3dcf5f55493745ad312d621de8a4ccf1302bfb6d
[xonotic/netradiant.git] / tools / quake3 / q3map2 / surface.c
1 /* -------------------------------------------------------------------------------
2
3    Copyright (C) 1999-2007 id Software, Inc. and contributors.
4    For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6    This file is part of GtkRadiant.
7
8    GtkRadiant is free software; you can redistribute it and/or modify
9    it under the terms of the GNU General Public License as published by
10    the Free Software Foundation; either version 2 of the License, or
11    (at your option) any later version.
12
13    GtkRadiant is distributed in the hope that it will be useful,
14    but WITHOUT ANY WARRANTY; without even the implied warranty of
15    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16    GNU General Public License for more details.
17
18    You should have received a copy of the GNU General Public License
19    along with GtkRadiant; if not, write to the Free Software
20    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
21
22    ----------------------------------------------------------------------------------
23
24    This code has been altered significantly from its original form, to support
25    several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27    ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define SURFACE_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41 /*
42    AllocDrawSurface()
43    ydnar: gs mods: changed to force an explicit type when allocating
44  */
45
46 mapDrawSurface_t *AllocDrawSurface( surfaceType_t type ){
47         mapDrawSurface_t    *ds;
48
49
50         /* ydnar: gs mods: only allocate valid types */
51         if ( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES ) {
52                 Error( "AllocDrawSurface: Invalid surface type %d specified", type );
53         }
54
55         /* bounds check */
56         if ( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS ) {
57                 Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
58         }
59         ds = &mapDrawSurfs[ numMapDrawSurfs ];
60         numMapDrawSurfs++;
61
62         /* ydnar: do initial surface setup */
63         memset( ds, 0, sizeof( mapDrawSurface_t ) );
64         ds->type = type;
65         ds->planeNum = -1;
66         ds->fogNum = defaultFogNum;             /* ydnar 2003-02-12 */
67         ds->outputNum = -1;                     /* ydnar 2002-08-13 */
68         ds->surfaceNum = numMapDrawSurfs - 1;   /* ydnar 2003-02-16 */
69
70         return ds;
71 }
72
73
74
75 /*
76    FinishSurface()
77    ydnar: general surface finish pass
78  */
79
80 void FinishSurface( mapDrawSurface_t *ds ){
81         mapDrawSurface_t    *ds2;
82
83
84         /* dummy check */
85         if ( ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES || ds == NULL || ds->shaderInfo == NULL ) {
86                 return;
87         }
88
89         /* ydnar: rocking tek-fu celshading */
90         if ( ds->celShader != NULL ) {
91                 MakeCelSurface( ds, ds->celShader );
92         }
93
94         /* backsides stop here */
95         if ( ds->backSide ) {
96                 return;
97         }
98
99         /* ydnar: rocking surface cloning (fur baby yeah!) */
100         if ( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' ) {
101                 CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
102         }
103
104         /* ydnar: q3map_backShader support */
105         if ( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' ) {
106                 ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
107                 ds2->backSide = qtrue;
108         }
109 }
110
111
112
113 /*
114    CloneSurface()
115    clones a map drawsurface, using the specified shader
116  */
117
118 mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
119         mapDrawSurface_t    *ds;
120
121
122         /* dummy check */
123         if ( src == NULL || si == NULL ) {
124                 return NULL;
125         }
126
127         /* allocate a new surface */
128         ds = AllocDrawSurface( src->type );
129         if ( ds == NULL ) {
130                 return NULL;
131         }
132
133         /* copy it */
134         memcpy( ds, src, sizeof( *ds ) );
135
136         /* destroy side reference */
137         ds->sideRef = NULL;
138
139         /* set shader */
140         ds->shaderInfo = si;
141
142         /* copy verts */
143         if ( ds->numVerts > 0 ) {
144                 ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
145                 memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
146         }
147
148         /* copy indexes */
149         if ( ds->numIndexes <= 0 ) {
150                 return ds;
151         }
152         ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
153         memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
154
155         /* return the surface */
156         return ds;
157 }
158
159
160
161 /*
162    MakeCelSurface() - ydnar
163    makes a copy of a surface, but specific to cel shading
164  */
165
166 mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
167         mapDrawSurface_t    *ds;
168
169
170         /* dummy check */
171         if ( src == NULL || si == NULL ) {
172                 return NULL;
173         }
174
175         /* don't create cel surfaces for certain types of shaders */
176         if ( ( src->shaderInfo->compileFlags & C_TRANSLUCENT ) ||
177                  ( src->shaderInfo->compileFlags & C_SKY ) ) {
178                 return NULL;
179         }
180
181         /* make a copy */
182         ds = CloneSurface( src, si );
183         if ( ds == NULL ) {
184                 return NULL;
185         }
186
187         /* do some fixups for celshading */
188         ds->planar = qfalse;
189         ds->planeNum = -1;
190         ds->celShader = NULL; /* don't cel shade cels :P */
191
192         /* return the surface */
193         return ds;
194 }
195
196
197
198 /*
199    MakeSkyboxSurface() - ydnar
200    generates a skybox surface, viewable from everywhere there is sky
201  */
202
203 mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src ){
204         int i;
205         mapDrawSurface_t    *ds;
206
207
208         /* dummy check */
209         if ( src == NULL ) {
210                 return NULL;
211         }
212
213         /* make a copy */
214         ds = CloneSurface( src, src->shaderInfo );
215         if ( ds == NULL ) {
216                 return NULL;
217         }
218
219         /* set parent */
220         ds->parent = src;
221
222         /* scale the surface vertexes */
223         for ( i = 0; i < ds->numVerts; i++ )
224         {
225                 m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
226
227                 /* debug code */
228                 //%     bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
229                 //%     bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
230         }
231
232         /* so backface culling creep doesn't bork the surface */
233         VectorClear( ds->lightmapVecs[ 2 ] );
234
235         /* return the surface */
236         return ds;
237 }
238
239
240
241 /*
242    IsTriangleDegenerate
243    returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
244  */
245
246 #define TINY_AREA   1.0f
247
248 qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c ){
249         vec3_t v1, v2, v3;
250         float d;
251
252
253         /* calcuate the area of the triangle */
254         VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );
255         VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );
256         CrossProduct( v1, v2, v3 );
257         d = VectorLength( v3 );
258
259         /* assume all very small or backwards triangles will cause problems */
260         if ( d < TINY_AREA ) {
261                 return qtrue;
262         }
263
264         /* must be a good triangle */
265         return qfalse;
266 }
267
268
269
270 /*
271    ClearSurface() - ydnar
272    clears a surface and frees any allocated memory
273  */
274
275 void ClearSurface( mapDrawSurface_t *ds ){
276         ds->type = SURFACE_BAD;
277         ds->planar = qfalse;
278         ds->planeNum = -1;
279         ds->numVerts = 0;
280         if ( ds->verts != NULL ) {
281                 free( ds->verts );
282         }
283         ds->verts = NULL;
284         ds->numIndexes = 0;
285         if ( ds->indexes != NULL ) {
286                 free( ds->indexes );
287         }
288         ds->indexes = NULL;
289         numClearedSurfaces++;
290 }
291
292
293
294 /*
295    TidyEntitySurfaces() - ydnar
296    deletes all empty or bad surfaces from the surface list
297  */
298
299 void TidyEntitySurfaces( entity_t *e ){
300         int i, j, deleted;
301         mapDrawSurface_t    *out, *in = NULL;
302
303
304         /* note it */
305         Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
306
307         /* walk the surface list */
308         deleted = 0;
309         for ( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
310         {
311                 /* get out surface */
312                 out = &mapDrawSurfs[ i ];
313
314                 /* walk the surface list again until a proper surface is found */
315                 for ( ; j < numMapDrawSurfs; j++ )
316                 {
317                         /* get in surface */
318                         in = &mapDrawSurfs[ j ];
319
320                         /* this surface ok? */
321                         if ( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
322                                  ( in->type != SURFACE_BAD && in->numVerts > 0 ) ) {
323                                 break;
324                         }
325
326                         /* nuke it */
327                         ClearSurface( in );
328                         deleted++;
329                 }
330
331                 /* copy if necessary */
332                 if ( i != j ) {
333                         memcpy( out, in, sizeof( mapDrawSurface_t ) );
334                 }
335         }
336
337         /* set the new number of drawsurfs */
338         numMapDrawSurfs = i;
339
340         /* emit some stats */
341         Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
342 }
343
344
345
346 /*
347    CalcSurfaceTextureRange() - ydnar
348    calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
349  */
350
351 qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds ){
352         int i, j, v, size[ 2 ];
353         float mins[ 2 ], maxs[ 2 ];
354
355
356         /* try to early out */
357         if ( ds->numVerts <= 0 ) {
358                 return qtrue;
359         }
360
361         /* walk the verts and determine min/max st values */
362         mins[ 0 ] = 999999;
363         mins[ 1 ] = 999999;
364         maxs[ 0 ] = -999999;
365         maxs[ 1 ] = -999999;
366         for ( i = 0; i < ds->numVerts; i++ )
367         {
368                 for ( j = 0; j < 2; j++ )
369                 {
370                         if ( ds->verts[ i ].st[ j ] < mins[ j ] ) {
371                                 mins[ j ] = ds->verts[ i ].st[ j ];
372                         }
373                         if ( ds->verts[ i ].st[ j ] > maxs[ j ] ) {
374                                 maxs[ j ] = ds->verts[ i ].st[ j ];
375                         }
376                 }
377         }
378
379         /* clamp to integer range and calculate surface bias values */
380         for ( j = 0; j < 2; j++ )
381                 ds->bias[ j ] = -floor( 0.5f * ( mins[ j ] + maxs[ j ] ) );
382
383         /* find biased texture coordinate mins/maxs */
384         size[ 0 ] = ds->shaderInfo->shaderWidth;
385         size[ 1 ] = ds->shaderInfo->shaderHeight;
386         ds->texMins[ 0 ] = 999999;
387         ds->texMins[ 1 ] = 999999;
388         ds->texMaxs[ 0 ] = -999999;
389         ds->texMaxs[ 1 ] = -999999;
390         for ( i = 0; i < ds->numVerts; i++ )
391         {
392                 for ( j = 0; j < 2; j++ )
393                 {
394                         v = ( (float) ds->verts[ i ].st[ j ] + ds->bias[ j ] ) * size[ j ];
395                         if ( v < ds->texMins[ j ] ) {
396                                 ds->texMins[ j ] = v;
397                         }
398                         if ( v > ds->texMaxs[ j ] ) {
399                                 ds->texMaxs[ j ] = v;
400                         }
401                 }
402         }
403
404         /* calc ranges */
405         for ( j = 0; j < 2; j++ )
406                 ds->texRange[ j ] = ( ds->texMaxs[ j ] - ds->texMins[ j ] );
407
408         /* if range is zero, then assume unlimited precision */
409         if ( texRange == 0 ) {
410                 return qtrue;
411         }
412
413         /* within range? */
414         for ( j = 0; j < 2; j++ )
415         {
416                 if ( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange ) {
417                         return qfalse;
418                 }
419         }
420
421         /* within range */
422         return qtrue;
423 }
424
425
426
427 /*
428    CalcLightmapAxis() - ydnar
429    gives closed lightmap axis for a plane normal
430  */
431
432 qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis ){
433         vec3_t absolute;
434
435
436         /* test */
437         if ( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f ) {
438                 VectorClear( axis );
439                 return qfalse;
440         }
441
442         /* get absolute normal */
443         absolute[ 0 ] = fabs( normal[ 0 ] );
444         absolute[ 1 ] = fabs( normal[ 1 ] );
445         absolute[ 2 ] = fabs( normal[ 2 ] );
446
447         /* test and set */
448         if ( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f ) {
449                 if ( normal[ 2 ] > 0.0f ) {
450                         VectorSet( axis, 0.0f, 0.0f, 1.0f );
451                 }
452                 else{
453                         VectorSet( axis, 0.0f, 0.0f, -1.0f );
454                 }
455         }
456         else if ( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f ) {
457                 if ( normal[ 0 ] > 0.0f ) {
458                         VectorSet( axis, 1.0f, 0.0f, 0.0f );
459                 }
460                 else{
461                         VectorSet( axis, -1.0f, 0.0f, 0.0f );
462                 }
463         }
464         else
465         {
466                 if ( normal[ 1 ] > 0.0f ) {
467                         VectorSet( axis, 0.0f, 1.0f, 0.0f );
468                 }
469                 else{
470                         VectorSet( axis, 0.0f, -1.0f, 0.0f );
471                 }
472         }
473
474         /* return ok */
475         return qtrue;
476 }
477
478
479
480 /*
481    ClassifySurfaces() - ydnar
482    fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
483  */
484
485 #define PLANAR_EPSILON  0.5f    //% 0.126f 0.25f
486
487 void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds ){
488         int i, bestAxis;
489         float dist;
490         vec4_t plane;
491         shaderInfo_t        *si;
492         static vec3_t axii[ 6 ] =
493         {
494                 { 0, 0, -1 },
495                 { 0, 0, 1 },
496                 { -1, 0, 0 },
497                 { 1, 0, 0 },
498                 { 0, -1, 0 },
499                 { 0, 1, 0 }
500         };
501
502
503         /* walk the list of surfaces */
504         for ( ; numSurfs > 0; numSurfs--, ds++ )
505         {
506                 /* ignore bogus (or flare) surfaces */
507                 if ( ds->type == SURFACE_BAD || ds->numVerts <= 0 ) {
508                         continue;
509                 }
510
511                 /* get shader */
512                 si = ds->shaderInfo;
513
514                 /* -----------------------------------------------------------------
515                    force meta if vertex count is too high or shader requires it
516                    ----------------------------------------------------------------- */
517
518                 if ( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE ) {
519                         if ( ds->numVerts > SHADER_MAX_VERTEXES ) {
520                                 ds->type = SURFACE_FORCED_META;
521                         }
522                 }
523
524                 /* -----------------------------------------------------------------
525                    plane and bounding box classification
526                    ----------------------------------------------------------------- */
527
528                 /* set surface bounding box */
529                 ClearBounds( ds->mins, ds->maxs );
530                 for ( i = 0; i < ds->numVerts; i++ )
531                         AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );
532
533                 /* try to get an existing plane */
534                 if ( ds->planeNum >= 0 ) {
535                         VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
536                         plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
537                 }
538
539                 /* construct one from the first vert with a valid normal */
540                 else
541                 {
542                         VectorClear( plane );
543                         plane[ 3 ] = 0.0f;
