/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #define DECALS_C /* dependencies */ #include "q3map2.h" #define MAX_PROJECTORS 1024 typedef struct decalProjector_s { shaderInfo_t *si; vec3_t mins, maxs; vec3_t center; float radius, radius2; int numPlanes; /* either 5 or 6, for quad or triangle projectors */ vec4_t planes[ 6 ]; vec4_t texMat[ 2 ]; } decalProjector_t; static int numProjectors = 0; static decalProjector_t projectors[ MAX_PROJECTORS ]; static int numDecalSurfaces = 0; static vec3_t entityOrigin; /* DVectorNormalize() normalizes a vector, returns the length, operates using doubles */ typedef double dvec_t; typedef dvec_t dvec3_t[ 3 ]; dvec_t DVectorNormalize( dvec3_t in, dvec3_t out ) { dvec_t len, ilen; len = (dvec_t) sqrt( in[ 0 ] * in[ 0 ] + in[ 1 ] * in[ 1 ] + in[ 2 ] * in[ 2 ] ); if( len == 0.0 ) { VectorClear( out ); return 0.0; } ilen = 1.0 / len; out[ 0 ] = in[ 0 ] * ilen; out[ 1 ] = in[ 1 ] * ilen; out[ 2 ] = in[ 2 ] * ilen; return len; } /* MakeTextureMatrix() generates a texture projection matrix for a triangle returns qfalse if a texture matrix cannot be created */ #define Vector2Subtract(a,b,c) ((c)[ 0 ] = (a)[ 0 ] - (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] - (b)[ 1 ]) static qboolean MakeTextureMatrix( decalProjector_t *dp, vec4_t projection, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c ) { int i, j; double bb, s, t, d; dvec3_t pa, pb, pc; dvec3_t bary, xyz; dvec3_t vecs[ 3 ], axis[ 3 ], lengths; /* project triangle onto plane of projection */ d = DotProduct( a->xyz, projection ) - projection[ 3 ]; VectorMA( a->xyz, -d, projection, pa ); d = DotProduct( b->xyz, projection ) - projection[ 3 ]; VectorMA( b->xyz, -d, projection, pb ); d = DotProduct( c->xyz, projection ) - projection[ 3 ]; VectorMA( c->xyz, -d, projection, pc ); /* two methods */ #if 1 { /* old code */ /* calculate barycentric basis for the triangle */ bb = (b->st[ 0 ] - a->st[ 0 ]) * (c->st[ 1 ] - a->st[ 1 ]) - (c->st[ 0 ] - a->st[ 0 ]) * (b->st[ 1 ] - a->st[ 1 ]); if( fabs( bb ) < 0.00000001 ) return qfalse; /* calculate texture origin */ #if 0 s = 0.0; t = 0.0; bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb; bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb; bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb; origin[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ]; origin[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ]; origin[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ]; #endif /* calculate s vector */ s = a->st[ 0 ] + 1.0; t = a->st[ 1 ] + 0.0; bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb; bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb; bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb; xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ]; xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ]; xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ]; //% VectorSubtract( xyz, origin, vecs[ 0 ] ); VectorSubtract( xyz, pa, vecs[ 0 ] ); /* calculate t vector */ s = a->st[ 0 ] + 0.0; t = a->st[ 1 ] + 1.0; bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb; bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb; bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb; xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ]; xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ]; xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ]; //% VectorSubtract( xyz, origin, vecs[ 