-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define SURFACE_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-/*\r
-\r
-this section handles drawsurface allocation and creation\r
-\r
-*/\r
-\r
-/*\r
-AllocDrawSurface()\r
-ydnar: gs mods: changed to force an explicit type when allocating\r
-*/\r
-\r
-mapDrawSurface_t *AllocDrawSurface( surfaceType_t type )\r
-{\r
- mapDrawSurface_t *ds;\r
- \r
- \r
- /* ydnar: gs mods: only allocate valid types */\r
- if( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES )\r
- Error( "AllocDrawSurface: Invalid surface type %d specified", type );\r
- \r
- /* bounds check */\r
- if( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS )\r
- Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );\r
- ds = &mapDrawSurfs[ numMapDrawSurfs ];\r
- numMapDrawSurfs++;\r
- \r
- /* ydnar: do initial surface setup */\r
- memset( ds, 0, sizeof( mapDrawSurface_t ) );\r
- ds->type = type;\r
- ds->planeNum = -1;\r
- ds->fogNum = defaultFogNum; /* ydnar 2003-02-12 */\r
- ds->outputNum = -1; /* ydnar 2002-08-13 */\r
- ds->surfaceNum = numMapDrawSurfs - 1; /* ydnar 2003-02-16 */\r
- \r
- return ds;\r
-}\r
-\r
-\r
-\r
-/*\r
-FinishSurface()\r
-ydnar: general surface finish pass\r
-*/\r
-\r
-void FinishSurface( mapDrawSurface_t *ds )\r
-{\r
- /* dummy check */\r
- if( ds == NULL || ds->shaderInfo == NULL )\r
- return;\r
- \r
- /* ydnar: rocking tek-fu celshading */\r
- if( ds->celShader != NULL )\r
- MakeCelSurface( ds, ds->celShader );\r
- \r
- /* ydnar: rocking surface cloning (fur baby yeah!) */\r
- if( ds->shaderInfo->cloneShader[ 0 ] != '\0' )\r
- CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );\r
-}\r
-\r
-\r
-\r
-/*\r
-CloneSurface()\r
-clones a map drawsurface, using the specified shader\r
-*/\r
-\r
-mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si )\r
-{\r
- mapDrawSurface_t *ds;\r
- \r
- \r
- /* dummy check */\r
- if( src == NULL || si == NULL )\r
- return NULL;\r
- \r
- /* allocate a new surface */\r
- ds = AllocDrawSurface( src->type );\r
- if( ds == NULL )\r
- return NULL;\r
- \r
- /* copy it */\r
- memcpy( ds, src, sizeof( *ds ) );\r
- \r
- /* destroy side reference */\r
- ds->sideRef = NULL;\r
- \r
- /* set shader */\r
- ds->shaderInfo = si;\r
- \r
- /* copy verts */\r
- if( ds->numVerts > 0 )\r
- {\r
- ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );\r
- memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );\r
- }\r
- \r
- /* copy indexes */\r
- if( ds->numIndexes <= 0 )\r
- return ds;\r
- ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );\r
- memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );\r
- \r
- /* return the surface */\r
- return ds;\r
-}\r
-\r
-\r
-\r
-/*\r
-MakeCelSurface() - ydnar\r
-makes a copy of a surface, but specific to cel shading\r
-*/\r
-\r
-mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si )\r
-{\r
- mapDrawSurface_t *ds;\r
- \r
- \r
- /* dummy check */\r
- if( src == NULL || si == NULL )\r
- return NULL;\r
- \r
- /* don't create cel surfaces for certain types of shaders */\r
- if( (src->shaderInfo->compileFlags & C_TRANSLUCENT) ||\r
- (src->shaderInfo->compileFlags & C_SKY) )\r
- return NULL;\r
- \r
- /* make a copy */\r
- ds = CloneSurface( src, si );\r
- if( ds == NULL )\r
- return NULL;\r
- \r
- /* do some fixups for celshading */\r
- ds->planar = qfalse;\r
- ds->planeNum = -1;\r
- \r
- /* return the surface */\r
- return ds;\r
-}\r
-\r
-\r
-\r
-/*\r
-MakeSkyboxSurface() - ydnar\r
-generates a skybox surface, viewable from everywhere there is sky\r
-*/\r
-\r
-mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src )\r
-{\r
- int i;\r
- mapDrawSurface_t *ds;\r
- \r
- \r
- /* dummy check */\r
- if( src == NULL )\r
- return NULL;\r
- \r
- /* make a copy */\r
- ds = CloneSurface( src, src->shaderInfo );\r
- if( ds == NULL )\r
- return NULL;\r
- \r
- /* set parent */\r
- ds->parent = src;\r
- \r
- /* scale the surface vertexes */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );\r
- \r
- /* debug code */\r
- //% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;\r
- //% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;\r
- }\r
- \r
- /* so backface culling creep doesn't bork the surface */\r
- VectorClear( ds->lightmapVecs[ 2 ] );\r
- \r
- /* return the surface */\r
- return ds;\r
-}\r
-\r
-\r
-\r
-/*\r
-IsTriangleDegenerate\r
-returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus\r
-*/\r
-\r
-#define TINY_AREA 1.0f\r
-\r
-qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c )\r
-{\r
- vec3_t v1, v2, v3;\r
- float d;\r
- \r
- \r
- /* calcuate the area of the triangle */\r
- VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );\r
- VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );\r
- CrossProduct( v1, v2, v3 );\r
- d = VectorLength( v3 );\r
- \r
- /* assume all very small or backwards triangles will cause problems */\r
- if( d < TINY_AREA )\r
- return qtrue;\r
- \r
- /* must be a good triangle */\r
- return qfalse;\r
-}\r
-\r
-\r
-\r
-/*\r
-ClearSurface() - ydnar\r
-clears a surface and frees any allocated memory\r
-*/\r
-\r
-void ClearSurface( mapDrawSurface_t *ds )\r
-{\r
- ds->type = SURFACE_BAD;\r
- ds->planar = qfalse;\r
- ds->planeNum = -1;\r
- ds->numVerts = 0;\r
- if( ds->verts != NULL )\r
- free( ds->verts );\r
- ds->verts = NULL;\r
- ds->numIndexes = 0;\r
- if( ds->indexes != NULL )\r
- free( ds->indexes );\r
- ds->indexes = NULL;\r
- numClearedSurfaces++;\r
-}\r
-\r
-\r
-\r
-/*\r
-TidyEntitySurfaces() - ydnar\r
-deletes all empty or bad surfaces from the surface list\r
-*/\r
-\r
-void TidyEntitySurfaces( entity_t *e )\r
-{\r
- int i, j, deleted;\r
- mapDrawSurface_t *out, *in;\r
- \r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );\r
- \r
- /* walk the surface list */\r
- deleted = 0;\r
- for( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )\r
- {\r
- /* get out surface */\r
- out = &mapDrawSurfs[ i ];\r
- \r
- /* walk the surface list again until a proper surface is found */\r
- for( j; j < numMapDrawSurfs; j++ )\r
- {\r
- /* get in surface */\r
- in = &mapDrawSurfs[ j ];\r
- \r
- /* this surface ok? */\r
- if( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||\r
- (in->type != SURFACE_BAD && in->numVerts > 0) )\r
- break;\r
- \r
- /* nuke it */\r
- ClearSurface( in );\r
- deleted++;\r
- }\r
- \r
- /* copy if necessary */\r
- if( i != j )\r
- memcpy( out, in, sizeof( mapDrawSurface_t ) );\r
- }\r
- \r
- /* set the new number of drawsurfs */\r
- numMapDrawSurfs = i;\r
- \r
- /* emit some stats */\r
- Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );\r
-}\r
-\r
-\r
-\r
-/*\r
-CalcSurfaceTextureRange() - ydnar\r
-calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]\r
-*/\r
-\r
-qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )\r
-{\r
- int i, j, v, size[ 2 ];\r
- float mins[ 2 ], maxs[ 2 ];\r
- \r
- \r
- /* try to early out */\r
- if( ds->numVerts <= 0 )\r
- return qtrue;\r
- \r
- /* walk the verts and determine min/max st values */\r
- mins[ 0 ] = 999999;\r
- mins[ 1 ] = 999999;\r
- maxs[ 0 ] = -999999;\r
- maxs[ 1 ] = -999999;\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- for( j = 0; j < 2; j++ )\r
- {\r
- if( ds->verts[ i ].st[ j ] < mins[ j ] )\r
- mins[ j ] = ds->verts[ i ].st[ j ];\r
- if( ds->verts[ i ].st[ j ] > maxs[ j ] )\r
- maxs[ j ] = ds->verts[ i ].st[ j ];\r
- }\r
- }\r
- \r
- /* clamp to integer range and calculate surface bias values */\r
- for( j = 0; j < 2; j++ )\r
- ds->bias[ j ] = -floor( 0.5f * (mins[ j ] + maxs[ j ]) );\r
- \r
- /* find biased texture coordinate mins/maxs */\r
- size[ 0 ] = ds->shaderInfo->shaderWidth;\r
- size[ 1 ] = ds->shaderInfo->shaderHeight;\r
- ds->texMins[ 0 ] = 999999;\r
- ds->texMins[ 1 ] = 999999;\r
- ds->texMaxs[ 0 ] = -999999;\r
- ds->texMaxs[ 1 ] = -999999;\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- for( j = 0; j < 2; j++ )\r
- {\r
- v = ((float) ds->verts[ i ].st[ j ] + ds->bias[ j ]) * size[ j ];\r
- if( v < ds->texMins[ j ] )\r
- ds->texMins[ j ] = v;\r
- if( v > ds->texMaxs[ j ] )\r
- ds->texMaxs[ j ] = v;\r
- }\r
- }\r
- \r
- /* calc ranges */\r
- for( j = 0; j < 2; j++ )\r
- ds->texRange[ j ] = (ds->texMaxs[ j ] - ds->texMins[ j ]);\r
- \r
- /* if range is zero, then assume unlimited precision */\r
- if( texRange == 0 )\r
- return qtrue;\r
- \r
- /* within range? */\r
- for( j = 0; j < 2; j++ )\r
- {\r
- if( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange )\r
- return qfalse;\r
- }\r
- \r
- /* within range */\r
- return qtrue;\r
-}\r
-\r
-\r
-\r
-/*\r
-CalcLightmapAxis() - ydnar\r
-gives closed lightmap axis for a plane normal\r
-*/\r
-\r
-qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis )\r
-{\r
- vec3_t absolute;\r
- \r
- \r
- /* test */\r
- if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f )\r
- {\r
- VectorClear( axis );\r
- return qfalse;\r
- }\r
- \r
- /* get absolute normal */\r
- absolute[ 0 ] = fabs( normal[ 0 ] );\r
- absolute[ 1 ] = fabs( normal[ 1 ] );\r
- absolute[ 2 ] = fabs( normal[ 2 ] );\r
- \r
- /* test and set */\r
- if( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f )\r
- {\r
- if( normal[ 2 ] > 0.0f )\r
- VectorSet( axis, 0.0f, 0.0f, 1.0f );\r
- else\r
- VectorSet( axis, 0.0f, 0.0f, -1.0f );\r
- }\r
- else if( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f )\r
- {\r
- if( normal[ 0 ] > 0.0f )\r
- VectorSet( axis, 1.0f, 0.0f, 0.0f );\r
- else\r
- VectorSet( axis, -1.0f, 0.0f, 0.0f );\r
- }\r
- else\r
- {\r
- if( normal[ 1 ] > 0.0f )\r
- VectorSet( axis, 0.0f, 1.0f, 0.0f );\r
- else\r
- VectorSet( axis, 0.0f, -1.0f, 0.0f );\r
- }\r
- \r
- /* return ok */\r
- return qtrue;\r
-}\r
-\r
-\r
-\r
-/*\r
-ClassifySurfaces() - ydnar\r
-fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box\r
-*/\r
-\r
-#define PLANAR_EPSILON 0.5f //% 0.126f 0.25f\r
-\r
-void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )\r
-{\r
- int i, bestAxis;\r
- float dist;\r
- vec4_t plane;\r
- shaderInfo_t *si;\r
- static vec3_t axii[ 6 ] =\r
- {\r
- { 0, 0, -1 },\r
- { 0, 0, 1 },\r
- { -1, 0, 0 },\r
- { 1, 0, 0 },\r
- { 0, -1, 0 },\r
- { 0, 1, 0 }\r
- };\r
- \r
- \r
- /* walk the list of surfaces */\r
- for( numSurfs; numSurfs > 0; numSurfs--, ds++ )\r
- {\r
- /* ignore bogus (or flare) surfaces */\r
- if( ds->type == SURFACE_BAD || ds->numVerts <= 0 )\r
- continue;\r
- \r
- /* get shader */\r
- si = ds->shaderInfo;\r
- \r
- /* -----------------------------------------------------------------\r
- force meta if vertex count is too high or shader requires it\r
- ----------------------------------------------------------------- */\r
- \r
- if( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE )\r
- {\r
- if( ds->numVerts > SHADER_MAX_VERTEXES )\r
- ds->type = SURFACE_FORCED_META;\r
- }\r
- \r
- /* -----------------------------------------------------------------\r
- plane and bounding box classification \r
- ----------------------------------------------------------------- */\r
- \r
- /* set surface bounding box */\r
- ClearBounds( ds->mins, ds->maxs );\r
- for( i = 0; i < ds->numVerts; i++ )\r
- AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );\r
- \r
- /* try to get an existing plane */\r
- if( ds->planeNum >= 0 )\r
- {\r
- VectorCopy( mapplanes[ ds->planeNum ].normal, plane );\r
- plane[ 3 ] = mapplanes[ ds->planeNum ].dist;\r
- }\r
- \r
- /* construct one from the first vert with a valid normal */\r
- else\r
- {\r
- VectorClear( plane );\r
- plane[ 3 ] = 0.0f;\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- if( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f )\r
- {\r
- VectorCopy( ds->verts[ i ].normal, plane );\r
- plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );\r
- break;\r
- }\r
- }\r
- }\r
- \r
- /* test for bogus plane */\r
- if( VectorLength( plane ) <= 0.0f )\r
- {\r
- ds->planar = qfalse;\r
- ds->planeNum = -1;\r
- }\r
- else\r
- {\r
- /* determine if surface is planar */\r
- ds->planar = qtrue;\r
- \r
- /* test each vert */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- /* point-plane test */\r
- dist = DotProduct( ds->verts[ i ].xyz, plane ) - plane[ 3 ];\r
- if( fabs( dist ) > PLANAR_EPSILON )\r
- {\r
- //% if( ds->planeNum >= 0 )\r
- //% {\r
- //% Sys_Printf( "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );\r
- //% ds->verts[ i ].color[ 0 ][ 0 ] = ds->verts[ i ].color[ 0 ][ 2 ] = 0;\r
- //% }\r
- ds->planar = qfalse;\r
- break;\r
- }\r
- }\r
- }\r
- \r
- /* find map plane if necessary */\r
- if( ds->planar )\r
- {\r
- if( ds->planeNum < 0 )\r
- ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &ds->verts[ 0 ].xyz );\r
- VectorCopy( plane, ds->lightmapVecs[ 2 ] );\r
- }\r
- else\r
- {\r
- ds->planeNum = -1;\r
- VectorClear( ds->lightmapVecs[ 2 ] );\r
- //% if( ds->type == SURF_META || ds->type == SURF_FACE )\r
- //% Sys_Printf( "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );\r
- }\r
- \r
- /* -----------------------------------------------------------------\r
- lightmap bounds and axis projection\r
- ----------------------------------------------------------------- */\r
- \r
- /* vertex lit surfaces don't need this information */\r
- if( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES )\r
- {\r
- VectorClear( ds->lightmapAxis );\r
- //% VectorClear( ds->lightmapVecs[ 2 ] );\r
- ds->sampleSize = 0;\r
- continue;\r
- }\r
- \r
- /* the shader can specify an explicit lightmap axis */\r
- if( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] )\r
- VectorCopy( si->lightmapAxis, ds->lightmapAxis );\r
- else if( ds->type == SURFACE_FORCED_META )\r
- VectorClear( ds->lightmapAxis );\r
- else if( ds->planar )\r
- CalcLightmapAxis( plane, ds->lightmapAxis );\r
- else\r
- {\r
- /* find best lightmap axis */\r
- for( bestAxis = 0; bestAxis < 6; bestAxis++ )\r
- {\r
- for( i = 0; i < ds->numVerts && bestAxis < 6; i++ )\r
- {\r
- //% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",\r
- //% ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],\r
- //% axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );\r
- if( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f ) /* fixme: adjust this tolerance to taste */\r
- break;\r
- }\r
- \r
- if( i == ds->numVerts )\r
- break;\r
- }\r
- \r
- /* set axis if possible */\r
- if( bestAxis < 6 )\r
- {\r
- //% if( ds->type == SURFACE_PATCH )\r
- //% Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );\r
- VectorCopy( axii[ bestAxis ], ds->lightmapAxis );\r
- }\r
- \r
- /* debug code */\r
- //% if( ds->type == SURFACE_PATCH )\r
- //% Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );\r
- }\r
- \r
- /* get lightmap sample size */\r
- if( ds->sampleSize <= 0 )\r
- {\r
- ds->sampleSize = sampleSize;\r
- if( ds->shaderInfo->lightmapSampleSize )\r
- ds->sampleSize = ds->shaderInfo->lightmapSampleSize;\r
- if( ds->lightmapScale > 0 )\r
- ds->sampleSize *= ds->lightmapScale;\r
- if( ds->sampleSize <= 0 )\r
- ds->sampleSize = 1;\r
- else if( ds->sampleSize > 16384 ) /* powers of 2 are preferred */\r
- ds->sampleSize = 16384;\r
- }\r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-ClassifyEntitySurfaces() - ydnar\r
-classifies all surfaces in an entity\r
-*/\r
-\r
-void ClassifyEntitySurfaces( entity_t *e )\r
-{\r
- int i;\r
- \r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );\r
- \r
- /* walk the surface list */\r
- for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )\r
- ClassifySurfaces( 1, &mapDrawSurfs[ i ] );\r
- \r
- /* tidy things up */\r
- TidyEntitySurfaces( e );\r
-}\r
-\r
-\r
-\r
-/*\r
-GetShaderIndexForPoint() - ydnar\r
-for shader-indexed surfaces (terrain), find a matching index from the indexmap\r
-*/\r
-\r
-byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point )\r
-{\r
- int i, x, y;\r
- float s, t;\r
- vec3_t mins, maxs, size;\r
- \r
- \r
- /* early out if no indexmap */\r
- if( im == NULL )\r
- return 0;\r
- \r
- /* this code is really broken */\r
- #if 0\r
- /* legacy precision fudges for terrain */\r
- for( i = 0; i < 3; i++ )\r
- {\r
- mins[ i ] = floor( eMins[ i ] + 0.1 );\r
- maxs[ i ] = floor( eMaxs[ i ] + 0.1 );\r
- size[ i ] = maxs[ i ] - mins[ i ];\r
- }\r
- \r
- /* find st (fixme: support more than just z-axis projection) */\r
- s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];\r
- t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];\r
- if( s < 0.0f )\r
- s = 0.0f;\r
- else if( s > 1.0f )\r
- s = 1.0f;\r
- if( t < 0.0f )\r
- t = 0.0f;\r
- else if( t > 1.0f )\r
- t = 1.0f;\r
- \r
- /* make xy */\r
- x = (im->w - 1) * s;\r
- y = (im->h - 1) * t;\r
- #else\r
- /* get size */\r
- for( i = 0; i < 3; i++ )\r
- {\r
- mins[ i ] = eMins[ i ];\r
- maxs[ i ] = eMaxs[ i ];\r
- size[ i ] = maxs[ i ] - mins[ i ];\r
- }\r
- \r
- /* calc st */\r
- s = (point[ 0 ] - mins[ 0 ]) / size[ 0 ];\r
- t = (maxs[ 1 ] - point[ 1 ]) / size[ 1 ];\r
- \r
- /* calc xy */\r
- x = s * im->w;\r
- y = t * im->h;\r
- if( x < 0 )\r
- x = 0;\r
- else if( x > (im->w - 1) )\r
- x = (im->w - 1);\r
- if( y < 0 )\r
- y = 0;\r
- else if( y > (im->h - 1) )\r
- y = (im->h - 1);\r
- #endif\r
- \r
- /* return index */\r
- return im->pixels[ y * im->w + x ];\r
-}\r
-\r
-\r
-\r
-/*\r
-GetIndexedShader() - ydnar\r
-for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place\r
-this combines a couple different functions from terrain.c\r
-*/\r
-\r
-shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes )\r
-{\r
- int i;\r
- byte minShaderIndex, maxShaderIndex;\r
- char shader[ MAX_QPATH ];\r
- shaderInfo_t *si;\r
- \r
- \r
- /* early out if bad data */\r
- if( im == NULL || numPoints <= 0 || shaderIndexes == NULL )\r
- return ShaderInfoForShader( "default" );\r
- \r
- /* determine min/max index */\r
- minShaderIndex = 255;\r
- maxShaderIndex = 0;\r
- for( i = 0; i < numPoints; i++ )\r
- {\r
- if( shaderIndexes[ i ] < minShaderIndex )\r
- minShaderIndex = shaderIndexes[ i ];\r
- if( shaderIndexes[ i ] > maxShaderIndex )\r
- maxShaderIndex = shaderIndexes[ i ];\r
- }\r
- \r
- /* set alpha inline */\r
- for( i = 0; i < numPoints; i++ )\r
- {\r
- /* straight rip from terrain.c */\r
- if( shaderIndexes[ i ] < maxShaderIndex )\r
- shaderIndexes[ i ] = 0;\r
- else\r
- shaderIndexes[ i ] = 255;\r
- }\r
- \r
- /* make a shader name */\r
- if( minShaderIndex == maxShaderIndex )\r
- sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );\r
- else\r
- sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );\r
- \r
- /* get the shader */\r
- si = ShaderInfoForShader( shader );\r
- \r
- /* inherit a few things from parent shader */\r
- if( parent->globalTexture )\r
- si->globalTexture = qtrue;\r
- if( parent->forceMeta )\r
- si->forceMeta = qtrue;\r
- if( parent->nonplanar )\r
- si->nonplanar = qtrue;\r
- if( si->shadeAngleDegrees == 0.0 )\r
- si->shadeAngleDegrees = parent->shadeAngleDegrees;\r
- if( parent->tcGen && si->tcGen == qfalse )\r
- {\r
- /* set xy texture projection */\r
- si->tcGen = qtrue;\r
- VectorCopy( parent->vecs[ 0 ], si->vecs[ 0 ] );\r
- VectorCopy( parent->vecs[ 1 ], si->vecs[ 1 ] );\r
- }\r
- if( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f )\r
- {\r
- /* set lightmap projection axis */\r
- VectorCopy( parent->lightmapAxis, si->lightmapAxis );\r
- }\r
- \r
- /* return the shader */\r
- return si;\r
-}\r
-\r
-\r
-\r
-\r
-/*\r
-DrawSurfaceForSide()\r
-creates a SURF_FACE drawsurface from a given brush side and winding\r
-*/\r
-\r
-#define SNAP_FLOAT_TO_INT 8\r
-#define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)\r
-\r
-mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w )\r
-{\r
- int i, j, k;\r
- mapDrawSurface_t *ds;\r
- shaderInfo_t *si, *parent;\r
- bspDrawVert_t *dv;\r
- vec3_t texX, texY;\r
- vec_t x, y;\r
- vec3_t vTranslated;\r
- qboolean indexed;\r
- byte shaderIndexes[ 256 ];\r
- float offsets[ 256 ];\r
- char tempShader[ MAX_QPATH ];\r
-\r
- \r
- /* ydnar: don't make a drawsurf for culled sides */\r
- if( s->culled )\r
- return NULL;\r
- \r
- /* range check */\r
- if( w->numpoints > MAX_POINTS_ON_WINDING )\r
- Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );\r
- \r
- /* get shader */\r
- si = s->shaderInfo;\r
- \r
- /* ydnar: gs mods: check for indexed shader */\r
- if( si->indexed && b->im != NULL )\r
- {\r
- /* indexed */\r
- indexed = qtrue;\r
- \r
- /* get shader indexes for each point */\r
- for( i = 0; i < w->numpoints; i++ )\r
- {\r
- shaderIndexes[ i ] = GetShaderIndexForPoint( b->im, b->eMins, b->eMaxs, w->p[ i ] );\r
- offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];\r
- //% Sys_Printf( "%f ", offsets[ i ] );\r
- }\r
- \r
- /* get matching shader and set alpha */\r
- parent = si;\r
- si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );\r
- }\r
- else\r
- indexed = qfalse;\r
- \r
- /* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */\r
- if( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' )\r
- {\r
- //% Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );\r
- sprintf( tempShader, "%s_lf", si->skyParmsImageBase );\r
- DrawSurfaceForShader( tempShader );\r
- sprintf( tempShader, "%s_rt", si->skyParmsImageBase );\r
- DrawSurfaceForShader( tempShader );\r
- sprintf( tempShader, "%s_ft", si->skyParmsImageBase );\r
- DrawSurfaceForShader( tempShader );\r
- sprintf( tempShader, "%s_bk", si->skyParmsImageBase );\r
- DrawSurfaceForShader( tempShader );\r
- sprintf( tempShader, "%s_up", si->skyParmsImageBase );\r
- DrawSurfaceForShader( tempShader );\r
- sprintf( tempShader, "%s_dn", si->skyParmsImageBase );\r
- DrawSurfaceForShader( tempShader );\r
- }\r
- \r
- /* ydnar: gs mods */\r
- ds = AllocDrawSurface( SURFACE_FACE );\r
- ds->entityNum = b->entityNum;\r
- ds->castShadows = b->castShadows;\r
- ds->recvShadows = b->recvShadows;\r
- \r
- ds->planar = qtrue;\r
- ds->planeNum = s->planenum;\r
- VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );\r
- \r
- ds->shaderInfo = si;\r
- ds->mapBrush = b;\r