544                         for ( i = 0; i < ds->numVerts; i++ )
545                         {
546                                 if ( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f ) {
547                                         VectorCopy( ds->verts[ i ].normal, plane );
548                                         plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
549                                         break;
550                                 }
551                         }
552                 }
553
554                 /* test for bogus plane */
555                 if ( VectorLength( plane ) <= 0.0f ) {
556                         ds->planar = qfalse;
557                         ds->planeNum = -1;
558                 }
559                 else
560                 {
561                         /* determine if surface is planar */
562                         ds->planar = qtrue;
563
564                         /* test each vert */
565                         for ( i = 0; i < ds->numVerts; i++ )
566                         {
567                                 /* point-plane test */
568                                 dist = DotProduct( ds->verts[ i ].xyz, plane ) - plane[ 3 ];
569                                 if ( fabs( dist ) > PLANAR_EPSILON ) {
570                                         //%     if( ds->planeNum >= 0 )
571                                         //%     {
572                                         //%             Sys_FPrintf( SYS_WRN, "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );
573                                         //%             ds->verts[ i ].color[ 0 ][ 0 ] = ds->verts[ i ].color[ 0 ][ 2 ] = 0;
574                                         //%     }
575                                         ds->planar = qfalse;
576                                         break;
577                                 }
578                         }
579                 }
580
581                 /* find map plane if necessary */
582                 if ( ds->planar ) {
583                         if ( ds->planeNum < 0 ) {
584                                 ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &ds->verts[ 0 ].xyz );
585                         }
586                         VectorCopy( plane, ds->lightmapVecs[ 2 ] );
587                 }
588                 else
589                 {
590                         ds->planeNum = -1;
591                         VectorClear( ds->lightmapVecs[ 2 ] );
592                         //% if( ds->type == SURF_META || ds->type == SURF_FACE )
593                         //%             Sys_FPrintf( SYS_WRN, "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );
594                 }
595
596                 /* -----------------------------------------------------------------
597                    lightmap bounds and axis projection
598                    ----------------------------------------------------------------- */
599
600                 /* vertex lit surfaces don't need this information */
601                 if ( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES ) {
602                         VectorClear( ds->lightmapAxis );
603                         //%     VectorClear( ds->lightmapVecs[ 2 ] );
604                         ds->sampleSize = 0;
605                         continue;
606                 }
607
608                 /* the shader can specify an explicit lightmap axis */
609                 if ( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] ) {
610                         VectorCopy( si->lightmapAxis, ds->lightmapAxis );
611                 }
612                 else if ( ds->type == SURFACE_FORCED_META ) {
613                         VectorClear( ds->lightmapAxis );
614                 }
615                 else if ( ds->planar ) {
616                         CalcLightmapAxis( plane, ds->lightmapAxis );
617                 }
618                 else
619                 {
620                         /* find best lightmap axis */
621                         for ( bestAxis = 0; bestAxis < 6; bestAxis++ )
622                         {
623                                 for ( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
624                                 {
625                                         //% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",
626                                         //%     ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
627                                         //%     axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
628                                         if ( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f ) { /* fixme: adjust this tolerance to taste */
629                                                 break;
630                                         }
631                                 }
632
633                                 if ( i == ds->numVerts ) {
634                                         break;
635                                 }
636                         }
637
638                         /* set axis if possible */
639                         if ( bestAxis < 6 ) {
640                                 //% if( ds->type == SURFACE_PATCH )
641                                 //%     Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
642                                 VectorCopy( axii[ bestAxis ], ds->lightmapAxis );
643                         }
644
645                         /* debug code */
646                         //% if( ds->type == SURFACE_PATCH )
647                         //%     Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
648                 }
649
650                 /* calculate lightmap sample size */
651                 if ( ds->shaderInfo->lightmapSampleSize > 0 ) { /* shader value overrides every other */
652                         ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
653                 }
654                 else if ( ds->sampleSize <= 0 ) { /* may contain the entity asigned value */
655                         ds->sampleSize = sampleSize; /* otherwise use global default */
656
657                 }
658                 if ( ds->lightmapScale > 0.0f ) { /* apply surface lightmap scaling factor */
659                         ds->sampleSize = ds->lightmapScale * (float)ds->sampleSize;
660                         ds->lightmapScale = 0; /* applied */
661                 }
662
663                 if ( ds->sampleSize < minSampleSize ) {
664                         ds->sampleSize = minSampleSize;
665                 }
666
667                 if ( ds->sampleSize < 1 ) {
668                         ds->sampleSize = 1;
669                 }
670
671                 if ( ds->sampleSize > 16384 ) { /* powers of 2 are preferred */
672                         ds->sampleSize = 16384;
673                 }
674         }
675 }
676
677
678
679 /*
680    ClassifyEntitySurfaces() - ydnar
681    classifies all surfaces in an entity
682  */
683
684 void ClassifyEntitySurfaces( entity_t *e ){
685         int i;
686
687
688         /* note it */
689         Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
690
691         /* walk the surface list */
692         for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
693         {
694                 FinishSurface( &mapDrawSurfs[ i ] );
695                 ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
696         }
697
698         /* tidy things up */
699         TidyEntitySurfaces( e );
700 }
701
702
703
704 /*
705    GetShaderIndexForPoint() - ydnar
706    for shader-indexed surfaces (terrain), find a matching index from the indexmap
707  */
708
709 byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point ){
710         int i, x, y;
711         float s, t;
712         vec3_t mins, maxs, size;
713
714
715         /* early out if no indexmap */
716         if ( im == NULL ) {
717                 return 0;
718         }
719
720         /* this code is really broken */
721         #if 0
722         /* legacy precision fudges for terrain */
723         for ( i = 0; i < 3; i++ )
724         {
725                 mins[ i ] = floor( eMins[ i ] + 0.1 );
726                 maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
727                 size[ i ] = maxs[ i ] - mins[ i ];
728         }
729
730         /* find st (fixme: support more than just z-axis projection) */
731         s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
732         t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
733         if ( s < 0.0f ) {
734                 s = 0.0f;
735         }
736         else if ( s > 1.0f ) {
737                 s = 1.0f;
738         }
739         if ( t < 0.0f ) {
740                 t = 0.0f;
741         }
742         else if ( t > 1.0f ) {
743                 t = 1.0f;
744         }
745
746         /* make xy */
747         x = ( im->w - 1 ) * s;
748         y = ( im->h - 1 ) * t;
749         #else
750         /* get size */
751         for ( i = 0; i < 3; i++ )
752         {
753                 mins[ i ] = eMins[ i ];
754                 maxs[ i ] = eMaxs[ i ];
755                 size[ i ] = maxs[ i ] - mins[ i ];
756         }
757
758         /* calc st */
759         s = ( point[ 0 ] - mins[ 0 ] ) / size[ 0 ];
760         t = ( maxs[ 1 ] - point[ 1 ] ) / size[ 1 ];
761
762         /* calc xy */
763         x = s * im->w;
764         y = t * im->h;
765         if ( x < 0 ) {
766                 x = 0;
767         }
768         else if ( x > ( im->w - 1 ) ) {
769                 x = ( im->w - 1 );
770         }
771         if ( y < 0 ) {
772                 y = 0;
773         }
774         else if ( y > ( im->h - 1 ) ) {
775                 y = ( im->h - 1 );
776         }
777         #endif
778
779         /* return index */
780         return im->pixels[ y * im->w + x ];
781 }
782
783
784
785 /*
786    GetIndexedShader() - ydnar
787    for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
788    this combines a couple different functions from terrain.c
789  */
790
791 shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes ){
792         int i;
793         byte minShaderIndex, maxShaderIndex;
794         char shader[ MAX_QPATH ];
795         shaderInfo_t    *si;
796
797
798         /* early out if bad data */
799         if ( im == NULL || numPoints <= 0 || shaderIndexes == NULL ) {
800                 return ShaderInfoForShader( "default" );
801         }
802
803         /* determine min/max index */
804         minShaderIndex = 255;
805         maxShaderIndex = 0;
806         for ( i = 0; i < numPoints; i++ )
807         {
808                 if ( shaderIndexes[ i ] < minShaderIndex ) {
809                         minShaderIndex = shaderIndexes[ i ];
810                 }
811                 if ( shaderIndexes[ i ] > maxShaderIndex ) {
812                         maxShaderIndex = shaderIndexes[ i ];
813                 }
814         }
815
816         /* set alpha inline */
817         for ( i = 0; i < numPoints; i++ )
818         {
819                 /* straight rip from terrain.c */
820                 if ( shaderIndexes[ i ] < maxShaderIndex ) {
821                         shaderIndexes[ i ] = 0;
822                 }
823                 else{
824                         shaderIndexes[ i ] = 255;
825                 }
826         }
827
828         /* make a shader name */
829         if ( minShaderIndex == maxShaderIndex ) {
830                 sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );
831         }
832         else{
833                 sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );
834         }
835
836         /* get the shader */
837         si = ShaderInfoForShader( shader );
838
839         /* inherit a few things from parent shader */
840         if ( parent->globalTexture ) {
841                 si->globalTexture = qtrue;
842         }
843         if ( parent->forceMeta ) {
844                 si->forceMeta = qtrue;
845         }
846         if ( parent->nonplanar ) {
847                 si->nonplanar = qtrue;
848         }
849         if ( si->shadeAngleDegrees == 0.0 ) {
850                 si->shadeAngleDegrees = parent->shadeAngleDegrees;
851         }
852         if ( parent->tcGen && si->tcGen == qfalse ) {
853                 /* set xy texture projection */
854                 si->tcGen = qtrue;
855                 VectorCopy( parent->vecs[ 0 ], si->vecs[ 0 ] );
856                 VectorCopy( parent->vecs[ 1 ], si->vecs[ 1 ] );
857         }
858         if ( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f ) {
859                 /* set lightmap projection axis */
860                 VectorCopy( parent->lightmapAxis, si->lightmapAxis );
861         }
862
863         /* return the shader */
864         return si;
865 }
866
867
868
869
870 /*
871    DrawSurfaceForSide()
872    creates a SURF_FACE drawsurface from a given brush side and winding
873  */
874
875 #define SNAP_FLOAT_TO_INT   8
876 #define SNAP_INT_TO_FLOAT   ( 1.0 / SNAP_FLOAT_TO_INT )
877
878 mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w ){
879         int i, j, k;
880         mapDrawSurface_t    *ds;
881         shaderInfo_t        *si, *parent;
882         bspDrawVert_t       *dv;
883         vec3_t texX, texY;
884         vec_t x, y;
885         vec3_t vTranslated;
886         qboolean indexed;
887         byte shaderIndexes[ 256 ];
888         float offsets[ 256 ];
889         char tempShader[ MAX_QPATH ];
890
891
892         /* ydnar: don't make a drawsurf for culled sides */
893         if ( s->culled ) {
894                 return NULL;
895         }
896
897         /* range check */
898         if ( w->numpoints > MAX_POINTS_ON_WINDING ) {
899                 Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );
900         }
901
902         /* get shader */
903         si = s->shaderInfo;
904
905         /* ydnar: gs mods: check for indexed shader */
906         if ( si->indexed && b->im != NULL ) {
907                 /* indexed */
908                 indexed = qtrue;
909
910                 /* get shader indexes for each point */
911                 for ( i = 0; i < w->numpoints; i++ )
912                 {
913                         shaderIndexes[ i ] = GetShaderIndexForPoint( b->im, b->eMins, b->eMaxs, w->p[ i ] );
914                         offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];
915                         //%     Sys_Printf( "%f ", offsets[ i ] );
916                 }
917
918                 /* get matching shader and set alpha */
919                 parent = si;
920                 si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );
921         }
922         else{
923                 indexed = qfalse;
924         }
925
926         /* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
927         if ( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' ) {
928                 //%     Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
929                 sprintf( tempShader, "%s_lf", si->skyParmsImageBase );
930                 DrawSurfaceForShader( tempShader );
931                 sprintf( tempShader, "%s_rt", si->skyParmsImageBase );
932                 DrawSurfaceForShader( tempShader );
933                 sprintf( tempShader, "%s_ft", si->skyParmsImageBase );
934                 DrawSurfaceForShader( tempShader );
935                 sprintf( tempShader, "%s_bk", si->skyParmsImageBase );
936                 DrawSurfaceForShader( tempShader );
937                 sprintf( tempShader, "%s_up", si->skyParmsImageBase );
938                 DrawSurfaceForShader( tempShader );
939                 sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
940                 DrawSurfaceForShader( tempShader );
941         }
942
943         /* ydnar: gs mods */
944         ds = AllocDrawSurface( SURFACE_FACE );
945         ds->entityNum = b->entityNum;
946         ds->castShadows = b->castShadows;
947         ds->recvShadows = b->recvShadows;
948
949         ds->planar = qtrue;
950         ds->planeNum = s->planenum;
951         VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );
952
953         ds->shaderInfo = si;
954         ds->mapBrush = b;
955         ds->sideRef = AllocSideRef( s, NULL );
956         ds->fogNum = -1;
957         ds->sampleSize = b->lightmapSampleSize;
958         ds->lightmapScale = b->lightmapScale;
959         ds->numVerts = w->numpoints;
960         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
961         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
962
963         /* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
964         ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
965
966         /* create the vertexes */
967         for ( j = 0; j < w->numpoints; j++ )
968         {
969                 /* get the drawvert */
970                 dv = ds->verts + j;
971
972                 /* copy xyz and do potential z offset */
973                 VectorCopy( w->p[ j ], dv->xyz );
974                 if ( indexed ) {
975                         dv->xyz[ 2 ] += offsets[ j ];
976                 }
977
978                 /* round the xyz to a given precision and translate by origin */
979                 for ( i = 0 ; i < 3 ; i++ )
980                         dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );
981                 VectorAdd( dv->xyz, e->origin, vTranslated );
982
