460 lines
9.1 KiB
C
460 lines
9.1 KiB
C
#include "bsplib.h"
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vec3_t texture_reflectivity[MAX_MAP_TEXTURES];
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/*
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===================================================================
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TEXTURE LIGHT VALUES
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===================================================================
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*/
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/*
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======================
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CalcTextureReflectivity
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======================
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*/
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void CalcTextureReflectivity( void )
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{
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int j, i;
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rgbdata_t *pic;
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shader_t *si;
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// allways set index 0 even if no textures
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texture_reflectivity[0][0] = 0.5;
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texture_reflectivity[0][1] = 0.5;
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texture_reflectivity[0][2] = 0.5;
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for( i = 0; i < numtexinfo; i++ )
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{
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// see if an earlier texinfo allready got the value
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for (j = 0; j < i; j++)
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{
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if( texinfo[i].texnum == texinfo[j].texnum )
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{
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VectorCopy( texture_reflectivity[j], texture_reflectivity[i] );
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break;
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}
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}
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if( j != i ) continue;
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// try get direct values from shader
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if(si = FindShader( GetStringFromTable(dmiptex[texinfo[i].texnum].s_name)))
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{
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if(!VectorIsNull( si->color ))
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{
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texture_reflectivity[i][0] = si->color[0] / 255.0f;
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texture_reflectivity[i][1] = si->color[1] / 255.0f;
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texture_reflectivity[i][2] = si->color[2] / 255.0f;
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texinfo[i].value = si->intensity;
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continue;
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}
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}
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pic = FS_LoadImage(GetStringFromTable(dmiptex[texinfo[i].texnum].s_name ), NULL, 0 );
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Image_GetColor( pic );
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if( pic )
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{
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VectorCopy( pic->color, texture_reflectivity[i] );
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texinfo[i].value = pic->bump_scale;
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FS_FreeImage( pic ); // don't forget free image
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continue;
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}
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// no texture, no shader...
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VectorSet(texture_reflectivity[i], 0.5, 0.5, 0.5 );
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}
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}
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/*
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=======================================================================
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MAKE FACES
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=======================================================================
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*/
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/*
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=============
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WindingFromFace
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=============
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*/
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winding_t *WindingFromFace (dface_t *f)
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{
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int i;
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int se;
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dvertex_t *dv;
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int v;
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winding_t *w;
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w = AllocWinding (f->numedges);
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w->numpoints = f->numedges;
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for (i=0 ; i<f->numedges ; i++)
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{
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se = dsurfedges[f->firstedge + i];
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if (se < 0)
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v = dedges[-se].v[1];
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else
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v = dedges[se].v[0];
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dv = &dvertexes[v];
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VectorCopy (dv->point, w->p[i]);
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}
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RemoveColinearPoints (w);
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return w;
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}
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/*
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=============
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BaseLightForFace
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=============
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*/
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void BaseLightForFace (dface_t *f, vec3_t color)
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{
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dtexinfo_t *tx;
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//
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// check for light emited by texture
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//
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tx = &texinfo[f->texinfo];
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if (!(tx->flags & SURF_LIGHT) || tx->value == 0)
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{
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VectorClear (color);
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return;
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}
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VectorScale (texture_reflectivity[f->texinfo], tx->value, color);
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}
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bool IsSky (dface_t *f)
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{
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dtexinfo_t *tx;
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tx = &texinfo[f->texinfo];
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if (tx->flags & SURF_SKY)
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return true;
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return false;
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}
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/*
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=============
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MakePatchForFace
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=============
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*/
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float totalarea;
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void MakePatchForFace (int fn, winding_t *w)
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{
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dface_t *f;
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float area;
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patch_t *patch;
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dplane_t *pl;
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int i;
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vec3_t color;
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dleaf_t *leaf;
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f = &dfaces[fn];
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area = WindingArea (w);
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totalarea += area;
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patch = &patches[num_patches];
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if (num_patches == MAX_PATCHES)
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Sys_Error ("num_patches == MAX_PATCHES");
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patch->next = face_patches[fn];
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face_patches[fn] = patch;
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patch->winding = w;
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if (f->side)
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patch->plane = &backplanes[f->planenum];
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else
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patch->plane = &dplanes[f->planenum];
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if (face_offset[fn][0] || face_offset[fn][1] || face_offset[fn][2] )
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{ // origin offset faces must create new planes
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if (numplanes + fakeplanes >= MAX_MAP_PLANES)
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Sys_Error ("numplanes + fakeplanes >= MAX_MAP_PLANES");
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pl = &dplanes[numplanes + fakeplanes];
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fakeplanes++;
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*pl = *(patch->plane);
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pl->dist += DotProduct (face_offset[fn], pl->normal);
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patch->plane = pl;
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}
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WindingCenter (w, patch->origin);
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VectorAdd (patch->origin, patch->plane->normal, patch->origin);
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leaf = RadPointInLeaf(patch->origin);
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patch->cluster = leaf->cluster;
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patch->area = area;
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if (patch->area <= 1)
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patch->area = 1;
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patch->sky = IsSky (f);
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VectorCopy (texture_reflectivity[f->texinfo], patch->reflectivity);
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// non-bmodel patches can emit light
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if (fn < dmodels[0].numfaces)
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{
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BaseLightForFace (f, patch->baselight);
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ColorNormalize (patch->reflectivity, color);
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for (i=0 ; i<3 ; i++)
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patch->baselight[i] *= color[i];
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VectorCopy (patch->baselight, patch->totallight);
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}
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num_patches++;
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}
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bsp_entity_t *EntityForModel (int modnum)
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{
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int i;
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char *s;
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char name[16];
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sprintf (name, "*%i", modnum);
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// search the entities for one using modnum
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for (i=0 ; i<num_entities ; i++)
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{
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s = ValueForKey (&entities[i], "model");
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if (!strcmp (s, name))
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return &entities[i];
