Mod_ShadowBrush_EndBrush(svworld_t *world, svbrush_t *brush)
+{
+ int i;
+ float *v;
+ svpolygon_t *poly;
+ if (!brush->polygons)
+ {
+ Mem_Free(brush);
+ return;
+ }
+ brush->next = world->brushs;
+ world->brushs = brush;
+ VectorCopy(brush->polygons->verts, brush->mins);
+ VectorCopy(brush->polygons->verts, brush->maxs);
+ for (poly = brush->polygons;poly;poly = poly->next)
+ {
+ for (i = 0, v = poly->verts;i < poly->numverts;i++, v += 3)
+ {
+ if (brush->mins[0] > v[0]) brush->mins[0] = v[0];if (brush->maxs[0] < v[0]) brush->maxs[0] = v[0];
+ if (brush->mins[1] > v[1]) brush->mins[1] = v[1];if (brush->maxs[1] < v[1]) brush->maxs[1] = v[1];
+ if (brush->mins[2] > v[2]) brush->mins[2] = v[2];if (brush->maxs[2] < v[2]) brush->maxs[2] = v[2];
+ }
+ }
+}
+
+void Mod_ShadowBrush_ProcessWorld(mempool_t *mempool, svworld_t *world)
+{
+ /*
+ for (clipbrush = world->brushs;clipbrush;clipbrush = clipbrush->next)
+ {
+ for (brush = world->brushs;brush;brush = brush->next)
+ {
+ if (brush != clipbrush
+ && brush->mins[0] <= clipbrush->maxs[0]
+ && brush->maxs[0] >= clipbrush->mins[0]
+ && brush->mins[1] <= clipbrush->maxs[1]
+ && brush->maxs[1] >= clipbrush->mins[1]
+ && brush->mins[2] <= clipbrush->maxs[2]
+ && brush->maxs[2] >= clipbrush->mins[2])
+ continue;
+ for (poly = brush->polygons;poly;poly = poly->next)
+ {
+
+ }
+ }
+ }
+ */
+}
+
+shadowmesh_t *Mod_ShadowBrush_BuildMeshs(mempool_t *mempool, svworld_t *world)
+{
+ shadowmesh_t *mesh;
+ svbrush_t *brush;
+ svpolygon_t *poly;
+ mesh = Mod_ShadowMesh_Begin(mempool);
+ for (brush = world->brushs;brush;brush = brush->next)
+ for (poly = brush->polygons;poly;poly = poly->next)
+ Mod_ShadowMesh_AddPolygon(mempool, mesh, poly->numverts, poly->verts);
+ mesh = Mod_ShadowMesh_Finish(mempool, mesh);
+ return mesh;
+}
+
+void Mod_ProcessLightList(void)
+{
+ int j, k, *mark, lnum;
+ mlight_t *e;
+ msurface_t *surf;
+ float dist;
+ mleaf_t *leaf;
+ qbyte *pvs;
+ for (lnum = 0, e = loadmodel->lights;lnum < loadmodel->numlights;lnum++, e++)
+ {
+ e->cullradius2 = DotProduct(e->light, e->light) * (1.0f / (8192.0f * 8192.0f)) / (e->falloff * e->falloff) + 4096.0f;
+ if (e->cullradius2 > 4096.0f * 4096.0f)
+ e->cullradius2 = 4096.0f * 4096.0f;
+ e->cullradius = sqrt(e->cullradius2);
+ leaf = Mod_PointInLeaf(e->origin, loadmodel);
+ if (leaf->compressed_vis)
+ pvs = Mod_DecompressVis (leaf->compressed_vis, loadmodel);
+ else
+ pvs = mod_novis;
+ for (j = 0;j < loadmodel->numsurfaces;j++)
+ loadmodel->surfacevisframes[j] = -1;
+ for (j = 0, leaf = loadmodel->leafs + 1;j < loadmodel->numleafs - 1;j++, leaf++)
+ {
+ if (pvs[j >> 3] & (1 << (j & 7)))
+ {
+ for (k = 0, mark = leaf->firstmarksurface;k < leaf->nummarksurfaces;k++, mark++)
+ {
+ surf = loadmodel->surfaces + *mark;
+ if (surf->number != *mark)
+ Con_Printf("%d != %d\n", surf->number, *mark);
+ dist = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+ if (surf->flags & SURF_PLANEBACK)
+ dist = -dist;
+ if (dist > 0 && dist < e->cullradius)
+ loadmodel->surfacevisframes[*mark] = -2;
+ }
+ }
+ }
+ // build list of light receiving surfaces
+ e->numsurfaces = 0;
+ for (j = 0;j < loadmodel->numsurfaces;j++)
+ if (loadmodel->surfacevisframes[j] == -2)
+ e->numsurfaces++;
+ e->surfaces = NULL;
+ if (e->numsurfaces > 0)
+ {
+ e->surfaces = Mem_Alloc(loadmodel->mempool, sizeof(msurface_t *) * e->numsurfaces);
+ e->numsurfaces = 0;
+ for (j = 0;j < loadmodel->numsurfaces;j++)
+ if (loadmodel->surfacevisframes[j] == -2)
+ e->surfaces[e->numsurfaces++] = loadmodel->surfaces + j;
+ }
+ {
+ // find bounding box and sphere of lit surfaces
+ // (these will be used for creating a shape to clip the light)
+ float *v, temp[3], radius2;
+ radius2 = 0;
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+ if (j == 0)
+ {
+ VectorCopy(surf->poly_verts, e->mins);
+ VectorCopy(surf->poly_verts, e->maxs);
+ }
+ for (k = 0, v = surf->poly_verts;k < surf->poly_numverts;k++, v += 3)
+ {
+ if (e->mins[0] > v[0]) e->mins[0] = v[0];if (e->maxs[0] < v[0]) e->maxs[0] = v[0];