- ds->sideRef = AllocSideRef( s, NULL );\r
- ds->fogNum = -1;\r
- ds->lightmapScale = b->lightmapScale;\r
- ds->numVerts = w->numpoints;\r
- ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );\r
- memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );\r
- \r
- /* compute s/t coordinates from brush primitive texture matrix (compute axis base) */\r
- ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );\r
- \r
- /* create the vertexes */\r
- for( j = 0; j < w->numpoints; j++ )\r
- {\r
- /* get the drawvert */\r
- dv = ds->verts + j;\r
- \r
- /* copy xyz and do potential z offset */\r
- VectorCopy( w->p[ j ], dv->xyz );\r
- if( indexed )\r
- dv->xyz[ 2 ] += offsets[ j ];\r
- \r
- /* round the xyz to a given precision and translate by origin */\r
- for( i = 0 ; i < 3 ; i++ )\r
- dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );\r
- VectorAdd( dv->xyz, e->origin, vTranslated );\r
- \r
- /* ydnar: tek-fu celshading support for flat shaded shit */\r
- if( flat )\r
- {\r
- dv->st[ 0 ] = si->stFlat[ 0 ];\r
- dv->st[ 1 ] = si->stFlat[ 1 ];\r
- }\r
- \r
- /* ydnar: gs mods: added support for explicit shader texcoord generation */\r
- else if( si->tcGen )\r
- {\r
- dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );\r
- dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );\r
- }\r
- \r
- /* old quake-style texturing */\r
- else if( g_bBrushPrimit == BPRIMIT_OLDBRUSHES )\r
- {\r
- /* nearest-axial projection */\r
- dv->st[ 0 ] = s->vecs[ 0 ][ 3 ] + DotProduct( s->vecs[ 0 ], vTranslated );\r
- dv->st[ 1 ] = s->vecs[ 1 ][ 3 ] + DotProduct( s->vecs[ 1 ], vTranslated );\r
- dv->st[ 0 ] /= si->shaderWidth;\r
- dv->st[ 1 ] /= si->shaderHeight;\r
- }\r
- \r
- /* brush primitive texturing */\r
- else\r
- {\r
- /* calculate texture s/t from brush primitive texture matrix */\r
- x = DotProduct( vTranslated, texX );\r
- y = DotProduct( vTranslated, texY );\r
- dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];\r
- dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];\r
- }\r
- \r
- /* copy normal */\r
- VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );\r
- \r
- /* ydnar: set color */\r
- for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
- {\r
- dv->color[ k ][ 0 ] = 255;\r
- dv->color[ k ][ 1 ] = 255;\r
- dv->color[ k ][ 2 ] = 255;\r
- \r
- /* ydnar: gs mods: handle indexed shader blending */\r
- dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ j ] : 255);\r
- }\r
- }\r
- \r
- /* set cel shader */\r
- ds->celShader = b->celShader;\r
- \r
- /* finish surface */\r
- FinishSurface( ds );\r
- \r
- /* ydnar: gs mods: moved st biasing elsewhere */\r
- return ds;\r
-}\r
-\r
-\r
-\r
-/*\r
-DrawSurfaceForMesh()\r
-moved here from patch.c\r
-*/\r
-\r
-#define YDNAR_NORMAL_EPSILON 0.50f\r
-\r
-qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon )\r
-{\r
- int i;\r
- \r
- \r
- /* test */\r
- for( i= 0; i < 3; i++ )\r
- if( fabs( n1[ i ] - n2[ i ]) > epsilon )\r
- return qfalse;\r
- return qtrue;\r
-}\r
-\r
-mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh )\r
-{\r
- int i, k, numVerts;\r
- vec4_t plane;\r
- qboolean planar;\r
- float dist;\r
- mapDrawSurface_t *ds;\r
- shaderInfo_t *si, *parent;\r
- bspDrawVert_t *dv;\r
- vec3_t vTranslated;\r
- mesh_t *copy;\r
- qboolean indexed;\r
- byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];\r
- float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];\r
- \r
- \r
- /* get mesh and shader shader */\r
- if( mesh == NULL )\r
- mesh = &p->mesh;\r
- si = p->shaderInfo;\r
- if( mesh == NULL || si == NULL )\r
- return NULL;\r
- \r
- /* get vertex count */\r
- numVerts = mesh->width * mesh->height;\r
- \r
- /* to make valid normals for patches with degenerate edges,\r
- we need to make a copy of the mesh and put the aproximating\r
- points onto the curve */\r
- \r
- /* create a copy of the mesh */\r
- copy = CopyMesh( mesh );\r
- \r
- /* store off the original (potentially bad) normals */\r
- MakeMeshNormals( *copy );\r
- for( i = 0; i < numVerts; i++ )\r
- VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );\r
- \r
- /* put the mesh on the curve */\r
- PutMeshOnCurve( *copy );\r
-\r
- /* find new normals (to take into account degenerate/flipped edges */\r
- MakeMeshNormals( *copy );\r
- for( i = 0; i < numVerts; i++ )\r
- {\r
- /* ydnar: only copy normals that are significantly different from the originals */\r
- if( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f )\r
- VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );\r
- }\r
- \r
- /* free the old mesh */\r
- FreeMesh( copy );\r
- \r
- /* ydnar: gs mods: check for indexed shader */\r
- if( si->indexed && p->im != NULL )\r
- {\r
- /* indexed */\r
- indexed = qtrue;\r
-\r
- /* get shader indexes for each point */\r
- for( i = 0; i < numVerts; i++ )\r
- {\r
- shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );\r
- offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];\r
- }\r
- \r
- /* get matching shader and set alpha */\r
- parent = si;\r
- si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );\r
- }\r
- else\r
- indexed = qfalse;\r
- \r
- \r
- /* ydnar: gs mods */\r
- ds = AllocDrawSurface( SURFACE_PATCH );\r
- ds->entityNum = p->entityNum;\r
- ds->castShadows = p->castShadows;\r
- ds->recvShadows = p->recvShadows;\r
- \r
- ds->shaderInfo = si;\r
- ds->mapMesh = p;\r
- ds->lightmapScale = p->lightmapScale; /* ydnar */\r
- ds->patchWidth = mesh->width;\r
- ds->patchHeight = mesh->height;\r
- ds->numVerts = ds->patchWidth * ds->patchHeight;\r
- ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );\r
- memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );\r
- \r
- ds->fogNum = -1;\r
- ds->planeNum = -1;\r
- \r
- ds->longestCurve = p->longestCurve;\r
- ds->maxIterations = p->maxIterations;\r
- \r
- /* construct a plane from the first vert */\r
- VectorCopy( mesh->verts[ 0 ].normal, plane );\r
- plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );\r
- planar = qtrue;\r
- \r
- /* spew forth errors */\r
- if( VectorLength( plane ) < 0.001f )\r
- Sys_Printf( "BOGUS " );\r
- \r
- /* test each vert */\r
- for( i = 1; i < ds->numVerts && planar; i++ )\r
- {\r
- /* normal test */\r
- if( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse )\r
- planar = qfalse;\r
- \r
- /* point-plane test */\r
- dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];\r
- if( fabs( dist ) > EQUAL_EPSILON )\r
- planar = qfalse;\r
- }\r
- \r
- /* add a map plane */\r
- if( planar )\r
- {\r
- /* make a map plane */\r
- ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );\r
- VectorCopy( plane, ds->lightmapVecs[ 2 ] );\r
- \r
- /* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- VectorCopy( plane, ds->verts[ i ].normal );\r
- }\r
- \r
- /* walk the verts to do special stuff */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- /* get the drawvert */\r
- dv = &ds->verts[ i ];\r
- \r
- /* ydnar: tek-fu celshading support for flat shaded shit */\r
- if( flat )\r
- {\r
- dv->st[ 0 ] = si->stFlat[ 0 ];\r
- dv->st[ 1 ] = si->stFlat[ 1 ];\r
- }\r
- \r
- /* ydnar: gs mods: added support for explicit shader texcoord generation */\r
- else if( si->tcGen )\r
- {\r
- /* translate by origin and project the texture */\r
- VectorAdd( dv->xyz, e->origin, vTranslated );\r
- dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );\r
- dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );\r
- }\r
- \r
- /* ydnar: set color */\r
- for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
- {\r
- dv->color[ k ][ 0 ] = 255;\r
- dv->color[ k ][ 1 ] = 255;\r
- dv->color[ k ][ 2 ] = 255;\r
- \r
- /* ydnar: gs mods: handle indexed shader blending */\r
- dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ i ] : 255);\r
- }\r
- \r
- /* ydnar: offset */\r
- if( indexed )\r
- dv->xyz[ 2 ] += offsets[ i ];\r
- }\r
- \r
- /* set cel shader */\r
- ds->celShader = p->celShader;\r
- \r
- /* finish surface */\r
- FinishSurface( ds );\r
- \r
- /* return the drawsurface */\r
- return ds;\r
-}\r
-\r
-\r
-\r
-/*\r
-DrawSurfaceForFlare() - ydnar\r
-creates a flare draw surface\r
-*/\r
-\r
-mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle )\r
-{\r
- mapDrawSurface_t *ds;\r
- \r
- \r
- /* emit flares? */\r
- if( emitFlares == qfalse )\r
- return NULL;\r
- \r
- /* allocate drawsurface */\r
- ds = AllocDrawSurface( SURFACE_FLARE );\r
- ds->entityNum = entNum;\r
- \r
- /* set it up */\r
- if( flareShader != NULL && flareShader[ 0 ] != '\0' )\r
- ds->shaderInfo = ShaderInfoForShader( flareShader );\r
- else\r
- ds->shaderInfo = ShaderInfoForShader( game->flareShader );\r
- if( origin != NULL )\r
- VectorCopy( origin, ds->lightmapOrigin );\r
- if( normal != NULL )\r
- VectorCopy( normal, ds->lightmapVecs[ 2 ] );\r
- if( color != NULL )\r
- VectorCopy( color, ds->lightmapVecs[ 0 ] );\r
- \r
- /* store light style */\r
- ds->lightStyle = lightStyle;\r
- if( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE )\r
- ds->lightStyle = LS_NORMAL;\r
- \r
- /* fixme: fog */\r
- \r
- /* return to sender */\r
- return ds;\r
-}\r
-\r
-\r
-\r
-/*\r
-DrawSurfaceForShader() - ydnar\r
-creates a bogus surface to forcing the game to load a shader\r
-*/\r
-\r
-mapDrawSurface_t *DrawSurfaceForShader( char *shader )\r
-{\r
- int i;\r
- shaderInfo_t *si;\r
- mapDrawSurface_t *ds;\r
- \r
- \r
- /* get shader */\r
- si = ShaderInfoForShader( shader );\r
-\r
- /* find existing surface */\r
- for( i = 0; i < numMapDrawSurfs; i++ )\r
- {\r
- /* get surface */\r
- ds = &mapDrawSurfs[ i ];\r
- \r
- /* check it */\r
- if( ds->shaderInfo == si )\r
- return ds;\r
- }\r
- \r
- /* create a new surface */\r
- ds = AllocDrawSurface( SURFACE_SHADER );\r
- ds->entityNum = 0;\r
- ds->shaderInfo = ShaderInfoForShader( shader );\r
- \r
- /* return to sender */\r
- return ds;\r
-}\r
-\r
-\r
-\r
-/*\r
-AddSurfaceFlare() - ydnar\r
-creates flares (coronas) centered on surfaces\r
-*/\r
-\r
-static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin )\r
-{\r
- vec3_t origin;\r
- int i;\r
- \r
- \r
- /* find centroid */\r
- VectorClear( origin );\r
- for ( i = 0; i < ds->numVerts; i++ )\r
- VectorAdd( origin, ds->verts[ i ].xyz, origin );\r
- VectorScale( origin, (1.0f / ds->numVerts), origin );\r
- if( entityOrigin != NULL )\r
- VectorAdd( origin, entityOrigin, origin );\r
- \r
- /* push origin off surface a bit */\r
- VectorMA( origin, 2.0f, ds->lightmapVecs[ 2 ], origin );\r
- \r
- /* create the drawsurface */\r
- DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );\r
-}\r
-\r
-\r
-\r
-/*\r
-SubdivideFace()\r
-subdivides a face surface until it is smaller than the specified size (subdivisions)\r
-*/\r
-\r
-static void SubdivideFace( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions )\r
-{\r
- int i;\r
- int axis;\r
- vec3_t bounds[ 2 ];\r
- const float epsilon = 0.1;\r
- int subFloor, subCeil;\r
- winding_t *frontWinding, *backWinding;\r
- mapDrawSurface_t *ds;\r
- \r
- \r
- /* dummy check */\r
- if( w == NULL )\r
- return;\r
- if( w->numpoints < 3 )\r
- Error( "SubdivideFaceSurface: Bad w->numpoints" );\r
- \r
- /* determine surface bounds */\r
- ClearBounds( bounds[ 0 ], bounds[ 1 ] );\r
- for( i = 0; i < w->numpoints; i++ )\r
- AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );\r
- \r
- /* split the face */\r
- for( axis = 0; axis < 3; axis++ )\r
- {\r
- vec3_t planePoint = { 0, 0, 0 };\r
- vec3_t planeNormal = { 0, 0, 0 };\r
- float d;\r
- \r
- \r
- /* create an axial clipping plane */\r
- subFloor = floor( bounds[ 0 ][ axis ] / subdivisions) * subdivisions;\r
- subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions) * subdivisions;\r
- planePoint[ axis ] = subFloor + subdivisions;\r
- planeNormal[ axis ] = -1;\r
- d = DotProduct( planePoint, planeNormal );\r
-\r
- /* subdivide if necessary */\r
- if( (subCeil - subFloor) > subdivisions )\r
- {\r
- /* clip the winding */\r
- ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );\r
-\r
- /* the clip may not produce two polygons if it was epsilon close */\r
- if( frontWinding == NULL )\r
- w = backWinding;\r
- else if( backWinding == NULL )\r
- w = frontWinding;\r
- else\r
- {\r
- SubdivideFace( e, brush, side, frontWinding, fogNum, subdivisions );\r
- SubdivideFace( e, brush, side, backWinding, fogNum, subdivisions );\r
- return;\r
- }\r
- }\r
- }\r
- \r
- /* create a face surface */\r
- ds = DrawSurfaceForSide( e, brush, side, w );\r
- \r
- /* set correct fog num */\r
- ds->fogNum = fogNum;\r
-}\r
-\r
-\r
-\r
-/*\r
-SubdivideFaceSurfaces()\r
-chop up brush face surfaces that have subdivision attributes\r
-ydnar: and subdivide surfaces that exceed specified texture coordinate range\r
-*/\r
-\r
-void SubdivideFaceSurfaces( entity_t *e, tree_t *tree )\r
-{\r
- int i, j, numBaseDrawSurfs, fogNum;\r
- mapDrawSurface_t *ds;\r
- brush_t *brush;\r
- side_t *side;\r
- shaderInfo_t *si;\r
- winding_t *w;\r
- float range, size, subdivisions, s2;\r
- \r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );\r
- \r
- /* walk the list of surfaces */\r
- numBaseDrawSurfs = numMapDrawSurfs;\r
- for( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )\r
- {\r
- /* get surface */\r
- ds = &mapDrawSurfs[ i ];\r
-\r
- /* only subdivide brush sides */\r
- if( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL )\r
- continue;\r
- \r
- /* get bits */\r
- brush = ds->mapBrush;\r
- side = ds->sideRef->side;\r
- \r
- /* check subdivision for shader */\r
- si = side->shaderInfo;\r
- if( si == NULL )\r
- continue;\r
- \r
- /* ydnar: don't subdivide sky surfaces */\r
- if( si->compileFlags & C_SKY )\r
- continue;\r
- \r
- /* do texture coordinate range check */\r
- ClassifySurfaces( 1, ds );\r
- if( CalcSurfaceTextureRange( ds ) == qfalse )\r
- {\r
- /* calculate subdivisions texture range (this code is shit) */\r
- range = (ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ]);\r
- size = ds->maxs[ 0 ] - ds->mins[ 0 ];\r
- for( j = 1; j < 3; j++ )\r
- if( (ds->maxs[ j ] - ds->mins[ j ]) > size )\r
- size = ds->maxs[ j ] - ds->mins[ j ];\r
- subdivisions = (size / range) * texRange;\r
- subdivisions = ceil( subdivisions / 2 ) * 2;\r
- for( j = 1; j < 8; j++ )\r
- {\r
- s2 = ceil( (float) texRange / j );\r
- if( fabs( subdivisions - s2 ) <= 4.0 )\r
- {\r
- subdivisions = s2;\r
- break;\r
- }\r
- }\r
- }\r
- else\r
- subdivisions = si->subdivisions;\r
- \r
- /* get subdivisions from shader */\r
- if( si->subdivisions > 0 && si->subdivisions < subdivisions )\r
- subdivisions = si->subdivisions;\r
- if( subdivisions < 1.0f )\r
- continue;\r
- \r
- /* preserve fog num */\r
- fogNum = ds->fogNum;\r
- \r
- /* make a winding and free the surface */\r
- w = WindingFromDrawSurf( ds );\r
- ClearSurface( ds );\r
- \r
- /* subdivide it */\r
- SubdivideFace( e, brush, side, w, fogNum, subdivisions );\r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-====================\r
-ClipSideIntoTree_r\r
-\r
-Adds non-opaque leaf fragments to the convex hull\r
-====================\r
-*/\r
-\r
-void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node )\r
-{\r
- plane_t *plane;\r
- winding_t *front, *back;\r
-\r
- if ( !w ) {\r
- return;\r
- }\r
-\r
- if ( node->planenum != PLANENUM_LEAF ) {\r
- if ( side->planenum == node->planenum ) {\r
- ClipSideIntoTree_r( w, side, node->children[0] );\r
- return;\r
- }\r
- if ( side->planenum == ( node->planenum ^ 1) ) {\r
- ClipSideIntoTree_r( w, side, node->children[1] );\r
- return;\r
- }\r
-\r
- plane = &mapplanes[ node->planenum ];\r
- ClipWindingEpsilon ( w, plane->normal, plane->dist,\r
- ON_EPSILON, &front, &back );\r
- FreeWinding( w );\r
-\r
- ClipSideIntoTree_r( front, side, node->children[0] );\r
- ClipSideIntoTree_r( back, side, node->children[1] );\r
-\r
- return;\r
- }\r
-\r
- // if opaque leaf, don't add\r
- if ( !node->opaque ) {\r
- AddWindingToConvexHull( w, &side->visibleHull, mapplanes[ side->planenum ].normal );\r
- }\r
-\r
- FreeWinding( w );\r
- return;\r
-}\r
-\r
-\r
-\r
-\r
-\r
-static int g_numHiddenFaces, g_numCoinFaces;\r
-\r
-\r
-\r
-/*\r
-CullVectorCompare() - ydnar\r
-compares two vectors with an epsilon\r
-*/\r
-\r
-#define CULL_EPSILON 0.1f\r
-\r
-qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 )\r
-{\r
- int i;\r
- \r
- \r
- for( i = 0; i < 3; i++ )\r
- if( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON )\r
- return qfalse;\r
- return qtrue;\r
-}\r
-\r
-\r
-\r
-/*\r
-SideInBrush() - ydnar\r
-determines if a brushside lies inside another brush\r
-*/\r
-\r
-qboolean SideInBrush( side_t *side, brush_t *b )\r
-{\r
- int i, s;\r
- plane_t *plane;\r
- \r
- \r
- /* ignore sides w/o windings or shaders */\r
- if( side->winding == NULL || side->shaderInfo == NULL )\r
- return qtrue;\r
-\r
- /* ignore culled sides and translucent brushes */\r
- if( side->culled == qtrue || (b->compileFlags & C_TRANSLUCENT) )\r
- return qfalse;\r
-\r
- /* side iterator */\r
- for( i = 0; i < b->numsides; i++ )\r
- {\r
- /* fail if any sides are caulk */\r
- if( b->sides[ i ].compileFlags & C_NODRAW )\r
- return qfalse;\r
-\r
- /* check if side's winding is on or behind the plane */\r
- plane = &mapplanes[ b->sides[ i ].planenum ];\r
- s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );\r
- if( s == SIDE_FRONT || s == SIDE_CROSS )\r
- return qfalse;\r
- }\r
- \r
- /* don't cull autosprite or polygonoffset surfaces */\r
- if( side->shaderInfo )\r
- {\r
- if( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset )\r
- return qfalse;\r
- }\r
- \r
- /* inside */\r
- side->culled = qtrue;\r
- g_numHiddenFaces++;\r
- return qtrue;\r
-}\r
-\r
-\r
-/*\r
-CullSides() - ydnar\r
-culls obscured or buried brushsides from the map\r
-*/\r
-\r
-void CullSides( entity_t *e )\r
-{\r
- int numPoints;\r
- int i, j, k, l, first, second, dir;\r
- winding_t *w1, *w2;\r
- brush_t *b1, *b2;\r
- side_t *side1, *side2;\r
- \r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );\r
- \r
- g_numHiddenFaces = 0;\r
- g_numCoinFaces = 0;\r
- \r
- /* brush interator 1 */\r
- for( b1 = e->brushes; b1; b1 = b1->next )\r
- {\r
- /* sides check */\r
- if( b1->numsides < 1 )\r
- continue;\r
-\r
- /* brush iterator 2 */\r
- for( b2 = b1->next; b2; b2 = b2->next )\r
- {\r
- /* sides check */\r
- if( b2->numsides < 1 )\r
- continue;\r
- \r
- /* original check */\r
- if( b1->original == b2->original && b1->original != NULL )\r
- continue;\r
- \r
- /* bbox check */\r
- j = 0;\r
- for( i = 0; i < 3; i++ )\r
- if( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] )\r
- j++;\r
- if( j )\r
- continue;\r
-\r
- /* cull inside sides */\r
- for( i = 0; i < b1->numsides; i++ )\r
- SideInBrush( &b1->sides[ i ], b2 );\r
- for( i = 0; i < b2->numsides; i++ )\r
- SideInBrush( &b2->sides[ i ], b1 );\r
- \r
- /* side iterator 1 */\r
- for( i = 0; i < b1->numsides; i++ )\r
- {\r
- /* winding check */\r
- side1 = &b1->sides[ i ];\r
- w1 = side1->winding;\r
- if( w1 == NULL )\r
- continue;\r
- numPoints = w1->numpoints;\r
- if( side1->shaderInfo == NULL )\r
- continue;\r
- \r
- /* side iterator 2 */\r
- for( j = 0; j < b2->numsides; j++ )\r
- {\r
- /* winding check */\r
- side2 = &b2->sides[ j ];\r
- w2 = side2->winding;\r
- if( w2 == NULL )\r
- continue;\r
- if( side2->shaderInfo == NULL )\r
- continue;\r
- if( w1->numpoints != w2->numpoints )\r
- continue;\r
- if( side1->culled == qtrue && side2->culled == qtrue )\r
- continue;\r
- \r
- /* compare planes */\r
- if( (side1->planenum & ~0x00000001) != (side2->planenum & ~0x00000001) )\r
- continue;\r
- \r
- /* get autosprite and polygonoffset status */\r
- if( side1->shaderInfo &&\r
- (side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset) )\r
- continue;\r
- if( side2->shaderInfo &&\r
- (side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset) )\r
- continue;\r
- \r
- /* find first common point */\r
- first = -1;\r
- for( k = 0; k < numPoints; k++ )\r
- {\r
- if( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) )\r
- {\r
- first = k;\r
- k = numPoints;\r
- }\r
- }\r
- if( first == -1 )\r
- continue;\r
- \r
- /* find second common point (regardless of winding order) */\r
- second = -1;\r
- dir = 0;\r
- if( (first + 1) < numPoints )\r
- second = first + 1;\r
- else\r
- second = 0;\r
- if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )\r
- dir = 1;\r
- else\r
- {\r
- if( first > 0 )\r
- second = first - 1;\r
- else\r
- second = numPoints - 1;\r
- if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )\r
- dir = -1;\r
- }\r
- if( dir == 0 )\r
- continue;\r
- \r
- /* compare the rest of the points */\r
- l = first;\r
- for( k = 0; k < numPoints; k++ )\r
- {\r
- if( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) )\r
- k = 100000;\r
- \r
- l += dir;\r
- if( l < 0 )\r
- l = numPoints - 1;\r
- else if( l >= numPoints )\r
- l = 0;\r
- }\r
- if( k >= 100000 )\r
- continue;\r
- \r
- /* cull face 1 */\r
- if( !side2->culled && !(side2->compileFlags & C_TRANSLUCENT) && !(side2->compileFlags & C_NODRAW) )\r
- {\r
- side1->culled = qtrue;\r
- g_numCoinFaces++;\r
- }\r
- \r
- if( side1->planenum == side2->planenum && side1->culled == qtrue )\r
- continue;\r
- \r
- /* cull face 2 */\r
- if( !side1->culled && !(side1->compileFlags & C_TRANSLUCENT) && !(side1->compileFlags & C_NODRAW) )\r
- {\r
- side2->culled = qtrue;\r
- g_numCoinFaces++;\r
- }\r
- }\r
- }\r
- }\r
- }\r
- \r
- /* emit some stats */\r
- Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );\r
- Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );\r
-}\r
-\r
-\r
-\r
-\r
-/*\r
-ClipSidesIntoTree()\r
-\r
-creates side->visibleHull for all visible sides\r
-\r
-the drawsurf for a side will consist of the convex hull of\r
-all points in non-opaque clusters, which allows overlaps\r
-to be trimmed off automatically.\r
-*/\r
-\r
-void ClipSidesIntoTree( entity_t *e, tree_t *tree )\r
-{\r
- brush_t *b;\r
- int i;\r
- winding_t *w;\r
- side_t *side, *newSide;\r
