fix patch collision issue by linking patches into all nodes that touch a
[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 FilterBoxIntoTree_r() - ydnar
1970 filters a box from a surface into the tree
1971 */
1972
1973 int FilterBoxIntoTree_r( vec3_t mins, vec3_t maxs, mapDrawSurface_t *ds, node_t *node )
1974 {
1975         float                   d, d0, d1, d2, dmin, dmax;
1976         plane_t                 *plane;
1977         int                             refs = 0;
1978         
1979         
1980         /* is this a decision node? */
1981         if( node->planenum != PLANENUM_LEAF )
1982         {
1983                 /* classify the point in relation to the plane */
1984                 plane = &mapplanes[ node->planenum ];
1985                 d = DotProduct( mins, plane->normal ) - plane->dist;
1986                 d0 = (maxs[0] - mins[0]) * plane->normal[0];
1987                 d1 = (maxs[1] - mins[1]) * plane->normal[1];
1988                 d2 = (maxs[2] - mins[2]) * plane->normal[2];
1989                 dmax = d + (d0>0 ? d0 : 0) + (d1>0 ? d1 : 0) + (d2>0 ? d2 : 0);
1990                 dmin = d + (d0<0 ? d0 : 0) + (d1<0 ? d1 : 0) + (d2<0 ? d2 : 0);
1991                 
1992                 /* filter by this plane */
1993                 refs = 0;
1994                 if( dmax >= -ON_EPSILON )
1995                         refs += FilterBoxIntoTree_r( mins, maxs, ds, node->children[ 0 ] );
1996                 if( dmin <= ON_EPSILON )
1997                         refs += FilterBoxIntoTree_r( mins, maxs, ds, node->children[ 1 ] );
1998                 
1999                 /* return */
2000                 return refs;
2001         }
2002         
2003         /* add a reference */
2004         return AddReferenceToLeaf( ds, node );
2005 }
2006
2007
2008 /*
2009 FilterWindingIntoTree_r() - ydnar
2010 filters a winding from a drawsurface into the tree
2011 */
2012
2013 int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node )
2014 {
2015         int                             i, refs = 0;
2016         plane_t                 *p1, *p2;
2017         vec4_t                  plane1, plane2, reverse;
2018         winding_t               *fat, *front, *back;
2019         shaderInfo_t    *si;
2020         
2021         
2022         /* get shaderinfo */
2023         si = ds->shaderInfo;
2024         
2025         /* ydnar: is this the head node? */
2026         if( node->parent == NULL && si != NULL &&
2027                 (si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
2028                 si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
2029                 si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f) )
2030         {
2031                 /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
2032                 /* note this winding is completely invalid (concave, nonplanar, etc) */
2033                 fat = AllocWinding( w->numpoints * 3 );
2034                 fat->numpoints = w->numpoints * 3;
2035                 for( i = 0; i < w->numpoints; i++ )
2036                 {
2037                         VectorCopy( w->p[ i ], fat->p[ i ] );
2038                         VectorAdd( w->p[ i ], si->mins, fat->p[ i * 2 ] );
2039                         VectorAdd( w->p[ i ], si->maxs, fat->p[ i * 3 ] );
2040                 }
2041                 
2042                 FreeWinding( w );
2043                 w = fat;
2044         }
2045         
2046         /* is this a decision node? */
2047         if( node->planenum != PLANENUM_LEAF )
2048         {       
2049                 /* get node plane */
2050                 p1 = &mapplanes[ node->planenum ];
2051                 VectorCopy( p1->normal, plane1 );
2052                 plane1[ 3 ] = p1->dist;
2053                 
2054                 /* check if surface is planar */
2055                 if( ds->planeNum >= 0 )
2056                 {
2057                         /* get surface plane */
2058                         p2 = &mapplanes[ ds->planeNum ];
2059                         VectorCopy( p2->normal, plane2 );
2060                         plane2[ 3 ] = p2->dist;
2061                         
2062                         #if 1
2063                                 /* invert surface plane */
2064                                 VectorSubtract( vec3_origin, plane2, reverse );
2065                                 reverse[ 3 ] = -plane2[ 3 ];
2066                                 
2067                                 /* compare planes */
2068                                 if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )
2069                                         return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2070                                 if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
2071                                         return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2072                         #else
2073                                 /* the drawsurf might have an associated plane, if so, force a filter here */
2074                                 if( ds->planeNum == node->planenum )
2075                                         return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
2076                                 if( ds->planeNum == (node->planenum ^ 1) )
2077                                         return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
2078                         #endif
2079                 }
2080                 
2081                 /* clip the winding by this plane */
2082                 ClipWindingEpsilon( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
2083                 
2084                 /* filter by this plane */
2085                 refs = 0;
2086                 if( front != NULL )
2087                         refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
2088                 if( back != NULL )
2089                         refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
2090                 FreeWinding( w );
2091                 
2092                 /* return */
2093                 return refs;
2094         }
2095         
2096         /* add a reference */
2097         return AddReferenceToLeaf( ds, node );
2098 }
2099
2100
2101
2102 /*
2103 FilterFaceIntoTree()
2104 filters a planar winding face drawsurface into the bsp tree
2105 */
2106
2107 int     FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2108 {
2109         winding_t       *w;
2110         int                     refs = 0;
2111         
2112         
2113         /* make a winding and filter it into the tree */
2114         w = WindingFromDrawSurf( ds );
2115         refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
2116         
2117         /* return */
2118         return refs;
2119 }
2120
2121
2122
2123 /*
2124 FilterPatchIntoTree()
2125 subdivides a patch into an approximate curve and filters it into the tree
2126 */
2127
2128 #define FILTER_SUBDIVISION              8
2129
2130 static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2131 {
2132         int                                     i, x, y, refs;
2133         mesh_t                          src, *mesh;
2134         winding_t                       *w;
2135         
2136 #if 0
2137         /* subdivide the surface */
2138         src.width = ds->patchWidth;
2139         src.height = ds->patchHeight;
2140         src.verts = ds->verts;
2141         mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );
2142         