1 ] ); VectorSubtract( xyz, pa, vecs[ 1 ] ); /* calcuate r vector */ VectorScale( projection, -1.0, vecs[ 2 ] ); /* calculate transform axis */ for( i = 0; i < 3; i++ ) lengths[ i ] = DVectorNormalize( vecs[ i ], axis[ i ] ); for( i = 0; i < 2; i++ ) for( j = 0; j < 3; j++ ) dp->texMat[ i ][ j ] = lengths[ i ] > 0.0 ? (axis[ i ][ j ] / lengths[ i ]) : 0.0; //% dp->texMat[ i ][ j ] = fabs( vecs[ i ][ j ] ) > 0.0 ? (1.0 / vecs[ i ][ j ]) : 0.0; //% dp->texMat[ i ][ j ] = axis[ i ][ j ] > 0.0 ? (1.0 / axis[ i ][ j ]) : 0.0; /* calculalate translation component */ dp->texMat[ 0 ][ 3 ] = a->st[ 0 ] - DotProduct( a->xyz, dp->texMat[ 0 ] ); dp->texMat[ 1 ][ 3 ] = a->st[ 1 ] - DotProduct( a->xyz, dp->texMat[ 1 ] ); } #else { int k; dvec3_t origin, deltas[ 3 ]; double texDeltas[ 3 ][ 2 ]; double delta, texDelta; /* new code */ /* calculate deltas */ VectorSubtract( pa, pb, deltas[ 0 ] ); VectorSubtract( pa, pc, deltas[ 1 ] ); VectorSubtract( pb, pc, deltas[ 2 ] ); Vector2Subtract( a->st, b->st, texDeltas[ 0 ] ); Vector2Subtract( a->st, c->st, texDeltas[ 1 ] ); Vector2Subtract( b->st, c->st, texDeltas[ 2 ] ); /* walk st */ for( i = 0; i < 2; i++ ) { /* walk xyz */ for( j = 0; j < 3; j++ ) { /* clear deltas */ delta = 0.0; texDelta = 0.0; /* walk deltas */ for( k = 0; k < 3; k++ ) { if( fabs( deltas[ k ][ j ] ) > delta && fabs( texDeltas[ k ][ i ] ) > texDelta ) { delta = deltas[ k ][ j ]; texDelta = texDeltas[ k ][ i ]; } } /* set texture matrix component */ if( fabs( delta ) > 0.0 ) dp->texMat[ i ][ j ] = texDelta / delta; else dp->texMat[ i ][ j ] = 0.0; } /* set translation component */ dp->texMat[ i ][ 3 ] = a->st[ i ] - DotProduct( pa, dp->texMat[ i ] ); } } #endif /* debug code */ #if 1 Sys_Printf( "Mat: [ %f %f %f %f ] [ %f %f %f %f ] Theta: %f (%f)\n", dp->texMat[ 0 ][ 0 ], dp->texMat[ 0 ][ 1 ], dp->texMat[ 0 ][ 2 ], dp->texMat[ 0 ][ 3 ], dp->texMat[ 1 ][ 0 ], dp->texMat[ 1 ][ 1 ], dp->texMat[ 1 ][ 2 ], dp->texMat[ 1 ][ 3 ], RAD2DEG( acos( DotProduct( dp->texMat[ 0 ], dp->texMat[ 1 ] ) ) ), RAD2DEG( acos( DotProduct( axis[ 0 ], axis[ 1 ] ) ) ) ); Sys_Printf( "XYZ: %f %f %f ST: %f %f ST(t): %f %f\n", a->xyz[ 0 ], a->xyz[ 1 ], a->xyz[ 2 ], a->st[ 0 ], a->st[ 1 ], DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ], DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ] ); #endif /* test texture matrix */ s = DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ]; t = DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ]; if( fabs( s - a->st[ 0 ] ) > 0.01 || fabs( t - a->st[ 1 ] ) > 0.01 ) { Sys_Printf( "Bad texture matrix! (A) (%f, %f) != (%f, %f)\n", s, t, a->st[ 0 ], a->st[ 1 ] ); //% return qfalse; } s = DotProduct( b->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ]; t = DotProduct( b->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ]; if( fabs( s - b->st[ 0 ] ) > 0.01 || fabs( t - b->st[ 1 ] ) > 0.01 ) { Sys_Printf( "Bad texture matrix! (B) (%f, %f) != (%f, %f)\n", s, t, b->st[ 0 ], b->st[ 1 ] ); //% return qfalse; } s = DotProduct( c->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ]; t = DotProduct( c->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ]; if( fabs( s - c->st[ 0 ] ) > 0.01 || fabs( t - c->st[ 1 ] ) > 0.01 ) { Sys_Printf( "Bad texture matrix! (C) (%f, %f) != (%f, %f)\n", s, t, c->st[ 0 ], c->st[ 