- shaderInfo_t *si;\r
- \r
- \r
- /* ydnar: cull brush sides */\r
- CullSides( e );\r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );\r
- \r
- /* walk the brush list */\r
- for( b = e->brushes; b; b = b->next )\r
- {\r
- /* walk the brush sides */\r
- for( i = 0; i < b->numsides; i++ )\r
- {\r
- /* get side */\r
- side = &b->sides[ i ];\r
- if( side->winding == NULL )\r
- continue;\r
- \r
- /* copy the winding */\r
- w = CopyWinding( side->winding );\r
- side->visibleHull = NULL;\r
- ClipSideIntoTree_r( w, side, tree->headnode );\r
- \r
- /* anything left? */\r
- w = side->visibleHull;\r
- if( w == NULL )\r
- continue;\r
- \r
- /* shader? */\r
- si = side->shaderInfo;\r
- if( si == NULL )\r
- continue;\r
- \r
- /* don't create faces for non-visible sides */\r
- /* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */\r
- if( (si->compileFlags & C_NODRAW) && si->indexed == qfalse && !(si->compileFlags & C_FOG) )\r
- continue;\r
- \r
- /* always use the original winding for autosprites and noclip faces */\r
- if( si->autosprite || si->noClip )\r
- w = side->winding;\r
- \r
- /* save this winding as a visible surface */\r
- DrawSurfaceForSide( e, b, side, w );\r
-\r
- /* make a back side for fog */\r
- if( !(si->compileFlags & C_FOG) )\r
- continue;\r
- \r
- /* duplicate the up-facing side */\r
- w = ReverseWinding( w );\r
- newSide = safe_malloc( sizeof( *side ) );\r
- *newSide = *side;\r
- newSide->visibleHull = w;\r
- newSide->planenum ^= 1;\r
- \r
- /* save this winding as a visible surface */\r
- DrawSurfaceForSide( e, b, newSide, w );\r
- }\r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-\r
-this section deals with filtering drawsurfaces into the bsp tree,\r
-adding references to each leaf a surface touches\r
-\r
-*/\r
-\r
-/*\r
-AddReferenceToLeaf() - ydnar\r
-adds a reference to surface ds in the bsp leaf node\r
-*/\r
-\r
-int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node )\r
-{\r
- drawSurfRef_t *dsr;\r
- \r
- \r
- /* dummy check */\r
- if( node->planenum != PLANENUM_LEAF || node->opaque )\r
- return 0;\r
- \r
- /* try to find an existing reference */\r
- for( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )\r
- {\r
- if( dsr->outputNum == numBSPDrawSurfaces )\r
- return 0;\r
- }\r
- \r
- /* add a new reference */\r
- dsr = safe_malloc( sizeof( *dsr ) );\r
- dsr->outputNum = numBSPDrawSurfaces;\r
- dsr->nextRef = node->drawSurfReferences;\r
- node->drawSurfReferences = dsr;\r
- \r
- /* ydnar: sky/skybox surfaces */\r
- if( node->skybox )\r
- ds->skybox = qtrue;\r
- if( ds->shaderInfo->compileFlags & C_SKY )\r
- node->sky = qtrue;\r
- \r
- /* return */\r
- return 1;\r
-}\r
-\r
-\r
-\r
-/*\r
-AddReferenceToTree_r() - ydnar\r
-adds a reference to the specified drawsurface to every leaf in the tree\r
-*/\r
-\r
-int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox )\r
-{\r
- int i, refs = 0;\r
- \r
- \r
- /* dummy check */\r
- if( node == NULL )\r
- return 0;\r
- \r
- /* is this a decision node? */\r
- if( node->planenum != PLANENUM_LEAF )\r
- {\r
- /* add to child nodes and return */\r
- refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );\r
- refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );\r
- return refs;\r
- }\r
- \r
- /* ydnar */\r
- if( skybox )\r
- {\r
- /* skybox surfaces only get added to sky leaves */\r
- if( !node->sky )\r
- return 0;\r
- \r
- /* increase the leaf bounds */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );\r
- }\r
- \r
- /* add a reference */\r
- return AddReferenceToLeaf( ds, node );\r
-}\r
-\r
-\r
-\r
-/*\r
-FilterPointIntoTree_r() - ydnar\r
-filters a single point from a surface into the tree\r
-*/\r
-\r
-int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )\r
-{\r
- float d;\r
- plane_t *plane;\r
- int refs = 0;\r
- \r
- \r
- /* is this a decision node? */\r
- if( node->planenum != PLANENUM_LEAF )\r
- {\r
- /* classify the point in relation to the plane */\r
- plane = &mapplanes[ node->planenum ];\r
- d = DotProduct( point, plane->normal ) - plane->dist;\r
- \r
- /* filter by this plane */\r
- refs = 0;\r
- if( d >= -ON_EPSILON )\r
- refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );\r
- if( d <= ON_EPSILON )\r
- refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );\r
- \r
- /* return */\r
- return refs;\r
- }\r
- \r
- /* add a reference */\r
- return AddReferenceToLeaf( ds, node );\r
-}\r
-\r
-\r
-\r
-/*\r
-FilterWindingIntoTree_r() - ydnar\r
-filters a winding from a drawsurface into the tree\r
-*/\r
-\r
-int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node )\r
-{\r
- int i, refs = 0;\r
- plane_t *p1, *p2;\r
- vec4_t plane1, plane2, reverse;\r
- winding_t *fat, *front, *back;\r
- shaderInfo_t *si;\r
- \r
- \r
- /* get shaderinfo */\r
- si = ds->shaderInfo;\r
- \r
- /* ydnar: is this the head node? */\r
- if( node->parent == NULL && si != NULL &&\r
- (si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||\r
- si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||\r
- si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f) )\r
- {\r
- /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */\r
- /* note this winding is completely invalid (concave, nonplanar, etc) */\r
- fat = AllocWinding( w->numpoints * 3 );\r
- fat->numpoints = w->numpoints * 3;\r
- for( i = 0; i < w->numpoints; i++ )\r
- {\r
- VectorCopy( w->p[ i ], fat->p[ i ] );\r
- VectorAdd( w->p[ i ], si->mins, fat->p[ i * 2 ] );\r
- VectorAdd( w->p[ i ], si->maxs, fat->p[ i * 3 ] );\r
- }\r
- \r
- FreeWinding( w );\r
- w = fat;\r
- }\r
- \r
- /* is this a decision node? */\r
- if( node->planenum != PLANENUM_LEAF )\r
- { \r
- /* get node plane */\r
- p1 = &mapplanes[ node->planenum ];\r
- VectorCopy( p1->normal, plane1 );\r
- plane1[ 3 ] = p1->dist;\r
- \r
- /* check if surface is planar */\r
- if( ds->planeNum >= 0 )\r
- {\r
- /* get surface plane */\r
- p2 = &mapplanes[ ds->planeNum ];\r
- VectorCopy( p2->normal, plane2 );\r
- plane2[ 3 ] = p2->dist;\r
- \r
- #if 1\r
- /* invert surface plane */\r
- VectorSubtract( vec3_origin, plane2, reverse );\r
- reverse[ 3 ] = -plane2[ 3 ];\r
- \r
- /* compare planes */\r
- if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )\r
- return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );\r
- if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )\r
- return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );\r
- #else\r
- /* the drawsurf might have an associated plane, if so, force a filter here */\r
- if( ds->planeNum == node->planenum )\r
- return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );\r
- if( ds->planeNum == (node->planenum ^ 1) )\r
- return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );\r
- #endif\r
- }\r
- \r
- /* clip the winding by this plane */\r
- ClipWindingEpsilon( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );\r
- \r
- /* filter by this plane */\r
- refs = 0;\r
- if( front != NULL )\r
- refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );\r
- if( back != NULL )\r
- refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );\r
- FreeWinding( w );\r
- \r
- /* return */\r
- return refs;\r
- }\r
- \r
- /* add a reference */\r
- return AddReferenceToLeaf( ds, node );\r
-}\r
-\r
-\r
-\r
-/*\r
-FilterFaceIntoTree()\r
-filters a planar winding face drawsurface into the bsp tree\r
-*/\r
-\r
-int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree )\r
-{\r
- winding_t *w;\r
- int refs = 0;\r
- \r
- \r
- /* make a winding and filter it into the tree */\r
- w = WindingFromDrawSurf( ds );\r
- refs = FilterWindingIntoTree_r( w, ds, tree->headnode );\r
- \r
- /* return */\r
- return refs;\r
-}\r
-\r
-\r
-\r
-/*\r
-FilterPatchIntoTree()\r
-subdivides a patch into an approximate curve and filters it into the tree\r
-*/\r
-\r
-#define FILTER_SUBDIVISION 8\r
-\r
-static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )\r
-{\r
- int i, x, y, refs;\r
- mesh_t src, *mesh;\r
- winding_t *w;\r
- \r
- \r
- /* subdivide the surface */\r
- src.width = ds->patchWidth;\r
- src.height = ds->patchHeight;\r
- src.verts = ds->verts;\r
- mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );\r
- \r
- \r
- /* filter each quad into the tree (fixme: use new patch x-triangulation code?) */\r
- refs = 0;\r
- for( y = 0; y < (mesh->height - 1); y++ )\r
- {\r
- for( x = 0; x < (mesh->width - 1); x++ )\r
- {\r
- /* triangle 1 */\r
- w = AllocWinding( 3 );\r
- w->numpoints = 3;\r
- VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );\r
- VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );\r
- VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );\r
- refs += FilterWindingIntoTree_r( w, ds, tree->headnode );\r
- \r
- /* triangle 2 */\r
- w = AllocWinding( 3 );\r
- w->numpoints = 3;\r
- VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );\r
- VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );\r
- VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );\r
- refs += FilterWindingIntoTree_r( w, ds, tree->headnode );\r
- }\r
- }\r
- \r
- /* use point filtering as well */\r
- for( i = 0; i < (mesh->width * mesh->height); i++ )\r
- refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );\r
- \r
- /* free the subdivided mesh and return */\r
- FreeMesh( mesh );\r
- return refs;\r
-}\r
-\r
-\r
-\r
-/*\r
-FilterTrianglesIntoTree()\r
-filters a triangle surface (meta, model) into the bsp\r
-*/\r
-\r
-static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )\r
-{\r
- int i, refs;\r
- winding_t *w;\r
- \r
- \r
- /* ydnar: gs mods: this was creating bogus triangles before */\r
- refs = 0;\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- /* error check */\r
- if( ds->indexes[ i ] >= ds->numVerts ||\r
- ds->indexes[ i + 1 ] >= ds->numVerts ||\r
- ds->indexes[ i + 2 ] >= ds->numVerts )\r
- Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );\r
- \r
- /* make a triangle winding and filter it into the tree */\r
- w = AllocWinding( 3 );\r
- w->numpoints = 3;\r
- VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );\r
- VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );\r
- VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );\r
- refs += FilterWindingIntoTree_r( w, ds, tree->headnode );\r
- }\r
- \r
- /* use point filtering as well */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );\r
-\r
- return refs;\r
-}\r
-\r
-\r
-\r
-/*\r
-FilterFoliageIntoTree()\r
-filters a foliage surface (wolf et/splash damage)\r
-*/\r
-\r
-static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree )\r
-{\r
- int f, i, refs;\r
- bspDrawVert_t *instance;\r
- vec3_t xyz;\r
- winding_t *w;\r
- \r
- \r
- /* walk origin list */\r
- refs = 0;\r
- for( f = 0; f < ds->numFoliageInstances; f++ )\r
- {\r
- /* get instance */\r
- instance = ds->verts + ds->patchHeight + f;\r
- \r
- /* walk triangle list */\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- /* error check */\r
- if( ds->indexes[ i ] >= ds->numVerts ||\r
- ds->indexes[ i + 1 ] >= ds->numVerts ||\r
- ds->indexes[ i + 2 ] >= ds->numVerts )\r
- Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );\r
- \r
- /* make a triangle winding and filter it into the tree */\r
- w = AllocWinding( 3 );\r
- w->numpoints = 3;\r
- VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );\r
- VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );\r
- VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );\r
- refs += FilterWindingIntoTree_r( w, ds, tree->headnode );\r
- }\r
- \r
- /* use point filtering as well */\r
- for( i = 0; i < (ds->numVerts - ds->numFoliageInstances); i++ )\r
- {\r
- VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );\r
- refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );\r
- }\r
- }\r
- \r
- return refs;\r
-}\r
-\r
-\r
-\r
-/*\r
-FilterFlareIntoTree()\r
-simple point filtering for flare surfaces\r
-*/\r
-static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree )\r
-{\r
- return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitDrawVerts() - ydnar\r
-emits bsp drawverts from a map drawsurface\r
-*/\r
-\r
-void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out )\r
-{\r
- int i, k;\r
- bspDrawVert_t *dv;\r
- shaderInfo_t *si;\r
- float offset;\r
- \r
- \r
- /* get stuff */\r
- si = ds->shaderInfo;\r
- offset = si->offset;\r
- \r
- /* copy the verts */\r
- out->firstVert = numBSPDrawVerts;\r
- out->numVerts = ds->numVerts;\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- /* allocate a new vert */\r
- if( numBSPDrawVerts == MAX_MAP_DRAW_VERTS )\r
- Error( "MAX_MAP_DRAW_VERTS" );\r
- IncDrawVerts();\r
- dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];\r
- \r
- /* copy it */\r
- memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );\r
- \r
- /* offset? */\r
- if( offset != 0.0f )\r
- VectorMA( dv->xyz, offset, dv->normal, dv->xyz );\r
- \r
- /* expand model bounds\r
- necessary because of misc_model surfaces on entities\r
- note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */\r
- if( numBSPModels > 0 )\r
- AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );\r
- \r
- /* debug color? */\r
- if( debugSurfaces )\r
- {\r
- for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
- VectorCopy( debugColors[ (ds - mapDrawSurfs) % 12 ], dv->color[ k ] );\r
- }\r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-FindDrawIndexes() - ydnar\r
-this attempts to find a run of indexes in the bsp that match the given indexes\r
-this tends to reduce the size of the bsp index pool by 1/3 or more\r
-returns numIndexes + 1 if the search failed\r
-*/\r
-\r
-int FindDrawIndexes( int numIndexes, int *indexes )\r
-{\r
- int i, j, numTestIndexes;\r
- \r
- \r
- /* dummy check */\r
- if( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL )\r
- return numBSPDrawIndexes;\r
- \r
- /* set limit */\r
- numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;\r
- \r
- /* handle 3 indexes as a special case for performance */\r
- if( numIndexes == 3 )\r
- {\r
- /* run through all indexes */\r
- for( i = 0; i < numTestIndexes; i++ )\r
- {\r
- /* test 3 indexes */\r
- if( indexes[ 0 ] == bspDrawIndexes[ i ] &&\r
- indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&\r
- indexes[ 2 ] == bspDrawIndexes[ i + 2 ] )\r
- {\r
- numRedundantIndexes += numIndexes;\r
- return i;\r
- }\r
- }\r
- \r
- /* failed */\r
- return numBSPDrawIndexes;\r
- }\r
- \r
- /* handle 4 or more indexes */\r
- for( i = 0; i < numTestIndexes; i++ )\r
- {\r
- /* test first 4 indexes */\r
- if( indexes[ 0 ] == bspDrawIndexes[ i ] &&\r
- indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&\r
- indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&\r
- indexes[ 3 ] == bspDrawIndexes[ i + 3 ] )\r
- {\r
- /* handle 4 indexes */\r
- if( numIndexes == 4 )\r
- return i;\r
- \r
- /* test the remainder */\r
- for( j = 4; j < numIndexes; j++ )\r
- {\r
- if( indexes[ j ] != bspDrawIndexes[ i + j ] )\r
- break;\r
- else if( j == (numIndexes - 1) )\r
- {\r
- numRedundantIndexes += numIndexes;\r
- return i;\r
- }\r
- }\r
- }\r
- }\r
- \r
- /* failed */\r
- return numBSPDrawIndexes;\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitDrawIndexes() - ydnar\r
-attempts to find an existing run of drawindexes before adding new ones\r
-*/\r
-\r
-void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out )\r
-{\r
- int i;\r
- \r
- \r
- /* attempt to use redundant indexing */\r
- out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );\r
- out->numIndexes = ds->numIndexes;\r
- if( out->firstIndex == numBSPDrawIndexes )\r
- {\r
- /* copy new unique indexes */\r
- for( i = 0; i < ds->numIndexes; i++ )\r
- {\r
- if( numBSPDrawIndexes == MAX_MAP_DRAW_INDEXES )\r
- Error( "MAX_MAP_DRAW_INDEXES" );\r
- bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];\r
-\r
- /* validate the index */\r
- if( ds->type != SURFACE_PATCH )\r
- {\r
- if( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts )\r
- {\r
- Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",\r
- numBSPDrawSurfaces,\r
- ds->shaderInfo->shader,\r
- bspDrawIndexes[ numBSPDrawIndexes ],\r
- i );\r
- bspDrawIndexes[ numBSPDrawIndexes ] = 0;\r
- }\r
- }\r
- \r
- /* increment index count */\r
- numBSPDrawIndexes++;\r
- }\r
- }\r
-}\r
-\r
-\r
-\r
-\r
-/*\r
-EmitFlareSurface()\r
-emits a bsp flare drawsurface\r
-*/\r
-\r
-void EmitFlareSurface( mapDrawSurface_t *ds )\r
-{\r
- int i;\r
- bspDrawSurface_t *out;\r
- \r
- \r
- /* ydnar: nuking useless flare drawsurfaces */\r
- if( emitFlares == qfalse && ds->type != SURFACE_SHADER )\r
- return;\r
- \r
- /* limit check */\r
- if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )\r
- Error( "MAX_MAP_DRAW_SURFS" );\r
- \r
- /* allocate a new surface */\r
- if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )\r
- Error( "MAX_MAP_DRAW_SURFS" );\r
- out = &bspDrawSurfaces[ numBSPDrawSurfaces ];\r
- ds->outputNum = numBSPDrawSurfaces;\r
- numBSPDrawSurfaces++;\r
- memset( out, 0, sizeof( *out ) );\r
- \r
- /* set it up */\r
- out->surfaceType = MST_FLARE;\r
- out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );\r
- out->fogNum = ds->fogNum;\r
- \r
- /* RBSP */\r
- for( i = 0; i < MAX_LIGHTMAPS; i++ )\r
- {\r
- out->lightmapNum[ i ] = -3;\r
- out->lightmapStyles[ i ] = LS_NONE;\r
- out->vertexStyles[ i ] = LS_NONE;\r
- }\r
- out->lightmapStyles[ 0 ] = ds->lightStyle;\r
- out->vertexStyles[ 0 ] = ds->lightStyle;\r
- \r
- VectorCopy( ds->lightmapOrigin, out->lightmapOrigin ); /* origin */\r
- VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] ); /* color */\r
- VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );\r
- VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] ); /* normal */\r
- \r
- /* add to count */\r
- numSurfacesByType[ ds->type ]++;\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitPatchSurface()\r
-emits a bsp patch drawsurface\r
-*/\r
-\r
-void EmitPatchSurface( mapDrawSurface_t *ds )\r
-{\r
- int i, j;\r
- bspDrawSurface_t *out;\r
- int surfaceFlags, contentFlags;\r
- \r
- \r
- /* invert the surface if necessary */\r
- if( ds->shaderInfo->invert )\r
- {\r
- bspDrawVert_t *dv1, *dv2, temp;\r
- \r
-\r
- /* walk the verts, flip the normal */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );\r
- \r
- /* walk the verts again, but this time reverse their order */\r
- for( j = 0; j < ds->patchHeight; j++ )\r
- {\r
- for( i = 0; i < (ds->patchWidth / 2); i++ )\r
- {\r
- dv1 = &ds->verts[ j * ds->patchWidth + i ];\r
- dv2 = &ds->verts[ j * ds->patchWidth + (ds->patchWidth - i - 1) ];\r
- memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );\r
- memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );\r
- memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );\r
- }\r
- }\r
- \r
- /* invert facing */\r
- VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );\r
- }\r
- \r
- /* allocate a new surface */\r
- if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )\r
- Error( "MAX_MAP_DRAW_SURFS" );\r
- out = &bspDrawSurfaces[ numBSPDrawSurfaces ];\r
- ds->outputNum = numBSPDrawSurfaces;\r
- numBSPDrawSurfaces++;\r
- memset( out, 0, sizeof( *out ) );\r
- \r
- /* set it up */\r
- out->surfaceType = MST_PATCH;\r
- if( debugSurfaces )\r
- out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );\r
- else if( patchMeta )\r
- {\r
- /* patch meta requires that we have nodraw patches for collision */\r
- surfaceFlags = ds->shaderInfo->surfaceFlags;\r
- contentFlags = ds->shaderInfo->contentFlags;\r
- ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );\r
- ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );\r
- \r
- /* we don't want this patch getting lightmapped */\r
- VectorClear( ds->lightmapVecs[ 2 ] );\r
- VectorClear( ds->lightmapAxis );\r
- ds->sampleSize = 0;\r
-\r
- /* emit the new fake shader */\r
- out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );\r
- }\r
- else\r
- out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );\r
- out->patchWidth = ds->patchWidth;\r
- out->patchHeight = ds->patchHeight;\r
- out->fogNum = ds->fogNum;\r
- \r
- /* RBSP */\r
- for( i = 0; i < MAX_LIGHTMAPS; i++ )\r
- {\r
- out->lightmapNum[ i ] = -3;\r
- out->lightmapStyles[ i ] = LS_NONE;\r
- out->vertexStyles[ i ] = LS_NONE;\r
- }\r
- out->lightmapStyles[ 0 ] = LS_NORMAL;\r
- out->vertexStyles[ 0 ] = LS_NORMAL;\r
- \r
- /* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */\r
- VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );\r
- VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );\r
- VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );\r
- VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );\r
- \r
- /* ydnar: gs mods: clear out the plane normal */\r
- if( ds->planar == qfalse )\r
- VectorClear( out->lightmapVecs[ 2 ] );\r
- \r
- /* emit the verts and indexes */\r
- EmitDrawVerts( ds, out );\r
- EmitDrawIndexes( ds, out );\r
- \r
- /* add to count */\r
- numSurfacesByType[ ds->type ]++;\r
-}\r
-\r
-\r
-\r
-/*\r
-OptimizeTriangleSurface() - ydnar\r
-optimizes the vertex/index data in a triangle surface\r
-*/\r
-\r
-#define VERTEX_CACHE_SIZE 16\r
-\r
-static void OptimizeTriangleSurface( mapDrawSurface_t *ds )\r
-{\r
- int i, j, k, temp, first, best, bestScore, score;\r
- int vertexCache[ VERTEX_CACHE_SIZE + 1 ]; /* one more for optimizing insert */\r
- int *indexes;\r
- \r
- \r
- /* certain surfaces don't get optimized */\r
- if( ds->numIndexes <= VERTEX_CACHE_SIZE ||\r
- ds->shaderInfo->autosprite )\r
- return;\r
- \r
- /* create index scratch pad */\r
- indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );\r
- memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );\r
- \r
- /* setup */\r
- for( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )\r
- vertexCache[ i ] = indexes[ i ];\r
- \r
- /* add triangles in a vertex cache-aware order */\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- /* find best triangle given the current vertex cache */\r
