1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
43 ydnar: gs mods: changed to force an explicit type when allocating
46 mapDrawSurface_t *AllocDrawSurface( surfaceType_t type )
51 /* ydnar: gs mods: only allocate valid types */
52 if( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES )
53 Error( "AllocDrawSurface: Invalid surface type %d specified", type );
56 if( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS )
57 Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
58 ds = &mapDrawSurfs[ numMapDrawSurfs ];
61 /* ydnar: do initial surface setup */
62 memset( ds, 0, sizeof( mapDrawSurface_t ) );
65 ds->fogNum = defaultFogNum; /* ydnar 2003-02-12 */
66 ds->outputNum = -1; /* ydnar 2002-08-13 */
67 ds->surfaceNum = numMapDrawSurfs - 1; /* ydnar 2003-02-16 */
76 ydnar: general surface finish pass
79 void FinishSurface( mapDrawSurface_t *ds )
81 mapDrawSurface_t *ds2;
85 if( ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES || ds == NULL || ds->shaderInfo == NULL )
88 /* ydnar: rocking tek-fu celshading */
89 if( ds->celShader != NULL )
90 MakeCelSurface( ds, ds->celShader );
92 /* backsides stop here */
96 /* ydnar: rocking surface cloning (fur baby yeah!) */
97 if( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' )
98 CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
100 /* ydnar: q3map_backShader support */
101 if( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' )
103 ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
104 ds2->backSide = qtrue;
112 clones a map drawsurface, using the specified shader
115 mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si )
117 mapDrawSurface_t *ds;
121 if( src == NULL || si == NULL )
124 /* allocate a new surface */
125 ds = AllocDrawSurface( src->type );
130 memcpy( ds, src, sizeof( *ds ) );
132 /* destroy side reference */
139 if( ds->numVerts > 0 )
141 ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
142 memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
146 if( ds->numIndexes <= 0 )
148 ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
149 memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
151 /* return the surface */
158 MakeCelSurface() - ydnar
159 makes a copy of a surface, but specific to cel shading
162 mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si )
164 mapDrawSurface_t *ds;
168 if( src == NULL || si == NULL )
171 /* don't create cel surfaces for certain types of shaders */
172 if( (src->shaderInfo->compileFlags & C_TRANSLUCENT) ||
173 (src->shaderInfo->compileFlags & C_SKY) )
177 ds = CloneSurface( src, si );
181 /* do some fixups for celshading */
184 ds->celShader = NULL; /* don't cel shade cels :P */
186 /* return the surface */
193 MakeSkyboxSurface() - ydnar
194 generates a skybox surface, viewable from everywhere there is sky
197 mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src )
200 mapDrawSurface_t *ds;
208 ds = CloneSurface( src, src->shaderInfo );
215 /* scale the surface vertexes */
216 for( i = 0; i < ds->numVerts; i++ )
218 m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
221 //% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
222 //% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
225 /* so backface culling creep doesn't bork the surface */
226 VectorClear( ds->lightmapVecs[ 2 ] );
228 /* return the surface */
236 returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
239 #define TINY_AREA 1.0f
241 qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c )
247 /* calcuate the area of the triangle */
248 VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );
249 VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );
250 CrossProduct( v1, v2, v3 );
251 d = VectorLength( v3 );
253 /* assume all very small or backwards triangles will cause problems */
257 /* must be a good triangle */
264 ClearSurface() - ydnar
265 clears a surface and frees any allocated memory
268 void ClearSurface( mapDrawSurface_t *ds )
270 ds->type = SURFACE_BAD;
274 if( ds->verts != NULL )
278 if( ds->indexes != NULL )
281 numClearedSurfaces++;
287 TidyEntitySurfaces() - ydnar
288 deletes all empty or bad surfaces from the surface list
291 void TidyEntitySurfaces( entity_t *e )
294 mapDrawSurface_t *out, *in;
298 Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
300 /* walk the surface list */
302 for( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
304 /* get out surface */
305 out = &mapDrawSurfs[ i ];
307 /* walk the surface list again until a proper surface is found */
308 for( ; j < numMapDrawSurfs; j++ )
311 in = &mapDrawSurfs[ j ];
313 /* this surface ok? */
314 if( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
315 (in->type != SURFACE_BAD && in->numVerts > 0) )
323 /* copy if necessary */
325 memcpy( out, in, sizeof( mapDrawSurface_t ) );
328 /* set the new number of drawsurfs */
331 /* emit some stats */
332 Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
338 CalcSurfaceTextureRange() - ydnar
339 calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
342 qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )
344 int i, j, v, size[ 2 ];
345 float mins[ 2 ], maxs[ 2 ];
348 /* try to early out */
349 if( ds->numVerts <= 0 )
352 /* walk the verts and determine min/max st values */
357 for( i = 0; i < ds->numVerts; i++ )
359 for( j = 0; j < 2; j++ )
361 if( ds->verts[ i ].st[ j ] < mins[ j ] )
362 mins[ j ] = ds->verts[ i ].st[ j ];
363 if( ds->verts[ i ].st[ j ] > maxs[ j ] )
364 maxs[ j ] = ds->verts[ i ].st[ j ];
368 /* clamp to integer range and calculate surface bias values */
369 for( j = 0; j < 2; j++ )
370 ds->bias[ j ] = -floor( 0.5f * (mins[ j ] + maxs[ j ]) );
372 /* find biased texture coordinate mins/maxs */
373 size[ 0 ] = ds->shaderInfo->shaderWidth;
374 size[ 1 ] = ds->shaderInfo->shaderHeight;
375 ds->texMins[ 0 ] = 999999;
376 ds->texMins[ 1 ] = 999999;
377 ds->texMaxs[ 0 ] = -999999;
378 ds->texMaxs[ 1 ] = -999999;
379 for( i = 0; i < ds->numVerts; i++ )
381 for( j = 0; j < 2; j++ )
383 v = ((float) ds->verts[ i ].st[ j ] + ds->bias[ j ]) * size[ j ];
384 if( v < ds->texMins[ j ] )
385 ds->texMins[ j ] = v;
386 if( v > ds->texMaxs[ j ] )
387 ds->texMaxs[ j ] = v;
392 for( j = 0; j < 2; j++ )
393 ds->texRange[ j ] = (ds->texMaxs[ j ] - ds->texMins[ j ]);
395 /* if range is zero, then assume unlimited precision */
400 for( j = 0; j < 2; j++ )
402 if( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange )
413 CalcLightmapAxis() - ydnar
414 gives closed lightmap axis for a plane normal
417 qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis )
423 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f )
429 /* get absolute normal */
430 absolute[ 0 ] = fabs( normal[ 0 ] );
431 absolute[ 1 ] = fabs( normal[ 1 ] );
432 absolute[ 2 ] = fabs( normal[ 2 ] );
435 if( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f )
437 if( normal[ 2 ] > 0.0f )
438 VectorSet( axis, 0.0f, 0.0f, 1.0f );
440 VectorSet( axis, 0.0f, 0.0f, -1.0f );
442 else if( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f )
444 if( normal[ 0 ] > 0.0f )
445 VectorSet( axis, 1.0f, 0.0f, 0.0f );
447 VectorSet( axis, -1.0f, 0.0f, 0.0f );
451 if( normal[ 1 ] > 0.0f )
452 VectorSet( axis, 0.0f, 1.0f, 0.0f );
454 VectorSet( axis, 0.0f, -1.0f, 0.0f );
464 ClassifySurfaces() - ydnar
465 fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
468 #define PLANAR_EPSILON 0.5f //% 0.126f 0.25f
470 void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
476 static vec3_t axii[ 6 ] =
487 /* walk the list of surfaces */
488 for( ; numSurfs > 0; numSurfs--, ds++ )
490 /* ignore bogus (or flare) surfaces */
491 if( ds->type == SURFACE_BAD || ds->numVerts <= 0 )
497 /* -----------------------------------------------------------------
498 force meta if vertex count is too high or shader requires it
499 ----------------------------------------------------------------- */
501 if( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE )
503 if( ds->numVerts > SHADER_MAX_VERTEXES )
504 ds->type = SURFACE_FORCED_META;
507 /* -----------------------------------------------------------------
508 plane and bounding box classification
509 ----------------------------------------------------------------- */
511 /* set surface bounding box */
512 ClearBounds( ds->mins, ds->maxs );
513 for( i = 0; i < ds->numVerts; i++ )
514 AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );
516 /* try to get an existing plane */
517 if( ds->planeNum >= 0 )
519 VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
520 plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
523 /* construct one from the first vert with a valid normal */
526 VectorClear( plane );
528 for( i = 0; i < ds->numVerts; i++ )
530 if( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f )
532 VectorCopy( ds->verts[ i ].normal, plane );
533 plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
539 /* test for bogus plane */
540 if( VectorLength( plane ) <= 0.0f )
547 /* determine if surface is planar */
551 for( i = 0; i < ds->numVerts; i++ )
553 /* point-plane test */
554 dist = DotProduct( ds->verts[ i ].xyz, plane ) - plane[ 3 ];
555 if( fabs( dist ) > PLANAR_EPSILON )
557 //% if( ds->planeNum >= 0 )
559 //% Sys_Printf( "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );
560 //% ds->verts[ i ].color[ 0 ][ 0 ] = ds->verts[ i ].color[ 0 ][ 2 ] = 0;
568 /* find map plane if necessary */
571 if( ds->planeNum < 0 )
572 ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &ds->verts[ 0 ].xyz );
