13 Sep 2008
This commit is contained in:
parent
0843ead0ae
commit
4242e2adcd
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@ -240,7 +240,7 @@ bool LoadBSPFile( void )
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{
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byte *buffer;
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buffer = (byte *)FS_LoadFile( va("maps/%.bsp", gs_filename ), NULL );
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buffer = (byte *)FS_LoadFile( va("maps/%s.bsp", gs_filename ), NULL );
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if( !buffer ) return false;
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header = (dheader_t *)buffer; // load the file header
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@ -419,7 +419,6 @@ bool LoadBSPFile ( void );
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void WriteBSPFile ( void );
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//=============================================================================
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//
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// terrain.c
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//
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@ -665,8 +664,6 @@ typedef struct
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vec3_t origin;
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float radius;
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bool patch;
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int numFacets;
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cFacet_t *facets;
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bsp_shader_t *shader; // for translucency
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@ -710,4 +707,6 @@ typedef struct
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} lightmap_t;
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bool PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
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#endif//BSPLIB_H
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@ -4,6 +4,7 @@
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//=======================================================================
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#include "bsplib.h"
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#include "const.h"
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#define CURVE_FACET_ERROR 8
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@ -13,6 +14,31 @@ int c_testFacets;
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surfaceTest_t *surfaceTest[MAX_MAP_SURFACES];
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/*
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=====================
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PlaneFromPoints
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Returns false if the triangle is degenrate.
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The normal will point out of the clock for clockwise ordered points
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=====================
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*/
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bool PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c )
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{
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vec3_t d1, d2;
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VectorSubtract( b, a, d1 );
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VectorSubtract( c, a, d2 );
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CrossProduct( d2, d1, plane );
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if( VectorNormalizeLength( plane ) == 0 )
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{
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return false;
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}
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plane[3] = DotProduct( a, plane );
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return true;
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}
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/*
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=====================
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CM_GenerateBoundaryForPoints
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@ -59,14 +85,19 @@ void TextureMatrixFromPoints( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t
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m[2][2] = c->point[2];
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m[2][3] = c->st[i];
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if ( fabs(m[1][0]) > fabs(m[0][0]) && fabs(m[1][0]) > fabs(m[2][0]) ) {
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for ( j = 0 ; j < 4 ; j ++ ) {
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if( fabs(m[1][0]) > fabs(m[0][0]) && fabs(m[1][0]) > fabs(m[2][0]))
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{
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for( j = 0; j < 4; j++ )
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{
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t = m[0][j];
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m[0][j] = m[1][j];
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m[1][j] = t;
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}
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} else if ( fabs(m[2][0]) > fabs(m[0][0]) && fabs(m[2][0]) > fabs(m[1][0]) ) {
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for ( j = 0 ; j < 4 ; j ++ ) {
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}
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else if( fabs(m[2][0]) > fabs(m[0][0]) && fabs(m[2][0]) > fabs(m[1][0]))
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{
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for( j = 0; j < 4; j++ )
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{
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t = m[0][j];
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m[0][j] = m[2][j];
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m[2][j] = t;
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@ -91,8 +122,10 @@ void TextureMatrixFromPoints( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t
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m[2][2] -= m[0][2] * s;
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m[2][3] -= m[0][3] * s;
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if ( fabs(m[2][1]) > fabs(m[1][1]) ) {
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for ( j = 0 ; j < 4 ; j ++ ) {
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if( fabs(m[2][1]) > fabs(m[1][1]))
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{
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for( j = 0; j < 4; j++ )
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{
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t = m[1][j];
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m[1][j] = m[2][j];
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m[2][j] = t;
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@ -124,16 +157,19 @@ void TextureMatrixFromPoints( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t
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f->textureMatrix[i][3] = 0;
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/*
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s = fabs( DotProduct( a->point, f->textureMatrix[i] ) - a->st[i] );
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if ( s > 0.01 ) {
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Error( "Bad textureMatrix" );
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if( s > 0.01 )