2143         /* filter each quad into the tree (fixme: use new patch x-triangulation code?) */
2144         refs = 0;
2145         for( y = 0; y < (mesh->height - 1); y++ )
2146         {
2147                 for( x = 0; x < (mesh->width - 1); x++ )
2148                 {
2149                         /* triangle 1 */
2150                         w = AllocWinding( 3 );
2151                         w->numpoints = 3;
2152                         VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );
2153                         VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
2154                         VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );
2155                         refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2156                         
2157                         /* triangle 2 */
2158                         w = AllocWinding( 3 );
2159                         w->numpoints = 3;
2160                         VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );
2161                         VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
2162                         VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );
2163                         refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2164                 }
2165         }
2166         
2167         /* use point filtering as well */
2168         for( i = 0; i < (mesh->width * mesh->height); i++ )
2169                 refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );
2170         
2171         /* free the subdivided mesh and return */
2172         FreeMesh( mesh );
2173 #else
2174         for(y = 0; y + 2 < ds->patchHeight; y += 2)
2175                 for(x = 0; x + 2 < ds->patchWidth; x += 2)
2176                 {
2177                         vec3_t mins, maxs;
2178                         ClearBounds(mins, maxs);
2179                         AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+0)].xyz, mins, maxs);
2180                         AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+1)].xyz, mins, maxs);
2181                         AddPointToBounds(ds->verts[(y+0) * ds->patchWidth + (x+2)].xyz, mins, maxs);
2182                         AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+0)].xyz, mins, maxs);
2183                         AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+1)].xyz, mins, maxs);
2184                         AddPointToBounds(ds->verts[(y+1) * ds->patchWidth + (x+2)].xyz, mins, maxs);
2185                         AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+0)].xyz, mins, maxs);
2186                         AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+1)].xyz, mins, maxs);
2187                         AddPointToBounds(ds->verts[(y+2) * ds->patchWidth + (x+2)].xyz, mins, maxs);
2188                         refs += FilterBoxIntoTree_r(mins, maxs, ds, tree->headnode);
2189                 }
2190 #endif
2191
2192         return refs;
2193 }
2194
2195
2196
2197 /*
2198 FilterTrianglesIntoTree()
2199 filters a triangle surface (meta, model) into the bsp
2200 */
2201
2202 static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2203 {
2204         int                     i, refs;
2205         winding_t       *w;
2206         
2207         
2208         /* ydnar: gs mods: this was creating bogus triangles before */
2209         refs = 0;
2210         for( i = 0; i < ds->numIndexes; i += 3 )
2211         {
2212                 /* error check */
2213                 if( ds->indexes[ i ] >= ds->numVerts ||
2214                         ds->indexes[ i + 1 ] >= ds->numVerts ||
2215                         ds->indexes[ i + 2 ] >= ds->numVerts )
2216                         Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2217                 
2218                 /* make a triangle winding and filter it into the tree */
2219                 w = AllocWinding( 3 );
2220                 w->numpoints = 3;
2221                 VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2222                 VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2223                 VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2224                 refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2225         }
2226         
2227         /* use point filtering as well */
2228         for( i = 0; i < ds->numVerts; i++ )
2229                 refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
2230
2231         return refs;
2232 }
2233
2234
2235
2236 /*
2237 FilterFoliageIntoTree()
2238 filters a foliage surface (wolf et/splash damage)
2239 */
2240
2241 static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2242 {
2243         int                             f, i, refs;
2244         bspDrawVert_t   *instance;
2245         vec3_t                  xyz;
2246         winding_t               *w;
2247         
2248         
2249         /* walk origin list */
2250         refs = 0;
2251         for( f = 0; f < ds->numFoliageInstances; f++ )
2252         {
2253                 /* get instance */
2254                 instance = ds->verts + ds->patchHeight + f;
2255                 
2256                 /* walk triangle list */
2257                 for( i = 0; i < ds->numIndexes; i += 3 )
2258                 {
2259                         /* error check */
2260                         if( ds->indexes[ i ] >= ds->numVerts ||
2261                                 ds->indexes[ i + 1 ] >= ds->numVerts ||
2262                                 ds->indexes[ i + 2 ] >= ds->numVerts )
2263                                 Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
2264                         
2265                         /* make a triangle winding and filter it into the tree */
2266                         w = AllocWinding( 3 );
2267                         w->numpoints = 3;
2268                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
2269                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
2270                         VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
2271                         refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
2272                 }
2273                 
2274                 /* use point filtering as well */
2275                 for( i = 0; i < (ds->numVerts - ds->numFoliageInstances); i++ )
2276                 {
2277                         VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );
2278                         refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
2279                 }
2280         }
2281         
2282         return refs;
2283 }
2284
2285
2286
2287 /*
2288 FilterFlareIntoTree()
2289 simple point filtering for flare surfaces
2290 */
2291 static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree )
2292 {
2293         return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );
2294 }
2295
2296
2297
2298 /*
2299 EmitDrawVerts() - ydnar
2300 emits bsp drawverts from a map drawsurface
2301 */
2302
2303 void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out )
2304 {
2305         int                             i, k;
2306         bspDrawVert_t   *dv;
2307         shaderInfo_t    *si;
2308         float                   offset;
2309         
2310         
2311         /* get stuff */
2312         si = ds->shaderInfo;
2313         offset = si->offset;
2314         
2315         /* copy the verts */
2316         out->firstVert = numBSPDrawVerts;
2317         out->numVerts = ds->numVerts;
2318         for( i = 0; i < ds->numVerts; i++ )
2319         {