- first = -1;\r
- best = -1;\r
- bestScore = -1;\r
- for( j = 0; j < ds->numIndexes; j += 3 )\r
- {\r
- /* valid triangle? */\r
- if( indexes[ j ] != -1 )\r
- {\r
- /* set first if necessary */\r
- if( first < 0 )\r
- first = j;\r
- \r
- /* score the triangle */\r
- score = 0;\r
- for( k = 0; k < VERTEX_CACHE_SIZE; k++ )\r
- {\r
- if( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] )\r
- score++;\r
- }\r
- \r
- /* better triangle? */\r
- if( score > bestScore )\r
- {\r
- bestScore = score;\r
- best = j;\r
- }\r
- \r
- /* a perfect score of 3 means this triangle's verts are already present in the vertex cache */\r
- if( score == 3 )\r
- break;\r
- }\r
- }\r
- \r
- /* check if no decent triangle was found, and use first available */\r
- if( best < 0 )\r
- best = first;\r
- \r
- /* valid triangle? */\r
- if( best >= 0 )\r
- {\r
- /* add triangle to vertex cache */\r
- for( j = 0; j < 3; j++ )\r
- {\r
- for( k = 0; k < VERTEX_CACHE_SIZE; k++ )\r
- {\r
- if( indexes[ best + j ] == vertexCache[ k ] )\r
- break;\r
- }\r
- \r
- if( k >= VERTEX_CACHE_SIZE )\r
- {\r
- /* pop off top of vertex cache */\r
- for( k = VERTEX_CACHE_SIZE; k > 0; k-- )\r
- vertexCache[ k ] = vertexCache[ k - 1 ];\r
- \r
- /* add vertex */\r
- vertexCache[ 0 ] = indexes[ best + j ];\r
- }\r
- }\r
- \r
- /* add triangle to surface */\r
- ds->indexes[ i ] = indexes[ best ];\r
- ds->indexes[ i + 1 ] = indexes[ best + 1 ];\r
- ds->indexes[ i + 2 ] = indexes[ best + 2 ];\r
- \r
- /* clear from input pool */\r
- indexes[ best ] = -1;\r
- indexes[ best + 1 ] = -1;\r
- indexes[ best + 2 ] = -1;\r
- \r
- /* sort triangle windings (312 -> 123) */\r
- while( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )\r
- {\r
- temp = ds->indexes[ i ];\r
- ds->indexes[ i ] = ds->indexes[ i + 1 ];\r
- ds->indexes[ i + 1 ] = ds->indexes[ i + 2 ];\r
- ds->indexes[ i + 2 ] = temp;\r
- }\r
- }\r
- }\r
- \r
- /* clean up */\r
- free( indexes );\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitTriangleSurface()\r
-creates a bsp drawsurface from arbitrary triangle surfaces\r
-*/\r
-\r
-static void EmitTriangleSurface( mapDrawSurface_t *ds )\r
-{\r
- int i, temp;\r
- bspDrawSurface_t *out;\r
- \r
- \r
- /* invert the surface if necessary */\r
- if( ds->shaderInfo->invert )\r
- {\r
- /* walk the indexes, reverse the triangle order */\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- temp = ds->indexes[ i ];\r
- ds->indexes[ i ] = ds->indexes[ i + 1 ];\r
- ds->indexes[ i + 1 ] = temp;\r
- }\r
- \r
- /* walk the verts, flip the normal */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );\r
- \r
- /* invert facing */\r
- VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );\r
- }\r
- \r
- /* allocate a new surface */\r
- if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )\r
- Error( "MAX_MAP_DRAW_SURFS" );\r
- out = &bspDrawSurfaces[ numBSPDrawSurfaces ];\r
- ds->outputNum = numBSPDrawSurfaces;\r
- numBSPDrawSurfaces++;\r
- memset( out, 0, sizeof( *out ) );\r
- \r
- /* ydnar/sd: handle wolf et foliage surfaces */\r
- if( ds->type == SURFACE_FOLIAGE )\r
- out->surfaceType = MST_FOLIAGE;\r
- \r
- /* ydnar: gs mods: handle lightmapped terrain (force to planar type) */\r
- //% else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )\r
- else if( (VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse) || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )\r
- out->surfaceType = MST_TRIANGLE_SOUP;\r
- \r
- /* set to a planar face */\r
- else\r
- out->surfaceType = MST_PLANAR;\r
- \r
- /* set it up */\r
- if( debugSurfaces )\r
- out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );\r
- else\r
- out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );\r
- out->patchWidth = ds->patchWidth;\r
- out->patchHeight = ds->patchHeight;\r
- out->fogNum = ds->fogNum;\r
- \r
- /* debug inset (push each triangle vertex towards the center of each triangle it is on */\r
- if( debugInset )\r
- {\r
- bspDrawVert_t *a, *b, *c;\r
- vec3_t cent, dir;\r
-\r
- \r
- /* walk triangle list */\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- /* get verts */\r
- a = &ds->verts[ ds->indexes[ i ] ];\r
- b = &ds->verts[ ds->indexes[ i + 1 ] ];\r
- c = &ds->verts[ ds->indexes[ i + 2 ] ];\r
- \r
- /* calculate centroid */\r
- VectorCopy( a->xyz, cent );\r
- VectorAdd( cent, b->xyz, cent );\r
- VectorAdd( cent, c->xyz, cent );\r
- VectorScale( cent, 1.0f / 3.0f, cent );\r
- \r
- /* offset each vertex */\r
- VectorSubtract( cent, a->xyz, dir );\r
- VectorNormalize( dir, dir );\r
- VectorAdd( a->xyz, dir, a->xyz );\r
- VectorSubtract( cent, b->xyz, dir );\r
- VectorNormalize( dir, dir );\r
- VectorAdd( b->xyz, dir, b->xyz );\r
- VectorSubtract( cent, c->xyz, dir );\r
- VectorNormalize( dir, dir );\r
- VectorAdd( c->xyz, dir, c->xyz );\r
- }\r
- }\r
- \r
- /* RBSP */\r
- for( i = 0; i < MAX_LIGHTMAPS; i++ )\r
- {\r
- out->lightmapNum[ i ] = -3;\r
- out->lightmapStyles[ i ] = LS_NONE;\r
- out->vertexStyles[ i ] = LS_NONE;\r
- }\r
- out->lightmapStyles[ 0 ] = LS_NORMAL;\r
- out->vertexStyles[ 0 ] = LS_NORMAL;\r
- \r
- /* lightmap vectors (lod bounds for patches */\r
- VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );\r
- VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );\r
- VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );\r
- VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );\r
- \r
- /* ydnar: gs mods: clear out the plane normal */\r
- if( ds->planar == qfalse )\r
- VectorClear( out->lightmapVecs[ 2 ] );\r
- \r
- /* optimize the surface's triangles */\r
- OptimizeTriangleSurface( ds );\r
- \r
- /* emit the verts and indexes */\r
- EmitDrawVerts( ds, out );\r
- EmitDrawIndexes( ds, out );\r
- \r
- /* add to count */\r
- numSurfacesByType[ ds->type ]++;\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitFaceSurface()\r
-emits a bsp planar winding (brush face) drawsurface\r
-*/\r
-\r
-static void EmitFaceSurface( mapDrawSurface_t *ds )\r
-{\r
- /* strip/fan finding was moved elsewhere */\r
- StripFaceSurface( ds );\r
- EmitTriangleSurface( ds );\r
-}\r
-\r
-\r
-\r
-/*\r
-MakeDebugPortalSurfs_r() - ydnar\r
-generates drawsurfaces for passable portals in the bsp\r
-*/\r
-\r
-static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )\r
-{\r
- int i, k, c, s; \r
- portal_t *p;\r
- winding_t *w;\r
- mapDrawSurface_t *ds;\r
- bspDrawVert_t *dv;\r
- \r
- \r
- /* recurse if decision node */\r
- if( node->planenum != PLANENUM_LEAF)\r
- {\r
- MakeDebugPortalSurfs_r( node->children[ 0 ], si );\r
- MakeDebugPortalSurfs_r( node->children[ 1 ], si );\r
- return;\r
- }\r
- \r
- /* don't bother with opaque leaves */\r
- if( node->opaque )\r
- return;\r
- \r
- /* walk the list of portals */\r
- for( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )\r
- {\r
- /* get winding and side even/odd */\r
- w = p->winding;\r
- s = (p->nodes[ 1 ] == node);\r
- \r
- /* is this a valid portal for this leaf? */\r
- if( w && p->nodes[ 0 ] == node )\r
- {\r
- /* is this portal passable? */\r
- if( PortalPassable( p ) == qfalse )\r
- continue;\r
- \r
- /* check max points */\r
- if( w->numpoints > 64 )\r
- Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );\r
- \r
- /* allocate a drawsurface */\r
- ds = AllocDrawSurface( SURFACE_FACE );\r
- ds->shaderInfo = si;\r
- ds->planar = qtrue;\r
- ds->sideRef = AllocSideRef( p->side, NULL );\r
- ds->planeNum = FindFloatPlane( p->plane.normal, p->plane.dist, 0, NULL );\r
- VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );\r
- ds->fogNum = -1;\r
- ds->numVerts = w->numpoints;\r
- ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );\r
- memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );\r
- \r
- /* walk the winding */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- /* get vert */\r
- dv = ds->verts + i;\r
- \r
- /* set it */\r
- VectorCopy( w->p[ i ], dv->xyz );\r
- VectorCopy( p->plane.normal, dv->normal );\r
- dv->st[ 0 ] = 0;\r
- dv->st[ 1 ] = 0;\r
- for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
- {\r
- VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );\r
- dv->color[ k ][ 3 ] = 32;\r
- }\r
- }\r
- }\r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-MakeDebugPortalSurfs() - ydnar\r
-generates drawsurfaces for passable portals in the bsp\r
-*/\r
-\r
-void MakeDebugPortalSurfs( tree_t *tree )\r
-{\r
- shaderInfo_t *si;\r
- \r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );\r
- \r
- /* get portal debug shader */\r
- si = ShaderInfoForShader( "debugportals" );\r
- \r
- /* walk the tree */\r
- MakeDebugPortalSurfs_r( tree->headnode, si );\r
-}\r
-\r
-\r
-\r
-/*\r
-MakeFogHullSurfs()\r
-generates drawsurfaces for a foghull (this MUST use a sky shader)\r
-*/\r
-\r
-void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )\r
-{\r
- shaderInfo_t *si;\r
- mapDrawSurface_t *ds;\r
- vec3_t fogMins, fogMaxs;\r
- int i, indexes[] =\r
- {\r
- 0, 1, 2, 0, 2, 3,\r
- 4, 7, 5, 5, 7, 6,\r
- 1, 5, 6, 1, 6, 2,\r
- 0, 4, 5, 0, 5, 1,\r
- 2, 6, 7, 2, 7, 3,\r
- 3, 7, 4, 3, 4, 0\r
- };\r
-\r
- \r
- /* dummy check */\r
- if( shader == NULL || shader[ 0 ] == '\0' )\r
- return;\r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );\r
- \r
- /* get hull bounds */\r
- VectorCopy( mapMins, fogMins );\r
- VectorCopy( mapMaxs, fogMaxs );\r
- for( i = 0; i < 3; i++ )\r
- {\r
- fogMins[ i ] -= 128;\r
- fogMaxs[ i ] += 128;\r
- }\r
- \r
- /* get foghull shader */\r
- si = ShaderInfoForShader( shader );\r
- \r
- /* allocate a drawsurface */\r
- ds = AllocDrawSurface( SURFACE_FOGHULL );\r
- ds->shaderInfo = si;\r
- ds->fogNum = -1;\r
- ds->numVerts = 8;\r
- ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );\r
- memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );\r
- ds->numIndexes = 36;\r
- ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );\r
- memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );\r
- \r
- /* set verts */\r
- VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );\r
- VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );\r
- VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );\r
- VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );\r
- \r
- VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );\r
- VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );\r
- VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );\r
- VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );\r
- \r
- /* set indexes */\r
- memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );\r
-}\r
-\r
-\r
-\r
-/*\r
-BiasSurfaceTextures()\r
-biases a surface's texcoords as close to 0 as possible\r
-*/\r
-\r
-void BiasSurfaceTextures( mapDrawSurface_t *ds )\r
-{\r
- int i;\r
- \r
- \r
- /* calculate the surface texture bias */\r
- CalcSurfaceTextureRange( ds );\r
- \r
- /* don't bias globaltextured shaders */\r
- if( ds->shaderInfo->globalTexture )\r
- return;\r
- \r
- /* bias the texture coordinates */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];\r
- ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];\r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-AddSurfaceModelsToTriangle_r()\r
-adds models to a specified triangle, returns the number of models added\r
-*/\r
-\r
-int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri )\r
-{\r
- bspDrawVert_t mid, *tri2[ 3 ];\r
- int max, n, localNumSurfaceModels;\r
- \r
- \r
- /* init */\r
- localNumSurfaceModels = 0;\r
- \r
- /* subdivide calc */\r
- {\r
- int i;\r
- float *a, *b, dx, dy, dz, dist, maxDist;\r
- \r
- \r
- /* find the longest edge and split it */\r
- max = -1;\r
- maxDist = 0.0f;\r
- for( i = 0; i < 3; i++ )\r
- {\r
- /* get verts */\r
- a = tri[ i ]->xyz;\r
- b = tri[ (i + 1) % 3 ]->xyz;\r
- \r
- /* get dists */\r
- dx = a[ 0 ] - b[ 0 ];\r
- dy = a[ 1 ] - b[ 1 ];\r
- dz = a[ 2 ] - b[ 2 ];\r
- dist = (dx * dx) + (dy * dy) + (dz * dz);\r
- \r
- /* longer? */\r
- if( dist > maxDist )\r
- {\r
- maxDist = dist;\r
- max = i;\r
- }\r
- }\r
- \r
- /* is the triangle small enough? */\r
- if( max < 0 || maxDist <= (model->density * model->density) )\r
- {\r
- float odds, r, angle;\r
- vec3_t origin, normal, scale, axis[ 3 ], angles;\r
- m4x4_t transform, temp;\r
-\r
- \r
- /* roll the dice (model's odds scaled by vertex alpha) */\r
- odds = model->odds * (tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ]) / 765.0f;\r
- r = Random();\r
- if( r > model->odds )\r
- return 0;\r
- \r
- /* calculate scale */\r
- r = model->minScale + Random() * (model->maxScale - model->minScale);\r
- VectorSet( scale, r, r, r );\r
- \r
- /* calculate angle */\r
- angle = model->minAngle + Random() * (model->maxAngle - model->minAngle);\r
- \r
- /* calculate average origin */\r
- VectorCopy( tri[ 0 ]->xyz, origin );\r
- VectorAdd( origin, tri[ 1 ]->xyz, origin );\r
- VectorAdd( origin, tri[ 2 ]->xyz, origin );\r
- VectorScale( origin, (1.0f / 3.0f), origin );\r
- \r
- /* clear transform matrix */\r
- m4x4_identity( transform );\r
-\r
- /* handle oriented models */\r
- if( model->oriented )\r
- {\r
- /* set angles */\r
- VectorSet( angles, 0.0f, 0.0f, angle );\r
- \r
- /* calculate average normal */\r
- VectorCopy( tri[ 0 ]->normal, normal );\r
- VectorAdd( normal, tri[ 1 ]->normal, normal );\r
- VectorAdd( normal, tri[ 2 ]->normal, normal );\r
- if( VectorNormalize( normal, axis[ 2 ] ) == 0.0f )\r
- VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );\r
- \r
- /* make perpendicular vectors */\r
- MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );\r
- \r
- /* copy to matrix */\r
- m4x4_identity( temp );\r
- temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];\r
- temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];\r
- temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];\r
- \r
- /* scale */\r
- m4x4_scale_by_vec3( temp, scale );\r
- \r
- /* rotate around z axis */\r
- m4x4_rotate_by_vec3( temp, angles, eXYZ );\r
- \r
- /* translate */\r
- m4x4_translate_by_vec3( transform, origin );\r
- \r
- /* tranform into axis space */\r
- m4x4_multiply_by_m4x4( transform, temp );\r
- }\r
- \r
- /* handle z-up models */\r
- else\r
- {\r
- /* set angles */\r
- VectorSet( angles, 0.0f, 0.0f, angle );\r
- \r
- /* set matrix */\r
- m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );\r
- }\r
- \r
- /* insert the model */\r
- InsertModel( (char *) model->model, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale );\r
- \r
- /* return to sender */\r
- return 1;\r
- }\r
- }\r
- \r
- /* split the longest edge and map it */\r
- LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );\r
- \r
- /* recurse to first triangle */\r
- VectorCopy( tri, tri2 );\r
- tri2[ max ] = ∣\r
- n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );\r
- if( n < 0 )\r
- return n;\r
- localNumSurfaceModels += n;\r
- \r
- /* recurse to second triangle */\r
- VectorCopy( tri, tri2 );\r
- tri2[ (max + 1) % 3 ] = ∣\r
- n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );\r
- if( n < 0 )\r
- return n;\r
- localNumSurfaceModels += n;\r
- \r
- /* return count */\r
- return localNumSurfaceModels;\r
-}\r
-\r
-\r
-\r
-/*\r
-AddSurfaceModels()\r
-adds a surface's shader models to the surface\r
-*/\r
-\r
-int AddSurfaceModels( mapDrawSurface_t *ds )\r
-{\r
- surfaceModel_t *model;\r
- int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;\r
- mesh_t src, *mesh, *subdivided;\r
- bspDrawVert_t centroid, *tri[ 3 ];\r
- float alpha;\r
- \r
- \r
- /* dummy check */\r
- if( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL )\r
- return 0;\r
- \r
- /* init */\r
- localNumSurfaceModels = 0;\r
- \r
- /* walk the model list */\r
- for( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )\r
- {\r
- /* switch on type */\r
- switch( ds->type )\r
- {\r
- /* handle brush faces and decals */\r
- case SURFACE_FACE:\r
- case SURFACE_DECAL:\r
- /* calculate centroid */\r
- memset( ¢roid, 0, sizeof( centroid ) );\r
- alpha = 0.0f;\r
- \r
- /* walk verts */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );\r
- VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );\r
- centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];\r
- centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];\r
- alpha += ds->verts[ i ].color[ 0 ][ 3 ];\r
- }\r
- \r
- /* average */\r
- centroid.xyz[ 0 ] /= ds->numVerts;\r
- centroid.xyz[ 1 ] /= ds->numVerts;\r
- centroid.xyz[ 2 ] /= ds->numVerts;\r
- if( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f )\r
- VectorCopy( ds->verts[ 0 ].normal, centroid.normal );\r
- centroid.st[ 0 ] /= ds->numVerts;\r
- centroid.st[ 1 ] /= ds->numVerts;\r
- alpha /= ds->numVerts;\r
- centroid.color[ 0 ][ 0 ] = 0xFF;\r
- centroid.color[ 0 ][ 1 ] = 0xFF;\r
- centroid.color[ 0 ][ 2 ] = 0xFF;\r
- centroid.color[ 0 ][ 2 ] = (alpha > 255.0f ? 0xFF : alpha);\r
- \r
- /* head vert is centroid */\r
- tri[ 0 ] = ¢roid;\r
- \r
- /* walk fanned triangles */\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- /* set triangle */\r
- tri[ 1 ] = &ds->verts[ i ];\r
- tri[ 2 ] = &ds->verts[ (i + 1) % ds->numVerts ];\r
- \r
- /* create models */\r
- n = AddSurfaceModelsToTriangle_r( ds, model, tri );\r
- if( n < 0 )\r
- return n;\r
- localNumSurfaceModels += n;\r
- }\r
- break;\r
- \r
- /* handle patches */\r
- case SURFACE_PATCH:\r
- /* subdivide the surface */\r
- src.width = ds->patchWidth;\r
- src.height = ds->patchHeight;\r
- src.verts = ds->verts;\r
- //% subdivided = SubdivideMesh( src, 8.0f, 512 );\r
- iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );\r
- subdivided = SubdivideMesh2( src, iterations );\r
- \r
- /* fit it to the curve and remove colinear verts on rows/columns */\r
- PutMeshOnCurve( *subdivided );\r
- mesh = RemoveLinearMeshColumnsRows( subdivided );\r
- FreeMesh( subdivided );\r
- \r
- /* subdivide each quad to place the models */\r
- for( y = 0; y < (mesh->height - 1); y++ )\r
- {\r
- for( x = 0; x < (mesh->width - 1); x++ )\r
- {\r
- /* set indexes */\r
- pw[ 0 ] = x + (y * mesh->width);\r
- pw[ 1 ] = x + ((y + 1) * mesh->width);\r
- pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);\r
- pw[ 3 ] = x + 1 + (y * mesh->width);\r
- pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */\r
- \r
- /* set radix */\r
- r = (x + y) & 1;\r
- \r
- /* triangle 1 */\r
- tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];\r
- tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];\r
- tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];\r
- n = AddSurfaceModelsToTriangle_r( ds, model, tri );\r
- if( n < 0 )\r
- return n;\r
- localNumSurfaceModels += n;\r
- \r
- /* triangle 2 */\r
- tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];\r
- tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];\r
- tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];\r
- n = AddSurfaceModelsToTriangle_r( ds, model, tri );\r
- if( n < 0 )\r
- return n;\r
- localNumSurfaceModels += n;\r
- }\r
- }\r
- \r
- /* free the subdivided mesh */\r
- FreeMesh( mesh );\r
- break;\r
- \r
- /* handle triangle surfaces */\r
- case SURFACE_TRIANGLES:\r
- case SURFACE_FORCED_META:\r
- case SURFACE_META:\r
- /* walk the triangle list */\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];\r
- tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];\r
- tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];\r
- n = AddSurfaceModelsToTriangle_r( ds, model, tri );\r
- if( n < 0 )\r
- return n;\r
- localNumSurfaceModels += n;\r
- }\r
- break;\r
- \r
- /* no support for flares, foghull, etc */\r
- default:\r
- break;\r
- }\r
- }\r
- \r
- /* return count */\r
- return localNumSurfaceModels;\r
-}\r
-\r
-\r
-\r
-/*\r
-AddEntitySurfaceModels() - ydnar\r
-adds surfacemodels to an entity's surfaces\r
-*/\r
-\r
-void AddEntitySurfaceModels( entity_t *e )\r
-{\r
- int i;\r
- \r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );\r
- \r
- /* walk the surface list */\r
- for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )\r
- numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );\r
-}\r
-\r
-\r
-\r
-/*\r
-FilterDrawsurfsIntoTree()\r
-upon completion, all drawsurfs that actually generate a reference\r
-will have been emited to the bspfile arrays, and the references\r
-will have valid final indexes\r
-*/\r
-\r
-void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree )\r
-{\r
- int i, j;\r
- mapDrawSurface_t *ds;\r
- shaderInfo_t *si;\r
- vec3_t origin, mins, maxs;\r
- int refs;\r
- int numSurfs, numRefs, numSkyboxSurfaces;\r
- \r
- \r
- /* note it */\r
- Sys_FPrintf( SYS_VRB, "--- FilterDrawsurfsIntoTree ---\n" );\r
- \r
- /* filter surfaces into the tree */\r
- numSurfs = 0;\r
- numRefs = 0;\r
- numSkyboxSurfaces = 0;\r
- for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )\r
- {\r
- /* get surface and try to early out */\r
- ds = &mapDrawSurfs[ i ];\r
- if( ds->numVerts == 0 && ds->type != SURFACE_FLARE && ds->type != SURFACE_SHADER )\r
- continue;\r
- \r
- /* get shader */\r
- si = ds->shaderInfo;\r
- \r
- /* ydnar: skybox surfaces are special */\r
- if( ds->skybox )\r
- {\r
- refs = AddReferenceToTree_r( ds, tree->headnode, qtrue );\r
- ds->skybox = qfalse;\r
- }\r
- else\r
- {\r
- /* refs initially zero */\r
- refs = 0;\r
- \r
- /* ydnar: apply alphamod */\r
- AlphaMod( ds->shaderInfo->alphaMod, ds->numVerts, ds->verts );\r
- \r
- /* apply texture coordinate mods */\r
- for( j = 0; j < ds->numVerts; j++ )\r
- TcMod( si->mod, ds->verts[ j ].st );\r
- \r
- /* ydnar: make fur surfaces */\r
- if( si->furNumLayers > 0 )\r
- Fur( ds );\r
- \r
- /* ydnar/sd: make foliage surfaces */\r
- if( si->foliage != NULL )\r
- Foliage( ds );\r
- \r
- /* create a flare surface if necessary */\r
- if( si->flareShader[ 0 ] )\r
- AddSurfaceFlare( ds, e->origin );\r
- \r
- /* ydnar: don't emit nodraw surfaces (like nodraw fog) */\r
- if( si != NULL && (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )\r
- continue;\r
