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955 lines
No EOL
28 KiB
C
955 lines
No EOL
28 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_marks.c -- polygon projection on the world polygons
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#include "tr_local.h"
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//#include "assert.h"
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#define MAX_VERTS_ON_POLY 64
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#define MARKER_OFFSET 0 // 1
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/*
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=============
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R_ChopPolyBehindPlane
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Out must have space for two more vertexes than in
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=============
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*/
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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static void R_ChopPolyBehindPlane( int numInPoints, const vec3_t inPoints[MAX_VERTS_ON_POLY],
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int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY],
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const vec3_t normal, vec_t dist, vec_t epsilon) {
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float dists[MAX_VERTS_ON_POLY+4];
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int sides[MAX_VERTS_ON_POLY+4];
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int counts[3];
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float dot;
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int i, j;
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const float* p1, * p2;
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float *clip;
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float d;
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// don't clip if it might overflow
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if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) {
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*numOutPoints = 0;
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return;
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}
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counts[0] = counts[1] = counts[2] = 0;
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// determine sides for each point
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for ( i = 0 ; i < numInPoints ; i++ ) {
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dot = DotProduct( inPoints[i], normal );
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dot -= dist;
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dists[i] = dot;
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if ( dot > epsilon ) {
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sides[i] = SIDE_FRONT;
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} else if ( dot < -epsilon ) {
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sides[i] = SIDE_BACK;
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} else {
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sides[i] = SIDE_ON;
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}
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counts[sides[i]]++;
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}
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sides[i] = sides[0];
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dists[i] = dists[0];
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*numOutPoints = 0;
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if ( !counts[0] ) {
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return;
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}
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if ( !counts[1] ) {
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*numOutPoints = numInPoints;
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Com_Memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) );
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return;
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}
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for ( i = 0 ; i < numInPoints ; i++ ) {
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p1 = inPoints[i];
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clip = outPoints[ *numOutPoints ];
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if ( sides[i] == SIDE_ON ) {
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VectorCopy( p1, clip );
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(*numOutPoints)++;
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continue;
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}
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if ( sides[i] == SIDE_FRONT ) {
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VectorCopy( p1, clip );
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(*numOutPoints)++;
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clip = outPoints[ *numOutPoints ];
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}
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if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
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continue;
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}
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// generate a split point
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p2 = inPoints[ (i+1) % numInPoints ];
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d = dists[i] - dists[i+1];
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if ( d == 0 ) {
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dot = 0;
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} else {
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dot = dists[i] / d;
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}
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// clip xyz
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for (j=0 ; j<3 ; j++) {
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clip[j] = p1[j] + dot * ( p2[j] - p1[j] );
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}
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(*numOutPoints)++;
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}
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}
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/*
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=================
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R_BoxSurfaces_r
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=================
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*/
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void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) {
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int s, c;
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msurface_t *surf, **mark;
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// do the tail recursion in a loop
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while ( node->contents == -1 ) {
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s = BoxOnPlaneSide( mins, maxs, node->plane );
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if (s == 1) {
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node = node->children[0];
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} else if (s == 2) {
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node = node->children[1];
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} else {
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R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
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node = node->children[1];
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}
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}
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// add the individual surfaces
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mark = node->firstmarksurface;
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c = node->nummarksurfaces;
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while (c--) {
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//
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if (*listlength >= listsize) break;
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//
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surf = *mark;
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// check if the surface has NOIMPACT or NOMARKS set
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if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) ) ) {
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surf->viewCount = tr.viewCount;
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}
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// extra check for surfaces to avoid list overflows
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else if (*(surf->data) == SF_FACE) {
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// the face plane should go through the box
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s = BoxOnPlaneSide( mins, maxs, &(( srfSurfaceFace_t * ) surf->data)->plane );
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if (s == 1 || s == 2) {
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surf->viewCount = tr.viewCount;
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} else if (DotProduct((( srfSurfaceFace_t * ) surf->data)->plane.normal, dir) > -0.5) {
