/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ 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.
+ 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 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.
+ 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
+ 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."
+ 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."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/*
-AllocDrawSurface()
-ydnar: gs mods: changed to force an explicit type when allocating
-*/
+ AllocDrawSurface()
+ ydnar: gs mods: changed to force an explicit type when allocating
+ */
+
+mapDrawSurface_t *AllocDrawSurface( surfaceType_t type ){
+ mapDrawSurface_t *ds;
+
-mapDrawSurface_t *AllocDrawSurface( surfaceType_t type )
-{
- mapDrawSurface_t *ds;
-
-
/* ydnar: gs mods: only allocate valid types */
- if( type <= SURFACE_BAD || type >= NUM_SURFACE_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 )
+ 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 */
-
+ 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
-*/
+ FinishSurface()
+ ydnar: general surface finish pass
+ */
+
+void FinishSurface( mapDrawSurface_t *ds ){
+ mapDrawSurface_t *ds2;
+
-void FinishSurface( mapDrawSurface_t *ds )
-{
- mapDrawSurface_t *ds2;
-
-
/* dummy check */
- if( ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES || ds == NULL || ds->shaderInfo == NULL )
+ if ( ds == NULL || ds->shaderInfo == NULL || ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES ) {
return;
-
+ }
+
/* ydnar: rocking tek-fu celshading */
- if( ds->celShader != NULL )
+ if ( ds->celShader != NULL ) {
MakeCelSurface( ds, ds->celShader );
-
+ }
+
/* backsides stop here */
- if( ds->backSide )
+ if ( ds->backSide ) {
return;
-
+ }
+
/* ydnar: rocking surface cloning (fur baby yeah!) */
- if( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' )
+ if ( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' ) {
CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
-
+ }
+
/* ydnar: q3map_backShader support */
- if( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' )
- {
+ if ( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' ) {
ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
ds2->backSide = qtrue;
}
/*
-CloneSurface()
-clones a map drawsurface, using the specified shader
-*/
+ CloneSurface()
+ clones a map drawsurface, using the specified shader
+ */
+
+mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
+ mapDrawSurface_t *ds;
+
-mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si )
-{
- mapDrawSurface_t *ds;
-
-
/* dummy check */
- if( src == NULL || si == NULL )
+ if ( src == NULL || si == NULL ) {
return NULL;
-
+ }
+
/* allocate a new surface */
ds = AllocDrawSurface( src->type );
- if( ds == NULL )
+ 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 )
- {
+ 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 )
+ 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
-*/
+ 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;
+
-mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si )
-{
- mapDrawSurface_t *ds;
-
-
/* dummy check */
- if( src == NULL || si == NULL )
+ 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) )
+ if ( ( src->shaderInfo->compileFlags & C_TRANSLUCENT ) ||
+ ( src->shaderInfo->compileFlags & C_SKY ) ) {
return NULL;
-
+ }
+
/* make a copy */
ds = CloneSurface( src, si );
- if( ds == NULL )
+ if ( ds == NULL ) {
return NULL;
-
+ }
+
/* do some fixups for celshading */
ds->planar = qfalse;
ds->planeNum = -1;
ds->celShader = NULL; /* don't cel shade cels :P */
-
+
/* return the surface */
return ds;
}
/*
-MakeSkyboxSurface() - ydnar
-generates a skybox surface, viewable from everywhere there is sky
-*/
+ MakeSkyboxSurface() - ydnar
+ generates a skybox surface, viewable from everywhere there is sky
+ */
+
+mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src ){
+ int i;
+ mapDrawSurface_t *ds;
+
-mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src )
-{
- int i;
- mapDrawSurface_t *ds;
-
-
/* dummy check */
- if( src == NULL )
+ if ( src == NULL ) {
return NULL;
-
+ }
+
/* make a copy */
ds = CloneSurface( src, src->shaderInfo );
- if( ds == NULL )
+ if ( ds == NULL ) {
return NULL;
-
+ }
+
/* set parent */
ds->parent = src;
-
+
/* scale the surface vertexes */
- for( i = 0; i < ds->numVerts; i++ )
+ 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
-*/
+ 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;
-#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 )
+ if ( d < TINY_AREA ) {
return qtrue;
-
+ }
+
/* must be a good triangle */
return qfalse;
}
/*
-ClearSurface() - ydnar
-clears a surface and frees any allocated memory
-*/
+ ClearSurface() - ydnar
+ clears a surface and frees any allocated memory
+ */
-void ClearSurface( mapDrawSurface_t *ds )
-{
+void ClearSurface( mapDrawSurface_t *ds ){
ds->type = SURFACE_BAD;
ds->planar = qfalse;
ds->planeNum = -1;
ds->numVerts = 0;
- if( ds->verts != NULL )
+ if ( ds->verts != NULL ) {
free( ds->verts );
+ }
ds->verts = NULL;
ds->numIndexes = 0;
- if( ds->indexes != NULL )
+ if ( ds->indexes != NULL ) {
free( ds->indexes );
+ }
ds->indexes = NULL;
numClearedSurfaces++;
}
/*
-TidyEntitySurfaces() - ydnar
-deletes all empty or bad surfaces from the surface list
-*/
+ 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 = NULL;
+
-void TidyEntitySurfaces( entity_t *e )
-{
- int i, j, deleted;
- mapDrawSurface_t *out, *in = NULL;
-
-
/* 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++ )
+ 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 < numMapDrawSurfs; j++ )
+ for ( ; 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) )
+ 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 )
+ 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]
-*/
+ 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 ];
+
-qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )
-{
- int i, j, v, size[ 2 ];
- float mins[ 2 ], maxs[ 2 ];
-
-
/* try to early out */
- if( ds->numVerts <= 0 )
+ 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 ( i = 0; i < ds->numVerts; i++ )
{
- for( j = 0; j < 2; j++ )
+ for ( j = 0; j < 2; j++ )
{
- if( ds->verts[ i ].st[ j ] < mins[ j ] )
+ if ( ds->verts[ i ].st[ j ] < mins[ j ] ) {
mins[ j ] = ds->verts[ i ].st[ j ];
- if( ds->verts[ i ].st[ j ] > maxs[ 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 ]) );
-
+ 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[ 1 ] = 999999;
ds->texMaxs[ 0 ] = -999999;
ds->texMaxs[ 1 ] = -999999;
- for( i = 0; i < ds->numVerts; i++ )
+ for ( i = 0; i < ds->numVerts; i++ )
{
- for( j = 0; j < 2; j++ )
+ for ( j = 0; j < 2; j++ )
{
- v = ((float) ds->verts[ i ].st[ j ] + ds->bias[ j ]) * size[ j ];
- if( v < ds->texMins[ 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 ] )
+ }
+ 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 ]);
-
+ 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 )
+ if ( texRange == 0 ) {
return qtrue;
-
+ }
+
/* within range? */
- for( j = 0; j < 2; j++ )
+ for ( j = 0; j < 2; j++ )
{
- if( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange )
+ 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
-*/
+ CalcLightmapAxis() - ydnar
+ gives closed lightmap axis for a plane normal
+ */
+
+qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis ){
+ vec3_t absolute;
+
-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 )
- {
+ 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 )
+ 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
+ }
+ 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 )
+ 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
+ }
+ else{
VectorSet( axis, -1.0f, 0.0f, 0.0f );
+ }
}
else
{
- if( normal[ 1 ] > 0.0f )