2320                 /* allocate a new vert */
2321                 IncDrawVerts();
2322                 dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
2323                 
2324                 /* copy it */
2325                 memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
2326                 
2327                 /* offset? */
2328                 if( offset != 0.0f )
2329                         VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
2330                 
2331                 /* expand model bounds
2332                    necessary because of misc_model surfaces on entities
2333                    note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
2334                 if( numBSPModels > 0 )
2335                         AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
2336                 
2337                 /* debug color? */
2338                 if( debugSurfaces )
2339                 {
2340                         for( k = 0; k < MAX_LIGHTMAPS; k++ )
2341                                 VectorCopy( debugColors[ (ds - mapDrawSurfs) % 12 ], dv->color[ k ] );
2342                 }
2343         }
2344 }
2345
2346
2347
2348 /*
2349 FindDrawIndexes() - ydnar
2350 this attempts to find a run of indexes in the bsp that match the given indexes
2351 this tends to reduce the size of the bsp index pool by 1/3 or more
2352 returns numIndexes + 1 if the search failed
2353 */
2354
2355 int FindDrawIndexes( int numIndexes, int *indexes )
2356 {
2357         int             i, j, numTestIndexes;
2358         
2359         
2360         /* dummy check */
2361         if( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL )
2362                 return numBSPDrawIndexes;
2363         
2364         /* set limit */
2365         numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
2366         
2367         /* handle 3 indexes as a special case for performance */
2368         if( numIndexes == 3 )
2369         {
2370                 /* run through all indexes */
2371                 for( i = 0; i < numTestIndexes; i++ )
2372                 {
2373                         /* test 3 indexes */
2374                         if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2375                                 indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2376                                 indexes[ 2 ] == bspDrawIndexes[ i + 2 ] )
2377                         {
2378                                 numRedundantIndexes += numIndexes;
2379                                 return i;
2380                         }
2381                 }
2382                 
2383                 /* failed */
2384                 return numBSPDrawIndexes;
2385         }
2386         
2387         /* handle 4 or more indexes */
2388         for( i = 0; i < numTestIndexes; i++ )
2389         {
2390                 /* test first 4 indexes */
2391                 if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
2392                         indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
2393                         indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
2394                         indexes[ 3 ] == bspDrawIndexes[ i + 3 ] )
2395                 {
2396                         /* handle 4 indexes */
2397                         if( numIndexes == 4 )
2398                                 return i;
2399                         
2400                         /* test the remainder */
2401                         for( j = 4; j < numIndexes; j++ )
2402                         {
2403                                 if( indexes[ j ] != bspDrawIndexes[ i + j ] )
2404                                         break;
2405                                 else if( j == (numIndexes - 1) )
2406                                 {
2407                                         numRedundantIndexes += numIndexes;
2408                                         return i;
2409                                 }
2410                         }
2411                 }
2412         }
2413         
2414         /* failed */
2415         return numBSPDrawIndexes;
2416 }
2417
2418
2419
2420 /*
2421 EmitDrawIndexes() - ydnar
2422 attempts to find an existing run of drawindexes before adding new ones
2423 */
2424
2425 void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out )
2426 {
2427         int                     i;
2428         
2429         
2430         /* attempt to use redundant indexing */
2431         out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
2432         out->numIndexes = ds->numIndexes;
2433         if( out->firstIndex == numBSPDrawIndexes )
2434         {
2435                 /* copy new unique indexes */
2436                 for( i = 0; i < ds->numIndexes; i++ )
2437                 {
2438                         if( numBSPDrawIndexes == MAX_MAP_DRAW_INDEXES )
2439                                 Error( "MAX_MAP_DRAW_INDEXES" );
2440                         bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];
2441
2442                         /* validate the index */
2443                         if( ds->type != SURFACE_PATCH )
2444                         {
2445                                 if( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts )
2446                                 {
2447                                         Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",
2448                                                 numBSPDrawSurfaces,
2449                                                 ds->shaderInfo->shader,
2450                                                 bspDrawIndexes[ numBSPDrawIndexes ],
2451                                                 i );
2452                                         bspDrawIndexes[ numBSPDrawIndexes ] = 0;
2453                                 }
2454                         }
2455                         
2456                         /* increment index count */
2457                         numBSPDrawIndexes++;
2458                 }
2459         }
2460 }
2461
2462
2463
2464
2465 /*
2466 EmitFlareSurface()
2467 emits a bsp flare drawsurface
2468 */
2469
2470 void EmitFlareSurface( mapDrawSurface_t *ds )
2471 {
2472         int                                             i;
2473         bspDrawSurface_t                *out;
2474         
2475         
2476         /* ydnar: nuking useless flare drawsurfaces */
2477         if( emitFlares == qfalse && ds->type != SURFACE_SHADER )
2478                 return;
2479         
2480         /* limit check */
2481         if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2482                 Error( "MAX_MAP_DRAW_SURFS" );
2483         
2484         /* allocate a new surface */
2485         if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2486                 Error( "MAX_MAP_DRAW_SURFS" );
2487         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2488         ds->outputNum = numBSPDrawSurfaces;
2489         numBSPDrawSurfaces++;
2490         memset( out, 0, sizeof( *out ) );
2491         
2492         /* set it up */
2493         out->surfaceType = MST_FLARE;
2494         out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2495         out->fogNum = ds->fogNum;
2496         
2497         /* RBSP */
2498         for( i = 0; i < MAX_LIGHTMAPS; i++ )
2499         {
2500                 out->lightmapNum[ i ] = -3;
2501                 out->lightmapStyles[ i ] = LS_NONE;
2502                 out->vertexStyles[ i ] = LS_NONE;
2503         }