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// don't add faces that make sharp angles with the projection direction
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surf->viewCount = tr.viewCount;
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}
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}
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else if (*(surfaceType_t *) (surf->data) != SF_GRID) surf->viewCount = tr.viewCount;
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// check the viewCount because the surface may have
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// already been added if it spans multiple leafs
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if (surf->viewCount != tr.viewCount) {
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surf->viewCount = tr.viewCount;
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list[*listlength] = (surfaceType_t *) surf->data;
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(*listlength)++;
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}
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mark++;
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}
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}
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/*
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=================
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R_AddMarkFragments
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=================
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*/
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void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
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int numPlanes, const vec3_t *normals, const float *dists,
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int maxPoints, vec3_t pointBuffer,
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markFragment_t *fragmentBuffer,
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int *returnedPoints, int *returnedFragments,
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float fOnEpsilon) {
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int pingPong, i;
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markFragment_t *mf;
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// chop the surface by all the bounding planes of the to be projected polygon
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pingPong = 0;
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for ( i = 0 ; i < numPlanes ; i++ ) {
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R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong],
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&numClipPoints, clipPoints[!pingPong],
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normals[i], dists[i], 0.5 );
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pingPong ^= 1;
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if ( numClipPoints == 0 ) {
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break;
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}
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}
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// completely clipped away?
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if ( numClipPoints == 0 ) {
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return;
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}
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// add this fragment to the returned list
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if ( numClipPoints + (*returnedPoints) > maxPoints ) {
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return; // not enough space for this polygon
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}
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mf = fragmentBuffer + (*returnedFragments);
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mf->firstPoint = (*returnedPoints);
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mf->numPoints = numClipPoints;
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mf->iIndex = 0;
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Com_Memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
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(*returnedPoints) += numClipPoints;
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(*returnedFragments)++;
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}
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void R_AddMarkFragmentsToTerrain(
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cTerraPatchUnpacked_t* pTerPatch,
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int numPlanes,
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const vec3_t* normals,
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float* dists,
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int maxPoints,
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vec3_t pointBuffer,
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markFragment_t* fragmentBuffer,
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int* returnedPoints,
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int* returnedFragments
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)
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{
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int i, j;
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int iType;
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int iFirstFragment;
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unsigned char* pubHeight;
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vec3_t v[8];
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vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
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dists[numPlanes - 2] -= 96.f;
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dists[numPlanes - 1] -= 108.f;
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v[0][0] = pTerPatch->x0;
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v[0][1] = pTerPatch->y0;
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v[0][2] = pTerPatch->z0;
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v[1][0] = pTerPatch->x0;
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v[1][1] = pTerPatch->y0 + 512.f;
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v[1][2] = pTerPatch->z0;
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v[2][0] = pTerPatch->x0 + 512.f;
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v[2][1] = pTerPatch->y0 + 512.f;
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v[2][2] = pTerPatch->z0;
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v[3][0] = pTerPatch->x0 + 512.f;
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v[3][1] = pTerPatch->y0;
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v[3][2] = pTerPatch->z0;
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v[4][0] = pTerPatch->x0;
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v[4][1] = pTerPatch->y0;
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v[4][2] = pTerPatch->z0 + 510.f;
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v[5][0] = pTerPatch->x0;
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v[5][1] = pTerPatch->y0 + 512.f;
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v[5][2] = pTerPatch->z0 + 510.f;
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v[6][0] = pTerPatch->x0 + 512.f;
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v[6][1] = pTerPatch->y0 + 512.f;
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v[6][2] = pTerPatch->z0 + 510.f;
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v[7][0] = pTerPatch->x0 + 512.f;
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v[7][1] = pTerPatch->y0;
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v[7][2] = pTerPatch->z0 + 510.f;
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for (i = 0; i < numPlanes; i++) {
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pubHeight = pTerPatch->heightmap;
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iFirstFragment = *returnedFragments;
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for (j = 0; j < 8; j++) {
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if (DotProduct(v[i], normals[i]) - dists[i] > 0.f) {
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break;
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}
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}
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if (j == 8)
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{
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dists[numPlanes - 2] += 96.f;
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dists[numPlanes - 1] += 108.f;
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return;
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}
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}
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pubHeight = pTerPatch->heightmap;
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iFirstFragment = *returnedFragments;
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for (i = 0; i < 8; i++) {
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for (j = 0; j < 8; j++) {
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iType = ri.CM_TerrainSquareType(pTerPatch - tr.world->terraPatches, i, j);
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if (!iType) {
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continue;
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}
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v[0][0] = (i << 6) + pTerPatch->x0;
