1279 lines
27 KiB
C
1279 lines
27 KiB
C
#include "bsplib.h"
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#define MAX_LSTYLES 256
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//stupid legacy
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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typedef struct
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{
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dface_t *faces[2];
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bool coplanar;
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} edgeshare_t;
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edgeshare_t edgeshare[MAX_MAP_EDGES];
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int facelinks[MAX_MAP_FACES];
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int planelinks[2][MAX_MAP_PLANES];
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/*
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============
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LinkPlaneFaces
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============
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*/
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void LinkPlaneFaces (void)
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{
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int i;
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dface_t *f;
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f = dfaces;
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for (i=0 ; i<numfaces ; i++, f++)
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{
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facelinks[i] = planelinks[f->side][f->planenum];
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planelinks[f->side][f->planenum] = i;
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}
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}
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/*
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============
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PairEdges
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============
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*/
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void PairEdges (void)
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{
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int i, j, k;
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dface_t *f;
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edgeshare_t *e;
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f = dfaces;
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for (i=0 ; i<numfaces ; i++, f++)
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{
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for (j=0 ; j<f->numedges ; j++)
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{
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k = dsurfedges[f->firstedge + j];
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if (k < 0)
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{
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e = &edgeshare[-k];
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e->faces[1] = f;
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}
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else
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{
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e = &edgeshare[k];
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e->faces[0] = f;
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}
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if (e->faces[0] && e->faces[1])
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{
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// determine if coplanar
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if (e->faces[0]->planenum == e->faces[1]->planenum)
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e->coplanar = true;
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}
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}
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}
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}
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/*
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=================================================================
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POINT TRIANGULATION
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=================================================================
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*/
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typedef struct triedge_s
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{
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int p0, p1;
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vec3_t normal;
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vec_t dist;
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struct triangle_s *tri;
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} triedge_t;
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typedef struct triangle_s
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{
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triedge_t *edges[3];
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} triangle_t;
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#define MAX_TRI_POINTS 1024
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#define MAX_TRI_EDGES (MAX_TRI_POINTS*6)
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#define MAX_TRI_TRIS (MAX_TRI_POINTS*2)
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typedef struct
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{
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int numpoints;
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int numedges;
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int numtris;
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dplane_t *plane;
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triedge_t *edgematrix[MAX_TRI_POINTS][MAX_TRI_POINTS];
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patch_t *points[MAX_TRI_POINTS];
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triedge_t edges[MAX_TRI_EDGES];
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triangle_t tris[MAX_TRI_TRIS];
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} triangulation_t;
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/*
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===============
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AllocTriangulation
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===============
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*/
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triangulation_t *AllocTriangulation (dplane_t *plane)
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{
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triangulation_t *t;
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t = Malloc(sizeof(triangulation_t));
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t->numpoints = 0;
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t->numedges = 0;
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t->numtris = 0;
