_lightmapsamplesize entity key by jal
[divverent/netradiant.git] / tools / quake3 / q3map2 / surface.c
1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
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.
12
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.
17
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
21
22 ----------------------------------------------------------------------------------
23
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."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define SURFACE_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41 /*
42 AllocDrawSurface()
43 ydnar: gs mods: changed to force an explicit type when allocating
44 */
45
46 mapDrawSurface_t *AllocDrawSurface( surfaceType_t type )
47 {
48         mapDrawSurface_t        *ds;
49         
50         
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 );
54         
55         /* bounds check */
56         if( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS )
57                 Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
58         ds = &mapDrawSurfs[ numMapDrawSurfs ];
59         numMapDrawSurfs++;
60         
61         /* ydnar: do initial surface setup */
62         memset( ds, 0, sizeof( mapDrawSurface_t ) );
63         ds->type = type;
64         ds->planeNum = -1;
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 */
68         
69         return ds;
70 }
71
72
73
74 /*
75 FinishSurface()
76 ydnar: general surface finish pass
77 */
78
79 void FinishSurface( mapDrawSurface_t *ds )
80 {
81         mapDrawSurface_t        *ds2;
82         
83         
84         /* dummy check */
85         if( ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES || ds == NULL || ds->shaderInfo == NULL )
86                 return;
87         
88         /* ydnar: rocking tek-fu celshading */
89         if( ds->celShader != NULL )
90                 MakeCelSurface( ds, ds->celShader );
91         
92         /* backsides stop here */
93         if( ds->backSide )
94                 return;
95         
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 ) );
99         
100         /* ydnar: q3map_backShader support */
101         if( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' )
102         {
103                 ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
104                 ds2->backSide = qtrue;
105         }
106 }
107
108
109
110 /*
111 CloneSurface()
112 clones a map drawsurface, using the specified shader
113 */
114
115 mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si )
116 {
117         mapDrawSurface_t        *ds;
118         
119         
120         /* dummy check */
121         if( src == NULL || si == NULL )
122                 return NULL;
123         
124         /* allocate a new surface */
125         ds = AllocDrawSurface( src->type );
126         if( ds == NULL )
127                 return NULL;
128         
129         /* copy it */
130         memcpy( ds, src, sizeof( *ds ) );
131         
132         /* destroy side reference */
133         ds->sideRef = NULL;
134         
135         /* set shader */
136         ds->shaderInfo = si;
137         
138         /* copy verts */
139         if( ds->numVerts > 0 )
140         {
141                 ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
142                 memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
143         }
144         
145         /* copy indexes */
146         if( ds->numIndexes <= 0 )
147                 return ds;
148         ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
149         memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
150         
151         /* return the surface */
152         return ds;
153 }
154
155
156
157 /*
158 MakeCelSurface() - ydnar
159 makes a copy of a surface, but specific to cel shading
160 */
161
162 mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si )
163 {
164         mapDrawSurface_t        *ds;
165         
166         
167         /* dummy check */
168         if( src == NULL || si == NULL )
169                 return NULL;
170         
171         /* don't create cel surfaces for certain types of shaders */
172         if( (src->shaderInfo->compileFlags & C_TRANSLUCENT) ||
173                 (src->shaderInfo->compileFlags & C_SKY) )
174                 return NULL;
175         
176         /* make a copy */
177         ds = CloneSurface( src, si );
178         if( ds == NULL )
179                 return NULL;
180         
181         /* do some fixups for celshading */
182         ds->planar = qfalse;
183         ds->planeNum = -1;
184         ds->celShader = NULL; /* don't cel shade cels :P */
185         
186         /* return the surface */
187         return ds;
188 }
189
190
191
192 /*
193 MakeSkyboxSurface() - ydnar
194 generates a skybox surface, viewable from everywhere there is sky
195 */
196
197 mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src )
198 {
199         int                                     i;
200         mapDrawSurface_t        *ds;
201         
202         
203         /* dummy check */
204         if( src == NULL )
205                 return NULL;
206         
207         /* make a copy */
208         ds = CloneSurface( src, src->shaderInfo );
209         if( ds == NULL )
210                 return NULL;
211         
212         /* set parent */
213         ds->parent = src;
214         
215         /* scale the surface vertexes */
216         for( i = 0; i < ds->numVerts; i++ )
217         {
218                 m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
219                 
220                 /* debug code */
221                 //%     bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
222                 //%     bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
223         }
224         
225         /* so backface culling creep doesn't bork the surface */
226         VectorClear( ds->lightmapVecs[ 2 ] );
227         
228         /* return the surface */
229         return ds;
230 }
231
232
233
234 /*
235 IsTriangleDegenerate
236 returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
237 */
238
239 #define TINY_AREA       1.0f
240
241 qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c )
242 {
243         vec3_t          v1, v2, v3;
244         float           d;
245         
246         
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 );
252         
253         /* assume all very small or backwards triangles will cause problems */
254         if( d < TINY_AREA )
255                 return qtrue;
256         
257         /* must be a good triangle */
258         return qfalse;
259 }
260
261
262
263 /*
264 ClearSurface() - ydnar
265 clears a surface and frees any allocated memory
266 */
267
268 void ClearSurface( mapDrawSurface_t *ds )
269 {
270         ds->type = SURFACE_BAD;
271         ds->planar = qfalse;
272         ds->planeNum = -1;
273         ds->numVerts = 0;
274         if( ds->verts != NULL )
275                 free( ds->verts );
276         ds->verts = NULL;
277         ds->numIndexes = 0;
278         if( ds->indexes != NULL )
279                 free( ds->indexes );
280         ds->indexes = NULL;
281         numClearedSurfaces++;
282 }
283
284
285
286 /*
287 TidyEntitySurfaces() - ydnar
288 deletes all empty or bad surfaces from the surface list
289 */
290
291 void TidyEntitySurfaces( entity_t *e )
292 {
293         int                                     i, j, deleted;
294         mapDrawSurface_t        *out, *in;
295         
296         
297         /* note it */
298         Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
299         
300         /* walk the surface list */
301         deleted = 0;
302         for( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
303         {
304                 /* get out surface */
305                 out = &mapDrawSurfs[ i ];
306                 
307                 /* walk the surface list again until a proper surface is found */
308                 for( ; j < numMapDrawSurfs; j++ )
309                 {
310                         /* get in surface */
311                         in = &mapDrawSurfs[ j ];
312                         
313                         /* this surface ok? */
314                         if( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
315                                 (in->type != SURFACE_BAD && in->numVerts > 0) )
316                                 break;
317                         
318                         /* nuke it */
319                         ClearSurface( in );
320                         deleted++;
321                 }
322                 
323                 /* copy if necessary */
324                 if( i != j )
325                         memcpy( out, in, sizeof( mapDrawSurface_t ) );
326         }
327         
328         /* set the new number of drawsurfs */
329         numMapDrawSurfs = i;
330         
331         /* emit some stats */
332         Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
333 }
334
335
336
337 /*
338 CalcSurfaceTextureRange() - ydnar
339 calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
340 */
341
342 qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )
343 {
344         int             i, j, v, size[ 2 ];
345         float   mins[ 2 ], maxs[ 2 ];
346         
347         
348         /* try to early out */
349         if( ds->numVerts <= 0 )
350                 return qtrue;
351         
352         /* walk the verts and determine min/max st values */
353         mins[ 0 ] = 999999;
354         mins[ 1 ] = 999999;
355         maxs[ 0 ] = -999999;
356         maxs[ 1 ] = -999999;
357         for( i = 0; i < ds->numVerts; i++ )
358         {
359                 for( j = 0; j < 2; j++ )
360                 {
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 ];
365                 }
366         }
367         
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 ]) );
371         
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++ )
380         {
381                 for( j = 0; j < 2; j++ )
382                 {
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;
388                 }
389         }
390         
391         /* calc ranges */
392         for( j = 0; j < 2; j++ )
393                 ds->texRange[ j ] = (ds->texMaxs[ j ] - ds->texMins[ j ]);
394         
395         /* if range is zero, then assume unlimited precision */
396         if( texRange == 0 )
397                 return qtrue;
398         
399         /* within range? */
400         for( j = 0; j < 2; j++ )
401         {
402                 if( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange )
403                         return qfalse;
404         }
405         
406         /* within range */
407         return qtrue;
408 }
409
410
411
412 /*
413 CalcLightmapAxis() - ydnar
414 gives closed lightmap axis for a plane normal
415 */
416
417 qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis )
418 {
419         vec3_t  absolute;
420                 
421         
422         /* test */
423         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f )
424         {
425                 VectorClear( axis );
426                 return qfalse;
427         }
428         
429         /* get absolute normal */
430         absolute[ 0 ] = fabs( normal[ 0 ] );
431         absolute[ 1 ] = fabs( normal[ 1 ] );
432         absolute[ 2 ] = fabs( normal[ 2 ] );
433         
434         /* test and set */
435         if( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f )
436         {
437                 if( normal[ 2 ] > 0.0f )
438                         VectorSet( axis, 0.0f, 0.0f, 1.0f );
439                 else
440                         VectorSet( axis, 0.0f, 0.0f, -1.0f );
441         }
442         else if( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f )
443         {
444                 if( normal[ 0 ] > 0.0f )
445                         VectorSet( axis, 1.0f, 0.0f, 0.0f );
446                 else
447                         VectorSet( axis, -1.0f, 0.0f, 0.0f );
448         }
449         else
450         {
451                 if( normal[ 1 ] > 0.0f )
452                         VectorSet( axis, 0.0f, 1.0f, 0.0f );
453                 else
454                         VectorSet( axis, 0.0f, -1.0f, 0.0f );
455         }
456         
457         /* return ok */
458         return qtrue;
459 }
460
461
462
463 /*
464 ClassifySurfaces() - ydnar
465 fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
466 */
467
468 #define PLANAR_EPSILON  0.5f    //% 0.126f 0.25f
469
470 void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
471 {
472         int                                     i, bestAxis;
473         float                           dist;
474         vec4_t                          plane;
475         shaderInfo_t            *si;
476         static vec3_t           axii[ 6 ] =
477                                                 {
478                                                         { 0, 0, -1 },
479                                                         { 0, 0, 1 },
480                                                         { -1, 0, 0 },
481                                                         { 1, 0, 0 },
482                                                         { 0, -1, 0 },
483                                                         { 0, 1, 0 }
484                                                 };
485         
486         
487         /* walk the list of surfaces */
488         for( ; numSurfs > 0; numSurfs--, ds++ )
489         {
490                 /* ignore bogus (or flare) surfaces */
491                 if( ds->type == SURFACE_BAD || ds->numVerts <= 0 )
492                         continue;
493                 
494                 /* get shader */
495                 si = ds->shaderInfo;
496                 
497                 /* -----------------------------------------------------------------
498                    force meta if vertex count is too high or shader requires it
499                    ----------------------------------------------------------------- */
500                 
501                 if( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE )
502                 {
503                         if( ds->numVerts > SHADER_MAX_VERTEXES )
504                                 ds->type = SURFACE_FORCED_META;
505                 }
506                 
507                 /* -----------------------------------------------------------------
508                    plane and bounding box classification 
509                    ----------------------------------------------------------------- */
510                 
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 );
515                 
516                 /* try to get an existing plane */
517                 if( ds->planeNum >= 0 )
518                 {
519                         VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
520                         plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
521                 }
522                 
523                 /* construct one from the first vert with a valid normal */
524                 else
525                 {
526                         VectorClear( plane );
527                         plane[ 3 ] = 0.0f;
528                         for( i = 0; i < ds->numVerts; i++ )
529                         {
530                                 if( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f )
531                                 {
532                                         VectorCopy( ds->verts[ i ].normal, plane );
533                                         plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
534                                         break;
535                                 }
536                         }
537                 }
538                 
539                 /* test for bogus plane */
540                 if( VectorLength( plane ) <= 0.0f )
541                 {
542                         ds->planar = qfalse;
543                         ds->planeNum = -1;
544                 }
545                 else
546                 {
547                         /* determine if surface is planar */
548                         ds->planar = qtrue;
549                         
550                         /* test each vert */
551                         for( i = 0; i < ds->numVerts; i++ )
552                         {
553                                 /* point-plane test */
554                                 dist = DotProduct( ds->verts[ i ].xyz, plane ) - plane[ 3 ];
555                                 if( fabs( dist ) > PLANAR_EPSILON )
