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