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v[0][1] = (j << 6) + pTerPatch->y0;
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v[0][2] = (pubHeight[0] << 1) + pTerPatch->z0;
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v[1][0] = (i << 6) + pTerPatch->x0 + 64.f;
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v[1][1] = (j << 6) + pTerPatch->y0;
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v[1][2] = (pubHeight[1] << 1) + pTerPatch->z0;
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v[2][0] = (i << 6) + pTerPatch->x0 + 64.f;
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v[2][1] = (j << 6) + pTerPatch->y0 + 64.f;
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v[2][2] = (pubHeight[10] << 1) + pTerPatch->z0;
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v[3][0] = (i << 6) + pTerPatch->x0;
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v[3][1] = (j << 6) + pTerPatch->y0 + 64.f;
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v[3][2] = (pubHeight[9] << 1) + pTerPatch->z0;
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if (((j & 0xFF) + (i & 0xFF)) & 1) {
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if (iType != 3) {
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VectorCopy(v[0], clipPoints[0][0]);
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VectorCopy(v[3], clipPoints[0][1]);
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VectorCopy(v[1], clipPoints[0][2]);
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R_AddMarkFragments(
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3,
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clipPoints,
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numPlanes,
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normals,
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dists,
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maxPoints,
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pointBuffer,
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fragmentBuffer,
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returnedPoints,
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returnedFragments,
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0.f
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);
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}
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if (iType != 6) {
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VectorCopy(v[2], clipPoints[0][0]);
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VectorCopy(v[1], clipPoints[0][1]);
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VectorCopy(v[3], clipPoints[0][2]);
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R_AddMarkFragments(
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3,
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clipPoints,
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numPlanes,
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normals,
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dists,
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maxPoints,
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pointBuffer,
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fragmentBuffer,
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returnedPoints,
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returnedFragments,
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0.f
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);
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}
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} else {
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if (iType != 5) {
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VectorCopy(v[3], clipPoints[0][0]);
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VectorCopy(v[2], clipPoints[0][1]);
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VectorCopy(v[0], clipPoints[0][2]);
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R_AddMarkFragments(
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3,
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clipPoints,
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numPlanes,
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normals,
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dists,
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maxPoints,
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pointBuffer,
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fragmentBuffer,
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returnedPoints,
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returnedFragments,
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0.f
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);
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}
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if (iType != 4) {
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VectorCopy(v[1], clipPoints[0][0]);
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VectorCopy(v[0], clipPoints[0][1]);
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VectorCopy(v[2], clipPoints[0][2]);
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R_AddMarkFragments(
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3,
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clipPoints,
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numPlanes,
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normals,
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dists,
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maxPoints,
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pointBuffer,
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fragmentBuffer,
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returnedPoints,
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returnedFragments,
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0.f
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);
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}
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}
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}
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}
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for (i = iFirstFragment; i < *returnedFragments; i++) {
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fragmentBuffer[i].iIndex = pTerPatch - tr.world->terraPatches + 1;
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}
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dists[numPlanes - 2] += 96.f;
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dists[numPlanes - 1] += 108.f;
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}
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void R_TessellateMarkFragments(
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int* pReturnedPoints,
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int* pReturnedFragments,
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int numsurfaces,
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surfaceType_t** surfaces,
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const vec3_t projectionDir,
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int numPlanes,
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const vec3_t* normals,
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float* dists,
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int maxPoints,
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vec3_t pointBuffer,
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int maxFragments,
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markFragment_t* fragmentBuffer,
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float fRadiusSquared
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)
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{
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int i, j, k, m, n;
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int* indexes;
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float* v;
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vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
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vec3_t v1, v2;
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vec3_t normal;
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drawVert_t* dv;
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qboolean bSkipTerrain;
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srfGridMesh_t* cv;
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srfSurfaceFace_t* surf;
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cTerraPatchUnpacked_t* terraPatch;
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int numClipPoints;
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bSkipTerrain = ter_minMarkRadius->value * ter_minMarkRadius->value >= (long double)fRadiusSquared;
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for (i = 0; i < numsurfaces; i++) {
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if (*surfaces[i] == SF_GRID) {
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cv = (srfGridMesh_t*)surfaces[i];
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for (m = 0; m < cv->height - 1; m++) {
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for (n = 0; n < cv->width - 1; n++) {
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// We triangulate the grid and chop all triangles within
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// the bounding planes of the to be projected polygon.