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{
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Sys_Error( "Bad textureMatrix\n" );
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}
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s = fabs( DotProduct( b->point, f->textureMatrix[i] ) - b->st[i] );
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if ( s > 0.01 ) {
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Error( "Bad textureMatrix" );
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if( s > 0.01 )
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{
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Sys_Error( "Bad textureMatrix\n" );
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}
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s = fabs( DotProduct( c->point, f->textureMatrix[i] ) - c->st[i] );
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if ( s > 0.01 ) {
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Error( "Bad textureMatrix" );
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if ( s > 0.01 )
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{
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Sys_Error( "Bad textureMatrix\n" );
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}
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*/
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}
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@ -144,11 +180,13 @@ void TextureMatrixFromPoints( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t
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CM_GenerateFacetFor3Points
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=====================
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*/
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bool CM_GenerateFacetFor3Points( cFacet_t *f, drawVert_t *a, drawVert_t *b, drawVert_t *c ) {
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bool CM_GenerateFacetFor3Points( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t *c )
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{
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// if we can't generate a valid plane for the points, ignore the facet
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if ( !PlaneFromPoints( f->surface, a->point, b->point, c->point ) ) {
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if( !PlaneFromPoints( f->surface, a->point, b->point, c->point ))
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{
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f->numBoundaries = 0;
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return qfalse;
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return false;
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}
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// make boundaries
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@ -164,7 +202,7 @@ bool CM_GenerateFacetFor3Points( cFacet_t *f, drawVert_t *a, drawVert_t *b, draw
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TextureMatrixFromPoints( f, a, b, c );
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return qtrue;
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return true;
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}
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/*
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@ -174,23 +212,25 @@ CM_GenerateFacetFor4Points
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Attempts to use four points as a planar quad
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=====================
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*/
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#define PLANAR_EPSILON 0.1
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qboolean CM_GenerateFacetFor4Points( cFacet_t *f, drawVert_t *a, drawVert_t *b, drawVert_t *c, drawVert_t *d ) {
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bool CM_GenerateFacetFor4Points( cFacet_t *f, dvertex_t *a, dvertex_t *b, dvertex_t *c, dvertex_t *d )
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{
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float dist;
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int i;
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int i;
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vec4_t plane;
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// if we can't generate a valid plane for the points, ignore the facet
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if ( !PlaneFromPoints( f->surface, a->point, b->point, c->point ) ) {
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if( !PlaneFromPoints( f->surface, a->point, b->point, c->point ))
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{
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f->numBoundaries = 0;
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return qfalse;
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return false;
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}
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// if the fourth point is also on the plane, we can make a quad facet
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dist = DotProduct( d->point, f->surface ) - f->surface[3];
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if ( fabs( dist ) > PLANAR_EPSILON ) {
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if( fabs( dist ) > ON_EPSILON )
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{
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f->numBoundaries = 0;
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return qfalse;
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return false;
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}
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// make boundaries
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@ -206,22 +246,24 @@ qboolean CM_GenerateFacetFor4Points( cFacet_t *f, drawVert_t *a, drawVert_t *b,
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VectorCopy( c->point, f->points[2] );
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VectorCopy( d->point, f->points[3] );
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for (i = 1; i < 4; i++)
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for( i = 1; i < 4; i++ )
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{
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if ( !PlaneFromPoints( plane, f->points[i], f->points[(i+1) % 4], f->points[(i+2) % 4]) ) {
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if( !PlaneFromPoints( plane, f->points[i], f->points[(i+1) % 4], f->points[(i+2) % 4]))
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{
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f->numBoundaries = 0;
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return qfalse;
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return false;
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}
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if (DotProduct(f->surface, plane) < 0.9) {
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if( DotProduct( f->surface, plane ) < 0.9 )
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{
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f->numBoundaries = 0;
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return qfalse;
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return false;
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}
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}
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TextureMatrixFromPoints( f, a, b, c );
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return qtrue;
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return true;
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}