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t->plane = plane;
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return t;
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}
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/*
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===============
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FreeTriangulation
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===============
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*/
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void FreeTriangulation (triangulation_t *tr)
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{
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Mem_Free (tr);
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}
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triedge_t *FindEdge (triangulation_t *trian, int p0, int p1)
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{
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triedge_t *e, *be;
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vec3_t v1;
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vec3_t normal;
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vec_t dist;
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if (trian->edgematrix[p0][p1])
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return trian->edgematrix[p0][p1];
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if (trian->numedges > MAX_TRI_EDGES-2)
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Sys_Error ("trian->numedges > MAX_TRI_EDGES-2");
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VectorSubtract (trian->points[p1]->origin, trian->points[p0]->origin, v1);
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VectorNormalize (v1);
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CrossProduct (v1, trian->plane->normal, normal);
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dist = DotProduct (trian->points[p0]->origin, normal);
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e = &trian->edges[trian->numedges];
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e->p0 = p0;
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e->p1 = p1;
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e->tri = NULL;
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VectorCopy (normal, e->normal);
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e->dist = dist;
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trian->numedges++;
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trian->edgematrix[p0][p1] = e;
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be = &trian->edges[trian->numedges];
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be->p0 = p1;
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be->p1 = p0;
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be->tri = NULL;
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VectorSubtract (vec3_origin, normal, be->normal);
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be->dist = -dist;
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trian->numedges++;
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trian->edgematrix[p1][p0] = be;
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return e;
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}
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triangle_t *AllocTriangle (triangulation_t *trian)
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{
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triangle_t *t;
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if (trian->numtris >= MAX_TRI_TRIS)
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Sys_Error ("trian->numtris >= MAX_TRI_TRIS");
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t = &trian->tris[trian->numtris];
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trian->numtris++;
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return t;
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}
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/*
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============
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TriEdge_r
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============
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*/
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void TriEdge_r (triangulation_t *trian, triedge_t *e)
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{
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int i, bestp;
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vec3_t v1, v2;
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vec_t *p0, *p1, *p;
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vec_t best, ang;
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triangle_t *nt;
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if (e->tri)
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return; // allready connected by someone
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// find the point with the best angle
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p0 = trian->points[e->p0]->origin;
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p1 = trian->points[e->p1]->origin;
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best = 1.1f;
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for (i=0 ; i< trian->numpoints ; i++)
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{
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p = trian->points[i]->origin;
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// a 0 dist will form a degenerate triangle
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if (DotProduct(p, e->normal) - e->dist < 0)
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continue; // behind edge
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VectorSubtract (p0, p, v1);
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VectorSubtract (p1, p, v2);
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if( !VectorNormalizeLength( v1 )) continue;
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if( !VectorNormalizeLength( v2 )) continue;
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ang = DotProduct( v1, v2 );
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if( ang < best )
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{
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best = ang;
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bestp = i;
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}
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}
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if( best >= 1 ) return; // edge doesn't match anything
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// make a new triangle
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nt = AllocTriangle (trian);
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nt->edges[0] = e;
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nt->edges[1] = FindEdge (trian, e->p1, bestp);
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nt->edges[2] = FindEdge (trian, bestp, e->p0);
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for (i=0 ; i<3 ; i++)
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nt->edges[i]->tri = nt;