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// LOD is not taken into account, not such a big deal though.
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//
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// It's probably much nicer to chop the grid itself and deal
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// with this grid as a normal SF_GRID surface so LOD will
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// be applied. However the LOD of that chopped grid must
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// be synced with the LOD of the original curve.
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// One way to do this; the chopped grid shares vertices with
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// the original curve. When LOD is applied to the original
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// curve the unused vertices are flagged. Now the chopped curve
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// should skip the flagged vertices. This still leaves the
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// problems with the vertices at the chopped grid edges.
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//
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// To avoid issues when LOD applied to "hollow curves" (like
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// the ones around many jump pads) we now just add a 2 unit
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// offset to the triangle vertices.
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// The offset is added in the vertex normal vector direction
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// so all triangles will still fit together.
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// The 2 unit offset should avoid pretty much all LOD problems.
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numClipPoints = 3;
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dv = cv->verts + m * cv->width + n;
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VectorCopy(dv[0].xyz, clipPoints[0][0]);
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VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
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VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
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VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
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VectorCopy(dv[1].xyz, clipPoints[0][2]);
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VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
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// check the normal of this triangle
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VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
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VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
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CrossProduct(v1, v2, normal);
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VectorNormalize(normal);
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if (DotProduct(normal, projectionDir) < -0.1) {
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// add the fragments of this triangle
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R_AddMarkFragments(numClipPoints, clipPoints,
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numPlanes, normals, dists,
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maxPoints, pointBuffer,