556                                 {
557                                         //%     if( ds->planeNum >= 0 )
558                                         //%     {
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;
561                                         //%     }
562                                         ds->planar = qfalse;
563                                         break;
564                                 }
565                         }
566                 }
567                 
568                 /* find map plane if necessary */
569                 if( ds->planar )
570                 {
571                         if( ds->planeNum < 0 )
572                                 ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &ds->verts[ 0 ].xyz );
573                         VectorCopy( plane, ds->lightmapVecs[ 2 ] );
574                 }
575                 else
576                 {
577                         ds->planeNum = -1;
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 );
581                 }
582                 
583                 /* -----------------------------------------------------------------
584                    lightmap bounds and axis projection
585                    ----------------------------------------------------------------- */
586                 
587                 /* vertex lit surfaces don't need this information */
588                 if( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES )
589                 {
590                         VectorClear( ds->lightmapAxis );
591                         //%     VectorClear( ds->lightmapVecs[ 2 ] );
592                         ds->sampleSize = 0;
593                         continue;
594                 }
595                 
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 );
603                 else
604                 {
605                         /* find best lightmap axis */
606                         for( bestAxis = 0; bestAxis < 6; bestAxis++ )
607                         {
608                                 for( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
609                                 {
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 */
614                                                 break;
615                                 }
616                                 
617                                 if( i == ds->numVerts )
618                                         break;
619                         }
620                         
621                         /* set axis if possible */
622                         if( bestAxis < 6 )
623                         {
624                                 //% if( ds->type == SURFACE_PATCH )
625                                 //%     Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
626                                 VectorCopy( axii[ bestAxis ], ds->lightmapAxis );
627                         }
628                         
629                         /* debug code */
630                         //% if( ds->type == SURFACE_PATCH )
631                         //%     Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
632                 }
633                 
634                 /* calculate lightmap sample size */
635                 if( ds->shaderInfo->lightmapSampleSize > 0 ) /* shader value overrides every other */
636                         ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
637                 else if( ds->sampleSize <= 0 ) /* may contain the entity asigned value */
638                         ds->sampleSize = sampleSize; /* otherwise use global default */
639
640                 if( ds->lightmapScale > 0.0f ) /* apply surface lightmap scaling factor */
641                 {
642                         ds->sampleSize = ds->lightmapScale * (float)ds->sampleSize;
643                         ds->lightmapScale = 0; /* applied */
644                 }
645
646                 if( ds->sampleSize < minSampleSize )
647                         ds->sampleSize = minSampleSize;
648
649                 if( ds->sampleSize < 1 )
650                         ds->sampleSize = 1;
651
652                 if( ds->sampleSize > 16384 ) /* powers of 2 are preferred */
653                         ds->sampleSize = 16384;
654         }
655 }
656
657
658
659 /*
660 ClassifyEntitySurfaces() - ydnar
661 classifies all surfaces in an entity
662 */
663
664 void ClassifyEntitySurfaces( entity_t *e )
665 {
666         int             i;
667         
668         
669         /* note it */
670         Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
671         
672         /* walk the surface list */
673         for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
674         {
675                 FinishSurface( &mapDrawSurfs[ i ] );
676                 ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
677         }
678         
679         /* tidy things up */
680         TidyEntitySurfaces( e );
681 }
682
683
684
685 /*
686 GetShaderIndexForPoint() - ydnar
687 for shader-indexed surfaces (terrain), find a matching index from the indexmap
688 */
689
690 byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point )
691 {
692         int                     i, x, y;
693         float           s, t;
694         vec3_t          mins, maxs, size;
695         
696         
697         /* early out if no indexmap */
698         if( im == NULL )
699                 return 0;
700         
701         /* this code is really broken */
702         #if 0
703                 /* legacy precision fudges for terrain */
704                 for( i = 0; i < 3; i++ )
705                 {
706                         mins[ i ] = floor( eMins[ i ] + 0.1 );
707                         maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
708                         size[ i ] = maxs[ i ] - mins[ i ];
709                 }
710                 
711                 /* find st (fixme: support more than just z-axis projection) */
712                 s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
713                 t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
714                 if( s < 0.0f )
715                         s = 0.0f;
716                 else if( s > 1.0f )
717                         s = 1.0f;
718                 if( t < 0.0f )
719                         t = 0.0f;
720                 else if( t > 1.0f )
721                         t = 1.0f;
722                 
723                 /* make xy */
724                 x = (im->w - 1) * s;
725                 y = (im->h - 1) * t;
726         #else
727                 /* get size */
728                 for( i = 0; i < 3; i++ )
729                 {
730                         mins[ i ] = eMins[ i ];
731                         maxs[ i ] = eMaxs[ i ];
732                         size[ i ] = maxs[ i ] - mins[ i ];
733                 }
734                 
735                 /* calc st */
736                 s = (point[ 0 ] - mins[ 0 ]) / size[ 0 ];
737                 t = (maxs[ 1 ] - point[ 1 ]) / size[ 1 ];
738                 
739                 /* calc xy */
740                 x = s * im->w;
741                 y = t * im->h;
742                 if( x < 0 )
743                         x = 0;
744                 else if( x > (im->w - 1) )
745                         x = (im->w - 1);
746                 if( y < 0 )
747                         y = 0;
748                 else if( y > (im->h - 1) )
749                         y = (im->h - 1);
750         #endif
751         
752         /* return index */
753         return im->pixels[ y * im->w + x ];
754 }
755
756
757
758 /*
759 GetIndexedShader() - ydnar
760 for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
761 this combines a couple different functions from terrain.c
762 */
763
764 shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes )
765 {
766         int                             i;
767         byte                    minShaderIndex, maxShaderIndex;
768         char                    shader[ MAX_QPATH ];
769         shaderInfo_t    *si;
770         
771         
772         /* early out if bad data */
773         if( im == NULL || numPoints <= 0 || shaderIndexes == NULL )
774                 return ShaderInfoForShader( "default" );
775         
776         /* determine min/max index */
777         minShaderIndex = 255;
778         maxShaderIndex = 0;
779         for( i = 0; i < numPoints; i++ )
780         {
781                 if( shaderIndexes[ i ] < minShaderIndex )
782                         minShaderIndex = shaderIndexes[ i ];
783                 if( shaderIndexes[ i ] > maxShaderIndex )
784                         maxShaderIndex = shaderIndexes[ i ];
785         }
786         
787         /* set alpha inline */
788         for( i = 0; i < numPoints; i++ )
789         {
790                 /* straight rip from terrain.c */
791                 if( shaderIndexes[ i ] < maxShaderIndex )
792                         shaderIndexes[ i ] = 0;
793                 else
794                         shaderIndexes[ i ] = 255;
795         }
796         
797         /* make a shader name */
798         if( minShaderIndex == maxShaderIndex )
799                 sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );
800         else
801                 sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );
802         
803         /* get the shader */
804         si = ShaderInfoForShader( shader );
805         
806         /* inherit a few things from parent shader */
807         if( parent->globalTexture )
808                 si->globalTexture = qtrue;
809         if( parent->forceMeta )
810                 si->forceMeta = qtrue;
811         if( parent->nonplanar )
812                 si->nonplanar = qtrue;
813         if( si->shadeAngleDegrees == 0.0 )
814                 si->shadeAngleDegrees = parent->shadeAngleDegrees;
815         if( parent->tcGen && si->tcGen == qfalse )
816         {
817                 /* set xy texture projection */
818                 si->tcGen = qtrue;
819                 VectorCopy( parent->vecs[ 0 ], si->vecs[ 0 ] );
820                 VectorCopy( parent->vecs[ 1 ], si->vecs[ 1 ] );
821         }
822         if( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f )
823         {
824                 /* set lightmap projection axis */
825                 VectorCopy( parent->lightmapAxis, si->lightmapAxis );
826         }
827         
828         /* return the shader */
829         return si;
830 }
831
832
833
834
835 /*
836 DrawSurfaceForSide()
837 creates a SURF_FACE drawsurface from a given brush side and winding
838 */
839
840 #define SNAP_FLOAT_TO_INT       8
841 #define SNAP_INT_TO_FLOAT       (1.0 / SNAP_FLOAT_TO_INT)
842
843 mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w )
844 {
845         int                                     i, j, k;
846         mapDrawSurface_t        *ds;
847         shaderInfo_t            *si, *parent;
848         bspDrawVert_t           *dv;
849         vec3_t                          texX, texY;
850         vec_t                           x, y;
851         vec3_t                          vTranslated;
852         qboolean                        indexed;
853         byte                            shaderIndexes[ 256 ];
854         float                           offsets[ 256 ];
855         char                            tempShader[ MAX_QPATH ];
856
857         
858         /* ydnar: don't make a drawsurf for culled sides */
859         if( s->culled )
860                 return NULL;
861         
862         /* range check */
863         if( w->numpoints > MAX_POINTS_ON_WINDING )
864                 Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );
865         
866         /* get shader */
867         si = s->shaderInfo;
868         
869         /* ydnar: gs mods: check for indexed shader */
870         if( si->indexed && b->im != NULL )
871         {
872                 /* indexed */
873                 indexed = qtrue;
874                 
875                 /* get shader indexes for each point */
876                 for( i = 0; i < w->numpoints; i++ )
877                 {
878                         shaderIndexes[ i ] = GetShaderIndexForPoint( b->im, b->eMins, b->eMaxs, w->p[ i ] );
879                         offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];
880                         //%     Sys_Printf( "%f ", offsets[ i ] );
881                 }
882                 
883                 /* get matching shader and set alpha */
884                 parent = si;
885                 si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );
886         }
887         else
888                 indexed = qfalse;
889         
890         /* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
891         if( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' )
892         {
893                 //%     Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
894                 sprintf( tempShader, "%s_lf", si->skyParmsImageBase );
895                 DrawSurfaceForShader( tempShader );
896                 sprintf( tempShader, "%s_rt", si->skyParmsImageBase );
897                 DrawSurfaceForShader( tempShader );
898                 sprintf( tempShader, "%s_ft", si->skyParmsImageBase );
899                 DrawSurfaceForShader( tempShader );
900                 sprintf( tempShader, "%s_bk", si->skyParmsImageBase );
901                 DrawSurfaceForShader( tempShader );
902                 sprintf( tempShader, "%s_up", si->skyParmsImageBase );
903                 DrawSurfaceForShader( tempShader );
904                 sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
905                 DrawSurfaceForShader( tempShader );
906         }
907         
908         /* ydnar: gs mods */
909         ds = AllocDrawSurface( SURFACE_FACE );
910         ds->entityNum = b->entityNum;
911         ds->castShadows = b->castShadows;
912         ds->recvShadows = b->recvShadows;
913         
914         ds->planar = qtrue;
915         ds->planeNum = s->planenum;
916         VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );
917         
918         ds->shaderInfo = si;
919         ds->mapBrush = b;
920         ds->sideRef = AllocSideRef( s, NULL );
921         ds->fogNum = -1;
922         ds->sampleSize = b->lightmapSampleSize;
923         ds->lightmapScale = b->lightmapScale;
924         ds->numVerts = w->numpoints;
925         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
926         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
927         
928         /* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
929         ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
930         
931         /* create the vertexes */
932         for( j = 0; j < w->numpoints; j++ )
933         {
934                 /* get the drawvert */
935                 dv = ds->verts + j;
936                 
937                 /* copy xyz and do potential z offset */
938                 VectorCopy( w->p[ j ], dv->xyz );
939                 if( indexed )
940                         dv->xyz[ 2 ] += offsets[ j ];
941                 
942                 /* round the xyz to a given precision and translate by origin */
943                 for( i = 0 ; i < 3 ; i++ )
944                         dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );
945                 VectorAdd( dv->xyz, e->origin, vTranslated );
946                 
947                 /* ydnar: tek-fu celshading support for flat shaded shit */
948                 if( flat )
949                 {
950                         dv->st[ 0 ] = si->stFlat[ 0 ];
951                         dv->st[ 1 ] = si->stFlat[ 1 ];
952                 }
953                 
954                 /* ydnar: gs mods: added support for explicit shader texcoord generation */
955                 else if( si->tcGen )
956                 {
957                         dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
958                         dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
959                 }
960                 
961                 /* old quake-style texturing */
962                 else if( g_bBrushPrimit == BPRIMIT_OLDBRUSHES )
963                 {
964                         /* nearest-axial projection */
965                         dv->st[ 0 ] = s->vecs[ 0 ][ 3 ] + DotProduct( s->vecs[ 0 ], vTranslated );
966                         dv->st[ 1 ] = s->vecs[ 1 ][ 3 ] + DotProduct( s->vecs[ 1 ], vTranslated );
967                         dv->st[ 0 ] /= si->shaderWidth;
968                         dv->st[ 1 ] /= si->shaderHeight;
969                 }
970                 
971                 /* brush primitive texturing */