+ if (e->mins[1] > v[1]) e->mins[1] = v[1];if (e->maxs[1] < v[1]) e->maxs[1] = v[1];
+ if (e->mins[2] > v[2]) e->mins[2] = v[2];if (e->maxs[2] < v[2]) e->maxs[2] = v[2];
+ VectorSubtract(v, e->origin, temp);
+ dist = DotProduct(temp, temp);
+ if (radius2 < dist)
+ radius2 = dist;
+ }
+ }
+ /*
+ if (e->cullradius2 > radius2)
+ {
+ e->cullradius2 = radius2;
+ e->cullradius = sqrt(e->cullradius2);
+ }
+ */
+ }
+#if 1
+ // clip shadow volumes against eachother to remove unnecessary
+ // polygons (and sections of polygons)
+ {
+ vec3_t temp, outermins, outermaxs, innermins, innermaxs;
+ int maxverts = 4;
+ float *verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+ float f, *v0, *v1, projectdistance;
+ svworld_t *svworld;
+ svbrush_t *svbrush;
+
+ innermins[0] = e->mins[0] - 1;
+ innermins[1] = e->mins[1] - 1;
+ innermins[2] = e->mins[2] - 1;
+ innermaxs[0] = e->maxs[0] + 1;
+ innermaxs[1] = e->maxs[1] + 1;
+ innermaxs[2] = e->maxs[2] + 1;
+ outermins[0] = loadmodel->normalmins[0] - 1;
+ outermins[1] = loadmodel->normalmins[1] - 1;
+ outermins[2] = loadmodel->normalmins[2] - 1;
+ outermaxs[0] = loadmodel->normalmaxs[0] + 1;
+ outermaxs[1] = loadmodel->normalmaxs[1] + 1;
+ outermaxs[2] = loadmodel->normalmaxs[2] + 1;
+ svworld = Mod_ShadowBrush_NewWorld(loadmodel->mempool);
+ for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+ {
+ if (!(surf->flags & SURF_CLIPSOLID))
+ continue;
+ f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ projectdistance = e->cullradius + f;
+ if (projectdistance < 0.1 || projectdistance > e->cullradius)
+ continue;
+ VectorSubtract(e->origin, surf->poly_center, temp);
+ if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+ continue;
+ if (maxverts < surf->poly_numverts)
+ {
+ maxverts = surf->poly_numverts;
+ if (verts)
+ Mem_Free(verts);
+ verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+ }
+ svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+ // copy the original polygon, reversed, for the front cap of the volume
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+ VectorCopy(v0, v1);
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+ // project the original polygon, for the back cap of the volume
+ for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+ {
+ VectorSubtract(v0, e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(v0, projectdistance, temp, v1);
+ }
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+ // project the shadow volume sides
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+ {
+ VectorCopy(v0, &verts[0]);
+ VectorCopy(v1, &verts[3]);
+ VectorCopy(v1, &verts[6]);
+ VectorCopy(v0, &verts[9]);
+ VectorSubtract(&verts[6], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+ VectorSubtract(&verts[9], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ }
+ Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ }
+ // add bounding box around the whole shadow volume set,
+ // facing inward to limit light area, with an outer bounding box
+ // facing outward (this is needed by the shadow rendering method)
+ // X major
+ svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+ verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+ verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+ verts[ 6] = innermaxs[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
+ verts[ 9] = innermaxs[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+ verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+ verts[ 6] = outermaxs[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
+ verts[ 9] = outermaxs[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ // X minor
+ svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+ verts[ 0] = innermins[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
+ verts[ 3] = innermins[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
+ verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+ verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ verts[ 0] = outermins[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