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fragmentBuffer,
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pReturnedPoints, pReturnedFragments, 0.f);
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if (*pReturnedFragments == maxFragments) {
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return; // not enough space for more fragments
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}
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}
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VectorCopy(dv[1].xyz, clipPoints[0][0]);
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VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
|
|
VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
|
|
VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
|
|
VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]);
|
|
VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]);
|
|
// check the normal of this triangle
|
|
VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
|
|
VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
|
|
CrossProduct(v1, v2, normal);
|
|
VectorNormalize(normal);
|
|
if (DotProduct(normal, projectionDir) < -0.05) {
|
|
// add the fragments of this triangle
|
|
R_AddMarkFragments(numClipPoints, clipPoints,
|
|
numPlanes, normals, dists,
|
|
maxPoints, pointBuffer,
|
|
fragmentBuffer,
|
|
pReturnedPoints, pReturnedFragments, 0.f);
|
|
|
|
if (*pReturnedFragments == maxFragments) {
|
|
return; // not enough space for more fragments
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if (*surfaces[i] == SF_FACE) {
|
|
surf = (srfSurfaceFace_t*)surfaces[i];
|
|
// check the normal of this face
|
|
if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
|
|
continue;
|
|
}
|
|
|
|
indexes = (int*)((byte*)surf + surf->ofsIndices);
|
|
|
|
for (k = 0; k < surf->numIndices; k += 3) {
|
|
for (j = 0; j < 3; j++) {
|
|
v = surf->points[indexes[k + j]];
|
|
VectorMA(v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j]);
|
|
}
|
|
|
|
// add the fragments of this face
|
|
R_AddMarkFragments(3, clipPoints,
|
|
numPlanes, normals, dists,
|
|
maxPoints, pointBuffer,
|
|
fragmentBuffer,
|
|
pReturnedPoints, pReturnedFragments, 0.f);
|
|
if (*pReturnedFragments == maxFragments) {
|
|
return; // not enough space for more fragments
|
|
}
|
|
}
|
|
} else if (*surfaces[i] == SF_TERRAIN_PATCH) {
|
|
terraPatch = (cTerraPatchUnpacked_t*)surfaces[i];
|
|
|
|
if (!bSkipTerrain) {
|
|
R_AddMarkFragmentsToTerrain(
|
|
terraPatch,
|
|
numPlanes,
|
|
normals,
|
|
dists,
|
|
maxPoints,
|
|
pointBuffer,
|
|
fragmentBuffer,
|
|
pReturnedPoints,
|
|
pReturnedFragments
|
|
);
|
|
|
|
if (*pReturnedFragments == maxFragments) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_MarkFragments
|
|
|
|
=================
|
|
*/
|
|
int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
|
|
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer, float fRadiusSquared ) {
|
|
int numsurfaces;
|
|
int i;
|
|
surfaceType_t* surfaces[64];
|
|
vec3_t mins, maxs;
|
|
vec3_t boxsize;
|
|
float radius;
|
|
float backpush, frontpush;
|
|
int returnedFragments;
|
|
int returnedPoints;
|
|
vec3_t normals[MAX_VERTS_ON_POLY + 2];
|
|
float dists[MAX_VERTS_ON_POLY + 2];
|
|
vec3_t projectionDir;
|
|
vec3_t v1, v2;
|
|
float projdir;
|
|
|
|
//increment view count for double check prevention
|
|
tr.viewCount++;
|
|
|
|
//
|
|
VectorNormalize2( projection, projectionDir );
|
|
// find all the brushes that are to be considered
|
|
ClearBounds( mins, maxs );
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
vec3_t temp;
|
|
|
|