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TriEdge_r (trian, FindEdge (trian, bestp, e->p1));
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TriEdge_r (trian, FindEdge (trian, e->p0, bestp));
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}
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/*
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============
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TriangulatePoints
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============
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*/
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void TriangulatePoints (triangulation_t *trian)
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{
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vec_t d, bestd;
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vec3_t v1;
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int bp1, bp2, i, j;
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vec_t *p1, *p2;
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triedge_t *e, *e2;
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if (trian->numpoints < 2)
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return;
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// find the two closest points
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bestd = 9999;
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for (i=0 ; i<trian->numpoints ; i++)
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{
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p1 = trian->points[i]->origin;
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for (j=i+1 ; j<trian->numpoints ; j++)
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{
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p2 = trian->points[j]->origin;
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VectorSubtract (p2, p1, v1);
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d = VectorLength (v1);
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if (d < bestd)
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{
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bestd = d;
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bp1 = i;
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bp2 = j;
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}
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}
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}
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e = FindEdge (trian, bp1, bp2);
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e2 = FindEdge (trian, bp2, bp1);
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TriEdge_r (trian, e);
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TriEdge_r (trian, e2);
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}
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/*
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===============
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AddPointToTriangulation
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===============
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*/
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void AddPointToTriangulation (patch_t *patch, triangulation_t *trian)
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{
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int pnum;
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pnum = trian->numpoints;
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if (pnum == MAX_TRI_POINTS)
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Sys_Error ("trian->numpoints == MAX_TRI_POINTS");
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trian->points[pnum] = patch;
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trian->numpoints++;
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}
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/*
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===============
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LerpTriangle
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===============
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*/
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void LerpTriangle (triangulation_t *trian, triangle_t *t, vec3_t point, vec3_t color)
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{
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patch_t *p1, *p2, *p3;
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vec3_t base, d1, d2;
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float x, y, x1, y1, x2, y2;
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p1 = trian->points[t->edges[0]->p0];
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p2 = trian->points[t->edges[1]->p0];
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p3 = trian->points[t->edges[2]->p0];
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VectorCopy (p1->totallight, base);
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VectorSubtract (p2->totallight, base, d1);
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VectorSubtract (p3->totallight, base, d2);
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x = DotProduct (point, t->edges[0]->normal) - t->edges[0]->dist;
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y = DotProduct (point, t->edges[2]->normal) - t->edges[2]->dist;
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x1 = 0;
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y1 = DotProduct (p2->origin, t->edges[2]->normal) - t->edges[2]->dist;
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x2 = DotProduct (p3->origin, t->edges[0]->normal) - t->edges[0]->dist;
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y2 = 0;
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if (fabs(y1)<ON_EPSILON || fabs(x2)<ON_EPSILON)
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{
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VectorCopy (base, color);
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return;
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}
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VectorMA (base, x/x2, d2, color);
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VectorMA (color, y/y1, d1, color);
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}
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bool PointInTriangle (vec3_t point, triangle_t *t)
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{
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int i;
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triedge_t *e;
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vec_t d;
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for (i=0 ; i<3 ; i++)
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{
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e = t->edges[i];
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d = DotProduct (e->normal, point) - e->dist;
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if (d < 0)
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return false; // not inside
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}
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return true;
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}
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/*