- \r
- /* ydnar: bias the surface textures */\r
- BiasSurfaceTextures( ds );\r
- \r
- /* ydnar: globalizing of fog volume handling (eek a hack) */\r
- if( e != entities && si->noFog == qfalse )\r
- {\r
- /* find surface origin and offset by entity origin */\r
- VectorAdd( ds->mins, ds->maxs, origin );\r
- VectorScale( origin, 0.5f, origin );\r
- VectorAdd( origin, e->origin, origin );\r
- \r
- VectorAdd( ds->mins, e->origin, mins );\r
- VectorAdd( ds->maxs, e->origin, maxs );\r
- \r
- /* set the fog number for this surface */\r
- ds->fogNum = FogForBounds( mins, maxs, 1.0f ); //% FogForPoint( origin, 0.0f );\r
- }\r
- }\r
- \r
- /* ydnar: gs mods: handle the various types of surfaces */\r
- switch( ds->type )\r
- {\r
- /* handle brush faces */\r
- case SURFACE_FACE:\r
- case SURFACE_DECAL:\r
- if( refs == 0 )\r
- refs = FilterFaceIntoTree( ds, tree );\r
- if( refs > 0 )\r
- EmitFaceSurface( ds );\r
- break;\r
- \r
- /* handle patches */\r
- case SURFACE_PATCH:\r
- if( refs == 0 )\r
- refs = FilterPatchIntoTree( ds, tree );\r
- if( refs > 0 )\r
- EmitPatchSurface( ds );\r
- break;\r
- \r
- /* handle triangle surfaces */\r
- case SURFACE_TRIANGLES:\r
- case SURFACE_FORCED_META:\r
- case SURFACE_META:\r
- //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );\r
- if( refs == 0 )\r
- refs = FilterTrianglesIntoTree( ds, tree );\r
- if( refs > 0 )\r
- EmitTriangleSurface( ds );\r
- break;\r
- \r
- /* handle foliage surfaces (splash damage/wolf et) */\r
- case SURFACE_FOLIAGE:\r
- //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );\r
- if( refs == 0 )\r
- refs = FilterFoliageIntoTree( ds, tree );\r
- if( refs > 0 )\r
- EmitTriangleSurface( ds );\r
- break;\r
- \r
- /* handle foghull surfaces */\r
- case SURFACE_FOGHULL:\r
- if( refs == 0 )\r
- refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );\r
- if( refs > 0 )\r
- EmitTriangleSurface( ds );\r
- break;\r
- \r
- /* handle flares */\r
- case SURFACE_FLARE:\r
- if( refs == 0 )\r
- refs = FilterFlareSurfIntoTree( ds, tree );\r
- if( refs > 0 )\r
- EmitFlareSurface( ds );\r
- break;\r
- \r
- /* handle shader-only surfaces */\r
- case SURFACE_SHADER:\r
- refs = 1;\r
- EmitFlareSurface( ds );\r
- break;\r
- \r
- /* no references */\r
- default:\r
- refs = 0;\r
- break;\r
- }\r
- \r
- /* tot up the references */\r
- if( refs > 0 )\r
- {\r
- /* tot up counts */\r
- numSurfs++;\r
- numRefs += refs;\r
- \r
- /* emit extra surface data */\r
- SetSurfaceExtra( ds, numBSPDrawSurfaces - 1 );\r
- //% Sys_FPrintf( SYS_VRB, "%d verts %d indexes\n", ds->numVerts, ds->numIndexes );\r
- \r
- /* one last sanity check */\r
- {\r
- bspDrawSurface_t *out;\r
- out = &bspDrawSurfaces[ numBSPDrawSurfaces - 1 ];\r
- if( out->numVerts == 3 && out->numIndexes > 3 )\r
- {\r
- Sys_Printf( "\nWARNING: Potentially bad %s surface (%d: %d, %d)\n %s\n",\r
- surfaceTypes[ ds->type ],\r
- numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );\r
- }\r
- }\r
- \r
- /* ydnar: handle skybox surfaces */\r
- if( ds->skybox )\r
- {\r
- MakeSkyboxSurface( ds );\r
- numSkyboxSurfaces++;\r
- }\r
- }\r
- }\r
- \r
- /* emit some statistics */\r
- Sys_FPrintf( SYS_VRB, "%9d references\n", numRefs );\r
- Sys_FPrintf( SYS_VRB, "%9d (%d) emitted drawsurfs\n", numSurfs, numBSPDrawSurfaces );\r
- Sys_FPrintf( SYS_VRB, "%9d stripped face surfaces\n", numStripSurfaces );\r
- Sys_FPrintf( SYS_VRB, "%9d fanned face surfaces\n", numFanSurfaces );\r
- Sys_FPrintf( SYS_VRB, "%9d surface models generated\n", numSurfaceModels );\r
- Sys_FPrintf( SYS_VRB, "%9d skybox surfaces generated\n", numSkyboxSurfaces );\r
- for( i = 0; i < NUM_SURFACE_TYPES; i++ )\r
- Sys_FPrintf( SYS_VRB, "%9d %s surfaces\n", numSurfacesByType[ i ], surfaceTypes[ i ] );\r
- \r
- Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, (numRedundantIndexes * 4 / 1024) );\r
-}\r
-\r
-\r
-\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define SURFACE_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+/*
+
+this section handles drawsurface allocation and creation
+
+*/
+
+/*
+AllocDrawSurface()
+ydnar: gs mods: changed to force an explicit type when allocating
+*/
+
+mapDrawSurface_t *AllocDrawSurface( surfaceType_t type )
+{
+ mapDrawSurface_t *ds;
+
+
+ /* ydnar: gs mods: only allocate valid types */
+ if( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES )
+ Error( "AllocDrawSurface: Invalid surface type %d specified", type );
+
+ /* bounds check */
+ if( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS )
+ Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
+ ds = &mapDrawSurfs[ numMapDrawSurfs ];
+ numMapDrawSurfs++;
+
+ /* ydnar: do initial surface setup */
+ memset( ds, 0, sizeof( mapDrawSurface_t ) );
+ ds->type = type;
+ ds->planeNum = -1;
+ ds->fogNum = defaultFogNum; /* ydnar 2003-02-12 */
+ ds->outputNum = -1; /* ydnar 2002-08-13 */
+ ds->surfaceNum = numMapDrawSurfs - 1; /* ydnar 2003-02-16 */
+
+ return ds;
+}
+
+
+
+/*
+FinishSurface()
+ydnar: general surface finish pass
+*/
+
+void FinishSurface( mapDrawSurface_t *ds )
+{
+ /* dummy check */
+ if( ds == NULL || ds->shaderInfo == NULL )
+ return;
+
+ /* ydnar: rocking tek-fu celshading */
+ if( ds->celShader != NULL )
+ MakeCelSurface( ds, ds->celShader );
+
+ /* ydnar: rocking surface cloning (fur baby yeah!) */
+ if( ds->shaderInfo->cloneShader[ 0 ] != '\0' )
+ CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
+}
+
+
+
+/*
+CloneSurface()
+clones a map drawsurface, using the specified shader
+*/
+
+mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si )
+{
+ mapDrawSurface_t *ds;
+
+
+ /* dummy check */
+ if( src == NULL || si == NULL )
+ return NULL;
+
+ /* allocate a new surface */
+ ds = AllocDrawSurface( src->type );
+ if( ds == NULL )
+ return NULL;
+
+ /* copy it */
+ memcpy( ds, src, sizeof( *ds ) );
+
+ /* destroy side reference */
+ ds->sideRef = NULL;
+
+ /* set shader */
+ ds->shaderInfo = si;
+
+ /* copy verts */
+ if( ds->numVerts > 0 )
+ {
+ ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
+ memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
+ }
+
+ /* copy indexes */
+ if( ds->numIndexes <= 0 )
+ return ds;
+ ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
+ memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
+
+ /* return the surface */
+ return ds;
+}
+
+
+
+/*
+MakeCelSurface() - ydnar
+makes a copy of a surface, but specific to cel shading
+*/
+
+mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si )
+{
+ mapDrawSurface_t *ds;
+
+
+ /* dummy check */
+ if( src == NULL || si == NULL )
+ return NULL;
+
+ /* don't create cel surfaces for certain types of shaders */
+ if( (src->shaderInfo->compileFlags & C_TRANSLUCENT) ||
+ (src->shaderInfo->compileFlags & C_SKY) )
+ return NULL;
+
+ /* make a copy */
+ ds = CloneSurface( src, si );
+ if( ds == NULL )
+ return NULL;
+
+ /* do some fixups for celshading */
+ ds->planar = qfalse;
+ ds->planeNum = -1;
+
+ /* return the surface */
+ return ds;
+}
+
+
+
+/*
+MakeSkyboxSurface() - ydnar
+generates a skybox surface, viewable from everywhere there is sky
+*/
+
+mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src )
+{
+ int i;
+ mapDrawSurface_t *ds;
+
+
+ /* dummy check */
+ if( src == NULL )
+ return NULL;
+
+ /* make a copy */
+ ds = CloneSurface( src, src->shaderInfo );
+ if( ds == NULL )
+ return NULL;
+
+ /* set parent */
+ ds->parent = src;
+
+ /* scale the surface vertexes */
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
+
+ /* debug code */
+ //% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
+ //% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
+ }
+
+ /* so backface culling creep doesn't bork the surface */
+ VectorClear( ds->lightmapVecs[ 2 ] );
+
+ /* return the surface */
+ return ds;
+}
+
+
+
+/*
+IsTriangleDegenerate
+returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
+*/
+
+#define TINY_AREA 1.0f
+
+qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c )
+{
+ vec3_t v1, v2, v3;
+ float d;
+
+
+ /* calcuate the area of the triangle */
+ VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );
+ VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );
+ CrossProduct( v1, v2, v3 );
+ d = VectorLength( v3 );
+
+ /* assume all very small or backwards triangles will cause problems */
+ if( d < TINY_AREA )
+ return qtrue;
+
+ /* must be a good triangle */
+ return qfalse;
+}
+
+
+
+/*
+ClearSurface() - ydnar
+clears a surface and frees any allocated memory
+*/
+
+void ClearSurface( mapDrawSurface_t *ds )
+{
+ ds->type = SURFACE_BAD;
+ ds->planar = qfalse;
+ ds->planeNum = -1;
+ ds->numVerts = 0;
+ if( ds->verts != NULL )
+ free( ds->verts );
+ ds->verts = NULL;
+ ds->numIndexes = 0;
+ if( ds->indexes != NULL )
+ free( ds->indexes );
+ ds->indexes = NULL;
+ numClearedSurfaces++;
+}
+
+
+
+/*
+TidyEntitySurfaces() - ydnar
+deletes all empty or bad surfaces from the surface list
+*/
+
+void TidyEntitySurfaces( entity_t *e )
+{
+ int i, j, deleted;
+ mapDrawSurface_t *out, *in;
+
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
+
+ /* walk the surface list */
+ deleted = 0;
+ for( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
+ {
+ /* get out surface */
+ out = &mapDrawSurfs[ i ];
+
+ /* walk the surface list again until a proper surface is found */
+ for( j; j < numMapDrawSurfs; j++ )
+ {
+ /* get in surface */
+ in = &mapDrawSurfs[ j ];
+
+ /* this surface ok? */
+ if( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
+ (in->type != SURFACE_BAD && in->numVerts > 0) )
+ break;
+
+ /* nuke it */
+ ClearSurface( in );
+ deleted++;
+ }
+
+ /* copy if necessary */
+ if( i != j )
+ memcpy( out, in, sizeof( mapDrawSurface_t ) );
+ }
+
+ /* set the new number of drawsurfs */
+ numMapDrawSurfs = i;
+
+ /* emit some stats */
+ Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
+}
+
+
+
+/*
+CalcSurfaceTextureRange() - ydnar
+calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
+*/
+
+qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )
+{
+ int i, j, v, size[ 2 ];
+ float mins[ 2 ], maxs[ 2 ];
+
+
+ /* try to early out */
+ if( ds->numVerts <= 0 )
+ return qtrue;
+
+ /* walk the verts and determine min/max st values */
+ mins[ 0 ] = 999999;
+ mins[ 1 ] = 999999;
+ maxs[ 0 ] = -999999;
+ maxs[ 1 ] = -999999;
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ for( j = 0; j < 2; j++ )
+ {
+ if( ds->verts[ i ].st[ j ] < mins[ j ] )
+ mins[ j ] = ds->verts[ i ].st[ j ];
+ if( ds->verts[ i ].st[ j ] > maxs[ j ] )
+ maxs[ j ] = ds->verts[ i ].st[ j ];
+ }
+ }
+
+ /* clamp to integer range and calculate surface bias values */
+ for( j = 0; j < 2; j++ )
+ ds->bias[ j ] = -floor( 0.5f * (mins[ j ] + maxs[ j ]) );
+
+ /* find biased texture coordinate mins/maxs */
+ size[ 0 ] = ds->shaderInfo->shaderWidth;
+ size[ 1 ] = ds->shaderInfo->shaderHeight;
+ ds->texMins[ 0 ] = 999999;
+ ds->texMins[ 1 ] = 999999;
+ ds->texMaxs[ 0 ] = -999999;
+ ds->texMaxs[ 1 ] = -999999;
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ for( j = 0; j < 2; j++ )
+ {
+ v = ((float) ds->verts[ i ].st[ j ] + ds->bias[ j ]) * size[ j ];
+ if( v < ds->texMins[ j ] )
+ ds->texMins[ j ] = v;
+ if( v > ds->texMaxs[ j ] )
+ ds->texMaxs[ j ] = v;
+ }
+ }
+
+ /* calc ranges */
+ for( j = 0; j < 2; j++ )
+ ds->texRange[ j ] = (ds->texMaxs[ j ] - ds->texMins[ j ]);
+
+ /* if range is zero, then assume unlimited precision */
+ if( texRange == 0 )
+ return qtrue;
+
+ /* within range? */
+ for( j = 0; j < 2; j++ )
+ {
+ if( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange )
+ return qfalse;
+ }
+
+ /* within range */
+ return qtrue;
+}
+
+
+
+/*
+CalcLightmapAxis() - ydnar
+gives closed lightmap axis for a plane normal
+*/
+
+qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis )
+{
+ vec3_t absolute;
+
+
+ /* test */
+ if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f )
+ {
+ VectorClear( axis );
+ return qfalse;
+ }
+
+ /* get absolute normal */
+ absolute[ 0 ] = fabs( normal[ 0 ] );
+ absolute[ 1 ] = fabs( normal[ 1 ] );
+ absolute[ 2 ] = fabs( normal[ 2 ] );
+
+ /* test and set */
+ if( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f )
+ {
+ if( normal[ 2 ] > 0.0f )
+ VectorSet( axis, 0.0f, 0.0f, 1.0f );
+ else
+ VectorSet( axis, 0.0f, 0.0f, -1.0f );
+ }
+ else if( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f )
+ {
+ if( normal[ 0 ] > 0.0f )
+ VectorSet( axis, 1.0f, 0.0f, 0.0f );
+ else
+ VectorSet( axis, -1.0f, 0.0f, 0.0f );
+ }
+ else
+ {
+ if( normal[ 1 ] > 0.0f )
+ VectorSet( axis, 0.0f, 1.0f, 0.0f );
+ else
+ VectorSet( axis, 0.0f, -1.0f, 0.0f );
+ }
+
+ /* return ok */
+ return qtrue;
+}
+
+
+
+/*
+ClassifySurfaces() - ydnar
+fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
+*/
+
+#define PLANAR_EPSILON 0.5f //% 0.126f 0.25f
+
+void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
+{
+ int i, bestAxis;
+ float dist;
+ vec4_t plane;
+ shaderInfo_t *si;
+ static vec3_t axii[ 6 ] =
+ {
+ { 0, 0, -1 },
+ { 0, 0, 1 },
+ { -1, 0, 0 },
+ { 1, 0, 0 },
+ { 0, -1, 0 },
+ { 0, 1, 0 }
+ };
+
+
+ /* walk the list of surfaces */
+ for( numSurfs; numSurfs > 0; numSurfs--, ds++ )
+ {
+ /* ignore bogus (or flare) surfaces */
+ if( ds->type == SURFACE_BAD || ds->numVerts <= 0 )
+ continue;
+
+ /* get shader */
+ si = ds->shaderInfo;
+
+ /* -----------------------------------------------------------------
+ force meta if vertex count is too high or shader requires it
+ ----------------------------------------------------------------- */
+
+ if( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE )
+ {
+ if( ds->numVerts > SHADER_MAX_VERTEXES )
+ ds->type = SURFACE_FORCED_META;
+ }
+
+ /* -----------------------------------------------------------------
+ plane and bounding box classification
+ ----------------------------------------------------------------- */
+
+ /* set surface bounding box */
+ ClearBounds( ds->mins, ds->maxs );
+ for( i = 0; i < ds->numVerts; i++ )
+ AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );
+
+ /* try to get an existing plane */
+ if( ds->planeNum >= 0 )
+ {
+ VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
+ plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
+ }
+
+ /* construct one from the first vert with a valid normal */
+ else
+ {
+ VectorClear( plane );
+ plane[ 3 ] = 0.0f;
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ if( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f )
+ {
+ VectorCopy( ds->verts[ i ].normal, plane );
+ plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
+ break;
+ }
+ }
+ }
+
+ /* test for bogus plane */
+ if( VectorLength( plane ) <= 0.0f )
+ {
+ ds->planar = qfalse;
+ ds->planeNum = -1;
+ }
+ else
+ {
+ /* determine if surface is planar */
+ ds->planar = qtrue;
+
+ /* test each vert */
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ /* point-plane test */
+ dist = DotProduct( ds->verts[ i ].xyz, plane ) - plane[ 3 ];
+ if( fabs( dist ) > PLANAR_EPSILON )
+ {
+ //% if( ds->planeNum >= 0 )
+ //% {
+ //% Sys_Printf( "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );
+ //% ds->verts[ i ].color[ 0 ][ 0 ] = ds->verts[ i ].color[ 0 ][ 2 ] = 0;
+ //% }
+ ds->planar = qfalse;
+ break;
+ }
+ }
+ }
+
+ /* find map plane if necessary */
+ if( ds->planar )
+ {
+ if( ds->planeNum < 0 )
+ ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &ds->verts[ 0 ].xyz );
+ VectorCopy( plane, ds->lightmapVecs[ 2 ] );
+ }
+ else
+ {
+ ds->planeNum = -1;
+ VectorClear( ds->lightmapVecs[ 2 ] );
+ //% if( ds->type == SURF_META || ds->type == SURF_FACE )
+ //% Sys_Printf( "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );
+ }
+
+ /* -----------------------------------------------------------------
+ lightmap bounds and axis projection
+ ----------------------------------------------------------------- */
+
+ /* vertex lit surfaces don't need this information */
+ if( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES )
+ {
+ VectorClear( ds->lightmapAxis );
+ //% VectorClear( ds->lightmapVecs[ 2 ] );
+ ds->sampleSize = 0;
+ continue;
+ }
+
+ /* the shader can specify an explicit lightmap axis */
+ if( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] )
+ VectorCopy( si->lightmapAxis, ds->lightmapAxis );
+ else if( ds->type == SURFACE_FORCED_META )
+ VectorClear( ds->lightmapAxis );
+ else if( ds->planar )
+ CalcLightmapAxis( plane, ds->lightmapAxis );
+ else
+ {
+ /* find best lightmap axis */
+ for( bestAxis = 0; bestAxis < 6; bestAxis++ )
+ {
+ for( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
+ {
+ //% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",
+ //% ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
+ //% axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
+ if( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f ) /* fixme: adjust this tolerance to taste */
+ break;
+ }
+
+ if( i == ds->numVerts )
+ break;
+ }
+
+ /* set axis if possible */
+ if( bestAxis < 6 )
+ {
+ //% if( ds->type == SURFACE_PATCH )
+ //% Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
+ VectorCopy( axii[ bestAxis ], ds->lightmapAxis );
+ }
+
+ /* debug code */
+ //% if( ds->type == SURFACE_PATCH )
+ //% Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
+ }
+
+ /* get lightmap sample size */
+ if( ds->sampleSize <= 0 )
+ {
+ ds->sampleSize = sampleSize;
+ if( ds->shaderInfo->lightmapSampleSize )
+ ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
+ if( ds->lightmapScale > 0 )
+ ds->sampleSize *= ds->lightmapScale;
+ if( ds->sampleSize <= 0 )
+ ds->sampleSize = 1;
+ else if( ds->sampleSize > 16384 ) /* powers of 2 are preferred */
+ ds->sampleSize = 16384;
+ }
+ }
+}
+
+
+
+/*
+ClassifyEntitySurfaces() - ydnar
+classifies all surfaces in an entity
+*/
+
+void ClassifyEntitySurfaces( entity_t *e )
+{
+ int i;
+
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
+
+ /* walk the surface list */
+ for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
+ ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
+
+ /* tidy things up */
+ TidyEntitySurfaces( e );
+}
+
+
+
+/*
+GetShaderIndexForPoint() - ydnar
+for shader-indexed surfaces (terrain), find a matching index from the indexmap
+*/
+
+byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point )
+{
+ int i, x, y;
+ float s, t;
+ vec3_t mins, maxs, size;
+
+
+ /* early out if no indexmap */
+ if( im == NULL )
+ return 0;
+
+ /* this code is really broken */
+ #if 0
+ /* legacy precision fudges for terrain */
+ for( i = 0; i < 3; i++ )
+ {
+ mins[ i ] = floor( eMins[ i ] + 0.1 );
+ maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
+ size[ i ] = maxs[ i ] - mins[ i ];
+ }
+
+ /* find st (fixme: support more than just z-axis projection) */
+ s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
+ t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
+ if( s < 0.0f )
+ s = 0.0f;
+ else if( s > 1.0f )
+ s = 1.0f;
+ if( t < 0.0f )
+ t = 0.0f;
+ else if( t > 1.0f )
+ t = 1.0f;
+
+ /* make xy */
+ x = (im->w - 1) * s;
+ y = (im->h - 1) * t;
+ #else
+ /* get size */
+ for( i = 0; i < 3; i++ )
+ {
+ mins[ i ] = eMins[ i ];
+ maxs[ i ] = eMaxs[ i ];
+ size[ i ] = maxs[ i ] - mins[ i ];
+ }
+
+ /* calc st */
+ s = (point[ 0 ] - mins[ 0 ]) / size[ 0 ];
+ t = (maxs[ 1 ] - point[ 1 ]) / size[ 1 ];
+
+ /* calc xy */
+ x = s * im->w;
+ y = t * im->h;
+ if( x < 0 )
+ x = 0;
+ else if( x > (im->w - 1) )
+ x = (im->w - 1);
+ if( y < 0 )
+ y = 0;
+ else if( y > (im->h - 1) )
+ y = (im->h - 1);
+ #endif
+
+ /* return index */
+ return im->pixels[ y * im->w + x ];
+}
+
+
+
+/*
+GetIndexedShader() - ydnar
+for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
+this combines a couple different functions from terrain.c
+*/
+
+shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes )
+{
+ int i;
+ byte minShaderIndex, maxShaderIndex;
+ char shader[ MAX_QPATH ];
+ shaderInfo_t *si;
+
+
+ /* early out if bad data */
+ if( im == NULL || numPoints <= 0 || shaderIndexes == NULL )
+ return ShaderInfoForShader( "default" );
+
+ /* determine min/max index */
+ minShaderIndex = 255;
+ maxShaderIndex = 0;
+ for( i = 0; i < numPoints; i++ )
+ {
+ if( shaderIndexes[ i ] < minShaderIndex )
+ minShaderIndex = shaderIndexes[ i ];
+ if( shaderIndexes[ i ] > maxShaderIndex )
+ maxShaderIndex = shaderIndexes[ i ];
+ }
+
+ /* set alpha inline */
+ for( i = 0; i < numPoints; i++ )
+ {
+ /* straight rip from terrain.c */
+ if( shaderIndexes[ i ] < maxShaderIndex )
+ shaderIndexes[ i ] = 0;
+ else
+ shaderIndexes[ i ] = 255;
+ }
+
+ /* make a shader name */
+ if( minShaderIndex == maxShaderIndex )
+ sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );
+ else
+ sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );
+
+ /* get the shader */
+ si = ShaderInfoForShader( shader );
+
+ /* inherit a few things from parent shader */
+ if( parent->globalTexture )
+ si->globalTexture = qtrue;
+ if( parent->forceMeta )
+ si->forceMeta = qtrue;
+ if( parent->nonplanar )
+ si->nonplanar = qtrue;
+ if( si->shadeAngleDegrees == 0.0 )
+ si->shadeAngleDegrees = parent->shadeAngleDegrees;
+ if( parent->tcGen && si->tcGen == qfalse )
+ {
+ /* set xy texture projection */
+ si->tcGen = qtrue;
+ VectorCopy( parent->vecs[ 0 ], si->vecs[ 0 ] );
+ VectorCopy( parent->vecs[ 1 ], si->vecs[ 1 ] );
+ }
+ if( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f )
+ {
+ /* set lightmap projection axis */
+ VectorCopy( parent->lightmapAxis, si->lightmapAxis );
+ }
+
+ /* return the shader */
+ return si;
+}
+
+
+
+
+/*
+DrawSurfaceForSide()
+creates a SURF_FACE drawsurface from a given brush side and winding
+*/
+
+#define SNAP_FLOAT_TO_INT 8
+#define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)
+
+mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w )
+{
+ int i, j, k;
+ mapDrawSurface_t *ds;
+ shaderInfo_t *si, *parent;
+ bspDrawVert_t *dv;
+ vec3_t texX, texY;
+ vec_t x, y;
+ vec3_t vTranslated;