+ if ( normal[ 1 ] > 0.0f ) {
VectorSet( axis, 0.0f, 1.0f, 0.0f );
- else
+ }
+ 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
-*/
+ 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 }
+ };
+
-#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 > 0; numSurfs--, ds++ )
+ for ( ; numSurfs > 0; numSurfs--, ds++ )
{
/* ignore bogus (or flare) surfaces */
- if( ds->type == SURFACE_BAD || ds->numVerts <= 0 )
+ 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 )
+
+ 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
+ plane and bounding box classification
----------------------------------------------------------------- */
-
+
/* set surface bounding box */
ClearBounds( ds->mins, ds->maxs );
- for( i = 0; i < ds->numVerts; i++ )
+ 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 )
- {
+ 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++ )
+ 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 )
- {
+ 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 )
- {
+ if ( VectorLength( plane ) <= 0.0f ) {
ds->planar = qfalse;
ds->planeNum = -1;
}
{
/* determine if surface is planar */
ds->planar = qtrue;
-
+
/* test each vert */
- for( i = 0; i < ds->numVerts; i++ )
+ 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 ( fabs( dist ) > PLANAR_EPSILON ) {
//% if( ds->planeNum >= 0 )
//% {
- //% Sys_Printf( "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );
+ //% Sys_FPrintf( SYS_WRN, "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;
}
}
}
-
+
/* find map plane if necessary */
- if( ds->planar )
- {
- if( ds->planeNum < 0 )
+ 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 );
+ //% Sys_FPrintf( SYS_WRN, "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 )
- {
+ if ( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES || nolm == qtrue ) {
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 ] )
+ if ( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] ) {
VectorCopy( si->lightmapAxis, ds->lightmapAxis );
- else if( ds->type == SURFACE_FORCED_META )
+ }
+ else if ( ds->type == SURFACE_FORCED_META ) {
VectorClear( ds->lightmapAxis );
- else if( ds->planar )
+ }
+ else if ( ds->planar ) {
CalcLightmapAxis( plane, ds->lightmapAxis );
+ }
else
{
/* find best lightmap axis */
- for( bestAxis = 0; bestAxis < 6; bestAxis++ )
+ for ( bestAxis = 0; bestAxis < 6; bestAxis++ )
{
- for( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
+ 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 */
+ //% 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 )
+
+ if ( i == ds->numVerts ) {
break;
+ }
}
-
+
/* set axis if possible */
- if( bestAxis < 6 )
- {
+ if ( bestAxis < 6 ) {
//% if( ds->type == SURFACE_PATCH )
- //% Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
+ //% 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 );
+ //% Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
}
-
+
/* calculate lightmap sample size */
- if( ds->shaderInfo->lightmapSampleSize > 0 ) /* shader value overrides every other */
+ if ( ds->shaderInfo->lightmapSampleSize > 0 ) { /* shader value overrides every other */
ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
- else if( ds->sampleSize <= 0 ) /* may contain the entity asigned value */
+ }
+ else if ( ds->sampleSize <= 0 ) { /* may contain the entity asigned value */
ds->sampleSize = sampleSize; /* otherwise use global default */
- if( ds->lightmapScale > 0.0f ) /* apply surface lightmap scaling factor */
- {
+ }
+ if ( ds->lightmapScale > 0.0f ) { /* apply surface lightmap scaling factor */
ds->sampleSize = ds->lightmapScale * (float)ds->sampleSize;
ds->lightmapScale = 0; /* applied */
}
- if( ds->sampleSize < minSampleSize )
+ if ( ds->sampleSize < minSampleSize ) {
ds->sampleSize = minSampleSize;
+ }
- if( ds->sampleSize < 1 )
+ if ( ds->sampleSize < 1 ) {
ds->sampleSize = 1;
+ }
- if( ds->sampleSize > 16384 ) /* powers of 2 are preferred */
+ if ( ds->sampleSize > 16384 ) { /* powers of 2 are preferred */
ds->sampleSize = 16384;
+ }
}
}
/*
-ClassifyEntitySurfaces() - ydnar
-classifies all surfaces in an entity
-*/
+ ClassifyEntitySurfaces() - ydnar
+ classifies all surfaces in an entity
+ */
+
+void ClassifyEntitySurfaces( entity_t *e ){
+ int i;
+
-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++ )
+ for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
{
FinishSurface( &mapDrawSurfs[ i ] );
ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
}
-
+
/* tidy things up */
TidyEntitySurfaces( e );
}
/*
-GetShaderIndexForPoint() - ydnar
-for shader-indexed surfaces (terrain), find a matching index from the indexmap
-*/
+ 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;
+
-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 )
+ 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;
+ /* 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);
+ /* 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 ];
}
+#define snprintf_ignore(s, n, format, ...) do { \
+ size_t __n = snprintf(s, n, format, __VA_ARGS__); \
+ if (n >= n) {} /* truncated, ignore */ \
+} while (0)
/*
-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
-*/
+ 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;
+
-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 )
+ if ( im == NULL || numPoints <= 0 || shaderIndexes == NULL ) {
return ShaderInfoForShader( "default" );
-
+ }
+
/* determine min/max index */
minShaderIndex = 255;
maxShaderIndex = 0;
- for( i = 0; i < numPoints; i++ )
+ for ( i = 0; i < numPoints; i++ )
{
- if( shaderIndexes[ i ] < minShaderIndex )
+ if ( shaderIndexes[ i ] < minShaderIndex ) {
minShaderIndex = shaderIndexes[ i ];
- if( shaderIndexes[ i ] > maxShaderIndex )
+ }
+ if ( shaderIndexes[ i ] > maxShaderIndex ) {
maxShaderIndex = shaderIndexes[ i ];
+ }
}
-
+
/* set alpha inline */
- for( i = 0; i < numPoints; i++ )
+ for ( i = 0; i < numPoints; i++ )
{
/* straight rip from terrain.c */
- if( shaderIndexes[ i ] < maxShaderIndex )
+ if ( shaderIndexes[ i ] < maxShaderIndex ) {
shaderIndexes[ i ] = 0;
- else
+ }
+ 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 );
-
+ if ( minShaderIndex == maxShaderIndex ) {
+ snprintf_ignore( shader, sizeof shader, "textures/%s_%d", im->shader, maxShaderIndex );
+ }
+ else{
+ snprintf_ignore( shader, sizeof 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 )
+ if ( parent->globalTexture ) {
si->globalTexture = qtrue;
- if( parent->forceMeta )
+ }
+ if ( parent->forceMeta ) {
si->forceMeta = qtrue;
- if( parent->nonplanar )
+ }
+ if ( parent->nonplanar ) {
si->nonplanar = qtrue;
- if( si->shadeAngleDegrees == 0.0 )
+ }
+ if ( si->shadeAngleDegrees == 0.0 ) {
si->shadeAngleDegrees = parent->shadeAngleDegrees;
- if( parent->tcGen && si->tcGen == qfalse )
- {
+ }
+ 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 )
- {
+ 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
-*/
+ 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 ];
+
-#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 )
+ if ( s->culled ) {
return NULL;
-
+ }
+
/* range check */
- if( w->numpoints > MAX_POINTS_ON_WINDING )
+ 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 )
- {
+ if ( si->indexed && b->im != NULL ) {
/* indexed */
indexed = qtrue;
-
+
/* get shader indexes for each point */
- for( i = 0; i < w->numpoints; i++ )
+ 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
+ else{
indexed = qfalse;
-
+ }
+
/* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
- if( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' )
- {
+ 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 );
+ snprintf_ignore( tempShader, sizeof tempShader, "%s_lf", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
- sprintf( tempShader, "%s_rt", si->skyParmsImageBase );