2504         out->lightmapStyles[ 0 ] = ds->lightStyle;
2505         out->vertexStyles[ 0 ] = ds->lightStyle;
2506         
2507         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );                  /* origin */
2508         VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );    /* color */
2509         VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2510         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );    /* normal */
2511         
2512         /* add to count */
2513         numSurfacesByType[ ds->type ]++;
2514 }
2515
2516 /*
2517 EmitPatchSurface()
2518 emits a bsp patch drawsurface
2519 */
2520
2521 void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds )
2522 {
2523         int                                     i, j;
2524         bspDrawSurface_t        *out;
2525         int                                     surfaceFlags, contentFlags;
2526         int                                     forcePatchMeta;
2527
2528         /* vortex: _patchMeta support */
2529         forcePatchMeta = IntForKey(e, "_patchMeta" );
2530         if (!forcePatchMeta)
2531                 forcePatchMeta = IntForKey(e, "patchMeta" );
2532         
2533         /* invert the surface if necessary */
2534         if( ds->backSide || ds->shaderInfo->invert )
2535         {
2536                 bspDrawVert_t   *dv1, *dv2, temp;
2537
2538                 /* walk the verts, flip the normal */
2539                 for( i = 0; i < ds->numVerts; i++ )
2540                         VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2541                 
2542                 /* walk the verts again, but this time reverse their order */
2543                 for( j = 0; j < ds->patchHeight; j++ )
2544                 {
2545                         for( i = 0; i < (ds->patchWidth / 2); i++ )
2546                         {
2547                                 dv1 = &ds->verts[ j * ds->patchWidth + i ];
2548                                 dv2 = &ds->verts[ j * ds->patchWidth + (ds->patchWidth - i - 1) ];
2549                                 memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );
2550                                 memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );
2551                                 memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
2552                         }
2553                 }
2554                 
2555                 /* invert facing */
2556                 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2557         }
2558
2559         /* allocate a new surface */
2560         if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2561                 Error( "MAX_MAP_DRAW_SURFS" );
2562         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2563         ds->outputNum = numBSPDrawSurfaces;
2564         numBSPDrawSurfaces++;
2565         memset( out, 0, sizeof( *out ) );
2566
2567         /* set it up */
2568         out->surfaceType = MST_PATCH;
2569         if( debugSurfaces )
2570                 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2571         else if( patchMeta || forcePatchMeta )
2572         {
2573                 /* patch meta requires that we have nodraw patches for collision */
2574                 surfaceFlags = ds->shaderInfo->surfaceFlags;
2575                 contentFlags = ds->shaderInfo->contentFlags;
2576                 ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
2577                 ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
2578                 
2579                 /* we don't want this patch getting lightmapped */
2580                 VectorClear( ds->lightmapVecs[ 2 ] );
2581                 VectorClear( ds->lightmapAxis );
2582                 ds->sampleSize = 0;
2583
2584                 /* emit the new fake shader */
2585                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
2586         }
2587         else
2588                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2589         out->patchWidth = ds->patchWidth;
2590         out->patchHeight = ds->patchHeight;
2591         out->fogNum = ds->fogNum;
2592         
2593         /* RBSP */
2594         for( i = 0; i < MAX_LIGHTMAPS; i++ )
2595         {
2596                 out->lightmapNum[ i ] = -3;
2597                 out->lightmapStyles[ i ] = LS_NONE;
2598                 out->vertexStyles[ i ] = LS_NONE;
2599         }
2600         out->lightmapStyles[ 0 ] = LS_NORMAL;
2601         out->vertexStyles[ 0 ] = LS_NORMAL;
2602         
2603         /* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
2604         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2605         VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
2606         VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
2607         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2608         
2609         /* ydnar: gs mods: clear out the plane normal */
2610         if( ds->planar == qfalse )
2611                 VectorClear( out->lightmapVecs[ 2 ] );
2612         
2613         /* emit the verts and indexes */
2614         EmitDrawVerts( ds, out );
2615         EmitDrawIndexes( ds, out );
2616         
2617         /* add to count */
2618         numSurfacesByType[ ds->type ]++;
2619 }
2620
2621 /*
2622 OptimizeTriangleSurface() - ydnar
2623 optimizes the vertex/index data in a triangle surface
2624 */
2625
2626 #define VERTEX_CACHE_SIZE       16
2627
2628 static void OptimizeTriangleSurface( mapDrawSurface_t *ds )
2629 {
2630         int             i, j, k, temp, first, best, bestScore, score;
2631         int             vertexCache[ VERTEX_CACHE_SIZE + 1 ];   /* one more for optimizing insert */
2632         int             *indexes;
2633         
2634         
2635         /* certain surfaces don't get optimized */
2636         if( ds->numIndexes <= VERTEX_CACHE_SIZE ||
2637                 ds->shaderInfo->autosprite )
2638                 return;
2639         
2640         /* create index scratch pad */
2641         indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
2642         memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
2643         
2644         /* setup */
2645         for( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
2646                 vertexCache[ i ] = indexes[ i ];
2647         
2648         /* add triangles in a vertex cache-aware order */
2649         for( i = 0; i < ds->numIndexes; i += 3 )
2650         {
2651                 /* find best triangle given the current vertex cache */
2652                 first = -1;
2653                 best = -1;
2654                 bestScore = -1;
2655                 for( j = 0; j < ds->numIndexes; j += 3 )
2656                 {
2657                         /* valid triangle? */
2658                         if( indexes[ j ] != -1 )
2659                         {
2660                                 /* set first if necessary */
2661                                 if( first < 0 )
2662                                         first = j;
2663                                 
2664                                 /* score the triangle */
2665                                 score = 0;
2666                                 for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2667                                 {
2668                                         if( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] )
2669                                                 score++;
2670                                 }
2671                                 