573 VectorCopy( plane, ds->lightmapVecs[ 2 ] );
578 VectorClear( ds->lightmapVecs[ 2 ] );
579 //% if( ds->type == SURF_META || ds->type == SURF_FACE )
580 //% Sys_Printf( "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );
583 /* -----------------------------------------------------------------
584 lightmap bounds and axis projection
585 ----------------------------------------------------------------- */
587 /* vertex lit surfaces don't need this information */
588 if( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES )
590 VectorClear( ds->lightmapAxis );
591 //% VectorClear( ds->lightmapVecs[ 2 ] );
596 /* the shader can specify an explicit lightmap axis */
597 if( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] )
598 VectorCopy( si->lightmapAxis, ds->lightmapAxis );
599 else if( ds->type == SURFACE_FORCED_META )
600 VectorClear( ds->lightmapAxis );
601 else if( ds->planar )
602 CalcLightmapAxis( plane, ds->lightmapAxis );
605 /* find best lightmap axis */
606 for( bestAxis = 0; bestAxis < 6; bestAxis++ )
608 for( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
610 //% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",
611 //% ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
612 //% axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
613 if( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f ) /* fixme: adjust this tolerance to taste */
617 if( i == ds->numVerts )
621 /* set axis if possible */
624 //% if( ds->type == SURFACE_PATCH )
625 //% Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
626 VectorCopy( axii[ bestAxis ], ds->lightmapAxis );
630 //% if( ds->type == SURFACE_PATCH )
631 //% Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
634 /* get lightmap sample size */
635 if( ds->sampleSize <= 0 )
637 ds->sampleSize = sampleSize;
638 if( ds->shaderInfo->lightmapSampleSize )
639 ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
640 if( ds->lightmapScale > 0 )
641 ds->sampleSize *= ds->lightmapScale;
642 if( ds->sampleSize <= 0 )
644 if(ds->sampleSize < minSampleSize)
645 ds->sampleSize = minSampleSize;
646 if( ds->sampleSize > 16384 ) /* powers of 2 are preferred */
647 ds->sampleSize = 16384;
655 ClassifyEntitySurfaces() - ydnar
656 classifies all surfaces in an entity
659 void ClassifyEntitySurfaces( entity_t *e )
665 Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
667 /* walk the surface list */
668 for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
670 FinishSurface( &mapDrawSurfs[ i ] );
671 ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
675 TidyEntitySurfaces( e );
681 GetShaderIndexForPoint() - ydnar
682 for shader-indexed surfaces (terrain), find a matching index from the indexmap
685 byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point )
689 vec3_t mins, maxs, size;
692 /* early out if no indexmap */
696 /* this code is really broken */
698 /* legacy precision fudges for terrain */
699 for( i = 0; i < 3; i++ )
701 mins[ i ] = floor( eMins[ i ] + 0.1 );
702 maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
703 size[ i ] = maxs[ i ] - mins[ i ];
706 /* find st (fixme: support more than just z-axis projection) */
707 s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
708 t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
723 for( i = 0; i < 3; i++ )
725 mins[ i ] = eMins[ i ];
726 maxs[ i ] = eMaxs[ i ];
727 size[ i ] = maxs[ i ] - mins[ i ];
731 s = (point[ 0 ] - mins[ 0 ]) / size[ 0 ];
732 t = (maxs[ 1 ] - point[ 1 ]) / size[ 1 ];
739 else if( x > (im->w - 1) )
743 else if( y > (im->h - 1) )
748 return im->pixels[ y * im->w + x ];
754 GetIndexedShader() - ydnar
755 for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
756 this combines a couple different functions from terrain.c
759 shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes )
762 byte minShaderIndex, maxShaderIndex;
763 char shader[ MAX_QPATH ];
767 /* early out if bad data */
768 if( im == NULL || numPoints <= 0 || shaderIndexes == NULL )
769 return ShaderInfoForShader( "default" );
771 /* determine min/max index */
772 minShaderIndex = 255;
774 for( i = 0; i < numPoints; i++ )
776 if( shaderIndexes[ i ] < minShaderIndex )
777 minShaderIndex = shaderIndexes[ i ];
778 if( shaderIndexes[ i ] > maxShaderIndex )
779 maxShaderIndex = shaderIndexes[ i ];
782 /* set alpha inline */
783 for( i = 0; i < numPoints; i++ )
785 /* straight rip from terrain.c */
786 if( shaderIndexes[ i ] < maxShaderIndex )
787 shaderIndexes[ i ] = 0;
789 shaderIndexes[ i ] = 255;
792 /* make a shader name */
793 if( minShaderIndex == maxShaderIndex )
794 sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );
796 sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );
799 si = ShaderInfoForShader( shader );
801 /* inherit a few things from parent shader */
802 if( parent->globalTexture )
803 si->globalTexture = qtrue;
804 if( parent->forceMeta )
805 si->forceMeta = qtrue;
806 if( parent->nonplanar )
807 si->nonplanar = qtrue;
808 if( si->shadeAngleDegrees == 0.0 )
809 si->shadeAngleDegrees = parent->shadeAngleDegrees;
810 if( parent->tcGen && si->tcGen == qfalse )
812 /* set xy texture projection */
814 VectorCopy( parent->vecs[ 0 ], si->vecs[ 0 ] );
815 VectorCopy( parent->vecs[ 1 ], si->vecs[ 1 ] );
817 if( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f )
819 /* set lightmap projection axis */
820 VectorCopy( parent->lightmapAxis, si->lightmapAxis );
823 /* return the shader */
832 creates a SURF_FACE drawsurface from a given brush side and winding
835 #define SNAP_FLOAT_TO_INT 8
836 #define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)
838 mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w )
841 mapDrawSurface_t *ds;
842 shaderInfo_t *si, *parent;
848 byte shaderIndexes[ 256 ];
849 float offsets[ 256 ];
850 char tempShader[ MAX_QPATH ];
853 /* ydnar: don't make a drawsurf for culled sides */
858 if( w->numpoints > MAX_POINTS_ON_WINDING )
859 Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );
864 /* ydnar: gs mods: check for indexed shader */
865 if( si->indexed && b->im != NULL )
870 /* get shader indexes for each point */
871 for( i = 0; i < w->numpoints; i++ )
873 shaderIndexes[ i ] = GetShaderIndexForPoint( b->im, b->eMins, b->eMaxs, w->p[ i ] );
874 offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];
875 //% Sys_Printf( "%f ", offsets[ i ] );
878 /* get matching shader and set alpha */
880 si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );
885 /* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
886 if( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' )
888 //% Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
889 sprintf( tempShader, "%s_lf", si->skyParmsImageBase );
890 DrawSurfaceForShader( tempShader );
891 sprintf( tempShader, "%s_rt", si->skyParmsImageBase );
892 DrawSurfaceForShader( tempShader );
893 sprintf( tempShader, "%s_ft", si->skyParmsImageBase );
894 DrawSurfaceForShader( tempShader );
895 sprintf( tempShader, "%s_bk", si->skyParmsImageBase );
896 DrawSurfaceForShader( tempShader );
897 sprintf( tempShader, "%s_up", si->skyParmsImageBase );
898 DrawSurfaceForShader( tempShader );
899 sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
900 DrawSurfaceForShader( tempShader );
904 ds = AllocDrawSurface( SURFACE_FACE );
905 ds->entityNum = b->entityNum;
906 ds->castShadows = b->castShadows;
907 ds->recvShadows = b->recvShadows;
910 ds->planeNum = s->planenum;
911 VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );
915 ds->sideRef = AllocSideRef( s, NULL );
917 ds->lightmapScale = b->lightmapScale;
918 ds->numVerts = w->numpoints;
919 ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
920 memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
922 /* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
923 ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
925 /* create the vertexes */
926 for( j = 0; j < w->numpoints; j++ )
928 /* get the drawvert */
931 /* copy xyz and do potential z offset */
932 VectorCopy( w->p[ j ], dv->xyz );
934 dv->xyz[ 2 ] += offsets[ j ];
936 /* round the xyz to a given precision and translate by origin */
937 for( i = 0 ; i < 3 ; i++ )
938 dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );
939 VectorAdd( dv->xyz, e->origin, vTranslated );
941 /* ydnar: tek-fu celshading support for flat shaded shit */
944 dv->st[ 0 ] = si->stFlat[ 0 ];
945 dv->st[ 1 ] = si->stFlat[ 1 ];
948 /* ydnar: gs mods: added support for explicit shader texcoord generation */
951 dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
952 dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
955 /* old quake-style texturing */
956 else if( g_bBrushPrimit == BPRIMIT_OLDBRUSHES )
958 /* nearest-axial projection */
959 dv->st[ 0 ] = s->vecs[ 0 ][ 3 ] + DotProduct( s->vecs[ 0 ], vTranslated );
960 dv->st[ 1 ] = s->vecs[ 1 ][ 3 ] + DotProduct( s->vecs[ 1 ], vTranslated );
961 dv->st[ 0 ] /= si->shaderWidth;
962 dv->st[ 1 ] /= si->shaderHeight;
965 /* brush primitive texturing */
968 /* calculate texture s/t from brush primitive texture matrix */
969 x = DotProduct( vTranslated, texX );
970 y = DotProduct( vTranslated, texY );
971 dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];
972 dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];
976 VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );
978 /* ydnar: set color */
979 for( k = 0; k < MAX_LIGHTMAPS; k++ )
981 dv->color[ k ][ 0 ] = 255;