+ snprintf_ignore( tempShader, sizeof tempShader, "%s_rt", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
- sprintf( tempShader, "%s_ft", si->skyParmsImageBase );
+ snprintf_ignore( tempShader, sizeof tempShader, "%s_ft", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
- sprintf( tempShader, "%s_bk", si->skyParmsImageBase );
+ snprintf_ignore( tempShader, sizeof tempShader, "%s_bk", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
- sprintf( tempShader, "%s_up", si->skyParmsImageBase );
+ snprintf_ignore( tempShader, sizeof tempShader, "%s_up", si->skyParmsImageBase );
DrawSurfaceForShader( tempShader );
- sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
+ snprintf_ignore( tempShader, sizeof 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->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++ )
+ 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 )
+ if ( indexed ) {
dv->xyz[ 2 ] += offsets[ j ];
-
+ }
+
/* round the xyz to a given precision and translate by origin */
- for( i = 0 ; i < 3 ; i++ )
+ 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 )
- {
+ 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 )
- {
+ 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 )
- {
+ 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
{
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++ )
+ 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);
+ dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ j ] : 255 );
}
}
-
+
/* set cel shader */
ds->celShader = b->celShader;
/* set shade angle */
- if( b->shadeAngleDegrees > 0.0f )
+ if ( b->shadeAngleDegrees > 0.0f ) {
ds->shadeAngleDegrees = b->shadeAngleDegrees;
-
+ }
+
/* ydnar: gs mods: moved st biasing elsewhere */
return ds;
}
/*
-DrawSurfaceForMesh()
-moved here from patch.c
-*/
+ DrawSurfaceForMesh()
+ moved here from patch.c
+ */
#define YDNAR_NORMAL_EPSILON 0.50f
-qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon )
-{
- int i;
-
-
+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 )
+ 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 ];
-
-
+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 )
+ if ( mesh == NULL ) {
mesh = &p->mesh;
+ }
si = p->shaderInfo;
- if( mesh == NULL || si == NULL )
+ 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++ )
+ 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++ )
+ 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 )
+ 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 )
- {
+ if ( si->indexed && p->im != NULL ) {
/* indexed */
indexed = qtrue;
/* get shader indexes for each point */
- for( i = 0; i < numVerts; i++ )
+ 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
+ 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->sampleSize = p->lightmapSampleSize;
- ds->lightmapScale = p->lightmapScale; /* ydnar */
+ 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 " );
-
+ if ( VectorLength( plane ) < 0.001f ) {
+ Sys_Printf( "DrawSurfaceForMesh: bogus plane\n" );
+ }
+
/* test each vert */
- for( i = 1; i < ds->numVerts && planar; i++ )
+ for ( i = 1; i < ds->numVerts && planar; i++ )
{
/* normal test */
- if( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse )
+ 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 )
+ if ( fabs( dist ) > EQUAL_EPSILON ) {
planar = qfalse;
+ }
}
-
+
/* add a map plane */
- if( planar )
- {
+ 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++ )
+ 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++ )
+ 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 )
- {
+ 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 )
- {
+ 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++ )
+ 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);
+ dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ i ] : 255 );
}
-
+
/* ydnar: offset */
- if( indexed )
+ if ( indexed ) {
dv->xyz[ 2 ] += offsets[ i ];
+ }
}
-
+
/* set cel shader */
ds->celShader = p->celShader;
-
+
/* return the drawsurface */
return ds;
}
/*
-DrawSurfaceForFlare() - ydnar
-creates a flare draw surface
-*/
+ DrawSurfaceForFlare() - ydnar
+ creates a flare draw surface
+ */
+
+mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle ){
+ mapDrawSurface_t *ds;
+
-mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle )
-{
- mapDrawSurface_t *ds;
-
-
/* emit flares? */
- if( emitFlares == qfalse )
+ if ( emitFlares == qfalse ) {
return NULL;
-
+ }
+
/* allocate drawsurface */
ds = AllocDrawSurface( SURFACE_FLARE );
ds->entityNum = entNum;
-
+
/* set it up */
- if( flareShader != NULL && flareShader[ 0 ] != '\0' )
+ if ( flareShader != NULL && flareShader[ 0 ] != '\0' ) {
ds->shaderInfo = ShaderInfoForShader( flareShader );
- else
+ }
+ else{
ds->shaderInfo = ShaderInfoForShader( game->flareShader );
- if( origin != NULL )
+ }
+ if ( origin != NULL ) {
VectorCopy( origin, ds->lightmapOrigin );
- if( normal != NULL )
+ }
+ if ( normal != NULL ) {
VectorCopy( normal, ds->lightmapVecs[ 2 ] );
- if( color != NULL )
+ }
+ if ( color != NULL ) {
VectorCopy( color, ds->lightmapVecs[ 0 ] );
-
+ }
+
/* store light style */
ds->lightStyle = lightStyle;
- if( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE )
+ 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
-*/
+ 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;
+
-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++ )
+ for ( i = 0; i < numMapDrawSurfs; i++ )
{
/* get surface */
ds = &mapDrawSurfs[ i ];
-
+
/* check it */
- if( ds->shaderInfo == si )
+ 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
-*/
+ AddSurfaceFlare() - ydnar
+ creates flares (coronas) centered on surfaces
+ */
+
+static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin ){
+ vec3_t origin;
+ int i;
+
-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 )
+ 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)
-*/
+ SubdivideFace()
+ subdivides a face surface until it is smaller than the specified size (subdivisions)
+ */
+
+static void SubdivideFace_r( 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;
+
-static void SubdivideFace_r( 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 )
+ if ( w == NULL ) {
return;
- if( w->numpoints < 3 )
+ }
+ if ( w->numpoints < 3 ) {
Error( "SubdivideFace_r: Bad w->numpoints (%d < 3)", w->numpoints );
-
+ }
+
/* determine surface bounds */
ClearBounds( bounds[ 0 ], bounds[ 1 ] );
- for( i = 0; i < w->numpoints; i++ )
+ for ( i = 0; i < w->numpoints; i++ )
AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
-
+
/* split the face */
- for( axis = 0; axis < 3; axis++ )
+ for ( axis = 0; axis < 3; axis++ )
{
- vec3_t planePoint = { 0, 0, 0 };
- vec3_t planeNormal = { 0, 0, 0 };
- float d;
-
-
+ 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;
+ 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 )
- {
+ if ( ( subCeil - subFloor ) > subdivisions ) {
/* clip the winding */
- ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );
+ ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding ); /* not strict; we assume we always keep a winding */
/* the clip may not produce two polygons if it was epsilon close */
- if( frontWinding == NULL )
+ if ( frontWinding == NULL ) {
w = backWinding;
- else if( backWinding == NULL )
+ }
+ else if ( backWinding == NULL ) {
w = frontWinding;
+ }
else
{
SubdivideFace_r( e, brush, side, frontWinding, fogNum, subdivisions );
}
}
}
-
+
/* 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
-*/
+ 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;
+
-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++ )
+ 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 )
+ 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 )
+ if ( si == NULL ) {
continue;
-
+ }
+
/* ydnar: don't subdivide sky surfaces */
- if( si->compileFlags & C_SKY )