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===============
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SampleTriangulation
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===============
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*/
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void SampleTriangulation (vec3_t point, triangulation_t *trian, vec3_t color)
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{
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triangle_t *t;
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triedge_t *e;
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vec_t d, best;
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patch_t *p0, *p1;
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vec3_t v1, v2;
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int i, j;
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if (trian->numpoints == 0)
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{
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VectorClear (color);
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return;
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}
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if (trian->numpoints == 1)
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{
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VectorCopy (trian->points[0]->totallight, color);
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return;
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}
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// search for triangles
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for (t = trian->tris, j=0 ; j < trian->numtris ; t++, j++)
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{
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if (!PointInTriangle (point, t))
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continue;
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// this is it
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LerpTriangle (trian, t, point, color);
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return;
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}
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// search for exterior edge
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for (e=trian->edges, j=0 ; j< trian->numedges ; e++, j++)
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{
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if (e->tri)
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continue; // not an exterior edge
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d = DotProduct (point, e->normal) - e->dist;
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if (d < 0)
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continue; // not in front of edge
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p0 = trian->points[e->p0];
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p1 = trian->points[e->p1];
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VectorSubtract (p1->origin, p0->origin, v1);
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VectorNormalize (v1);
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VectorSubtract (point, p0->origin, v2);
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d = DotProduct (v2, v1);
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if (d < 0)
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continue;
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if (d > 1)
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continue;
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for (i=0 ; i<3 ; i++)
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color[i] = p0->totallight[i] + d * (p1->totallight[i] - p0->totallight[i]);
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return;
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}
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// search for nearest point
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best = 99999;
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p1 = NULL;
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for (j=0 ; j<trian->numpoints ; j++)
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{
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p0 = trian->points[j];
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VectorSubtract (point, p0->origin, v1);
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d = VectorLength (v1);
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if (d < best)
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{
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best = d;
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p1 = p0;
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}
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}
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if (!p1)
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Sys_Error ("SampleTriangulation: no points");
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VectorCopy (p1->totallight, color);
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}
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/*
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=================================================================
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LIGHTMAP SAMPLE GENERATION
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=================================================================
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*/
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#define SINGLEMAP (64*64*4)
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typedef struct
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{
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vec_t facedist;
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vec3_t facenormal;
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int numsurfpt;
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vec3_t surfpt[SINGLEMAP];
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vec3_t modelorg; // for origined bmodels
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vec3_t texorg;
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vec3_t worldtotex[2]; // s = (world - texorg) . worldtotex[0]
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vec3_t textoworld[2]; // world = texorg + s * textoworld[0]
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vec_t exactmins[2], exactmaxs[2];
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int texmins[2], texsize[2];
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int surfnum;
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dface_t *face;
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} lightinfo_t;
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/*
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================
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CalcFaceExtents
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Fills in s->texmins[] and s->texsize[]
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also sets exactmins[] and exactmaxs[]
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================
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*/