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@ -232,7 +274,8 @@ qboolean CM_GenerateFacetFor4Points( cFacet_t *f, drawVert_t *a, drawVert_t *b,
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SphereFromBounds
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===============
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*/
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void SphereFromBounds( vec3_t mins, vec3_t maxs, vec3_t origin, float *radius ) {
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void SphereFromBounds( vec3_t mins, vec3_t maxs, vec3_t origin, float *radius )
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{
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vec3_t temp;
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VectorAdd( mins, maxs, origin );
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@ -247,35 +290,39 @@ void SphereFromBounds( vec3_t mins, vec3_t maxs, vec3_t origin, float *radius )
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FacetsForTriangleSurface
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====================
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*/
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void FacetsForTriangleSurface( dsurface_t *dsurf, shaderInfo_t *si, surfaceTest_t *test ) {
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int i;
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drawVert_t *v1, *v2, *v3, *v4;
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int count;
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int i1, i2, i3, i4, i5, i6;
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void FacetsForTriangleSurface( dsurface_t *dsurf, bsp_shader_t *si, surfaceTest_t *test )
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{
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int i;
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dvertex_t *v1, *v2, *v3, *v4;
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int count;
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int i1, i2, i3, i4, i5, i6;
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test->patch = qfalse;
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test->numFacets = dsurf->numIndexes / 3;
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test->facets = malloc( sizeof( test->facets[0] ) * test->numFacets );
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test->numFacets = dsurf->numindices / 3;
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test->facets = BSP_Malloc( sizeof( test->facets[0] ) * test->numFacets );
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test->shader = si;
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count = 0;
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for ( i = 0 ; i < test->numFacets ; i++ ) {
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i1 = drawIndexes[ dsurf->firstIndex + i*3 ];
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i2 = drawIndexes[ dsurf->firstIndex + i*3 + 1 ];
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i3 = drawIndexes[ dsurf->firstIndex + i*3 + 2 ];
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for( i = 0; i < test->numFacets; i++ )
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{
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i1 = dindexes[dsurf->firstindex+i*3+0];
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i2 = dindexes[dsurf->firstindex+i*3+1];
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i3 = dindexes[dsurf->firstindex+i*3+2];
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v1 = &drawVerts[ dsurf->firstVert + i1 ];
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v2 = &drawVerts[ dsurf->firstVert + i2 ];
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v3 = &drawVerts[ dsurf->firstVert + i3 ];
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v1 = &dvertexes[dsurf->firstvertex+i1];
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v2 = &dvertexes[dsurf->firstvertex+i2];
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v3 = &dvertexes[dsurf->firstvertex+i3];
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// try and make a quad out of two triangles
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if ( i != test->numFacets - 1 ) {
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i4 = drawIndexes[ dsurf->firstIndex + i*3 + 3 ];
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i5 = drawIndexes[ dsurf->firstIndex + i*3 + 4 ];
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i6 = drawIndexes[ dsurf->firstIndex + i*3 + 5 ];
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if ( i4 == i3 && i5 == i2 ) {
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v4 = &drawVerts[ dsurf->firstVert + i6 ];
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if ( CM_GenerateFacetFor4Points( &test->facets[count], v1, v2, v4, v3 ) ) {
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if( i != test->numFacets - 1 )
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{
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i4 = dindexes[dsurf->firstindex+i*3+3];
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i5 = dindexes[dsurf->firstindex+i*3+4];
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i6 = dindexes[dsurf->firstindex+i*3+5];
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if( i4 == i3 && i5 == i2 )
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{
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v4 = &dvertexes[ dsurf->firstvertex + i6 ];
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if( CM_GenerateFacetFor4Points( &test->facets[count], v1, v2, v4, v3 ))
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{
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count++;
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i++; // skip next tri
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continue;
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@ -283,7 +330,7 @@ void FacetsForTriangleSurface( dsurface_t *dsurf, shaderInfo_t *si, surfaceTest_
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}
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}
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if (CM_GenerateFacetFor3Points( &test->facets[count], v1, v2, v3 ))
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if( CM_GenerateFacetFor3Points( &test->facets[count], v1, v2, v3 ))
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count++;
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}
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@ -291,58 +338,6 @@ void FacetsForTriangleSurface( dsurface_t *dsurf, shaderInfo_t *si, surfaceTest_
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test->numFacets = count;
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}
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/*
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====================
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FacetsForPatch
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====================
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*/
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void FacetsForPatch( dsurface_t *dsurf, shaderInfo_t *si, surfaceTest_t *test ) {
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int i, j;
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drawVert_t *v1, *v2, *v3, *v4;
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int count;
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mesh_t srcMesh, *subdivided, *mesh;
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srcMesh.width = dsurf->patchWidth;
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srcMesh.height = dsurf->patchHeight;
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srcMesh.verts = &drawVerts[ dsurf->firstVert ];