+ if ( si->compileFlags & C_SKY ) {
continue;
-
+ }
+
/* do texture coordinate range check */
ClassifySurfaces( 1, ds );
- if( CalcSurfaceTextureRange( ds ) == qfalse )
- {
+ 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 ]);
+ 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 )
+ 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 = ( size / range ) * texRange;
subdivisions = ceil( subdivisions / 2 ) * 2;
- for( j = 1; j < 8; j++ )
+ for ( j = 1; j < 8; j++ )
{
s2 = ceil( (float) texRange / j );
- if( fabs( subdivisions - s2 ) <= 4.0 )
- {
+ if ( fabs( subdivisions - s2 ) <= 4.0 ) {
subdivisions = s2;
break;
}
}
}
- else
+ else{
subdivisions = si->subdivisions;
-
+ }
+
/* get subdivisions from shader */
- if( si->subdivisions > 0 && si->subdivisions < subdivisions )
+ if ( si->subdivisions > 0 && si->subdivisions < subdivisions ) {
subdivisions = si->subdivisions;
- if( subdivisions < 1.0f )
+ }
+ 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_r( e, brush, side, w, fogNum, subdivisions );
}
/*
-====================
-ClipSideIntoTree_r
+ ====================
+ ClipSideIntoTree_r
-Adds non-opaque leaf fragments to the convex hull
-====================
-*/
+ 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;
+void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node ){
+ plane_t *plane;
+ winding_t *front, *back;
if ( !w ) {
return;
ClipSideIntoTree_r( w, side, node->children[0] );
return;
}
- if ( side->planenum == ( node->planenum ^ 1) ) {
+ 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 );
+ ClipWindingEpsilonStrict( w, plane->normal, plane->dist,
+ ON_EPSILON, &front, &back ); /* strict, we handle the "winding disappeared" case */
+ if ( !front && !back ) {
+ /* in doubt, register it in both nodes */
+ front = CopyWinding( w );
+ back = CopyWinding( w );
+ }
FreeWinding( w );
ClipSideIntoTree_r( front, side, node->children[0] );
/*
-CullVectorCompare() - ydnar
-compares two vectors with an epsilon
-*/
+ 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 )
+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
-*/
+ SideInBrush() - ydnar
+ determines if a brushside lies inside another brush
+ */
+
+qboolean SideInBrush( side_t *side, brush_t *b ){
+ int i, s;
+ plane_t *plane;
+
-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 )
+ if ( side->winding == NULL || side->shaderInfo == NULL ) {
return qtrue;
+ }
/* ignore culled sides and translucent brushes */
- if( side->culled == qtrue || (b->compileFlags & C_TRANSLUCENT) )
+ if ( side->culled == qtrue || ( b->compileFlags & C_TRANSLUCENT ) ) {
return qfalse;
+ }
/* side iterator */
- for( i = 0; i < b->numsides; i++ )
+ for ( i = 0; i < b->numsides; i++ )
{
/* fail if any sides are caulk */
- if( b->sides[ i ].compileFlags & C_NODRAW )
+ 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 )
+ 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 )
+ if ( side->shaderInfo ) {
+ if ( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset ) {
return qfalse;
+ }
}
-
+
/* inside */
side->culled = qtrue;
g_numHiddenFaces++;
/*
-CullSides() - ydnar
-culls obscured or buried brushsides from the map
-*/
+ 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;
+
-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 )
+ for ( b1 = e->brushes; b1; b1 = b1->next )
{
/* sides check */
- if( b1->numsides < 1 )
+ if ( b1->numsides < 1 ) {
continue;
+ }
/* brush iterator 2 */
- for( b2 = b1->next; b2; b2 = b2->next )
+ for ( b2 = b1->next; b2; b2 = b2->next )
{
/* sides check */
- if( b2->numsides < 1 )
+ if ( b2->numsides < 1 ) {
continue;
-
+ }
+
/* original check */
- if( b1->original == b2->original && b1->original != NULL )
+ 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 ] )
+ for ( i = 0; i < 3; i++ )
+ if ( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] ) {
j++;
- if( j )
+ }
+ if ( j ) {
continue;
+ }
/* cull inside sides */
- for( i = 0; i < b1->numsides; i++ )
+ for ( i = 0; i < b1->numsides; i++ )
SideInBrush( &b1->sides[ i ], b2 );
- for( i = 0; i < b2->numsides; i++ )
+ for ( i = 0; i < b2->numsides; i++ )
SideInBrush( &b2->sides[ i ], b1 );
-
+
/* side iterator 1 */
- for( i = 0; i < b1->numsides; i++ )
+ for ( i = 0; i < b1->numsides; i++ )
{
/* winding check */
side1 = &b1->sides[ i ];
w1 = side1->winding;
- if( w1 == NULL )
+ if ( w1 == NULL ) {
continue;
+ }
numPoints = w1->numpoints;
- if( side1->shaderInfo == NULL )
+ if ( side1->shaderInfo == NULL ) {
continue;
-
+ }
+
/* side iterator 2 */
- for( j = 0; j < b2->numsides; j++ )
+ for ( j = 0; j < b2->numsides; j++ )
{
/* winding check */
side2 = &b2->sides[ j ];
w2 = side2->winding;
- if( w2 == NULL )
+ if ( w2 == NULL ) {
continue;
- if( side2->shaderInfo == NULL )
+ }
+ if ( side2->shaderInfo == NULL ) {
continue;
- if( w1->numpoints != w2->numpoints )
+ }
+ if ( w1->numpoints != w2->numpoints ) {
continue;
- if( side1->culled == qtrue && side2->culled == qtrue )
+ }
+ if ( side1->culled == qtrue && side2->culled == qtrue ) {
continue;
-
+ }
+
/* compare planes */
- if( (side1->planenum & ~0x00000001) != (side2->planenum & ~0x00000001) )
+ if ( ( side1->planenum & ~0x00000001 ) != ( side2->planenum & ~0x00000001 ) ) {
continue;
-
+ }
+
/* get autosprite and polygonoffset status */
- if( side1->shaderInfo &&
- (side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset) )
+ if ( side1->shaderInfo &&
+ ( side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset ) ) {
continue;
- if( side2->shaderInfo &&
- (side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset) )
+ }
+ if ( side2->shaderInfo &&
+ ( side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset ) ) {
continue;
-
+ }
+
/* find first common point */
first = -1;
- for( k = 0; k < numPoints; k++ )
+ for ( k = 0; k < numPoints; k++ )
{
- if( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) )
- {
+ if ( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) ) {
first = k;
k = numPoints;
}
}
- if( first == -1 )
+ if ( first == -1 ) {
continue;
-
+ }
+
/* find second common point (regardless of winding order) */
second = -1;
dir = 0;
- if( (first + 1) < numPoints )
+ if ( ( first + 1 ) < numPoints ) {
second = first + 1;
- else
+ }
+ else{
second = 0;
- if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
+ }
+ if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
dir = 1;
+ }
else
{
- if( first > 0 )
+ if ( first > 0 ) {
second = first - 1;
- else
+ }
+ else{
second = numPoints - 1;
- if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
+ }
+ if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
dir = -1;
+ }
}
- if( dir == 0 )
+ if ( dir == 0 ) {
continue;
-
+ }
+
/* compare the rest of the points */
l = first;
- for( k = 0; k < numPoints; k++ )
+ for ( k = 0; k < numPoints; k++ )
{
- if( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) )
+ if ( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) ) {
k = 100000;
-
+ }
+
l += dir;
- if( l < 0 )
+ if ( l < 0 ) {
l = numPoints - 1;
- else if( l >= numPoints )
+ }
+ else if ( l >= numPoints ) {
l = 0;
+ }
}
- if( k >= 100000 )
+ if ( k >= 100000 ) {
continue;
-
+ }
+
/* cull face 1 */
- if( !side2->culled && !(side2->compileFlags & C_TRANSLUCENT) && !(side2->compileFlags & C_NODRAW) )
- {
+ if ( !side2->culled && !( side2->compileFlags & C_TRANSLUCENT ) && !( side2->compileFlags & C_NODRAW ) ) {
side1->culled = qtrue;
g_numCoinFaces++;
}
-
- if( side1->planenum == side2->planenum && side1->culled == qtrue )
+
+ if ( side1->planenum == side2->planenum && side1->culled == qtrue ) {
continue;
-
+ }
+
/* cull face 2 */
- if( !side1->culled && !(side1->compileFlags & C_TRANSLUCENT) && !(side1->compileFlags & C_NODRAW) )
- {
+ 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()
+ ClipSidesIntoTree()