2672                                 /* better triangle? */
2673                                 if( score > bestScore )
2674                                 {
2675                                         bestScore = score;
2676                                         best = j;
2677                                 }
2678                                 
2679                                 /* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
2680                                 if( score == 3 )
2681                                         break;
2682                         }
2683                 }
2684                 
2685                 /* check if no decent triangle was found, and use first available */
2686                 if( best < 0 )
2687                         best = first;
2688                 
2689                 /* valid triangle? */
2690                 if( best >= 0 )
2691                 {
2692                         /* add triangle to vertex cache */
2693                         for( j = 0; j < 3; j++ )
2694                         {
2695                                 for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
2696                                 {
2697                                         if( indexes[ best + j ] == vertexCache[ k ] )
2698                                                 break;
2699                                 }
2700                                 
2701                                 if( k >= VERTEX_CACHE_SIZE )
2702                                 {
2703                                         /* pop off top of vertex cache */
2704                                         for( k = VERTEX_CACHE_SIZE; k > 0; k-- )
2705                                                 vertexCache[ k ] = vertexCache[ k - 1 ];
2706                                         
2707                                         /* add vertex */
2708                                         vertexCache[ 0 ] = indexes[ best + j ];
2709                                 }
2710                         }
2711                         
2712                         /* add triangle to surface */
2713                         ds->indexes[ i ] = indexes[ best ];
2714                         ds->indexes[ i + 1 ] = indexes[ best + 1 ];
2715                         ds->indexes[ i + 2 ] = indexes[ best + 2 ];
2716                         
2717                         /* clear from input pool */
2718                         indexes[ best ] = -1;
2719                         indexes[ best + 1 ] = -1;
2720                         indexes[ best + 2 ] = -1;
2721                         
2722                         /* sort triangle windings (312 -> 123) */
2723                         while( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
2724                         {
2725                                 temp = ds->indexes[ i ];
2726                                 ds->indexes[ i ] = ds->indexes[ i + 1 ];
2727                                 ds->indexes[ i + 1 ] = ds->indexes[ i + 2 ];
2728                                 ds->indexes[ i + 2 ] = temp;
2729                         }
2730                 }
2731         }
2732         
2733         /* clean up */
2734         free( indexes );
2735 }
2736
2737
2738
2739 /*
2740 EmitTriangleSurface()
2741 creates a bsp drawsurface from arbitrary triangle surfaces
2742 */
2743
2744 void EmitTriangleSurface( mapDrawSurface_t *ds )
2745 {
2746         int                                             i, temp;
2747         bspDrawSurface_t                *out;
2748
2749         /* invert the surface if necessary */
2750         if( ds->backSide || ds->shaderInfo->invert )
2751         {
2752                 /* walk the indexes, reverse the triangle order */
2753                 for( i = 0; i < ds->numIndexes; i += 3 )
2754                 {
2755                         temp = ds->indexes[ i ];
2756                         ds->indexes[ i ] = ds->indexes[ i + 1 ];
2757                         ds->indexes[ i + 1 ] = temp;
2758                 }
2759                         
2760                 /* walk the verts, flip the normal */
2761                 for( i = 0; i < ds->numVerts; i++ )
2762                         VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
2763                         
2764                 /* invert facing */
2765                 VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
2766         }
2767                 
2768         /* allocate a new surface */
2769         if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
2770                 Error( "MAX_MAP_DRAW_SURFS" );
2771         out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
2772         ds->outputNum = numBSPDrawSurfaces;
2773         numBSPDrawSurfaces++;
2774         memset( out, 0, sizeof( *out ) );
2775         
2776         /* ydnar/sd: handle wolf et foliage surfaces */
2777         if( ds->type == SURFACE_FOLIAGE )
2778                 out->surfaceType = MST_FOLIAGE;
2779         
2780         /* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
2781         //%     else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
2782         else if( (VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse) ||
2783                 ds->type == SURFACE_TRIANGLES ||
2784                 ds->type == SURFACE_FOGHULL ||
2785                 ds->numVerts > maxLMSurfaceVerts ||
2786                 debugSurfaces )
2787                 out->surfaceType = MST_TRIANGLE_SOUP;
2788         
2789         /* set to a planar face */
2790         else
2791                 out->surfaceType = MST_PLANAR;
2792         
2793         /* set it up */
2794         if( debugSurfaces )
2795                 out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
2796         else
2797                 out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
2798         out->patchWidth = ds->patchWidth;
2799         out->patchHeight = ds->patchHeight;
2800         out->fogNum = ds->fogNum;
2801         
2802         /* debug inset (push each triangle vertex towards the center of each triangle it is on */
2803         if( debugInset )
2804         {
2805                 bspDrawVert_t   *a, *b, *c;
2806                 vec3_t                  cent, dir;
2807
2808                 
2809                 /* walk triangle list */
2810                 for( i = 0; i < ds->numIndexes; i += 3 )
2811                 {
2812                         /* get verts */
2813                         a = &ds->verts[ ds->indexes[ i ] ];
2814                         b = &ds->verts[ ds->indexes[ i + 1 ] ];
2815                         c = &ds->verts[ ds->indexes[ i + 2 ] ];
2816                         
2817                         /* calculate centroid */
2818                         VectorCopy( a->xyz, cent );
2819                         VectorAdd( cent, b->xyz, cent );
2820                         VectorAdd( cent, c->xyz, cent );
2821                         VectorScale( cent, 1.0f / 3.0f, cent );
2822                         
2823                         /* offset each vertex */
2824                         VectorSubtract( cent, a->xyz, dir );
2825                         VectorNormalize( dir, dir );
2826                         VectorAdd( a->xyz, dir, a->xyz );
2827                         VectorSubtract( cent, b->xyz, dir );
2828                         VectorNormalize( dir, dir );
2829                         VectorAdd( b->xyz, dir, b->xyz );
2830                         VectorSubtract( cent, c->xyz, dir );