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//subdivided = SubdivideMesh( mesh, CURVE_FACET_ERROR, 9999 );
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mesh = SubdivideMesh( srcMesh, 8, 999 );
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PutMeshOnCurve( *mesh );
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MakeMeshNormals( *mesh );
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subdivided = RemoveLinearMeshColumnsRows( mesh );
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FreeMesh(mesh);
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test->patch = qtrue;
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test->numFacets = ( subdivided->width - 1 ) * ( subdivided->height - 1 ) * 2;
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test->facets = malloc( sizeof( test->facets[0] ) * test->numFacets );
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test->shader = si;
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count = 0;
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for ( i = 0 ; i < subdivided->width - 1 ; i++ ) {
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for ( j = 0 ; j < subdivided->height - 1 ; j++ ) {
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v1 = subdivided->verts + j * subdivided->width + i;
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v2 = v1 + 1;
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v3 = v1 + subdivided->width + 1;
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v4 = v1 + subdivided->width;
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if ( CM_GenerateFacetFor4Points( &test->facets[count], v1, v4, v3, v2 ) ) {
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count++;
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} else {
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if (CM_GenerateFacetFor3Points( &test->facets[count], v1, v4, v3 ))
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count++;
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if (CM_GenerateFacetFor3Points( &test->facets[count], v1, v3, v2 ))
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count++;
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}
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}
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}
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test->numFacets = count;
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FreeMesh(subdivided);
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}
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/*
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=====================
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InitSurfacesForTesting
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@ -350,43 +345,43 @@ InitSurfacesForTesting
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Builds structures to speed the ray tracing against surfaces
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=====================
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*/
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void InitSurfacesForTesting( void ) {
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int i, j;
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dsurface_t *dsurf;
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void InitSurfacesForTesting( void )
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{
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int i, j;
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dsurface_t *dsurf;
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surfaceTest_t *test;
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drawVert_t *dvert;
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shaderInfo_t *si;
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dvertex_t *dvert;
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bsp_shader_t *si;
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for ( i = 0 ; i < numDrawSurfaces ; i++ ) {
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dsurf = &drawSurfaces[ i ];
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if ( !dsurf->numIndexes && !dsurf->patchWidth ) {
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for( i = 0; i < numsurfaces; i++ )
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{
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dsurf = &dsurfaces[i];
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if( !dsurf->numindices )
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{
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continue;
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}
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// don't make surfaces for transparent objects
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// because we want light to pass through them
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si = ShaderInfoForShader( dshaders[ dsurf->shaderNum].shader );
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if ( (si->contents & CONTENTS_TRANSLUCENT) && !(si->surfaceFlags & SURF_ALPHASHADOW) ) {
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si = FindShader( dshaders[dsurf->shadernum].name );
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if(( si->contents & CONTENTS_TRANSLUCENT) && !(si->surfaceFlags & SURF_ALPHASHADOW))
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{
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continue;
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}
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test = malloc( sizeof( *test ) );
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test = BSP_Malloc( sizeof( *test ));
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surfaceTest[i] = test;
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ClearBounds( test->mins, test->maxs );
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dvert = &drawVerts[ dsurf->firstVert ];
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for ( j = 0 ; j < dsurf->numVerts ; j++, dvert++ ) {
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dvert = &dvertexes[ dsurf->firstvertex ];
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for( j = 0; j < dsurf->numvertices; j++, dvert++ )
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{
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AddPointToBounds( dvert->point, test->mins, test->maxs );
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}
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SphereFromBounds( test->mins, test->maxs, test->origin, &test->radius );
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if ( dsurf->surfaceType == MST_TRIANGLE_SOUP || dsurf->surfaceType == MST_PLANAR ) {
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FacetsForTriangleSurface( dsurf, si, test );
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} else if ( dsurf->surfaceType == MST_PATCH ) {
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FacetsForPatch( dsurf, si, test );
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}
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FacetsForTriangleSurface( dsurf, si, test );
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}
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}
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||||
|
@ -396,13 +391,14 @@ void InitSurfacesForTesting( void ) {
|
|||
GenerateBoundaryForPoints
|
||||
=====================
|
||||
*/
|
||||
void GenerateBoundaryForPoints( float boundary[4], float plane[4], vec3_t a, vec3_t b ) {
|
||||
void GenerateBoundaryForPoints( float boundary[4], float plane[4], vec3_t a, vec3_t b )
|
||||
{
|
||||
vec3_t d1;
|
||||
|
||||
// amke a perpendicular vector to the edge and the surface
|
||||
VectorSubtract( b, a, d1 );
|
||||
CrossProduct( plane, d1, boundary );
|
||||
VectorNormalize( boundary, boundary );