982 dv->color[ k ][ 1 ] = 255;
983 dv->color[ k ][ 2 ] = 255;
985 /* ydnar: gs mods: handle indexed shader blending */
986 dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ j ] : 255);
991 ds->celShader = b->celShader;
993 /* set shade angle */
994 if( si->shadeAngleDegrees )
995 ds->shadeAngleDegrees = ds->shadeAngleDegrees;
997 ds->shadeAngleDegrees = b->shadeAngleDegrees; /* otherwise it's 0 */
999 /* ydnar: gs mods: moved st biasing elsewhere */
1006 DrawSurfaceForMesh()
1007 moved here from patch.c
1010 #define YDNAR_NORMAL_EPSILON 0.50f
1012 qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon )
1018 for( i= 0; i < 3; i++ )
1019 if( fabs( n1[ i ] - n2[ i ]) > epsilon )
1024 mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh )
1030 mapDrawSurface_t *ds;
1031 shaderInfo_t *si, *parent;
1036 byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
1037 float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
1040 /* get mesh and shader shader */
1044 if( mesh == NULL || si == NULL )
1047 /* get vertex count */
1048 numVerts = mesh->width * mesh->height;
1050 /* to make valid normals for patches with degenerate edges,
1051 we need to make a copy of the mesh and put the aproximating
1052 points onto the curve */
1054 /* create a copy of the mesh */
1055 copy = CopyMesh( mesh );
1057 /* store off the original (potentially bad) normals */
1058 MakeMeshNormals( *copy );
1059 for( i = 0; i < numVerts; i++ )
1060 VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
1062 /* put the mesh on the curve */
1063 PutMeshOnCurve( *copy );
1065 /* find new normals (to take into account degenerate/flipped edges */
1066 MakeMeshNormals( *copy );
1067 for( i = 0; i < numVerts; i++ )
1069 /* ydnar: only copy normals that are significantly different from the originals */
1070 if( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f )
1071 VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
1074 /* free the old mesh */
1077 /* ydnar: gs mods: check for indexed shader */
1078 if( si->indexed && p->im != NULL )
1083 /* get shader indexes for each point */
1084 for( i = 0; i < numVerts; i++ )
1086 shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );
1087 offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];
1090 /* get matching shader and set alpha */
1092 si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );
1098 /* ydnar: gs mods */
1099 ds = AllocDrawSurface( SURFACE_PATCH );
1100 ds->entityNum = p->entityNum;
1101 ds->castShadows = p->castShadows;
1102 ds->recvShadows = p->recvShadows;
1104 ds->shaderInfo = si;
1106 ds->lightmapScale = p->lightmapScale; /* ydnar */
1107 ds->patchWidth = mesh->width;
1108 ds->patchHeight = mesh->height;
1109 ds->numVerts = ds->patchWidth * ds->patchHeight;
1110 ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
1111 memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );
1116 ds->longestCurve = p->longestCurve;
1117 ds->maxIterations = p->maxIterations;
1119 /* construct a plane from the first vert */
1120 VectorCopy( mesh->verts[ 0 ].normal, plane );
1121 plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );
1124 /* spew forth errors */
1125 if( VectorLength( plane ) < 0.001f )
1126 Sys_Printf( "BOGUS " );
1128 /* test each vert */
1129 for( i = 1; i < ds->numVerts && planar; i++ )
1132 if( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse )
1135 /* point-plane test */
1136 dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];
1137 if( fabs( dist ) > EQUAL_EPSILON )
1141 /* add a map plane */
1144 /* make a map plane */
1145 ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );
1146 VectorCopy( plane, ds->lightmapVecs[ 2 ] );
1148 /* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
1149 for( i = 0; i < ds->numVerts; i++ )
1150 VectorCopy( plane, ds->verts[ i ].normal );
1153 /* walk the verts to do special stuff */
1154 for( i = 0; i < ds->numVerts; i++ )
1156 /* get the drawvert */
1157 dv = &ds->verts[ i ];
1159 /* ydnar: tek-fu celshading support for flat shaded shit */
1162 dv->st[ 0 ] = si->stFlat[ 0 ];
1163 dv->st[ 1 ] = si->stFlat[ 1 ];
1166 /* ydnar: gs mods: added support for explicit shader texcoord generation */
1167 else if( si->tcGen )
1169 /* translate by origin and project the texture */
1170 VectorAdd( dv->xyz, e->origin, vTranslated );
1171 dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
1172 dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
1175 /* ydnar: set color */
1176 for( k = 0; k < MAX_LIGHTMAPS; k++ )
1178 dv->color[ k ][ 0 ] = 255;
1179 dv->color[ k ][ 1 ] = 255;
1180 dv->color[ k ][ 2 ] = 255;
1182 /* ydnar: gs mods: handle indexed shader blending */
1183 dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ i ] : 255);
1188 dv->xyz[ 2 ] += offsets[ i ];
1191 /* set cel shader */
1192 ds->celShader = p->celShader;
1194 /* return the drawsurface */
1201 DrawSurfaceForFlare() - ydnar
1202 creates a flare draw surface
1205 mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle )
1207 mapDrawSurface_t *ds;
1211 if( emitFlares == qfalse )
1214 /* allocate drawsurface */
1215 ds = AllocDrawSurface( SURFACE_FLARE );
1216 ds->entityNum = entNum;
1219 if( flareShader != NULL && flareShader[ 0 ] != '\0' )
1220 ds->shaderInfo = ShaderInfoForShader( flareShader );
1222 ds->shaderInfo = ShaderInfoForShader( game->flareShader );
1223 if( origin != NULL )
1224 VectorCopy( origin, ds->lightmapOrigin );
1225 if( normal != NULL )
1226 VectorCopy( normal, ds->lightmapVecs[ 2 ] );
1228 VectorCopy( color, ds->lightmapVecs[ 0 ] );
1230 /* store light style */
1231 ds->lightStyle = lightStyle;
1232 if( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE )
1233 ds->lightStyle = LS_NORMAL;
1237 /* return to sender */
1244 DrawSurfaceForShader() - ydnar
1245 creates a bogus surface to forcing the game to load a shader
1248 mapDrawSurface_t *DrawSurfaceForShader( char *shader )
1252 mapDrawSurface_t *ds;
1256 si = ShaderInfoForShader( shader );
1258 /* find existing surface */
1259 for( i = 0; i < numMapDrawSurfs; i++ )
1262 ds = &mapDrawSurfs[ i ];
1265 if( ds->shaderInfo == si )
1269 /* create a new surface */
1270 ds = AllocDrawSurface( SURFACE_SHADER );
1272 ds->shaderInfo = ShaderInfoForShader( shader );
1274 /* return to sender */
1281 AddSurfaceFlare() - ydnar
1282 creates flares (coronas) centered on surfaces
1285 static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin )
1292 VectorClear( origin );
1293 for ( i = 0; i < ds->numVerts; i++ )
1294 VectorAdd( origin, ds->verts[ i ].xyz, origin );
1295 VectorScale( origin, (1.0f / ds->numVerts), origin );
1296 if( entityOrigin != NULL )
1297 VectorAdd( origin, entityOrigin, origin );
1299 /* push origin off surface a bit */
1300 VectorMA( origin, 2.0f, ds->lightmapVecs[ 2 ], origin );
1302 /* create the drawsurface */
1303 DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );
1310 subdivides a face surface until it is smaller than the specified size (subdivisions)
1313 static void SubdivideFace_r( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions )
1318 const float epsilon = 0.1;
1319 int subFloor, subCeil;
1320 winding_t *frontWinding, *backWinding;
1321 mapDrawSurface_t *ds;
1327 if( w->numpoints < 3 )
1328 Error( "SubdivideFace_r: Bad w->numpoints (%d < 3)", w->numpoints );
1330 /* determine surface bounds */
1331 ClearBounds( bounds[ 0 ], bounds[ 1 ] );
1332 for( i = 0; i < w->numpoints; i++ )
1333 AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
1335 /* split the face */
1336 for( axis = 0; axis < 3; axis++ )
1338 vec3_t planePoint = { 0, 0, 0 };
1339 vec3_t planeNormal = { 0, 0, 0 };
1343 /* create an axial clipping plane */
1344 subFloor = floor( bounds[ 0 ][ axis ] / subdivisions) * subdivisions;
1345 subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions) * subdivisions;
1346 planePoint[ axis ] = subFloor + subdivisions;
1347 planeNormal[ axis ] = -1;
1348 d = DotProduct( planePoint, planeNormal );
1350 /* subdivide if necessary */
1351 if( (subCeil - subFloor) > subdivisions )
1353 /* clip the winding */
1354 ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );
1356 /* the clip may not produce two polygons if it was epsilon close */
1357 if( frontWinding == NULL )
1359 else if( backWinding == NULL )
1363 SubdivideFace_r( e, brush, side, frontWinding, fogNum, subdivisions );
1364 SubdivideFace_r( e, brush, side, backWinding, fogNum, subdivisions );
1370 /* create a face surface */
1371 ds = DrawSurfaceForSide( e, brush, side, w );
1373 /* set correct fog num */
1374 ds->fogNum = fogNum;
1380 SubdivideFaceSurfaces()
1381 chop up brush face surfaces that have subdivision attributes
1382 ydnar: and subdivide surfaces that exceed specified texture coordinate range
1385 void SubdivideFaceSurfaces( entity_t *e, tree_t *tree )
1387 int i, j, numBaseDrawSurfs, fogNum;
1388 mapDrawSurface_t *ds;
1393 float range, size, subdivisions, s2;
1397 Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
1399 /* walk the list of surfaces */
1400 numBaseDrawSurfs = numMapDrawSurfs;
1401 for( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
1404 ds = &mapDrawSurfs[ i ];
1406 /* only subdivide brush sides */
1407 if( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL )
1411 brush = ds->mapBrush;
1412 side = ds->sideRef->side;
1414 /* check subdivision for shader */
1415 si = side->shaderInfo;
1419 /* ydnar: don't subdivide sky surfaces */
1420 if( si->compileFlags & C_SKY )