AddPointToBounds( points[i], mins, maxs );
|
|
VectorAdd( points[i], projection, temp );
|
|
AddPointToBounds( temp, mins, maxs );
|
|
// make sure we get all the leafs (also the one(s) in front of the hit surface)
|
|
VectorMA( points[i], -20, projectionDir, temp );
|
|
AddPointToBounds( temp, mins, maxs );
|
|
}
|
|
|
|
VectorSubtract(maxs, mins, v1);
|
|
projdir = -DotProduct(v1, projectionDir);
|
|
VectorMA(v1, projdir, projectionDir, boxsize);
|
|
radius = VectorLength(boxsize);
|
|
|
|
frontpush = radius;
|
|
if (radius >= 32.f) frontpush = 32.f;
|
|
backpush = radius;
|
|
if (radius >= 20.f) backpush = radius;
|
|
|
|
if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY;
|
|
// create the bounding planes for the to be projected polygon
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
VectorSubtract(points[(i+1)%numPoints], points[i], v1);
|
|
VectorAdd(points[i], projection, v2);
|
|
VectorSubtract(points[i], v2, v2);
|
|
CrossProduct(v1, v2, normals[i]);
|
|
VectorNormalizeFast(normals[i]);
|
|
dists[i] = DotProduct(normals[i], points[i]);
|
|
}
|
|
// add near and far clipping planes for projection
|
|
VectorCopy(projectionDir, normals[numPoints]);
|
|
dists[numPoints] = DotProduct(normals[numPoints], points[0]) - frontpush;
|
|
VectorCopy(projectionDir, normals[numPoints+1]);
|
|
VectorInverse(normals[numPoints+1]);
|
|
dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - backpush;
|
|
|
|
returnedPoints = 0;
|
|
returnedFragments = 0;
|
|
numsurfaces = 0;
|
|
|
|
R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir);
|
|
if (!numsurfaces) return 0;
|
|
|
|
R_TessellateMarkFragments(
|
|
&returnedPoints,
|
|
&returnedFragments,
|
|
numsurfaces,
|
|
surfaces,
|
|
projectionDir,
|
|
numPoints + 2,
|
|
normals,
|
|
dists,
|
|
maxPoints,
|
|
pointBuffer,
|
|
maxFragments,
|
|
fragmentBuffer,
|
|
fRadiusSquared
|
|
);
|
|
|
|
return returnedFragments;
|
|
|
|
returnedPoints = 0;
|
|
returnedFragments = 0;
|
|
|
|
#if 0
|
|
for ( i = 0 ; i < numsurfaces ; i++ ) {
|
|
|
|
if (*surfaces[i] == SF_GRID) {
|
|
cv = (srfGridMesh_t *) surfaces[i];
|
|
for ( m = 0 ; m < cv->height - 1 ; m++ ) {
|
|
for ( n = 0 ; n < cv->width - 1 ; n++ ) {
|
|
// We triangulate the grid and chop all triangles within
|
|
// the bounding planes of the to be projected polygon.
|
|
// LOD is not taken into account, not such a big deal though.
|
|
//
|
|
// It's probably much nicer to chop the grid itself and deal
|
|
// with this grid as a normal SF_GRID surface so LOD will
|
|
// be applied. However the LOD of that chopped grid must
|
|
// be synced with the LOD of the original curve.
|
|
// One way to do this; the chopped grid shares vertices with
|
|
// the original curve. When LOD is applied to the original
|
|
// curve the unused vertices are flagged. Now the chopped curve
|
|
// should skip the flagged vertices. This still leaves the
|
|
// problems with the vertices at the chopped grid edges.
|
|
//
|
|
// To avoid issues when LOD applied to "hollow curves" (like
|
|
// the ones around many jump pads) we now just add a 2 unit
|
|
// offset to the triangle vertices.
|
|
// The offset is added in the vertex normal vector direction
|
|
// so all triangles will still fit together.
|
|
// The 2 unit offset should avoid pretty much all LOD problems.
|
|
|
|
numClipPoints = 3;
|
|
|
|
dv = cv->verts + m * cv->width + n;
|
|
|
|
VectorCopy(dv[0].xyz, clipPoints[0][0]);
|
|
VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
|
|
VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
|
|
VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
|
|