|
||||
VectorNormalize( boundary );
|
||||
boundary[3] = DotProduct( a, boundary );
|
||||
}
|
||||
|
||||
|
@ -415,14 +411,16 @@ Given a point on a facet, determine the color filter
|
|||
for light passing through
|
||||
=================
|
||||
*/
|
||||
void SetFacetFilter( traceWork_t *tr, shaderInfo_t *shader, cFacet_t *facet, vec3_t point ) {
|
||||
void SetFacetFilter( traceWork_t *tr, bsp_shader_t *shader, cFacet_t *facet, vec3_t point )
|
||||
{
|
||||
float s, t;
|
||||
int is, it;
|
||||
int is, it;
|
||||
byte *image;
|
||||
int b;
|
||||
int b;
|
||||
|
||||
// most surfaces are completely opaque
|
||||
if ( !(shader->surfaceFlags & SURF_ALPHASHADOW) ) {
|
||||
if( !(shader->surfaceFlags & SURF_ALPHASHADOW ))
|
||||
{
|
||||
VectorClear( tr->trace->filter );
|
||||
return;
|
||||
}
|
||||
|
@ -430,7 +428,8 @@ void SetFacetFilter( traceWork_t *tr, shaderInfo_t *shader, cFacet_t *facet, vec
|
|||
s = DotProduct( point, facet->textureMatrix[0] ) + facet->textureMatrix[0][3];
|
||||
t = DotProduct( point, facet->textureMatrix[1] ) + facet->textureMatrix[1][3];
|
||||
|
||||
if ( !shader->pixels ) {
|
||||
if( !shader->pixels )
|
||||
{
|
||||
// assume completely solid
|
||||
VectorClear( point );
|
||||
return;
|
||||
|
@ -463,14 +462,16 @@ TraceAgainstFacet
|
|||
Shader is needed for translucent surfaces
|
||||
====================
|
||||
*/
|
||||
void TraceAgainstFacet( traceWork_t *tr, shaderInfo_t *shader, cFacet_t *facet ) {
|
||||
int j;
|
||||
void TraceAgainstFacet( traceWork_t *tr, bsp_shader_t *shader, cFacet_t *facet )
|
||||
{
|
||||
int j;
|
||||
float d1, d2, d, f;
|
||||
vec3_t point;
|
||||
float dist;
|
||||
|
||||
// ignore degenerate facets
|
||||
if ( facet->numBoundaries < 3 ) {
|
||||
if( facet->numBoundaries < 3 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -478,49 +479,60 @@ void TraceAgainstFacet( traceWork_t *tr, shaderInfo_t *shader, cFacet_t *facet )
|
|||
|
||||
// compare the trace endpoints against the facet plane
|
||||
d1 = DotProduct( tr->start, facet->surface ) - dist;
|
||||
if ( d1 > -1 && d1 < 1 ) {
|
||||
if( d1 > -1 && d1 < 1 )
|
||||
{
|
||||
return; // don't self intersect
|
||||
}
|
||||
d2 = DotProduct( tr->end, facet->surface ) - dist;
|
||||
if ( d2 > -1 && d2 < 1 ) {
|
||||
if( d2 > -1 && d2 < 1 )
|
||||
{
|
||||
return; // don't self intersect
|
||||
}
|
||||
|
||||
// calculate the intersection fraction
|
||||
f = ( d1 - ON_EPSILON ) / ( d1 - d2 );
|
||||
if ( f <= 0 ) {
|
||||
if( f <= 0 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
if ( f >= tr->trace->hitFraction ) {
|
||||
return; // we have hit something earlier
|
||||
if( f >= tr->trace->hitFraction )
|
||||
{
|
||||
return; // we have hit something earlier
|
||||
}
|
||||
|
||||
// calculate the intersection point
|
||||
for ( j = 0 ; j < 3 ; j++ ) {
|
||||
for( j = 0; j < 3; j++ )
|
||||
{
|
||||
point[j] = tr->start[j] + f * ( tr->end[j] - tr->start[j] );
|
||||
}
|
||||
|
||||
// check the point against the facet boundaries
|
||||
for ( j = 0 ; j < facet->numBoundaries ; j++ ) {
|
||||
for( j = 0; j < facet->numBoundaries; j++ )
|
||||
{
|
||||
// adjust the plane distance apropriately for mins/maxs
|
||||
dist = facet->boundaries[j][3];
|
||||
|
||||
d = DotProduct( point, facet->boundaries[j] );
|
||||
if ( d > dist + ON_EPSILON ) {
|
||||
if( d > dist + ON_EPSILON )
|
||||
{
|
||||
break; // outside the bounds
|
||||
}
|
||||
}
|
||||
|
||||
if ( j != facet->numBoundaries ) {
|
||||
if( j != facet->numBoundaries )
|
||||
{
|
||||
return; // we are outside the bounds of the facet
|
||||
}
|
||||
|
||||
// we hit this facet
|
||||
|
||||
// if this is a transparent surface, calculate filter value
|
||||
if ( shader->surfaceFlags & SURF_ALPHASHADOW ) {
|
||||
if( shader->surfaceFlags & SURF_ALPHASHADOW )
|
||||
{
|
||||
SetFacetFilter( tr, shader, facet, point );
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
// completely opaque
|
||||
VectorClear( tr->trace->filter );
|
||||
tr->trace->hitFraction = f;
|
||||
|
@ -538,21 +550,17 @@ void TraceAgainstFacet( traceWork_t *tr, shaderInfo_t *shader, cFacet_t *facet )
|
|||
|
||||
===============================================================
|
||||
*/
|
||||
|
||||
|
||||
#define TRACE_ON_EPSILON 0.1
|
||||
|
||||
typedef struct tnode_s
|
||||
{
|
||||
int type;
|
||||
vec3_t normal;
|
||||
float dist;
|
||||
vec3_t normal;
|
||||
float dist;
|
||||
int children[2];
|
||||
int planeNum;
|
||||
} tnode_t;
|
||||
|
||||
#define MAX_TNODES (MAX_MAP_NODES*4)
|
||||
tnode_t *tnodes, *tnode_p;
|
||||
#define MAX_TNODES (MAX_MAP_NODES*4)
|
||||
tnode_t *tnodes, *tnode_p;
|
||||
|
||||
/*
|
||||
==============
|
||||
|
@ -561,35 +569,41 @@ MakeTnode
|
|||
Converts the disk node structure into the efficient tracing structure
|
||||
==============
|
||||
*/
|
||||
void MakeTnode (int nodenum)
|
||||
void MakeTnode( int nodenum )
|
||||
{
|
||||
tnode_t *t;
|
||||
tnode_t *t;
|
||||
dplane_t *plane;
|
||||
int i;
|
||||
int i;
|
||||
dnode_t *node;
|
||||
int leafNum;
|
||||
int leafNum;
|
||||
|
||||
t = tnode_p++;
|
||||
|
||||
node = dnodes + nodenum;
|
||||
plane = dplanes + node->planeNum;
|
||||
plane = dplanes + node->planenum;
|
||||
|
||||
t->planeNum = node->planeNum;
|
||||
t->planeNum = node->planenum;
|
||||
t->type = PlaneTypeForNormal( plane->normal );
|
||||
VectorCopy (plane->normal, t->normal);
|
||||
t->dist = plane->dist;
|
||||
|
||||
for (i=0 ; i<2 ; i++)
|
||||
for( i = 0; i < 2; i++ )
|
||||
{
|
||||
if (node->children[i] < 0) {
|
||||
if( node->children[i] < 0 )
|
||||
{
|
||||
leafNum = -node->children[i] - 1;
|
||||
if ( dleafs[leafNum].cluster == -1 ) {
|
||||
if( dleafs[leafNum].cluster == -1 )
|
||||
{
|
||||
// solid
|
||||
t->children[i] = leafNum | ( 1 << 31 ) | ( 1 << 30 );
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
t->children[i] = leafNum | ( 1 << 31 );
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
t->children[i] = tnode_p - tnodes;
|
||||
MakeTnode (node->children[i]);
|
||||
}
|
||||
|
@ -604,13 +618,14 @@ InitTrace
|
|||
Loads the node structure out of a .bsp file to be used for light occlusion
|
||||
=============
|
||||
*/
|
||||
void InitTrace( void ) {
|
||||
void InitTrace( void )
|
||||
{
|
||||
// 32 byte align the structs
|
||||
tnodes = malloc( (MAX_TNODES+1) * sizeof(tnode_t));
|
||||
tnodes = BSP_Malloc((MAX_TNODES+1) * sizeof(tnode_t));
|
||||
tnodes = (tnode_t *)(((int)tnodes + 31)&~31);
|
||||
tnode_p = tnodes;
|
||||
|
||||
MakeTnode (0);
|
||||
MakeTnode( 0 );
|
||||
|
||||
InitSurfacesForTesting();
|
||||
}
|
||||
|
@ -621,13 +636,16 @@ void InitTrace( void ) {
|
|||
PointInSolid
|
||||
===================
|
||||
*/
|
||||
qboolean PointInSolid_r( vec3_t start, int node ) {
|
||||
bool PointInSolid_r( vec3_t start, int node )
|
||||
{
|
||||
tnode_t *tnode;
|
||||
float front;
|
||||
|
||||
while ( !(node & (1<<31) ) ) {
|
||||
while(!(node & ( 1<<31 )))
|
||||
{
|
||||
tnode = &tnodes[node];
|
||||
switch (tnode->type) {
|
||||
switch( tnode->type )
|
||||
{
|
||||
case PLANE_X:
|
||||
front = start[0] - tnode->dist;
|
||||
break;
|
||||
|
@ -638,27 +656,31 @@ qboolean PointInSolid_r( vec3_t start, int node ) {
|
|||
front = start[2] - tnode->dist;
|
||||
break;
|
||||
default:
|
||||
front = (start[0]*tnode->normal[0] + start[1]*tnode->normal[1] + start[2]*tnode->normal[2]) - tnode->dist;
|
||||
front = (start[0]*tnode->normal[0]+start[1]*tnode->normal[1]+start[2]*tnode->normal[2]) - tnode->dist;
|
||||
break;
|
||||
}
|
||||
|
||||
if ( front == 0 ) {
|
||||
if( front == 0 )
|
||||
{
|
||||
// exactly on node, must check both sides
|
||||
return (qboolean) ( PointInSolid_r( start, tnode->children[0] )
|
||||
| PointInSolid_r( start, tnode->children[1] ) );
|
||||
return (bool)(PointInSolid_r( start, tnode->children[0] )|PointInSolid_r( start, tnode->children[1]));
|
||||
}
|
||||
|
||||