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void CalcFaceExtents (lightinfo_t *l)
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{
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dface_t *s;
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vec_t mins[2], maxs[2], val;
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int i,j, e;
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dvertex_t *v;
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dtexinfo_t *tex;
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vec3_t vt;
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s = l->face;
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mins[0] = mins[1] = 999999;
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maxs[0] = maxs[1] = -99999;
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tex = &texinfo[s->texinfo];
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for (i=0 ; i<s->numedges ; i++)
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{
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e = dsurfedges[s->firstedge+i];
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if (e >= 0)
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v = dvertexes + dedges[e].v[0];
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else
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v = dvertexes + dedges[-e].v[1];
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// VectorAdd (v->point, l->modelorg, vt);
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VectorCopy (v->point, vt);
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for (j=0 ; j<2 ; j++)
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{
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val = DotProduct (vt, tex->vecs[j]) + tex->vecs[j][3];
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if (val < mins[j])
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mins[j] = val;
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if (val > maxs[j])
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maxs[j] = val;
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}
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}
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for (i=0 ; i<2 ; i++)
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{
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l->exactmins[i] = mins[i];
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l->exactmaxs[i] = maxs[i];
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mins[i] = floor(mins[i]/16);
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maxs[i] = ceil(maxs[i]/16);
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l->texmins[i] = mins[i];
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l->texsize[i] = maxs[i] - mins[i];
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if (l->texsize[0] * l->texsize[1] > SINGLEMAP/4) // div 4 for extrasamples
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Sys_Error ("Surface to large to map");
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}
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}
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/*
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================
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CalcFaceVectors
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Fills in texorg, worldtotex. and textoworld
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================
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*/
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void CalcFaceVectors (lightinfo_t *l)
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{
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dtexinfo_t *tex;
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int i, j;
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vec3_t texnormal;
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vec_t distscale;
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vec_t dist, len;
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int w, h;
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tex = &texinfo[l->face->texinfo];
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// convert from float to double
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for (i=0 ; i<2 ; i++)
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for (j=0 ; j<3 ; j++)
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l->worldtotex[i][j] = tex->vecs[i][j];
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// calculate a normal to the texture axis. points can be moved along this
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// without changing their S/T
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texnormal[0] = tex->vecs[1][1]*tex->vecs[0][2] - tex->vecs[1][2]*tex->vecs[0][1];
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texnormal[1] = tex->vecs[1][2]*tex->vecs[0][0] - tex->vecs[1][0]*tex->vecs[0][2];
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texnormal[2] = tex->vecs[1][0]*tex->vecs[0][1] - tex->vecs[1][1]*tex->vecs[0][0];
|
|
VectorNormalize (texnormal);
|
|
|
|
// flip it towards plane normal
|
|
distscale = DotProduct (texnormal, l->facenormal);
|
|
if (!distscale)
|
|
{
|
|
Msg("WARNING: Texture axis perpendicular to face\n");
|
|
distscale = 1;
|
|
}
|
|
if (distscale < 0)
|
|
{
|
|
distscale = -distscale;
|
|
VectorSubtract (vec3_origin, texnormal, texnormal);
|
|
}
|
|
|
|
// distscale is the ratio of the distance along the texture normal to
|
|
// the distance along the plane normal
|
|
distscale = 1/distscale;
|
|
|
|
for (i=0 ; i<2 ; i++)
|
|
{
|
|
len = VectorLength (l->worldtotex[i]);
|
|
dist = DotProduct (l->worldtotex[i], l->facenormal);
|
|
dist *= distscale;
|
|
VectorMA (l->worldtotex[i], -dist, texnormal, l->textoworld[i]);
|
|
VectorScale (l->textoworld[i], (1/len)*(1/len), l->textoworld[i]);
|
|
}
|
|
|
|
|
|
// calculate texorg on the texture plane
|
|
for (i=0 ; i<3 ; i++)
|
|
l->texorg[i] = -tex->vecs[0][3]* l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i];
|
|
|
|
// project back to the face plane
|
|
dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1;
|
|
dist *= distscale;
|
|
VectorMA (l->texorg, -dist, texnormal, l->texorg);
|
|
|
|
// compensate for org'd bmodels
|
|
VectorAdd (l->texorg, l->modelorg, l->texorg);
|
|
|
|
// total sample count
|
|
h = l->texsize[1]+1;
|
|
w = l->texsize[0]+1;
|
|
l->numsurfpt = w * h;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CalcPoints
|
|
|
|
For each texture aligned grid point, back project onto the plane
|
|
to get the world xyz value of the sample point
|
|
=================
|
|
*/
|
|
void CalcPoints (lightinfo_t *l, float sofs, float tofs)
|
|
{
|
|
int i;
|
|
int s, t, j;
|
|
int w, h, step;
|
|
vec_t starts, startt, us, ut;
|
|
vec_t *surf;
|
|
vec_t mids, midt;
|
|
vec3_t facemid;
|
|
dleaf_t *leaf;
|
|
|
|
surf = l->surfpt[0];
|
|
mids = (l->exactmaxs[0] + l->exactmins[0])/2;
|
|
midt = (l->exactmaxs[1] + l->exactmins[1])/2;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
facemid[j] = l->texorg[j] + l->textoworld[0][j]*mids + l->textoworld[1][j]*midt;
|
|
|
|
h = l->texsize[1]+1;
|
|
w = l->texsize[0]+1;
|
|
l->numsurfpt = w * h;
|
|
|
|
starts = l->texmins[0]*16;
|
|
startt = l->texmins[1]*16;
|
|
step = 16;
|
|
|
|