983                 /* ydnar: tek-fu celshading support for flat shaded shit */
984                 if ( flat ) {
985                         dv->st[ 0 ] = si->stFlat[ 0 ];
986                         dv->st[ 1 ] = si->stFlat[ 1 ];
987                 }
988
989                 /* ydnar: gs mods: added support for explicit shader texcoord generation */
990                 else if ( si->tcGen ) {
991                         dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
992                         dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
993                 }
994
995                 /* old quake-style texturing */
996                 else if ( g_bBrushPrimit == BPRIMIT_OLDBRUSHES ) {
997                         /* nearest-axial projection */
998                         dv->st[ 0 ] = s->vecs[ 0 ][ 3 ] + DotProduct( s->vecs[ 0 ], vTranslated );
999                         dv->st[ 1 ] = s->vecs[ 1 ][ 3 ] + DotProduct( s->vecs[ 1 ], vTranslated );
1000                         dv->st[ 0 ] /= si->shaderWidth;
1001                         dv->st[ 1 ] /= si->shaderHeight;
1002                 }
1003
1004                 /* brush primitive texturing */
1005                 else
1006                 {
1007                         /* calculate texture s/t from brush primitive texture matrix */
1008                         x = DotProduct( vTranslated, texX );
1009                         y = DotProduct( vTranslated, texY );
1010                         dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];
1011                         dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];
1012                 }
1013
1014                 /* copy normal */
1015                 VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );
1016
1017                 /* ydnar: set color */
1018                 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
1019                 {
1020                         dv->color[ k ][ 0 ] = 255;
1021                         dv->color[ k ][ 1 ] = 255;
1022                         dv->color[ k ][ 2 ] = 255;
1023
1024                         /* ydnar: gs mods: handle indexed shader blending */
1025                         dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ j ] : 255 );
1026                 }
1027         }
1028
1029         /* set cel shader */
1030         ds->celShader = b->celShader;
1031
1032         /* set shade angle */
1033         if ( b->shadeAngleDegrees > 0.0f ) {
1034                 ds->shadeAngleDegrees = b->shadeAngleDegrees;
1035         }
1036
1037         /* ydnar: gs mods: moved st biasing elsewhere */
1038         return ds;
1039 }
1040
1041
1042
1043 /*
1044    DrawSurfaceForMesh()
1045    moved here from patch.c
1046  */
1047
1048 #define YDNAR_NORMAL_EPSILON 0.50f
1049
1050 qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon ){
1051         int i;
1052
1053
1054         /* test */
1055         for ( i = 0; i < 3; i++ )
1056                 if ( fabs( n1[ i ] - n2[ i ] ) > epsilon ) {
1057                         return qfalse;
1058                 }
1059         return qtrue;
1060 }
1061
1062 mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh ){
1063         int i, k, numVerts;
1064         vec4_t plane;
1065         qboolean planar;
1066         float dist;
1067         mapDrawSurface_t    *ds;
1068         shaderInfo_t        *si, *parent;
1069         bspDrawVert_t       *dv;
1070         vec3_t vTranslated;
1071         mesh_t              *copy;
1072         qboolean indexed;
1073         byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
1074         float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
1075
1076
1077         /* get mesh and shader shader */
1078         if ( mesh == NULL ) {
1079                 mesh = &p->mesh;
1080         }
1081         si = p->shaderInfo;
1082         if ( mesh == NULL || si == NULL ) {
1083                 return NULL;
1084         }
1085
1086         /* get vertex count */
1087         numVerts = mesh->width * mesh->height;
1088
1089         /* to make valid normals for patches with degenerate edges,
1090            we need to make a copy of the mesh and put the aproximating
1091            points onto the curve */
1092
1093         /* create a copy of the mesh */
1094         copy = CopyMesh( mesh );
1095
1096         /* store off the original (potentially bad) normals */
1097         MakeMeshNormals( *copy );
1098         for ( i = 0; i < numVerts; i++ )
1099                 VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
1100
1101         /* put the mesh on the curve */
1102         PutMeshOnCurve( *copy );
1103
1104         /* find new normals (to take into account degenerate/flipped edges */
1105         MakeMeshNormals( *copy );
1106         for ( i = 0; i < numVerts; i++ )
1107         {
1108                 /* ydnar: only copy normals that are significantly different from the originals */
1109                 if ( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f ) {
1110                         VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
1111                 }
1112         }
1113
1114         /* free the old mesh */
1115         FreeMesh( copy );
1116
1117         /* ydnar: gs mods: check for indexed shader */
1118         if ( si->indexed && p->im != NULL ) {
1119                 /* indexed */
1120                 indexed = qtrue;
1121
1122                 /* get shader indexes for each point */
1123                 for ( i = 0; i < numVerts; i++ )
1124                 {
1125                         shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );
1126                         offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];
1127                 }
1128
1129                 /* get matching shader and set alpha */
1130                 parent = si;
1131                 si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );
1132         }
1133         else{
1134                 indexed = qfalse;
1135         }
1136
1137
1138         /* ydnar: gs mods */
1139         ds = AllocDrawSurface( SURFACE_PATCH );
1140         ds->entityNum = p->entityNum;
1141         ds->castShadows = p->castShadows;
1142         ds->recvShadows = p->recvShadows;
1143
1144         ds->shaderInfo = si;
1145         ds->mapMesh = p;
1146         ds->sampleSize = p->lightmapSampleSize;
1147         ds->lightmapScale = p->lightmapScale;   /* ydnar */
1148         ds->patchWidth = mesh->width;
1149         ds->patchHeight = mesh->height;
1150         ds->numVerts = ds->patchWidth * ds->patchHeight;
1151         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
1152         memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );
1153
1154         ds->fogNum = -1;
1155         ds->planeNum = -1;
1156
1157         ds->longestCurve = p->longestCurve;
1158         ds->maxIterations = p->maxIterations;
1159
1160         /* construct a plane from the first vert */
1161         VectorCopy( mesh->verts[ 0 ].normal, plane );
1162         plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );
1163         planar = qtrue;
1164
1165         /* spew forth errors */
1166         if ( VectorLength( plane ) < 0.001f ) {
1167                 Sys_Printf( "DrawSurfaceForMesh: bogus plane\n" );
1168         }
1169
1170         /* test each vert */
1171         for ( i = 1; i < ds->numVerts && planar; i++ )
1172         {
1173                 /* normal test */
1174                 if ( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse ) {
1175                         planar = qfalse;
1176                 }
1177
1178                 /* point-plane test */
1179                 dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];
1180                 if ( fabs( dist ) > EQUAL_EPSILON ) {
1181                         planar = qfalse;
1182                 }
1183         }
1184
1185         /* add a map plane */
1186         if ( planar ) {
1187                 /* make a map plane */
1188                 ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );
1189                 VectorCopy( plane, ds->lightmapVecs[ 2 ] );
1190
1191                 /* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
1192                 for ( i = 0; i < ds->numVerts; i++ )
1193                         VectorCopy( plane, ds->verts[ i ].normal );
1194         }
1195
1196         /* walk the verts to do special stuff */
1197         for ( i = 0; i < ds->numVerts; i++ )
1198         {
1199                 /* get the drawvert */
1200                 dv = &ds->verts[ i ];
1201
1202                 /* ydnar: tek-fu celshading support for flat shaded shit */
1203                 if ( flat ) {
1204                         dv->st[ 0 ] = si->stFlat[ 0 ];
1205                         dv->st[ 1 ] = si->stFlat[ 1 ];
1206                 }
1207
1208                 /* ydnar: gs mods: added support for explicit shader texcoord generation */
1209                 else if ( si->tcGen ) {
1210                         /* translate by origin and project the texture */
1211                         VectorAdd( dv->xyz, e->origin, vTranslated );
1212                         dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
1213                         dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
1214                 }
1215
1216                 /* ydnar: set color */
1217                 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
1218                 {
1219                         dv->color[ k ][ 0 ] = 255;
1220                         dv->color[ k ][ 1 ] = 255;
1221                         dv->color[ k ][ 2 ] = 255;
1222
1223                         /* ydnar: gs mods: handle indexed shader blending */
1224                         dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ i ] : 255 );
1225                 }
1226
1227                 /* ydnar: offset */
1228                 if ( indexed ) {
1229                         dv->xyz[ 2 ] += offsets[ i ];
1230                 }
1231         }
1232
1233         /* set cel shader */
1234         ds->celShader = p->celShader;
1235
1236         /* return the drawsurface */
1237         return ds;
1238 }
1239
1240
1241
1242 /*
1243    DrawSurfaceForFlare() - ydnar
1244    creates a flare draw surface
1245  */
1246
1247 mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle ){
1248         mapDrawSurface_t    *ds;
1249
1250
1251         /* emit flares? */
1252         if ( emitFlares == qfalse ) {
1253                 return NULL;
1254         }
1255
1256         /* allocate drawsurface */
1257         ds = AllocDrawSurface( SURFACE_FLARE );
1258         ds->entityNum = entNum;
1259
1260         /* set it up */
1261         if ( flareShader != NULL && flareShader[ 0 ] != '\0' ) {
1262                 ds->shaderInfo = ShaderInfoForShader( flareShader );
1263         }
1264         else{
1265                 ds->shaderInfo = ShaderInfoForShader( game->flareShader );
1266         }
1267         if ( origin != NULL ) {
1268                 VectorCopy( origin, ds->lightmapOrigin );
1269         }
1270         if ( normal != NULL ) {
1271                 VectorCopy( normal, ds->lightmapVecs[ 2 ] );
1272         }
1273         if ( color != NULL ) {
1274                 VectorCopy( color, ds->lightmapVecs[ 0 ] );
1275         }
1276
1277         /* store light style */
1278         ds->lightStyle = lightStyle;
1279         if ( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE ) {
1280                 ds->lightStyle = LS_NORMAL;
1281         }
1282
1283         /* fixme: fog */
1284
1285         /* return to sender */
1286         return ds;
1287 }
1288
1289
1290
1291 /*
1292    DrawSurfaceForShader() - ydnar
1293    creates a bogus surface to forcing the game to load a shader
1294  */
1295
1296 mapDrawSurface_t *DrawSurfaceForShader( char *shader ){
1297         int i;
1298         shaderInfo_t        *si;
1299         mapDrawSurface_t    *ds;
1300
1301
1302         /* get shader */
1303         si = ShaderInfoForShader( shader );
1304
1305         /* find existing surface */
1306         for ( i = 0; i < numMapDrawSurfs; i++ )
1307         {
1308                 /* get surface */
1309                 ds = &mapDrawSurfs[ i ];
1310
1311                 /* check it */
1312                 if ( ds->shaderInfo == si ) {
1313                         return ds;
1314                 }
1315         }
1316
1317         /* create a new surface */
1318         ds = AllocDrawSurface( SURFACE_SHADER );
1319         ds->entityNum = 0;
1320         ds->shaderInfo = ShaderInfoForShader( shader );
1321
1322         /* return to sender */
1323         return ds;
1324 }
1325
1326
1327
1328 /*
1329    AddSurfaceFlare() - ydnar
1330    creates flares (coronas) centered on surfaces
1331  */
1332
1333 static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin ){
1334         vec3_t origin;
1335         int i;
1336
1337
1338         /* find centroid */
1339         VectorClear( origin );
1340         for ( i = 0; i < ds->numVerts; i++ )
1341                 VectorAdd( origin, ds->verts[ i ].xyz, origin );
1342         VectorScale( origin, ( 1.0f / ds->numVerts ), origin );
1343         if ( entityOrigin != NULL ) {
1344                 VectorAdd( origin, entityOrigin, origin );
1345         }
1346
1347         /* push origin off surface a bit */
1348         VectorMA( origin, 2.0f,  ds->lightmapVecs[ 2 ], origin );
1349
1350         /* create the drawsurface */
1351         DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );
1352 }
1353
1354
1355
1356 /*
1357    SubdivideFace()
1358    subdivides a face surface until it is smaller than the specified size (subdivisions)
1359  */
1360
1361 static void SubdivideFace_r( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions ){
1362         int i;
1363         int axis;
1364         vec3_t bounds[ 2 ];
1365         const float epsilon = 0.1;
1366         int subFloor, subCeil;
1367         winding_t           *frontWinding, *backWinding;
1368         mapDrawSurface_t    *ds;
1369
1370
1371         /* dummy check */
1372         if ( w == NULL ) {
1373                 return;
1374         }
1375         if ( w->numpoints < 3 ) {
1376                 Error( "SubdivideFace_r: Bad w->numpoints (%d < 3)", w->numpoints );
1377         }
1378
1379         /* determine surface bounds */
1380         ClearBounds( bounds[ 0 ], bounds[ 1 ] );
1381         for ( i = 0; i < w->numpoints; i++ )
1382                 AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
1383
1384         /* split the face */
1385         for ( axis = 0; axis < 3; axis++ )
1386         {
1387                 vec3_t planePoint = { 0, 0, 0 };
1388                 vec3_t planeNormal = { 0, 0, 0 };
1389                 float d;
1390
1391
1392                 /* create an axial clipping plane */
1393                 subFloor = floor( bounds[ 0 ][ axis ] / subdivisions ) * subdivisions;
1394                 subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions ) * subdivisions;
1395                 planePoint[ axis ] = subFloor + subdivisions;
1396                 planeNormal[ axis ] = -1;
1397                 d = DotProduct( planePoint, planeNormal );
1398
1399                 /* subdivide if necessary */
1400                 if ( ( subCeil - subFloor ) > subdivisions ) {
1401                         /* clip the winding */
1402                         ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding ); /* not strict; we assume we always keep a winding */
1403
1404                         /* the clip may not produce two polygons if it was epsilon close */
1405                         if ( frontWinding == NULL ) {
1406                                 w = backWinding;
1407                         }
1408                         else if ( backWinding == NULL ) {
1409                                 w = frontWinding;
1410                         }
1411                         else
1412                         {
1413                                 SubdivideFace_r( e, brush, side, frontWinding, fogNum, subdivisions );
1414                                 SubdivideFace_r( e, brush, side, backWinding, fogNum, subdivisions );
1415                                 return;
1416                         }
1417                 }
1418         }
1419
1420         /* create a face surface */
1421         ds = DrawSurfaceForSide( e, brush, side, w );
1422
1423         /* set correct fog num */
1424         ds->fogNum = fogNum;
1425 }
1426
1427
1428
1429 /*
1430    SubdivideFaceSurfaces()
1431    chop up brush face surfaces that have subdivision attributes
1432    ydnar: and subdivide surfaces that exceed specified texture coordinate range
1433  */
1434
1435 void SubdivideFaceSurfaces( entity_t *e, tree_t *tree ){
1436         int i, j, numBaseDrawSurfs, fogNum;
1437         mapDrawSurface_t    *ds;
1438         brush_t             *brush;
1439         side_t              *side;
1440         shaderInfo_t        *si;
1441         winding_t           *w;
1442         float range, size, subdivisions, s2;
1443
1444
1445         /* note it */
1446         Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
1447
1448         /* walk the list of surfaces */
1449         numBaseDrawSurfs = numMapDrawSurfs;
1450         for ( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
1451         {
1452                 /* get surface */
1453                 ds = &mapDrawSurfs[ i ];