if ( front > 0 ) {
|
||||
if( front > 0 )
|
||||
{
|
||||
node = tnode->children[0];
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
node = tnode->children[1];
|
||||
}
|
||||
}
|
||||
|
||||
if ( node & ( 1 << 30 ) ) {
|
||||
return qtrue;
|
||||
if( node & ( 1 << 30 ))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return qfalse;
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -667,7 +689,8 @@ PointInSolid
|
|||
|
||||
=============
|
||||
*/
|
||||
qboolean PointInSolid( vec3_t start ) {
|
||||
bool PointInSolid( vec3_t start )
|
||||
{
|
||||
return PointInSolid_r( start, 0 );
|
||||
}
|
||||
|
||||
|
@ -679,32 +702,39 @@ TraceLine_r
|
|||
Returns qtrue if something is hit and tracing can stop
|
||||
=============
|
||||
*/
|
||||
int TraceLine_r( int node, const vec3_t start, const vec3_t stop, traceWork_t *tw ) {
|
||||
int TraceLine_r( int node, const vec3_t start, const vec3_t stop, traceWork_t *tw )
|
||||
{
|
||||
tnode_t *tnode;
|
||||
float front, back;
|
||||
vec3_t mid;
|
||||
float frac;
|
||||
int side;
|
||||
int r;
|
||||
int side;
|
||||
int r;
|
||||
|
||||
if (node & (1<<31)) {
|
||||
if (node & ( 1 << 30 ) ) {
|
||||
if( node & (1<<31))
|
||||
{
|
||||
if( node & ( 1 << 30 ))
|
||||
{
|
||||
VectorCopy (start, tw->trace->hit);
|
||||
tw->trace->passSolid = qtrue;
|
||||
return qtrue;
|
||||
} else {
|
||||
tw->trace->passSolid = true;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// save the node off for more exact testing
|
||||
if ( tw->numOpenLeafs == MAX_MAP_LEAFS ) {
|
||||
return qfalse;
|
||||
if( tw->numOpenLeafs == MAX_MAP_LEAFS )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
tw->openLeafNumbers[ tw->numOpenLeafs ] = node & ~(3 << 30);
|
||||
tw->numOpenLeafs++;
|
||||
return qfalse;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
tnode = &tnodes[node];
|
||||
switch (tnode->type) {
|
||||
switch( tnode->type )
|
||||
{
|
||||
case PLANE_X:
|
||||
front = start[0] - tnode->dist;
|
||||
back = stop[0] - tnode->dist;
|
||||
|
@ -723,12 +753,14 @@ int TraceLine_r( int node, const vec3_t start, const vec3_t stop, traceWork_t *t
|
|||
break;
|
||||
}
|
||||
|
||||
if (front >= -TRACE_ON_EPSILON && back >= -TRACE_ON_EPSILON) {
|
||||
return TraceLine_r (tnode->children[0], start, stop, tw);
|
||||
if( front >= -ON_EPSILON && back >= -ON_EPSILON )
|
||||
{
|
||||
return TraceLine_r( tnode->children[0], start, stop, tw );
|
||||
}
|
||||
|
||||
if (front < TRACE_ON_EPSILON && back < TRACE_ON_EPSILON) {
|
||||
return TraceLine_r (tnode->children[1], start, stop, tw);
|
||||
if( front < ON_EPSILON && back < ON_EPSILON )
|
||||
{
|
||||
return TraceLine_r( tnode->children[1], start, stop, tw );
|
||||
}
|
||||
|
||||
side = front < 0;
|
||||
|
@ -739,14 +771,15 @@ int TraceLine_r( int node, const vec3_t start, const vec3_t stop, traceWork_t *t
|
|||
mid[1] = start[1] + (stop[1] - start[1])*frac;
|
||||
mid[2] = start[2] + (stop[2] - start[2])*frac;
|
||||
|
||||
r = TraceLine_r (tnode->children[side], start, mid, tw);
|
||||
r = TraceLine_r( tnode->children[side], start, mid, tw );
|
||||
|
||||
if (r) {
|
||||
if( r )
|
||||
{
|
||||
return r;
|
||||
}
|
||||
|
||||
// trace->planeNum = tnode->planeNum;
|
||||
return TraceLine_r (tnode->children[!side], mid, stop, tw);
|
||||
return TraceLine_r( tnode->children[!side], mid, stop, tw );
|
||||
}
|
||||
|
||||
//==========================================================================================
|
||||
|
@ -757,7 +790,8 @@ int TraceLine_r( int node, const vec3_t start, const vec3_t stop, traceWork_t *t
|
|||
SphereCull
|
||||
================
|
||||
*/
|
||||
qboolean SphereCull( vec3_t start, vec3_t stop, vec3_t origin, float radius ) {
|
||||
bool SphereCull( vec3_t start, vec3_t stop, vec3_t origin, float radius )
|
||||
{
|
||||
vec3_t v;
|
||||
float d;
|
||||
vec3_t dir;
|
||||
|
@ -765,15 +799,17 @@ qboolean SphereCull( vec3_t start, vec3_t stop, vec3_t origin, float radius ) {
|
|||
vec3_t on;
|
||||
|
||||
VectorSubtract( stop, start, dir );
|
||||
len = VectorNormalize( dir, dir );
|
||||
len = VectorNormalizeLength( dir );
|
||||
|
||||
VectorSubtract( origin, start, v );
|
||||
d = DotProduct( v, dir );
|
||||
if ( d > len + radius ) {
|
||||
return qtrue; // too far ahead
|
||||
if( d > len + radius )
|
||||
{
|
||||
return true; // too far ahead
|
||||
}
|
||||
if ( d < -radius ) {
|
||||
return qtrue; // too far behind
|
||||
if( d < -radius )
|
||||
{
|
||||
return true; // too far behind
|
||||
}
|
||||
VectorMA( start, d, dir, on );
|
||||
|
||||
|
@ -781,11 +817,11 @@ qboolean SphereCull( vec3_t start, vec3_t stop, vec3_t origin, float radius ) {
|
|||
|
||||
len = VectorLength( v );
|
||||
|
||||
if ( len > radius ) {
|
||||
return qtrue; // too far to the side
|
||||
if( len > radius )
|
||||
{
|
||||
return true; // too far to the side
|
||||
}
|
||||
|
||||
return qfalse; // must be traced against
|
||||
return false; // must be traced against
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -793,30 +829,36 @@ qboolean SphereCull( vec3_t start, vec3_t stop, vec3_t origin, float radius ) {
|
|||
TraceAgainstSurface
|
||||
================
|
||||
*/
|
||||
void TraceAgainstSurface( traceWork_t *tw, surfaceTest_t *surf ) {
|
||||
void TraceAgainstSurface( traceWork_t *tw, surfaceTest_t *surf )
|
||||
{
|
||||
int i;
|
||||
|
||||
// if surfaces are trans
|
||||
if ( SphereCull( tw->start, tw->end, surf->origin, surf->radius ) ) {
|
||||
if ( numthreads == 1 ) {
|
||||
if( SphereCull( tw->start, tw->end, surf->origin, surf->radius ))
|
||||
{
|
||||
if( GetNumThreads() == 1 )
|
||||
{
|
||||
c_cullTrace++;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ( numthreads == 1 ) {
|
||||
if( GetNumThreads() == 1 )
|
||||
{
|
||||
c_testTrace++;
|
||||
c_testFacets += surf->numFacets;
|
||||
}
|
||||
|
||||
/*
|
||||
// MrE: backface culling
|
||||
if (!surf->patch && surf->numFacets) {
|
||||
if( surf->numFacets )
|
||||
{
|
||||
// if the surface does not cast an alpha shadow
|
||||
if ( !(surf->shader->surfaceFlags & SURF_ALPHASHADOW) ) {
|
||||
if(!(surf->shader->surfaceFlags & SURF_ALPHASHADOW ))
|
||||
{
|
||||
vec3_t vec;
|
||||
VectorSubtract(tw->end, tw->start, vec);
|
||||
if (DotProduct(vec, surf->facets->surface) > 0)
|
||||
VectorSubtract( tw->end, tw->start, vec );
|
||||
if( DotProduct(vec, surf->facets->surface) > 0 )
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -845,19 +887,18 @@ if you need to know the exact first point of impact (for a sun trace), set
|
|||
testAll to true
|
||||
=============
|
||||
*/
|
||||
extern qboolean patchshadows;
|
||||
|
||||
void TraceLine( const vec3_t start, const vec3_t stop, trace_t *trace, qboolean testAll, traceWork_t *tw ) {
|
||||
int r;
|
||||
int i, j;
|
||||
dleaf_t *leaf;
|
||||
float oldHitFrac;
|
||||
void TraceLine( const vec3_t start, const vec3_t stop, lighttrace_t *trace, bool testAll, traceWork_t *tw )
|
||||
{
|
||||
int r;
|
||||
int i, j;
|
||||
dleaf_t *leaf;
|
||||
float oldHitFrac;
|
||||
surfaceTest_t *test;
|
||||
int surfaceNum;
|
||||
byte surfaceTested[MAX_MAP_DRAW_SURFS/8];
|
||||
;
|
||||
int surfaceNum;
|
||||
byte surfaceTested[MAX_MAP_SURFACES/8];
|
||||
|
||||
if ( numthreads == 1 ) {
|
||||
if( GetNumThreads() == 1 )
|
||||
{
|
||||
c_totalTrace++;
|
||||
}
|
||||
|
||||
|
@ -873,7 +914,7 @@ void TraceLine( const vec3_t start, const vec3_t stop, trace_t *trace, qboolean
|
|||
|
||||
tw->numOpenLeafs = 0;
|
||||
|
||||
trace->passSolid = qfalse;
|
||||
trace->passSolid = false;
|
||||
trace->hitFraction = 1.0;
|
||||
|
||||
r = TraceLine_r( 0, start, stop, tw );
|
||||
|
@ -881,47 +922,51 @@ void TraceLine( const vec3_t start, const vec3_t stop, trace_t *trace, qboolean
|
|||
// if we hit a solid leaf, stop without testing the leaf
|
||||
// surfaces. Note that the plane and endpoint might not
|
||||
// be the first solid intersection along the ray.