972                 else
973                 {
974                         /* calculate texture s/t from brush primitive texture matrix */
975                         x = DotProduct( vTranslated, texX );
976                         y = DotProduct( vTranslated, texY );
977                         dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];
978                         dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];
979                 }
980                 
981                 /* copy normal */
982                 VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );
983                 
984                 /* ydnar: set color */
985                 for( k = 0; k < MAX_LIGHTMAPS; k++ )
986                 {
987                         dv->color[ k ][ 0 ] = 255;
988                         dv->color[ k ][ 1 ] = 255;
989                         dv->color[ k ][ 2 ] = 255;
990                         
991                         /* ydnar: gs mods: handle indexed shader blending */
992                         dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ j ] : 255);
993                 }
994         }
995         
996         /* set cel shader */
997         ds->celShader = b->celShader;
998
999         /* set shade angle */
1000         if( b->shadeAngleDegrees > 0.0f )
1001                 ds->shadeAngleDegrees = b->shadeAngleDegrees;
1002         
1003         /* ydnar: gs mods: moved st biasing elsewhere */
1004         return ds;
1005 }
1006
1007
1008
1009 /*
1010 DrawSurfaceForMesh()
1011 moved here from patch.c
1012 */
1013
1014 #define YDNAR_NORMAL_EPSILON 0.50f
1015
1016 qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon )
1017 {
1018         int             i;
1019         
1020         
1021         /* test */
1022         for( i= 0; i < 3; i++ )
1023                 if( fabs( n1[ i ] - n2[ i ]) > epsilon )
1024                         return qfalse;
1025         return qtrue;
1026 }
1027
1028 mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh )
1029 {
1030         int                                     i, k, numVerts;
1031         vec4_t                          plane;
1032         qboolean                        planar;
1033         float                           dist;
1034         mapDrawSurface_t        *ds;
1035         shaderInfo_t            *si, *parent;
1036         bspDrawVert_t           *dv;
1037         vec3_t                          vTranslated;
1038         mesh_t                          *copy;
1039         qboolean                        indexed;
1040         byte                            shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
1041         float                           offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
1042         
1043         
1044         /* get mesh and shader shader */
1045         if( mesh == NULL )
1046                 mesh = &p->mesh;
1047         si = p->shaderInfo;
1048         if( mesh == NULL || si == NULL )
1049                 return NULL;
1050         
1051         /* get vertex count */
1052         numVerts = mesh->width * mesh->height;
1053         
1054         /* to make valid normals for patches with degenerate edges,
1055            we need to make a copy of the mesh and put the aproximating
1056            points onto the curve */
1057         
1058         /* create a copy of the mesh */
1059         copy = CopyMesh( mesh );
1060         
1061         /* store off the original (potentially bad) normals */
1062         MakeMeshNormals( *copy );
1063         for( i = 0; i < numVerts; i++ )
1064                 VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
1065         
1066         /* put the mesh on the curve */
1067         PutMeshOnCurve( *copy );
1068
1069         /* find new normals (to take into account degenerate/flipped edges */
1070         MakeMeshNormals( *copy );
1071         for( i = 0; i < numVerts; i++ )
1072         {
1073                 /* ydnar: only copy normals that are significantly different from the originals */
1074                 if( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f )
1075                         VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
1076         }
1077         
1078         /* free the old mesh */
1079         FreeMesh( copy );
1080         
1081         /* ydnar: gs mods: check for indexed shader */
1082         if( si->indexed && p->im != NULL )
1083         {
1084                 /* indexed */
1085                 indexed = qtrue;
1086
1087                 /* get shader indexes for each point */
1088                 for( i = 0; i < numVerts; i++ )
1089                 {
1090                         shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );
1091                         offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];
1092                 }
1093                 
1094                 /* get matching shader and set alpha */
1095                 parent = si;
1096                 si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );
1097         }
1098         else
1099                 indexed = qfalse;
1100         
1101         
1102         /* ydnar: gs mods */
1103         ds = AllocDrawSurface( SURFACE_PATCH );
1104         ds->entityNum = p->entityNum;
1105         ds->castShadows = p->castShadows;
1106         ds->recvShadows = p->recvShadows;
1107         
1108         ds->shaderInfo = si;
1109         ds->mapMesh = p;
1110         ds->sampleSize = p->lightmapSampleSize;
1111         ds->lightmapScale = p->lightmapScale;   /* ydnar */
1112         ds->patchWidth = mesh->width;
1113         ds->patchHeight = mesh->height;
1114         ds->numVerts = ds->patchWidth * ds->patchHeight;
1115         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
1116         memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );
1117         
1118         ds->fogNum = -1;
1119         ds->planeNum = -1;
1120         
1121         ds->longestCurve = p->longestCurve;
1122         ds->maxIterations = p->maxIterations;
1123         
1124         /* construct a plane from the first vert */
1125         VectorCopy( mesh->verts[ 0 ].normal, plane );
1126         plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );
1127         planar = qtrue;
1128         
1129         /* spew forth errors */
1130         if( VectorLength( plane ) < 0.001f )
1131                 Sys_Printf( "BOGUS " );
1132         
1133         /* test each vert */
1134         for( i = 1; i < ds->numVerts && planar; i++ )
1135         {
1136                 /* normal test */
1137                 if( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse )
1138                         planar = qfalse;
1139                 
1140                 /* point-plane test */
1141                 dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];
1142                 if( fabs( dist ) > EQUAL_EPSILON )
1143                         planar = qfalse;
1144         }
1145         
1146         /* add a map plane */
1147         if( planar )
1148         {
1149                 /* make a map plane */
1150                 ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );
1151                 VectorCopy( plane, ds->lightmapVecs[ 2 ] );
1152                 
1153                 /* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
1154                 for( i = 0; i < ds->numVerts; i++ )
1155                         VectorCopy( plane, ds->verts[ i ].normal );
1156         }
1157         
1158         /* walk the verts to do special stuff */
1159         for( i = 0; i < ds->numVerts; i++ )
1160         {
1161                 /* get the drawvert */
1162                 dv = &ds->verts[ i ];
1163                 
1164                 /* ydnar: tek-fu celshading support for flat shaded shit */
1165                 if( flat )
1166                 {
1167                         dv->st[ 0 ] = si->stFlat[ 0 ];
1168                         dv->st[ 1 ] = si->stFlat[ 1 ];
1169                 }
1170                 
1171                 /* ydnar: gs mods: added support for explicit shader texcoord generation */
1172                 else if( si->tcGen )
1173                 {
1174                         /* translate by origin and project the texture */
1175                         VectorAdd( dv->xyz, e->origin, vTranslated );
1176                         dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
1177                         dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
1178                 }
1179                 
1180                 /* ydnar: set color */
1181                 for( k = 0; k < MAX_LIGHTMAPS; k++ )
1182                 {
1183                         dv->color[ k ][ 0 ] = 255;
1184                         dv->color[ k ][ 1 ] = 255;
1185                         dv->color[ k ][ 2 ] = 255;
1186                         
1187                         /* ydnar: gs mods: handle indexed shader blending */
1188                         dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ i ] : 255);
1189                 }
1190                 
1191                 /* ydnar: offset */
1192                 if( indexed )
1193                         dv->xyz[ 2 ] += offsets[ i ];
1194         }
1195         
1196         /* set cel shader */
1197         ds->celShader = p->celShader;
1198         
1199         /* return the drawsurface */
1200         return ds;
1201 }
1202
1203
1204
1205 /*
1206 DrawSurfaceForFlare() - ydnar
1207 creates a flare draw surface
1208 */
1209
1210 mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle )
1211 {
1212         mapDrawSurface_t        *ds;
1213         
1214         
1215         /* emit flares? */
1216         if( emitFlares == qfalse )
1217                 return NULL;
1218         
1219         /* allocate drawsurface */
1220         ds = AllocDrawSurface( SURFACE_FLARE );
1221         ds->entityNum = entNum;
1222         
1223         /* set it up */
1224         if( flareShader != NULL && flareShader[ 0 ] != '\0' )
1225                 ds->shaderInfo = ShaderInfoForShader( flareShader );
1226         else
1227                 ds->shaderInfo = ShaderInfoForShader( game->flareShader );
1228         if( origin != NULL )
1229                 VectorCopy( origin, ds->lightmapOrigin );
1230         if( normal != NULL )
1231                 VectorCopy( normal, ds->lightmapVecs[ 2 ] );
1232         if( color != NULL )
1233                 VectorCopy( color, ds->lightmapVecs[ 0 ] );
1234         
1235         /* store light style */
1236         ds->lightStyle = lightStyle;
1237         if( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE )
1238                 ds->lightStyle = LS_NORMAL;
1239         
1240         /* fixme: fog */
1241         
1242         /* return to sender */
1243         return ds;
1244 }
1245
1246
1247
1248 /*
1249 DrawSurfaceForShader() - ydnar
1250 creates a bogus surface to forcing the game to load a shader
1251 */
1252
1253 mapDrawSurface_t *DrawSurfaceForShader( char *shader )
1254 {
1255         int                                     i;
1256         shaderInfo_t            *si;
1257         mapDrawSurface_t        *ds;
1258         
1259         
1260         /* get shader */
1261         si = ShaderInfoForShader( shader );
1262
1263         /* find existing surface */
1264         for( i = 0; i < numMapDrawSurfs; i++ )
1265         {
1266                 /* get surface */
1267                 ds = &mapDrawSurfs[ i ];
1268                 
1269                 /* check it */
1270                 if( ds->shaderInfo == si )
1271                         return ds;
1272         }
1273         
1274         /* create a new surface */
1275         ds = AllocDrawSurface( SURFACE_SHADER );
1276         ds->entityNum = 0;
1277         ds->shaderInfo = ShaderInfoForShader( shader );
1278         
1279         /* return to sender */
1280         return ds;
1281 }
1282
1283
1284
1285 /*
1286 AddSurfaceFlare() - ydnar
1287 creates flares (coronas) centered on surfaces
1288 */
1289
1290 static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin )
1291 {
1292         vec3_t                          origin;
1293         int                                     i;
1294         
1295         
1296         /* find centroid */
1297         VectorClear( origin );
1298         for ( i = 0; i < ds->numVerts; i++ )
1299                 VectorAdd( origin, ds->verts[ i ].xyz, origin );
1300         VectorScale( origin, (1.0f / ds->numVerts), origin );
1301         if( entityOrigin != NULL )
1302                 VectorAdd( origin, entityOrigin, origin );
1303         
1304         /* push origin off surface a bit */
1305         VectorMA( origin, 2.0f,  ds->lightmapVecs[ 2 ], origin );
1306         
1307         /* create the drawsurface */
1308         DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );
1309 }
1310
1311
1312
1313 /*
1314 SubdivideFace()
1315 subdivides a face surface until it is smaller than the specified size (subdivisions)
1316 */
1317
1318 static void SubdivideFace_r( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions )
1319 {
1320         int                                     i;
1321         int                                     axis;
1322         vec3_t                          bounds[ 2 ];
1323         const float                     epsilon = 0.1;
1324         int                                     subFloor, subCeil;
1325         winding_t                       *frontWinding, *backWinding;
1326         mapDrawSurface_t        *ds;
1327         
1328         
1329         /* dummy check */
1330         if( w == NULL )
1331                 return;
1332         if( w->numpoints < 3 )
1333                 Error( "SubdivideFace_r: Bad w->numpoints (%d < 3)", w->numpoints );
1334         
1335         /* determine surface bounds */
1336         ClearBounds( bounds[ 0 ], bounds[ 1 ] );
1337         for( i = 0; i < w->numpoints; i++ )
1338                 AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
1339         
1340         /* split the face */
1341         for( axis = 0; axis < 3; axis++ )
1342         {
1343                 vec3_t                  planePoint = { 0, 0, 0 };
1344                 vec3_t                  planeNormal = { 0, 0, 0 };
1345                 float                   d;
1346                 
1347                 
1348                 /* create an axial clipping plane */
1349                 subFloor = floor( bounds[ 0 ][ axis ] / subdivisions) * subdivisions;
1350                 subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions) * subdivisions;
1351                 planePoint[ axis ] = subFloor + subdivisions;
1352                 planeNormal[ axis ] = -1;
1353                 d = DotProduct( planePoint, planeNormal );
1354
1355                 /* subdivide if necessary */
1356                 if( (subCeil - subFloor) > subdivisions )
1357                 {
1358                         /* clip the winding */
1359                         ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );
1360
1361                         /* the clip may not produce two polygons if it was epsilon close */
1362                         if( frontWinding == NULL )
1363                                 w = backWinding;
1364                         else if( backWinding == NULL )
1365                                 w = frontWinding;
1366                         else
1367                         {
1368                                 SubdivideFace_r( e, brush, side, frontWinding, fogNum, subdivisions );
1369                                 SubdivideFace_r( e, brush, side, backWinding, fogNum, subdivisions );
1370                                 return;
1371                         }
1372                 }
1373         }
1374         
1375         /* create a face surface */
1376         ds = DrawSurfaceForSide( e, brush, side, w );
1377         
1378         /* set correct fog num */
1379         ds->fogNum = fogNum;
1380 }
1381
1382
1383
1384 /*
1385 SubdivideFaceSurfaces()
1386 chop up brush face surfaces that have subdivision attributes
1387 ydnar: and subdivide surfaces that exceed specified texture coordinate range
1388 */
1389
1390 void SubdivideFaceSurfaces( entity_t *e, tree_t *tree )
1391 {
1392         int                                     i, j, numBaseDrawSurfs, fogNum;
1393         mapDrawSurface_t        *ds;
1394         brush_t                         *brush;
1395         side_t                          *side;
1396         shaderInfo_t            *si;
1397         winding_t                       *w;
1398         float                           range, size, subdivisions, s2;
1399         
1400         
1401         /* note it */