1454
1455                 /* only subdivide brush sides */
1456                 if ( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL ) {
1457                         continue;
1458                 }
1459
1460                 /* get bits */
1461                 brush = ds->mapBrush;
1462                 side = ds->sideRef->side;
1463
1464                 /* check subdivision for shader */
1465                 si = side->shaderInfo;
1466                 if ( si == NULL ) {
1467                         continue;
1468                 }
1469
1470                 /* ydnar: don't subdivide sky surfaces */
1471                 if ( si->compileFlags & C_SKY ) {
1472                         continue;
1473                 }
1474
1475                 /* do texture coordinate range check */
1476                 ClassifySurfaces( 1, ds );
1477                 if ( CalcSurfaceTextureRange( ds ) == qfalse ) {
1478                         /* calculate subdivisions texture range (this code is shit) */
1479                         range = ( ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ] );
1480                         size = ds->maxs[ 0 ] - ds->mins[ 0 ];
1481                         for ( j = 1; j < 3; j++ )
1482                                 if ( ( ds->maxs[ j ] - ds->mins[ j ] ) > size ) {
1483                                         size = ds->maxs[ j ] - ds->mins[ j ];
1484                                 }
1485                         subdivisions = ( size / range ) * texRange;
1486                         subdivisions = ceil( subdivisions / 2 ) * 2;
1487                         for ( j = 1; j < 8; j++ )
1488                         {
1489                                 s2 = ceil( (float) texRange / j );
1490                                 if ( fabs( subdivisions - s2 ) <= 4.0 ) {
1491                                         subdivisions = s2;
1492                                         break;
1493                                 }
1494                         }
1495                 }
1496                 else{
1497                         subdivisions = si->subdivisions;
1498                 }
1499
1500                 /* get subdivisions from shader */
1501                 if ( si->subdivisions > 0 && si->subdivisions < subdivisions ) {
1502                         subdivisions = si->subdivisions;
1503                 }
1504                 if ( subdivisions < 1.0f ) {
1505                         continue;
1506                 }
1507
1508                 /* preserve fog num */
1509                 fogNum = ds->fogNum;
1510
1511                 /* make a winding and free the surface */
1512                 w = WindingFromDrawSurf( ds );
1513                 ClearSurface( ds );
1514
1515                 /* subdivide it */
1516                 SubdivideFace_r( e, brush, side, w, fogNum, subdivisions );
1517         }
1518 }
1519
1520
1521
1522 /*
1523    ====================
1524    ClipSideIntoTree_r
1525
1526    Adds non-opaque leaf fragments to the convex hull
1527    ====================
1528  */
1529
1530 void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node ){
1531         plane_t         *plane;
1532         winding_t       *front, *back;
1533
1534         if ( !w ) {
1535                 return;
1536         }
1537
1538         if ( node->planenum != PLANENUM_LEAF ) {
1539                 if ( side->planenum == node->planenum ) {
1540                         ClipSideIntoTree_r( w, side, node->children[0] );
1541                         return;
1542                 }
1543                 if ( side->planenum == ( node->planenum ^ 1 ) ) {
1544                         ClipSideIntoTree_r( w, side, node->children[1] );
1545                         return;
1546                 }
1547
1548                 plane = &mapplanes[ node->planenum ];
1549                 ClipWindingEpsilonStrict( w, plane->normal, plane->dist,
1550                                                                   ON_EPSILON, &front, &back ); /* strict, we handle the "winding disappeared" case */
1551                 if ( !front && !back ) {
1552                         /* in doubt, register it in both nodes */
1553                         front = CopyWinding( w );
1554                         back = CopyWinding( w );
1555                 }
1556                 FreeWinding( w );
1557
1558                 ClipSideIntoTree_r( front, side, node->children[0] );
1559                 ClipSideIntoTree_r( back, side, node->children[1] );
1560
1561                 return;
1562         }
1563
1564         // if opaque leaf, don't add
1565         if ( !node->opaque ) {
1566                 AddWindingToConvexHull( w, &side->visibleHull, mapplanes[ side->planenum ].normal );
1567         }
1568
1569         FreeWinding( w );
1570         return;
1571 }
1572
1573
1574
1575
1576
1577 static int g_numHiddenFaces, g_numCoinFaces;
1578
1579
1580
1581 /*
1582    CullVectorCompare() - ydnar
1583    compares two vectors with an epsilon
1584  */
1585
1586 #define CULL_EPSILON 0.1f
1587
1588 qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 ){
1589         int i;
1590
1591
1592         for ( i = 0; i < 3; i++ )
1593                 if ( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON ) {
1594                         return qfalse;
1595                 }
1596         return qtrue;
1597 }
1598
1599
1600
1601 /*
1602    SideInBrush() - ydnar
1603    determines if a brushside lies inside another brush
1604  */
1605
1606 qboolean SideInBrush( side_t *side, brush_t *b ){
1607         int i, s;
1608         plane_t     *plane;
1609
1610
1611         /* ignore sides w/o windings or shaders */
1612         if ( side->winding == NULL || side->shaderInfo == NULL ) {
1613                 return qtrue;
1614         }
1615
1616         /* ignore culled sides and translucent brushes */
1617         if ( side->culled == qtrue || ( b->compileFlags & C_TRANSLUCENT ) ) {
1618                 return qfalse;
1619         }
1620
1621         /* side iterator */
1622         for ( i = 0; i < b->numsides; i++ )
1623         {
1624                 /* fail if any sides are caulk */
1625                 if ( b->sides[ i ].compileFlags & C_NODRAW ) {
1626                         return qfalse;
1627                 }
1628
1629                 /* check if side's winding is on or behind the plane */
1630                 plane = &mapplanes[ b->sides[ i ].planenum ];
1631                 s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );
1632                 if ( s == SIDE_FRONT || s == SIDE_CROSS ) {
1633                         return qfalse;
1634                 }
1635         }
1636
1637         /* don't cull autosprite or polygonoffset surfaces */
1638         if ( side->shaderInfo ) {
1639                 if ( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset ) {
1640                         return qfalse;
1641                 }
1642         }
1643
1644         /* inside */
1645         side->culled = qtrue;
1646         g_numHiddenFaces++;
1647         return qtrue;
1648 }
1649
1650
1651 /*
1652    CullSides() - ydnar
1653    culls obscured or buried brushsides from the map
1654  */
1655
1656 void CullSides( entity_t *e ){
1657         int numPoints;
1658         int i, j, k, l, first, second, dir;
1659         winding_t   *w1, *w2;
1660         brush_t *b1, *b2;
1661         side_t      *side1, *side2;
1662
1663
1664         /* note it */
1665         Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
1666
1667         g_numHiddenFaces = 0;
1668         g_numCoinFaces = 0;
1669
1670         /* brush interator 1 */
1671         for ( b1 = e->brushes; b1; b1 = b1->next )
1672         {
1673                 /* sides check */
1674                 if ( b1->numsides < 1 ) {
1675                         continue;
1676                 }
1677
1678                 /* brush iterator 2 */
1679                 for ( b2 = b1->next; b2; b2 = b2->next )
1680                 {
1681                         /* sides check */
1682                         if ( b2->numsides < 1 ) {
1683                                 continue;
1684                         }
1685
1686                         /* original check */
1687                         if ( b1->original == b2->original && b1->original != NULL ) {
1688                                 continue;
1689                         }
1690
1691                         /* bbox check */
1692                         j = 0;
1693                         for ( i = 0; i < 3; i++ )
1694                                 if ( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] ) {
1695                                         j++;
1696                                 }
1697                         if ( j ) {
1698                                 continue;
1699                         }
1700
1701                         /* cull inside sides */
1702                         for ( i = 0; i < b1->numsides; i++ )
1703                                 SideInBrush( &b1->sides[ i ], b2 );
1704                         for ( i = 0; i < b2->numsides; i++ )
1705                                 SideInBrush( &b2->sides[ i ], b1 );
1706
1707                         /* side iterator 1 */
1708                         for ( i = 0; i < b1->numsides; i++ )
1709                         {
1710                                 /* winding check */
1711                                 side1 = &b1->sides[ i ];
1712                                 w1 = side1->winding;
1713                                 if ( w1 == NULL ) {
1714                                         continue;
1715                                 }
1716                                 numPoints = w1->numpoints;
1717                                 if ( side1->shaderInfo == NULL ) {
1718                                         continue;
1719                                 }
1720
1721                                 /* side iterator 2 */
1722                                 for ( j = 0; j < b2->numsides; j++ )
1723                                 {
1724                                         /* winding check */
1725                                         side2 = &b2->sides[ j ];
1726                                         w2 = side2->winding;
1727                                         if ( w2 == NULL ) {
1728                                                 continue;
1729                                         }
1730                                         if ( side2->shaderInfo == NULL ) {
1731                                                 continue;
1732                                         }
1733                                         if ( w1->numpoints != w2->numpoints ) {
1734                                                 continue;
1735                                         }
1736                                         if ( side1->culled == qtrue && side2->culled == qtrue ) {
1737                                                 continue;
1738                                         }
1739
1740                                         /* compare planes */
1741                                         if ( ( side1->planenum & ~0x00000001 ) != ( side2->planenum & ~0x00000001 ) ) {
1742                                                 continue;
1743                                         }
1744
1745                                         /* get autosprite and polygonoffset status */
1746                                         if ( side1->shaderInfo &&
1747                                                  ( side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset ) ) {
1748                                                 continue;
1749                                         }
1750                                         if ( side2->shaderInfo &&
1751                                                  ( side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset ) ) {
1752                                                 continue;
1753                                         }
1754
1755                                         /* find first common point */
1756                                         first = -1;
1757                                         for ( k = 0; k < numPoints; k++ )
1758                                         {
1759                                                 if ( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) ) {
1760                                                         first = k;
1761                                                         k = numPoints;
1762                                                 }
1763                                         }
1764                                         if ( first == -1 ) {
1765                                                 continue;
1766                                         }
1767
1768                                         /* find second common point (regardless of winding order) */
1769                                         second = -1;
1770                                         dir = 0;
1771                                         if ( ( first + 1 ) < numPoints ) {
1772                                                 second = first + 1;
1773                                         }
1774                                         else{
1775                                                 second = 0;
1776                                         }
1777                                         if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
1778                                                 dir = 1;
1779                                         }
1780                                         else
1781                                         {
1782                                                 if ( first > 0 ) {
1783                                                         second = first - 1;
1784                                                 }
1785                                                 else{
1786                                                         second = numPoints - 1;
1787                                                 }
1788                                                 if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
1789                                                         dir = -1;
1790                                                 }
1791                                         }
1792                                         if ( dir == 0 ) {
1793                                                 continue;
1794                                         }
1795
1796                                         /* compare the rest of the points */
1797                                         l = first;
1798                                         for ( k = 0; k < numPoints; k++ )
1799                                         {
1800                                                 if ( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) ) {
1801                                                         k = 100000;
1802                                                 }
1803
1804                                                 l += dir;
1805                                                 if ( l < 0 ) {
1806                                                         l = numPoints - 1;
1807                                                 }
1808                                                 else if ( l >= numPoints ) {
1809                                                         l = 0;
1810                                                 }
1811                                         }
1812                                         if ( k >= 100000 ) {
1813                                                 continue;
1814                                         }
1815
1816                                         /* cull face 1 */
1817                                         if ( !side2->culled && !( side2->compileFlags & C_TRANSLUCENT ) && !( side2->compileFlags & C_NODRAW ) ) {
1818                                                 side1->culled = qtrue;
1819                                                 g_numCoinFaces++;
1820                                         }
1821
1822                                         if ( side1->planenum == side2->planenum && side1->culled == qtrue ) {
1823                                                 continue;
1824                                         }
1825
1826                                         /* cull face 2 */
1827                                         if ( !side1->culled && !( side1->compileFlags & C_TRANSLUCENT ) && !( side1->compileFlags & C_NODRAW ) ) {
1828                                                 side2->culled = qtrue;
1829                                                 g_numCoinFaces++;
1830                                         }
1831                                 }
1832                         }
1833                 }
1834         }
1835
1836         /* emit some stats */
1837         Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
1838         Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
1839 }
1840
1841
1842
1843
1844 /*
1845    ClipSidesIntoTree()
1846
1847    creates side->visibleHull for all visible sides
1848
1849    the drawsurf for a side will consist of the convex hull of
1850    all points in non-opaque clusters, which allows overlaps
1851    to be trimmed off automatically.