+ qboolean indexed;
+ byte shaderIndexes[ 256 ];
+ float offsets[ 256 ];
+ char tempShader[ MAX_QPATH ];
+
+
+ /* ydnar: don't make a drawsurf for culled sides */
+ if( s->culled )
+ return NULL;
+
+ /* range check */
+ if( w->numpoints > MAX_POINTS_ON_WINDING )
+ Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );
+
+ /* get shader */
+ si = s->shaderInfo;
+
+ /* ydnar: gs mods: check for indexed shader */
+ if( si->indexed && b->im != NULL )
+ {
+ /* indexed */
+ indexed = qtrue;
+
+ /* get shader indexes for each point */
+ for( i = 0; i < w->numpoints; i++ )
+ {
+ shaderIndexes[ i ] = GetShaderIndexForPoint( b->im, b->eMins, b->eMaxs, w->p[ i ] );
+ offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];
+ //% Sys_Printf( "%f ", offsets[ i ] );
+ }
+
+ /* get matching shader and set alpha */
+ parent = si;
+ si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );
+ }
+ else
+ indexed = qfalse;
+
+ /* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
+ if( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' )
+ {
+ //% Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
+ sprintf( tempShader, "%s_lf", si->skyParmsImageBase );
+ DrawSurfaceForShader( tempShader );
+ sprintf( tempShader, "%s_rt", si->skyParmsImageBase );
+ DrawSurfaceForShader( tempShader );
+ sprintf( tempShader, "%s_ft", si->skyParmsImageBase );
+ DrawSurfaceForShader( tempShader );
+ sprintf( tempShader, "%s_bk", si->skyParmsImageBase );
+ DrawSurfaceForShader( tempShader );
+ sprintf( tempShader, "%s_up", si->skyParmsImageBase );
+ DrawSurfaceForShader( tempShader );
+ sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
+ DrawSurfaceForShader( tempShader );
+ }
+
+ /* ydnar: gs mods */
+ ds = AllocDrawSurface( SURFACE_FACE );
+ ds->entityNum = b->entityNum;
+ ds->castShadows = b->castShadows;
+ ds->recvShadows = b->recvShadows;
+
+ ds->planar = qtrue;
+ ds->planeNum = s->planenum;
+ VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );
+
+ ds->shaderInfo = si;
+ ds->mapBrush = b;
+ ds->sideRef = AllocSideRef( s, NULL );
+ ds->fogNum = -1;
+ ds->lightmapScale = b->lightmapScale;
+ ds->numVerts = w->numpoints;
+ ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
+ memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
+
+ /* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
+ ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
+
+ /* create the vertexes */
+ for( j = 0; j < w->numpoints; j++ )
+ {
+ /* get the drawvert */
+ dv = ds->verts + j;
+
+ /* copy xyz and do potential z offset */
+ VectorCopy( w->p[ j ], dv->xyz );
+ if( indexed )
+ dv->xyz[ 2 ] += offsets[ j ];
+
+ /* round the xyz to a given precision and translate by origin */
+ for( i = 0 ; i < 3 ; i++ )
+ dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );
+ VectorAdd( dv->xyz, e->origin, vTranslated );
+
+ /* ydnar: tek-fu celshading support for flat shaded shit */
+ if( flat )
+ {
+ dv->st[ 0 ] = si->stFlat[ 0 ];
+ dv->st[ 1 ] = si->stFlat[ 1 ];
+ }
+
+ /* ydnar: gs mods: added support for explicit shader texcoord generation */
+ else if( si->tcGen )
+ {
+ dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
+ dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
+ }
+
+ /* old quake-style texturing */
+ else if( g_bBrushPrimit == BPRIMIT_OLDBRUSHES )
+ {
+ /* nearest-axial projection */
+ dv->st[ 0 ] = s->vecs[ 0 ][ 3 ] + DotProduct( s->vecs[ 0 ], vTranslated );
+ dv->st[ 1 ] = s->vecs[ 1 ][ 3 ] + DotProduct( s->vecs[ 1 ], vTranslated );
+ dv->st[ 0 ] /= si->shaderWidth;
+ dv->st[ 1 ] /= si->shaderHeight;
+ }
+
+ /* brush primitive texturing */
+ else
+ {
+ /* calculate texture s/t from brush primitive texture matrix */
+ x = DotProduct( vTranslated, texX );
+ y = DotProduct( vTranslated, texY );
+ dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];
+ dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];
+ }
+
+ /* copy normal */
+ VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );
+
+ /* ydnar: set color */
+ for( k = 0; k < MAX_LIGHTMAPS; k++ )
+ {
+ dv->color[ k ][ 0 ] = 255;
+ dv->color[ k ][ 1 ] = 255;
+ dv->color[ k ][ 2 ] = 255;
+
+ /* ydnar: gs mods: handle indexed shader blending */
+ dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ j ] : 255);
+ }
+ }
+
+ /* set cel shader */
+ ds->celShader = b->celShader;
+
+ /* finish surface */
+ FinishSurface( ds );
+
+ /* ydnar: gs mods: moved st biasing elsewhere */
+ return ds;
+}
+
+
+
+/*
+DrawSurfaceForMesh()
+moved here from patch.c
+*/
+
+#define YDNAR_NORMAL_EPSILON 0.50f
+
+qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon )
+{
+ int i;
+
+
+ /* test */
+ for( i= 0; i < 3; i++ )
+ if( fabs( n1[ i ] - n2[ i ]) > epsilon )
+ return qfalse;
+ return qtrue;
+}
+
+mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh )
+{
+ int i, k, numVerts;
+ vec4_t plane;
+ qboolean planar;
+ float dist;
+ mapDrawSurface_t *ds;
+ shaderInfo_t *si, *parent;
+ bspDrawVert_t *dv;
+ vec3_t vTranslated;
+ mesh_t *copy;
+ qboolean indexed;
+ byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
+ float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
+
+
+ /* get mesh and shader shader */
+ if( mesh == NULL )
+ mesh = &p->mesh;
+ si = p->shaderInfo;
+ if( mesh == NULL || si == NULL )
+ return NULL;
+
+ /* get vertex count */
+ numVerts = mesh->width * mesh->height;
+
+ /* to make valid normals for patches with degenerate edges,
+ we need to make a copy of the mesh and put the aproximating
+ points onto the curve */
+
+ /* create a copy of the mesh */
+ copy = CopyMesh( mesh );
+
+ /* store off the original (potentially bad) normals */
+ MakeMeshNormals( *copy );
+ for( i = 0; i < numVerts; i++ )
+ VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
+
+ /* put the mesh on the curve */
+ PutMeshOnCurve( *copy );
+
+ /* find new normals (to take into account degenerate/flipped edges */
+ MakeMeshNormals( *copy );
+ for( i = 0; i < numVerts; i++ )
+ {
+ /* ydnar: only copy normals that are significantly different from the originals */
+ if( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f )
+ VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
+ }
+
+ /* free the old mesh */
+ FreeMesh( copy );
+
+ /* ydnar: gs mods: check for indexed shader */
+ if( si->indexed && p->im != NULL )
+ {
+ /* indexed */
+ indexed = qtrue;
+
+ /* get shader indexes for each point */
+ for( i = 0; i < numVerts; i++ )
+ {
+ shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );
+ offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];
+ }
+
+ /* get matching shader and set alpha */
+ parent = si;
+ si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );
+ }
+ else
+ indexed = qfalse;
+
+
+ /* ydnar: gs mods */
+ ds = AllocDrawSurface( SURFACE_PATCH );
+ ds->entityNum = p->entityNum;
+ ds->castShadows = p->castShadows;
+ ds->recvShadows = p->recvShadows;
+
+ ds->shaderInfo = si;
+ ds->mapMesh = p;
+ ds->lightmapScale = p->lightmapScale; /* ydnar */
+ ds->patchWidth = mesh->width;
+ ds->patchHeight = mesh->height;
+ ds->numVerts = ds->patchWidth * ds->patchHeight;
+ ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
+ memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );
+
+ ds->fogNum = -1;
+ ds->planeNum = -1;
+
+ ds->longestCurve = p->longestCurve;
+ ds->maxIterations = p->maxIterations;
+
+ /* construct a plane from the first vert */
+ VectorCopy( mesh->verts[ 0 ].normal, plane );
+ plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );
+ planar = qtrue;
+
+ /* spew forth errors */
+ if( VectorLength( plane ) < 0.001f )
+ Sys_Printf( "BOGUS " );
+
+ /* test each vert */
+ for( i = 1; i < ds->numVerts && planar; i++ )
+ {
+ /* normal test */
+ if( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse )
+ planar = qfalse;
+
+ /* point-plane test */
+ dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];
+ if( fabs( dist ) > EQUAL_EPSILON )
+ planar = qfalse;
+ }
+
+ /* add a map plane */
+ if( planar )
+ {
+ /* make a map plane */
+ ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );
+ VectorCopy( plane, ds->lightmapVecs[ 2 ] );
+
+ /* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
+ for( i = 0; i < ds->numVerts; i++ )
+ VectorCopy( plane, ds->verts[ i ].normal );
+ }
+
+ /* walk the verts to do special stuff */
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ /* get the drawvert */
+ dv = &ds->verts[ i ];
+
+ /* ydnar: tek-fu celshading support for flat shaded shit */
+ if( flat )
+ {
+ dv->st[ 0 ] = si->stFlat[ 0 ];
+ dv->st[ 1 ] = si->stFlat[ 1 ];
+ }
+
+ /* ydnar: gs mods: added support for explicit shader texcoord generation */
+ else if( si->tcGen )
+ {
+ /* translate by origin and project the texture */
+ VectorAdd( dv->xyz, e->origin, vTranslated );
+ dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
+ dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
+ }
+
+ /* ydnar: set color */
+ for( k = 0; k < MAX_LIGHTMAPS; k++ )
+ {
+ dv->color[ k ][ 0 ] = 255;
+ dv->color[ k ][ 1 ] = 255;
+ dv->color[ k ][ 2 ] = 255;
+
+ /* ydnar: gs mods: handle indexed shader blending */
+ dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ i ] : 255);
+ }
+
+ /* ydnar: offset */
+ if( indexed )
+ dv->xyz[ 2 ] += offsets[ i ];
+ }
+
+ /* set cel shader */
+ ds->celShader = p->celShader;
+
+ /* finish surface */
+ FinishSurface( ds );
+
+ /* return the drawsurface */
+ return ds;
+}
+
+
+
+/*
+DrawSurfaceForFlare() - ydnar
+creates a flare draw surface
+*/
+
+mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle )
+{
+ mapDrawSurface_t *ds;
+
+
+ /* emit flares? */
+ if( emitFlares == qfalse )
+ return NULL;
+
+ /* allocate drawsurface */
+ ds = AllocDrawSurface( SURFACE_FLARE );
+ ds->entityNum = entNum;
+
+ /* set it up */
+ if( flareShader != NULL && flareShader[ 0 ] != '\0' )
+ ds->shaderInfo = ShaderInfoForShader( flareShader );
+ else
+ ds->shaderInfo = ShaderInfoForShader( game->flareShader );
+ if( origin != NULL )
+ VectorCopy( origin, ds->lightmapOrigin );
+ if( normal != NULL )
+ VectorCopy( normal, ds->lightmapVecs[ 2 ] );
+ if( color != NULL )
+ VectorCopy( color, ds->lightmapVecs[ 0 ] );
+
+ /* store light style */
+ ds->lightStyle = lightStyle;
+ if( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE )
+ ds->lightStyle = LS_NORMAL;
+
+ /* fixme: fog */
+
+ /* return to sender */
+ return ds;
+}
+
+
+
+/*
+DrawSurfaceForShader() - ydnar
+creates a bogus surface to forcing the game to load a shader
+*/
+
+mapDrawSurface_t *DrawSurfaceForShader( char *shader )
+{
+ int i;
+ shaderInfo_t *si;
+ mapDrawSurface_t *ds;
+
+
+ /* get shader */
+ si = ShaderInfoForShader( shader );
+
+ /* find existing surface */
+ for( i = 0; i < numMapDrawSurfs; i++ )
+ {
+ /* get surface */
+ ds = &mapDrawSurfs[ i ];
+
+ /* check it */
+ if( ds->shaderInfo == si )
+ return ds;
+ }
+
+ /* create a new surface */
+ ds = AllocDrawSurface( SURFACE_SHADER );
+ ds->entityNum = 0;
+ ds->shaderInfo = ShaderInfoForShader( shader );
+
+ /* return to sender */
+ return ds;
+}
+
+
+
+/*
+AddSurfaceFlare() - ydnar
+creates flares (coronas) centered on surfaces
+*/
+
+static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin )
+{
+ vec3_t origin;
+ int i;
+
+
+ /* find centroid */
+ VectorClear( origin );
+ for ( i = 0; i < ds->numVerts; i++ )
+ VectorAdd( origin, ds->verts[ i ].xyz, origin );
+ VectorScale( origin, (1.0f / ds->numVerts), origin );
+ if( entityOrigin != NULL )
+ VectorAdd( origin, entityOrigin, origin );
+
+ /* push origin off surface a bit */
+ VectorMA( origin, 2.0f, ds->lightmapVecs[ 2 ], origin );
+
+ /* create the drawsurface */
+ DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );
+}
+
+
+
+/*
+SubdivideFace()
+subdivides a face surface until it is smaller than the specified size (subdivisions)
+*/
+
+static void SubdivideFace( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions )
+{
+ int i;
+ int axis;
+ vec3_t bounds[ 2 ];
+ const float epsilon = 0.1;
+ int subFloor, subCeil;
+ winding_t *frontWinding, *backWinding;
+ mapDrawSurface_t *ds;
+
+
+ /* dummy check */
+ if( w == NULL )
+ return;
+ if( w->numpoints < 3 )
+ Error( "SubdivideFaceSurface: Bad w->numpoints" );
+
+ /* determine surface bounds */
+ ClearBounds( bounds[ 0 ], bounds[ 1 ] );
+ for( i = 0; i < w->numpoints; i++ )
+ AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
+
+ /* split the face */
+ for( axis = 0; axis < 3; axis++ )
+ {
+ vec3_t planePoint = { 0, 0, 0 };
+ vec3_t planeNormal = { 0, 0, 0 };
+ float d;
+
+
+ /* create an axial clipping plane */
+ subFloor = floor( bounds[ 0 ][ axis ] / subdivisions) * subdivisions;
+ subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions) * subdivisions;
+ planePoint[ axis ] = subFloor + subdivisions;
+ planeNormal[ axis ] = -1;
+ d = DotProduct( planePoint, planeNormal );
+
+ /* subdivide if necessary */
+ if( (subCeil - subFloor) > subdivisions )
+ {
+ /* clip the winding */
+ ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );
+
+ /* the clip may not produce two polygons if it was epsilon close */
+ if( frontWinding == NULL )
+ w = backWinding;
+ else if( backWinding == NULL )
+ w = frontWinding;
+ else
+ {
+ SubdivideFace( e, brush, side, frontWinding, fogNum, subdivisions );
+ SubdivideFace( e, brush, side, backWinding, fogNum, subdivisions );
+ return;
+ }
+ }
+ }
+
+ /* create a face surface */
+ ds = DrawSurfaceForSide( e, brush, side, w );
+
+ /* set correct fog num */
+ ds->fogNum = fogNum;
+}
+
+
+
+/*
+SubdivideFaceSurfaces()
+chop up brush face surfaces that have subdivision attributes
+ydnar: and subdivide surfaces that exceed specified texture coordinate range
+*/
+
+void SubdivideFaceSurfaces( entity_t *e, tree_t *tree )
+{
+ int i, j, numBaseDrawSurfs, fogNum;
+ mapDrawSurface_t *ds;
+ brush_t *brush;
+ side_t *side;
+ shaderInfo_t *si;
+ winding_t *w;
+ float range, size, subdivisions, s2;
+
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
+
+ /* walk the list of surfaces */
+ numBaseDrawSurfs = numMapDrawSurfs;
+ for( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
+ {
+ /* get surface */
+ ds = &mapDrawSurfs[ i ];
+
+ /* only subdivide brush sides */
+ if( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL )
+ continue;
+
+ /* get bits */
+ brush = ds->mapBrush;
+ side = ds->sideRef->side;
+
+ /* check subdivision for shader */
+ si = side->shaderInfo;
+ if( si == NULL )
+ continue;
+
+ /* ydnar: don't subdivide sky surfaces */
+ if( si->compileFlags & C_SKY )
+ continue;
+
+ /* do texture coordinate range check */
+ ClassifySurfaces( 1, ds );
+ if( CalcSurfaceTextureRange( ds ) == qfalse )
+ {
+ /* calculate subdivisions texture range (this code is shit) */
+ range = (ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ]);
+ size = ds->maxs[ 0 ] - ds->mins[ 0 ];
+ for( j = 1; j < 3; j++ )
+ if( (ds->maxs[ j ] - ds->mins[ j ]) > size )
+ size = ds->maxs[ j ] - ds->mins[ j ];
+ subdivisions = (size / range) * texRange;
+ subdivisions = ceil( subdivisions / 2 ) * 2;
+ for( j = 1; j < 8; j++ )
+ {
+ s2 = ceil( (float) texRange / j );
+ if( fabs( subdivisions - s2 ) <= 4.0 )
+ {
+ subdivisions = s2;
+ break;
+ }
+ }
+ }
+ else
+ subdivisions = si->subdivisions;
+
+ /* get subdivisions from shader */
+ if( si->subdivisions > 0 && si->subdivisions < subdivisions )
+ subdivisions = si->subdivisions;
+ if( subdivisions < 1.0f )
+ continue;
+
+ /* preserve fog num */
+ fogNum = ds->fogNum;
+
+ /* make a winding and free the surface */
+ w = WindingFromDrawSurf( ds );
+ ClearSurface( ds );
+
+ /* subdivide it */
+ SubdivideFace( e, brush, side, w, fogNum, subdivisions );
+ }
+}
+
+
+
+/*
+====================
+ClipSideIntoTree_r
+
+Adds non-opaque leaf fragments to the convex hull
+====================
+*/
+
+void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node )
+{
+ plane_t *plane;
+ winding_t *front, *back;
+
+ if ( !w ) {
+ return;
+ }
+
+ if ( node->planenum != PLANENUM_LEAF ) {
+ if ( side->planenum == node->planenum ) {
+ ClipSideIntoTree_r( w, side, node->children[0] );
+ return;
+ }
+ if ( side->planenum == ( node->planenum ^ 1) ) {
+ ClipSideIntoTree_r( w, side, node->children[1] );
+ return;
+ }
+
+ plane = &mapplanes[ node->planenum ];
+ ClipWindingEpsilon ( w, plane->normal, plane->dist,
+ ON_EPSILON, &front, &back );
+ FreeWinding( w );
+
+ ClipSideIntoTree_r( front, side, node->children[0] );
+ ClipSideIntoTree_r( back, side, node->children[1] );
+
+ return;
+ }
+
+ // if opaque leaf, don't add
+ if ( !node->opaque ) {
+ AddWindingToConvexHull( w, &side->visibleHull, mapplanes[ side->planenum ].normal );
+ }
+
+ FreeWinding( w );
+ return;
+}
+
+
+
+
+
+static int g_numHiddenFaces, g_numCoinFaces;
+
+
+
+/*
+CullVectorCompare() - ydnar
+compares two vectors with an epsilon
+*/
+
+#define CULL_EPSILON 0.1f
+
+qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 )
+{
+ int i;
+
+
+ for( i = 0; i < 3; i++ )
+ if( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON )
+ return qfalse;
+ return qtrue;
+}
+
+
+
+/*
+SideInBrush() - ydnar
+determines if a brushside lies inside another brush
+*/
+
+qboolean SideInBrush( side_t *side, brush_t *b )
+{
+ int i, s;
+ plane_t *plane;
+
+
+ /* ignore sides w/o windings or shaders */
+ if( side->winding == NULL || side->shaderInfo == NULL )
+ return qtrue;
+
+ /* ignore culled sides and translucent brushes */
+ if( side->culled == qtrue || (b->compileFlags & C_TRANSLUCENT) )
+ return qfalse;
+
+ /* side iterator */
+ for( i = 0; i < b->numsides; i++ )
+ {
+ /* fail if any sides are caulk */
+ if( b->sides[ i ].compileFlags & C_NODRAW )
+ return qfalse;
+
+ /* check if side's winding is on or behind the plane */
+ plane = &mapplanes[ b->sides[ i ].planenum ];
+ s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );
+ if( s == SIDE_FRONT || s == SIDE_CROSS )
+ return qfalse;
+ }
+
+ /* don't cull autosprite or polygonoffset surfaces */
+ if( side->shaderInfo )
+ {
+ if( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset )
+ return qfalse;
+ }
+
+ /* inside */
+ side->culled = qtrue;
+ g_numHiddenFaces++;
+ return qtrue;
+}
+
+
+/*
+CullSides() - ydnar
+culls obscured or buried brushsides from the map
+*/
+
+void CullSides( entity_t *e )
+{
+ int numPoints;
+ int i, j, k, l, first, second, dir;
+ winding_t *w1, *w2;
+ brush_t *b1, *b2;
+ side_t *side1, *side2;
+
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
+
+ g_numHiddenFaces = 0;
+ g_numCoinFaces = 0;
+
+ /* brush interator 1 */
+ for( b1 = e->brushes; b1; b1 = b1->next )
+ {
+ /* sides check */
+ if( b1->numsides < 1 )
+ continue;
+
+ /* brush iterator 2 */
+ for( b2 = b1->next; b2; b2 = b2->next )
+ {
+ /* sides check */
+ if( b2->numsides < 1 )
+ continue;
+
+ /* original check */
+ if( b1->original == b2->original && b1->original != NULL )
+ continue;
+
+ /* bbox check */
+ j = 0;
+ for( i = 0; i < 3; i++ )
+ if( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] )
+ j++;
+ if( j )
+ continue;
+
+ /* cull inside sides */
+ for( i = 0; i < b1->numsides; i++ )
+ SideInBrush( &b1->sides[ i ], b2 );
+ for( i = 0; i < b2->numsides; i++ )
+ SideInBrush( &b2->sides[ i ], b1 );
+
+ /* side iterator 1 */
+ for( i = 0; i < b1->numsides; i++ )
+ {
+ /* winding check */
+ side1 = &b1->sides[ i ];
+ w1 = side1->winding;
+ if( w1 == NULL )
+ continue;
+ numPoints = w1->numpoints;
+ if( side1->shaderInfo == NULL )
+ continue;
+
+ /* side iterator 2 */
+ for( j = 0; j < b2->numsides; j++ )
+ {
+ /* winding check */
+ side2 = &b2->sides[ j ];
+ w2 = side2->winding;
+ if( w2 == NULL )
+ continue;
+ if( side2->shaderInfo == NULL )
+ continue;
+ if( w1->numpoints != w2->numpoints )
+ continue;
+ if( side1->culled == qtrue && side2->culled == qtrue )
+ continue;
+
+ /* compare planes */
+ if( (side1->planenum & ~0x00000001) != (side2->planenum & ~0x00000001) )
+ continue;
+
+ /* get autosprite and polygonoffset status */
+ if( side1->shaderInfo &&
+ (side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset) )
+ continue;
+ if( side2->shaderInfo &&
+ (side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset) )
+ continue;
+
+ /* find first common point */
+ first = -1;
+ for( k = 0; k < numPoints; k++ )
+ {
+ if( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) )
+ {
+ first = k;
+ k = numPoints;
+ }
+ }
+ if( first == -1 )
+ continue;
+
+ /* find second common point (regardless of winding order) */
+ second = -1;
+ dir = 0;
+ if( (first + 1) < numPoints )
+ second = first + 1;
+ else
+ second = 0;
+ if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
+ dir = 1;
+ else
+ {
+ if( first > 0 )
+ second = first - 1;
+ else
+ second = numPoints - 1;
+ if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
+ dir = -1;
+ }
+ if( dir == 0 )
+ continue;
+
+ /* compare the rest of the points */
+ l = first;
+ for( k = 0; k < numPoints; k++ )
+ {
+ if( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) )
+ k = 100000;
+
+ l += dir;
+ if( l < 0 )
+ l = numPoints - 1;
+ else if( l >= numPoints )
+ l = 0;
+ }
+ if( k >= 100000 )
+ continue;
+
+ /* cull face 1 */
+ if( !side2->culled && !(side2->compileFlags & C_TRANSLUCENT) && !(side2->compileFlags & C_NODRAW) )
+ {
+ side1->culled = qtrue;
+ g_numCoinFaces++;
+ }
+
+ if( side1->planenum == side2->planenum && side1->culled == qtrue )
+ continue;
+
+ /* cull face 2 */
+ if( !side1->culled && !(side1->compileFlags & C_TRANSLUCENT) && !(side1->compileFlags & C_NODRAW) )
+ {
+ side2->culled = qtrue;
+ g_numCoinFaces++;
+ }
+ }
+ }
+ }
+ }
+
+ /* emit some stats */
+ Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
+ Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
+}
+
+
+
+
+/*
+ClipSidesIntoTree()
+
+creates side->visibleHull for all visible sides
+
+the drawsurf for a side will consist of the convex hull of
+all points in non-opaque clusters, which allows overlaps
+to be trimmed off automatically.