1 ] ); //% return qfalse; } /* disco */ return qtrue; } /* TransformDecalProjector() transforms a decal projector note: non-normalized axes will screw up the plane transform */ static void TransformDecalProjector( decalProjector_t *in, vec3_t axis[ 3 ], vec3_t origin, decalProjector_t *out ) { int i; /* copy misc stuff */ out->si = in->si; out->numPlanes = in->numPlanes; /* translate bounding box and sphere (note: rotated projector bounding box will be invalid!) */ VectorSubtract( in->mins, origin, out->mins ); VectorSubtract( in->maxs, origin, out->maxs ); VectorSubtract( in->center, origin, out->center ); out->radius = in->radius; out->radius2 = in->radius2; /* translate planes */ for( i = 0; i < in->numPlanes; i++ ) { out->planes[ i ][ 0 ] = DotProduct( in->planes[ i ], axis[ 0 ] ); out->planes[ i ][ 1 ] = DotProduct( in->planes[ i ], axis[ 1 ] ); out->planes[ i ][ 2 ] = DotProduct( in->planes[ i ], axis[ 2 ] ); out->planes[ i ][ 3 ] = in->planes[ i ][ 3 ] - DotProduct( out->planes[ i ], origin ); } /* translate texture matrix */ for( i = 0; i < 2; i++ ) { out->texMat[ i ][ 0 ] = DotProduct( in->texMat[ i ], axis[ 0 ] ); out->texMat[ i ][ 1 ] = DotProduct( in->texMat[ i ], axis[ 1 ] ); out->texMat[ i ][ 2 ] = DotProduct( in->texMat[ i ], axis[ 2 ] ); out->texMat[ i ][ 3 ] = in->texMat[ i ][ 3 ] + DotProduct( out->texMat[ i ], origin ); } } /* MakeDecalProjector() creates a new decal projector from a triangle */ static int MakeDecalProjector( shaderInfo_t *si, vec4_t projection, float distance, int numVerts, bspDrawVert_t **dv ) { int i, j; decalProjector_t *dp; vec3_t xyz; /* dummy check */ if( numVerts != 3 && numVerts != 4 ) return -1; /* limit check */ if( numProjectors >= MAX_PROJECTORS ) { Sys_Printf( "WARNING: MAX_PROJECTORS (%d) exceeded, no more decal projectors available.\n", MAX_PROJECTORS ); return -2; } /* create a new projector */ dp = &projectors[ numProjectors ]; memset( dp, 0, sizeof( *dp ) ); /* basic setup */ dp->si = si; dp->numPlanes = numVerts + 2; /* make texture matrix */ if( !MakeTextureMatrix( dp, projection, dv[ 0 ], dv[ 1 ], dv[ 2 ] ) ) return -1; /* bound the projector */ ClearBounds( dp->mins, dp->maxs ); for( i = 0; i < numVerts; i++ ) { AddPointToBounds( dv[ i ]->xyz, dp->mins, dp->maxs ); VectorMA( dv[ i ]->xyz, distance, projection, xyz ); AddPointToBounds( xyz, dp->mins, dp->maxs ); } /* make bouding sphere */ VectorAdd( dp->mins, dp->maxs, dp->center ); VectorScale( dp->center, 0.5f, dp->center ); VectorSubtract( dp->maxs, dp->center, xyz ); dp->radius = VectorLength( xyz ); dp->radius2 = dp->radius * dp->radius; /* make the front plane */ if( !PlaneFromPoints( dp->planes[ 0 ], dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) ) return -1; /* make the back plane */ VectorSubtract( vec3_origin, dp->planes[ 0 ], dp->planes[ 1 ] ); VectorMA( dv[ 0 ]->xyz, distance, projection, xyz ); dp->planes[ 1 ][ 3 ] = DotProduct( xyz, dp->planes[ 1 ] ); /* make the side planes */ for( i = 0; i < numVerts; i++ ) { j = (i + 1) % numVerts; VectorMA( dv[ i ]->xyz, distance, projection, xyz ); if( !PlaneFromPoints( dp->planes[ i + 2 ], dv[ j ]->xyz, dv[ i ]->xyz, xyz ) ) return -1; } /* return ok */ numProjectors++; return numProjectors - 1; } /* ProcessDecals() finds all decal entities and creates decal projectors */ #define PLANAR_EPSILON 0.5f void ProcessDecals( void ) { int