+ verts[ 3] = outermins[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
+ verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+ verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ // Y major
+ svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+ verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
+ verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
+ verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
+ verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ verts[ 0] = outermins[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+ verts[ 3] = outermins[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+ verts[ 6] = outermaxs[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+ verts[ 9] = outermaxs[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ // Y minor
+ svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+ verts[ 0] = innermins[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+ verts[ 3] = innermins[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+ verts[ 6] = innermaxs[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+ verts[ 9] = innermaxs[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
+ verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
+ verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
+ verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ // Z major
+ svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+ verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+ verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermaxs[2];
+ verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermaxs[2];
+ verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+ verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermaxs[2];
+ verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermaxs[2];
+ verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ // Z minor
+ svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+ verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermins[2];
+ verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+ verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+ verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermins[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermins[2];
+ verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+ verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+ verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermins[2];
+ Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ // clip away hidden polygons
+ Mod_ShadowBrush_ProcessWorld(loadmodel->mempool, svworld);
+ // build the triangle mesh
+ e->shadowvolume = Mod_ShadowBrush_BuildMeshs(loadmodel->mempool, svworld);
+ Mod_ShadowBrush_FreeWorld(svworld);
+ }
+#elif 0
+ // build svbsp (shadow volume bsp)
+ {
+ int maxverts = 0, constructmode;
+ float *verts = NULL, projectdistance, *v0, *v1, f, temp[3];
+ svbspnode_t *svbsproot;
+ svbsproot = Mod_SVBSP_NewTree();
+ // we do this in three stages:
+ // 1. construct the svbsp structure
+ // 2. mark which leafs are dark (shadow)
+ // 3. link polygons into only leafs that are not dark
+ // this results in polygons that are only on the outside of the
+ // shadow volume, removing polygons that are inside the shadow
+ // volume (which waste time)
+ for (constructmode = 0;constructmode < 3;constructmode++)
+ {
+ svbsp_count_originalpolygons = 0;
+#if 1
+ for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+ {
+ if (!(surf->flags & SURF_CLIPSOLID))
+ continue;
+ /*
+ if (surf->poly_maxs[0] < e->mins[0]
+ || surf->poly_mins[0] > e->maxs[0]
+ || surf->poly_maxs[1] < e->mins[1]
+ || surf->poly_mins[1] > e->maxs[1]
+ || surf->poly_maxs[2] < e->mins[2]
+ || surf->poly_mins[2] > e->maxs[2])
+ continue;
+ */
+ f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ projectdistance = e->cullradius + f;
+ if (projectdistance < 0.1 || projectdistance > e->cullradius)
+ continue;
+ /*
+ // find the nearest vertex of the projected volume