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}
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return &entities[0];
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}
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/*
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=============
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MakePatches
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=============
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*/
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void MakePatches (void)
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{
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int i, j, k;
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dface_t *f;
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int fn;
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winding_t *w;
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dmodel_t *mod;
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vec3_t origin;
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bsp_entity_t *ent;
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Msg("%i faces\n", numfaces);
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for (i=0 ; i<nummodels ; i++)
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{
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mod = &dmodels[i];
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ent = EntityForModel (i);
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// bmodels with origin brushes need to be offset into their
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// in-use position
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GetVectorForKey (ent, "origin", origin);
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//VectorCopy (vec3_origin, origin);
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for (j=0 ; j<mod->numfaces ; j++)
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{
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fn = mod->firstface + j;
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face_entity[fn] = ent;
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VectorCopy (origin, face_offset[fn]);
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f = &dfaces[fn];
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w = WindingFromFace (f);
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for (k=0 ; k<w->numpoints ; k++)
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{
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VectorAdd (w->p[k], origin, w->p[k]);
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}
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MakePatchForFace (fn, w);
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}
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}
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Msg("%i sqaure feet\n", (int)(totalarea/64));
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}
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/*
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=======================================================================
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SUBDIVIDE
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=======================================================================
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*/
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void FinishSplit (patch_t *patch, patch_t *newp)
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{
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dleaf_t *leaf;
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VectorCopy (patch->baselight, newp->baselight);
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VectorCopy (patch->totallight, newp->totallight);
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VectorCopy (patch->reflectivity, newp->reflectivity);
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newp->plane = patch->plane;
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newp->sky = patch->sky;
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patch->area = WindingArea (patch->winding);
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newp->area = WindingArea (newp->winding);
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if (patch->area <= 1)
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patch->area = 1;
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if (newp->area <= 1)
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newp->area = 1;
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WindingCenter (patch->winding, patch->origin);
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VectorAdd (patch->origin, patch->plane->normal, patch->origin);
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leaf = RadPointInLeaf(patch->origin);
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patch->cluster = leaf->cluster;
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WindingCenter (newp->winding, newp->origin);
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VectorAdd (newp->origin, newp->plane->normal, newp->origin);
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leaf = RadPointInLeaf(newp->origin);
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newp->cluster = leaf->cluster;
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}
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/*
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=============
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SubdividePatch
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Chops the patch only if its local bounds exceed the max size
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=============
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*/
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void SubdividePatch (patch_t *patch)
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{
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winding_t *w, *o1, *o2;
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vec3_t mins, maxs, total;
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vec3_t split;
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vec_t dist;
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int i, j;
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vec_t v;
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patch_t *newp;
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w = patch->winding;
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mins[0] = mins[1] = mins[2] = 99999;
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maxs[0] = maxs[1] = maxs[2] = -99999;
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for (i=0 ; i<w->numpoints ; i++)
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{
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for (j=0 ; j<3 ; j++)
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{
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v = w->p[i][j];
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if (v < mins[j])
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mins[j] = v;
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if (v > maxs[j])
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maxs[j] = v;
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}
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}
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VectorSubtract (maxs, mins, total);
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for (i=0 ; i<3 ; i++)
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if (total[i] > (subdiv+1) )
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break;
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if (i == 3)
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{
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// no splitting needed
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return;
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}
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//
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// split the winding
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//
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VectorCopy (vec3_origin, split);
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split[i] = 1;
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dist = (mins[i] + maxs[i])*0.5;
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ClipWindingEpsilon (w, split, dist, ON_EPSILON, &o1, &o2);
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//
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// create a new patch
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//
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if (num_patches == MAX_PATCHES)
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Sys_Error ("MAX_PATCHES");
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newp = &patches[num_patches];
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num_patches++;
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newp->next = patch->next;
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patch->next = newp;
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patch->winding = o1;
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newp->winding = o2;
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FinishSplit (patch, newp);
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SubdividePatch (patch);
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SubdividePatch (newp);
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}
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/*
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=============
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DicePatch
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Chops the patch by a global grid
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=============
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*/
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void DicePatch (patch_t *patch)
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{
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winding_t *w, *o1, *o2;
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vec3_t mins, maxs;
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vec3_t split;
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vec_t dist;
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int i;
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patch_t *newp;
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w = patch->winding;
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WindingBounds (w, mins, maxs);
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for (i=0 ; i<3 ; i++)
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if (floor((mins[i]+1)/subdiv) < floor((maxs[i]-1)/subdiv))
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break;
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if (i == 3)
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{
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// no splitting needed
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return;
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}
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//
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// split the winding
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//
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VectorCopy (vec3_origin, split);
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split[i] = 1;
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dist = subdiv*(1+floor((mins[i]+1)/subdiv));
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ClipWindingEpsilon (w, split, dist, ON_EPSILON, &o1, &o2);
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//
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// create a new patch
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//
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if (num_patches == MAX_PATCHES)
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Sys_Error ("MAX_PATCHES");
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newp = &patches[num_patches];
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num_patches++;
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newp->next = patch->next;
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patch->next = newp;
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patch->winding = o1;
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newp->winding = o2;
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FinishSplit (patch, newp);
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DicePatch (patch);
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DicePatch (newp);
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}
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/*
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=============
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SubdividePatches
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=============
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*/
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void SubdividePatches (void)
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{
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int i, num;
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if (subdiv < 1)
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return;
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num = num_patches; // because the list will grow
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for (i=0 ; i<num ; i++)
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{
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// SubdividePatch (&patches[i]);
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DicePatch (&patches[i]);
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}
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} |