1402         Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
1403         
1404         /* walk the list of surfaces */
1405         numBaseDrawSurfs = numMapDrawSurfs;
1406         for( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
1407         {
1408                 /* get surface */
1409                 ds = &mapDrawSurfs[ i ];
1410
1411                 /* only subdivide brush sides */
1412                 if( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL )
1413                         continue;
1414                 
1415                 /* get bits */
1416                 brush = ds->mapBrush;
1417                 side = ds->sideRef->side;
1418                 
1419                 /* check subdivision for shader */
1420                 si = side->shaderInfo;
1421                 if( si == NULL )
1422                         continue;
1423                 
1424                 /* ydnar: don't subdivide sky surfaces */
1425                 if( si->compileFlags & C_SKY )
1426                         continue;
1427                 
1428                 /* do texture coordinate range check */
1429                 ClassifySurfaces( 1, ds );
1430                 if( CalcSurfaceTextureRange( ds ) == qfalse )
1431                 {
1432                         /* calculate subdivisions texture range (this code is shit) */
1433                         range = (ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ]);
1434                         size = ds->maxs[ 0 ] - ds->mins[ 0 ];
1435                         for( j = 1; j < 3; j++ )
1436                                 if( (ds->maxs[ j ] - ds->mins[ j ]) > size )
1437                                         size = ds->maxs[ j ] - ds->mins[ j ];
1438                         subdivisions = (size / range) * texRange;
1439                         subdivisions = ceil( subdivisions / 2 ) * 2;
1440                         for( j = 1; j < 8; j++ )
1441                         {
1442                                 s2 = ceil( (float) texRange / j );
1443                                 if( fabs( subdivisions - s2 ) <= 4.0 )
1444                                 {
1445                                         subdivisions = s2;
1446                                         break;
1447                                 }
1448                         }
1449                 }
1450                 else
1451                         subdivisions = si->subdivisions;
1452                 
1453                 /* get subdivisions from shader */
1454                 if(     si->subdivisions > 0 && si->subdivisions < subdivisions )
1455                         subdivisions = si->subdivisions;
1456                 if( subdivisions < 1.0f )
1457                         continue;
1458                 
1459                 /* preserve fog num */
1460                 fogNum = ds->fogNum;
1461                 
1462                 /* make a winding and free the surface */
1463                 w = WindingFromDrawSurf( ds );
1464                 ClearSurface( ds );
1465                 
1466                 /* subdivide it */
1467                 SubdivideFace_r( e, brush, side, w, fogNum, subdivisions );
1468         }
1469 }
1470
1471
1472
1473 /*
1474 ====================
1475 ClipSideIntoTree_r
1476
1477 Adds non-opaque leaf fragments to the convex hull
1478 ====================
1479 */
1480
1481 void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node )
1482 {
1483         plane_t                 *plane;
1484         winding_t               *front, *back;
1485
1486         if ( !w ) {
1487                 return;
1488         }
1489
1490         if ( node->planenum != PLANENUM_LEAF ) {
1491                 if ( side->planenum == node->planenum ) {
1492                         ClipSideIntoTree_r( w, side, node->children[0] );
1493                         return;
1494                 }
1495                 if ( side->planenum == ( node->planenum ^ 1) ) {
1496                         ClipSideIntoTree_r( w, side, node->children[1] );
1497                         return;
1498                 }
1499
1500                 plane = &mapplanes[ node->planenum ];
1501                 ClipWindingEpsilon ( w, plane->normal, plane->dist,
1502                                 ON_EPSILON, &front, &back );
1503                 FreeWinding( w );
1504
1505                 ClipSideIntoTree_r( front, side, node->children[0] );
1506                 ClipSideIntoTree_r( back, side, node->children[1] );
1507
1508                 return;
1509         }
1510
1511         // if opaque leaf, don't add
1512         if ( !node->opaque ) {
1513                 AddWindingToConvexHull( w, &side->visibleHull, mapplanes[ side->planenum ].normal );
1514         }
1515
1516         FreeWinding( w );
1517         return;
1518 }
1519
1520
1521
1522
1523
1524 static int g_numHiddenFaces, g_numCoinFaces;
1525
1526
1527
1528 /*
1529 CullVectorCompare() - ydnar
1530 compares two vectors with an epsilon
1531 */
1532
1533 #define CULL_EPSILON 0.1f
1534
1535 qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 )
1536 {
1537         int             i;
1538         
1539         
1540         for( i = 0; i < 3; i++ )
1541                 if( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON )
1542                         return qfalse;
1543         return qtrue;
1544 }
1545
1546
1547
1548 /*
1549 SideInBrush() - ydnar
1550 determines if a brushside lies inside another brush
1551 */
1552
1553 qboolean SideInBrush( side_t *side, brush_t *b )
1554 {
1555         int                     i, s;
1556         plane_t         *plane;
1557         
1558         
1559         /* ignore sides w/o windings or shaders */
1560         if( side->winding == NULL || side->shaderInfo == NULL )
1561                 return qtrue;
1562
1563         /* ignore culled sides and translucent brushes */
1564         if( side->culled == qtrue || (b->compileFlags & C_TRANSLUCENT) )
1565                 return qfalse;
1566
1567         /* side iterator */
1568         for( i = 0; i < b->numsides; i++ )
1569         {
1570                 /* fail if any sides are caulk */
1571                 if( b->sides[ i ].compileFlags & C_NODRAW )
1572                         return qfalse;
1573
1574                 /* check if side's winding is on or behind the plane */
1575                 plane = &mapplanes[ b->sides[ i ].planenum ];
1576                 s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );
1577                 if( s == SIDE_FRONT || s == SIDE_CROSS )
1578                         return qfalse;
1579         }
1580         
1581         /* don't cull autosprite or polygonoffset surfaces */
1582         if( side->shaderInfo )
1583         {
1584                 if( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset )
1585                         return qfalse;
1586         }
1587         
1588         /* inside */
1589         side->culled = qtrue;
1590         g_numHiddenFaces++;
1591         return qtrue;
1592 }
1593
1594
1595 /*
1596 CullSides() - ydnar
1597 culls obscured or buried brushsides from the map
1598 */
1599
1600 void CullSides( entity_t *e )
1601 {
1602         int                     numPoints;
1603         int                     i, j, k, l, first, second, dir;
1604         winding_t       *w1, *w2;
1605         brush_t *b1, *b2;
1606         side_t          *side1, *side2;
1607         
1608         
1609         /* note it */
1610         Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
1611         
1612         g_numHiddenFaces = 0;
1613         g_numCoinFaces = 0;
1614         
1615         /* brush interator 1 */
1616         for( b1 = e->brushes; b1; b1 = b1->next )
1617         {
1618                 /* sides check */
1619                 if( b1->numsides < 1 )
1620                         continue;
1621
1622                 /* brush iterator 2 */
1623                 for( b2 = b1->next; b2; b2 = b2->next )
1624                 {
1625                         /* sides check */
1626                         if( b2->numsides < 1 )
1627                                 continue;
1628                         
1629                         /* original check */
1630                         if( b1->original == b2->original && b1->original != NULL )
1631                                 continue;
1632                         
1633                         /* bbox check */
1634                         j = 0;
1635                         for( i = 0; i < 3; i++ )
1636                                 if( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] )
1637                                         j++;
1638                         if( j )
1639                                 continue;
1640
1641                         /* cull inside sides */
1642                         for( i = 0; i < b1->numsides; i++ )
1643                                 SideInBrush( &b1->sides[ i ], b2 );
1644                         for( i = 0; i < b2->numsides; i++ )
1645                                 SideInBrush( &b2->sides[ i ], b1 );
1646                         
1647                         /* side iterator 1 */
1648                         for( i = 0; i < b1->numsides; i++ )
1649                         {
1650                                 /* winding check */
1651                                 side1 = &b1->sides[ i ];
1652                                 w1 = side1->winding;
1653                                 if( w1 == NULL )
1654                                         continue;
1655                                 numPoints = w1->numpoints;
1656                                 if( side1->shaderInfo == NULL )
1657                                         continue;
1658                                 
1659                                 /* side iterator 2 */
1660                                 for( j = 0; j < b2->numsides; j++ )
1661                                 {
1662                                         /* winding check */
1663                                         side2 = &b2->sides[ j ];
1664                                         w2 = side2->winding;
1665                                         if( w2 == NULL )
1666                                                 continue;
1667                                         if( side2->shaderInfo == NULL )
1668                                                 continue;
1669                                         if( w1->numpoints != w2->numpoints )
1670                                                 continue;
1671                                         if( side1->culled == qtrue && side2->culled == qtrue )
1672                                                 continue;
1673                                         
1674                                         /* compare planes */
1675                                         if( (side1->planenum & ~0x00000001) != (side2->planenum & ~0x00000001) )
1676                                                 continue;
1677                                         
1678                                         /* get autosprite and polygonoffset status */
1679                                         if( side1->shaderInfo &&
1680                                                 (side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset) )
1681                                                 continue;
1682                                         if( side2->shaderInfo &&
1683                                                 (side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset) )
1684                                                 continue;
1685                                         
1686                                         /* find first common point */
1687                                         first = -1;
1688                                         for( k = 0; k < numPoints; k++ )
1689                                         {
1690                                                 if( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) )
1691                                                 {
1692                                                         first = k;
1693                                                         k = numPoints;
1694                                                 }
1695                                         }
1696                                         if( first == -1 )
1697                                                 continue;
1698                                         
1699                                         /* find second common point (regardless of winding order) */
1700                                         second = -1;
1701                                         dir = 0;
1702                                         if( (first + 1) < numPoints )
1703                                                 second = first + 1;
1704                                         else
1705                                                 second = 0;
1706                                         if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
1707                                                 dir = 1;
1708                                         else
1709                                         {
1710                                                 if( first > 0 )
1711                                                         second = first - 1;
1712                                                 else
1713                                                         second = numPoints - 1;
1714                                                 if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
1715                                                         dir = -1;
1716                                         }
1717                                         if( dir == 0 )
1718                                                 continue;
1719                                         
1720                                         /* compare the rest of the points */
1721                                         l = first;
1722                                         for( k = 0; k < numPoints; k++ )
1723                                         {
1724                                                 if( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) )
1725                                                         k = 100000;
1726                                                 
1727                                                 l += dir;
1728                                                 if( l < 0 )
1729                                                         l = numPoints - 1;
1730                                                 else if( l >= numPoints )
1731                                                         l = 0;
1732                                         }
1733                                         if( k >= 100000 )
1734                                                 continue;
1735                                         
1736                                         /* cull face 1 */
1737                                         if( !side2->culled && !(side2->compileFlags & C_TRANSLUCENT) && !(side2->compileFlags & C_NODRAW) )
1738                                         {
1739                                                 side1->culled = qtrue;
1740                                                 g_numCoinFaces++;
1741                                         }
1742                                         
1743                                         if( side1->planenum == side2->planenum && side1->culled == qtrue )
1744                                                 continue;
1745                                         
1746                                         /* cull face 2 */
1747                                         if( !side1->culled && !(side1->compileFlags & C_TRANSLUCENT) && !(side1->compileFlags & C_NODRAW) )
1748                                         {
1749                                                 side2->culled = qtrue;
1750                                                 g_numCoinFaces++;
1751                                         }
1752                                 }
1753                         }
1754                 }
1755         }
1756         
1757         /* emit some stats */
1758         Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
1759         Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
1760 }
1761
1762
1763
1764
1765 /*
1766 ClipSidesIntoTree()
1767
1768 creates side->visibleHull for all visible sides
1769
1770 the drawsurf for a side will consist of the convex hull of
1771 all points in non-opaque clusters, which allows overlaps
1772 to be trimmed off automatically.