-creates side->visibleHull for all visible sides
+ 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;
-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 )
+ for ( b = e->brushes; b; b = b->next )
{
/* walk the brush sides */
- for( i = 0; i < b->numsides; i++ )
+ for ( i = 0; i < b->numsides; i++ )
{
/* get side */
side = &b->sides[ i ];
- if( side->winding == NULL )
+ 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 )
+ if ( w == NULL ) {
continue;
-
+ }
+
/* shader? */
si = side->shaderInfo;
- if( si == NULL )
+ 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) )
+ 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 )
+ 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) )
+ 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
+ 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
-*/
+ AddReferenceToLeaf() - ydnar
+ adds a reference to surface ds in the bsp leaf node
+ */
+
+int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node ){
+ drawSurfRef_t *dsr;
+
-int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node )
-{
- drawSurfRef_t *dsr;
-
-
/* dummy check */
- if( node->planenum != PLANENUM_LEAF || node->opaque )
+ if ( node->planenum != PLANENUM_LEAF || node->opaque ) {
return 0;
-
+ }
+
/* try to find an existing reference */
- for( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
+ for ( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
{
- if( dsr->outputNum == numBSPDrawSurfaces )
+ 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 )
+ if ( node->skybox ) {
ds->skybox = qtrue;
- if( ds->shaderInfo->compileFlags & C_SKY )
+ }
+ 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
-*/
+ 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;
+
-int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox )
-{
- int i, refs = 0;
-
-
/* dummy check */
- if( node == NULL )
+ if ( node == NULL ) {
return 0;
-
+ }
+
/* is this a decision node? */
- if( node->planenum != PLANENUM_LEAF )
- {
+ 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 )
- {
+ if ( skybox ) {
/* skybox surfaces only get added to sky leaves */
- if( !node->sky )
+ if ( !node->sky ) {
return 0;
-
+ }
+
/* increase the leaf bounds */
- for( i = 0; i < ds->numVerts; i++ )
+ 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
-*/
+ 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;
+
-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 )
- {
+ 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 )
+ if ( d >= -ON_EPSILON ) {
refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );
- if( d <= ON_EPSILON )
+ }
+ if ( d <= ON_EPSILON ) {
refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
-
+ }
+
/* return */
return refs;
}
-
+
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
+
+
/*
-FilterPointConvexHullIntoTree_r() - ydnar
-filters the convex hull of multiple points from a surface into the tree
-*/
+ FilterPointConvexHullIntoTree_r() - ydnar
+ filters the convex hull of multiple points from a surface into the tree
+ */
-int FilterPointConvexHullIntoTree_r( vec3_t **points, int npoints, mapDrawSurface_t *ds, node_t *node )
-{
- float d, dmin, dmax;
- plane_t *plane;
- int refs = 0;
- int i;
+int FilterPointConvexHullIntoTree_r( vec3_t **points, int npoints, mapDrawSurface_t *ds, node_t *node ){
+ float d, dmin, dmax;
+ plane_t *plane;
+ int refs = 0;
+ int i;
- if(!points)
+ if ( !points ) {
return 0;
-
+ }
+
/* is this a decision node? */
- if( node->planenum != PLANENUM_LEAF )
- {
+ if ( node->planenum != PLANENUM_LEAF ) {
/* classify the point in relation to the plane */
plane = &mapplanes[ node->planenum ];
- dmin = dmax = DotProduct( *(points[0]), plane->normal ) - plane->dist;
- for(i = 1; i < npoints; ++i)
+ dmin = dmax = DotProduct( *( points[0] ), plane->normal ) - plane->dist;
+ for ( i = 1; i < npoints; ++i )
{
- d = DotProduct( *(points[i]), plane->normal ) - plane->dist;
- if(d > dmax)
+ d = DotProduct( *( points[i] ), plane->normal ) - plane->dist;
+ if ( d > dmax ) {
dmax = d;
- if(d < dmin)
+ }
+ if ( d < dmin ) {
dmin = d;
+ }
}
-
+
/* filter by this plane */
refs = 0;
- if( dmax >= -ON_EPSILON )
+ if ( dmax >= -ON_EPSILON ) {
refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 0 ] );
- if( dmin <= ON_EPSILON )
+ }
+ if ( dmin <= ON_EPSILON ) {
refs += FilterPointConvexHullIntoTree_r( points, npoints, 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
-*/
+ 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;
+ vec4_t plane1;
+ winding_t *fat, *front, *back;
+ shaderInfo_t *si;
+
-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) )
- {
+ 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 ) ) {
static qboolean warned = qfalse;
- if(!warned)
- {
- Sys_Printf( "WARNING: this map uses the deformVertexes move hack\n" );
+ if ( !warned ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: this map uses the deformVertexes move hack\n" );
warned = qtrue;
}
/* note this winding is completely invalid (concave, nonplanar, etc) */
fat = AllocWinding( w->numpoints * 3 + 3 );
fat->numpoints = w->numpoints * 3 + 3;
- for( i = 0; i < w->numpoints; i++ )
+ for ( i = 0; i < w->numpoints; i++ )
{
VectorCopy( w->p[ i ], fat->p[ i ] );
- VectorAdd( w->p[ i ], si->mins, fat->p[ i + (w->numpoints+1) ] );
- VectorAdd( w->p[ i ], si->maxs, fat->p[ i + (w->numpoints+1) * 2 ] );
+ VectorAdd( w->p[ i ], si->mins, fat->p[ i + ( w->numpoints + 1 ) ] );
+ VectorAdd( w->p[ i ], si->maxs, fat->p[ i + ( w->numpoints + 1 ) * 2 ] );
}
VectorCopy( w->p[ 0 ], fat->p[ i ] );
VectorAdd( w->p[ 0 ], si->mins, fat->p[ i + w->numpoints ] );
* added to the three sub-windings, the fattening at least doesn't make
* it worse
*/
-
+
FreeWinding( w );
w = fat;
}
-
+
/* is this a decision node? */
- if( node->planenum != PLANENUM_LEAF )
- {
+ 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 )
- {
+ if ( ds->planeNum >= 0 ) {
+ #if 0
+ plane_t *p2;
+ vec4_t plane2;
+
/* get surface plane */
p2 = &mapplanes[ ds->planeNum ];
VectorCopy( p2->normal, plane2 );
plane2[ 3 ] = p2->dist;
-
- #if 0
- /* div0: this is the plague (inaccurate) */
-
- /* 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 ] );
+
+ /* div0: this is the plague (inaccurate) */
+ vec4_t reverse;
+
+ /* 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
- /* div0: this is the cholera (doesn't hit enough) */
+ /* div0: this is the cholera (doesn't hit enough) */
- /* 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 ] );
+ /* 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 */
- ClipWindingEpsilonStrict( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
-
+ ClipWindingEpsilonStrict( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back ); /* strict; we handle the "winding disappeared" case */
+
/* filter by this plane */
refs = 0;
- if( front == NULL && back == NULL )
- {
+ if ( front == NULL && back == NULL ) {
/* same plane, this is an ugly hack */
/* but better too many than too few refs */
- refs += FilterWindingIntoTree_r( CopyWinding(w), ds, node->children[ 0 ] );
- refs += FilterWindingIntoTree_r( CopyWinding(w), ds, node->children[ 1 ] );
+ refs += FilterWindingIntoTree_r( CopyWinding( w ), ds, node->children[ 0 ] );
+ refs += FilterWindingIntoTree_r( CopyWinding( w ), ds, node->children[ 1 ] );
}
- if( front != NULL )
+ if ( front != NULL ) {
refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
- if( back != NULL )
+ }
+ 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
-*/
+ 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;
+
-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
-*/
+ FilterPatchIntoTree()
+ subdivides a patch into an approximate curve and filters it into the tree
+ */
-#define FILTER_SUBDIVISION 8
+#define FILTER_SUBDIVISION 8