|
||||
if ( r && !testAll ) {
|
||||
if( r && !testAll )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ( noSurfaces ) {
|
||||
if( noSurfaces )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
memset( surfaceTested, 0, (numDrawSurfaces+7)/8 );
|
||||
memset( surfaceTested, 0, (numsurfaces + 7)/8 );
|
||||
oldHitFrac = trace->hitFraction;
|
||||
|
||||
for ( i = 0 ; i < tw->numOpenLeafs ; i++ ) {
|
||||
leaf = &dleafs[ tw->openLeafNumbers[ i ] ];
|
||||
for ( j = 0 ; j < leaf->numLeafSurfaces ; j++ ) {
|
||||
surfaceNum = dleafsurfaces[ leaf->firstLeafSurface + j ];
|
||||
for( i = 0; i < tw->numOpenLeafs; i++ )
|
||||
{
|
||||
leaf = &dleafs[tw->openLeafNumbers[i]];
|
||||
for( j = 0 ; j < leaf->numleaffaces; j++ )
|
||||
{
|
||||
surfaceNum = dleaffaces[leaf->firstleafface+j];
|
||||
|
||||
// make sure we don't test the same ray against a surface more than once
|
||||
if ( surfaceTested[ surfaceNum>>3 ] & ( 1 << ( surfaceNum & 7) ) ) {
|
||||
if( surfaceTested[surfaceNum>>3] & ( 1 << ( surfaceNum & 7) ))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
surfaceTested[ surfaceNum>>3 ] |= ( 1 << ( surfaceNum & 7 ) );
|
||||
surfaceTested[surfaceNum>>3] |= ( 1 << ( surfaceNum & 7 ));
|
||||
|
||||
test = surfaceTest[ surfaceNum ];
|
||||
if ( !test ) {
|
||||
continue;
|
||||
}
|
||||
//
|
||||
if ( !tw->patchshadows && test->patch ) {
|
||||
test = surfaceTest[surfaceNum];
|
||||
if( !test )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
TraceAgainstSurface( tw, test );
|
||||
}
|
||||
|
||||
// if the trace is now solid, we can't possibly hit anything closer
|
||||
if ( trace->hitFraction < oldHitFrac ) {
|
||||
trace->passSolid = qtrue;
|
||||
if( trace->hitFraction < oldHitFrac )
|
||||
{
|
||||
trace->passSolid = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for ( i = 0 ; i < 3 ; i++ ) {
|
||||
for( i = 0; i < 3; i++ )
|
||||
{
|
||||
trace->hit[i] = start[i] + ( stop[i] - start[i] ) * trace->hitFraction;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -209,10 +209,10 @@ int FindFloatPlane( vec3_t normal, vec_t dist )
|
|||
|
||||
/*
|
||||
================
|
||||
PlaneFromPoints
|
||||
MapPlaneFromPoints
|
||||
================
|
||||
*/
|
||||
int PlaneFromPoints (vec_t *p0, vec_t *p1, vec_t *p2)
|
||||
int MapPlaneFromPoints (vec_t *p0, vec_t *p1, vec_t *p2)
|
||||
{
|
||||
vec3_t t1, t2, normal;
|
||||
vec_t dist;
|
||||
|
@ -632,7 +632,7 @@ void ParseRawBrush( void )
|
|||
}
|
||||
|
||||
// find the plane number
|
||||
planenum = PlaneFromPoints( planepts[0], planepts[1], planepts[2] );
|
||||
planenum = MapPlaneFromPoints( planepts[0], planepts[1], planepts[2] );
|
||||
side->planenum = planenum;
|
||||
|
||||
if( g_brushtype == BRUSH_QUARK )
|
||||
|
|
|
@ -85,7 +85,6 @@ void EmitLeaf( node_t *node )
|
|||
leaf_p = &dleafs[numleafs];
|
||||
numleafs++;
|
||||
|
||||
leaf_p->contents = node->contents;
|
||||
leaf_p->cluster = node->cluster;
|
||||
leaf_p->area = node->area;
|
||||
|
||||
|
@ -314,7 +313,6 @@ void BeginBSPFile( void )
|
|||
numleafbrushes = 0;
|
||||
|
||||
numleafs = 1; // leave leaf 0 as an error
|
||||
dleafs[0].contents = CONTENTS_SOLID; // assume error
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -60,6 +60,10 @@ int entitySurface[MAX_MAP_SURFACES];
|
|||
vec3_t sunDirection = { 0.45, 0.3, 0.9 };
|
||||
vec3_t sunLight = { 100, 100, 50 };
|
||||
|
||||
// g-cont. moved it here to avoid stack overflow problems
|
||||
byte occluded[LIGHTMAP_WIDTH*EXTRASCALE][LIGHTMAP_HEIGHT*EXTRASCALE];
|
||||
vec3_t color[LIGHTMAP_WIDTH*EXTRASCALE][LIGHTMAP_HEIGHT*EXTRASCALE];
|
||||
|
||||
typedef struct
|
||||
{
|
||||
dbrush_t *b;
|
||||
|
@ -1107,8 +1111,6 @@ void TraceLtm( int num )
|
|||
int x, y;
|
||||
int position, numPositions;
|
||||
vec3_t base, origin, normal;
|
||||
byte occluded[LIGHTMAP_WIDTH*EXTRASCALE][LIGHTMAP_HEIGHT*EXTRASCALE];
|
||||
vec3_t color[LIGHTMAP_WIDTH*EXTRASCALE][LIGHTMAP_HEIGHT*EXTRASCALE];
|
||||
traceWork_t tw;
|
||||
vec3_t average;
|
||||
int count;
|
||||
|
@ -1121,6 +1123,9 @@ void TraceLtm( int num )
|
|||
int sampleWidth, sampleHeight, ssize;
|
||||
vec3_t lightmapOrigin, lightmapVecs[2];
|
||||
|
||||
memset( occluded, 0, LIGHTMAP_WIDTH*EXTRASCALE*LIGHTMAP_HEIGHT*EXTRASCALE );
|
||||
memset( color, 0, LIGHTMAP_WIDTH*EXTRASCALE*LIGHTMAP_HEIGHT*EXTRASCALE );
|
||||
|
||||
ds = &dsurfaces[num];
|
||||
si = FindShader( dshaders[ds->shadernum].name );
|
||||
|
||||
|
@ -1742,7 +1747,6 @@ void WradMain ( bool option )
|
|||
pointScale *= com.atof( cmdparm );
|
||||
if( FS_CheckParm( "-notrace" )) notrace = true;
|
||||
if( FS_CheckParm( "-patchshadows" )) patchshadows = true;
|
||||
if( FS_CheckParm( "-notrace" )) notrace = true;
|
||||
if( FS_CheckParm( "-extrawide" )) extra = extraWide = true;
|
||||
|
||||
samplesize = bsp_lightmap_size->integer;
|
||||
|
|
|
@ -140,7 +140,7 @@ static void ParseShaderFile( char *filename )
|
|||
MsgDev(D_INFO, "Adding shader: %s.txt\n", name );
|
||||
}
|
||||
|
||||
while ( load )
|
||||
while( load )
|
||||
{
|
||||
if ( !Com_GetToken( true )) break;
|
||||
|
||||
|
|
|
@ -133,6 +133,10 @@ SOURCE=.\bsplib\leakfile.c
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\bsplib\light_trace.c
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\bsplib\lightmaps.c
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
|
|
@ -1,125 +0,0 @@
|
|||
<html>
|
||||
<body>
|
||||
<pre>
|
||||
<h1>Build Log</h1>
|
||||
<h3>
|
||||
--------------------Configuration: common - Win32 Debug--------------------
|
||||
</h3>
|
||||
<h3>Command Lines</h3>
|
||||
Creating temporary file "C:\DOCUME~1\ÀÄÌÈÍÈ~1.9CC\LOCALS~1\Temp\RSP245F.tmp" with contents
|
||||
[
|
||||
/nologo /MDd /W3 /Gm /Gi /GX /ZI /I "./" /I "../public" /I "./bsplib/" /I "./ripper" /I "./common" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\common\!debug/" /Fo"..\temp\common\!debug/" /Fd"..\temp\common\!debug/" /FD /GZ /c
|
||||
"D:\Xash3D\src_main\common\bsplib\brush.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\bspfile.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\bsplib.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\facebsp.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\leakfile.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\lightmap.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\lightmaps.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\map.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\patches.c"