2831                         VectorNormalize( dir, dir );
2832                         VectorAdd( c->xyz, dir, c->xyz );
2833                 }
2834         }
2835         
2836         /* RBSP */
2837         for( i = 0; i < MAX_LIGHTMAPS; i++ )
2838         {
2839                 out->lightmapNum[ i ] = -3;
2840                 out->lightmapStyles[ i ] = LS_NONE;
2841                 out->vertexStyles[ i ] = LS_NONE;
2842         }
2843         out->lightmapStyles[ 0 ] = LS_NORMAL;
2844         out->vertexStyles[ 0 ] = LS_NORMAL;
2845         
2846         /* lightmap vectors (lod bounds for patches */
2847         VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
2848         VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
2849         VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
2850         VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
2851         
2852         /* ydnar: gs mods: clear out the plane normal */
2853         if( ds->planar == qfalse )
2854                 VectorClear( out->lightmapVecs[ 2 ] );
2855         
2856         /* optimize the surface's triangles */
2857         OptimizeTriangleSurface( ds );
2858         
2859         /* emit the verts and indexes */
2860         EmitDrawVerts( ds, out );
2861         EmitDrawIndexes( ds, out );
2862         
2863         /* add to count */
2864         numSurfacesByType[ ds->type ]++;
2865 }
2866
2867
2868
2869 /*
2870 EmitFaceSurface()
2871 emits a bsp planar winding (brush face) drawsurface
2872 */
2873
2874 static void EmitFaceSurface(mapDrawSurface_t *ds )
2875 {
2876         /* strip/fan finding was moved elsewhere */
2877         StripFaceSurface( ds );
2878         EmitTriangleSurface(ds);
2879 }
2880
2881
2882 /*
2883 MakeDebugPortalSurfs_r() - ydnar
2884 generates drawsurfaces for passable portals in the bsp
2885 */
2886
2887 static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )
2888 {
2889         int                                     i, k, c, s;     
2890         portal_t                        *p;
2891         winding_t                       *w;
2892         mapDrawSurface_t        *ds;
2893         bspDrawVert_t           *dv;
2894         
2895         
2896         /* recurse if decision node */
2897         if( node->planenum != PLANENUM_LEAF)
2898         {
2899                 MakeDebugPortalSurfs_r( node->children[ 0 ], si );
2900                 MakeDebugPortalSurfs_r( node->children[ 1 ], si );
2901                 return;
2902         }
2903         
2904         /* don't bother with opaque leaves */
2905         if( node->opaque )
2906                 return;
2907         
2908         /* walk the list of portals */
2909         for( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
2910         {
2911                 /* get winding and side even/odd */
2912                 w = p->winding;
2913                 s = (p->nodes[ 1 ] == node);
2914                 
2915                 /* is this a valid portal for this leaf? */
2916                 if( w && p->nodes[ 0 ] == node )
2917                 {
2918                         /* is this portal passable? */
2919                         if( PortalPassable( p ) == qfalse )
2920                                 continue;
2921                         
2922                         /* check max points */
2923                         if( w->numpoints > 64 )
2924                                 Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
2925                         
2926                         /* allocate a drawsurface */
2927                         ds = AllocDrawSurface( SURFACE_FACE );
2928                         ds->shaderInfo = si;
2929                         ds->planar = qtrue;
2930                         ds->sideRef = AllocSideRef( p->side, NULL );
2931                         ds->planeNum = FindFloatPlane( p->plane.normal, p->plane.dist, 0, NULL );
2932                         VectorCopy( p->plane.normal, ds->lightmapVecs[ 2 ] );
2933                         ds->fogNum = -1;
2934                         ds->numVerts = w->numpoints;
2935                         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
2936                         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
2937                         
2938                         /* walk the winding */
2939                         for( i = 0; i < ds->numVerts; i++ )
2940                         {
2941                                 /* get vert */
2942                                 dv = ds->verts + i;
2943                                 
2944                                 /* set it */
2945                                 VectorCopy( w->p[ i ], dv->xyz );
2946                                 VectorCopy( p->plane.normal, dv->normal );
2947                                 dv->st[ 0 ] = 0;
2948                                 dv->st[ 1 ] = 0;
2949                                 for( k = 0; k < MAX_LIGHTMAPS; k++ )
2950                                 {
2951                                         VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );
2952                                         dv->color[ k ][ 3 ] = 32;
2953                                 }
2954                         }
2955                 }
2956         }
2957 }
2958
2959
2960
2961 /*
2962 MakeDebugPortalSurfs() - ydnar
2963 generates drawsurfaces for passable portals in the bsp
2964 */
2965
2966 void MakeDebugPortalSurfs( tree_t *tree )
2967 {
2968         shaderInfo_t    *si;
2969         
2970         
2971         /* note it */
2972         Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
2973         
2974         /* get portal debug shader */
2975         si = ShaderInfoForShader( "debugportals" );
2976         
2977         /* walk the tree */
2978         MakeDebugPortalSurfs_r( tree->headnode, si );
2979 }
2980
2981
2982
2983 /*
2984 MakeFogHullSurfs()
2985 generates drawsurfaces for a foghull (this MUST use a sky shader)
2986 */
2987
2988 void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )
2989 {
2990         shaderInfo_t            *si;
2991         mapDrawSurface_t        *ds;
2992         vec3_t                          fogMins, fogMaxs;
2993         int                                     i, indexes[] =
2994                                                 {
2995                                                         0, 1, 2, 0, 2, 3,
2996                                                         4, 7, 5, 5, 7, 6,
2997                                                         1, 5, 6, 1, 6, 2,
2998                                                         0, 4, 5, 0, 5, 1,
2999                                                         2, 6, 7, 2, 7, 3,
3000                                                         3, 7, 4, 3, 4, 0
3001                                                 };
3002
3003         
3004         /* dummy check */
3005         if( shader == NULL || shader[ 0 ] == '\0' )
3006                 return;
3007         
3008         /* note it */
3009         Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
3010         
3011         /* get hull bounds */
3012         VectorCopy( mapMins, fogMins );
3013         VectorCopy( mapMaxs, fogMaxs );
3014         for( i = 0; i < 3; i++ )
3015         {
3016                 fogMins[ i ] -= 128;
3017                 fogMaxs[ i ] += 128;
3018         }
3019         
3020         /* get foghull shader */
3021         si = ShaderInfoForShader( shader );
3022         
3023         /* allocate a drawsurface */
3024         ds = AllocDrawSurface( SURFACE_FOGHULL );