+*/
+
+void ClipSidesIntoTree( entity_t *e, tree_t *tree )
+{
+ brush_t *b;
+ int i;
+ winding_t *w;
+ side_t *side, *newSide;
+ shaderInfo_t *si;
+
+
+ /* ydnar: cull brush sides */
+ CullSides( e );
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
+
+ /* walk the brush list */
+ for( b = e->brushes; b; b = b->next )
+ {
+ /* walk the brush sides */
+ for( i = 0; i < b->numsides; i++ )
+ {
+ /* get side */
+ side = &b->sides[ i ];
+ if( side->winding == NULL )
+ continue;
+
+ /* copy the winding */
+ w = CopyWinding( side->winding );
+ side->visibleHull = NULL;
+ ClipSideIntoTree_r( w, side, tree->headnode );
+
+ /* anything left? */
+ w = side->visibleHull;
+ if( w == NULL )
+ continue;
+
+ /* shader? */
+ si = side->shaderInfo;
+ if( si == NULL )
+ continue;
+
+ /* don't create faces for non-visible sides */
+ /* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
+ if( (si->compileFlags & C_NODRAW) && si->indexed == qfalse && !(si->compileFlags & C_FOG) )
+ continue;
+
+ /* always use the original winding for autosprites and noclip faces */
+ if( si->autosprite || si->noClip )
+ w = side->winding;
+
+ /* save this winding as a visible surface */
+ DrawSurfaceForSide( e, b, side, w );
+
+ /* make a back side for fog */
+ if( !(si->compileFlags & C_FOG) )
+ continue;
+
+ /* duplicate the up-facing side */
+ w = ReverseWinding( w );
+ newSide = safe_malloc( sizeof( *side ) );
+ *newSide = *side;
+ newSide->visibleHull = w;
+ newSide->planenum ^= 1;
+
+ /* save this winding as a visible surface */
+ DrawSurfaceForSide( e, b, newSide, w );
+ }
+ }
+}
+
+
+
+/*
+
+this section deals with filtering drawsurfaces into the bsp tree,
+adding references to each leaf a surface touches
+
+*/
+
+/*
+AddReferenceToLeaf() - ydnar
+adds a reference to surface ds in the bsp leaf node
+*/
+
+int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node )
+{
+ drawSurfRef_t *dsr;
+
+
+ /* dummy check */
+ if( node->planenum != PLANENUM_LEAF || node->opaque )
+ return 0;
+
+ /* try to find an existing reference */
+ for( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
+ {
+ if( dsr->outputNum == numBSPDrawSurfaces )
+ return 0;
+ }
+
+ /* add a new reference */
+ dsr = safe_malloc( sizeof( *dsr ) );
+ dsr->outputNum = numBSPDrawSurfaces;
+ dsr->nextRef = node->drawSurfReferences;
+ node->drawSurfReferences = dsr;
+
+ /* ydnar: sky/skybox surfaces */
+ if( node->skybox )
+ ds->skybox = qtrue;
+ if( ds->shaderInfo->compileFlags & C_SKY )
+ node->sky = qtrue;
+
+ /* return */
+ return 1;
+}
+
+
+
+/*
+AddReferenceToTree_r() - ydnar
+adds a reference to the specified drawsurface to every leaf in the tree
+*/
+
+int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox )
+{
+ int i, refs = 0;
+
+
+ /* dummy check */
+ if( node == NULL )
+ return 0;
+
+ /* is this a decision node? */
+ if( node->planenum != PLANENUM_LEAF )
+ {
+ /* add to child nodes and return */
+ refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );
+ refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
+ return refs;
+ }
+
+ /* ydnar */
+ if( skybox )
+ {
+ /* skybox surfaces only get added to sky leaves */
+ if( !node->sky )
+ return 0;
+
+ /* increase the leaf bounds */
+ for( i = 0; i < ds->numVerts; i++ )
+ AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );
+ }
+
+ /* add a reference */
+ return AddReferenceToLeaf( ds, node );
+}
+
+
+
+/*
+FilterPointIntoTree_r() - ydnar
+filters a single point from a surface into the tree
+*/
+
+int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )
+{
+ float d;
+ plane_t *plane;
+ int refs = 0;
+
+
+ /* is this a decision node? */
+ if( node->planenum != PLANENUM_LEAF )
+ {
+ /* classify the point in relation to the plane */
+ plane = &mapplanes[ node->planenum ];
+ d = DotProduct( point, plane->normal ) - plane->dist;
+
+ /* filter by this plane */
+ refs = 0;
+ if( d >= -ON_EPSILON )
+ refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );
+ if( d <= ON_EPSILON )
+ refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
+
+ /* return */
+ return refs;
+ }
+
+ /* add a reference */
+ return AddReferenceToLeaf( ds, node );
+}
+
+
+
+/*
+FilterWindingIntoTree_r() - ydnar
+filters a winding from a drawsurface into the tree
+*/
+
+int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node )
+{
+ int i, refs = 0;
+ plane_t *p1, *p2;
+ vec4_t plane1, plane2, reverse;
+ winding_t *fat, *front, *back;
+ shaderInfo_t *si;
+
+
+ /* get shaderinfo */
+ si = ds->shaderInfo;
+
+ /* ydnar: is this the head node? */
+ if( node->parent == NULL && si != NULL &&
+ (si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
+ si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
+ si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f) )
+ {
+ /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
+ /* note this winding is completely invalid (concave, nonplanar, etc) */
+ fat = AllocWinding( w->numpoints * 3 );
+ fat->numpoints = w->numpoints * 3;
+ for( i = 0; i < w->numpoints; i++ )
+ {
+ VectorCopy( w->p[ i ], fat->p[ i ] );
+ VectorAdd( w->p[ i ], si->mins, fat->p[ i * 2 ] );
+ VectorAdd( w->p[ i ], si->maxs, fat->p[ i * 3 ] );
+ }
+
+ FreeWinding( w );
+ w = fat;
+ }
+
+ /* is this a decision node? */
+ if( node->planenum != PLANENUM_LEAF )
+ {
+ /* get node plane */
+ p1 = &mapplanes[ node->planenum ];
+ VectorCopy( p1->normal, plane1 );
+ plane1[ 3 ] = p1->dist;
+
+ /* check if surface is planar */
+ if( ds->planeNum >= 0 )
+ {
+ /* get surface plane */
+ p2 = &mapplanes[ ds->planeNum ];
+ VectorCopy( p2->normal, plane2 );
+ plane2[ 3 ] = p2->dist;
+
+ #if 1
+ /* invert surface plane */
+ VectorSubtract( vec3_origin, plane2, reverse );
+ reverse[ 3 ] = -plane2[ 3 ];
+
+ /* compare planes */
+ if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )
+ return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
+ if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
+ return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
+ #else
+ /* the drawsurf might have an associated plane, if so, force a filter here */
+ if( ds->planeNum == node->planenum )
+ return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
+ if( ds->planeNum == (node->planenum ^ 1) )
+ return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
+ #endif
+ }
+
+ /* clip the winding by this plane */
+ ClipWindingEpsilon( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
+
+ /* filter by this plane */
+ refs = 0;
+ if( front != NULL )
+ refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
+ if( back != NULL )
+ refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
+ FreeWinding( w );
+
+ /* return */
+ return refs;
+ }
+
+ /* add a reference */
+ return AddReferenceToLeaf( ds, node );
+}
+
+
+
+/*
+FilterFaceIntoTree()
+filters a planar winding face drawsurface into the bsp tree
+*/
+
+int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree )
+{
+ winding_t *w;
+ int refs = 0;
+
+
+ /* make a winding and filter it into the tree */
+ w = WindingFromDrawSurf( ds );
+ refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
+
+ /* return */
+ return refs;
+}
+
+
+
+/*
+FilterPatchIntoTree()
+subdivides a patch into an approximate curve and filters it into the tree
+*/
+
+#define FILTER_SUBDIVISION 8
+
+static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
+{
+ int i, x, y, refs;
+ mesh_t src, *mesh;
+ winding_t *w;
+
+
+ /* subdivide the surface */
+ src.width = ds->patchWidth;
+ src.height = ds->patchHeight;
+ src.verts = ds->verts;
+ mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );
+
+
+ /* filter each quad into the tree (fixme: use new patch x-triangulation code?) */
+ refs = 0;
+ for( y = 0; y < (mesh->height - 1); y++ )
+ {
+ for( x = 0; x < (mesh->width - 1); x++ )
+ {
+ /* triangle 1 */
+ w = AllocWinding( 3 );
+ w->numpoints = 3;
+ VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );
+ VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
+ VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );
+ refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
+
+ /* triangle 2 */
+ w = AllocWinding( 3 );
+ w->numpoints = 3;
+ VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );
+ VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
+ VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );
+ refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
+ }
+ }
+
+ /* use point filtering as well */
+ for( i = 0; i < (mesh->width * mesh->height); i++ )
+ refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );
+
+ /* free the subdivided mesh and return */
+ FreeMesh( mesh );
+ return refs;
+}
+
+
+
+/*
+FilterTrianglesIntoTree()
+filters a triangle surface (meta, model) into the bsp
+*/
+
+static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )
+{
+ int i, refs;
+ winding_t *w;
+
+
+ /* ydnar: gs mods: this was creating bogus triangles before */
+ refs = 0;
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ /* error check */
+ if( ds->indexes[ i ] >= ds->numVerts ||
+ ds->indexes[ i + 1 ] >= ds->numVerts ||
+ ds->indexes[ i + 2 ] >= ds->numVerts )
+ Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
+
+ /* make a triangle winding and filter it into the tree */
+ w = AllocWinding( 3 );
+ w->numpoints = 3;
+ VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
+ VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
+ VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
+ refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
+ }
+
+ /* use point filtering as well */
+ for( i = 0; i < ds->numVerts; i++ )
+ refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
+
+ return refs;
+}
+
+
+
+/*
+FilterFoliageIntoTree()
+filters a foliage surface (wolf et/splash damage)
+*/
+
+static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree )
+{
+ int f, i, refs;
+ bspDrawVert_t *instance;
+ vec3_t xyz;
+ winding_t *w;
+
+
+ /* walk origin list */
+ refs = 0;
+ for( f = 0; f < ds->numFoliageInstances; f++ )
+ {
+ /* get instance */
+ instance = ds->verts + ds->patchHeight + f;
+
+ /* walk triangle list */
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ /* error check */
+ if( ds->indexes[ i ] >= ds->numVerts ||
+ ds->indexes[ i + 1 ] >= ds->numVerts ||
+ ds->indexes[ i + 2 ] >= ds->numVerts )
+ Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
+
+ /* make a triangle winding and filter it into the tree */
+ w = AllocWinding( 3 );
+ w->numpoints = 3;
+ VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
+ VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
+ VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
+ refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
+ }
+
+ /* use point filtering as well */
+ for( i = 0; i < (ds->numVerts - ds->numFoliageInstances); i++ )
+ {
+ VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );
+ refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
+ }
+ }
+
+ return refs;
+}
+
+
+
+/*
+FilterFlareIntoTree()
+simple point filtering for flare surfaces
+*/
+static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree )
+{
+ return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );
+}
+
+
+
+/*
+EmitDrawVerts() - ydnar
+emits bsp drawverts from a map drawsurface
+*/
+
+void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out )
+{
+ int i, k;
+ bspDrawVert_t *dv;
+ shaderInfo_t *si;
+ float offset;
+
+
+ /* get stuff */
+ si = ds->shaderInfo;
+ offset = si->offset;
+
+ /* copy the verts */
+ out->firstVert = numBSPDrawVerts;
+ out->numVerts = ds->numVerts;
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ /* allocate a new vert */
+ if( numBSPDrawVerts == MAX_MAP_DRAW_VERTS )
+ Error( "MAX_MAP_DRAW_VERTS" );
+ IncDrawVerts();
+ dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
+
+ /* copy it */
+ memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
+
+ /* offset? */
+ if( offset != 0.0f )
+ VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
+
+ /* expand model bounds
+ necessary because of misc_model surfaces on entities
+ note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
+ if( numBSPModels > 0 )
+ AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
+
+ /* debug color? */
+ if( debugSurfaces )
+ {
+ for( k = 0; k < MAX_LIGHTMAPS; k++ )
+ VectorCopy( debugColors[ (ds - mapDrawSurfs) % 12 ], dv->color[ k ] );
+ }
+ }
+}
+
+
+
+/*
+FindDrawIndexes() - ydnar
+this attempts to find a run of indexes in the bsp that match the given indexes
+this tends to reduce the size of the bsp index pool by 1/3 or more
+returns numIndexes + 1 if the search failed
+*/
+
+int FindDrawIndexes( int numIndexes, int *indexes )
+{
+ int i, j, numTestIndexes;
+
+
+ /* dummy check */
+ if( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL )
+ return numBSPDrawIndexes;
+
+ /* set limit */
+ numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
+
+ /* handle 3 indexes as a special case for performance */
+ if( numIndexes == 3 )
+ {
+ /* run through all indexes */
+ for( i = 0; i < numTestIndexes; i++ )
+ {
+ /* test 3 indexes */
+ if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
+ indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
+ indexes[ 2 ] == bspDrawIndexes[ i + 2 ] )
+ {
+ numRedundantIndexes += numIndexes;
+ return i;
+ }
+ }
+
+ /* failed */
+ return numBSPDrawIndexes;
+ }
+
+ /* handle 4 or more indexes */
+ for( i = 0; i < numTestIndexes; i++ )
+ {
+ /* test first 4 indexes */
+ if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
+ indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
+ indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
+ indexes[ 3 ] == bspDrawIndexes[ i + 3 ] )
+ {
+ /* handle 4 indexes */
+ if( numIndexes == 4 )
+ return i;
+
+ /* test the remainder */
+ for( j = 4; j < numIndexes; j++ )
+ {
+ if( indexes[ j ] != bspDrawIndexes[ i + j ] )
+ break;
+ else if( j == (numIndexes - 1) )
+ {
+ numRedundantIndexes += numIndexes;
+ return i;
+ }
+ }
+ }
+ }
+
+ /* failed */
+ return numBSPDrawIndexes;
+}
+
+
+
+/*
+EmitDrawIndexes() - ydnar
+attempts to find an existing run of drawindexes before adding new ones
+*/
+
+void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out )
+{
+ int i;
+
+
+ /* attempt to use redundant indexing */
+ out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
+ out->numIndexes = ds->numIndexes;
+ if( out->firstIndex == numBSPDrawIndexes )
+ {
+ /* copy new unique indexes */
+ for( i = 0; i < ds->numIndexes; i++ )
+ {
+ if( numBSPDrawIndexes == MAX_MAP_DRAW_INDEXES )
+ Error( "MAX_MAP_DRAW_INDEXES" );
+ bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];
+
+ /* validate the index */
+ if( ds->type != SURFACE_PATCH )
+ {
+ if( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts )
+ {
+ Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",
+ numBSPDrawSurfaces,
+ ds->shaderInfo->shader,
+ bspDrawIndexes[ numBSPDrawIndexes ],
+ i );
+ bspDrawIndexes[ numBSPDrawIndexes ] = 0;
+ }
+ }
+
+ /* increment index count */
+ numBSPDrawIndexes++;
+ }
+ }
+}
+
+
+
+
+/*
+EmitFlareSurface()
+emits a bsp flare drawsurface
+*/
+
+void EmitFlareSurface( mapDrawSurface_t *ds )
+{
+ int i;
+ bspDrawSurface_t *out;
+
+
+ /* ydnar: nuking useless flare drawsurfaces */
+ if( emitFlares == qfalse && ds->type != SURFACE_SHADER )
+ return;
+
+ /* limit check */
+ if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+ Error( "MAX_MAP_DRAW_SURFS" );
+
+ /* allocate a new surface */
+ if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+ Error( "MAX_MAP_DRAW_SURFS" );
+ out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
+ ds->outputNum = numBSPDrawSurfaces;
+ numBSPDrawSurfaces++;
+ memset( out, 0, sizeof( *out ) );
+
+ /* set it up */
+ out->surfaceType = MST_FLARE;
+ out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
+ out->fogNum = ds->fogNum;
+
+ /* RBSP */
+ for( i = 0; i < MAX_LIGHTMAPS; i++ )
+ {
+ out->lightmapNum[ i ] = -3;
+ out->lightmapStyles[ i ] = LS_NONE;
+ out->vertexStyles[ i ] = LS_NONE;
+ }
+ out->lightmapStyles[ 0 ] = ds->lightStyle;
+ out->vertexStyles[ 0 ] = ds->lightStyle;
+
+ VectorCopy( ds->lightmapOrigin, out->lightmapOrigin ); /* origin */
+ VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] ); /* color */
+ VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
+ VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] ); /* normal */
+
+ /* add to count */
+ numSurfacesByType[ ds->type ]++;
+}
+
+
+
+/*
+EmitPatchSurface()
+emits a bsp patch drawsurface
+*/
+
+void EmitPatchSurface( mapDrawSurface_t *ds )
+{
+ int i, j;
+ bspDrawSurface_t *out;
+ int surfaceFlags, contentFlags;
+
+
+ /* invert the surface if necessary */
+ if( ds->shaderInfo->invert )
+ {
+ bspDrawVert_t *dv1, *dv2, temp;
+
+
+ /* walk the verts, flip the normal */
+ for( i = 0; i < ds->numVerts; i++ )
+ VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
+
+ /* walk the verts again, but this time reverse their order */
+ for( j = 0; j < ds->patchHeight; j++ )
+ {
+ for( i = 0; i < (ds->patchWidth / 2); i++ )
+ {
+ dv1 = &ds->verts[ j * ds->patchWidth + i ];
+ dv2 = &ds->verts[ j * ds->patchWidth + (ds->patchWidth - i - 1) ];
+ memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );
+ memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );
+ memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
+ }
+ }
+
+ /* invert facing */
+ VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
+ }
+
+ /* allocate a new surface */
+ if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+ Error( "MAX_MAP_DRAW_SURFS" );
+ out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
+ ds->outputNum = numBSPDrawSurfaces;
+ numBSPDrawSurfaces++;
+ memset( out, 0, sizeof( *out ) );
+
+ /* set it up */
+ out->surfaceType = MST_PATCH;
+ if( debugSurfaces )
+ out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
+ else if( patchMeta )
+ {
+ /* patch meta requires that we have nodraw patches for collision */
+ surfaceFlags = ds->shaderInfo->surfaceFlags;
+ contentFlags = ds->shaderInfo->contentFlags;
+ ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
+ ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
+
+ /* we don't want this patch getting lightmapped */
+ VectorClear( ds->lightmapVecs[ 2 ] );
+ VectorClear( ds->lightmapAxis );
+ ds->sampleSize = 0;
+
+ /* emit the new fake shader */
+ out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
+ }
+ else
+ out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
+ out->patchWidth = ds->patchWidth;
+ out->patchHeight = ds->patchHeight;
+ out->fogNum = ds->fogNum;
+
+ /* RBSP */
+ for( i = 0; i < MAX_LIGHTMAPS; i++ )
+ {
+ out->lightmapNum[ i ] = -3;
+ out->lightmapStyles[ i ] = LS_NONE;
+ out->vertexStyles[ i ] = LS_NONE;
+ }
+ out->lightmapStyles[ 0 ] = LS_NORMAL;
+ out->vertexStyles[ 0 ] = LS_NORMAL;
+
+ /* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
+ VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
+ VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
+ VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
+ VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
+
+ /* ydnar: gs mods: clear out the plane normal */
+ if( ds->planar == qfalse )
+ VectorClear( out->lightmapVecs[ 2 ] );
+
+ /* emit the verts and indexes */
+ EmitDrawVerts( ds, out );
+ EmitDrawIndexes( ds, out );
+
+ /* add to count */
+ numSurfacesByType[ ds->type ]++;
+}
+
+
+
+/*
+OptimizeTriangleSurface() - ydnar
+optimizes the vertex/index data in a triangle surface
+*/
+
+#define VERTEX_CACHE_SIZE 16
+
+static void OptimizeTriangleSurface( mapDrawSurface_t *ds )
+{
+ int i, j, k, temp, first, best, bestScore, score;
+ int vertexCache[ VERTEX_CACHE_SIZE + 1 ]; /* one more for optimizing insert */
+ int *indexes;
+
+
+ /* certain surfaces don't get optimized */
+ if( ds->numIndexes <= VERTEX_CACHE_SIZE ||
+ ds->shaderInfo->autosprite )
+ return;
+
+ /* create index scratch pad */
+ indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
+ memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
+
+ /* setup */
+ for( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
+ vertexCache[ i ] = indexes[ i ];
+
+ /* add triangles in a vertex cache-aware order */
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ /* find best triangle given the current vertex cache */
+ first = -1;
+ best = -1;
+ bestScore = -1;
+ for( j = 0; j < ds->numIndexes; j += 3 )
+ {
+ /* valid triangle? */
+ if( indexes[ j ] != -1 )
+ {
+ /* set first if necessary */
+ if( first < 0 )
+ first = j;
+
+ /* score the triangle */
+ score = 0;
+ for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
+ {
+ if( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] )
+ score++;
+ }
+
+ /* better triangle? */
+ if( score > bestScore )
+ {
+ bestScore = score;
+ best = j;
+ }
+
+ /* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
+ if( score == 3 )
+ break;
+ }
+ }
+
+ /* check if no decent triangle was found, and use first available */
+ if( best < 0 )
+ best = first;
+
+ /* valid triangle? */
+ if( best >= 0 )
+ {
+ /* add triangle to vertex cache */
+ for( j = 0; j < 3; j++ )
+ {
+ for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
+ {
+ if( indexes[ best + j ] == vertexCache[ k ] )
+ break;
+ }
+
+ if( k >= VERTEX_CACHE_SIZE )
+ {
+ /* pop off top of vertex cache */
+ for( k = VERTEX_CACHE_SIZE; k > 0; k-- )
+ vertexCache[ k ] = vertexCache[ k - 1 ];
+
+ /* add vertex */
+ vertexCache[ 0 ] = indexes[ best + j ];
+ }
+ }
+
+ /* add triangle to surface */
+ ds->indexes[ i ] = indexes[ best ];
+ ds->indexes[ i + 1 ] = indexes[ best + 1 ];
+ ds->indexes[ i + 2 ] = indexes[ best + 2 ];
+
+ /* clear from input pool */
+ indexes[ best ] = -1;
+ indexes[ best + 1 ] = -1;
+ indexes[ best + 2 ] = -1;
+
+ /* sort triangle windings (312 -> 123) */
+ while( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