|
|
for (t=0 ; t<h ; t++)
|
|
{
|
|
for (s=0 ; s<w ; s++, surf+=3)
|
|
{
|
|
us = starts + (s+sofs)*step;
|
|
ut = startt + (t+tofs)*step;
|
|
|
|
|
|
// if a line can be traced from surf to facemid, the point is good
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
// calculate texture point
|
|
for (j=0 ; j<3 ; j++)
|
|
surf[j] = l->texorg[j] + l->textoworld[0][j]*us
|
|
+ l->textoworld[1][j]*ut;
|
|
|
|
leaf = RadPointInLeaf (surf);
|
|
if (leaf->contents != CONTENTS_SOLID)
|
|
{
|
|
if (!TestLine_r (0, facemid, surf))
|
|
break; // got it
|
|
}
|
|
|
|
// nudge it
|
|
if (i & 1)
|
|
{
|
|
if (us > mids)
|
|
{
|
|
us -= 8;
|
|
if (us < mids)
|
|
us = mids;
|
|
}
|
|
else
|
|
{
|
|
us += 8;
|
|
if (us > mids)
|
|
us = mids;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ut > midt)
|
|
{
|
|
ut -= 8;
|
|
if (ut < midt)
|
|
ut = midt;
|
|
}
|
|
else
|
|
{
|
|
ut += 8;
|
|
if (ut > midt)
|
|
ut = midt;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//==============================================================
|
|
|
|
|
|
|
|
#define MAX_STYLES 32
|
|
typedef struct
|
|
{
|
|
int numsamples;
|
|
float *origins;
|
|
int numstyles;
|
|
int stylenums[MAX_STYLES];
|
|
float *samples[MAX_STYLES];
|
|
} facelight_t;
|
|
|
|
directlight_t *directlights[MAX_MAP_LEAFS];
|
|
facelight_t facelight[MAX_MAP_FACES];
|
|
int numdlights;
|
|
|
|
/*
|
|
==================
|
|
FindTargetEntity
|
|
==================
|
|
*/
|
|
bsp_entity_t *FindTargetEntity (char *target)
|
|
{
|
|
int i;
|
|
char *n;
|
|
|
|
for (i=0 ; i<num_entities ; i++)
|
|
{
|
|
n = ValueForKey (&entities[i], "targetname");
|
|
if (!strcmp (n, target))
|
|
return &entities[i];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//#define DIRECT_LIGHT 3000
|
|
#define DIRECT_LIGHT 3
|
|
|
|
/*
|
|
=============
|
|
CreateDirectLights
|
|
=============
|
|
*/
|
|
void CreateDirectLights (void)
|
|
{
|
|
int i;
|
|
patch_t *p;
|
|
directlight_t *dl;
|
|
dleaf_t *leaf;
|
|
int cluster;
|
|
bsp_entity_t *e, *e2;
|
|
char *name;
|
|
char *target;
|
|
float angle;
|
|
vec3_t dest;
|
|
char *_color;
|
|
float intensity;
|
|
|
|
//
|
|
// surfaces
|
|
//
|
|
for (i=0, p=patches ; i<num_patches ; i++, p++)
|
|
{
|
|
if (p->totallight[0] < DIRECT_LIGHT
|
|
&& p->totallight[1] < DIRECT_LIGHT
|
|
&& p->totallight[2] < DIRECT_LIGHT)
|
|
continue;
|
|
|
|
numdlights++;
|
|
dl = Malloc(sizeof(directlight_t));
|
|
|
|
VectorCopy (p->origin, dl->origin);
|
|
|
|
leaf = RadPointInLeaf (dl->origin);
|
|
cluster = leaf->cluster;
|
|
dl->next = directlights[cluster];
|
|
directlights[cluster] = dl;
|
|
|
|
dl->type = emit_surface;
|
|
VectorCopy (p->plane->normal, dl->normal);
|
|
|
|
dl->intensity = ColorNormalize (p->totallight, dl->color);
|
|
dl->intensity *= p->area * direct_scale;
|
|
VectorClear (p->totallight); // all sent now
|
|
}
|
|
|
|
//
|
|
// entities
|
|
//
|
|
for (i=0 ; i<num_entities ; i++)
|
|
{
|
|
e = &entities[i];
|
|
name = ValueForKey (e, "classname");
|
|
if( com.strncmp (name, "light", 5 ))
|
|
continue;
|
|
|
|
numdlights++;
|
|
dl = Malloc(sizeof(directlight_t));
|
|
|
|
GetVectorForKey (e, "origin", dl->origin);
|
|
dl->style = FloatForKey (e, "_style");
|
|
if (!dl->style)
|
|
dl->style = FloatForKey (e, "style");
|
|
if (dl->style < 0 || dl->style >= MAX_LSTYLES)
|
|
dl->style = 0;
|
|
|
|
leaf = RadPointInLeaf (dl->origin);
|
|
cluster = leaf->cluster;
|
|
|
|
dl->next = directlights[cluster];
|
|
directlights[cluster] = dl;
|
|
|
|
intensity = FloatForKey( e, "light" );
|
|
if( !intensity ) intensity = FloatForKey( e, "_light" );
|
|
if (!intensity)
|
|
intensity = 300;
|
|
_color = ValueForKey (e, "_color");
|
|
if (_color && _color[1])
|
|
{
|
|
sscanf (_color, "%f %f %f", &dl->color[0],&dl->color[1],&dl->color[2]);
|
|
ColorNormalize (dl->color, dl->color);
|
|
}
|
|
else
|
|
dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
|
|
dl->intensity = intensity*entity_scale;
|
|
dl->type = emit_point;
|
|
|
|
target = ValueForKey (e, "target");
|
|
|
|
if (!strcmp (name, "light_spot") || target[0])
|
|
{
|
|
dl->type = emit_spotlight;
|
|
dl->stopdot = FloatForKey (e, "_cone");
|
|
if (!dl->stopdot)
|
|
dl->stopdot = 10;
|
|
dl->stopdot = cos(dl->stopdot/180*3.14159);
|
|
if (target[0])
|
|
{ // point towards target
|
|
e2 = FindTargetEntity (target);
|
|
if (!e2)
|
|
Msg ("WARNING: light at (%i %i %i) has missing target\n",
|
|
(int)dl->origin[0], (int)dl->origin[1], (int)dl->origin[2]);
|
|
else
|
|
{
|
|
GetVectorForKey (e2, "origin", dest);
|
|
VectorSubtract (dest, dl->origin, dl->normal);
|
|
VectorNormalize (dl->normal);
|
|
}
|
|
}
|
|
else
|
|
{ // point down angle
|
|
angle = FloatForKey (e, "angle");
|
|
if (angle == ANGLE_UP)
|
|
{
|
|
dl->normal[0] = dl->normal[1] = 0;
|
|
dl->normal[2] = 1;
|
|
}
|
|
else if (angle == ANGLE_DOWN)
|
|
{
|
|
dl->normal[0] = dl->normal[1] = 0;
|
|
dl->normal[2] = -1;
|
|
}
|
|
else
|
|
{
|
|
dl->normal[2] = 0;
|
|
dl->normal[0] = cos (angle/180*3.14159);
|
|
dl->normal[1] = sin (angle/180*3.14159);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Msg("%i direct lights\n", numdlights);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
GatherSampleLight
|
|
|
|
Lightscale is the normalizer for multisampling
|
|
=============
|
|
*/
|
|
void GatherSampleLight (vec3_t pos, vec3_t normal,
|
|
float **styletable, int offset, int mapsize, float lightscale)
|
|
{
|
|
int i;
|
|
directlight_t *l;
|
|
byte pvs[(MAX_MAP_LEAFS+7)/8];
|
|
vec3_t delta;
|
|
float dot, dot2;
|
|
float dist;
|
|
float scale;
|
|
float *dest;
|
|
|
|
// get the PVS for the pos to limit the number of checks
|
|
if (!PvsForOrigin (pos, pvs))
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (i = 0 ; i<dvis->numclusters ; i++)
|
|
{
|
|
if ( ! (pvs[ i>>3] & (1<<(i&7))) )
|
|
continue;
|
|
|
|
for (l=directlights[i] ; l ; l=l->next)
|
|
{
|
|
VectorSubtract (l->origin, pos, delta);
|
|
dist = VectorNormalizeLength( delta );
|
|
dot = DotProduct (delta, normal);
|
|
if (dot <= 0.001) continue;// behind sample surface
|
|
|
|
switch (l->type)
|
|
{
|
|
case emit_point:
|
|
// linear falloff
|
|
scale = (l->intensity - dist) * dot;
|
|
break;
|
|
|
|
case emit_surface:
|
|
dot2 = -DotProduct (delta, l->normal);
|
|
if (dot2 <= 0.001)
|
|
goto skipadd; // behind light surface
|
|
scale = (l->intensity / (dist*dist) ) * dot * dot2;
|
|
break;
|
|
|
|
case emit_spotlight:
|
|
// linear falloff
|
|
dot2 = -DotProduct (delta, l->normal);
|
|
if (dot2 <= l->stopdot)
|
|
goto skipadd; // outside light cone
|
|
scale = (l->intensity - dist) * dot;
|
|
break;
|
|
default:
|
|
Sys_Error ("Bad l->type");
|
|
}
|
|
|
|
if (TestLine_r (0, pos, l->origin))
|
|
continue; // occluded
|
|
|
|
if (scale <= 0)
|
|
continue;
|
|
|
|
// if this style doesn't have a table yet, allocate one
|
|
if (!styletable[l->style])
|
|
{
|
|
styletable[l->style] = Malloc (mapsize);
|
|
}
|
|
|
|
dest = styletable[l->style] + offset;
|
|
// add some light to it
|
|
VectorMA (dest, scale*lightscale, l->color, dest);
|
|
|
|
skipadd: ;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
AddSampleToPatch
|
|
|
|
Take the sample's collected light and
|
|
add it back into the apropriate patch
|
|
for the radiosity pass.
|
|
|
|
The sample is added to all patches that might include
|
|
any part of it. They are counted and averaged, so it
|
|
doesn't generate extra light.