i, j, x, y, pw[ 5 ], r, iterations; float distance; vec4_t projection, plane; vec3_t origin, target, delta; entity_t *e, *e2; parseMesh_t *p; mesh_t *mesh, *subdivided; bspDrawVert_t *dv[ 4 ]; const char *value; /* note it */ Sys_FPrintf( SYS_VRB, "--- ProcessDecals ---\n" ); /* walk entity list */ for( i = 0; i < numEntities; i++ ) { /* get entity */ e = &entities[ i ]; value = ValueForKey( e, "classname" ); if( Q_stricmp( value, "_decal" ) ) continue; /* any patches? */ if( e->patches == NULL ) { Sys_Printf( "WARNING: Decal entity without any patch meshes, ignoring.\n" ); e->epairs = NULL; /* fixme: leak! */ continue; } /* find target */ value = ValueForKey( e, "target" ); e2 = FindTargetEntity( value ); /* no target? */ if( e2 == NULL ) { Sys_Printf( "WARNING: Decal entity without a valid target, ignoring.\n" ); continue; } /* walk entity patches */ for( p = e->patches; p != NULL; p = e->patches ) { /* setup projector */ if( VectorCompare( e->origin, vec3_origin ) ) { VectorAdd( p->eMins, p->eMaxs, origin ); VectorScale( origin, 0.5f, origin ); } else VectorCopy( e->origin, origin ); VectorCopy( e2->origin, target ); VectorSubtract( target, origin, delta ); /* setup projection plane */ distance = VectorNormalize( delta, projection ); projection[ 3 ] = DotProduct( origin, projection ); /* create projectors */ if( distance > 0.125f ) { /* tesselate the patch */ iterations = IterationsForCurve( p->longestCurve, patchSubdivisions ); subdivided = SubdivideMesh2( p->mesh, iterations ); /* fit it to the curve and remove colinear verts on rows/columns */ PutMeshOnCurve( *subdivided ); mesh = RemoveLinearMeshColumnsRows( subdivided ); FreeMesh( subdivided ); /* offset by projector origin */ for( j = 0; j < (mesh->width * mesh->height); j++ ) VectorAdd( mesh->verts[ j ].xyz, e->origin, mesh->verts[ j ].xyz ); /* iterate through the mesh quads */ 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; /* get drawverts */ dv[ 0 ] = &mesh->verts[ pw[ r + 0 ] ]; dv[ 1 ] = &mesh->verts[ pw[ r + 1 ] ]; dv[ 2 ] = &mesh->verts[ pw[ r + 2 ] ]; dv[ 3 ] = &mesh->verts[ pw[ r + 3 ] ]; /* planar? (nuking this optimization as it doesn't work on non-rectangular quads) */ plane[ 0 ] = 0.0f; /* stupid msvc */ if( 0 && PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) && fabs( DotProduct( dv[ 1 ]->xyz, plane ) - plane[ 3 ] ) <= PLANAR_EPSILON ) { /* make a quad projector */ MakeDecalProjector( p->shaderInfo, projection, distance, 4, dv ); } else { /* make first triangle */ MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv ); /* make second triangle */ dv[ 1 ] = dv[ 2 ]; dv[ 2 ] = dv[ 3 ]; MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv ); } } } /* clean up */ free( mesh ); } /* remove patch from entity (fixme: leak!) */ e->patches = p->next; /* push patch to worldspawn (enable this to debug projectors) */ #if 0 p->next = entities[ 0 ].patches; entities[ 0 ].patches = p; #endif } } /* emit some stats */ Sys_FPrintf( SYS_VRB, "%9d decal projectors\n", numProjectors ); } /* ProjectDecalOntoWinding() projects a decal onto a winding */ static void ProjectDecalOntoWinding( decalProjector_t *dp, mapDrawSurface_t *ds, winding_t *w ) { int i, j; float d, d2, alpha; winding_t *front, *back; mapDrawSurface_t *ds2; bspDrawVert_t *dv; vec4_t plane; /* dummy check */ if( w->numpoints < 3 ) { FreeWinding( w ); return; } /* offset