VectorCopy(dv[1].xyz, clipPoints[0][2]);
|
|
VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
|
|
// check the normal of this triangle
|
|
VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
|
|
VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
|
|
CrossProduct(v1, v2, normal);
|
|
VectorNormalizeFast(normal);
|
|
if (DotProduct(normal, projectionDir) < -0.1) {
|
|
// add the fragments of this triangle
|
|
R_AddMarkFragments(numClipPoints, clipPoints,
|
|
numPlanes, normals, dists,
|
|
maxPoints, pointBuffer,
|
|
fragmentBuffer,
|
|
&returnedPoints, &returnedFragments, 0.f);
|
|
|
|
if ( returnedFragments == maxFragments ) {
|
|
return returnedFragments; // not enough space for more fragments
|
|
}
|
|
}
|
|
|
|
VectorCopy(dv[1].xyz, clipPoints[0][0]);
|
|
VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
|
|
VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
|
|
VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
|
|
VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]);
|
|
VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]);
|
|
// check the normal of this triangle
|
|
VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
|
|
VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
|
|
CrossProduct(v1, v2, normal);
|
|
VectorNormalizeFast(normal);
|
|
if (DotProduct(normal, projectionDir) < -0.05) {
|
|
// add the fragments of this triangle
|
|
R_AddMarkFragments(numClipPoints, clipPoints,
|
|
numPlanes, normals, dists,
|
|
maxPoints, pointBuffer,
|
|
fragmentBuffer,
|
|
&returnedPoints, &returnedFragments, 0.f);
|
|
|
|
if ( returnedFragments == maxFragments ) {
|
|
return returnedFragments; // not enough space for more fragments
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (*surfaces[i] == SF_FACE) {
|
|
|
|
surf = ( srfSurfaceFace_t * ) surfaces[i];
|
|
// check the normal of this face
|
|
if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
|
|
VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
|
|
CrossProduct(v1, v2, normal);
|
|
VectorNormalize(normal);
|
|
if (DotProduct(normal, projectionDir) > -0.5) continue;
|
|
*/
|
|
indexes = (int *)( (byte *)surf + surf->ofsIndices );
|
|
for ( k = 0 ; k < surf->numIndices ; k += 3 ) {
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
v = surf->points[0] + VERTEXSIZE * indexes[k+j];;
|
|
VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
|
|
}
|
|
// add the fragments of this face
|
|
R_AddMarkFragments( 3 , clipPoints,
|
|
numPlanes, normals, dists,
|
|
maxPoints, pointBuffer,
|
|
fragmentBuffer,
|
|
&returnedPoints, &returnedFragments, 0.f);
|
|
if ( returnedFragments == maxFragments ) {
|
|
return returnedFragments; // not enough space for more fragments
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
else {
|
|
// ignore all other world surfaces
|
|
// might be cool to also project polygons on a triangle soup
|
|
// however this will probably create huge amounts of extra polys
|
|
// even more than the projection onto curves
|
|
continue;
|
|
}
|
|
}
|
|
return returnedFragments;
|
|
#endif
|
|
}
|
|
|
|
void R_BoxSurfacesForBModel_r(bmodel_t* pBmodel, const vec3_t mins, const vec3_t maxs, surfaceType_t** list, int listsize, int* listlength, const vec3_t dir)
|
|
{
|
|
int s;
|
|
int c;
|
|
msurface_t* surf;
|
|
int i;
|
|
|
|
surf = pBmodel->firstSurface;
|
|
|
|
for (i = 0; i < listsize && i < pBmodel->numSurfaces; i++, surf++) {
|
|
s = surf->shader->surfaceFlags;
|
|
c = surf->shader->contentFlags;
|
|
|
|
if (!(s & SURF_NOIMPACT)
|
|
&& !(s & SURF_NOMARKS)
|
|
&& !(c & CONTENTS_FOG))
|
|
{
|
|
switch (*surf->data)