1773 */
1774
1775 void ClipSidesIntoTree( entity_t *e, tree_t *tree )
1776 {
1777         brush_t         *b;
1778         int                             i;
1779         winding_t               *w;
1780         side_t                  *side, *newSide;
1781         shaderInfo_t    *si;
1782   
1783         
1784         /* ydnar: cull brush sides */
1785         CullSides( e );
1786         
1787         /* note it */
1788         Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
1789         
1790         /* walk the brush list */
1791         for( b = e->brushes; b; b = b->next )
1792         {
1793                 /* walk the brush sides */
1794                 for( i = 0; i < b->numsides; i++ )
1795                 {
1796                         /* get side */
1797                         side = &b->sides[ i ];
1798                         if( side->winding == NULL )
1799                                 continue;
1800                         
1801                         /* copy the winding */
1802                         w = CopyWinding( side->winding );
1803                         side->visibleHull = NULL;
1804                         ClipSideIntoTree_r( w, side, tree->headnode );
1805                         
1806                         /* anything left? */
1807                         w = side->visibleHull;
1808                         if( w == NULL )
1809                                 continue;
1810                         
1811                         /* shader? */
1812                         si = side->shaderInfo;
1813                         if( si == NULL )
1814                                 continue;
1815                         
1816                         /* don't create faces for non-visible sides */
1817                         /* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
1818                         if( (si->compileFlags & C_NODRAW) && si->indexed == qfalse && !(si->compileFlags & C_FOG) )
1819                                 continue;
1820                         
1821                         /* always use the original winding for autosprites and noclip faces */
1822                         if( si->autosprite || si->noClip )
1823                                 w = side->winding;
1824                         
1825                         /* save this winding as a visible surface */
1826                         DrawSurfaceForSide( e, b, side, w );
1827
1828                         /* make a back side for fog */
1829                         if( !(si->compileFlags & C_FOG) )
1830                                 continue;
1831                         
1832                         /* duplicate the up-facing side */
1833                         w = ReverseWinding( w );
1834                         newSide = safe_malloc( sizeof( *side ) );
1835                         *newSide = *side;
1836                         newSide->visibleHull = w;
1837                         newSide->planenum ^= 1;
1838                         
1839                         /* save this winding as a visible surface */
1840                         DrawSurfaceForSide( e, b, newSide, w );
1841                 }
1842         }
1843 }
1844
1845
1846
1847 /*
1848
1849 this section deals with filtering drawsurfaces into the bsp tree,
1850 adding references to each leaf a surface touches
1851
1852 */
1853
1854 /*
1855 AddReferenceToLeaf() - ydnar
1856 adds a reference to surface ds in the bsp leaf node
1857 */
1858
1859 int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node )
1860 {
1861         drawSurfRef_t   *dsr;
1862         
1863         
1864         /* dummy check */
1865         if( node->planenum != PLANENUM_LEAF || node->opaque )
1866                 return 0;
1867         
1868         /* try to find an existing reference */
1869         for( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
1870         {
1871                 if( dsr->outputNum == numBSPDrawSurfaces )
1872                         return 0;
1873         }
1874         
1875         /* add a new reference */
1876         dsr = safe_malloc( sizeof( *dsr ) );
1877         dsr->outputNum = numBSPDrawSurfaces;
1878         dsr->nextRef = node->drawSurfReferences;
1879         node->drawSurfReferences = dsr;
1880         
1881         /* ydnar: sky/skybox surfaces */
1882         if( node->skybox )
1883                 ds->skybox = qtrue;
1884         if( ds->shaderInfo->compileFlags & C_SKY )
1885                 node->sky = qtrue;
1886         
1887         /* return */
1888         return 1;
1889 }
1890
1891
1892
1893 /*
1894 AddReferenceToTree_r() - ydnar
1895 adds a reference to the specified drawsurface to every leaf in the tree
1896 */
1897
1898 int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox )
1899 {
1900         int             i, refs = 0;
1901         
1902         
1903         /* dummy check */
1904         if( node == NULL )
1905                 return 0;
1906         
1907         /* is this a decision node? */
1908         if( node->planenum != PLANENUM_LEAF )
1909         {
1910                 /* add to child nodes and return */
1911                 refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );
1912                 refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
1913                 return refs;
1914         }
1915         
1916         /* ydnar */
1917         if( skybox )
1918         {
1919                 /* skybox surfaces only get added to sky leaves */
1920                 if( !node->sky )
1921                         return 0;
1922                 
1923                 /* increase the leaf bounds */
1924                 for( i = 0; i < ds->numVerts; i++ )
1925                         AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );
1926         }
1927         
1928         /* add a reference */
1929         return AddReferenceToLeaf( ds, node );
1930 }
1931
1932
1933
1934 /*
1935 FilterPointIntoTree_r() - ydnar
1936 filters a single point from a surface into the tree
1937 */
1938
1939 int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )
1940 {
1941         float                   d;
1942         plane_t                 *plane;
1943         int                             refs = 0;
1944         
1945         
1946         /* is this a decision node? */
1947         if( node->planenum != PLANENUM_LEAF )
1948         {
1949                 /* classify the point in relation to the plane */
1950                 plane = &mapplanes[ node->planenum ];
1951                 d = DotProduct( point, plane->normal ) - plane->dist;
1952                 
1953                 /* filter by this plane */
1954                 refs = 0;
1955                 if( d >= -ON_EPSILON )
1956                         refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );
1957                 if( d <= ON_EPSILON )
1958                         refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
1959                 
1960                 /* return */
1961                 return refs;
1962         }
1963         
1964         /* add a reference */
1965         return AddReferenceToLeaf( ds, node );
1966 }
1967
1968
1969
1970 /*
1971 FilterWindingIntoTree_r() - ydnar
1972 filters a winding from a drawsurface into the tree
1973 */
1974
1975 int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node )
1976 {
1977         int                             i, refs = 0;
1978         plane_t                 *p1, *p2;
1979         vec4_t                  plane1, plane2, reverse;
1980         winding_t               *fat, *front, *back;
1981         shaderInfo_t    *si;
1982         
1983         
1984         /* get shaderinfo */
1985         si = ds->shaderInfo;
1986         
1987         /* ydnar: is this the head node? */
1988         if( node->parent == NULL && si != NULL &&
1989                 (si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
1990                 si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
1991                 si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f) )
1992         {
1993                 /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
1994                 /* note this winding is completely invalid (concave, nonplanar, etc) */
1995                 fat = AllocWinding( w->numpoints * 3 );
1996                 fat->numpoints = w->numpoints * 3;
1997                 for( i = 0; i < w->numpoints; i++ )
1998                 {
1999                         VectorCopy( w->p[ i ], fat->p[ i ] );
2000                         VectorAdd( w->p[ i ], si->mins, fat->p[ i * 2 ] );
2001                         VectorAdd( w->p[ i ], si->maxs, fat->p[ i * 3 ] );
2002                 }
2003                 
2004                 FreeWinding( w );
2005                 w = fat;
2006         }
2007         
2008         /* is this a decision node? */
2009         if( node->planenum != PLANENUM_LEAF )
2010         {       
2011                 /* get node plane */
2012                 p1 = &mapplanes[ node->planenum ];
2013                 VectorCopy( p1->normal, plane1 );
2014                 plane1[ 3 ] = p1->dist;
2015                 
2016                 /* check if surface is planar */
2017                 if( ds->planeNum >= 0 )
2018                 {
2019                         /* get surface plane */
2020                         p2 = &mapplanes[ ds->planeNum ];
2021                         VectorCopy( p2->normal, plane2 );
2022                         plane2[ 3 ] = p2->dist;
2023                         
2024                         #if 1
2025                                 /* invert surface plane */
2026                                 VectorSubtract( vec3_origin, plane2, reverse );
2027                                 reverse[ 3 ] = -plane2[ 3 ];
2028                                 
2029                                 /* compare planes */
2030                                 if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )
2031                                         return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2032                                 if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
2033                                         return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2034                         #else
2035                                 /* the drawsurf might have an associated plane, if so, force a filter here */
2036                                 if( ds->planeNum == node->planenum )
2037                                         return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2038                                 if( ds->planeNum == (node->planenum ^ 1) )
2039                                         return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2040                         #endif
2041                 }
2042                 
2043                 /* clip the winding by this plane */
2044                 ClipWindingEpsilon( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
2045                 
2046                 /* filter by this plane */
2047                 refs = 0;
2048                 if( front != NULL )
2049                         refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
2050                 if( back != NULL )
2051                         refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
2052                 FreeWinding( w );
2053                 
2054                 /* return */
2055                 return refs;
2056         }
2057         
2058         /* add a reference */
2059         return AddReferenceToLeaf( ds, node );
2060 }
2061
2062
2063
2064 /*
2065 FilterFaceIntoTree()
2066 filters a planar winding face drawsurface into the bsp tree
2067 */
2068
2069 int     FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2070 {
2071         winding_t       *w;
2072         int                     refs = 0;
2073         
2074         
2075         /* make a winding and filter it into the tree */
2076         w = WindingFromDrawSurf( ds );
2077         refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
2078         
2079         /* return */
2080         return refs;
2081 }
2082
2083
2084
2085 /*
2086 FilterPatchIntoTree()
2087 subdivides a patch into an approximate curve and filters it into the tree
2088 */
2089
2090 #define FILTER_SUBDIVISION              8
2091
2092 static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2093 {
2094         int                                     i, x, y, refs;
2095         mesh_t                          src, *mesh;
2096         winding_t                       *w;
2097         
2098         
2099         /* subdivide the surface */
2100         src.width = ds->patchWidth;
2101         src.height = ds->patchHeight;
2102         src.verts = ds->verts;
2103         mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );
2104         
2105         
2106         /* filter each quad into the tree (fixme: use new patch x-triangulation code?) */
2107         refs = 0;
2108         for( y = 0; y < (mesh->height - 1); y++ )
2109         {
2110                 for( x = 0; x < (mesh->width - 1); x++ )
2111                 {
2112                         /* triangle 1 */
2113                         w = AllocWinding( 3 );
2114                         w->numpoints = 3;
2115                         VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );
2116                         VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
2117                         VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );
2118                         refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2119                         
2120                         /* triangle 2 */
2121                         w = AllocWinding( 3 );
2122                         w->numpoints = 3;
2123                         VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );
2124                         VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
2125                         VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );
2126                         refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2127                 }
2128         }
2129         
2130         /* use point filtering as well */
2131         for( i = 0; i < (mesh->width * mesh->height); i++ )
2132                 refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );
2133         
2134         /* free the subdivided mesh and return */
2135         FreeMesh( mesh );
2136         return refs;
2137 }
2138
2139
2140
2141 /*
2142 FilterTrianglesIntoTree()
2143 filters a triangle surface (meta, model) into the bsp
2144 */
2145
2146 static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2147 {
2148         int                     i, refs;
2149         winding_t       *w;
2150         
2151         
2152         /* ydnar: gs mods: this was creating bogus triangles before */
2153         refs = 0;
2154         for( i = 0; i < ds->numIndexes; i += 3 )
2155         {
2156                 /* error check */
2157                 if( ds->indexes[ i ] >= ds->numVerts ||
2158                         ds->indexes[ i + 1 ] >= ds->numVerts ||
2159                         ds->indexes[ i + 2 ] >= ds->numVerts )
2160                         Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2161                 
2162                 /* make a triangle winding and filter it into the tree */
2163                 w = AllocWinding( 3 );
2164                 w->numpoints = 3;
2165                 VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2166                 VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2167                 VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2168                 refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2169         }
2170         
2171         /* use point filtering as well */
2172         for( i = 0; i < ds->numVerts; i++ )
2173                 refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
2174
2175         return refs;
2176 }
2177
2178
2179
2180 /*
2181 FilterFoliageIntoTree()
2182 filters a foliage surface (wolf et/splash damage)
2183 */
2184
2185 static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2186 {
2187         int                             f, i, refs;
2188         bspDrawVert_t   *instance;
2189         vec3_t                  xyz;
2190         winding_t               *w;
2191         
2192         
2193         /* walk origin list */
2194         refs = 0;
2195         for( f = 0; f < ds->numFoliageInstances; f++ )
2196         {
2197                 /* get instance */
2198                 instance = ds->verts + ds->patchHeight + f;
2199                 
2200                 /* walk triangle list */
2201                 for( i = 0; i < ds->numIndexes; i += 3 )