by entity origin */ for( i = 0; i < w->numpoints; i++ ) VectorAdd( w->p[ i ], entityOrigin, w->p[ i ] ); /* make a plane from the winding */ if( !PlaneFromPoints( plane, w->p[ 0 ], w->p[ 1 ], w->p[ 2 ] ) ) { FreeWinding( w ); return; } /* backface check */ d = DotProduct( dp->planes[ 0 ], plane ); if( d < -0.0001f ) { FreeWinding( w ); return; } /* walk list of planes */ for( i = 0; i < dp->numPlanes; i++ ) { /* chop winding by the plane */ ClipWindingEpsilon( w, dp->planes[ i ], dp->planes[ i ][ 3 ], 0.0625f, &front, &back ); FreeWinding( w ); /* lose the front fragment */ if( front != NULL ) FreeWinding( front ); /* if nothing left in back, then bail */ if( back == NULL ) return; /* reset winding */ w = back; } /* nothing left? */ if( w == NULL || w->numpoints < 3 ) return; /* add to counts */ numDecalSurfaces++; /* make a new surface */ ds2 = AllocDrawSurface( SURFACE_DECAL ); /* set it up */ ds2->entityNum = ds->entityNum; ds2->castShadows = ds->castShadows; ds2->recvShadows = ds->recvShadows; ds2->shaderInfo = dp->si; ds2->fogNum = ds->fogNum; /* why was this -1? */ ds2->lightmapScale = ds->lightmapScale; ds2->numVerts = w->numpoints; ds2->verts = safe_malloc( ds2->numVerts * sizeof( *ds2->verts ) ); memset( ds2->verts, 0, ds2->numVerts * sizeof( *ds2->verts ) ); /* set vertexes */ for( i = 0; i < ds2->numVerts; i++ ) { /* get vertex */ dv = &ds2->verts[ i ]; /* set alpha */ d = DotProduct( w->p[ i ], dp->planes[ 0 ] ) - dp->planes[ 0 ][ 3 ]; d2 = DotProduct( w->p[ i ], dp->planes[ 1 ] ) - dp->planes[ 1 ][ 3 ]; alpha = 255.0f * d2 / (d + d2); if( alpha > 255 ) alpha = 255; else if( alpha < 0 ) alpha = 0; /* set misc */ VectorSubtract( w->p[ i ], entityOrigin, dv->xyz ); VectorCopy( plane, dv->normal ); dv->st[ 0 ] = DotProduct( dv->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ]; dv->st[ 1 ] = DotProduct( dv->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ]; /* set color */ for( j = 0; j < MAX_LIGHTMAPS; j++ ) { dv->color[ j ][ 0 ] = 255; dv->color[ j ][ 1 ] = 255; dv->color[ j ][ 2 ] = 255; dv->color[ j ][ 3 ] = alpha; } } } /* ProjectDecalOntoFace() projects a decal onto a brushface surface */ static void ProjectDecalOntoFace( decalProjector_t *dp, mapDrawSurface_t *ds ) { vec4_t plane; float d; winding_t *w; /* dummy check */ if( ds->sideRef == NULL || ds->sideRef->side == NULL ) return; /* backface check */ if( ds->planar ) { VectorCopy( mapplanes[ ds->planeNum ].normal, plane ); plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin ); d = DotProduct( dp->planes[ 0 ], plane ); if( d < -0.0001f ) return; } /* generate decal */ w = WindingFromDrawSurf( ds ); ProjectDecalOntoWinding( dp, ds, w ); } /* ProjectDecalOntoPatch() projects a decal onto a patch surface */ static void ProjectDecalOntoPatch( decalProjector_t *dp, mapDrawSurface_t *ds ) { int x, y, pw[ 5 ], r, iterations; vec4_t plane; float d; mesh_t src, *mesh, *subdivided; winding_t *w; /* backface check */ if( ds->planar ) { VectorCopy( mapplanes[ ds->planeNum ].normal, plane ); plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin ); d = DotProduct( dp->planes[ 0 ], plane ); if( d < -0.0001f ) return; } /* tesselate the patch */ src.width = ds->patchWidth; src.height = ds->patchHeight; src.verts = ds->verts; 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 ); /* iterate through the mesh quads */ 