|
|
=============
|
|
*/
|
|
void AddSampleToPatch (vec3_t pos, vec3_t color, int facenum)
|
|
{
|
|
patch_t *patch;
|
|
vec3_t mins, maxs;
|
|
int i;
|
|
|
|
if (numbounce == 0)
|
|
return;
|
|
if (color[0] + color[1] + color[2] < 3)
|
|
return;
|
|
|
|
for (patch = face_patches[facenum] ; patch ; patch=patch->next)
|
|
{
|
|
// see if the point is in this patch (roughly)
|
|
WindingBounds (patch->winding, mins, maxs);
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (mins[i] > pos[i] + 16)
|
|
goto nextpatch;
|
|
if (maxs[i] < pos[i] - 16)
|
|
goto nextpatch;
|
|
}
|
|
|
|
// add the sample to the patch
|
|
patch->samples++;
|
|
VectorAdd (patch->samplelight, color, patch->samplelight);
|
|
nextpatch:;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
BuildFacelights
|
|
=============
|
|
*/
|
|
float sampleofs[5][2] =
|
|
{ {0,0}, {-0.25, -0.25}, {0.25, -0.25}, {0.25, 0.25}, {-0.25, 0.25} };
|
|
|
|
|
|
void BuildFacelights (int facenum)
|
|
{
|
|
dface_t *f;
|
|
lightinfo_t l[5];
|
|
float *styletable[MAX_LSTYLES];
|
|
int i, j;
|
|
float *spot;
|
|
patch_t *patch;
|
|
int numsamples;
|
|
int tablesize;
|
|
facelight_t *fl;
|
|
|
|
f = &dfaces[facenum];
|
|
|
|
if ( texinfo[f->texinfo].flags & (SURF_WARP|SURF_SKY) )
|
|
return; // non-lit texture
|
|
|
|
memset (styletable,0, sizeof(styletable));
|
|
|
|
if (extrasamples)
|
|
numsamples = 5;
|
|
else
|
|
numsamples = 1;
|
|
for (i=0 ; i<numsamples ; i++)
|
|
{
|
|
memset (&l[i], 0, sizeof(l[i]));
|
|
l[i].surfnum = facenum;
|
|
l[i].face = f;
|
|
VectorCopy (dplanes[f->planenum].normal, l[i].facenormal);
|
|
l[i].facedist = dplanes[f->planenum].dist;
|
|
if (f->side)
|
|
{
|
|
VectorSubtract (vec3_origin, l[i].facenormal, l[i].facenormal);
|
|
l[i].facedist = -l[i].facedist;
|
|
}
|
|
|
|
// get the origin offset for rotating bmodels
|
|
VectorCopy (face_offset[facenum], l[i].modelorg);
|
|
|
|
CalcFaceVectors (&l[i]);
|
|
CalcFaceExtents (&l[i]);
|
|
CalcPoints (&l[i], sampleofs[i][0], sampleofs[i][1]);
|
|
}
|
|
|
|
tablesize = l[0].numsurfpt * sizeof(vec3_t);
|
|
styletable[0] = Malloc(tablesize);
|
|
|
|
fl = &facelight[facenum];
|
|
fl->numsamples = l[0].numsurfpt;
|
|
fl->origins = Malloc (tablesize);
|
|
memcpy (fl->origins, l[0].surfpt, tablesize);
|
|
|
|
for (i=0 ; i<l[0].numsurfpt ; i++)
|
|
{
|
|
for (j=0 ; j<numsamples ; j++)
|
|
{
|
|
GatherSampleLight (l[j].surfpt[i], l[0].facenormal, styletable,
|
|
i*3, tablesize, 1.0/numsamples);
|
|
}
|
|
|
|
// contribute the sample to one or more patches
|
|
AddSampleToPatch (l[0].surfpt[i], styletable[0]+i*3, facenum);
|
|
}
|
|
|
|
// average up the direct light on each patch for radiosity
|
|
for (patch = face_patches[facenum] ; patch ; patch=patch->next)
|
|
{
|
|
if (patch->samples)
|
|
{
|
|
VectorScale (patch->samplelight, 1.0/patch->samples, patch->samplelight);
|
|
}
|
|
}
|
|
|
|
for (i=0 ; i<MAX_LSTYLES ; i++)
|
|
{
|
|
if (!styletable[i])
|
|
continue;
|
|
if (fl->numstyles == MAX_STYLES)
|
|
break;
|
|
fl->samples[fl->numstyles] = styletable[i];
|
|
fl->stylenums[fl->numstyles] = i;
|
|
fl->numstyles++;
|
|
}
|
|
|
|
// the light from DIRECT_LIGHTS is sent out, but the
|
|
// texture itself should still be full bright
|
|
|
|
if (face_patches[facenum]->baselight[0] >= DIRECT_LIGHT ||
|
|
face_patches[facenum]->baselight[1] >= DIRECT_LIGHT ||
|
|
face_patches[facenum]->baselight[2] >= DIRECT_LIGHT
|
|
)
|
|
{
|
|
spot = fl->samples[0];
|
|
for (i=0 ; i<l[0].numsurfpt ; i++, spot+=3)
|
|
{
|
|
VectorAdd (spot, face_patches[facenum]->baselight, spot);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
FinalLightFace
|
|
|
|
Add the indirect lighting on top of the direct
|
|
lighting and save into final map format
|
|
=============
|
|
*/
|
|
void FinalLightFace (int facenum)
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{
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dface_t *f;
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int i, j, k, st;
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vec3_t lb;
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patch_t *patch;
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triangulation_t *trian;
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facelight_t *fl;
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float minlight;
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float max, newmax;
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byte *dest;
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int pfacenum;
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vec3_t facemins, facemaxs;
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f = &dfaces[facenum];
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fl = &facelight[facenum];
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if ( texinfo[f->texinfo].flags & (SURF_WARP|SURF_SKY) )
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return; // non-lit texture
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ThreadLock ();
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f->lightofs = lightdatasize;
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lightdatasize += fl->numstyles*(fl->numsamples*3);
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// add green sentinals between lightmaps
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#if 0
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lightdatasize += 64*3;
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for (i=0 ; i<64 ; i++)
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dlightdata[lightdatasize-(i+1)*3 + 1] = 255;
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#endif
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if (lightdatasize > MAX_MAP_LIGHTING)
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Sys_Error ("MAX_MAP_LIGHTING");
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ThreadUnlock ();
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f->styles[0] = 0;
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f->styles[1] = f->styles[2] = f->styles[3] = 0xff;
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//
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// set up the triangulation
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//
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if (numbounce > 0)
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{
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ClearBounds (facemins, facemaxs);
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for (i=0 ; i<f->numedges ; i++)
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{
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int ednum;
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ednum = dsurfedges[f->firstedge+i];
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if (ednum >= 0)
