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authorthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2009-10-16 20:26:18 +0000
committerthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2009-10-16 20:26:18 +0000
commit1b0951174be220ffb20b6c2bcc52dcbc1e0072b3 (patch)
treeba21baa4f89e9a3f9aa63f04e56a7dbf83a980dc /code
parent8795cd3aa3267a2593efbfca0bce260632a523cb (diff)
downloadioquake3-aero-1b0951174be220ffb20b6c2bcc52dcbc1e0072b3.tar.gz
ioquake3-aero-1b0951174be220ffb20b6c2bcc52dcbc1e0072b3.zip
Allow weapon marks on triangle meshes (default: disabled), patch by Oliver McFadden. http://bugzilla.icculus.org/show_bug.cgi?id=3774
git-svn-id: svn://svn.icculus.org/quake3/trunk@1672 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code')
-rw-r--r--code/renderer/tr_init.c4
-rw-r--r--code/renderer/tr_local.h2
-rw-r--r--code/renderer/tr_marks.c45
3 files changed, 34 insertions, 17 deletions
diff --git a/code/renderer/tr_init.c b/code/renderer/tr_init.c
index c58006f..7670770 100644
--- a/code/renderer/tr_init.c
+++ b/code/renderer/tr_init.c
@@ -155,6 +155,8 @@ cvar_t *r_debugSort;
cvar_t *r_printShaders;
cvar_t *r_saveFontData;
+cvar_t *r_marksOnTriangleMeshes;
+
cvar_t *r_maxpolys;
int max_polys;
cvar_t *r_maxpolyverts;
@@ -1009,6 +1011,8 @@ void R_Register( void )
r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
+ r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE);
+
r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0);
r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0);
diff --git a/code/renderer/tr_local.h b/code/renderer/tr_local.h
index 3abcfbe..1a2cdae 100644
--- a/code/renderer/tr_local.h
+++ b/code/renderer/tr_local.h
@@ -1114,6 +1114,8 @@ extern cvar_t *r_debugSort;
extern cvar_t *r_printShaders;
extern cvar_t *r_saveFontData;
+extern cvar_t *r_marksOnTriangleMeshes;
+
extern cvar_t *r_GLlibCoolDownMsec;
//====================================================================
diff --git a/code/renderer/tr_marks.c b/code/renderer/tr_marks.c
index a283815..b83c77b 100644
--- a/code/renderer/tr_marks.c
+++ b/code/renderer/tr_marks.c
@@ -173,7 +173,9 @@ void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **li
surf->viewCount = tr.viewCount;
}
}
- else if (*(surfaceType_t *) (surf->data) != SF_GRID) surf->viewCount = tr.viewCount;
+ else if (*(surfaceType_t *) (surf->data) != SF_GRID &&
+ *(surfaceType_t *) (surf->data) != SF_TRIANGLES)
+ surf->viewCount = tr.viewCount;
// check the viewCount because the surface may have
// already been added if it spans multiple leafs
if (surf->viewCount != tr.viewCount) {
@@ -263,7 +265,6 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
int numClipPoints;
float *v;
- srfSurfaceFace_t *surf;
srfGridMesh_t *cv;
drawVert_t *dv;
vec3_t normal;
@@ -399,25 +400,20 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
}
else if (*surfaces[i] == SF_FACE) {
- surf = ( srfSurfaceFace_t * ) surfaces[i];
+ srfSurfaceFace_t *surf = ( srfSurfaceFace_t * ) surfaces[i];
+
// check the normal of this face
if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
continue;
}
- /*
- VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
- VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
- CrossProduct(v1, v2, normal);
- VectorNormalize(normal);
- if (DotProduct(normal, projectionDir) > -0.5) continue;
- */
indexes = (int *)( (byte *)surf + surf->ofsIndices );
for ( k = 0 ; k < surf->numIndices ; k += 3 ) {
for ( j = 0 ; j < 3 ; j++ ) {
v = surf->points[0] + VERTEXSIZE * indexes[k+j];;
VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
}
+
// add the fragments of this face
R_AddMarkFragments( 3 , clipPoints,
numPlanes, normals, dists,
@@ -428,14 +424,29 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
return returnedFragments; // not enough space for more fragments
}
}
- continue;
}
- else {
- // ignore all other world surfaces
- // might be cool to also project polygons on a triangle soup
- // however this will probably create huge amounts of extra polys
- // even more than the projection onto curves
- continue;
+ else if(*surfaces[i] == SF_TRIANGLES && r_marksOnTriangleMeshes->integer) {
+
+ srfTriangles_t *surf = (srfTriangles_t *) surfaces[i];
+
+ for (k = 0; k < surf->numIndexes; k += 3)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ v = surf->verts[surf->indexes[k + j]].xyz;
+ VectorMA(v, MARKER_OFFSET, surf->verts[surf->indexes[k + j]].normal, clipPoints[0][j]);
+ }
+
+ // add the fragments of this face
+ R_AddMarkFragments(3, clipPoints,
+ numPlanes, normals, dists,
+ maxPoints, pointBuffer,
+ maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);
+ if(returnedFragments == maxFragments)
+ {
+ return returnedFragments; // not enough space for more fragments
+ }
+ }
}
}
return returnedFragments;