openmohaa/code/renderergl1/tr_marks.c
2024-12-01 15:30:23 +01:00

955 lines
No EOL
28 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_marks.c -- polygon projection on the world polygons
#include "tr_local.h"
//#include "assert.h"
#define MAX_VERTS_ON_POLY 64
#define MARKER_OFFSET 0 // 1
/*
=============
R_ChopPolyBehindPlane
Out must have space for two more vertexes than in
=============
*/
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
static void R_ChopPolyBehindPlane( int numInPoints, const vec3_t inPoints[MAX_VERTS_ON_POLY],
int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY],
const vec3_t normal, vec_t dist, vec_t epsilon) {
float dists[MAX_VERTS_ON_POLY+4];
int sides[MAX_VERTS_ON_POLY+4];
int counts[3];
float dot;
int i, j;
const float* p1, * p2;
float *clip;
float d;
// don't clip if it might overflow
if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) {
*numOutPoints = 0;
return;
}
counts[0] = counts[1] = counts[2] = 0;
// determine sides for each point
for ( i = 0 ; i < numInPoints ; i++ ) {
dot = DotProduct( inPoints[i], normal );
dot -= dist;
dists[i] = dot;
if ( dot > epsilon ) {
sides[i] = SIDE_FRONT;
} else if ( dot < -epsilon ) {
sides[i] = SIDE_BACK;
} else {
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
dists[i] = dists[0];
*numOutPoints = 0;
if ( !counts[0] ) {
return;
}
if ( !counts[1] ) {
*numOutPoints = numInPoints;
Com_Memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) );
return;
}
for ( i = 0 ; i < numInPoints ; i++ ) {
p1 = inPoints[i];
clip = outPoints[ *numOutPoints ];
if ( sides[i] == SIDE_ON ) {
VectorCopy( p1, clip );
(*numOutPoints)++;
continue;
}
if ( sides[i] == SIDE_FRONT ) {
VectorCopy( p1, clip );
(*numOutPoints)++;
clip = outPoints[ *numOutPoints ];
}
if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
continue;
}
// generate a split point
p2 = inPoints[ (i+1) % numInPoints ];
d = dists[i] - dists[i+1];
if ( d == 0 ) {
dot = 0;
} else {
dot = dists[i] / d;
}
// clip xyz
for (j=0 ; j<3 ; j++) {
clip[j] = p1[j] + dot * ( p2[j] - p1[j] );
}
(*numOutPoints)++;
}
}
/*
=================
R_BoxSurfaces_r
=================
*/
void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) {
int s, c;
msurface_t *surf, **mark;
// do the tail recursion in a loop
while ( node->contents == -1 ) {
s = BoxOnPlaneSide( mins, maxs, node->plane );
if (s == 1) {
node = node->children[0];
} else if (s == 2) {
node = node->children[1];
} else {
R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
node = node->children[1];
}
}
// add the individual surfaces
mark = node->firstmarksurface;
c = node->nummarksurfaces;
while (c--) {
//
if (*listlength >= listsize) break;
//
surf = *mark;
// check if the surface has NOIMPACT or NOMARKS set
if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) ) ) {
surf->viewCount = tr.viewCount;
}
// extra check for surfaces to avoid list overflows
else if (*(surf->data) == SF_FACE) {
// the face plane should go through the box
s = BoxOnPlaneSide( mins, maxs, &(( srfSurfaceFace_t * ) surf->data)->plane );
if (s == 1 || s == 2) {
surf->viewCount = tr.viewCount;
} else if (DotProduct((( srfSurfaceFace_t * ) surf->data)->plane.normal, dir) > -0.5) {
// don't add faces that make sharp angles with the projection direction
surf->viewCount = tr.viewCount;
}
}
else if (*(surfaceType_t *) (surf->data) != SF_GRID) surf->viewCount = tr.viewCount;
// check the viewCount because the surface may have
// already been added if it spans multiple leafs
if (surf->viewCount != tr.viewCount) {
surf->viewCount = tr.viewCount;
list[*listlength] = (surfaceType_t *) surf->data;
(*listlength)++;
}
mark++;
}
}
/*
=================
R_AddMarkFragments
=================
*/
void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
int numPlanes, const vec3_t *normals, const float *dists,
int maxPoints, vec3_t pointBuffer,
markFragment_t *fragmentBuffer,
int *returnedPoints, int *returnedFragments,
float fOnEpsilon) {
int pingPong, i;
markFragment_t *mf;
// chop the surface by all the bounding planes of the to be projected polygon
pingPong = 0;
for ( i = 0 ; i < numPlanes ; i++ ) {
R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong],
&numClipPoints, clipPoints[!pingPong],
normals[i], dists[i], 0.5 );
pingPong ^= 1;
if ( numClipPoints == 0 ) {
break;
}
}
// completely clipped away?