+ for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
+ {
+ VectorSubtract(v0, e->origin, temp);
+ VectorNormalize(temp);
+ if (maxdist00 > v0[0] - e->origin[0]) maxdist00 = v0[0] - e->origin[0];
+ if (maxdist01 < e->origin[0] - v0[0]) maxdist01 = e->origin[0] - v0[0];
+ if (maxdist10 > v0[1] - e->origin[1]) maxdist10 = v0[1] - e->origin[1];
+ if (maxdist11 < e->origin[1] - v0[1]) maxdist11 = e->origin[1] - v0[1];
+ if (maxdist20 > v0[2] - e->origin[2]) maxdist20 = v0[2] - e->origin[2];
+ if (maxdist21 < e->origin[2] - v0[2]) maxdist21 = e->origin[2] - v0[2];
+ dist =
+
+ dist = DotProduct(temp, temp);
+ if (bestdist > dist)
+ {
+ bestdist = dist;
+ VectorCopy(temp, bestvec);
+ }
+ }
+ projectdistance = e->cullradius - sqrt(bestdist);
+ if (projectdistance < 0.1)
+ continue;
+ for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
+ {
+ VectorNormalize(temp);
+ if (temp[0] > 0)
+ {
+ dist = (e->maxs[0] - e->origin[0]) / temp[0];
+ if (maxdist >
+ }
+ else if (temp[0] < 0)
+ dist = (e->mins[0] - e->origin[0]) / temp[0];
+ dist =
+ VectorMA(v0, projectdistance, temp, temp);
+ dist = (temp[0]
+ VectorSubtract(temp, e->origin,
+ }
+ */
+ VectorSubtract(e->origin, surf->poly_center, temp);
+ if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+ continue;
+ if (maxverts < surf->poly_numverts)
+ {
+ maxverts = surf->poly_numverts;
+ if (verts)
+ Mem_Free(verts);
+ verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+ }
+ // copy the original polygon, reversed, for the front cap of the volume
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+ VectorCopy(v0, v1);
+ Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+ // project the original polygon, for the back cap of the volume
+ for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+ {
+ VectorSubtract(v0, e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(v0, projectdistance, temp, v1);
+ }
+ Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+ // project the shadow volume sides
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+ {
+ VectorCopy(v0, &verts[0]);
+ VectorCopy(v1, &verts[3]);
+ VectorCopy(v1, &verts[6]);
+ VectorCopy(v0, &verts[9]);
+ VectorSubtract(&verts[6], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+ VectorSubtract(&verts[9], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+ Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
+ }
+ }
+#else
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+ if (!(surf->flags & SURF_CLIPSOLID))
+ continue;
+ f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ projectdistance = e->cullradius - f;
+ if (projectdistance < 0.1 || projectdistance > e->cullradius)
+ continue;
+ VectorSubtract(e->origin, surf->poly_center, temp);
+ if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+ continue;
+ if (maxverts < surf->poly_numverts)
+ {
+ maxverts = surf->poly_numverts;
+ if (verts)
+ Mem_Free(verts);
+ verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+ }
+ // copy the original polygon, for the front cap of the volume
+ for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+ VectorCopy(v0, v1);
+ Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+ // project the original polygon, reversed, for the back cap of the volume
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+ {
+ VectorSubtract(v0, e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(v0, projectdistance, temp, v1);
+ }
+ Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+ // project the shadow volume sides
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+ {
+ VectorCopy(v1, &verts[0]);
+ VectorCopy(v0, &verts[3]);
+ VectorCopy(v0, &verts[6]);
+ VectorCopy(v1, &verts[9]);
+ VectorSubtract(&verts[6], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+ VectorSubtract(&verts[9], e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+ Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
+ }
+ }
+#endif
+ }
+ if (verts)
+ Mem_Free(verts);
+
+ svbsp_count_nodes = 0;
+ svbsp_count_leafs = 0;