3025         ds->shaderInfo = si;
3026         ds->fogNum = -1;
3027         ds->numVerts = 8;
3028         ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
3029         memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
3030         ds->numIndexes = 36;
3031         ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
3032         memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
3033         
3034         /* set verts */
3035         VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
3036         VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
3037         VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
3038         VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
3039         
3040         VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
3041         VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
3042         VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
3043         VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
3044         
3045         /* set indexes */
3046         memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
3047 }
3048
3049
3050
3051 /*
3052 BiasSurfaceTextures()
3053 biases a surface's texcoords as close to 0 as possible
3054 */
3055
3056 void BiasSurfaceTextures( mapDrawSurface_t *ds )
3057 {
3058         int             i;
3059         
3060         
3061         /* calculate the surface texture bias */
3062         CalcSurfaceTextureRange( ds );
3063         
3064         /* don't bias globaltextured shaders */
3065         if( ds->shaderInfo->globalTexture )
3066                 return;
3067         
3068         /* bias the texture coordinates */
3069         for( i = 0; i < ds->numVerts; i++ )
3070         {
3071                 ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];
3072                 ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];
3073         }
3074 }
3075
3076
3077
3078 /*
3079 AddSurfaceModelsToTriangle_r()
3080 adds models to a specified triangle, returns the number of models added
3081 */
3082
3083 int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri )
3084 {
3085         bspDrawVert_t   mid, *tri2[ 3 ];
3086         int                             max, n, localNumSurfaceModels;
3087         
3088         
3089         /* init */
3090         localNumSurfaceModels = 0;
3091         
3092         /* subdivide calc */
3093         {
3094                 int                     i;
3095                 float           *a, *b, dx, dy, dz, dist, maxDist;
3096                 
3097                 
3098                 /* find the longest edge and split it */
3099                 max = -1;
3100                 maxDist = 0.0f;
3101                 for( i = 0; i < 3; i++ )
3102                 {
3103                         /* get verts */
3104                         a = tri[ i ]->xyz;
3105                         b = tri[ (i + 1) % 3 ]->xyz;
3106                         
3107                         /* get dists */
3108                         dx = a[ 0 ] - b[ 0 ];
3109                         dy = a[ 1 ] - b[ 1 ];
3110                         dz = a[ 2 ] - b[ 2 ];
3111                         dist = (dx * dx) + (dy * dy) + (dz * dz);
3112                         
3113                         /* longer? */
3114                         if( dist > maxDist )
3115                         {
3116                                 maxDist = dist;
3117                                 max = i;
3118                         }
3119                 }
3120                 
3121                 /* is the triangle small enough? */
3122                 if( max < 0 || maxDist <= (model->density * model->density) )
3123                 {
3124                         float   odds, r, angle;
3125                         vec3_t  origin, normal, scale, axis[ 3 ], angles;
3126                         m4x4_t  transform, temp;
3127
3128                         
3129                         /* roll the dice (model's odds scaled by vertex alpha) */
3130                         odds = model->odds * (tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ]) / 765.0f;
3131                         r = Random();
3132                         if( r > model->odds )
3133                                 return 0;
3134                         
3135                         /* calculate scale */
3136                         r = model->minScale + Random() * (model->maxScale - model->minScale);
3137                         VectorSet( scale, r, r, r );
3138                         
3139                         /* calculate angle */
3140                         angle = model->minAngle + Random() * (model->maxAngle - model->minAngle);
3141                         
3142                         /* calculate average origin */
3143                         VectorCopy( tri[ 0 ]->xyz, origin );
3144                         VectorAdd( origin, tri[ 1 ]->xyz, origin );
3145                         VectorAdd( origin, tri[ 2 ]->xyz, origin );
3146                         VectorScale( origin, (1.0f / 3.0f), origin );
3147                         
3148                         /* clear transform matrix */
3149                         m4x4_identity( transform );
3150
3151                         /* handle oriented models */
3152                         if( model->oriented )
3153                         {
3154                                 /* set angles */
3155                                 VectorSet( angles, 0.0f, 0.0f, angle );
3156                                 
3157                                 /* calculate average normal */
3158                                 VectorCopy( tri[ 0 ]->normal, normal );
3159                                 VectorAdd( normal, tri[ 1 ]->normal, normal );
3160                                 VectorAdd( normal, tri[ 2 ]->normal, normal );
3161                                 if( VectorNormalize( normal, axis[ 2 ] ) == 0.0f )
3162                                         VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
3163                                 
3164                                 /* make perpendicular vectors */
3165                                 MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
3166                                 
3167                                 /* copy to matrix */
3168                                 m4x4_identity( temp );
3169                                 temp[ 0 ] = axis[ 0 ][ 0 ];     temp[ 1 ] = axis[ 0 ][ 1 ];     temp[ 2 ] = axis[ 0 ][ 2 ];
3170                                 temp[ 4 ] = axis[ 1 ][ 0 ];     temp[ 5 ] = axis[ 1 ][ 1 ];     temp[ 6 ] = axis[ 1 ][ 2 ];
3171                                 temp[ 8 ] = axis[ 2 ][ 0 ];     temp[ 9 ] = axis[ 2 ][ 1 ];     temp[ 10 ] = axis[ 2 ][ 2 ];
3172                                 
3173                                 /* scale */
3174                                 m4x4_scale_by_vec3( temp, scale );
3175                                 
3176                                 /* rotate around z axis */
3177                                 m4x4_rotate_by_vec3( temp, angles, eXYZ );
3178                                 
3179                                 /* translate */
3180                                 m4x4_translate_by_vec3( transform, origin );
3181                                 
3182                                 /* tranform into axis space */
3183                                 m4x4_multiply_by_m4x4( transform, temp );
3184                         }
3185                         