1852  */
1853
1854 void ClipSidesIntoTree( entity_t *e, tree_t *tree ){
1855         brush_t     *b;
1856         int i;
1857         winding_t       *w;
1858         side_t          *side, *newSide;
1859         shaderInfo_t    *si;
1860
1861
1862         /* ydnar: cull brush sides */
1863         CullSides( e );
1864
1865         /* note it */
1866         Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
1867
1868         /* walk the brush list */
1869         for ( b = e->brushes; b; b = b->next )
1870         {
1871                 /* walk the brush sides */
1872                 for ( i = 0; i < b->numsides; i++ )
1873                 {
1874                         /* get side */
1875                         side = &b->sides[ i ];
1876                         if ( side->winding == NULL ) {
1877                                 continue;
1878                         }
1879
1880                         /* copy the winding */
1881                         w = CopyWinding( side->winding );
1882                         side->visibleHull = NULL;
1883                         ClipSideIntoTree_r( w, side, tree->headnode );
1884
1885                         /* anything left? */
1886                         w = side->visibleHull;
1887                         if ( w == NULL ) {
1888                                 continue;
1889                         }
1890
1891                         /* shader? */
1892                         si = side->shaderInfo;
1893                         if ( si == NULL ) {
1894                                 continue;
1895                         }
1896
1897                         /* don't create faces for non-visible sides */
1898                         /* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
1899                         if ( ( si->compileFlags & C_NODRAW ) && si->indexed == qfalse && !( si->compileFlags & C_FOG ) ) {
1900                                 continue;
1901                         }
1902
1903                         /* always use the original winding for autosprites and noclip faces */
1904                         if ( si->autosprite || si->noClip ) {
1905                                 w = side->winding;
1906                         }
1907
1908                         /* save this winding as a visible surface */
1909                         DrawSurfaceForSide( e, b, side, w );
1910
1911                         /* make a back side for fog */
1912                         if ( !( si->compileFlags & C_FOG ) ) {
1913                                 continue;
1914                         }
1915
1916                         /* duplicate the up-facing side */
1917                         w = ReverseWinding( w );
1918                         newSide = safe_malloc( sizeof( *side ) );
1919                         *newSide = *side;
1920                         newSide->visibleHull = w;
1921                         newSide->planenum ^= 1;
1922
1923                         /* save this winding as a visible surface */
1924                         DrawSurfaceForSide( e, b, newSide, w );
1925                 }
1926         }
1927 }
1928
1929
1930
1931 /*
1932
1933    this section deals with filtering drawsurfaces into the bsp tree,
1934    adding references to each leaf a surface touches
1935
1936  */
1937
1938 /*
1939    AddReferenceToLeaf() - ydnar
1940    adds a reference to surface ds in the bsp leaf node
1941  */
1942
1943 int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node ){
1944         drawSurfRef_t   *dsr;
1945
1946
1947         /* dummy check */
1948         if ( node->planenum != PLANENUM_LEAF || node->opaque ) {
1949                 return 0;
1950         }
1951
1952         /* try to find an existing reference */
1953         for ( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
1954         {
1955                 if ( dsr->outputNum == numBSPDrawSurfaces ) {
1956                         return 0;
1957                 }
1958         }
1959
1960         /* add a new reference */
1961         dsr = safe_malloc( sizeof( *dsr ) );
1962         dsr->outputNum = numBSPDrawSurfaces;
1963         dsr->nextRef = node->drawSurfReferences;
1964         node->drawSurfReferences = dsr;
1965
1966         /* ydnar: sky/skybox surfaces */
1967         if ( node->skybox ) {
1968                 ds->skybox = qtrue;
1969         }
1970         if ( ds->shaderInfo->compileFlags & C_SKY ) {
1971                 node->sky = qtrue;
1972         }
1973
1974         /* return */
1975         return 1;
1976 }
1977
1978
1979
1980 /*
1981    AddReferenceToTree_r() - ydnar
1982    adds a reference to the specified drawsurface to every leaf in the tree
1983  */
1984
1985 int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox ){
1986         int i, refs = 0;
1987
1988
1989         /* dummy check */
1990         if ( node == NULL ) {
1991                 return 0;
1992         }
1993
1994         /* is this a decision node? */
1995         if ( node->planenum != PLANENUM_LEAF ) {
1996                 /* add to child nodes and return */
1997                 refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );
1998                 refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
1999                 return refs;
2000         }
2001
2002         /* ydnar */
2003         if ( skybox ) {
2004                 /* skybox surfaces only get added to sky leaves */
2005                 if ( !node->sky ) {
2006                         return 0;
2007                 }
2008
2009                 /* increase the leaf bounds */
2010                 for ( i = 0; i < ds->numVerts; i++ )
2011                         AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );
2012         }
2013
2014         /* add a reference */
2015         return AddReferenceToLeaf( ds, node );
2016 }
2017
2018
2019
2020 /*
2021    FilterPointIntoTree_r() - ydnar
2022    filters a single point from a surface into the tree
2023  */
2024
2025 int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node ){
2026         float d;
2027         plane_t         *plane;
2028         int refs = 0;
2029
2030
2031         /* is this a decision node? */
2032         if ( node->planenum != PLANENUM_LEAF ) {
2033                 /* classify the point in relation to the plane */
2034                 plane = &mapplanes[ node->planenum ];
2035                 d = DotProduct( point, plane->normal ) - plane->dist;
2036
2037                 /* filter by this plane */
2038                 refs = 0;
2039                 if ( d >= -ON_EPSILON ) {
2040                         refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );
2041                 }
2042                 if ( d <= ON_EPSILON ) {
2043                         refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
2044                 }
2045
2046                 /* return */
2047                 return refs;
2048         }
2049
2050         /* add a reference */
2051         return AddReferenceToLeaf( ds, node );
2052 }
2053
2054 /*
2055    FilterPointConvexHullIntoTree_r() - ydnar
2056    filters the convex hull of multiple points from a surface into the tree
2057  */
2058
2059 int FilterPointConvexHullIntoTree_r( vec3_t **points, int npoints, mapDrawSurface_t *ds, node_t *node ){
2060         float d, dmin, dmax;
2061         plane_t         *plane;
2062         int refs = 0;
2063         int i;
2064
2065         if ( !points ) {
2066                 return 0;
2067         }
2068
2069         /* is this a decision node? */
2070         if ( node->planenum != PLANENUM_LEAF ) {
2071                 /* classify the point in relation to the plane */
2072                 plane = &mapplanes[ node->planenum ];
2073
2074                 dmin = dmax = DotProduct( *( points[0] ), plane->normal ) - plane->dist;
2075                 for ( i = 1; i < npoints; ++i )
2076                 {
2077                         d = DotProduct( *( points[i] ), plane->normal ) - plane->dist;
2078                         if ( d > dmax ) {
2079                                 dmax = d;
2080                         }
2081                         if ( d < dmin ) {
2082                                 dmin = d;
2083                         }
2084                 }
2085
2086                 /* filter by this plane */
2087                 refs = 0;
2088                 if ( dmax >= -ON_EPSILON ) {
2089                         refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 0 ] );
2090                 }
2091                 if ( dmin <= ON_EPSILON ) {
2092                         refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 1 ] );
2093                 }
2094
2095                 /* return */
2096                 return refs;
2097         }
2098
2099         /* add a reference */
2100         return AddReferenceToLeaf( ds, node );
2101 }
2102
2103
2104 /*
2105    FilterWindingIntoTree_r() - ydnar
2106    filters a winding from a drawsurface into the tree
2107  */
2108
2109 int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node ){
2110         int i, refs = 0;
2111         plane_t         *p1, *p2;
2112         vec4_t plane1, plane2;
2113         winding_t       *fat, *front, *back;
2114         shaderInfo_t    *si;
2115
2116
2117         /* get shaderinfo */
2118         si = ds->shaderInfo;
2119
2120         /* ydnar: is this the head node? */
2121         if ( node->parent == NULL && si != NULL &&
2122                  ( si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
2123                    si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
2124                    si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f ) ) {
2125                 static qboolean warned = qfalse;
2126                 if ( !warned ) {
2127                         Sys_FPrintf( SYS_WRN, "WARNING: this map uses the deformVertexes move hack\n" );
2128                         warned = qtrue;
2129                 }
2130
2131                 /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
2132                 /* note this winding is completely invalid (concave, nonplanar, etc) */
2133                 fat = AllocWinding( w->numpoints * 3 + 3 );
2134                 fat->numpoints = w->numpoints * 3 + 3;
2135                 for ( i = 0; i < w->numpoints; i++ )
2136                 {
2137                         VectorCopy( w->p[ i ], fat->p[ i ] );
2138                         VectorAdd( w->p[ i ], si->mins, fat->p[ i + ( w->numpoints + 1 ) ] );
2139                         VectorAdd( w->p[ i ], si->maxs, fat->p[ i + ( w->numpoints + 1 ) * 2 ] );
2140                 }
2141                 VectorCopy( w->p[ 0 ], fat->p[ i ] );
2142                 VectorAdd( w->p[ 0 ], si->mins, fat->p[ i + w->numpoints ] );
2143                 VectorAdd( w->p[ 0 ], si->maxs, fat->p[ i + w->numpoints * 2 ] );
2144
2145                 /*
2146                  * note: this winding is STILL not suitable for ClipWindingEpsilon, and
2147                  * also does not really fulfill the intention as it only contains
2148                  * origin, +mins, +maxs, but thanks to the "closing" points I just
2149                  * added to the three sub-windings, the fattening at least doesn't make
2150                  * it worse
2151                  */
2152
2153                 FreeWinding( w );
2154                 w = fat;
2155         }
2156
2157         /* is this a decision node? */
2158         if ( node->planenum != PLANENUM_LEAF ) {
2159                 /* get node plane */
2160                 p1 = &mapplanes[ node->planenum ];
2161                 VectorCopy( p1->normal, plane1 );
2162                 plane1[ 3 ] = p1->dist;
2163
2164                 /* check if surface is planar */
2165                 if ( ds->planeNum >= 0 ) {
2166                         /* get surface plane */
2167                         p2 = &mapplanes[ ds->planeNum ];
2168                         VectorCopy( p2->normal, plane2 );
2169                         plane2[ 3 ] = p2->dist;
2170
2171                         #if 0
2172                         /* div0: this is the plague (inaccurate) */
2173                         vec4_t reverse;
2174
2175                         /* invert surface plane */
2176                         VectorSubtract( vec3_origin, plane2, reverse );
2177                         reverse[ 3 ] = -plane2[ 3 ];
2178
2179                         /* compare planes */
2180                         if ( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f ) {
2181                                 return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2182                         }
2183                         if ( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f ) {
2184                                 return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2185                         }
2186                         #else
2187                         /* div0: this is the cholera (doesn't hit enough) */
2188
2189                         /* the drawsurf might have an associated plane, if so, force a filter here */
2190                         if ( ds->planeNum == node->planenum ) {
2191                                 return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2192                         }
2193                         if ( ds->planeNum == ( node->planenum ^ 1 ) ) {
2194                                 return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2195                         }
2196                         #endif
2197                 }
2198
2199                 /* clip the winding by this plane */
2200                 ClipWindingEpsilonStrict( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back ); /* strict; we handle the "winding disappeared" case */
2201
2202                 /* filter by this plane */
2203                 refs = 0;
2204                 if ( front == NULL && back == NULL ) {
2205                         /* same plane, this is an ugly hack */
2206                         /* but better too many than too few refs */
2207                         refs += FilterWindingIntoTree_r( CopyWinding( w ), ds, node->children[ 0 ] );
2208                         refs += FilterWindingIntoTree_r( CopyWinding( w ), ds, node->children[ 1 ] );
2209                 }
2210                 if ( front != NULL ) {
2211                         refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
2212                 }
2213                 if ( back != NULL ) {
2214                         refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
2215                 }
2216                 FreeWinding( w );
2217
2218                 /* return */
2219                 return refs;
2220         }
2221
2222         /* add a reference */
2223         return AddReferenceToLeaf( ds, node );
2224 }
2225
2226
2227
2228 /*
2229    FilterFaceIntoTree()
2230    filters a planar winding face drawsurface into the bsp tree
2231  */
2232
2233 int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2234         winding_t   *w;
2235         int refs = 0;
2236
2237
2238         /* make a winding and filter it into the tree */
2239         w = WindingFromDrawSurf( ds );
2240         refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
2241
2242         /* return */
2243         return refs;
2244 }
2245
2246
2247
2248 /*
2249    FilterPatchIntoTree()
2250    subdivides a patch into an approximate curve and filters it into the tree
2251  */
2252
2253 #define FILTER_SUBDIVISION      8
2254
2255 static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2256         int x, y, refs = 0;
2257
2258         for ( y = 0; y + 2 < ds->patchHeight; y += 2 )
2259                 for ( x = 0; x + 2 < ds->patchWidth; x += 2 )
2260                 {
2261                         vec3_t *points[9];
2262                         points[0] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 0 )].xyz;
2263                         points[1] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 1 )].xyz;
2264                         points[2] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 2 )].xyz;
2265                         points[3] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 0 )].xyz;
2266                         points[4] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 1 )].xyz;
2267                         points[5] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 2 )].xyz;
2268                         points[6] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 0 )].xyz;
2269                         points[7] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 1 )].xyz;
2270                         points[8] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 2 )].xyz;
2271                         refs += FilterPointConvexHullIntoTree_r( points, 9, ds, tree->headnode );
2272                 }
2273
2274         return refs;
2275 }