1423 /* do texture coordinate range check */
1424 ClassifySurfaces( 1, ds );
1425 if( CalcSurfaceTextureRange( ds ) == qfalse )
1427 /* calculate subdivisions texture range (this code is shit) */
1428 range = (ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ]);
1429 size = ds->maxs[ 0 ] - ds->mins[ 0 ];
1430 for( j = 1; j < 3; j++ )
1431 if( (ds->maxs[ j ] - ds->mins[ j ]) > size )
1432 size = ds->maxs[ j ] - ds->mins[ j ];
1433 subdivisions = (size / range) * texRange;
1434 subdivisions = ceil( subdivisions / 2 ) * 2;
1435 for( j = 1; j < 8; j++ )
1437 s2 = ceil( (float) texRange / j );
1438 if( fabs( subdivisions - s2 ) <= 4.0 )
1446 subdivisions = si->subdivisions;
1448 /* get subdivisions from shader */
1449 if( si->subdivisions > 0 && si->subdivisions < subdivisions )
1450 subdivisions = si->subdivisions;
1451 if( subdivisions < 1.0f )
1454 /* preserve fog num */
1455 fogNum = ds->fogNum;
1457 /* make a winding and free the surface */
1458 w = WindingFromDrawSurf( ds );
1462 SubdivideFace_r( e, brush, side, w, fogNum, subdivisions );
1469 ====================
1472 Adds non-opaque leaf fragments to the convex hull
1473 ====================
1476 void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node )
1479 winding_t *front, *back;
1485 if ( node->planenum != PLANENUM_LEAF ) {
1486 if ( side->planenum == node->planenum ) {
1487 ClipSideIntoTree_r( w, side, node->children[0] );
1490 if ( side->planenum == ( node->planenum ^ 1) ) {
1491 ClipSideIntoTree_r( w, side, node->children[1] );
1495 plane = &mapplanes[ node->planenum ];
1496 ClipWindingEpsilon ( w, plane->normal, plane->dist,
1497 ON_EPSILON, &front, &back );
1500 ClipSideIntoTree_r( front, side, node->children[0] );
1501 ClipSideIntoTree_r( back, side, node->children[1] );
1506 // if opaque leaf, don't add
1507 if ( !node->opaque ) {
1508 AddWindingToConvexHull( w, &side->visibleHull, mapplanes[ side->planenum ].normal );
1519 static int g_numHiddenFaces, g_numCoinFaces;
1524 CullVectorCompare() - ydnar
1525 compares two vectors with an epsilon
1528 #define CULL_EPSILON 0.1f
1530 qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 )
1535 for( i = 0; i < 3; i++ )
1536 if( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON )
1544 SideInBrush() - ydnar
1545 determines if a brushside lies inside another brush
1548 qboolean SideInBrush( side_t *side, brush_t *b )
1554 /* ignore sides w/o windings or shaders */
1555 if( side->winding == NULL || side->shaderInfo == NULL )
1558 /* ignore culled sides and translucent brushes */
1559 if( side->culled == qtrue || (b->compileFlags & C_TRANSLUCENT) )
1563 for( i = 0; i < b->numsides; i++ )
1565 /* fail if any sides are caulk */
1566 if( b->sides[ i ].compileFlags & C_NODRAW )
1569 /* check if side's winding is on or behind the plane */
1570 plane = &mapplanes[ b->sides[ i ].planenum ];
1571 s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );
1572 if( s == SIDE_FRONT || s == SIDE_CROSS )
1576 /* don't cull autosprite or polygonoffset surfaces */
1577 if( side->shaderInfo )
1579 if( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset )
1584 side->culled = qtrue;
1592 culls obscured or buried brushsides from the map
1595 void CullSides( entity_t *e )
1598 int i, j, k, l, first, second, dir;
1601 side_t *side1, *side2;
1605 Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
1607 g_numHiddenFaces = 0;
1610 /* brush interator 1 */
1611 for( b1 = e->brushes; b1; b1 = b1->next )
1614 if( b1->numsides < 1 )
1617 /* brush iterator 2 */
1618 for( b2 = b1->next; b2; b2 = b2->next )
1621 if( b2->numsides < 1 )
1624 /* original check */
1625 if( b1->original == b2->original && b1->original != NULL )
1630 for( i = 0; i < 3; i++ )
1631 if( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] )
1636 /* cull inside sides */
1637 for( i = 0; i < b1->numsides; i++ )
1638 SideInBrush( &b1->sides[ i ], b2 );
1639 for( i = 0; i < b2->numsides; i++ )
1640 SideInBrush( &b2->sides[ i ], b1 );
1642 /* side iterator 1 */
1643 for( i = 0; i < b1->numsides; i++ )
1646 side1 = &b1->sides[ i ];
1647 w1 = side1->winding;
1650 numPoints = w1->numpoints;
1651 if( side1->shaderInfo == NULL )
1654 /* side iterator 2 */
1655 for( j = 0; j < b2->numsides; j++ )
1658 side2 = &b2->sides[ j ];
1659 w2 = side2->winding;
1662 if( side2->shaderInfo == NULL )
1664 if( w1->numpoints != w2->numpoints )
1666 if( side1->culled == qtrue && side2->culled == qtrue )
1669 /* compare planes */
1670 if( (side1->planenum & ~0x00000001) != (side2->planenum & ~0x00000001) )
1673 /* get autosprite and polygonoffset status */
1674 if( side1->shaderInfo &&
1675 (side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset) )
1677 if( side2->shaderInfo &&
1678 (side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset) )
1681 /* find first common point */
1683 for( k = 0; k < numPoints; k++ )
1685 if( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) )
1694 /* find second common point (regardless of winding order) */
1697 if( (first + 1) < numPoints )
1701 if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
1708 second = numPoints - 1;
1709 if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
1715 /* compare the rest of the points */
1717 for( k = 0; k < numPoints; k++ )
1719 if( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) )
1725 else if( l >= numPoints )
1732 if( !side2->culled && !(side2->compileFlags & C_TRANSLUCENT) && !(side2->compileFlags & C_NODRAW) )
1734 side1->culled = qtrue;
1738 if( side1->planenum == side2->planenum && side1->culled == qtrue )
1742 if( !side1->culled && !(side1->compileFlags & C_TRANSLUCENT) && !(side1->compileFlags & C_NODRAW) )
1744 side2->culled = qtrue;
1752 /* emit some stats */
1753 Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
1754 Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
1763 creates side->visibleHull for all visible sides
1765 the drawsurf for a side will consist of the convex hull of
1766 all points in non-opaque clusters, which allows overlaps
1767 to be trimmed off automatically.
1770 void ClipSidesIntoTree( entity_t *e, tree_t *tree )
1775 side_t *side, *newSide;
1779 /* ydnar: cull brush sides */
1783 Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
1785 /* walk the brush list */
1786 for( b = e->brushes; b; b = b->next )
1788 /* walk the brush sides */
1789 for( i = 0; i < b->numsides; i++ )
1792 side = &b->sides[ i ];
1793 if( side->winding == NULL )
1796 /* copy the winding */
1797 w = CopyWinding( side->winding );
1798 side->visibleHull = NULL;
1799 ClipSideIntoTree_r( w, side, tree->headnode );
1801 /* anything left? */
1802 w = side->visibleHull;
1807 si = side->shaderInfo;
1811 /* don't create faces for non-visible sides */
1812 /* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
1813 if( (si->compileFlags & C_NODRAW) && si->indexed == qfalse && !(si->compileFlags & C_FOG) )
1816 /* always use the original winding for autosprites and noclip faces */
1817 if( si->autosprite || si->noClip )
1820 /* save this winding as a visible surface */
1821 DrawSurfaceForSide( e, b, side, w );
1823 /* make a back side for fog */
1824 if( !(si->compileFlags & C_FOG) )
1827 /* duplicate the up-facing side */
1828 w = ReverseWinding( w );
1829 newSide = safe_malloc( sizeof( *side ) );
1831 newSide->visibleHull = w;
1832 newSide->planenum ^= 1;
1834 /* save this winding as a visible surface */
1835 DrawSurfaceForSide( e, b, newSide, w );
1844 this section deals with filtering drawsurfaces into the bsp tree,
1845 adding references to each leaf a surface touches
1850 AddReferenceToLeaf() - ydnar
1851 adds a reference to surface ds in the bsp leaf node
1854 int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node )
1860 if( node->planenum != PLANENUM_LEAF || node->opaque )
1863 /* try to find an existing reference */
1864 for( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
1866 if( dsr->outputNum == numBSPDrawSurfaces )
1870 /* add a new reference */
1871 dsr = safe_malloc( sizeof( *dsr ) );
1872 dsr->outputNum = numBSPDrawSurfaces;
1873 dsr->nextRef = node->drawSurfReferences;
1874 node->drawSurfReferences = dsr;
1876 /* ydnar: sky/skybox surfaces */
1879 if( ds->shaderInfo->compileFlags & C_SKY )
1889 AddReferenceToTree_r() - ydnar
1890 adds a reference to the specified drawsurface to every leaf in the tree
1893 int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox )
1902 /* is this a decision node? */
1903 if( node->planenum != PLANENUM_LEAF )
1905 /* add to child nodes and return */
1906 refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );
1907 refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
1914 /* skybox surfaces only get added to sky leaves */
1918 /* increase the leaf bounds */
1919 for( i = 0; i < ds->numVerts; i++ )
1920 AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );
1923 /* add a reference */
1924 return AddReferenceToLeaf( ds, node );
1930 FilterPointIntoTree_r() - ydnar
1931 filters a single point from a surface into the tree
1934 int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )
1941 /* is this a decision node? */
1942 if( node->planenum != PLANENUM_LEAF )
1944 /* classify the point in relation to the plane */
1945 plane = &mapplanes[ node->planenum ];
1946 d = DotProduct( point, plane->normal ) - plane->dist;
1948 /* filter by this plane */
1950 if( d >= -ON_EPSILON )
1951 refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );
1952 if( d <= ON_EPSILON )