2202                 {
2203                         /* error check */
2204                         if( ds->indexes[ i ] >= ds->numVerts ||
2205                                 ds->indexes[ i + 1 ] >= ds->numVerts ||
2206                                 ds->indexes[ i + 2 ] >= ds->numVerts )
2207                                 Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2208                         
2209                         /* make a triangle winding and filter it into the tree */
2210                         w = AllocWinding( 3 );
2211                         w->numpoints = 3;
2212                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2213                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2214                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2215                         refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2216                 }
2217                 
2218                 /* use point filtering as well */
2219                 for( i = 0; i < (ds->numVerts - ds->numFoliageInstances); i++ )
2220                 {
2221                         VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );
2222                         refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
2223                 }
2224         }
2225         
2226         return refs;
2227 }
2228
2229
2230
2231 /*
2232 FilterFlareIntoTree()
2233 simple point filtering for flare surfaces
2234 */
2235 static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2236 {
2237         return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );
2238 }
2239
2240
2241
2242 /*
2243 EmitDrawVerts() - ydnar
2244 emits bsp drawverts from a map drawsurface
2245 */
2246
2247 void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out )
2248 {
2249         int                             i, k;
2250         bspDrawVert_t   *dv;
2251         shaderInfo_t    *si;
2252         float                   offset;
2253         
2254         
2255         /* get stuff */
2256         si = ds->shaderInfo;
2257         offset = si->offset;
2258         
2259         /* copy the verts */
2260         out->firstVert = numBSPDrawVerts;
2261         out->numVerts = ds->numVerts;
2262         for( i = 0; i < ds->numVerts; i++ )
2263         {
2264                 /* allocate a new vert */
2265                 IncDrawVerts();
2266                 dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
2267                 
2268                 /* copy it */
2269                 memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
2270                 
2271                 /* offset? */
2272                 if( offset != 0.0f )
2273                         VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
2274                 
2275                 /* expand model bounds
2276                    necessary because of misc_model surfaces on entities
2277                    note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
2278                 if( numBSPModels > 0 )
2279                         AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
2280                 
2281                 /* debug color? */
2282                 if( debugSurfaces )
2283                 {
2284                         for( k = 0; k < MAX_LIGHTMAPS; k++ )
2285                                 VectorCopy( debugColors[ (ds - mapDrawSurfs) % 12 ], dv->color[ k ] );
2286                 }
2287         }
2288 }
2289
2290
2291
2292 /*
2293 FindDrawIndexes() - ydnar
2294 this attempts to find a run of indexes in the bsp that match the given indexes
2295 this tends to reduce the size of the bsp index pool by 1/3 or more
2296 returns numIndexes + 1 if the search failed
2297 */
2298
2299 int FindDrawIndexes( int numIndexes, int *indexes )
2300 {
2301         int             i, j, numTestIndexes;
2302         
2303         
2304         /* dummy check */
2305         if( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL )
2306                 return numBSPDrawIndexes;
2307         
2308         /* set limit */
2309         numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
2310         
2311         /* handle 3 indexes as a special case for performance */
2312         if( numIndexes == 3 )
2313         {
2314                 /* run through all indexes */
2315                 for( i = 0; i < numTestIndexes; i++ )
2316                 {
2317                         /* test 3 indexes */
2318                         if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2319                                 indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2320                                 indexes[ 2 ] == bspDrawIndexes[ i + 2 ] )
2321                         {
2322                                 numRedundantIndexes += numIndexes;
2323                                 return i;
2324                         }
2325                 }
2326                 
2327                 /* failed */
2328                 return numBSPDrawIndexes;
2329         }
2330         
2331         /* handle 4 or more indexes */
2332         for( i = 0; i < numTestIndexes; i++ )
2333         {
2334                 /* test first 4 indexes */
2335                 if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2336                         indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2337                         indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
2338                         indexes[ 3 ] == bspDrawIndexes[ i + 3 ] )
2339                 {
2340                         /* handle 4 indexes */
2341                         if( numIndexes == 4 )
2342                                 return i;
2343                         
2344                         /* test the remainder */
2345                         for( j = 4; j < numIndexes; j++ )
2346                         {
2347                                 if( indexes[ j ] != bspDrawIndexes[ i + j ] )
2348                                         break;
2349                                 else if( j == (numIndexes - 1) )
2350                                 {
2351                                         numRedundantIndexes += numIndexes;
2352                                         return i;
2353                                 }
2354                         }
2355                 }
2356         }
2357         
2358         /* failed */
2359         return numBSPDrawIndexes;
2360 }
2361
2362
2363
2364 /*
2365 EmitDrawIndexes() - ydnar
2366 attempts to find an existing run of drawindexes before adding new ones
2367 */
2368
2369 void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out )
2370 {
2371         int                     i;
2372         
2373         
2374         /* attempt to use redundant indexing */
2375         out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
2376         out->numIndexes = ds->numIndexes;
2377         if( out->firstIndex == numBSPDrawIndexes )
2378         {
2379                 /* copy new unique indexes */
2380                 for( i = 0; i < ds->numIndexes; i++ )
2381                 {
2382                         if( numBSPDrawIndexes == MAX_MAP_DRAW_INDEXES )
2383                                 Error( "MAX_MAP_DRAW_INDEXES" );
2384                         bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];
2385
2386                         /* validate the index */
2387                         if( ds->type != SURFACE_PATCH )
2388                         {
2389                                 if( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts )
2390                                 {
2391                                         Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",
2392                                                 numBSPDrawSurfaces,
2393                                                 ds->shaderInfo->shader,
2394                                                 bspDrawIndexes[ numBSPDrawIndexes ],
2395                                                 i );
2396                                         bspDrawIndexes[ numBSPDrawIndexes ] = 0;
2397                                 }
2398                         }
2399                         
2400                         /* increment index count */
2401                         numBSPDrawIndexes++;
2402                 }
2403         }
2404 }
2405
2406
2407
2408
2409 /*
2410 EmitFlareSurface()
2411 emits a bsp flare drawsurface
2412 */
2413
2414 void EmitFlareSurface( mapDrawSurface_t *ds )
2415 {
2416         int                                             i;
2417         bspDrawSurface_t                *out;
2418         
2419         
2420         /* ydnar: nuking useless flare drawsurfaces */
2421         if( emitFlares == qfalse && ds->type != SURFACE_SHADER )
2422                 return;
2423         
2424         /* limit check */
2425         if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2426                 Error( "MAX_MAP_DRAW_SURFS" );
2427         
2428         /* allocate a new surface */
2429         if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2430                 Error( "MAX_MAP_DRAW_SURFS" );
2431         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2432         ds->outputNum = numBSPDrawSurfaces;
2433         numBSPDrawSurfaces++;
2434         memset( out, 0, sizeof( *out ) );
2435         
2436         /* set it up */
2437         out->surfaceType = MST_FLARE;
2438         out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2439         out->fogNum = ds->fogNum;
2440         
2441         /* RBSP */
2442         for( i = 0; i < MAX_LIGHTMAPS; i++ )
2443         {
2444                 out->lightmapNum[ i ] = -3;
2445                 out->lightmapStyles[ i ] = LS_NONE;
2446                 out->vertexStyles[ i ] = LS_NONE;
2447         }
2448         out->lightmapStyles[ 0 ] = ds->lightStyle;
2449         out->vertexStyles[ 0 ] = ds->lightStyle;
2450         
2451         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );                  /* origin */
2452         VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );    /* color */
2453         VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2454         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );    /* normal */
2455         
2456         /* add to count */
2457         numSurfacesByType[ ds->type ]++;
2458 }
2459
2460 /*
2461 EmitPatchSurface()
2462 emits a bsp patch drawsurface
2463 */
2464
2465 void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds )
2466 {
2467         int                                     i, j;
2468         bspDrawSurface_t        *out;
2469         int                                     surfaceFlags, contentFlags;
2470         int                                     forcePatchMeta;
2471
2472         /* vortex: _patchMeta support */
2473         forcePatchMeta = IntForKey(e, "_patchMeta" );
2474         if (!forcePatchMeta)
2475                 forcePatchMeta = IntForKey(e, "patchMeta" );
2476         
2477         /* invert the surface if necessary */
2478         if( ds->backSide || ds->shaderInfo->invert )
2479         {
2480                 bspDrawVert_t   *dv1, *dv2, temp;
2481
2482                 /* walk the verts, flip the normal */
2483                 for( i = 0; i < ds->numVerts; i++ )
2484                         VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2485                 
2486                 /* walk the verts again, but this time reverse their order */
2487                 for( j = 0; j < ds->patchHeight; j++ )
2488                 {
2489                         for( i = 0; i < (ds->patchWidth / 2); i++ )
2490                         {
2491                                 dv1 = &ds->verts[ j * ds->patchWidth + i ];
2492                                 dv2 = &ds->verts[ j * ds->patchWidth + (ds->patchWidth - i - 1) ];
2493                                 memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );
2494                                 memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );
2495                                 memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
2496                         }
2497                 }
2498                 
2499                 /* invert facing */
2500                 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2501         }
2502
2503         /* allocate a new surface */
2504         if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2505                 Error( "MAX_MAP_DRAW_SURFS" );
2506         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2507         ds->outputNum = numBSPDrawSurfaces;
2508         numBSPDrawSurfaces++;
2509         memset( out, 0, sizeof( *out ) );
2510
2511         /* set it up */
2512         out->surfaceType = MST_PATCH;
2513         if( debugSurfaces )
2514                 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2515         else if( patchMeta || forcePatchMeta )
2516         {
2517                 /* patch meta requires that we have nodraw patches for collision */
2518                 surfaceFlags = ds->shaderInfo->surfaceFlags;
2519                 contentFlags = ds->shaderInfo->contentFlags;
2520                 ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
2521                 ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
2522                 
2523                 /* we don't want this patch getting lightmapped */
2524                 VectorClear( ds->lightmapVecs[ 2 ] );
2525                 VectorClear( ds->lightmapAxis );
2526                 ds->sampleSize = 0;
2527
2528                 /* emit the new fake shader */
2529                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
2530         }
2531         else
2532                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2533         out->patchWidth = ds->patchWidth;
2534         out->patchHeight = ds->patchHeight;
2535         out->fogNum = ds->fogNum;
2536         
2537         /* RBSP */
2538         for( i = 0; i < MAX_LIGHTMAPS; i++ )
2539         {
2540                 out->lightmapNum[ i ] = -3;
2541                 out->lightmapStyles[ i ] = LS_NONE;
2542                 out->vertexStyles[ i ] = LS_NONE;
2543         }
2544         out->lightmapStyles[ 0 ] = LS_NORMAL;
2545         out->vertexStyles[ 0 ] = LS_NORMAL;
2546         
2547         /* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
2548         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2549         VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
2550         VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
2551         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2552         
2553         /* ydnar: gs mods: clear out the plane normal */
2554         if( ds->planar == qfalse )
2555                 VectorClear( out->lightmapVecs[ 2 ] );
2556         
2557         /* emit the verts and indexes */
2558         EmitDrawVerts( ds, out );
2559         EmitDrawIndexes( ds, out );
2560         
2561         /* add to count */
2562         numSurfacesByType[ ds->type ]++;
2563 }
2564
2565 /*
2566 OptimizeTriangleSurface() - ydnar
2567 optimizes the vertex/index data in a triangle surface
2568 */
2569
2570 #define VERTEX_CACHE_SIZE       16
2571
2572 static void OptimizeTriangleSurface( mapDrawSurface_t *ds )
2573 {
2574         int             i, j, k, temp, first, best, bestScore, score;
2575         int             vertexCache[ VERTEX_CACHE_SIZE + 1 ];   /* one more for optimizing insert */
2576         int             *indexes;
2577         
2578         
2579         /* certain surfaces don't get optimized */
2580         if( ds->numIndexes <= VERTEX_CACHE_SIZE ||
2581                 ds->shaderInfo->autosprite )
2582                 return;
2583         
2584         /* create index scratch pad */
2585         indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
2586         memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
2587         
2588         /* setup */
2589         for( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
2590                 vertexCache[ i ] = indexes[ i ];
2591         
2592         /* add triangles in a vertex cache-aware order */
2593         for( i = 0; i < ds->numIndexes; i += 3 )
2594         {
2595                 /* find best triangle given the current vertex cache */
2596                 first = -1;
2597                 best = -1;
2598                 bestScore = -1;
2599                 for( j = 0; j < ds->numIndexes; j += 3 )
2600                 {
2601                         /* valid triangle? */
2602                         if( indexes[ j ] != -1 )
2603                         {
2604                                 /* set first if necessary */