2276
2277
2278
2279 /*
2280    FilterTrianglesIntoTree()
2281    filters a triangle surface (meta, model) into the bsp
2282  */
2283
2284 static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2285         int i, refs;
2286         winding_t   *w;
2287
2288
2289         /* ydnar: gs mods: this was creating bogus triangles before */
2290         refs = 0;
2291         for ( i = 0; i < ds->numIndexes; i += 3 )
2292         {
2293                 /* error check */
2294                 if ( ds->indexes[ i ] >= ds->numVerts ||
2295                          ds->indexes[ i + 1 ] >= ds->numVerts ||
2296                          ds->indexes[ i + 2 ] >= ds->numVerts ) {
2297                         Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2298                 }
2299
2300                 /* make a triangle winding and filter it into the tree */
2301                 w = AllocWinding( 3 );
2302                 w->numpoints = 3;
2303                 VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2304                 VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2305                 VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2306                 refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2307         }
2308
2309         /* use point filtering as well */
2310         for ( i = 0; i < ds->numVerts; i++ )
2311                 refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
2312
2313         return refs;
2314 }
2315
2316
2317
2318 /*
2319    FilterFoliageIntoTree()
2320    filters a foliage surface (wolf et/splash damage)
2321  */
2322
2323 static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2324         int f, i, refs;
2325         bspDrawVert_t   *instance;
2326         vec3_t xyz;
2327         winding_t       *w;
2328
2329
2330         /* walk origin list */
2331         refs = 0;
2332         for ( f = 0; f < ds->numFoliageInstances; f++ )
2333         {
2334                 /* get instance */
2335                 instance = ds->verts + ds->patchHeight + f;
2336
2337                 /* walk triangle list */
2338                 for ( i = 0; i < ds->numIndexes; i += 3 )
2339                 {
2340                         /* error check */
2341                         if ( ds->indexes[ i ] >= ds->numVerts ||
2342                                  ds->indexes[ i + 1 ] >= ds->numVerts ||
2343                                  ds->indexes[ i + 2 ] >= ds->numVerts ) {
2344                                 Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2345                         }
2346
2347                         /* make a triangle winding and filter it into the tree */
2348                         w = AllocWinding( 3 );
2349                         w->numpoints = 3;
2350                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2351                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2352                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2353                         refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2354                 }
2355
2356                 /* use point filtering as well */
2357                 for ( i = 0; i < ( ds->numVerts - ds->numFoliageInstances ); i++ )
2358                 {
2359                         VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );
2360                         refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
2361                 }
2362         }
2363
2364         return refs;
2365 }
2366
2367
2368
2369 /*
2370    FilterFlareIntoTree()
2371    simple point filtering for flare surfaces
2372  */
2373 static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
2374         return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );
2375 }
2376
2377
2378
2379 /*
2380    EmitDrawVerts() - ydnar
2381    emits bsp drawverts from a map drawsurface
2382  */
2383
2384 void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
2385         int i, k;
2386         bspDrawVert_t   *dv;
2387         shaderInfo_t    *si;
2388         float offset;
2389
2390
2391         /* get stuff */
2392         si = ds->shaderInfo;
2393         offset = si->offset;
2394
2395         /* copy the verts */
2396         out->firstVert = numBSPDrawVerts;
2397         out->numVerts = ds->numVerts;
2398         for ( i = 0; i < ds->numVerts; i++ )
2399         {
2400                 /* allocate a new vert */
2401                 IncDrawVerts();
2402                 dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
2403
2404                 /* copy it */
2405                 memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
2406
2407                 /* offset? */
2408                 if ( offset != 0.0f ) {
2409                         VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
2410                 }
2411
2412                 /* expand model bounds
2413                    necessary because of misc_model surfaces on entities
2414                    note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
2415                 if ( numBSPModels > 0 ) {
2416                         AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
2417                 }
2418
2419                 /* debug color? */
2420                 if ( debugSurfaces ) {
2421                         for ( k = 0; k < MAX_LIGHTMAPS; k++ )
2422                                 VectorCopy( debugColors[ ( ds - mapDrawSurfs ) % 12 ], dv->color[ k ] );
2423                 }
2424         }
2425 }
2426
2427
2428
2429 /*
2430    FindDrawIndexes() - ydnar
2431    this attempts to find a run of indexes in the bsp that match the given indexes
2432    this tends to reduce the size of the bsp index pool by 1/3 or more
2433    returns numIndexes + 1 if the search failed
2434  */
2435
2436 int FindDrawIndexes( int numIndexes, int *indexes ){
2437         int i, j, numTestIndexes;
2438
2439
2440         /* dummy check */
2441         if ( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL ) {
2442                 return numBSPDrawIndexes;
2443         }
2444
2445         /* set limit */
2446         numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
2447
2448         /* handle 3 indexes as a special case for performance */
2449         if ( numIndexes == 3 ) {
2450                 /* run through all indexes */
2451                 for ( i = 0; i < numTestIndexes; i++ )
2452                 {
2453                         /* test 3 indexes */
2454                         if ( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2455                                  indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2456                                  indexes[ 2 ] == bspDrawIndexes[ i + 2 ] ) {
2457                                 numRedundantIndexes += numIndexes;
2458                                 return i;
2459                         }
2460                 }
2461
2462                 /* failed */
2463                 return numBSPDrawIndexes;
2464         }
2465
2466         /* handle 4 or more indexes */
2467         for ( i = 0; i < numTestIndexes; i++ )
2468         {
2469                 /* test first 4 indexes */
2470                 if ( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2471                          indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2472                          indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
2473                          indexes[ 3 ] == bspDrawIndexes[ i + 3 ] ) {
2474                         /* handle 4 indexes */
2475                         if ( numIndexes == 4 ) {
2476                                 return i;
2477                         }
2478
2479                         /* test the remainder */
2480                         for ( j = 4; j < numIndexes; j++ )
2481                         {
2482                                 if ( indexes[ j ] != bspDrawIndexes[ i + j ] ) {
2483                                         break;
2484                                 }
2485                                 else if ( j == ( numIndexes - 1 ) ) {
2486                                         numRedundantIndexes += numIndexes;
2487                                         return i;
2488                                 }
2489                         }
2490                 }
2491         }
2492
2493         /* failed */
2494         return numBSPDrawIndexes;
2495 }
2496
2497
2498
2499 /*
2500    EmitDrawIndexes() - ydnar
2501    attempts to find an existing run of drawindexes before adding new ones
2502  */
2503
2504 void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
2505         int i;
2506
2507
2508         /* attempt to use redundant indexing */
2509         out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
2510         out->numIndexes = ds->numIndexes;
2511         if ( out->firstIndex == numBSPDrawIndexes ) {
2512                 /* copy new unique indexes */
2513                 for ( i = 0; i < ds->numIndexes; i++ )
2514                 {
2515                         AUTOEXPAND_BY_REALLOC_BSP( DrawIndexes, 1024 );
2516                         bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];
2517
2518                         /* validate the index */
2519                         if ( ds->type != SURFACE_PATCH ) {
2520                                 if ( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts ) {
2521                                         Sys_FPrintf( SYS_WRN, "WARNING: %d %s has invalid index %d (%d)\n",
2522                                                                 numBSPDrawSurfaces,
2523                                                                 ds->shaderInfo->shader,
2524                                                                 bspDrawIndexes[ numBSPDrawIndexes ],
2525                                                                 i );
2526                                         bspDrawIndexes[ numBSPDrawIndexes ] = 0;
2527                                 }
2528                         }
2529
2530                         /* increment index count */
2531                         numBSPDrawIndexes++;
2532                 }
2533         }
2534 }
2535
2536
2537
2538
2539 /*
2540    EmitFlareSurface()
2541    emits a bsp flare drawsurface
2542  */
2543
2544 void EmitFlareSurface( mapDrawSurface_t *ds ){
2545         int i;
2546         bspDrawSurface_t        *out;
2547
2548
2549         /* ydnar: nuking useless flare drawsurfaces */
2550         if ( emitFlares == qfalse && ds->type != SURFACE_SHADER ) {
2551                 return;
2552         }
2553
2554         /* limit check */
2555         if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
2556                 Error( "MAX_MAP_DRAW_SURFS" );
2557         }
2558
2559         /* allocate a new surface */
2560         if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
2561                 Error( "MAX_MAP_DRAW_SURFS" );
2562         }
2563         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2564         ds->outputNum = numBSPDrawSurfaces;
2565         numBSPDrawSurfaces++;
2566         memset( out, 0, sizeof( *out ) );
2567
2568         /* set it up */
2569         out->surfaceType = MST_FLARE;
2570         out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2571         out->fogNum = ds->fogNum;
2572
2573         /* RBSP */
2574         for ( i = 0; i < MAX_LIGHTMAPS; i++ )
2575         {
2576                 out->lightmapNum[ i ] = -3;
2577                 out->lightmapStyles[ i ] = LS_NONE;
2578                 out->vertexStyles[ i ] = LS_NONE;
2579         }
2580         out->lightmapStyles[ 0 ] = ds->lightStyle;
2581         out->vertexStyles[ 0 ] = ds->lightStyle;
2582
2583         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );          /* origin */
2584         VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );    /* color */
2585         VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2586         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );    /* normal */
2587
2588         /* add to count */
2589         numSurfacesByType[ ds->type ]++;
2590 }
2591
2592 /*
2593    EmitPatchSurface()
2594    emits a bsp patch drawsurface
2595  */
2596
2597 void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds ){
2598         int i, j;
2599         bspDrawSurface_t    *out;
2600         int surfaceFlags, contentFlags;
2601         int forcePatchMeta;
2602
2603         /* vortex: _patchMeta support */
2604         forcePatchMeta = IntForKey( e, "_patchMeta" );
2605         if ( !forcePatchMeta ) {
2606                 forcePatchMeta = IntForKey( e, "patchMeta" );
2607         }
2608
2609         /* invert the surface if necessary */
2610         if ( ds->backSide || ds->shaderInfo->invert ) {
2611                 bspDrawVert_t   *dv1, *dv2, temp;
2612
2613                 /* walk the verts, flip the normal */
2614                 for ( i = 0; i < ds->numVerts; i++ )
2615                         VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2616
2617                 /* walk the verts again, but this time reverse their order */
2618                 for ( j = 0; j < ds->patchHeight; j++ )
2619                 {
2620                         for ( i = 0; i < ( ds->patchWidth / 2 ); i++ )
2621                         {
2622                                 dv1 = &ds->verts[ j * ds->patchWidth + i ];
2623                                 dv2 = &ds->verts[ j * ds->patchWidth + ( ds->patchWidth - i - 1 ) ];
2624                                 memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );
2625                                 memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );
2626                                 memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
2627                         }
2628                 }
2629
2630                 /* invert facing */
2631                 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2632         }
2633
2634         /* allocate a new surface */
2635         if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
2636                 Error( "MAX_MAP_DRAW_SURFS" );
2637         }
2638         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2639         ds->outputNum = numBSPDrawSurfaces;
2640         numBSPDrawSurfaces++;
2641         memset( out, 0, sizeof( *out ) );
2642
2643         /* set it up */
2644         out->surfaceType = MST_PATCH;
2645         if ( debugSurfaces ) {
2646                 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2647         }
2648         else if ( patchMeta || forcePatchMeta ) {
2649                 /* patch meta requires that we have nodraw patches for collision */
2650                 surfaceFlags = ds->shaderInfo->surfaceFlags;
2651                 contentFlags = ds->shaderInfo->contentFlags;
2652                 ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
2653                 ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
2654
2655                 /* we don't want this patch getting lightmapped */
2656                 VectorClear( ds->lightmapVecs[ 2 ] );
2657                 VectorClear( ds->lightmapAxis );
2658                 ds->sampleSize = 0;
2659
2660                 /* emit the new fake shader */
2661                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
2662         }
2663         else{
2664                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2665         }
2666         out->patchWidth = ds->patchWidth;
2667         out->patchHeight = ds->patchHeight;
2668         out->fogNum = ds->fogNum;
2669
2670         /* RBSP */
2671         for ( i = 0; i < MAX_LIGHTMAPS; i++ )
2672         {
2673                 out->lightmapNum[ i ] = -3;
2674                 out->lightmapStyles[ i ] = LS_NONE;
2675                 out->vertexStyles[ i ] = LS_NONE;
2676         }
2677         out->lightmapStyles[ 0 ] = LS_NORMAL;
2678         out->vertexStyles[ 0 ] = LS_NORMAL;
2679
2680         /* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
2681         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2682         VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
2683         VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
2684         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2685
2686         /* ydnar: gs mods: clear out the plane normal */
2687         if ( ds->planar == qfalse ) {
2688                 VectorClear( out->lightmapVecs[ 2 ] );
2689         }
2690
2691         /* emit the verts and indexes */
2692         EmitDrawVerts( ds, out );
2693         EmitDrawIndexes( ds, out );
2694
2695         /* add to count */
2696         numSurfacesByType[ ds->type ]++;
2697 }
2698
2699 /*
2700    OptimizeTriangleSurface() - ydnar
2701    optimizes the vertex/index data in a triangle surface
2702  */
2703
2704 #define VERTEX_CACHE_SIZE   16
2705