1953 refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
1959 /* add a reference */
1960 return AddReferenceToLeaf( ds, node );
1966 FilterWindingIntoTree_r() - ydnar
1967 filters a winding from a drawsurface into the tree
1970 int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node )
1974 vec4_t plane1, plane2, reverse;
1975 winding_t *fat, *front, *back;
1979 /* get shaderinfo */
1980 si = ds->shaderInfo;
1982 /* ydnar: is this the head node? */
1983 if( node->parent == NULL && si != NULL &&
1984 (si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
1985 si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
1986 si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f) )
1988 /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
1989 /* note this winding is completely invalid (concave, nonplanar, etc) */
1990 fat = AllocWinding( w->numpoints * 3 );
1991 fat->numpoints = w->numpoints * 3;
1992 for( i = 0; i < w->numpoints; i++ )
1994 VectorCopy( w->p[ i ], fat->p[ i ] );
1995 VectorAdd( w->p[ i ], si->mins, fat->p[ i * 2 ] );
1996 VectorAdd( w->p[ i ], si->maxs, fat->p[ i * 3 ] );
2003 /* is this a decision node? */
2004 if( node->planenum != PLANENUM_LEAF )
2006 /* get node plane */
2007 p1 = &mapplanes[ node->planenum ];
2008 VectorCopy( p1->normal, plane1 );
2009 plane1[ 3 ] = p1->dist;
2011 /* check if surface is planar */
2012 if( ds->planeNum >= 0 )
2014 /* get surface plane */
2015 p2 = &mapplanes[ ds->planeNum ];
2016 VectorCopy( p2->normal, plane2 );
2017 plane2[ 3 ] = p2->dist;
2020 /* invert surface plane */
2021 VectorSubtract( vec3_origin, plane2, reverse );
2022 reverse[ 3 ] = -plane2[ 3 ];
2024 /* compare planes */
2025 if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )
2026 return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2027 if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
2028 return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2030 /* the drawsurf might have an associated plane, if so, force a filter here */
2031 if( ds->planeNum == node->planenum )
2032 return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2033 if( ds->planeNum == (node->planenum ^ 1) )
2034 return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2038 /* clip the winding by this plane */
2039 ClipWindingEpsilon( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
2041 /* filter by this plane */
2044 refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
2046 refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
2053 /* add a reference */
2054 return AddReferenceToLeaf( ds, node );
2060 FilterFaceIntoTree()
2061 filters a planar winding face drawsurface into the bsp tree
2064 int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2070 /* make a winding and filter it into the tree */
2071 w = WindingFromDrawSurf( ds );
2072 refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
2081 FilterPatchIntoTree()
2082 subdivides a patch into an approximate curve and filters it into the tree
2085 #define FILTER_SUBDIVISION 8
2087 static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2094 /* subdivide the surface */
2095 src.width = ds->patchWidth;
2096 src.height = ds->patchHeight;
2097 src.verts = ds->verts;
2098 mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );
2101 /* filter each quad into the tree (fixme: use new patch x-triangulation code?) */
2103 for( y = 0; y < (mesh->height - 1); y++ )
2105 for( x = 0; x < (mesh->width - 1); x++ )
2108 w = AllocWinding( 3 );
2110 VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );
2111 VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
2112 VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );
2113 refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2116 w = AllocWinding( 3 );
2118 VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );
2119 VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
2120 VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );
2121 refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2125 /* use point filtering as well */
2126 for( i = 0; i < (mesh->width * mesh->height); i++ )
2127 refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );
2129 /* free the subdivided mesh and return */
2137 FilterTrianglesIntoTree()
2138 filters a triangle surface (meta, model) into the bsp
2141 static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2147 /* ydnar: gs mods: this was creating bogus triangles before */
2149 for( i = 0; i < ds->numIndexes; i += 3 )
2152 if( ds->indexes[ i ] >= ds->numVerts ||
2153 ds->indexes[ i + 1 ] >= ds->numVerts ||
2154 ds->indexes[ i + 2 ] >= ds->numVerts )
2155 Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2157 /* make a triangle winding and filter it into the tree */
2158 w = AllocWinding( 3 );
2160 VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2161 VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2162 VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2163 refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2166 /* use point filtering as well */
2167 for( i = 0; i < ds->numVerts; i++ )
2168 refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
2176 FilterFoliageIntoTree()
2177 filters a foliage surface (wolf et/splash damage)
2180 static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2183 bspDrawVert_t *instance;
2188 /* walk origin list */
2190 for( f = 0; f < ds->numFoliageInstances; f++ )
2193 instance = ds->verts + ds->patchHeight + f;
2195 /* walk triangle list */
2196 for( i = 0; i < ds->numIndexes; i += 3 )
2199 if( ds->indexes[ i ] >= ds->numVerts ||
2200 ds->indexes[ i + 1 ] >= ds->numVerts ||
2201 ds->indexes[ i + 2 ] >= ds->numVerts )
2202 Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2204 /* make a triangle winding and filter it into the tree */
2205 w = AllocWinding( 3 );
2207 VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2208 VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2209 VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2210 refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2213 /* use point filtering as well */
2214 for( i = 0; i < (ds->numVerts - ds->numFoliageInstances); i++ )
2216 VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );
2217 refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
2227 FilterFlareIntoTree()
2228 simple point filtering for flare surfaces
2230 static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2232 return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );
2238 EmitDrawVerts() - ydnar
2239 emits bsp drawverts from a map drawsurface
2242 void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out )
2251 si = ds->shaderInfo;
2252 offset = si->offset;
2254 /* copy the verts */
2255 out->firstVert = numBSPDrawVerts;
2256 out->numVerts = ds->numVerts;
2257 for( i = 0; i < ds->numVerts; i++ )
2259 /* allocate a new vert */
2261 dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
2264 memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
2267 if( offset != 0.0f )
2268 VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
2270 /* expand model bounds
2271 necessary because of misc_model surfaces on entities
2272 note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
2273 if( numBSPModels > 0 )
2274 AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
2279 for( k = 0; k < MAX_LIGHTMAPS; k++ )
2280 VectorCopy( debugColors[ (ds - mapDrawSurfs) % 12 ], dv->color[ k ] );
2288 FindDrawIndexes() - ydnar
2289 this attempts to find a run of indexes in the bsp that match the given indexes
2290 this tends to reduce the size of the bsp index pool by 1/3 or more
2291 returns numIndexes + 1 if the search failed
2294 int FindDrawIndexes( int numIndexes, int *indexes )
2296 int i, j, numTestIndexes;
2300 if( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL )
2301 return numBSPDrawIndexes;
2304 numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
2306 /* handle 3 indexes as a special case for performance */
2307 if( numIndexes == 3 )
2309 /* run through all indexes */
2310 for( i = 0; i < numTestIndexes; i++ )
2312 /* test 3 indexes */
2313 if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2314 indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2315 indexes[ 2 ] == bspDrawIndexes[ i + 2 ] )
2317 numRedundantIndexes += numIndexes;
2323 return numBSPDrawIndexes;
2326 /* handle 4 or more indexes */
2327 for( i = 0; i < numTestIndexes; i++ )
2329 /* test first 4 indexes */
2330 if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2331 indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2332 indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
2333 indexes[ 3 ] == bspDrawIndexes[ i + 3 ] )
2335 /* handle 4 indexes */
2336 if( numIndexes == 4 )
2339 /* test the remainder */
2340 for( j = 4; j < numIndexes; j++ )
2342 if( indexes[ j ] != bspDrawIndexes[ i + j ] )
2344 else if( j == (numIndexes - 1) )
2346 numRedundantIndexes += numIndexes;
2354 return numBSPDrawIndexes;
2360 EmitDrawIndexes() - ydnar
2361 attempts to find an existing run of drawindexes before adding new ones
2364 void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out )
2369 /* attempt to use redundant indexing */
2370 out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
2371 out->numIndexes = ds->numIndexes;
2372 if( out->firstIndex == numBSPDrawIndexes )
2374 /* copy new unique indexes */
2375 for( i = 0; i < ds->numIndexes; i++ )
2377 if( numBSPDrawIndexes == MAX_MAP_DRAW_INDEXES )