|
|
{
|
|
case SF_FACE:
|
|
{
|
|
int plane;
|
|
srfSurfaceFace_t* face;
|
|
|
|
face = (srfSurfaceFace_t*)surf->data;
|
|
plane = BoxOnPlaneSide(mins, maxs, &face->plane);
|
|
if (plane == PLANE_Y || plane == PLANE_Z) {
|
|
surf->viewCount = tr.viewCount;
|
|
}
|
|
else if (DotProduct(dir, face->plane.normal) > 0.5f) {
|
|
surf->viewCount = tr.viewCount;
|
|
}
|
|
break;
|
|
}
|
|
case SF_GRID:
|
|
surf->viewCount = tr.viewCount;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
surf->viewCount = tr.viewCount;
|
|
}
|
|
|
|
if (surf->viewCount != tr.viewCount)
|
|
{
|
|
surf->viewCount = tr.viewCount;
|
|
list[(*listlength)++] = surf->data;
|
|
}
|
|
}
|
|
}
|
|
|
|
int R_MarkFragmentsForInlineModel(clipHandle_t bmodel, const vec3_t vAngles, const vec3_t vOrigin, int numPoints,
|
|
const vec3_t* points, const vec3_t projection, int maxPoints, vec3_t pointBuffer,
|
|
int maxFragments, markFragment_t* fragmentBuffer, float fRadiusSquared)
|
|
{
|
|
int i;
|
|
int numsurfaces;
|
|
vec3_t vTmp;
|
|
vec3_t v1, v2;
|
|
vec3_t vMins, vMaxs;
|
|
vec3_t vTransPoints[64];
|
|
vec3_t vTransProj;
|
|
vec3_t vTransProjDir;
|
|
bmodel_t* pBmodel;
|
|
surfaceType_t* surfaces[64];
|
|
int returnedFragments;
|
|
int returnedPoints;
|
|
vec3_t normals[MAX_VERTS_ON_POLY+2];
|
|
float dists[MAX_VERTS_ON_POLY+2];
|
|
|
|
tr.viewCount++;
|
|
|
|
pBmodel = &tr.world->bmodels[bmodel];
|
|
|
|
if (numPoints > 64) {
|
|
numPoints = 64;
|
|
}
|
|
|
|
if (vAngles[0] || vAngles[1] || vAngles[2])
|
|
{
|
|
vec3_t axis[3];
|
|
|
|
AngleVectorsLeft(vAngles, axis[0], axis[1], axis[2]);
|
|
|
|
for (i = 0; i < numPoints; i++) {
|
|
VectorSubtract(points[i], vOrigin, vTmp);
|
|
MatrixTransformVectorRight(axis, vTmp, vTransPoints[i]);
|
|
}
|
|
|
|
MatrixTransformVectorRight(axis, projection, vTransProj);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < numPoints; i++) {
|
|
VectorSubtract(points[i], vOrigin, vTransPoints[i]);
|
|
}
|
|
|
|
VectorCopy(projection, vTransProj);
|
|
}
|
|
|
|
VectorNormalize2(vTransProj, vTransProjDir);
|
|
ClearBounds(vMins, vMaxs);
|
|
|
|
for (i = 0; i < numPoints; i++) {
|
|
AddPointToBounds(vTransPoints[i], vMins, vMaxs);
|
|
VectorAdd(vTransPoints[i], vTransProj, vTmp);
|
|
AddPointToBounds(vTmp, vMins, vMaxs);
|
|
VectorMA(vTransPoints[i], -20.f, vTransProjDir, vTmp);
|
|
AddPointToBounds(vTmp, vMins, vMaxs);
|
|
}
|
|
|
|
for (i = 0; i < numPoints; i++) {
|
|
VectorSubtract(vTransPoints[(i + 1) % numPoints], vTransPoints[i], v1);
|
|
VectorAdd(vTransPoints[i], vTransProj, v2);
|
|
VectorSubtract(vTransPoints[i], v2, v2);
|
|
CrossProduct(v1, v2, normals[i]);
|
|
VectorNormalize(normals[i]);
|
|
dists[i] = DotProduct(normals[i], vTransPoints[i]);
|
|
}
|
|
|
|
VectorCopy(vTransProjDir, normals[numPoints]);
|
|
dists[numPoints] = DotProduct(normals[numPoints], vTransPoints[0]) - 32.f;
|
|
|
|
VectorCopy(vTransProjDir, normals[numPoints + 1]);
|
|
VectorInverse(normals[numPoints + 1]);
|
|
dists[numPoints + 1] = DotProduct(normals[numPoints + 1], vTransPoints[0]) - 20.f;
|
|
|
|
returnedPoints = 0;
|
|
returnedFragments = 0;
|
|
numsurfaces = 0;
|
|
|
|
R_BoxSurfacesForBModel_r(pBmodel, vMins, vMaxs, surfaces, ARRAY_LEN(surfaces), &numsurfaces, vTransProjDir);
|
|
if (!numsurfaces) {
|
|
return 0;
|
|
}
|
|
|
|
R_TessellateMarkFragments(
|
|
&returnedPoints,
|
|
&returnedFragments,
|
|
numsurfaces,
|
|
surfaces,
|
|
vTransProjDir,
|
|
numPoints + 2,
|
|
normals,
|
|
dists,
|
|
maxPoints,
|
|
pointBuffer,
|
|
maxFragments,
|
|
fragmentBuffer,
|
|
fRadiusSquared
|
|
);
|
|
|
|
return returnedFragments;
|
|
} |