if ( numClipPoints == 0 ) {
return;
}
// add this fragment to the returned list
if ( numClipPoints + (*returnedPoints) > maxPoints ) {
return; // not enough space for this polygon
}
mf = fragmentBuffer + (*returnedFragments);
mf->firstPoint = (*returnedPoints);
mf->numPoints = numClipPoints;
mf->iIndex = 0;
Com_Memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
(*returnedPoints) += numClipPoints;
(*returnedFragments)++;
}
void R_AddMarkFragmentsToTerrain(
cTerraPatchUnpacked_t* pTerPatch,
int numPlanes,
const vec3_t* normals,
float* dists,
int maxPoints,
vec3_t pointBuffer,
markFragment_t* fragmentBuffer,
int* returnedPoints,
int* returnedFragments
)
{
int i, j;
int iType;
int iFirstFragment;
unsigned char* pubHeight;
vec3_t v[8];
vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
dists[numPlanes - 2] -= 96.f;
dists[numPlanes - 1] -= 108.f;
v[0][0] = pTerPatch->x0;
v[0][1] = pTerPatch->y0;
v[0][2] = pTerPatch->z0;
v[1][0] = pTerPatch->x0;
v[1][1] = pTerPatch->y0 + 512.f;
v[1][2] = pTerPatch->z0;
v[2][0] = pTerPatch->x0 + 512.f;
v[2][1] = pTerPatch->y0 + 512.f;
v[2][2] = pTerPatch->z0;
v[3][0] = pTerPatch->x0 + 512.f;
v[3][1] = pTerPatch->y0;
v[3][2] = pTerPatch->z0;
v[4][0] = pTerPatch->x0;
v[4][1] = pTerPatch->y0;
v[4][2] = pTerPatch->z0 + 510.f;
v[5][0] = pTerPatch->x0;
v[5][1] = pTerPatch->y0 + 512.f;
v[5][2] = pTerPatch->z0 + 510.f;
v[6][0] = pTerPatch->x0 + 512.f;
v[6][1] = pTerPatch->y0 + 512.f;
v[6][2] = pTerPatch->z0 + 510.f;
v[7][0] = pTerPatch->x0 + 512.f;
v[7][1] = pTerPatch->y0;
v[7][2] = pTerPatch->z0 + 510.f;
for (i = 0; i < numPlanes; i++) {
pubHeight = pTerPatch->heightmap;
iFirstFragment = *returnedFragments;
for (j = 0; j < 8; j++) {
if (DotProduct(v[i], normals[i]) - dists[i] > 0.f) {
break;
}
}
if (j == 8)
{
dists[numPlanes - 2] += 96.f;
dists[numPlanes - 1] += 108.f;
return;
}
}
pubHeight = pTerPatch->heightmap;
iFirstFragment = *returnedFragments;
for (i = 0; i < 8; i++) {
for (j = 0; j < 8; j++) {
iType = ri.CM_TerrainSquareType(pTerPatch - tr.world->terraPatches, i, j);
if (!iType) {
continue;
}
v[0][0] = (i << 6) + pTerPatch->x0;
v[0][1] = (j << 6) + pTerPatch->y0;
v[0][2] = (pubHeight[0] << 1) + pTerPatch->z0;
v[1][0] = (i << 6) + pTerPatch->x0 + 64.f;
v[1][1] = (j << 6) + pTerPatch->y0;
v[1][2] = (pubHeight[1] << 1) + pTerPatch->z0;
v[2][0] = (i << 6) + pTerPatch->x0 + 64.f;
v[2][1] = (j << 6) + pTerPatch->y0 + 64.f;
v[2][2] = (pubHeight[10] << 1) + pTerPatch->z0;