2706 static void OptimizeTriangleSurface( mapDrawSurface_t *ds ){
2707         int i, j, k, temp, first, best, bestScore, score;
2708         int vertexCache[ VERTEX_CACHE_SIZE + 1 ];       /* one more for optimizing insert */
2709         int     *indexes;
2710
2711
2712         /* certain surfaces don't get optimized */
2713         if ( ds->numIndexes <= VERTEX_CACHE_SIZE ||
2714                  ds->shaderInfo->autosprite ) {
2715                 return;
2716         }
2717
2718         /* create index scratch pad */
2719         indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
2720         memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
2721
2722         /* setup */
2723         for ( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
2724                 vertexCache[ i ] = indexes[ i ];
2725
2726         /* add triangles in a vertex cache-aware order */
2727         for ( i = 0; i < ds->numIndexes; i += 3 )
2728         {
2729                 /* find best triangle given the current vertex cache */
2730                 first = -1;
2731                 best = -1;
2732                 bestScore = -1;
2733                 for ( j = 0; j < ds->numIndexes; j += 3 )
2734                 {
2735                         /* valid triangle? */
2736                         if ( indexes[ j ] != -1 ) {
2737                                 /* set first if necessary */
2738                                 if ( first < 0 ) {
2739                                         first = j;
2740                                 }
2741
2742                                 /* score the triangle */
2743                                 score = 0;
2744                                 for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2745                                 {
2746                                         if ( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] ) {
2747                                                 score++;
2748                                         }
2749                                 }
2750
2751                                 /* better triangle? */
2752                                 if ( score > bestScore ) {
2753                                         bestScore = score;
2754                                         best = j;
2755                                 }
2756
2757                                 /* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
2758                                 if ( score == 3 ) {
2759                                         break;
2760                                 }
2761                         }
2762                 }
2763
2764                 /* check if no decent triangle was found, and use first available */
2765                 if ( best < 0 ) {
2766                         best = first;
2767                 }
2768
2769                 /* valid triangle? */
2770                 if ( best >= 0 ) {
2771                         /* add triangle to vertex cache */
2772                         for ( j = 0; j < 3; j++ )
2773                         {
2774                                 for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2775                                 {
2776                                         if ( indexes[ best + j ] == vertexCache[ k ] ) {
2777                                                 break;
2778                                         }
2779                                 }
2780
2781                                 if ( k >= VERTEX_CACHE_SIZE ) {
2782                                         /* pop off top of vertex cache */
2783                                         for ( k = VERTEX_CACHE_SIZE; k > 0; k-- )
2784                                                 vertexCache[ k ] = vertexCache[ k - 1 ];
2785
2786                                         /* add vertex */
2787                                         vertexCache[ 0 ] = indexes[ best + j ];
2788                                 }
2789                         }
2790
2791                         /* add triangle to surface */
2792                         ds->indexes[ i ] = indexes[ best ];
2793                         ds->indexes[ i + 1 ] = indexes[ best + 1 ];
2794                         ds->indexes[ i + 2 ] = indexes[ best + 2 ];
2795
2796                         /* clear from input pool */
2797                         indexes[ best ] = -1;
2798                         indexes[ best + 1 ] = -1;
2799                         indexes[ best + 2 ] = -1;
2800
2801                         /* sort triangle windings (312 -> 123) */
2802                         while ( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
2803                         {
2804                                 temp = ds->indexes[ i ];
2805                                 ds->indexes[ i ] = ds->indexes[ i + 1 ];
2806                                 ds->indexes[ i + 1 ] = ds->indexes[ i + 2 ];
2807                                 ds->indexes[ i + 2 ] = temp;
2808                         }
2809                 }
2810         }
2811
2812         /* clean up */
2813         free( indexes );
2814 }
2815
2816
2817
2818 /*
2819    EmitTriangleSurface()
2820    creates a bsp drawsurface from arbitrary triangle surfaces
2821  */
2822
2823 void EmitTriangleSurface( mapDrawSurface_t *ds ){
2824         int i, temp;
2825         bspDrawSurface_t        *out;
2826
2827         /* invert the surface if necessary */
2828         if ( ds->backSide || ds->shaderInfo->invert ) {
2829                 /* walk the indexes, reverse the triangle order */
2830                 for ( i = 0; i < ds->numIndexes; i += 3 )
2831                 {
2832                         temp = ds->indexes[ i ];
2833                         ds->indexes[ i ] = ds->indexes[ i + 1 ];
2834                         ds->indexes[ i + 1 ] = temp;
2835                 }
2836
2837                 /* walk the verts, flip the normal */
2838                 for ( i = 0; i < ds->numVerts; i++ )
2839                         VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2840
2841                 /* invert facing */
2842                 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2843         }
2844
2845         /* allocate a new surface */
2846         if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
2847                 Error( "MAX_MAP_DRAW_SURFS" );
2848         }
2849         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2850         ds->outputNum = numBSPDrawSurfaces;
2851         numBSPDrawSurfaces++;
2852         memset( out, 0, sizeof( *out ) );
2853
2854         /* ydnar/sd: handle wolf et foliage surfaces */
2855         if ( ds->type == SURFACE_FOLIAGE ) {
2856                 out->surfaceType = MST_FOLIAGE;
2857         }
2858
2859         /* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
2860         //%     else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
2861         else if ( ( VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse ) ||
2862                           ds->type == SURFACE_TRIANGLES ||
2863                           ds->type == SURFACE_FOGHULL ||
2864                           ds->numVerts > maxLMSurfaceVerts ||
2865                           debugSurfaces ) {
2866                 out->surfaceType = MST_TRIANGLE_SOUP;
2867         }
2868
2869         /* set to a planar face */
2870         else{
2871                 out->surfaceType = MST_PLANAR;
2872         }
2873
2874         /* set it up */
2875         if ( debugSurfaces ) {
2876                 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2877         }
2878         else{
2879                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2880         }
2881         out->patchWidth = ds->patchWidth;
2882         out->patchHeight = ds->patchHeight;
2883         out->fogNum = ds->fogNum;
2884
2885         /* debug inset (push each triangle vertex towards the center of each triangle it is on */
2886         if ( debugInset ) {
2887                 bspDrawVert_t   *a, *b, *c;
2888                 vec3_t cent, dir;
2889
2890
2891                 /* walk triangle list */
2892                 for ( i = 0; i < ds->numIndexes; i += 3 )
2893                 {
2894                         /* get verts */
2895                         a = &ds->verts[ ds->indexes[ i ] ];
2896                         b = &ds->verts[ ds->indexes[ i + 1 ] ];
2897                         c = &ds->verts[ ds->indexes[ i + 2 ] ];
2898
2899                         /* calculate centroid */
2900                         VectorCopy( a->xyz, cent );
2901                         VectorAdd( cent, b->xyz, cent );
2902                         VectorAdd( cent, c->xyz, cent );
2903                         VectorScale( cent, 1.0f / 3.0f, cent );
2904
2905                         /* offset each vertex */
2906                         VectorSubtract( cent, a->xyz, dir );
2907                         VectorNormalize( dir, dir );
2908                         VectorAdd( a->xyz, dir, a->xyz );
2909                         VectorSubtract( cent, b->xyz, dir );
2910                         VectorNormalize( dir, dir );
2911                         VectorAdd( b->xyz, dir, b->xyz );
2912                         VectorSubtract( cent, c->xyz, dir );
2913                         VectorNormalize( dir, dir );
2914                         VectorAdd( c->xyz, dir, c->xyz );
2915                 }
2916         }
2917
2918         /* RBSP */
2919         for ( i = 0; i < MAX_LIGHTMAPS; i++ )
2920         {
2921                 out->lightmapNum[ i ] = -3;
2922                 out->lightmapStyles[ i ] = LS_NONE;
2923                 out->vertexStyles[ i ] = LS_NONE;
2924         }
2925         out->lightmapStyles[ 0 ] = LS_NORMAL;
2926         out->vertexStyles[ 0 ] = LS_NORMAL;
2927
2928         /* lightmap vectors (lod bounds for patches */
2929         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2930         VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
2931         VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2932         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2933
2934         /* ydnar: gs mods: clear out the plane normal */
2935         if ( ds->planar == qfalse ) {
2936                 VectorClear( out->lightmapVecs[ 2 ] );
2937         }
2938
2939         /* optimize the surface's triangles */
2940         OptimizeTriangleSurface( ds );
2941
2942         /* emit the verts and indexes */
2943         EmitDrawVerts( ds, out );
2944         EmitDrawIndexes( ds, out );
2945
2946         /* add to count */
2947         numSurfacesByType[ ds->type ]++;
2948 }
2949
2950
2951
2952 /*
2953    EmitFaceSurface()
2954    emits a bsp planar winding (brush face) drawsurface
2955  */
2956
2957 static void EmitFaceSurface( mapDrawSurface_t *ds ){
2958         /* strip/fan finding was moved elsewhere */
2959         if ( maxAreaFaceSurface ) {
2960                 MaxAreaFaceSurface( ds );
2961         }
2962         else{
2963                 StripFaceSurface( ds );
2964         }
2965         EmitTriangleSurface( ds );
2966 }
2967
2968
2969 /*
2970    MakeDebugPortalSurfs_r() - ydnar
2971    generates drawsurfaces for passable portals in the bsp
2972  */
2973
2974 static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si ){
2975         int i, k, c, s;
2976         portal_t            *p;
2977         winding_t           *w;
2978         mapDrawSurface_t    *ds;
2979         bspDrawVert_t       *dv;
2980
2981
2982         /* recurse if decision node */
2983         if ( node->planenum != PLANENUM_LEAF ) {
2984                 MakeDebugPortalSurfs_r( node->children[ 0 ], si );
2985                 MakeDebugPortalSurfs_r( node->children[ 1 ], si );
2986                 return;
2987         }
2988
2989         /* don't bother with opaque leaves */
2990         if ( node->opaque ) {
2991                 return;
2992         }
2993
2994         /* walk the list of portals */
2995         for ( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
2996         {
2997                 /* get winding and side even/odd */
2998                 w = p->winding;
2999                 s = ( p->nodes[ 1 ] == node );
3000
3001                 /* is this a valid portal for this leaf? */
3002                 if ( w && p->nodes[ 0 ] == node ) {
3003                         /* is this portal passable? */
3004                         if ( PortalPassable( p ) == qfalse ) {
3005                                 continue;
3006                         }
3007
3008                         /* check max points */
3009                         if ( w->numpoints > 64 ) {
3010                                 Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
3011                         }
3012
3013                         /* allocate a drawsurface */
3014                         ds = AllocDrawSurface( SURFACE_FACE );
3015                         ds->shaderInfo = si;
3016                         ds->planar = qtrue;
3017                         ds->sideRef = AllocSideRef( p->side, NULL );
3018                         ds->planeNum = FindFloatPlane( p->plane.normal, p->plane.dist, 0, NULL );
3019                         VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );
3020                         ds->fogNum = -1;
3021                         ds->numVerts = w->numpoints;
3022                         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
3023                         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
3024
3025                         /* walk the winding */
3026                         for ( i = 0; i < ds->numVerts; i++ )
3027                         {
3028                                 /* get vert */
3029                                 dv = ds->verts + i;
3030
3031                                 /* set it */
3032                                 VectorCopy( w->p[ i ], dv->xyz );
3033                                 VectorCopy( p->plane.normal, dv->normal );
3034                                 dv->st[ 0 ] = 0;
3035                                 dv->st[ 1 ] = 0;
3036                                 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
3037                                 {
3038                                         VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );
3039                                         dv->color[ k ][ 3 ] = 32;
3040                                 }
3041                         }
3042                 }
3043         }
3044 }
3045
3046
3047
3048 /*
3049    MakeDebugPortalSurfs() - ydnar
3050    generates drawsurfaces for passable portals in the bsp
3051  */
3052
3053 void MakeDebugPortalSurfs( tree_t *tree ){
3054         shaderInfo_t    *si;
3055
3056
3057         /* note it */
3058         Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
3059
3060         /* get portal debug shader */
3061         si = ShaderInfoForShader( "debugportals" );
3062
3063         /* walk the tree */
3064         MakeDebugPortalSurfs_r( tree->headnode, si );
3065 }
3066
3067
3068
3069 /*
3070    MakeFogHullSurfs()
3071    generates drawsurfaces for a foghull (this MUST use a sky shader)
3072  */
3073
3074 void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader ){
3075         shaderInfo_t        *si;
3076         mapDrawSurface_t    *ds;
3077         vec3_t fogMins, fogMaxs;
3078         int i, indexes[] =
3079         {
3080                 0, 1, 2, 0, 2, 3,
3081                 4, 7, 5, 5, 7, 6,
3082                 1, 5, 6, 1, 6, 2,
3083                 0, 4, 5, 0, 5, 1,
3084                 2, 6, 7, 2, 7, 3,
3085                 3, 7, 4, 3, 4, 0
3086         };
3087
3088
3089         /* dummy check */
3090         if ( shader == NULL || shader[ 0 ] == '\0' ) {
3091                 return;
3092         }
3093
3094         /* note it */
3095         Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
3096
3097         /* get hull bounds */
3098         VectorCopy( mapMins, fogMins );
3099         VectorCopy( mapMaxs, fogMaxs );
3100         for ( i = 0; i < 3; i++ )
3101         {
3102                 fogMins[ i ] -= 128;
3103                 fogMaxs[ i ] += 128;
3104         }
3105
3106         /* get foghull shader */
3107         si = ShaderInfoForShader( shader );
3108
3109         /* allocate a drawsurface */
3110         ds = AllocDrawSurface( SURFACE_FOGHULL );
3111         ds->shaderInfo = si;
3112         ds->fogNum = -1;
3113         ds->numVerts = 8;
3114         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
3115         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
3116         ds->numIndexes = 36;
3117         ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
3118         memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
3119
3120         /* set verts */
3121         VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