-static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
-{
- int x, y, refs = 0;
-
- for(y = 0; y + 2 < ds->patchHeight; y += 2)
- for(x = 0; x + 2 < ds->patchWidth; x += 2)
+static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
+ int x, y, refs = 0;
+
+ for ( y = 0; y + 2 < ds->patchHeight; y += 2 )
+ for ( x = 0; x + 2 < ds->patchWidth; x += 2 )
{
vec3_t *points[9];
- points[0] = &ds->verts[(y+0) * ds->patchWidth + (x+0)].xyz;
- points[1] = &ds->verts[(y+0) * ds->patchWidth + (x+1)].xyz;
- points[2] = &ds->verts[(y+0) * ds->patchWidth + (x+2)].xyz;
- points[3] = &ds->verts[(y+1) * ds->patchWidth + (x+0)].xyz;
- points[4] = &ds->verts[(y+1) * ds->patchWidth + (x+1)].xyz;
- points[5] = &ds->verts[(y+1) * ds->patchWidth + (x+2)].xyz;
- points[6] = &ds->verts[(y+2) * ds->patchWidth + (x+0)].xyz;
- points[7] = &ds->verts[(y+2) * ds->patchWidth + (x+1)].xyz;
- points[8] = &ds->verts[(y+2) * ds->patchWidth + (x+2)].xyz;
- refs += FilterPointConvexHullIntoTree_r(points, 9, ds, tree->headnode);
+ points[0] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 0 )].xyz;
+ points[1] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 1 )].xyz;
+ points[2] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 2 )].xyz;
+ points[3] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 0 )].xyz;
+ points[4] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 1 )].xyz;
+ points[5] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 2 )].xyz;
+ points[6] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 0 )].xyz;
+ points[7] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 1 )].xyz;
+ points[8] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 2 )].xyz;
+ refs += FilterPointConvexHullIntoTree_r( points, 9, ds, tree->headnode );
}
return refs;
/*
-FilterTrianglesIntoTree()
-filters a triangle surface (meta, model) into the bsp
-*/
+ 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;
+
-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 )
+ 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 )
+ 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 + 2 ] ].xyz, w->p[ 2 ] );
refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
}
-
+
/* use point filtering as well */
- for( i = 0; i < ds->numVerts; i++ )
+ 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)
-*/
+ 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;
+
-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++ )
+ 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 )
+ 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 )
+ 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 + 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++ )
+ 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 )
-{
+ 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
-*/
+ 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;
+
-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++ )
+ for ( i = 0; i < ds->numVerts; i++ )
{
/* allocate a new vert */
IncDrawVerts();
dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
-
+
/* copy it */
memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
-
+
/* offset? */
- if( offset != 0.0f )
+ 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 )
+ 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 ] );
+ 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
-*/
+ 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;
+
-int FindDrawIndexes( int numIndexes, int *indexes )
-{
- int i, j, numTestIndexes;
-
-
/* dummy check */
- if( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL )
+ 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 )
- {
+ if ( numIndexes == 3 ) {
/* run through all indexes */
- for( i = 0; i < numTestIndexes; i++ )
+ for ( i = 0; i < numTestIndexes; i++ )
{
/* test 3 indexes */
- if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
- indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
- indexes[ 2 ] == bspDrawIndexes[ i + 2 ] )
- {
+ 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++ )
+ 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 ] )
- {
+ 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 )
+ if ( numIndexes == 4 ) {
return i;
-
+ }
+
/* test the remainder */
- for( j = 4; j < numIndexes; j++ )
+ for ( j = 4; j < numIndexes; j++ )
{
- if( indexes[ j ] != bspDrawIndexes[ i + j ] )
+ if ( indexes[ j ] != bspDrawIndexes[ i + j ] ) {
break;
- else if( j == (numIndexes - 1) )
- {
+ }
+ 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
-*/
+ EmitDrawIndexes() - ydnar
+ attempts to find an existing run of drawindexes before adding new ones
+ */
+
+void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
+ int i;
+
-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 )
- {
+ if ( out->firstIndex == numBSPDrawIndexes ) {
/* copy new unique indexes */
- for( i = 0; i < ds->numIndexes; i++ )
+ for ( i = 0; i < ds->numIndexes; i++ )
{
- if( numBSPDrawIndexes == MAX_MAP_DRAW_INDEXES )
- Error( "MAX_MAP_DRAW_INDEXES" );
+ AUTOEXPAND_BY_REALLOC_BSP( DrawIndexes, 1024 );
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 );
+ if ( ds->type != SURFACE_PATCH ) {
+ if ( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts ) {
+ Sys_FPrintf( SYS_WRN, "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
-*/
+ EmitFlareSurface()
+ emits a bsp flare drawsurface
+ */
+
+void EmitFlareSurface( mapDrawSurface_t *ds ){
+ int i;
+ bspDrawSurface_t *out;
+
-void EmitFlareSurface( mapDrawSurface_t *ds )
-{
- int i;
- bspDrawSurface_t *out;
-
-
/* ydnar: nuking useless flare drawsurfaces */
- if( emitFlares == qfalse && ds->type != SURFACE_SHADER )
+ if ( emitFlares == qfalse && ds->type != SURFACE_SHADER ) {
return;
-
+ }
+
/* limit check */
- if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+ if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
-
+ }
+
/* allocate a new surface */
- if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+ 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++ )
+ for ( i = 0; i < MAX_LIGHTMAPS; i++ )
{
out->lightmapNum[ i ] = -3;
out->lightmapStyles[ 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->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 */
-
+ VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] ); /* normal */
+
/* add to count */
numSurfacesByType[ ds->type ]++;
}
+
+
/*
-EmitPatchSurface()
-emits a bsp patch drawsurface
-*/
+ EmitPatchSurface()
+ emits a bsp patch drawsurface
+ */
-void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds )
-{
- int i, j;
- bspDrawSurface_t *out;
- int surfaceFlags, contentFlags;
- int forcePatchMeta;
+void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds ){
+ int i, j;
+ bspDrawSurface_t *out;
+ int surfaceFlags, contentFlags;
+ int forcePatchMeta;
/* vortex: _patchMeta support */
- forcePatchMeta = IntForKey(e, "_patchMeta" );
- if (!forcePatchMeta)
- forcePatchMeta = IntForKey(e, "patchMeta" );
-
+ forcePatchMeta = IntForKey( e, "_patchMeta" );
+ if ( !forcePatchMeta ) {
+ forcePatchMeta = IntForKey( e, "patchMeta" );
+ }
+
/* invert the surface if necessary */
- if( ds->backSide || ds->shaderInfo->invert )
- {
- bspDrawVert_t *dv1, *dv2, temp;
+ if ( ds->backSide || ds->shaderInfo->invert ) {
+ bspDrawVert_t *dv1, *dv2, temp;
/* walk the verts, flip the normal */
- for( i = 0; i < ds->numVerts; i++ )
+ 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 ( j = 0; j < ds->patchHeight; j++ )
{
- for( i = 0; i < (ds->patchWidth / 2); i++ )
+ 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) ];
+ 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 )
+ if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
Error( "MAX_MAP_DRAW_SURFS" );
+ }
out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
ds->outputNum = numBSPDrawSurfaces;