+ svbsp_count_polygons = 0;
+ svbsp_count_darkleafs = 0;
+ svbsp_count_meshs = 0;
+ svbsp_count_triangles = 0;
+ svbsp_count_vertices = 0;
+ e->shadowvolume = Mod_SVBSP_BuildTriangleMeshs(svbsproot, e->shadowvolumemins, e->shadowvolumemaxs);
+ Mod_SVBSP_RecursiveGatherStats(svbsproot);
+ Mod_SVBSP_FreeTree(svbsproot);
+ Con_Printf("light %d (radius %d) has %d surfaces, svbsp contains %d nodes, %d leafs, %d are dark (%d%%), %d original polygons, %d polygons stored (%d%%), %d meshs %d vertices %d triangles\n", lnum, (int)e->cullradius, e->numsurfaces, svbsp_count_nodes, svbsp_count_leafs, svbsp_count_darkleafs, svbsp_count_leafs ? (100 * svbsp_count_darkleafs / svbsp_count_leafs) : 0, svbsp_count_originalpolygons, svbsp_count_polygons, svbsp_count_originalpolygons ? (100 * svbsp_count_polygons / svbsp_count_originalpolygons) : 0, svbsp_count_meshs, svbsp_count_triangles, svbsp_count_vertices);
+ }
+#endif
+ }
+}
+
+
/*
=================
Mod_LoadVisibility
void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
{
int i, iu, iv, *index, smax, tmax;
- float *in, s, t, u, v, ubase, vbase, uscale, vscale;
+ float *in, s, t, u, v, ubase, vbase, uscale, vscale, normal[3];
surfmesh_t *mesh;
smax = surf->extents[0] >> 4;
vscale = (vscale - vbase) * 16.0 / ((surf->extents[1] & ~15) + 16);
}
- surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[3]) + surf->poly_numverts * (4 + 2 + 2 + 2 + 1) * sizeof(float));
+ surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[6]) + surf->poly_numverts * (4 + 4 + 4 + 4 + 1 + 3) * sizeof(float));
mesh->numverts = surf->poly_numverts;
mesh->numtriangles = surf->poly_numverts - 2;
mesh->verts = (float *)(mesh + 1);
- mesh->st = mesh->verts + mesh->numverts * 4;
- mesh->uv = mesh->st + mesh->numverts * 2;
- mesh->ab = mesh->uv + mesh->numverts * 2;
- mesh->lightmapoffsets = (int *)(mesh->ab + mesh->numverts * 2);
+ mesh->str = mesh->verts + mesh->numverts * 4;
+ mesh->uvw = mesh->str + mesh->numverts * 4;
+ mesh->abc = mesh->uvw + mesh->numverts * 4;
+ mesh->lightmapoffsets = (int *)(mesh->abc + mesh->numverts * 4);
mesh->index = mesh->lightmapoffsets + mesh->numverts;
+ mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
+ mesh->normals = (float *)(mesh->triangleneighbors + mesh->numtriangles * 3);
index = mesh->index;
for (i = 0;i < mesh->numtriangles;i++)
*index++ = i + 1;
*index++ = i + 2;
}
+ Mod_BuildTriangleNeighbors(mesh->triangleneighbors, mesh->index, mesh->numtriangles);
+ VectorCopy(surf->plane->normal, normal);
+ if (surf->flags & SURF_PLANEBACK)
+ VectorNegate(normal, normal);
for (i = 0, in = surf->poly_verts;i < mesh->numverts;i++, in += 3)
{
s = DotProduct (in, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
mesh->verts[i * 4 + 0] = in[0];
mesh->verts[i * 4 + 1] = in[1];
mesh->verts[i * 4 + 2] = in[2];
- mesh->st[i * 2 + 0] = s / surf->texinfo->texture->width;
- mesh->st[i * 2 + 1] = t / surf->texinfo->texture->height;
- mesh->uv[i * 2 + 0] = u;
- mesh->uv[i * 2 + 1] = v;
- mesh->ab[i * 2 + 0] = s * (1.0f / 16.0f);
- mesh->ab[i * 2 + 1] = t * (1.0f / 16.0f);
+ mesh->str[i * 4 + 0] = s / surf->texinfo->texture->width;
+ mesh->str[i * 4 + 1] = t / surf->texinfo->texture->height;
+ mesh->uvw[i * 4 + 0] = u;
+ mesh->uvw[i * 4 + 1] = v;
+ mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
+ mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
mesh->lightmapoffsets[i] = ((iv * (smax+1) + iu) * 3);
+ mesh->normals[i * 3 + 0] = normal[0];
+ mesh->normals[i * 3 + 1] = normal[1];
+ mesh->normals[i * 3 + 2] = normal[2];
}
}
void Mod_GenerateVertexMesh (msurface_t *surf)
{
int i, *index;
- float *in, s, t;
+ float *in, s, t, normal[3];
surfmesh_t *mesh;
surf->lightmaptexturestride = 0;
surf->lightmaptexture = NULL;
- surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[3]) + surf->poly_numverts * (4 + 2 + 2) * sizeof(float));
+ surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[6]) + surf->poly_numverts * (4 + 4 + 4 + 3) * sizeof(float));