3122         VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
3123         VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
3124         VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
3125
3126         VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
3127         VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
3128         VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
3129         VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
3130
3131         /* set indexes */
3132         memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
3133 }
3134
3135
3136
3137 /*
3138    BiasSurfaceTextures()
3139    biases a surface's texcoords as close to 0 as possible
3140  */
3141
3142 void BiasSurfaceTextures( mapDrawSurface_t *ds ){
3143         int i;
3144
3145
3146         /* calculate the surface texture bias */
3147         CalcSurfaceTextureRange( ds );
3148
3149         /* don't bias globaltextured shaders */
3150         if ( ds->shaderInfo->globalTexture ) {
3151                 return;
3152         }
3153
3154         /* bias the texture coordinates */
3155         for ( i = 0; i < ds->numVerts; i++ )
3156         {
3157                 ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];
3158                 ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];
3159         }
3160 }
3161
3162
3163
3164 /*
3165    AddSurfaceModelsToTriangle_r()
3166    adds models to a specified triangle, returns the number of models added
3167  */
3168
3169 int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri ){
3170         bspDrawVert_t mid, *tri2[ 3 ];
3171         int max, n, localNumSurfaceModels;
3172
3173
3174         /* init */
3175         localNumSurfaceModels = 0;
3176
3177         /* subdivide calc */
3178         {
3179                 int i;
3180                 float       *a, *b, dx, dy, dz, dist, maxDist;
3181
3182
3183                 /* find the longest edge and split it */
3184                 max = -1;
3185                 maxDist = 0.0f;
3186                 for ( i = 0; i < 3; i++ )
3187                 {
3188                         /* get verts */
3189                         a = tri[ i ]->xyz;
3190                         b = tri[ ( i + 1 ) % 3 ]->xyz;
3191
3192                         /* get dists */
3193                         dx = a[ 0 ] - b[ 0 ];
3194                         dy = a[ 1 ] - b[ 1 ];
3195                         dz = a[ 2 ] - b[ 2 ];
3196                         dist = ( dx * dx ) + ( dy * dy ) + ( dz * dz );
3197
3198                         /* longer? */
3199                         if ( dist > maxDist ) {
3200                                 maxDist = dist;
3201                                 max = i;
3202                         }
3203                 }
3204
3205                 /* is the triangle small enough? */
3206                 if ( max < 0 || maxDist <= ( model->density * model->density ) ) {
3207                         float odds, r, angle;
3208                         vec3_t origin, normal, scale, axis[ 3 ], angles;
3209                         m4x4_t transform, temp;
3210
3211
3212                         /* roll the dice (model's odds scaled by vertex alpha) */
3213                         odds = model->odds * ( tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] ) / 765.0f;
3214                         r = Random();
3215                         if ( r > odds ) {
3216                                 return 0;
3217                         }
3218
3219                         /* calculate scale */
3220                         r = model->minScale + Random() * ( model->maxScale - model->minScale );
3221                         VectorSet( scale, r, r, r );
3222
3223                         /* calculate angle */
3224                         angle = model->minAngle + Random() * ( model->maxAngle - model->minAngle );
3225
3226                         /* calculate average origin */
3227                         VectorCopy( tri[ 0 ]->xyz, origin );
3228                         VectorAdd( origin, tri[ 1 ]->xyz, origin );
3229                         VectorAdd( origin, tri[ 2 ]->xyz, origin );
3230                         VectorScale( origin, ( 1.0f / 3.0f ), origin );
3231
3232                         /* clear transform matrix */
3233                         m4x4_identity( transform );
3234
3235                         /* handle oriented models */
3236                         if ( model->oriented ) {
3237                                 /* set angles */
3238                                 VectorSet( angles, 0.0f, 0.0f, angle );
3239
3240                                 /* calculate average normal */
3241                                 VectorCopy( tri[ 0 ]->normal, normal );
3242                                 VectorAdd( normal, tri[ 1 ]->normal, normal );
3243                                 VectorAdd( normal, tri[ 2 ]->normal, normal );
3244                                 if ( VectorNormalize( normal, axis[ 2 ] ) == 0.0f ) {
3245                                         VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
3246                                 }
3247
3248                                 /* make perpendicular vectors */
3249                                 MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
3250
3251                                 /* copy to matrix */
3252                                 m4x4_identity( temp );
3253                                 temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];
3254                                 temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];
3255                                 temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];
3256
3257                                 /* scale */
3258                                 m4x4_scale_by_vec3( temp, scale );
3259
3260                                 /* rotate around z axis */
3261                                 m4x4_rotate_by_vec3( temp, angles, eXYZ );
3262
3263                                 /* translate */
3264                                 m4x4_translate_by_vec3( transform, origin );
3265
3266                                 /* tranform into axis space */
3267                                 m4x4_multiply_by_m4x4( transform, temp );
3268                         }
3269
3270                         /* handle z-up models */
3271                         else
3272                         {
3273                                 /* set angles */
3274                                 VectorSet( angles, 0.0f, 0.0f, angle );
3275
3276                                 /* set matrix */
3277                                 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
3278                         }
3279
3280                         /* insert the model */
3281                         InsertModel( (char *) model->model, 0, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0 );
3282
3283                         /* return to sender */
3284                         return 1;
3285                 }
3286         }
3287
3288         /* split the longest edge and map it */
3289         LerpDrawVert( tri[ max ], tri[ ( max + 1 ) % 3 ], &mid );
3290
3291         /* recurse to first triangle */
3292         VectorCopy( tri, tri2 );
3293         tri2[ max ] = &mid;
3294         n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3295         if ( n < 0 ) {
3296                 return n;
3297         }
3298         localNumSurfaceModels += n;
3299
3300         /* recurse to second triangle */
3301         VectorCopy( tri, tri2 );
3302         tri2[ ( max + 1 ) % 3 ] = &mid;
3303         n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3304         if ( n < 0 ) {
3305                 return n;
3306         }
3307         localNumSurfaceModels += n;
3308
3309         /* return count */
3310         return localNumSurfaceModels;
3311 }
3312
3313
3314
3315 /*
3316    AddSurfaceModels()
3317    adds a surface's shader models to the surface
3318  */
3319
3320 int AddSurfaceModels( mapDrawSurface_t *ds ){
3321         surfaceModel_t  *model;
3322         int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
3323         mesh_t src, *mesh, *subdivided;
3324         bspDrawVert_t centroid, *tri[ 3 ];
3325         float alpha;
3326
3327
3328         /* dummy check */
3329         if ( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL ) {
3330                 return 0;
3331         }
3332
3333         /* init */
3334         localNumSurfaceModels = 0;
3335
3336         /* walk the model list */
3337         for ( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
3338         {
3339                 /* switch on type */
3340                 switch ( ds->type )
3341                 {
3342                 /* handle brush faces and decals */
3343                 case SURFACE_FACE:
3344                 case SURFACE_DECAL:
3345                         /* calculate centroid */
3346                         memset( &centroid, 0, sizeof( centroid ) );
3347                         alpha = 0.0f;
3348
3349                         /* walk verts */
3350                         for ( i = 0; i < ds->numVerts; i++ )
3351                         {
3352                                 VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
3353                                 VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
3354                                 centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
3355                                 centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
3356                                 alpha += ds->verts[ i ].color[ 0 ][ 3 ];
3357                         }
3358
3359                         /* average */
3360                         centroid.xyz[ 0 ] /= ds->numVerts;
3361                         centroid.xyz[ 1 ] /= ds->numVerts;
3362                         centroid.xyz[ 2 ] /= ds->numVerts;
3363                         if ( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f ) {
3364                                 VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
3365                         }
3366                         centroid.st[ 0 ]  /= ds->numVerts;
3367                         centroid.st[ 1 ]  /= ds->numVerts;
3368                         alpha /= ds->numVerts;
3369                         centroid.color[ 0 ][ 0 ] = 0xFF;
3370                         centroid.color[ 0 ][ 1 ] = 0xFF;
3371                         centroid.color[ 0 ][ 2 ] = 0xFF;
3372                         centroid.color[ 0 ][ 2 ] = ( alpha > 255.0f ? 0xFF : alpha );
3373
3374                         /* head vert is centroid */
3375                         tri[ 0 ] = &centroid;
3376
3377                         /* walk fanned triangles */
3378                         for ( i = 0; i < ds->numVerts; i++ )
3379                         {
3380                                 /* set triangle */
3381                                 tri[ 1 ] = &ds->verts[ i ];
3382                                 tri[ 2 ] = &ds->verts[ ( i + 1 ) % ds->numVerts ];
3383
3384                                 /* create models */
3385                                 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3386                                 if ( n < 0 ) {
3387                                         return n;
3388                                 }
3389                                 localNumSurfaceModels += n;
3390                         }
3391                         break;
3392
3393                 /* handle patches */
3394                 case SURFACE_PATCH:
3395                         /* subdivide the surface */
3396                         src.width = ds->patchWidth;
3397                         src.height = ds->patchHeight;
3398                         src.verts = ds->verts;
3399                         //%     subdivided = SubdivideMesh( src, 8.0f, 512 );
3400                         iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
3401                         subdivided = SubdivideMesh2( src, iterations );
3402
3403                         /* fit it to the curve and remove colinear verts on rows/columns */
3404                         PutMeshOnCurve( *subdivided );
3405                         mesh = RemoveLinearMeshColumnsRows( subdivided );
3406                         FreeMesh( subdivided );
3407
3408                         /* subdivide each quad to place the models */
3409                         for ( y = 0; y < ( mesh->height - 1 ); y++ )
3410                         {
3411                                 for ( x = 0; x < ( mesh->width - 1 ); x++ )
3412                                 {
3413                                         /* set indexes */
3414                                         pw[ 0 ] = x + ( y * mesh->width );
3415                                         pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
3416                                         pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
3417                                         pw[ 3 ] = x + 1 + ( y * mesh->width );
3418                                         pw[ 4 ] = x + ( y * mesh->width );      /* same as pw[ 0 ] */
3419
3420                                         /* set radix */
3421                                         r = ( x + y ) & 1;
3422
3423                                         /* triangle 1 */
3424                                         tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
3425                                         tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
3426                                         tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
3427                                         n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3428                                         if ( n < 0 ) {
3429                                                 return n;
3430                                         }
3431                                         localNumSurfaceModels += n;
3432
3433                                         /* triangle 2 */
3434                                         tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
3435                                         tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
3436                                         tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
3437                                         n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3438                                         if ( n < 0 ) {
3439                                                 return n;
3440                                         }
3441                                         localNumSurfaceModels += n;
3442                                 }
3443                         }
3444
3445                         /* free the subdivided mesh */
3446                         FreeMesh( mesh );
3447                         break;
3448
3449                 /* handle triangle surfaces */
3450                 case SURFACE_TRIANGLES:
3451                 case SURFACE_FORCED_META:
3452                 case SURFACE_META:
3453                         /* walk the triangle list */
3454                         for ( i = 0; i < ds->numIndexes; i += 3 )
3455                         {
3456                                 tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
3457                                 tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
3458                                 tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
3459                                 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3460                                 if ( n < 0 ) {
3461                                         return n;
3462                                 }
3463                                 localNumSurfaceModels += n;
3464                         }
3465                         break;
3466
3467                 /* no support for flares, foghull, etc */
3468                 default:
3469                         break;
3470                 }
3471         }
3472
3473         /* return count */
3474         return localNumSurfaceModels;
3475 }
3476
3477
3478
3479 /*
3480    AddEntitySurfaceModels() - ydnar
3481    adds surfacemodels to an entity's surfaces
3482  */
3483
3484 void AddEntitySurfaceModels( entity_t *e ){
3485         int i;
3486
3487
3488         /* note it */
3489         Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );
3490
3491         /* walk the surface list */
3492         for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
3493                 numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );
3494 }
3495
3496
3497
3498 /*
3499    VolumeColorMods() - ydnar
3500    applies brush/volumetric color/alpha modulation to vertexes
3501  */
3502
3503 static void Volume