numBSPDrawSurfaces++;
/* set it up */
out->surfaceType = MST_PATCH;
- if( debugSurfaces )
+ if ( debugSurfaces ) {
out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
- else if( patchMeta || forcePatchMeta )
- {
+ }
+ else if ( patchMeta || forcePatchMeta ) {
/* 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 );
/* emit the new fake shader */
out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
}
- else
+ 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++ )
+ for ( i = 0; i < MAX_LIGHTMAPS; i++ )
{
out->lightmapNum[ i ] = -3;
out->lightmapStyles[ 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 )
+ 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
-*/
+ 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;
-#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 )
+ 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++ )
+ 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 )
+ 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 )
+ for ( j = 0; j < ds->numIndexes; j += 3 )
{
/* valid triangle? */
- if( indexes[ j ] != -1 )
- {
+ if ( indexes[ j ] != -1 ) {
/* set first if necessary */
- if( first < 0 )
+ if ( first < 0 ) {
first = j;
-
+ }
+
/* score the triangle */
score = 0;
- for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
+ for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
{
- if( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] )
+ if ( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] ) {
score++;
+ }
}
-
+
/* better triangle? */
- if( score > bestScore )
- {
+ 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 )
+ if ( score == 3 ) {
break;
+ }
}
}
-
+
/* check if no decent triangle was found, and use first available */
- if( best < 0 )
+ if ( best < 0 ) {
best = first;
-
+ }
+
/* valid triangle? */
- if( best >= 0 )
- {
+ if ( best >= 0 ) {
/* add triangle to vertex cache */
- for( j = 0; j < 3; j++ )
+ for ( j = 0; j < 3; j++ )
{
- for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
+ for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
{
- if( indexes[ best + j ] == vertexCache[ k ] )
+ if ( indexes[ best + j ] == vertexCache[ k ] ) {
break;
+ }
}
-
- if( k >= VERTEX_CACHE_SIZE )
- {
+
+ if ( k >= VERTEX_CACHE_SIZE ) {
/* pop off top of vertex cache */
- for( k = VERTEX_CACHE_SIZE; k > 0; k-- )
+ 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 ] )
+ 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 ];
}
}
}
-
+
/* clean up */
free( indexes );
}
/*
-EmitTriangleSurface()
-creates a bsp drawsurface from arbitrary triangle surfaces
-*/
+ EmitTriangleSurface()
+ creates a bsp drawsurface from arbitrary triangle surfaces
+ */
-void EmitTriangleSurface( mapDrawSurface_t *ds )
-{
- int i, temp;
- bspDrawSurface_t *out;
+void EmitTriangleSurface( mapDrawSurface_t *ds ){
+ int i, temp;
+ bspDrawSurface_t *out;
/* invert the surface if necessary */
- if( ds->backSide || ds->shaderInfo->invert )
- {
+ if ( ds->backSide || ds->shaderInfo->invert ) {
/* walk the indexes, reverse the triangle order */
- for( i = 0; i < ds->numIndexes; i += 3 )
+ 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++ )
+ 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 )
+ 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 )
+ 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 ||
- ds->numVerts > maxLMSurfaceVerts ||
- debugSurfaces )
+ else if ( ( VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse ) ||
+ ds->type == SURFACE_TRIANGLES ||
+ ds->type == SURFACE_FOGHULL ||
+ ds->numVerts > maxLMSurfaceVerts ||
+ debugSurfaces ) {
out->surfaceType = MST_TRIANGLE_SOUP;
-
+ }
+
/* set to a planar face */
- else
+ else{
out->surfaceType = MST_PLANAR;
-
+ }
+
/* set it up */
- if( debugSurfaces )
+ if ( debugSurfaces ) {
out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
- else
+ }
+ 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;
+ if ( debugInset ) {
+ bspDrawVert_t *a, *b, *c;
+ vec3_t cent, dir;
+
-
/* walk triangle list */
- for( i = 0; i < ds->numIndexes; i += 3 )
+ 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( c->xyz, dir, c->xyz );
}
}
-
+
/* RBSP */
- for( i = 0; i < MAX_LIGHTMAPS; i++ )
+ for ( i = 0; i < MAX_LIGHTMAPS; i++ )
{
out->lightmapNum[ i ] = -3;
out->lightmapStyles[ 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 )
+ 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
-*/
+ EmitFaceSurface()
+ emits a bsp planar winding (brush face) drawsurface
+ */
-static void EmitFaceSurface(mapDrawSurface_t *ds )
-{
+static void EmitFaceSurface( mapDrawSurface_t *ds ){
/* strip/fan finding was moved elsewhere */
- if(maxAreaFaceSurface)
+ if ( maxAreaFaceSurface ) {
MaxAreaFaceSurface( ds );
- else
+ }
+ else{
StripFaceSurface( ds );
- EmitTriangleSurface(ds);
+ }
+ EmitTriangleSurface( ds );
}
+
/*
-MakeDebugPortalSurfs_r() - ydnar
-generates drawsurfaces for passable portals in the bsp
-*/
+ 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;
+
-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)
- {
+ 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 )
+ if ( node->opaque ) {
return;
-
+ }
+
/* walk the list of portals */
- for( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
+ 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);
-
+ s = ( p->nodes[ 1 ] == node );
+
/* is this a valid portal for this leaf? */
- if( w && p->nodes[ 0 ] == node )
- {
+ if ( w && p->nodes[ 0 ] == node ) {
/* is this portal passable? */
- if( PortalPassable( p ) == qfalse )
+ if ( PortalPassable( p ) == qfalse ) {
continue;
-
+ }
+
/* check max points */
- if( w->numpoints > 64 )
+ if ( w->numpoints > 64 ) {
Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
-
+ }
+
/* allocate a drawsurface */
ds = AllocDrawSurface( SURFACE_FACE );
ds->shaderInfo = si;
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++ )
+ 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++ )
+ 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
-*/
+ MakeDebugPortalSurfs() - ydnar
+ generates drawsurfaces for passable portals in the bsp
+ */
+
+void MakeDebugPortalSurfs( tree_t *tree ){
+ shaderInfo_t *si;
+
-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)
-*/
+ 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
+ };
+
-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' )
+ 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++ )
+ 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->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
-*/
+ BiasSurfaceTextures()
+ biases a surface's texcoords as close to 0 as possible
+ */
+
+void BiasSurfaceTextures( mapDrawSurface_t *ds ){
+ int i;
+
-void BiasSurfaceTextures( mapDrawSurface_t *ds )
-{
- int i;
-
-
/* calculate the surface texture bias */
CalcSurfaceTextureRange( ds );
-
+
/* don't bias globaltextured shaders */
- if( ds->shaderInfo->globalTexture )
+ if ( ds->shaderInfo->globalTexture ) {
return;
-
+ }
+
/* bias the texture coordinates */
- for( i = 0; i < ds->numVerts; i++ )
+ 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
-*/
+ 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;
+
-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;
-
-
+ 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++ )
+ for ( i = 0; i < 3; i++ )
{
/* get verts */
a = tri[ i ]->xyz;
- b = tri[ (i + 1) % 3 ]->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);
-
+ dist = ( dx * dx ) + ( dy * dy ) + ( dz * dz );
+
/* longer? */
- if( dist > maxDist )
- {
+ 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;
+ 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;
+ odds = model->odds * ( tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] ) / 765.0f;
r = Random();
- if( r > odds )
+ if ( r > odds ) {
return 0;
-
+ }
+
/* calculate scale */