mesh->numverts = surf->poly_numverts;
mesh->numtriangles = surf->poly_numverts - 2;
mesh->verts = (float *)(mesh + 1);
- mesh->st = mesh->verts + mesh->numverts * 4;
- mesh->ab = mesh->st + mesh->numverts * 2;
- mesh->index = (int *)(mesh->ab + mesh->numverts * 2);
+ mesh->str = mesh->verts + mesh->numverts * 4;
+ mesh->abc = mesh->str + mesh->numverts * 4;
+ mesh->index = (int *)(mesh->abc + mesh->numverts * 4);
+ mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
+ mesh->normals = (float *)(mesh->triangleneighbors + mesh->numtriangles * 3);
index = mesh->index;
for (i = 0;i < mesh->numtriangles;i++)
*index++ = i + 1;
*index++ = i + 2;
}
+ Mod_BuildTriangleNeighbors(mesh->triangleneighbors, mesh->index, mesh->numtriangles);
+ VectorCopy(surf->plane->normal, normal);
+ if (surf->flags & SURF_PLANEBACK)
+ VectorNegate(normal, normal);
for (i = 0, in = surf->poly_verts;i < mesh->numverts;i++, in += 3)
{
s = (DotProduct (in, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
mesh->verts[i * 4 + 0] = in[0];
mesh->verts[i * 4 + 1] = in[1];
mesh->verts[i * 4 + 2] = in[2];
- mesh->st[i * 2 + 0] = s / surf->texinfo->texture->width;
- mesh->st[i * 2 + 1] = t / surf->texinfo->texture->height;
- mesh->ab[i * 2 + 0] = s * (1.0f / 16.0f);
- mesh->ab[i * 2 + 1] = t * (1.0f / 16.0f);
+ mesh->str[i * 4 + 0] = s / surf->texinfo->texture->width;
+ mesh->str[i * 4 + 1] = t / surf->texinfo->texture->height;
+ mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
+ mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
+ mesh->normals[i * 3 + 0] = normal[0];
+ mesh->normals[i * 3 + 1] = normal[1];
+ mesh->normals[i * 3 + 2] = normal[2];
}
}
void Mod_GenerateSurfacePolygon (msurface_t *surf)
{
int i, lindex;
- float *vec, *vert, mins[3], maxs[3];
+ float *vec, *vert, mins[3], maxs[3], temp[3], dist;
// convert edges back to a normal polygon
surf->poly_numverts = surf->numedges;
surf->poly_center[0] = (mins[0] + maxs[0]) * 0.5f;
surf->poly_center[1] = (mins[1] + maxs[1]) * 0.5f;
surf->poly_center[2] = (mins[2] + maxs[2]) * 0.5f;
+ surf->poly_radius2 = 0;
+ vert = surf->poly_verts;
+ for (i = 0;i < surf->poly_numverts;i++)
+ {
+ VectorSubtract(vert, surf->poly_center, temp);
+ dist = DotProduct(temp, temp);
+ if (surf->poly_radius2 < dist)
+ surf->poly_radius2 = dist;
+ vert += 3;
+ }
+ surf->poly_radius = sqrt(surf->poly_radius2);
}
/*
Mod_LoadBrushModel
=================
*/
+extern void R_Model_Brush_DrawSky(entity_render_t *ent);
+extern void R_Model_Brush_Draw(entity_render_t *ent);
+//extern void R_Model_Brush_DrawFakeShadow(entity_render_t *ent);
+extern void R_Model_Brush_DrawDepth(entity_render_t *ent);
+extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume);
+extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
+extern void R_Model_Brush_DrawOntoLight(entity_render_t *ent);
void Mod_LoadBrushModel (model_t *mod, void *buffer)
{
int i, j;
dmodel_t *bm;
mempool_t *mainmempool;
char *loadname;
+ model_t *originalloadmodel;
mod->type = mod_brush;
loadname = mod->name;
Mod_LoadLightList ();
+ originalloadmodel = loadmodel;
//
// set up the submodels (FIXME: this is confusing)
mod->firstmodelsurface = bm->firstface;
mod->nummodelsurfaces = bm->numfaces;
+ // this gets altered below if sky is used
mod->DrawSky = NULL;
- // LordHavoc: calculate bmodel bounding box rather than trusting what it says
- for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
+ mod->Draw = R_Model_Brush_Draw;
+ mod->DrawFakeShadow = NULL;
+ mod->DrawDepth = R_Model_Brush_DrawDepth;
+ mod->DrawShadowVolume = R_Model_Brush_DrawShadowVolume;
+ mod->DrawLight = R_Model_Brush_DrawLight;
+ mod->DrawOntoLight = R_Model_Brush_DrawOntoLight;
+ if (mod->nummodelsurfaces)
{
- // we only need to have a drawsky function if it is used (usually only on world model)
- if (surf->texinfo->texture->shader == &Cshader_sky)
- mod->DrawSky = R_DrawBrushModelSky;
- for (k = 0;k < surf->numedges;k++)
+ // LordHavoc: calculate bmodel bounding box rather than trusting what it says