|
||||
"D:\Xash3D\src_main\common\platform.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\portals.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\prtfile.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\qbsp3.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\qrad3.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\qvis3.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\shaders.c"
|
||||
"D:\Xash3D\src_main\common\spritegen.c"
|
||||
"D:\Xash3D\src_main\common\studio.c"
|
||||
"D:\Xash3D\src_main\common\studio_utils.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\surface.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\terrain.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\tjunc.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\trace.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\tree.c"
|
||||
"D:\Xash3D\src_main\common\utils.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\visflow.c"
|
||||
"D:\Xash3D\src_main\common\wadlib.c"
|
||||
"D:\Xash3D\src_main\common\bsplib\winding.c"
|
||||
]
|
||||
Creating command line "cl.exe @"C:\DOCUME~1\ÀÄÌÈÍÈ~1.9CC\LOCALS~1\Temp\RSP245F.tmp""
|
||||
Creating temporary file "C:\DOCUME~1\ÀÄÌÈÍÈ~1.9CC\LOCALS~1\Temp\RSP2460.tmp" with contents
|
||||
[
|
||||
msvcrt.lib user32.lib /nologo /dll /incremental:yes /pdb:"..\temp\common\!debug/common.pdb" /debug /machine:I386 /nodefaultlib:"msvcrtd.lib" /out:"..\temp\common\!debug/common.dll" /implib:"..\temp\common\!debug/common.lib" /pdbtype:sept
|
||||
"\Xash3D\src_main\temp\common\!debug\brush.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\bspfile.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\bsplib.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\facebsp.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\leakfile.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\lightmap.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\lightmaps.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\map.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\patches.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\platform.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\portals.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\prtfile.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\qbsp3.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\qrad3.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\qvis3.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\shaders.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\spritegen.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\studio.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\studio_utils.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\surface.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\terrain.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\tjunc.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\trace.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\tree.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\utils.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\visflow.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\wadlib.obj"
|
||||
"\Xash3D\src_main\temp\common\!debug\winding.obj"
|
||||
]
|
||||
Creating command line "link.exe @"C:\DOCUME~1\ÀÄÌÈÍÈ~1.9CC\LOCALS~1\Temp\RSP2460.tmp""
|
||||
Creating temporary file "C:\DOCUME~1\ÀÄÌÈÍÈ~1.9CC\LOCALS~1\Temp\RSP2461.bat" with contents
|
||||
[
|
||||
@echo off
|
||||
copy \Xash3D\src_main\temp\common\!debug\common.dll "D:\Xash3D\bin\common.dll"
|
||||
]
|
||||
Creating command line ""C:\DOCUME~1\ÀÄÌÈÍÈ~1.9CC\LOCALS~1\Temp\RSP2461.bat""
|
||||
Compiling...
|
||||
brush.c
|
||||
bspfile.c
|
||||
bsplib.c
|
||||
facebsp.c
|
||||
leakfile.c
|
||||
lightmap.c
|
||||
lightmaps.c
|
||||
map.c
|
||||
patches.c
|
||||
platform.c
|
||||
portals.c
|
||||
prtfile.c
|
||||
qbsp3.c
|
||||
qrad3.c
|
||||
qvis3.c
|
||||
shaders.c
|
||||
spritegen.c
|
||||
studio.c
|
||||
studio_utils.c
|
||||
surface.c
|
||||
Generating Code...
|
||||
Compiling...
|
||||
terrain.c
|
||||
tjunc.c
|
||||
trace.c
|
||||
tree.c
|
||||
utils.c
|
||||
visflow.c
|
||||
wadlib.c
|
||||
winding.c
|
||||
Generating Code...
|
||||
Linking...
|
||||
Creating library ..\temp\common\!debug/common.lib and object ..\temp\common\!debug/common.exp
|
||||
<h3>Output Window</h3>
|
||||
Performing Custom Build Step on \Xash3D\src_main\temp\common\!debug\common.dll
|
||||
‘ª®¯¨à®¢ ® ä ©«®¢: 1.
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
common.dll - 0 error(s), 0 warning(s)
|
||||
</pre>
|
||||
</body>
|
||||
</html>
|
|
@ -356,7 +356,6 @@ void BSP_LoadLeafs( lump_t *l )
|
|||
dleaf_t *in;
|
||||
cleaf_t *out;
|
||||
int i, j, n, c, count;
|
||||
int emptyleaf = -1;
|
||||
|
||||
in = (void *)(cm.mod_base + l->fileofs);
|
||||
if (l->filelen % sizeof(*in)) Host_Error("BSP_LoadLeafs: funny lump size\n");
|
||||
|
@ -370,7 +369,6 @@ void BSP_LoadLeafs( lump_t *l )
|
|||
{
|
||||
out->parent = NULL;
|
||||
out->plane = NULL;
|
||||
out->contents = LittleLong( in->contents );
|
||||
out->cluster = LittleLong( in->cluster );
|
||||
out->area = LittleLong( in->area );
|
||||
|
||||
|
@ -401,22 +399,6 @@ void BSP_LoadLeafs( lump_t *l )
|
|||
cm.areaportals_size = cm.numareas * cm.numareas * sizeof( *cm.areaportals );
|
||||
cm.areas = Mem_Alloc( cmappool, cm.numareas * sizeof( *cm.areas ));
|
||||
cm.areaportals = Mem_Alloc( cmappool, cm.areaportals_size );
|
||||
|
||||
// probably any wall it's liquid ?
|
||||
if( cm.leafs[0].contents != CONTENTS_SOLID )
|
||||
Host_Error("Map %s with leaf 0 is not CONTENTS_SOLID\n", cm.name );
|
||||
|
||||
for( i = 1; i < count; i++ )
|
||||
{
|
||||
if(!cm.leafs[i].contents)
|
||||
{
|
||||
emptyleaf = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// stuck into brushes
|
||||
if( emptyleaf == -1 ) Host_Error("Map %s does not have an empty leaf\n", cm.name );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -249,7 +249,6 @@ typedef struct
|
|||
int cluster;
|
||||
int mins[3]; // for frustum culling
|
||||
int maxs[3];
|
||||
int contents;
|
||||
int firstleafface;
|
||||
int numleaffaces;
|
||||
int firstleafbrush;
|
||||
|
|
Reference in New Issue