- r = model->minScale + Random() * (model->maxScale - model->minScale);
+ r = model->minScale + Random() * ( model->maxScale - model->minScale );
VectorSet( scale, r, r, r );
-
+
/* calculate angle */
- angle = model->minAngle + Random() * (model->maxAngle - model->minAngle);
-
+ 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 );
-
+ VectorScale( origin, ( 1.0f / 3.0f ), origin );
+
/* clear transform matrix */
m4x4_identity( transform );
/* handle oriented models */
- if( model->oriented )
- {
+ 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 )
+ 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 ];
-
+ 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, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0 );
-
+ InsertModel( (char *) model->model, 0, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0, clipDepthGlobal );
+
/* return to sender */
return 1;
}
}
-
+
/* split the longest edge and map it */
- LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
-
+ 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 )
+ if ( n < 0 ) {
return n;
+ }
localNumSurfaceModels += n;
-
+
/* recurse to second triangle */
VectorCopy( tri, tri2 );
- tri2[ (max + 1) % 3 ] = ∣
+ tri2[ ( max + 1 ) % 3 ] = ∣
n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
- if( n < 0 )
+ if ( n < 0 ) {
return n;
+ }
localNumSurfaceModels += n;
-
+
/* return count */
return localNumSurfaceModels;
}
/*
-AddSurfaceModels()
-adds a surface's shader models to the surface
-*/
+ 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;
+
-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 )
+ 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 )
+ for ( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
{
/* switch on type */
- switch( ds->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 ];
+ /* 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;
}
-
- /* 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++ )
+ 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 triangle */
- tri[ 1 ] = &ds->verts[ i ];
- tri[ 2 ] = &ds->verts[ (i + 1) % ds->numVerts ];
-
- /* create models */
+ /* 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 )
+ 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 ] ];
+ 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 )
+ if ( n < 0 ) {
return n;
+ }
localNumSurfaceModels += n;
}
- break;
-
- /* no support for flares, foghull, etc */
- default:
- break;
+ }
+
+ /* 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
-*/
+ AddEntitySurfaceModels() - ydnar
+ adds surfacemodels to an entity's surfaces
+ */
+
+void AddEntitySurfaceModels( entity_t *e ){
+ int i;
+
-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++ )
+ for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );
}
/*
-VolumeColorMods() - ydnar
-applies brush/volumetric color/alpha modulation to vertexes
-*/
+ VolumeColorMods() - ydnar
+ applies brush/volumetric color/alpha modulation to vertexes
+ */
+
+static void VolumeColorMods( entity_t *e, mapDrawSurface_t *ds ){
+ int i, j;
+ float d;
+ brush_t *b;
+ plane_t *plane;
+
-static void VolumeColorMods( entity_t *e, mapDrawSurface_t *ds )
-{
- int i, j;
- float d;
- brush_t *b;
- plane_t *plane;
-
-
/* early out */
- if( e->colorModBrushes == NULL )
+ if ( e->colorModBrushes == NULL ) {
return;
-
+ }
+
/* iterate brushes */
- for( b = e->colorModBrushes; b != NULL; b = b->nextColorModBrush )
+ for ( b = e->colorModBrushes; b != NULL; b = b->nextColorModBrush )
{
/* worldspawn alpha brushes affect all, grouped ones only affect original entity */
- if( b->entityNum != 0 && b->entityNum != ds->entityNum )
+ if ( b->entityNum != 0 && b->entityNum != ds->entityNum ) {
continue;
-
+ }
+
/* test bbox */
- if( b->mins[ 0 ] > ds->maxs[ 0 ] || b->maxs[ 0 ] < ds->mins[ 0 ] ||
- b->mins[ 1 ] > ds->maxs[ 1 ] || b->maxs[ 1 ] < ds->mins[ 1 ] ||
- b->mins[ 2 ] > ds->maxs[ 2 ] || b->maxs[ 2 ] < ds->mins[ 2 ] )
+ if ( b->mins[ 0 ] > ds->maxs[ 0 ] || b->maxs[ 0 ] < ds->mins[ 0 ] ||
+ b->mins[ 1 ] > ds->maxs[ 1 ] || b->maxs[ 1 ] < ds->mins[ 1 ] ||
+ b->mins[ 2 ] > ds->maxs[ 2 ] || b->maxs[ 2 ] < ds->mins[ 2 ] ) {
continue;
-
+ }
+
/* iterate verts */
- for( i = 0; i < ds->numVerts; i++ )
+ for ( i = 0; i < ds->numVerts; i++ )
{
/* iterate planes */
- for( j = 0; j < b->numsides; j++ )
+ for ( j = 0; j < b->numsides; j++ )
{
/* point-plane test */
plane = &mapplanes[ b->sides[ j ].planenum ];
d = DotProduct( ds->verts[ i ].xyz, plane->normal ) - plane->dist;
- if( d > 1.0f )
+ if ( d > 1.0f ) {
break;
+ }
}
-
+
/* apply colormods */
- if( j == b->numsides )
+ if ( j == b->numsides ) {
ColorMod( b->contentShader->colorMod, 1, &ds->verts[ 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
-*/
+ 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;
+ qboolean sb;
+
-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;
- qboolean sb;
-
-
/* 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++ )
+ 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 )
+ 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 )
- {
+ if ( ds->skybox ) {
refs = AddReferenceToTree_r( ds, tree->headnode, qtrue );
ds->skybox = qfalse;
sb = qtrue;
/* refs initially zero */
refs = 0;
-
+
/* apply texture coordinate mods */
- for( j = 0; j < ds->numVerts; j++ )
+ for ( j = 0; j < ds->numVerts; j++ )
TCMod( si->mod, ds->verts[ j ].st );
-
+
/* ydnar: apply shader colormod */
ColorMod( ds->shaderInfo->colorMod, ds->numVerts, ds->verts );
-
+
/* ydnar: apply brush colormod */
VolumeColorMods( e, ds );
-
+
/* ydnar: make fur surfaces */
- if( si->furNumLayers > 0 )
+ if ( si->furNumLayers > 0 ) {
Fur( ds );
-
+ }
+
/* ydnar/sd: make foliage surfaces */
- if( si->foliage != NULL )
+ if ( si->foliage != NULL ) {
Foliage( ds );
-
+ }
+
/* create a flare surface if necessary */
- if( si->flareShader != NULL && si->flareShader[ 0 ] )
+ if ( si->flareShader != NULL && 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 )
+ if ( ( 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 )
- {
+ 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 );
+ ds->fogNum = FogForBounds( mins, maxs, 1.0f ); //% FogForPoint( origin, 0.0f );
}
}
-
+
/* ydnar: remap shader */
- if( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] )
+/* if ( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] ) {
ds->shaderInfo = ShaderInfoForShader( ds->shaderInfo->remapShader );
-
+ }
+*/
/* ydnar: gs mods: handle the various types of surfaces */
- switch( ds->type )
+ 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( e, 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;
+ /* 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( e, 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;
-
- /* no references */
- default:
- refs = 0;
- break;
+ }
+ break;
+
+ /* handle shader-only surfaces */
+ case SURFACE_SHADER:
+ refs = 1;
+ EmitFlareSurface( ds );
+ break;
+
+ /* no references */
+ default:
+ refs = 0;
+ break;
}
/* maybe surface got marked as skybox again */
/* if we keep that flag, it will get scaled up AGAIN */
- if(sb)
+ if ( sb ) {
ds->skybox = qfalse;
-
+ }
+
/* tot up the references */
- if( refs > 0 )
- {
+ 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;
+ 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 );
+ if ( out->numVerts == 3 && out->numIndexes > 3 ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: 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 )
- {
+ 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 maxarea'd face surfaces\n", numMaxAreaSurfaces );
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++ )
+ 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) );
-}
-
-
+ Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, ( numRedundantIndexes * 4 / 1024 ) );
+}