+ for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
{
- l = mod->surfedges[k + surf->firstedge];
- if (l > 0)
- vec = mod->vertexes[mod->edges[l].v[0]].position;
- else
- vec = mod->vertexes[mod->edges[-l].v[1]].position;
- if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
- if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
- if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
- if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
- if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
- if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
- dist = vec[0]*vec[0]+vec[1]*vec[1];
- if (modelyawradius < dist)
- modelyawradius = dist;
- dist += vec[2]*vec[2];
- if (modelradius < dist)
- modelradius = dist;
+ // we only need to have a drawsky function if it is used (usually only on world model)
+ if (surf->texinfo->texture->shader == &Cshader_sky)
+ mod->DrawSky = R_Model_Brush_DrawSky;
+ for (k = 0;k < surf->numedges;k++)
+ {
+ l = mod->surfedges[k + surf->firstedge];
+ if (l > 0)
+ vec = mod->vertexes[mod->edges[l].v[0]].position;
+ else
+ vec = mod->vertexes[mod->edges[-l].v[1]].position;
+ if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
+ if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
+ if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
+ if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
+ if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
+ if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
+ dist = vec[0]*vec[0]+vec[1]*vec[1];
+ if (modelyawradius < dist)
+ modelyawradius = dist;
+ dist += vec[2]*vec[2];
+ if (modelradius < dist)
+ modelradius = dist;
+ }
}
+ modelyawradius = sqrt(modelyawradius);
+ modelradius = sqrt(modelradius);
+ mod->yawmins[0] = mod->yawmins[1] = -(mod->yawmaxs[0] = mod->yawmaxs[1] = modelyawradius);
+ mod->yawmins[2] = mod->normalmins[2];
+ mod->yawmaxs[2] = mod->normalmaxs[2];
+ mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius;
+ mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius;
+ mod->radius = modelradius;
+ mod->radius2 = modelradius * modelradius;
+ // LordHavoc: build triangle meshs for entire model's geometry
+ // (only used for shadow volumes)
+ mod->shadowmesh = Mod_ShadowMesh_Begin(originalloadmodel->mempool);
+ for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
+ if (surf->flags & SURF_CLIPSOLID)
+ Mod_ShadowMesh_AddPolygon(originalloadmodel->mempool, mod->shadowmesh, surf->poly_numverts, surf->poly_verts);
+ mod->shadowmesh = Mod_ShadowMesh_Finish(originalloadmodel->mempool, mod->shadowmesh);
+ Mod_ShadowMesh_CalcBBox(mod->shadowmesh, mod->shadowmesh_mins, mod->shadowmesh_maxs, mod->shadowmesh_center, &mod->shadowmesh_radius);
}
- modelyawradius = sqrt(modelyawradius);
- modelradius = sqrt(modelradius);
- mod->yawmins[0] = mod->yawmins[1] = -(mod->yawmaxs[0] = mod->yawmaxs[1] = modelyawradius);
- mod->yawmins[2] = mod->normalmins[2];
- mod->yawmaxs[2] = mod->normalmaxs[2];
- mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius;
- mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius;
- mod->radius = modelradius;
- mod->radius2 = modelradius * modelradius;
- // LordHavoc: check for empty submodels (lacrima.bsp has such a glitch)
- if (mod->normalmins[0] > mod->normalmaxs[0] || mod->normalmins[1] > mod->normalmaxs[1] || mod->normalmins[2] > mod->normalmaxs[2])
+ else
{
+ // LordHavoc: empty submodel (lacrima.bsp has such a glitch)
Con_Printf("warning: empty submodel *%i in %s\n", i+1, loadname);
VectorClear(mod->normalmins);
VectorClear(mod->normalmaxs);
VectorClear(mod->rotatedmaxs);
mod->radius = 0;
mod->radius2 = 0;
+ mod->shadowmesh = NULL;
}
mod->numleafs = bm->visleafs;
- mod->Draw = R_DrawBrushModelNormal;
- mod->DrawFakeShadow = NULL;
-
// LordHavoc: only register submodels if it is the world
// (prevents bsp models from replacing world submodels)
if (loadmodel->isworldmodel && i < (mod->numsubmodels - 1))
mod = loadmodel;
}
}
+
+ loadmodel = originalloadmodel;
+ Mod_ProcessLightList ();
}