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AddPointToBounds (dvertexes[dedges[ednum].v[0]].point,
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facemins, facemaxs);
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else
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AddPointToBounds (dvertexes[dedges[-ednum].v[1]].point,
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facemins, facemaxs);
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}
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trian = AllocTriangulation (&dplanes[f->planenum]);
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// for all faces on the plane, add the nearby patches
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// to the triangulation
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for (pfacenum = planelinks[f->side][f->planenum]
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; pfacenum ; pfacenum = facelinks[pfacenum])
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{
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for (patch = face_patches[pfacenum] ; patch ; patch=patch->next)
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{
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for (i=0 ; i < 3 ; i++)
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{
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if (facemins[i] - patch->origin[i] > subdiv*2)
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break;
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if (patch->origin[i] - facemaxs[i] > subdiv*2)
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break;
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}
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if (i != 3)
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continue; // not needed for this face
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AddPointToTriangulation (patch, trian);
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}
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}
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for (i=0 ; i<trian->numpoints ; i++)
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memset (trian->edgematrix[i], 0, trian->numpoints*sizeof(trian->edgematrix[0][0]) );
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TriangulatePoints (trian);
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}
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//
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// sample the triangulation
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//
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// _minlight allows models that have faces that would not be
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// illuminated to receive a mottled light pattern instead of
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// black
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minlight = FloatForKey (face_entity[facenum], "_minlight") * 128;
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dest = &dlightdata[f->lightofs];
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if (fl->numstyles > MAXLIGHTMAPS)
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{
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fl->numstyles = MAXLIGHTMAPS;
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Msg ("face with too many lightstyles: (%f %f %f)\n", face_patches[facenum]->origin[0], face_patches[facenum]->origin[1], face_patches[facenum]->origin[2] );
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}
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for (st=0 ; st<fl->numstyles ; st++)
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{
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f->styles[st] = fl->stylenums[st];
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for (j=0 ; j<fl->numsamples ; j++)
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{
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VectorCopy ( (fl->samples[st]+j*3), lb);
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if (numbounce > 0 && st == 0)
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{
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vec3_t add;
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SampleTriangulation (fl->origins + j*3, trian, add);
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VectorAdd (lb, add, lb);
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}
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// add an ambient term if desired
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lb[0] += ambient;
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lb[1] += ambient;
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lb[2] += ambient;
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VectorScale (lb, lightscale, lb);
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// we need to clamp without allowing hue to change
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for (k=0 ; k<3 ; k++)
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if (lb[k] < 1)
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lb[k] = 1;
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max = lb[0];
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if (lb[1] > max)
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max = lb[1];
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if (lb[2] > max)
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max = lb[2];
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newmax = max;
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if (newmax < 0)
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newmax = 0; // roundoff problems
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if (newmax < minlight)
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{
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newmax = minlight + (rand()%48);
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}
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if (newmax > maxlight)
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newmax = maxlight;
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for (k=0 ; k<3 ; k++)
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{
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*dest++ = lb[k]*newmax/max;
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}
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}
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}
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if (numbounce > 0)
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FreeTriangulation (trian);
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}
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