2378 Error( "MAX_MAP_DRAW_INDEXES" );
2379 bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];
2381 /* validate the index */
2382 if( ds->type != SURFACE_PATCH )
2384 if( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts )
2386 Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",
2388 ds->shaderInfo->shader,
2389 bspDrawIndexes[ numBSPDrawIndexes ],
2391 bspDrawIndexes[ numBSPDrawIndexes ] = 0;
2395 /* increment index count */
2396 numBSPDrawIndexes++;
2406 emits a bsp flare drawsurface
2409 void EmitFlareSurface( mapDrawSurface_t *ds )
2412 bspDrawSurface_t *out;
2415 /* ydnar: nuking useless flare drawsurfaces */
2416 if( emitFlares == qfalse && ds->type != SURFACE_SHADER )
2420 if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2421 Error( "MAX_MAP_DRAW_SURFS" );
2423 /* allocate a new surface */
2424 if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2425 Error( "MAX_MAP_DRAW_SURFS" );
2426 out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2427 ds->outputNum = numBSPDrawSurfaces;
2428 numBSPDrawSurfaces++;
2429 memset( out, 0, sizeof( *out ) );
2432 out->surfaceType = MST_FLARE;
2433 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2434 out->fogNum = ds->fogNum;
2437 for( i = 0; i < MAX_LIGHTMAPS; i++ )
2439 out->lightmapNum[ i ] = -3;
2440 out->lightmapStyles[ i ] = LS_NONE;
2441 out->vertexStyles[ i ] = LS_NONE;
2443 out->lightmapStyles[ 0 ] = ds->lightStyle;
2444 out->vertexStyles[ 0 ] = ds->lightStyle;
2446 VectorCopy( ds->lightmapOrigin, out->lightmapOrigin ); /* origin */
2447 VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] ); /* color */
2448 VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2449 VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] ); /* normal */
2452 numSurfacesByType[ ds->type ]++;
2457 emits a bsp patch drawsurface
2460 void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds )
2463 bspDrawSurface_t *out;
2464 int surfaceFlags, contentFlags;
2467 /* vortex: _patchMeta support */
2468 forcePatchMeta = IntForKey(e, "_patchMeta" );
2469 if (!forcePatchMeta)
2470 forcePatchMeta = IntForKey(e, "patchMeta" );
2472 /* invert the surface if necessary */
2473 if( ds->backSide || ds->shaderInfo->invert )
2475 bspDrawVert_t *dv1, *dv2, temp;
2477 /* walk the verts, flip the normal */
2478 for( i = 0; i < ds->numVerts; i++ )
2479 VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2481 /* walk the verts again, but this time reverse their order */
2482 for( j = 0; j < ds->patchHeight; j++ )
2484 for( i = 0; i < (ds->patchWidth / 2); i++ )
2486 dv1 = &ds->verts[ j * ds->patchWidth + i ];
2487 dv2 = &ds->verts[ j * ds->patchWidth + (ds->patchWidth - i - 1) ];
2488 memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );
2489 memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );
2490 memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
2495 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2498 /* allocate a new surface */
2499 if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2500 Error( "MAX_MAP_DRAW_SURFS" );
2501 out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2502 ds->outputNum = numBSPDrawSurfaces;
2503 numBSPDrawSurfaces++;
2504 memset( out, 0, sizeof( *out ) );
2507 out->surfaceType = MST_PATCH;
2509 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2510 else if( patchMeta || forcePatchMeta )
2512 /* patch meta requires that we have nodraw patches for collision */
2513 surfaceFlags = ds->shaderInfo->surfaceFlags;
2514 contentFlags = ds->shaderInfo->contentFlags;
2515 ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
2516 ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
2518 /* we don't want this patch getting lightmapped */
2519 VectorClear( ds->lightmapVecs[ 2 ] );
2520 VectorClear( ds->lightmapAxis );
2523 /* emit the new fake shader */
2524 out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
2527 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2528 out->patchWidth = ds->patchWidth;
2529 out->patchHeight = ds->patchHeight;
2530 out->fogNum = ds->fogNum;
2533 for( i = 0; i < MAX_LIGHTMAPS; i++ )
2535 out->lightmapNum[ i ] = -3;
2536 out->lightmapStyles[ i ] = LS_NONE;
2537 out->vertexStyles[ i ] = LS_NONE;
2539 out->lightmapStyles[ 0 ] = LS_NORMAL;
2540 out->vertexStyles[ 0 ] = LS_NORMAL;
2542 /* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
2543 VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2544 VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
2545 VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
2546 VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2548 /* ydnar: gs mods: clear out the plane normal */
2549 if( ds->planar == qfalse )
2550 VectorClear( out->lightmapVecs[ 2 ] );
2552 /* emit the verts and indexes */
2553 EmitDrawVerts( ds, out );
2554 EmitDrawIndexes( ds, out );
2557 numSurfacesByType[ ds->type ]++;
2561 OptimizeTriangleSurface() - ydnar
2562 optimizes the vertex/index data in a triangle surface
2565 #define VERTEX_CACHE_SIZE 16
2567 static void OptimizeTriangleSurface( mapDrawSurface_t *ds )
2569 int i, j, k, temp, first, best, bestScore, score;
2570 int vertexCache[ VERTEX_CACHE_SIZE + 1 ]; /* one more for optimizing insert */
2574 /* certain surfaces don't get optimized */
2575 if( ds->numIndexes <= VERTEX_CACHE_SIZE ||
2576 ds->shaderInfo->autosprite )
2579 /* create index scratch pad */
2580 indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
2581 memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
2584 for( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
2585 vertexCache[ i ] = indexes[ i ];
2587 /* add triangles in a vertex cache-aware order */
2588 for( i = 0; i < ds->numIndexes; i += 3 )
2590 /* find best triangle given the current vertex cache */
2594 for( j = 0; j < ds->numIndexes; j += 3 )
2596 /* valid triangle? */
2597 if( indexes[ j ] != -1 )
2599 /* set first if necessary */
2603 /* score the triangle */
2605 for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2607 if( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] )
2611 /* better triangle? */
2612 if( score > bestScore )
2618 /* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
2624 /* check if no decent triangle was found, and use first available */
2628 /* valid triangle? */
2631 /* add triangle to vertex cache */
2632 for( j = 0; j < 3; j++ )
2634 for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2636 if( indexes[ best + j ] == vertexCache[ k ] )
2640 if( k >= VERTEX_CACHE_SIZE )
2642 /* pop off top of vertex cache */
2643 for( k = VERTEX_CACHE_SIZE; k > 0; k-- )
2644 vertexCache[ k ] = vertexCache[ k - 1 ];
2647 vertexCache[ 0 ] = indexes[ best + j ];
2651 /* add triangle to surface */
2652 ds->indexes[ i ] = indexes[ best ];
2653 ds->indexes[ i + 1 ] = indexes[ best + 1 ];
2654 ds->indexes[ i + 2 ] = indexes[ best + 2 ];
2656 /* clear from input pool */
2657 indexes[ best ] = -1;
2658 indexes[ best + 1 ] = -1;
2659 indexes[ best + 2 ] = -1;
2661 /* sort triangle windings (312 -> 123) */
2662 while( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
2664 temp = ds->indexes[ i ];
2665 ds->indexes[ i ] = ds->indexes[ i + 1 ];
2666 ds->indexes[ i + 1 ] = ds->indexes[ i + 2 ];
2667 ds->indexes[ i + 2 ] = temp;
2679 EmitTriangleSurface()
2680 creates a bsp drawsurface from arbitrary triangle surfaces
2683 void EmitTriangleSurface( mapDrawSurface_t *ds )
2686 bspDrawSurface_t *out;
2688 /* invert the surface if necessary */
2689 if( ds->backSide || ds->shaderInfo->invert )
2691 /* walk the indexes, reverse the triangle order */
2692 for( i = 0; i < ds->numIndexes; i += 3 )
2694 temp = ds->indexes[ i ];
2695 ds->indexes[ i ] = ds->indexes[ i + 1 ];
2696 ds->indexes[ i + 1 ] = temp;
2699 /* walk the verts, flip the normal */
2700 for( i = 0; i < ds->numVerts; i++ )
2701 VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2704 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2707 /* allocate a new surface */
2708 if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2709 Error( "MAX_MAP_DRAW_SURFS" );
2710 out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2711 ds->outputNum = numBSPDrawSurfaces;
2712 numBSPDrawSurfaces++;
2713 memset( out, 0, sizeof( *out ) );
2715 /* ydnar/sd: handle wolf et foliage surfaces */
2716 if( ds->type == SURFACE_FOLIAGE )
2717 out->surfaceType = MST_FOLIAGE;
2719 /* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
2720 //% else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
2721 else if( (VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse) ||
2722 ds->type == SURFACE_TRIANGLES ||
2723 ds->type == SURFACE_FOGHULL ||
2724 ds->numVerts > maxLMSurfaceVerts ||
2726 out->surfaceType = MST_TRIANGLE_SOUP;
2728 /* set to a planar face */
2730 out->surfaceType = MST_PLANAR;
2734 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2736 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2737 out->patchWidth = ds->patchWidth;
2738 out->patchHeight = ds->patchHeight;
2739 out->fogNum = ds->fogNum;
2741 /* debug inset (push each triangle vertex towards the center of each triangle it is on */
2744 bspDrawVert_t *a, *b, *c;
2748 /* walk triangle list */
2749 for( i = 0; i < ds->numIndexes; i += 3 )
2752 a = &ds->verts[ ds->indexes[ i ] ];
2753 b = &ds->verts[ ds->indexes[ i + 1 ] ];
2754 c = &ds->verts[ ds->indexes[ i + 2 ] ];
2756 /* calculate centroid */
2757 VectorCopy( a->xyz, cent );
2758 VectorAdd( cent, b->xyz, cent );