3186                         /* handle z-up models */
3187                         else
3188                         {
3189                                 /* set angles */
3190                                 VectorSet( angles, 0.0f, 0.0f, angle );
3191                                 
3192                                 /* set matrix */
3193                                 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
3194                         }
3195                         
3196                         /* insert the model */
3197                         InsertModel( (char *) model->model, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0 );
3198                         
3199                         /* return to sender */
3200                         return 1;
3201                 }
3202         }
3203         
3204         /* split the longest edge and map it */
3205         LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
3206         
3207         /* recurse to first triangle */
3208         VectorCopy( tri, tri2 );
3209         tri2[ max ] = &mid;
3210         n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3211         if( n < 0 )
3212                 return n;
3213         localNumSurfaceModels += n;
3214         
3215         /* recurse to second triangle */
3216         VectorCopy( tri, tri2 );
3217         tri2[ (max + 1) % 3 ] = &mid;
3218         n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
3219         if( n < 0 )
3220                 return n;
3221         localNumSurfaceModels += n;
3222         
3223         /* return count */
3224         return localNumSurfaceModels;
3225 }
3226
3227
3228
3229 /*
3230 AddSurfaceModels()
3231 adds a surface's shader models to the surface
3232 */
3233
3234 int AddSurfaceModels( mapDrawSurface_t *ds )
3235 {
3236         surfaceModel_t  *model;
3237         int                             i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
3238         mesh_t                  src, *mesh, *subdivided;
3239         bspDrawVert_t   centroid, *tri[ 3 ];
3240         float                   alpha;
3241         
3242         
3243         /* dummy check */
3244         if( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL )
3245                 return 0;
3246         
3247         /* init */
3248         localNumSurfaceModels = 0;
3249         
3250         /* walk the model list */
3251         for( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
3252         {
3253                 /* switch on type */
3254                 switch( ds->type )
3255                 {
3256                         /* handle brush faces and decals */
3257                         case SURFACE_FACE:
3258                         case SURFACE_DECAL:
3259                                 /* calculate centroid */
3260                                 memset( &centroid, 0, sizeof( centroid ) );
3261                                 alpha = 0.0f;
3262                                 
3263                                 /* walk verts */
3264                                 for( i = 0; i < ds->numVerts; i++ )
3265                                 {
3266                                         VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
3267                                         VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
3268                                         centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
3269                                         centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
3270                                         alpha += ds->verts[ i ].color[ 0 ][ 3 ];
3271                                 }
3272                                 
3273                                 /* average */
3274                                 centroid.xyz[ 0 ] /= ds->numVerts;
3275                                 centroid.xyz[ 1 ] /= ds->numVerts;
3276                                 centroid.xyz[ 2 ] /= ds->numVerts;
3277                                 if( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f )
3278                                         VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
3279                                 centroid.st[ 0 ]  /= ds->numVerts;
3280                                 centroid.st[ 1 ]  /= ds->numVerts;
3281                                 alpha /= ds->numVerts;
3282                                 centroid.color[ 0 ][ 0 ] = 0xFF;
3283                                 centroid.color[ 0 ][ 1 ] = 0xFF;
3284                                 centroid.color[ 0 ][ 2 ] = 0xFF;
3285                                 centroid.color[ 0 ][ 2 ] = (alpha > 255.0f ? 0xFF : alpha);
3286                                 
3287                                 /* head vert is centroid */
3288                                 tri[ 0 ] = &centroid;
3289                                 
3290                                 /* walk fanned triangles */
3291                                 for( i = 0; i < ds->numVerts; i++ )
3292                                 {
3293                                         /* set triangle */
3294                                         tri[ 1 ] = &ds->verts[ i ];
3295                                         tri[ 2 ] = &ds->verts[ (i + 1) % ds->numVerts ];
3296                                         
3297                                         /* create models */
3298                                         n = AddSurfaceModelsToTriangle_r( ds, model, tri );
3299                                         if( n < 0 )
3300                                                 return n;
3301                                         localNumSurfaceModels += n;
3302                                 }
3303                                 break;
3304                         
3305                         /* handle patches */
3306                         case SURFACE_PATCH:
3307                                 /* subdivide the surface */
3308                                 src.width = ds->patchWidth;
3309                                 src.height = ds->patchHeight;
3310                                 src.verts = ds->verts;
3311                                 //%     subdivided = SubdivideMesh( src, 8.0f, 512 );
3312                                 iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
3313                                 subdivided = SubdivideMesh2( src, iterations );
3314                                 
3315                                 /* fit it to the curve and remove colinear verts on rows/columns */
3316                                 PutMeshOnCurve( *subdivided );
3317                                 mesh = RemoveLinearMeshColumnsRows( subdivided );
3318                                 FreeMesh( subdivided );
3319                                 
3320                                 /* subdivide each quad to place the models */
3321                                 for( y = 0; y < (mesh->height - 1); y++ )
3322                                 {
3323                                         for( x = 0; x < (mesh->width - 1); x++ )
3324                                         {
3325                                                 /* set indexes */
3326                                                 pw[ 0 ] = x + (y * mesh->width);
3327                                                 pw[ 1 ] = x + ((y + 1) * mesh->width);
3328                                                 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
3329                            &