v[3][0] = (i << 6) + pTerPatch->x0;
v[3][1] = (j << 6) + pTerPatch->y0 + 64.f;
v[3][2] = (pubHeight[9] << 1) + pTerPatch->z0;
if (((j & 0xFF) + (i & 0xFF)) & 1) {
if (iType != 3) {
VectorCopy(v[0], clipPoints[0][0]);
VectorCopy(v[3], clipPoints[0][1]);
VectorCopy(v[1], clipPoints[0][2]);
R_AddMarkFragments(
3,
clipPoints,
numPlanes,
normals,
dists,
maxPoints,
pointBuffer,
fragmentBuffer,
returnedPoints,
returnedFragments,
0.f
);
}
if (iType != 6) {
VectorCopy(v[2], clipPoints[0][0]);
VectorCopy(v[1], clipPoints[0][1]);
VectorCopy(v[3], clipPoints[0][2]);
R_AddMarkFragments(
3,
clipPoints,
numPlanes,
normals,
dists,
maxPoints,
pointBuffer,
fragmentBuffer,
returnedPoints,
returnedFragments,
0.f
);
}
} else {
if (iType != 5) {
VectorCopy(v[3], clipPoints[0][0]);
VectorCopy(v[2], clipPoints[0][1]);
VectorCopy(v[0], clipPoints[0][2]);
R_AddMarkFragments(
3,
clipPoints,
numPlanes,
normals,
dists,
maxPoints,
pointBuffer,
fragmentBuffer,
returnedPoints,
returnedFragments,
0.f
);
}
if (iType != 4) {
VectorCopy(v[1], clipPoints[0][0]);
VectorCopy(v[0], clipPoints[0][1]);
VectorCopy(v[2], clipPoints[0][2]);
R_AddMarkFragments(
3,
clipPoints,
numPlanes,
normals,
dists,
maxPoints,
pointBuffer,
fragmentBuffer,
returnedPoints,
returnedFragments,
0.f
);
}
}
}
}
for (i = iFirstFragment; i < *returnedFragments; i++) {
fragmentBuffer[i].iIndex = pTerPatch - tr.world->terraPatches + 1;
}
dists[numPlanes - 2] += 96.f;
dists[numPlanes - 1] += 108.f;
}
void R_TessellateMarkFragments(
int* pReturnedPoints,
int* pReturnedFragments,
int numsurfaces,
surfaceType_t** surfaces,
const vec3_t projectionDir,
int numPlanes,
const vec3_t* normals,
float* dists,
int maxPoints,
vec3_t pointBuffer,
int maxFragments,
markFragment_t* fragmentBuffer,
float fRadiusSquared
)
{
int i, j, k, m, n;
int* indexes;
float* v;
vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
vec3_t v1, v2;
vec3_t normal;
drawVert_t* dv;
qboolean bSkipTerrain;
srfGridMesh_t* cv;
srfSurfaceFace_t* surf;
cTerraPatchUnpacked_t* terraPatch;
int numClipPoints;
bSkipTerrain = ter_minMarkRadius->value * ter_minMarkRadius->value >= (long double)fRadiusSquared;
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);
VectorNormalize(normal);
if (DotProduct(normal, projectionDir) < -0.1) {
// 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
}
}
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);
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;
}