2759 VectorAdd( cent, c->xyz, cent );
2760 VectorScale( cent, 1.0f / 3.0f, cent );
2762 /* offset each vertex */
2763 VectorSubtract( cent, a->xyz, dir );
2764 VectorNormalize( dir, dir );
2765 VectorAdd( a->xyz, dir, a->xyz );
2766 VectorSubtract( cent, b->xyz, dir );
2767 VectorNormalize( dir, dir );
2768 VectorAdd( b->xyz, dir, b->xyz );
2769 VectorSubtract( cent, c->xyz, dir );
2770 VectorNormalize( dir, dir );
2771 VectorAdd( c->xyz, dir, c->xyz );
2776 for( i = 0; i < MAX_LIGHTMAPS; i++ )
2778 out->lightmapNum[ i ] = -3;
2779 out->lightmapStyles[ i ] = LS_NONE;
2780 out->vertexStyles[ i ] = LS_NONE;
2782 out->lightmapStyles[ 0 ] = LS_NORMAL;
2783 out->vertexStyles[ 0 ] = LS_NORMAL;
2785 /* lightmap vectors (lod bounds for patches */
2786 VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2787 VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
2788 VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2789 VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2791 /* ydnar: gs mods: clear out the plane normal */
2792 if( ds->planar == qfalse )
2793 VectorClear( out->lightmapVecs[ 2 ] );
2795 /* optimize the surface's triangles */
2796 OptimizeTriangleSurface( ds );
2798 /* emit the verts and indexes */
2799 EmitDrawVerts( ds, out );
2800 EmitDrawIndexes( ds, out );
2803 numSurfacesByType[ ds->type ]++;
2810 emits a bsp planar winding (brush face) drawsurface
2813 static void EmitFaceSurface(mapDrawSurface_t *ds )
2815 /* strip/fan finding was moved elsewhere */
2816 StripFaceSurface( ds );
2817 EmitTriangleSurface(ds);
2822 MakeDebugPortalSurfs_r() - ydnar
2823 generates drawsurfaces for passable portals in the bsp
2826 static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )
2831 mapDrawSurface_t *ds;
2835 /* recurse if decision node */
2836 if( node->planenum != PLANENUM_LEAF)
2838 MakeDebugPortalSurfs_r( node->children[ 0 ], si );
2839 MakeDebugPortalSurfs_r( node->children[ 1 ], si );
2843 /* don't bother with opaque leaves */
2847 /* walk the list of portals */
2848 for( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
2850 /* get winding and side even/odd */
2852 s = (p->nodes[ 1 ] == node);
2854 /* is this a valid portal for this leaf? */
2855 if( w && p->nodes[ 0 ] == node )
2857 /* is this portal passable? */
2858 if( PortalPassable( p ) == qfalse )
2861 /* check max points */
2862 if( w->numpoints > 64 )
2863 Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
2865 /* allocate a drawsurface */
2866 ds = AllocDrawSurface( SURFACE_FACE );
2867 ds->shaderInfo = si;
2869 ds->sideRef = AllocSideRef( p->side, NULL );
2870 ds->planeNum = FindFloatPlane( p->plane.normal, p->plane.dist, 0, NULL );
2871 VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );
2873 ds->numVerts = w->numpoints;
2874 ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
2875 memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
2877 /* walk the winding */
2878 for( i = 0; i < ds->numVerts; i++ )
2884 VectorCopy( w->p[ i ], dv->xyz );
2885 VectorCopy( p->plane.normal, dv->normal );
2888 for( k = 0; k < MAX_LIGHTMAPS; k++ )
2890 VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );
2891 dv->color[ k ][ 3 ] = 32;
2901 MakeDebugPortalSurfs() - ydnar
2902 generates drawsurfaces for passable portals in the bsp
2905 void MakeDebugPortalSurfs( tree_t *tree )
2911 Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
2913 /* get portal debug shader */
2914 si = ShaderInfoForShader( "debugportals" );
2917 MakeDebugPortalSurfs_r( tree->headnode, si );
2924 generates drawsurfaces for a foghull (this MUST use a sky shader)
2927 void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )
2930 mapDrawSurface_t *ds;
2931 vec3_t fogMins, fogMaxs;
2944 if( shader == NULL || shader[ 0 ] == '\0' )
2948 Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
2950 /* get hull bounds */
2951 VectorCopy( mapMins, fogMins );
2952 VectorCopy( mapMaxs, fogMaxs );
2953 for( i = 0; i < 3; i++ )
2955 fogMins[ i ] -= 128;
2956 fogMaxs[ i ] += 128;
2959 /* get foghull shader */
2960 si = ShaderInfoForShader( shader );
2962 /* allocate a drawsurface */
2963 ds = AllocDrawSurface( SURFACE_FOGHULL );
2964 ds->shaderInfo = si;
2967 ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
2968 memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
2969 ds->numIndexes = 36;
2970 ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
2971 memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
2974 VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
2975 VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
2976 VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
2977 VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
2979 VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
2980 VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
2981 VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
2982 VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
2985 memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
2991 BiasSurfaceTextures()
2992 biases a surface's texcoords as close to 0 as possible
2995 void BiasSurfaceTextures( mapDrawSurface_t *ds )
3000 /* calculate the surface texture bias */
3001 CalcSurfaceTextureRange( ds );
3003 /* don't bias globaltextured shaders */
3004 if( ds->shaderInfo->globalTexture )
3007 /* bias the texture coordinates */
3008 for( i = 0; i < ds->numVerts; i++ )
3010 ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];
3011 ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];
3018 AddSurfaceModelsToTriangle_r()
3019 adds models to a specified triangle, returns the number of models added
3022 int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri )
3024 bspDrawVert_t mid, *tri2[ 3 ];
3025 int max, n, localNumSurfaceModels;
3029 localNumSurfaceModels = 0;
3031 /* subdivide calc */
3034 float *a, *b, dx, dy, dz, dist, maxDist;
3037 /* find the longest edge and split it */
3040 for( i = 0; i < 3; i++ )
3044 b = tri[ (i + 1) % 3 ]->xyz;
3047 dx = a[ 0 ] - b[ 0 ];
3048 dy = a[ 1 ] - b[ 1 ];
3049 dz = a[ 2 ] - b[ 2 ];
3050 dist = (dx * dx) + (dy * dy) + (dz * dz);
3053 if( dist > maxDist )
3060 /* is the triangle small enough? */
3061 if( max < 0 || maxDist <= (model->density * model->density) )
3063 float odds, r, angle;
3064 vec3_t origin, normal, scale, axis[ 3 ], angles;
3065 m4x4_t transform, temp;
3068 /* roll the dice (model's odds scaled by vertex alpha) */
3069 odds = model->odds * (tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ]) / 765.0f;
3071 if( r > model->odds )
3074 /* calculate scale */
3075 r = model->minScale + Random() * (model->maxScale - model->minScale);
3076 VectorSet( scale, r, r, r );
3078 /* calculate angle */
3079 angle = model->minAngle + Random() * (model->maxAngle - model->minAngle);
3081 /* calculate average origin */
3082 VectorCopy( tri[ 0 ]->xyz, origin );
3083 VectorAdd( origin, tri[ 1 ]->xyz, origin );
3084 VectorAdd( origin, tri[ 2 ]->xyz, origin );
3085 VectorScale( origin, (1.0f / 3.0f), origin );
3087 /* clear transform matrix */
3088 m4x4_identity( transform );
3090 /* handle oriented models */
3091 if( model->oriented )
3094 VectorSet( angles, 0.0f, 0.0f, angle );
3096 /* calculate average normal */
3097 VectorCopy( tri[ 0 ]->normal, normal );
3098 VectorAdd( normal, tri[ 1 ]->normal, normal );
3099 VectorAdd( normal, tri[ 2 ]->normal, normal );
3100 if( VectorNormalize( normal, axis[ 2 ] ) == 0.0f )
3101 VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
3103 /* make perpendicular vectors */
3104 MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
3106 /* copy to matrix */
3107 m4x4_identity( temp );
3108 temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];
3109 temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];
3110 temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];
3113 m4x4_scale_by_vec3( temp, scale );
3115 /* rotate around z axis */
3116 m4x4_rotate_by_vec3( temp, angles, eXYZ );
3119 m4x4_translate_by_vec3( transform, origin );
3121 /* tranform into axis space */
3122 m4x4_multiply_by_m4x4( transform, temp );
3125 /* handle z-up models */
3129 VectorSet( angles, 0.0f, 0.0f, angle );
3132 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
3135 /* insert the model */
3136 InsertModel( (char *) model->model, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0 );
3138 /* return to sender */
3143 /* split the longest edge and map it */
3144 LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
3146 /* recurse to first triangle */
3147 VectorCopy( tri, tri2 );
3149 n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3152 localNumSurfaceModels += n;
3154 /* recurse to second triangle */
3155 VectorCopy( tri, tri2 );
3156 tri2[ (max + 1) % 3 ] = ∣
3157 n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3160 localNumSurfaceModels += n;
3163 return localNumSurfaceModels;
3170 adds a surface's shader models to the surface
3173 int AddSurfaceModels( mapDrawSurface_t *ds )
3175 surfaceModel_t *model;
3176 int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
3177 mesh_t src, *mesh, *subdivided;
3178 bspDrawVert_t centroid, *tri[ 3 ];
3183 if( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL )
3187 localNumSurfaceModels = 0;
3189 /* walk the model list */
3190 for( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
3192 /* switch on type */
3195 /* handle brush faces and decals */
3198 /* calculate centroid */
3199 memset( ¢roid, 0, sizeof( centroid ) );