2605                                 if( first < 0 )
2606                                         first = j;
2607                                 
2608                                 /* score the triangle */
2609                                 score = 0;
2610                                 for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2611                                 {
2612                                         if( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] )
2613                                                 score++;
2614                                 }
2615                                 
2616                                 /* better triangle? */
2617                                 if( score > bestScore )
2618                                 {
2619                                         bestScore = score;
2620                                         best = j;
2621                                 }
2622                                 
2623                                 /* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
2624                                 if( score == 3 )
2625                                         break;
2626                         }
2627                 }
2628                 
2629                 /* check if no decent triangle was found, and use first available */
2630                 if( best < 0 )
2631                         best = first;
2632                 
2633                 /* valid triangle? */
2634                 if( best >= 0 )
2635                 {
2636                         /* add triangle to vertex cache */
2637                         for( j = 0; j < 3; j++ )
2638                         {
2639                                 for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2640                                 {
2641                                         if( indexes[ best + j ] == vertexCache[ k ] )
2642                                                 break;
2643                                 }
2644                                 
2645                                 if( k >= VERTEX_CACHE_SIZE )
2646                                 {
2647                                         /* pop off top of vertex cache */
2648                                         for( k = VERTEX_CACHE_SIZE; k > 0; k-- )
2649                                                 vertexCache[ k ] = vertexCache[ k - 1 ];
2650                                         
2651                                         /* add vertex */
2652                                         vertexCache[ 0 ] = indexes[ best + j ];
2653                                 }
2654                         }
2655                         
2656                         /* add triangle to surface */
2657                         ds->indexes[ i ] = indexes[ best ];
2658                         ds->indexes[ i + 1 ] = indexes[ best + 1 ];
2659                         ds->indexes[ i + 2 ] = indexes[ best + 2 ];
2660                         
2661                         /* clear from input pool */
2662                         indexes[ best ] = -1;
2663                         indexes[ best + 1 ] = -1;
2664                         indexes[ best + 2 ] = -1;
2665                         
2666                         /* sort triangle windings (312 -> 123) */
2667                         while( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
2668                         {
2669                                 temp = ds->indexes[ i ];
2670                                 ds->indexes[ i ] = ds->indexes[ i + 1 ];
2671                                 ds->indexes[ i + 1 ] = ds->indexes[ i + 2 ];
2672                                 ds->indexes[ i + 2 ] = temp;
2673                         }
2674                 }
2675         }
2676         
2677         /* clean up */
2678         free( indexes );
2679 }
2680
2681
2682
2683 /*
2684 EmitTriangleSurface()
2685 creates a bsp drawsurface from arbitrary triangle surfaces
2686 */
2687
2688 void EmitTriangleSurface( mapDrawSurface_t *ds )
2689 {
2690         int                                             i, temp;
2691         bspDrawSurface_t                *out;
2692
2693         /* invert the surface if necessary */
2694         if( ds->backSide || ds->shaderInfo->invert )
2695         {
2696                 /* walk the indexes, reverse the triangle order */
2697                 for( i = 0; i < ds->numIndexes; i += 3 )
2698                 {
2699                         temp = ds->indexes[ i ];
2700                         ds->indexes[ i ] = ds->indexes[ i + 1 ];
2701                         ds->indexes[ i + 1 ] = temp;
2702                 }
2703                         
2704                 /* walk the verts, flip the normal */
2705                 for( i = 0; i < ds->numVerts; i++ )
2706                         VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2707                         
2708                 /* invert facing */
2709                 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2710         }
2711                 
2712         /* allocate a new surface */
2713         if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2714                 Error( "MAX_MAP_DRAW_SURFS" );
2715         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2716         ds->outputNum = numBSPDrawSurfaces;
2717         numBSPDrawSurfaces++;
2718         memset( out, 0, sizeof( *out ) );
2719         
2720         /* ydnar/sd: handle wolf et foliage surfaces */
2721         if( ds->type == SURFACE_FOLIAGE )
2722                 out->surfaceType = MST_FOLIAGE;
2723         
2724         /* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
2725         //%     else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
2726         else if( (VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse) ||
2727                 ds->type == SURFACE_TRIANGLES ||
2728                 ds->type == SURFACE_FOGHULL ||
2729                 ds->numVerts > maxLMSurfaceVerts ||
2730                 debugSurfaces )
2731                 out->surfaceType = MST_TRIANGLE_SOUP;
2732         
2733         /* set to a planar face */
2734         else
2735                 out->surfaceType = MST_PLANAR;
2736         
2737         /* set it up */
2738         if( debugSurfaces )
2739                 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2740         else
2741                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2742         out->patchWidth = ds->patchWidth;
2743         out->patchHeight = ds->patchHeight;
2744         out->fogNum = ds->fogNum;
2745         
2746         /* debug inset (push each triangle vertex towards the center of each triangle it is on */
2747         if( debugInset )
2748         {
2749                 bspDrawVert_t   *a, *b, *c;
2750                 vec3_t                  cent, dir;
2751
2752                 
2753                 /* walk triangle list */
2754                 for( i = 0; i < ds->numIndexes; i += 3 )
2755                 {
2756                         /* get verts */
2757                         a = &ds->verts[ ds->indexes[ i ] ];
2758                         b = &ds->verts[ ds->indexes[ i + 1 ] ];
2759                         c = &ds->verts[ ds->indexes[ i + 2 ] ];
2760                         
2761                         /* calculate centroid */
2762                         VectorCopy( a->xyz, cent );
2763                         VectorAdd( cent, b->xyz, cent );
2764                         VectorAdd( cent, c->xyz, cent );
2765                         VectorScale( cent, 1.0f / 3.0f, cent );
2766                         
2767                         /* offset each vertex */
2768                         VectorSubtract( cent, a->xyz, dir );
2769                         VectorNormalize( dir, dir );
2770                         VectorAdd( a->xyz, dir, a->xyz );
2771                         VectorSubtract( cent, b->xyz, dir );
2772                         VectorNormalize( dir, dir );
2773                         VectorAdd( b->xyz, dir, b->xyz );
2774                         VectorSubtract( cent, c->xyz, dir );
2775                         VectorNormalize( dir, dir );
2776                         VectorAdd( c->xyz, dir, c->xyz );
2777                 }
2778         }
2779         
2780         /* RBSP */
2781         for( i = 0; i < MAX_LIGHTMAPS; i++ )
2782         {
2783                 out->lightmapNum[ i ] = -3;
2784                 out->lightmapStyles[ i ] = LS_NONE;
2785                 out->vertexStyles[ i ] = LS_NONE;
2786         }
2787         out->lightmapStyles[ 0 ] = LS_NORMAL;
2788         out->vertexStyles[ 0 ] = LS_NORMAL;
2789         
2790         /* lightmap vectors (lod bounds for patches */
2791         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2792         VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
2793         VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2794         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2795         
2796         /* ydnar: gs mods: clear out the plane normal */
2797         if( ds->planar == qfalse )
2798                 VectorClear( out->lightmapVecs[ 2 ] );
2799         
2800         /* optimize the surface's triangles */
2801         OptimizeTriangleSurface( ds );
2802         
2803         /* emit the verts and indexes */
2804         EmitDrawVerts( ds, out );
2805         EmitDrawIndexes( ds, out );
2806         
2807         /* add to count */
2808         numSurfacesByType[ ds->type ]++;
2809 }
2810
2811
2812
2813 /*
2814 EmitFaceSurface()
2815 emits a bsp planar winding (brush face) drawsurface
2816 */
2817
2818 static void EmitFaceSurface(mapDrawSurface_t *ds )
2819 {
2820         /* strip/fan finding was moved elsewhere */
2821         StripFaceSurface( ds );
2822         EmitTriangleSurface(ds);
2823 }
2824
2825
2826 /*
2827 MakeDebugPortalSurfs_r() - ydnar
2828 generates drawsurfaces for passable portals in the bsp
2829 */
2830
2831 static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )
2832 {
2833         int                                     i, k, c, s;     
2834         portal_t                        *p;
2835         winding_t                       *w;
2836         mapDrawSurface_t        *ds;
2837         bspDrawVert_t           *dv;
2838         
2839         
2840         /* recurse if decision node */
2841         if( node->planenum != PLANENUM_LEAF)
2842         {
2843                 MakeDebugPortalSurfs_r( node->children[ 0 ], si );
2844                 MakeDebugPortalSurfs_r( node->children[ 1 ], si );
2845                 return;
2846         }
2847         
2848         /* don't bother with opaque leaves */
2849         if( node->opaque )
2850                 return;
2851         
2852         /* walk the list of portals */
2853         for( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
2854         {
2855                 /* get winding and side even/odd */
2856                 w = p->winding;
2857                 s = (p->nodes[ 1 ] == node);
2858                 
2859                 /* is this a valid portal for this leaf? */
2860                 if( w && p->nodes[ 0 ] == node )
2861                 {
2862                         /* is this portal passable? */
2863                         if( PortalPassable( p ) == qfalse )
2864                                 continue;
2865                         
2866                         /* check max points */
2867                         if( w->numpoints > 64 )
2868                                 Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
2869                         
2870                         /* allocate a drawsurface */
2871                         ds = AllocDrawSurface( SURFACE_FACE );
2872                         ds->shaderInfo = si;
2873                         ds->planar = qtrue;
2874                         ds->sideRef = AllocSideRef( p->side, NULL );
2875                         ds->planeNum = FindFloatPlane( p->plane.normal, p->plane.dist, 0, NULL );
2876                         VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );
2877                         ds->fogNum = -1;
2878                         ds->numVerts = w->numpoints;
2879                         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
2880                         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
2881                         
2882                         /* walk the winding */
2883                         for( i = 0; i < ds->numVerts; i++ )
2884                         {
2885                                 /* get vert */
2886                                 dv = ds->verts + i;
2887                                 
2888                                 /* set it */
2889                                 VectorCopy( w->p[ i ], dv->xyz );
2890                                 VectorCopy( p->plane.normal, dv->normal );
2891                                 dv->st[ 0 ] = 0;
2892                                 dv->st[ 1 ] = 0;
2893                                 for( k = 0; k < MAX_LIGHTMAPS; k++ )
2894                                 {
2895                                         VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );
2896                                         dv->color[ k ][ 3 ] = 32;
2897                                 }
2898                         }
2899                 }
2900         }
2901 }
2902
2903
2904
2905 /*
2906 MakeDebugPortalSurfs() - ydnar
2907 generates drawsurfaces for passable portals in the bsp
2908 */
2909
2910 void MakeDebugPortalSurfs( tree_t *tree )
2911 {
2912         shaderInfo_t    *si;
2913         
2914         
2915         /* note it */
2916         Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
2917         
2918         /* get portal debug shader */
2919         si = ShaderInfoForShader( "debugportals" );
2920         
2921         /* walk the tree */
2922         MakeDebugPortalSurfs_r( tree->headnode, si );
2923 }
2924
2925
2926
2927 /*
2928 MakeFogHullSurfs()
2929 generates drawsurfaces for a foghull (this MUST use a sky shader)
2930 */
2931
2932 void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )
2933 {
2934         shaderInfo_t            *si;
2935         mapDrawSurface_t        *ds;
2936         vec3_t                          fogMins, fogMaxs;
2937         int                                     i, indexes[] =
2938                                                 {
2939                                                         0, 1, 2, 0, 2, 3,
2940                                                         4, 7, 5, 5, 7, 6,
2941                                                         1, 5, 6, 1, 6, 2,
2942                                                         0, 4, 5, 0, 5, 1,
2943                                                         2, 6, 7, 2, 7, 3,
2944                                                         3, 7, 4, 3, 4, 0
2945                                                 };
2946
2947         
2948         /* dummy check */
2949         if( shader == NULL || shader[ 0 ] == '\0' )
2950                 return;
2951         
2952         /* note it */
2953         Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
2954         
2955         /* get hull bounds */
2956         VectorCopy( mapMins, fogMins );
2957         VectorCopy( mapMaxs, fogMaxs );
2958         for( i = 0; i < 3; i++ )
2959         {
2960                 fogMins[ i ] -= 128;
2961                 fogMaxs[ i ] += 128;
2962         }
2963         
2964         /* get foghull shader */
2965         si = ShaderInfoForShader( shader );
2966         
2967         /* allocate a drawsurface */
2968         ds = AllocDrawSurface( SURFACE_FOGHULL );
2969         ds->shaderInfo = si;
2970         ds->fogNum = -1;
2971         ds->numVerts = 8;
2972         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
2973         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
2974         ds->numIndexes = 36;
2975         ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
2976         memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
2977         
2978         /* set verts */
2979         VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
2980         VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
2981         VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
2982         VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
2983         
2984         VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
2985         VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
2986         VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
2987         VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
2988         
2989         /* set indexes */