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; /* generate decal for first triangle */ w = AllocWinding( 3 ); w->numpoints = 3; VectorCopy( mesh->verts[ pw[ r + 0 ] ].xyz, w->p[ 0 ] ); VectorCopy( mesh->verts[ pw[ r + 1 ] ].xyz, w->p[ 1 ] ); VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 2 ] ); ProjectDecalOntoWinding( dp, ds, w ); /* generate decal for second triangle */ w = AllocWinding( 3 ); w->numpoints = 3; VectorCopy( mesh->verts[ pw[ r + 0 ] ].xyz, w->p[ 0 ] ); VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 1 ] ); VectorCopy( mesh->verts[ pw[ r + 3 ] ].xyz, w->p[ 2 ] ); ProjectDecalOntoWinding( dp, ds, w ); } } /* clean up */ free( mesh ); } /* ProjectDecalOntoTriangles() projects a decal onto a triangle surface */ static void ProjectDecalOntoTriangles( decalProjector_t *dp, mapDrawSurface_t *ds ) { int i; vec4_t plane; float d; winding_t *w; /* triangle surfaces without shaders don't get marks by default */ if( ds->type == SURFACE_TRIANGLES && ds->shaderInfo->shaderText == NULL ) return; /* backface check */ if( ds->planar ) { VectorCopy( mapplanes[ ds->planeNum ].normal, plane ); plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin ); d = DotProduct( dp->planes[ 0 ], plane ); if( d < -0.0001f ) return; } /* iterate through triangles */ for( i = 0; i < ds->numIndexes; i += 3 ) { /* generate decal */ w = AllocWinding( 3 ); w->numpoints = 3; VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] ); VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] ); VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] ); ProjectDecalOntoWinding( dp, ds, w ); } } /* MakeEntityDecals() projects decals onto world surfaces */ void MakeEntityDecals( entity_t *e ) { int i, j, k, f, fOld, start; decalProjector_t dp; mapDrawSurface_t *ds; vec3_t identityAxis[ 3 ] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } }; /* note it */ Sys_FPrintf( SYS_VRB, "--- MakeEntityDecals ---\n" ); /* set entity origin */ VectorCopy( e->origin, entityOrigin ); /* transform projector instead of geometry */ VectorClear( entityOrigin ); /* init pacifier */ fOld = -1; start = I_FloatTime(); /* walk the list of decal projectors */ for( i = 0; i < numProjectors; i++ ) { /* print pacifier */ f = 10 * i / numProjectors; if( f != fOld ) { fOld = f; Sys_FPrintf( SYS_VRB, "%d...", f ); } /* get projector */ TransformDecalProjector( &projectors[ i ], identityAxis, e->origin, &dp ); /* walk the list of surfaces in the entity */ for( j = e->firstDrawSurf; j < numMapDrawSurfs; j++ ) { /* get surface */ ds = &mapDrawSurfs[ j ]; if( ds->numVerts <= 0 ) continue; /* ignore autosprite or nomarks */ if( ds->shaderInfo->autosprite || (ds->shaderInfo->compileFlags & C_NOMARKS) ) continue; /* bounds check */ for( k = 0; k < 3; k++ ) if( ds->mins[ k ] >= (dp.center[ k ] + dp.radius) || ds->maxs[ k ] <= (dp.center[ k ] - dp.radius) ) break; if( k < 3 ) continue; /* switch on type */ switch( ds->type ) { case SURFACE_FACE: ProjectDecalOntoFace( &dp, ds ); break; case SURFACE_PATCH: ProjectDecalOntoPatch( &dp, ds ); break; case SURFACE_TRIANGLES: case SURFACE_FORCED_META: case SURFACE_META: ProjectDecalOntoTriangles( &dp, ds ); break; default: break; } } } /* print time */ Sys_FPrintf( SYS_VRB, " (%d)\n", (int) (I_FloatTime() - start) ); /* emit some stats */ Sys_FPrintf( SYS_VRB, "%9d decal surfaces\n", numDecalSurfaces ); }