3203 for( i = 0; i < ds->numVerts; i++ )
3205 VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
3206 VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
3207 centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
3208 centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
3209 alpha += ds->verts[ i ].color[ 0 ][ 3 ];
3213 centroid.xyz[ 0 ] /= ds->numVerts;
3214 centroid.xyz[ 1 ] /= ds->numVerts;
3215 centroid.xyz[ 2 ] /= ds->numVerts;
3216 if( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f )
3217 VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
3218 centroid.st[ 0 ] /= ds->numVerts;
3219 centroid.st[ 1 ] /= ds->numVerts;
3220 alpha /= ds->numVerts;
3221 centroid.color[ 0 ][ 0 ] = 0xFF;
3222 centroid.color[ 0 ][ 1 ] = 0xFF;
3223 centroid.color[ 0 ][ 2 ] = 0xFF;
3224 centroid.color[ 0 ][ 2 ] = (alpha > 255.0f ? 0xFF : alpha);
3226 /* head vert is centroid */
3227 tri[ 0 ] = ¢roid;
3229 /* walk fanned triangles */
3230 for( i = 0; i < ds->numVerts; i++ )
3233 tri[ 1 ] = &ds->verts[ i ];
3234 tri[ 2 ] = &ds->verts[ (i + 1) % ds->numVerts ];
3237 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3240 localNumSurfaceModels += n;
3244 /* handle patches */
3246 /* subdivide the surface */
3247 src.width = ds->patchWidth;
3248 src.height = ds->patchHeight;
3249 src.verts = ds->verts;
3250 //% subdivided = SubdivideMesh( src, 8.0f, 512 );
3251 iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
3252 subdivided = SubdivideMesh2( src, iterations );
3254 /* fit it to the curve and remove colinear verts on rows/columns */
3255 PutMeshOnCurve( *subdivided );
3256 mesh = RemoveLinearMeshColumnsRows( subdivided );
3257 FreeMesh( subdivided );
3259 /* subdivide each quad to place the models */
3260 for( y = 0; y < (mesh->height - 1); y++ )
3262 for( x = 0; x < (mesh->width - 1); x++ )
3265 pw[ 0 ] = x + (y * mesh->width);
3266 pw[ 1 ] = x + ((y + 1) * mesh->width);
3267 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
3268 pw[ 3 ] = x + 1 + (y * mesh->width);
3269 pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
3275 tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
3276 tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
3277 tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
3278 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3281 localNumSurfaceModels += n;
3284 tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
3285 tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
3286 tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
3287 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3290 localNumSurfaceModels += n;
3294 /* free the subdivided mesh */
3298 /* handle triangle surfaces */
3299 case SURFACE_TRIANGLES:
3300 case SURFACE_FORCED_META:
3302 /* walk the triangle list */
3303 for( i = 0; i < ds->numIndexes; i += 3 )
3305 tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
3306 tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
3307 tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
3308 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3311 localNumSurfaceModels += n;
3315 /* no support for flares, foghull, etc */
3322 return localNumSurfaceModels;
3328 AddEntitySurfaceModels() - ydnar
3329 adds surfacemodels to an entity's surfaces
3332 void AddEntitySurfaceModels( entity_t *e )
3338 Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );
3340 /* walk the surface list */
3341 for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
3342 numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );
3348 VolumeColorMods() - ydnar
3349 applies brush/volumetric color/alpha modulation to vertexes
3352 static void VolumeColorMods( entity_t *e, mapDrawSurface_t *ds )
3361 if( e->colorModBrushes == NULL )
3364 /* iterate brushes */
3365 for( b = e->colorModBrushes; b != NULL; b = b->nextColorModBrush )
3367 /* worldspawn alpha brushes affect all, grouped ones only affect original entity */
3368 if( b->entityNum != 0 && b->entityNum != ds->entityNum )
3372 if( b->mins[ 0 ] > ds->maxs[ 0 ] || b->maxs[ 0 ] < ds->mins[ 0 ] ||
3373 b->mins[ 1 ] > ds->maxs[ 1 ] || b->maxs[ 1 ] < ds->mins[ 1 ] ||
3374 b->mins[ 2 ] > ds->maxs[ 2 ] || b->maxs[ 2 ] < ds->mins[ 2 ] )
3378 for( i = 0; i < ds->numVerts; i++ )
3380 /* iterate planes */
3381 for( j = 0; j < b->numsides; j++ )
3383 /* point-plane test */
3384 plane = &mapplanes[ b->sides[ j ].planenum ];
3385 d = DotProduct( ds->verts[ i ].xyz, plane->normal ) - plane->dist;
3390 /* apply colormods */
3391 if( j == b->numsides )
3392 ColorMod( b->contentShader->colorMod, 1, &ds->verts[ i ] );
3400 FilterDrawsurfsIntoTree()
3401 upon completion, all drawsurfs that actually generate a reference
3402 will have been emited to the bspfile arrays, and the references
3403 will have valid final indexes
3406 void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree )
3409 mapDrawSurface_t *ds;
3411 vec3_t origin, mins, maxs;
3413 int numSurfs, numRefs, numSkyboxSurfaces;
3417 Sys_FPrintf( SYS_VRB, "--- FilterDrawsurfsIntoTree ---\n" );
3419 /* filter surfaces into the tree */
3422 numSkyboxSurfaces = 0;
3423 for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
3425 /* get surface and try to early out */
3426 ds = &mapDrawSurfs[ i ];
3427 if( ds->numVerts == 0 && ds->type != SURFACE_FLARE && ds->type != SURFACE_SHADER )
3431 si = ds->shaderInfo;
3433 /* ydnar: skybox surfaces are special */
3436 refs = AddReferenceToTree_r( ds, tree->headnode, qtrue );
3437 ds->skybox = qfalse;
3441 /* refs initially zero */
3444 /* apply texture coordinate mods */
3445 for( j = 0; j < ds->numVerts; j++ )
3446 TCMod( si->mod, ds->verts[ j ].st );
3448 /* ydnar: apply shader colormod */
3449 ColorMod( ds->shaderInfo->colorMod, ds->numVerts, ds->verts );
3451 /* ydnar: apply brush colormod */
3452 VolumeColorMods( e, ds );
3454 /* ydnar: make fur surfaces */
3455 if( si->furNumLayers > 0 )
3458 /* ydnar/sd: make foliage surfaces */
3459 if( si->foliage != NULL )
3462 /* create a flare surface if necessary */
3463 if( si->flareShader != NULL && si->flareShader[ 0 ] )
3464 AddSurfaceFlare( ds, e->origin );
3466 /* ydnar: don't emit nodraw surfaces (like nodraw fog) */
3467 if( si != NULL && (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )
3470 /* ydnar: bias the surface textures */
3471 BiasSurfaceTextures( ds );
3473 /* ydnar: globalizing of fog volume handling (eek a hack) */
3474 if( e != entities && si->noFog == qfalse )
3476 /* find surface origin and offset by entity origin */
3477 VectorAdd( ds->mins, ds->maxs, origin );
3478 VectorScale( origin, 0.5f, origin );
3479 VectorAdd( origin, e->origin, origin );
3481 VectorAdd( ds->mins, e->origin, mins );
3482 VectorAdd( ds->maxs, e->origin, maxs );
3484 /* set the fog number for this surface */
3485 ds->fogNum = FogForBounds( mins, maxs, 1.0f ); //% FogForPoint( origin, 0.0f );
3489 /* ydnar: remap shader */
3490 if( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] )
3491 ds->shaderInfo = ShaderInfoForShader( ds->shaderInfo->remapShader );
3493 /* ydnar: gs mods: handle the various types of surfaces */
3496 /* handle brush faces */
3500 refs = FilterFaceIntoTree( ds, tree );
3502 EmitFaceSurface( ds );
3505 /* handle patches */
3508 refs = FilterPatchIntoTree( ds, tree );
3510 EmitPatchSurface( e, ds );
3513 /* handle triangle surfaces */
3514 case SURFACE_TRIANGLES:
3515 case SURFACE_FORCED_META:
3517 //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
3519 refs = FilterTrianglesIntoTree( ds, tree );
3521 EmitTriangleSurface( ds );
3524 /* handle foliage surfaces (splash damage/wolf et) */
3525 case SURFACE_FOLIAGE:
3526 //% Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
3528 refs = FilterFoliageIntoTree( ds, tree );
3530 EmitTriangleSurface( ds );
3533 /* handle foghull surfaces */
3534 case SURFACE_FOGHULL:
3536 refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );
3538 EmitTriangleSurface( ds );
3544 refs = FilterFlareSurfIntoTree( ds, tree );
3546 EmitFlareSurface( ds );
3549 /* handle shader-only surfaces */
3550 case SURFACE_SHADER:
3552 EmitFlareSurface( ds );
3561 /* tot up the references */
3568 /* emit extra surface data */
3569 SetSurfaceExtra( ds, numBSPDrawSurfaces - 1 );
3570 //% Sys_FPrintf( SYS_VRB, "%d verts %d indexes\n", ds->numVerts, ds->numIndexes );
3572 /* one last sanity check */
3574 bspDrawSurface_t *out;
3575 out = &bspDrawSurfaces[ numBSPDrawSurfaces - 1 ];
3576 if( out->numVerts == 3 && out->numIndexes > 3 )
3578 Sys_Printf( "\nWARNING: Potentially bad %s surface (%d: %d, %d)\n %s\n",
3579 surfaceTypes[ ds->type ],
3580 numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );
3584 /* ydnar: handle skybox surfaces */
3587 MakeSkyboxSurface( ds );
3588 numSkyboxSurfaces++;
3593 /* emit some statistics */
3594 Sys_FPrintf( SYS_VRB, "%9d references\n", numRefs );
3595 Sys_FPrintf( SYS_VRB, "%9d (%d) emitted drawsurfs\n", numSurfs, numBSPDrawSurfaces );
3596 Sys_FPrintf( SYS_VRB, "%9d stripped face surfaces\n", numStripSurfaces );
3597 Sys_FPrintf( SYS_VRB, "%9d fanned face surfaces\n", numFanSurfaces );
3598 Sys_FPrintf( SYS_VRB, "%9d surface models generated\n", numSurfaceModels );
3599 Sys_FPrintf( SYS_VRB, "%9d skybox surfaces generated\n", numSkyboxSurfaces );
3600 for( i = 0; i < NUM_SURFACE_TYPES; i++ )
3601 Sys_FPrintf( SYS_VRB, "%9d %s surfaces\n", numSurfacesByType[ i ], surfaceTypes[ i ] );
3603 Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, (numRedundantIndexes * 4 / 1024) );