+ {
+ temp = ds->indexes[ i ];
+ ds->indexes[ i ] = ds->indexes[ i + 1 ];
+ ds->indexes[ i + 1 ] = ds->indexes[ i + 2 ];
+ ds->indexes[ i + 2 ] = temp;
+ }
+ }
+ }
+
+ /* clean up */
+ free( indexes );
+}
+
+
+
+/*
+EmitTriangleSurface()
+creates a bsp drawsurface from arbitrary triangle surfaces
+*/
+
+static void EmitTriangleSurface( mapDrawSurface_t *ds )
+{
+ int i, temp;
+ bspDrawSurface_t *out;
+
+
+ /* invert the surface if necessary */
+ if( ds->shaderInfo->invert )
+ {
+ /* walk the indexes, reverse the triangle order */
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ temp = ds->indexes[ i ];
+ ds->indexes[ i ] = ds->indexes[ i + 1 ];
+ ds->indexes[ i + 1 ] = temp;
+ }
+
+ /* walk the verts, flip the normal */
+ for( i = 0; i < ds->numVerts; i++ )
+ VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
+
+ /* invert facing */
+ VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
+ }
+
+ /* allocate a new surface */
+ if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+ Error( "MAX_MAP_DRAW_SURFS" );
+ out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
+ ds->outputNum = numBSPDrawSurfaces;
+ numBSPDrawSurfaces++;
+ memset( out, 0, sizeof( *out ) );
+
+ /* ydnar/sd: handle wolf et foliage surfaces */
+ if( ds->type == SURFACE_FOLIAGE )
+ out->surfaceType = MST_FOLIAGE;
+
+ /* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
+ //% else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
+ else if( (VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse) || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
+ out->surfaceType = MST_TRIANGLE_SOUP;
+
+ /* set to a planar face */
+ else
+ out->surfaceType = MST_PLANAR;
+
+ /* set it up */
+ if( debugSurfaces )
+ out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
+ else
+ out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
+ out->patchWidth = ds->patchWidth;
+ out->patchHeight = ds->patchHeight;
+ out->fogNum = ds->fogNum;
+
+ /* debug inset (push each triangle vertex towards the center of each triangle it is on */
+ if( debugInset )
+ {
+ bspDrawVert_t *a, *b, *c;
+ vec3_t cent, dir;
+
+
+ /* walk triangle list */
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ /* get verts */
+ a = &ds->verts[ ds->indexes[ i ] ];
+ b = &ds->verts[ ds->indexes[ i + 1 ] ];
+ c = &ds->verts[ ds->indexes[ i + 2 ] ];
+
+ /* calculate centroid */
+ VectorCopy( a->xyz, cent );
+ VectorAdd( cent, b->xyz, cent );
+ VectorAdd( cent, c->xyz, cent );
+ VectorScale( cent, 1.0f / 3.0f, cent );
+
+ /* offset each vertex */
+ VectorSubtract( cent, a->xyz, dir );
+ VectorNormalize( dir, dir );
+ VectorAdd( a->xyz, dir, a->xyz );
+ VectorSubtract( cent, b->xyz, dir );
+ VectorNormalize( dir, dir );
+ VectorAdd( b->xyz, dir, b->xyz );
+ VectorSubtract( cent, c->xyz, dir );
+ VectorNormalize( dir, dir );
+ VectorAdd( c->xyz, dir, c->xyz );
+ }
+ }
+
+ /* RBSP */
+ for( i = 0; i < MAX_LIGHTMAPS; i++ )
+ {
+ out->lightmapNum[ i ] = -3;
+ out->lightmapStyles[ i ] = LS_NONE;
+ out->vertexStyles[ i ] = LS_NONE;
+ }
+ out->lightmapStyles[ 0 ] = LS_NORMAL;
+ out->vertexStyles[ 0 ] = LS_NORMAL;
+
+ /* lightmap vectors (lod bounds for patches */
+ VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
+ VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
+ VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
+ VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
+
+ /* ydnar: gs mods: clear out the plane normal */
+ if( ds->planar == qfalse )
+ VectorClear( out->lightmapVecs[ 2 ] );
+
+ /* optimize the surface's triangles */
+ OptimizeTriangleSurface( ds );
+
+ /* emit the verts and indexes */
+ EmitDrawVerts( ds, out );
+ EmitDrawIndexes( ds, out );
+
+ /* add to count */
+ numSurfacesByType[ ds->type ]++;
+}
+
+
+
+/*
+EmitFaceSurface()
+emits a bsp planar winding (brush face) drawsurface
+*/
+
+static void EmitFaceSurface( mapDrawSurface_t *ds )
+{
+ /* strip/fan finding was moved elsewhere */
+ StripFaceSurface( ds );
+ EmitTriangleSurface( ds );
+}
+
+
+
+/*
+MakeDebugPortalSurfs_r() - ydnar
+generates drawsurfaces for passable portals in the bsp
+*/
+
+static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )
+{
+ int i, k, c, s;
+ portal_t *p;
+ winding_t *w;
+ mapDrawSurface_t *ds;
+ bspDrawVert_t *dv;
+
+
+ /* recurse if decision node */
+ if( node->planenum != PLANENUM_LEAF)
+ {
+ MakeDebugPortalSurfs_r( node->children[ 0 ], si );
+ MakeDebugPortalSurfs_r( node->children[ 1 ], si );
+ return;
+ }
+
+ /* don't bother with opaque leaves */
+ if( node->opaque )
+ return;
+
+ /* walk the list of portals */
+ for( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
+ {
+ /* get winding and side even/odd */
+ w = p->winding;
+ s = (p->nodes[ 1 ] == node);
+
+ /* is this a valid portal for this leaf? */
+ if( w && p->nodes[ 0 ] == node )
+ {
+ /* is this portal passable? */
+ if( PortalPassable( p ) == qfalse )
+ continue;
+
+ /* check max points */
+ if( w->numpoints > 64 )
+ Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
+
+ /* allocate a drawsurface */
+ ds = AllocDrawSurface( SURFACE_FACE );
+ ds->shaderInfo = si;
+ ds->planar = qtrue;
+ ds->sideRef = AllocSideRef( p->side, NULL );
+ ds->planeNum = FindFloatPlane( p->plane.normal, p->plane.dist, 0, NULL );
+ VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );
+ ds->fogNum = -1;
+ ds->numVerts = w->numpoints;
+ ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
+ memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
+
+ /* walk the winding */
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ /* get vert */
+ dv = ds->verts + i;
+
+ /* set it */
+ VectorCopy( w->p[ i ], dv->xyz );
+ VectorCopy( p->plane.normal, dv->normal );
+ dv->st[ 0 ] = 0;
+ dv->st[ 1 ] = 0;
+ for( k = 0; k < MAX_LIGHTMAPS; k++ )
+ {
+ VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );
+ dv->color[ k ][ 3 ] = 32;
+ }
+ }
+ }
+ }
+}
+
+
+
+/*
+MakeDebugPortalSurfs() - ydnar
+generates drawsurfaces for passable portals in the bsp
+*/
+
+void MakeDebugPortalSurfs( tree_t *tree )
+{
+ shaderInfo_t *si;
+
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
+
+ /* get portal debug shader */
+ si = ShaderInfoForShader( "debugportals" );
+
+ /* walk the tree */
+ MakeDebugPortalSurfs_r( tree->headnode, si );
+}
+
+
+
+/*
+MakeFogHullSurfs()
+generates drawsurfaces for a foghull (this MUST use a sky shader)
+*/
+
+void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )
+{
+ shaderInfo_t *si;
+ mapDrawSurface_t *ds;
+ vec3_t fogMins, fogMaxs;
+ int i, indexes[] =
+ {
+ 0, 1, 2, 0, 2, 3,
+ 4, 7, 5, 5, 7, 6,
+ 1, 5, 6, 1, 6, 2,
+ 0, 4, 5, 0, 5, 1,
+ 2, 6, 7, 2, 7, 3,
+ 3, 7, 4, 3, 4, 0
+ };
+
+
+ /* dummy check */
+ if( shader == NULL || shader[ 0 ] == '\0' )
+ return;
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
+
+ /* get hull bounds */
+ VectorCopy( mapMins, fogMins );
+ VectorCopy( mapMaxs, fogMaxs );
+ for( i = 0; i < 3; i++ )
+ {
+ fogMins[ i ] -= 128;
+ fogMaxs[ i ] += 128;
+ }
+
+ /* get foghull shader */
+ si = ShaderInfoForShader( shader );
+
+ /* allocate a drawsurface */
+ ds = AllocDrawSurface( SURFACE_FOGHULL );
+ ds->shaderInfo = si;
+ ds->fogNum = -1;
+ ds->numVerts = 8;
+ ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
+ memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
+ ds->numIndexes = 36;
+ ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
+ memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
+
+ /* set verts */
+ VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
+ VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
+ VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
+ VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
+
+ VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
+ VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
+ VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
+ VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
+
+ /* set indexes */
+ memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
+}
+
+
+
+/*
+BiasSurfaceTextures()
+biases a surface's texcoords as close to 0 as possible
+*/
+
+void BiasSurfaceTextures( mapDrawSurface_t *ds )
+{
+ int i;
+
+
+ /* calculate the surface texture bias */
+ CalcSurfaceTextureRange( ds );
+
+ /* don't bias globaltextured shaders */
+ if( ds->shaderInfo->globalTexture )
+ return;
+
+ /* bias the texture coordinates */
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];
+ ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];
+ }
+}
+
+
+
+/*
+AddSurfaceModelsToTriangle_r()
+adds models to a specified triangle, returns the number of models added
+*/
+
+int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri )
+{
+ bspDrawVert_t mid, *tri2[ 3 ];
+ int max, n, localNumSurfaceModels;
+
+
+ /* init */
+ localNumSurfaceModels = 0;
+
+ /* subdivide calc */
+ {
+ int i;
+ float *a, *b, dx, dy, dz, dist, maxDist;
+
+
+ /* find the longest edge and split it */
+ max = -1;
+ maxDist = 0.0f;
+ for( i = 0; i < 3; i++ )
+ {
+ /* get verts */
+ a = tri[ i ]->xyz;
+ b = tri[ (i + 1) % 3 ]->xyz;
+
+ /* get dists */
+ dx = a[ 0 ] - b[ 0 ];
+ dy = a[ 1 ] - b[ 1 ];
+ dz = a[ 2 ] - b[ 2 ];
+ dist = (dx * dx) + (dy * dy) + (dz * dz);
+
+ /* longer? */
+ if( dist > maxDist )
+ {
+ maxDist = dist;
+ max = i;
+ }
+ }
+
+ /* is the triangle small enough? */
+ if( max < 0 || maxDist <= (model->density * model->density) )
+ {
+ float odds, r, angle;
+ vec3_t origin, normal, scale, axis[ 3 ], angles;
+ m4x4_t transform, temp;
+
+
+ /* roll the dice (model's odds scaled by vertex alpha) */
+ odds = model->odds * (tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ]) / 765.0f;
+ r = Random();
+ if( r > model->odds )
+ return 0;
+
+ /* calculate scale */
+ r = model->minScale + Random() * (model->maxScale - model->minScale);
+ VectorSet( scale, r, r, r );
+
+ /* calculate angle */
+ angle = model->minAngle + Random() * (model->maxAngle - model->minAngle);
+
+ /* calculate average origin */
+ VectorCopy( tri[ 0 ]->xyz, origin );
+ VectorAdd( origin, tri[ 1 ]->xyz, origin );
+ VectorAdd( origin, tri[ 2 ]->xyz, origin );
+ VectorScale( origin, (1.0f / 3.0f), origin );
+
+ /* clear transform matrix */
+ m4x4_identity( transform );
+
+ /* handle oriented models */
+ if( model->oriented )
+ {
+ /* set angles */
+ VectorSet( angles, 0.0f, 0.0f, angle );
+
+ /* calculate average normal */
+ VectorCopy( tri[ 0 ]->normal, normal );
+ VectorAdd( normal, tri[ 1 ]->normal, normal );
+ VectorAdd( normal, tri[ 2 ]->normal, normal );
+ if( VectorNormalize( normal, axis[ 2 ] ) == 0.0f )
+ VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
+
+ /* make perpendicular vectors */
+ MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
+
+ /* copy to matrix */
+ m4x4_identity( temp );
+ temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];
+ temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];
+ temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];
+
+ /* scale */
+ m4x4_scale_by_vec3( temp, scale );
+
+ /* rotate around z axis */
+ m4x4_rotate_by_vec3( temp, angles, eXYZ );
+
+ /* translate */
+ m4x4_translate_by_vec3( transform, origin );
+
+ /* tranform into axis space */
+ m4x4_multiply_by_m4x4( transform, temp );
+ }
+
+ /* handle z-up models */
+ else
+ {
+ /* set angles */
+ VectorSet( angles, 0.0f, 0.0f, angle );
+
+ /* set matrix */
+ m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
+ }
+
+ /* insert the model */
+ InsertModel( (char *) model->model, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale );
+
+ /* return to sender */
+ return 1;
+ }
+ }
+
+ /* split the longest edge and map it */
+ LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
+
+ /* recurse to first triangle */
+ VectorCopy( tri, tri2 );
+ tri2[ max ] = ∣
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
+ if( n < 0 )
+ return n;
+ localNumSurfaceModels += n;
+
+ /* recurse to second triangle */
+ VectorCopy( tri, tri2 );
+ tri2[ (max + 1) % 3 ] = ∣
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
+ if( n < 0 )
+ return n;
+ localNumSurfaceModels += n;
+
+ /* return count */
+ return localNumSurfaceModels;
+}
+
+
+
+/*
+AddSurfaceModels()
+adds a surface's shader models to the surface
+*/
+
+int AddSurfaceModels( mapDrawSurface_t *ds )
+{
+ surfaceModel_t *model;
+ int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
+ mesh_t src, *mesh, *subdivided;
+ bspDrawVert_t centroid, *tri[ 3 ];
+ float alpha;
+
+
+ /* dummy check */
+ if( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL )
+ return 0;
+
+ /* init */
+ localNumSurfaceModels = 0;
+
+ /* walk the model list */
+ for( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
+ {
+ /* switch on type */
+ switch( ds->type )
+ {
+ /* handle brush faces and decals */
+ case SURFACE_FACE:
+ case SURFACE_DECAL:
+ /* calculate centroid */
+ memset( ¢roid, 0, sizeof( centroid ) );
+ alpha = 0.0f;
+
+ /* walk verts */
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
+ VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
+ centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
+ centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
+ alpha += ds->verts[ i ].color[ 0 ][ 3 ];
+ }
+
+ /* average */
+ centroid.xyz[ 0 ] /= ds->numVerts;
+ centroid.xyz[ 1 ] /= ds->numVerts;
+ centroid.xyz[ 2 ] /= ds->numVerts;
+ if( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f )
+ VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
+ centroid.st[ 0 ] /= ds->numVerts;
+ centroid.st[ 1 ] /= ds->numVerts;
+ alpha /= ds->numVerts;
+ centroid.color[ 0 ][ 0 ] = 0xFF;
+ centroid.color[ 0 ][ 1 ] = 0xFF;
+ centroid.color[ 0 ][ 2 ] = 0xFF;
+ centroid.color[ 0 ][ 2 ] = (alpha > 255.0f ? 0xFF : alpha);
+
+ /* head vert is centroid */
+ tri[ 0 ] = ¢roid;
+
+ /* walk fanned triangles */
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ /* set triangle */
+ tri[ 1 ] = &ds->verts[ i ];
+ tri[ 2 ] = &ds->verts[ (i + 1) % ds->numVerts ];
+
+ /* create models */
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+ if( n < 0 )
+ return n;
+ localNumSurfaceModels += n;
+ }
+ break;
+
+ /* handle patches */
+ case SURFACE_PATCH:
+ /* subdivide the surface */
+ src.width = ds->patchWidth;
+ src.height = ds->patchHeight;
+ src.verts = ds->verts;
+ //% subdivided = SubdivideMesh( src, 8.0f, 512 );
+ iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
+ subdivided = SubdivideMesh2( src, iterations );
+
+ /* fit it to the curve and remove colinear verts on rows/columns */
+ PutMeshOnCurve( *subdivided );
+ mesh = RemoveLinearMeshColumnsRows( subdivided );
+ FreeMesh( subdivided );
+
+ /* subdivide each quad to place the models */
+ for( y = 0; y < (mesh->height - 1); y++ )
+ {
+ for( x = 0; x < (mesh->width - 1); x++ )
+ {
+ /* set indexes */
+ pw[ 0 ] = x + (y * mesh->width);
+ pw[ 1 ] = x + ((y + 1) * mesh->width);
+ pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
+ pw[ 3 ] = x + 1 + (y * mesh->width);
+ pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
+
+ /* set radix */
+ r = (x + y) & 1;
+
+ /* triangle 1 */
+ tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
+ tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
+ tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+ if( n < 0 )
+ return n;
+ localNumSurfaceModels += n;
+
+ /* triangle 2 */
+ tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
+ tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
+ tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+ if( n < 0 )
+ return n;
+ localNumSurfaceModels += n;
+ }
+ }
+
+ /* free the subdivided mesh */
+ FreeMesh( mesh );
+ break;
+
+ /* handle triangle surfaces */
+ case SURFACE_TRIANGLES:
+ case SURFACE_FORCED_META:
+ case SURFACE_META:
+ /* walk the triangle list */
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
+ tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
+ tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
+ n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+ if( n < 0 )
+ return n;
+ localNumSurfaceModels += n;
+ }
+ break;
+
+ /* no support for flares, foghull, etc */
+ default:
+ break;
+ }
+ }
+
+ /* return count */
+ return localNumSurfaceModels;
+}
+
+
+
+/*
+AddEntitySurfaceModels() - ydnar
+adds surfacemodels to an entity's surfaces
+*/
+
+void AddEntitySurfaceModels( entity_t *e )
+{
+ int i;
+
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );
+
+ /* walk the surface list */
+ for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
+ numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );
+}
+
+
+
+/*
+FilterDrawsurfsIntoTree()
+upon completion, all drawsurfs that actually generate a reference
+will have been emited to the bspfile arrays, and the references
+will have valid final indexes
+*/
+
+void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree )
+{
+ int i, j;
+ mapDrawSurface_t *ds;
+ shaderInfo_t *si;
+ vec3_t origin, mins, maxs;
+ int refs;
+ int numSurfs, numRefs, numSkyboxSurfaces;
+
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- FilterDrawsurfsIntoTree ---\n" );
+
+ /* filter surfaces into the tree */
+ numSurfs = 0;
+ numRefs = 0;
+ numSkyboxSurfaces = 0;
+ for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
+ {
+ /* get surface and try to early out */
+ ds = &mapDrawSurfs[ i ];
+ if( ds->numVerts == 0 && ds->type != SURFACE_FLARE && ds->type != SURFACE_SHADER )
+ continue;
+
+ /* get shader */
+ si = ds->shaderInfo;
+
+ /* ydnar: skybox surfaces are special */
+ if( ds->skybox )
+ {
+ refs = AddReferenceToTree_r( ds, tree->headnode, qtrue );
+ ds->skybox = qfalse;
+ }
+ else
+ {
+ /* refs initially zero */
+ refs = 0;
+
+ /* ydnar: apply alphamod */
+ AlphaMod( ds->shaderInfo->alphaMod, ds->numVerts, ds->verts );
+
+ /* apply texture coordinate mods */
+ for( j = 0; j < ds->numVerts; j++ )
+ TcMod( si->mod, ds->verts[ j ].st );
+
+ /* ydnar: make fur surfaces */
+ if( si->furNumLayers > 0 )
+ Fur( ds );
+
+ /* ydnar/sd: make foliage surfaces */
+ if( si->foliage != NULL )
+ Foliage( ds );
+
+ /* create a flare surface if necessary */
+ if( si->flareShader[ 0 ] )
+ AddSurfaceFlare( ds, e->origin );
+
+ /* ydnar: don't emit nodraw surfaces (like nodraw fog) */
+ if( si != NULL && (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )
+ continue;
+
+ /* ydnar: bias the surface textures */
+ BiasSurfaceTextures( ds );
+
+ /* ydnar: globalizing of fog volume handling (eek a hack) */
+ if( e != entities && si->noFog == qfalse )
+ {
+ /* find surface origin and offset by entity origin */
+ VectorAdd( ds->mins, ds->maxs, origin );
+ VectorScale( origin, 0.5f, origin );
+ VectorAdd( origin, e->origin, origin );
+
+ VectorAdd( ds->mins, e->origin, mins );
+ VectorAdd( ds->maxs, e->origin, maxs );
+
+ /* set the fog number for this surface */
+ ds->fogNum = FogForBounds( mins, maxs, 1.0f ); //% FogForPoint( origin, 0.0f );
+ }
+ }
+
+ /* ydnar: gs mods: handle the various types of surfaces */
+ switch( ds->type )
+ {
+ /* handle brush faces */
+ case SURFACE_FACE:
+ case SURFACE_DECAL:
+ if( refs == 0 )
+ refs = FilterFaceIntoTree( ds, tree );
+ if( refs > 0 )
+ EmitFaceSurface( ds );
+ break;
+
+ /* handle patches */
+ case SURFACE_PATCH:
+ if( refs == 0 )
+ refs = FilterPatchIntoTree( ds, tree );
+ if( refs > 0 )
+ EmitPatchSurface( ds );
+ break;
+
+ /* handle triangle surfaces */
+ case SURFACE_TRIANGLES:
+ case SURFACE_FORCED_META:
+ case SURFACE_META:
+ //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
+ if( refs == 0 )
+ refs = FilterTrianglesIntoTree( ds, tree );
+ if( refs > 0 )
+ EmitTriangleSurface( ds );
+ break;
+
+ /* handle foliage surfaces (splash damage/wolf et) */
+ case SURFACE_FOLIAGE:
+ //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
+ if( refs == 0 )
+ refs = FilterFoliageIntoTree( ds, tree );
+ if( refs > 0 )
+ EmitTriangleSurface( ds );
+ break;
+
+ /* handle foghull surfaces */
+ case SURFACE_FOGHULL:
+ if( refs == 0 )
+ refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );
+ if( refs > 0 )
+ EmitTriangleSurface( ds );
+ break;
+
+ /* handle flares */
+ case SURFACE_FLARE:
+ if( refs == 0 )
+ refs = FilterFlareSurfIntoTree( ds, tree );
+ if( refs > 0 )
+ EmitFlareSurface( ds );
+ break;
+
+ /* handle shader-only surfaces */
+ case SURFACE_SHADER:
+ refs = 1;
+ EmitFlareSurface( ds );
+ break;
+
+ /* no references */
+ default:
+ refs = 0;
+ break;
+ }
+
+ /* tot up the references */
+ if( refs > 0 )
+ {
+ /* tot up counts */
+ numSurfs++;
+ numRefs += refs;
+
+ /* emit extra surface data */
+ SetSurfaceExtra( ds, numBSPDrawSurfaces - 1 );
+ //% Sys_FPrintf( SYS_VRB, "%d verts %d indexes\n", ds->numVerts, ds->numIndexes );
+
+ /* one last sanity check */
+ {
+ bspDrawSurface_t *out;
+ out = &bspDrawSurfaces[ numBSPDrawSurfaces - 1 ];
+ if( out->numVerts == 3 && out->numIndexes > 3 )
+ {
+ Sys_Printf( "\nWARNING: Potentially bad %s surface (%d: %d, %d)\n %s\n",
+ surfaceTypes[ ds->type ],
+ numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );
+ }
+ }
+
+ /* ydnar: handle skybox surfaces */
+ if( ds->skybox )
+ {
+ MakeSkyboxSurface( ds );
+ numSkyboxSurfaces++;
+ }
+ }
+ }
+
+ /* emit some statistics */
+ Sys_FPrintf( SYS_VRB, "%9d references\n", numRefs );
+ Sys_FPrintf( SYS_VRB, "%9d (%d) emitted drawsurfs\n", numSurfs, numBSPDrawSurfaces );
+ Sys_FPrintf( SYS_VRB, "%9d stripped face surfaces\n", numStripSurfaces );
+ Sys_FPrintf( SYS_VRB, "%9d fanned face surfaces\n", numFanSurfaces );
+ Sys_FPrintf( SYS_VRB, "%9d surface models generated\n", numSurfaceModels );
+ Sys_FPrintf( SYS_VRB, "%9d skybox surfaces generated\n", numSkyboxSurfaces );
+ for( i = 0; i < NUM_SURFACE_TYPES; i++ )
+ Sys_FPrintf( SYS_VRB, "%9d %s surfaces\n", numSurfacesByType[ i ], surfaceTypes[ i ] );
+
+ Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, (numRedundantIndexes * 4 / 1024) );
+}
+
+
+