2990         memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
2991 }
2992
2993
2994
2995 /*
2996 BiasSurfaceTextures()
2997 biases a surface's texcoords as close to 0 as possible
2998 */
2999
3000 void BiasSurfaceTextures( mapDrawSurface_t *ds )
3001 {
3002         int             i;
3003         
3004         
3005         /* calculate the surface texture bias */
3006         CalcSurfaceTextureRange( ds );
3007         
3008         /* don't bias globaltextured shaders */
3009         if( ds->shaderInfo->globalTexture )
3010                 return;
3011         
3012         /* bias the texture coordinates */
3013         for( i = 0; i < ds->numVerts; i++ )
3014         {
3015                 ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];
3016                 ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];
3017         }
3018 }
3019
3020
3021
3022 /*
3023 AddSurfaceModelsToTriangle_r()
3024 adds models to a specified triangle, returns the number of models added
3025 */
3026
3027 int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri )
3028 {
3029         bspDrawVert_t   mid, *tri2[ 3 ];
3030         int                             max, n, localNumSurfaceModels;
3031         
3032         
3033         /* init */
3034         localNumSurfaceModels = 0;
3035         
3036         /* subdivide calc */
3037         {
3038                 int                     i;
3039                 float           *a, *b, dx, dy, dz, dist, maxDist;
3040                 
3041                 
3042                 /* find the longest edge and split it */
3043                 max = -1;
3044                 maxDist = 0.0f;
3045                 for( i = 0; i < 3; i++ )
3046                 {
3047                         /* get verts */
3048                         a = tri[ i ]->xyz;
3049                         b = tri[ (i + 1) % 3 ]->xyz;
3050                         
3051                         /* get dists */
3052                         dx = a[ 0 ] - b[ 0 ];
3053                         dy = a[ 1 ] - b[ 1 ];
3054                         dz = a[ 2 ] - b[ 2 ];
3055                         dist = (dx * dx) + (dy * dy) + (dz * dz);
3056                         
3057                         /* longer? */
3058                         if( dist > maxDist )
3059                         {
3060                                 maxDist = dist;
3061                                 max = i;
3062                         }
3063                 }
3064                 
3065                 /* is the triangle small enough? */
3066                 if( max < 0 || maxDist <= (model->density * model->density) )
3067                 {
3068                         float   odds, r, angle;
3069                         vec3_t  origin, normal, scale, axis[ 3 ], angles;
3070                         m4x4_t  transform, temp;
3071
3072                         
3073                         /* roll the dice (model's odds scaled by vertex alpha) */
3074                         odds = model->odds * (tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ]) / 765.0f;
3075                         r = Random();
3076                         if( r > model->odds )
3077                                 return 0;
3078                         
3079                         /* calculate scale */
3080                         r = model->minScale + Random() * (model->maxScale - model->minScale);
3081                         VectorSet( scale, r, r, r );
3082                         
3083                         /* calculate angle */
3084                         angle = model->minAngle + Random() * (model->maxAngle - model->minAngle);
3085                         
3086                         /* calculate average origin */
3087                         VectorCopy( tri[ 0 ]->xyz, origin );
3088                         VectorAdd( origin, tri[ 1 ]->xyz, origin );
3089                         VectorAdd( origin, tri[ 2 ]->xyz, origin );
3090                         VectorScale( origin, (1.0f / 3.0f), origin );
3091                         
3092                         /* clear transform matrix */
3093                         m4x4_identity( transform );
3094
3095                         /* handle oriented models */
3096                         if( model->oriented )
3097                         {
3098                                 /* set angles */
3099                                 VectorSet( angles, 0.0f, 0.0f, angle );
3100                                 
3101                                 /* calculate average normal */
3102                                 VectorCopy( tri[ 0 ]->normal, normal );
3103                                 VectorAdd( normal, tri[ 1 ]->normal, normal );
3104                                 VectorAdd( normal, tri[ 2 ]->normal, normal );
3105                                 if( VectorNormalize( normal, axis[ 2 ] ) == 0.0f )
3106                                         VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
3107                                 
3108                                 /* make perpendicular vectors */
3109                                 MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
3110                                 
3111                                 /* copy to matrix */
3112                                 m4x4_identity( temp );
3113                                 temp[ 0 ] = axis[ 0 ][ 0 ];     temp[ 1 ] = axis[ 0 ][ 1 ];     temp[ 2 ] = axis[ 0 ][ 2 ];
3114                                 temp[ 4 ] = axis[ 1 ][ 0 ];     temp[ 5 ] = axis[ 1 ][ 1 ];     temp[ 6 ] = axis[ 1 ][ 2 ];
3115                                 temp[ 8 ] = axis[ 2 ][ 0 ];     temp[ 9 ] = axis[ 2 ][ 1 ];     temp[ 10 ] = axis[ 2 ][ 2 ];
3116                                 
3117                                 /* scale */
3118                                 m4x4_scale_by_vec3( temp, scale );
3119                                 
3120                                 /* rotate around z axis */
3121                                 m4x4_rotate_by_vec3( temp, angles, eXYZ );
3122                                 
3123                                 /* translate */
3124                                 m4x4_translate_by_vec3( transform, origin );
3125                                 
3126                                 /* tranform into axis space */
3127                                 m4x4_multiply_by_m4x4( transform, temp );
3128                         }
3129                         
3130                         /* handle z-up models */
3131                         else
3132                         {
3133                                 /* set angles */
3134                                 VectorSet( angles, 0.0f, 0.0f, angle );
3135                                 
3136                                 /* set matrix */
3137                                 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
3138                         }
3139                         
3140                         /* insert the model */
3141                         InsertModel( (char *) model->model, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0 );
3142                         
3143                         /* return to sender */
3144                         return 1;
3145                 }
3146         }
3147         
3148         /* split the longest edge and map it */
3149         LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
3150         
3151         /* recurse to first triangle */
3152         VectorCopy( tri, tri2 );
3153         tri2[ max ] = &mid;
3154         n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3155         if( n < 0 )
3156                 return n;
3157         localNumSurfaceModels += n;
3158         
3159         /* recurse to second triangle */
3160         VectorCopy( tri, tri2 );
3161         tri2[ (max + 1) % 3 ] = &mid;
3162         n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3163         if( n < 0 )
3164                 return n;
3165         localNumSurfaceModels += n;
3166         
3167         /* return count */
3168         return localNumSurfaceModels;
3169 }
3170
3171
3172
3173 /*
3174 AddSurfaceModels()
3175 adds a surface's shader models to the surface
3176 */
3177
3178 int AddSurfaceModels( mapDrawSurface_t *ds )
3179 {
3180         surfaceModel_t  *model;
3181         int                             i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
3182         mesh_t                  src, *mesh, *subdivided;
3183         bspDrawVert_t   centroid, *tri[ 3 ];
3184         float                   alpha;
3185         
3186         
3187         /* dummy check */
3188         if( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL )
3189                 return 0;
3190         
3191         /* init */
3192         localNumSurfaceModels = 0;
3193         
3194         /* walk the model list */
3195         for( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
3196         {
3197                 /* switch on type */
3198                 switch( ds->type )
3199                 {
3200                         /* handle brush faces and decals */
3201                         case SURFACE_FACE:
3202                         case SURFACE_DECAL:
3203                                 /* calculate centroid */
3204                                 memset( &centroid, 0, sizeof( centroid ) );
3205                                 alpha = 0.0f;
3206                                 
3207                                 /* walk verts */
3208                                 for( i = 0; i < ds->numVerts; i++ )
3209                                 {
3210                                         VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
3211                                         VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
3212                                         centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
3213                                         centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
3214                                         alpha += ds->verts[ i ].color[ 0 ][ 3 ];
3215                                 }
3216                                 
3217                                 /* average */
3218                                 centroid.xyz[ 0 ] /= ds->numVerts;
3219                                 centroid.xyz[ 1 ] /= ds->numVerts;
3220                                 centroid.xyz[ 2 ] /= ds->numVerts;
3221                                 if( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f )
3222                                         VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
3223                                 centroid.st[ 0 ]  /= ds->numVerts;
3224                                 centroid.st[ 1 ]  /= ds->numVerts;
3225                                 alpha /= ds->numVerts;
3226                                 centroid.color[ 0 ][ 0 ] = 0xFF;
3227                                 centroid.color[ 0 ][ 1 ] = 0xFF;
3228                                 centroid.color[ 0 ][ 2 ] = 0xFF;
3229                                 centroid.color[ 0 ][ 2 ] = (alpha > 255.0f ? 0xFF : alpha);
3230                                 
3231                                 /* head vert is centroid */
3232                                 tri[ 0 ] = &centroid;
3233                                 
3234                                 /* walk fanned triangles */
3235                                 for( i = 0; i < ds->numVerts; i++ )
3236                                 {
3237                                         /* set triangle */
3238                                         tri[ 1 ] = &ds->verts[ i ];
3239                                         tri[ 2 ] = &ds->verts[ (i + 1) % ds->numVerts ];
3240                                         
3241                                         /* create models */
3242                                         n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3243                                         if( n < 0 )
3244                                                 return n;
3245                                         localNumSurfaceModels += n;
3246                                 }
3247                                 break;
3248                         
3249                         /* handle patches */
3250                         case SURFACE_PATCH:
3251                                 /* subdivide the surface */
3252                                 src.width = ds->patchWidth;
3253                                 src.height = ds->patchHeight;
3254                                 src.verts = ds->verts;
3255                                 //%     subdivided = SubdivideMesh( src, 8.0f, 512 );
3256                                 iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
3257                                 subdivided = SubdivideMesh2( src, iterations );
3258                                 
3259                                 /* fit it to the curve and remove colinear verts on rows/columns */
3260                                 PutMeshOnCurve( *subdivided );
3261                                 mesh = RemoveLinearMeshColumnsRows( subdivided );
3262                                 FreeMesh( subdivided );
3263                                 
3264                                 /* subdivide each quad to place the models */
3265                                 for( y = 0; y < (mesh->height - 1); y++ )
3266                                 {
3267                                         for( x = 0; x < (mesh->width - 1); x++ )
3268                                         {
3269                                                 /* set indexes */
3270                                                 pw[ 0 ] = x + (y * mesh->width);
3271                                                 pw[ 1 ] = x + ((y + 1) * mesh->width);
3272                                                 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
3273                                                 pw[ 3 ] = x + 1 + (y * mesh->width);
3274                                                 pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
3275                                                 
3276                                                 /* set radix */
3277                                                 r = (x + y) & 1;
3278                                                 
3279                                                 /* triangle 1 */
3280                                                 tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
3281                                                 tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
3282                                                 tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
3283                                                 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3284                                                 if( n < 0 )
3285                                                         return n;
3286                                                 localNumSurfaceModels += n;
3287                                                 
3288                                                 /* triangle 2 */
3289                                                 tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
3290                                                 tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
3291                                                 tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
3292                                                 n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3293                                                 if( n < 0 )
3294                                                         return n;
3295                                                 localNumSurfaceModels += n;
3296                                         }
3297                                 }
3298                                 
3299                                 /* free the subdivided mesh */
3300                                 FreeMesh( mesh );
3301                                 break;
3302                         
3303                         /* handle triangle surfaces */
3304                         case SURFACE_TRIANGLES:
3305                         case SURFACE_FORCED_META:
3306                         case SURFACE_META:
3307                                 /* walk the triangle list */
3308                                 for( i = 0; i < ds->numIndexes; i += 3 )
3309                                 {
3310                                         tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
3311                                         tri[ 1 ] = &ds->verts[ ds-&g