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-rwxr-xr-xq3map/fog.c554
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diff --git a/q3map/fog.c b/q3map/fog.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "qbsp.h"
+
+
+int c_fogFragment;
+int c_fogPatchFragments;
+
+/*
+====================
+DrawSurfToMesh
+====================
+*/
+mesh_t *DrawSurfToMesh( mapDrawSurface_t *ds ) {
+ mesh_t *m;
+
+ m = malloc( sizeof( *m ) );
+ m->width = ds->patchWidth;
+ m->height = ds->patchHeight;
+ m->verts = malloc( sizeof(m->verts[0]) * m->width * m->height );
+ memcpy( m->verts, ds->verts, sizeof(m->verts[0]) * m->width * m->height );
+
+ return m;
+}
+
+
+/*
+====================
+SplitMeshByPlane
+====================
+*/
+void SplitMeshByPlane( mesh_t *in, vec3_t normal, float dist, mesh_t **front, mesh_t **back ) {
+ int w, h, split;
+ float d[MAX_PATCH_SIZE][MAX_PATCH_SIZE];
+ drawVert_t *dv, *v1, *v2;
+ int c_front, c_back, c_on;
+ mesh_t *f, *b;
+ int i;
+ float frac;
+ int frontAprox, backAprox;
+
+ for ( i = 0 ; i < 2 ; i++ ) {
+ dv = in->verts;
+ c_front = 0;
+ c_back = 0;
+ c_on = 0;
+ for ( h = 0 ; h < in->height ; h++ ) {
+ for ( w = 0 ; w < in->width ; w++, dv++ ) {
+ d[h][w] = DotProduct( dv->xyz, normal ) - dist;
+ if ( d[h][w] > ON_EPSILON ) {
+ c_front++;
+ } else if ( d[h][w] < -ON_EPSILON ) {
+ c_back++;
+ } else {
+ c_on++;
+ }
+ }
+ }
+
+ *front = NULL;
+ *back = NULL;
+
+ if ( !c_front ) {
+ *back = in;
+ return;
+ }
+ if ( !c_back ) {
+ *front = in;
+ return;
+ }
+
+ // find a split point
+ split = -1;
+ for ( w = 0 ; w < in->width -1 ; w++ ) {
+ if ( ( d[0][w] < 0 ) != ( d[0][w+1] < 0 ) ) {
+ if ( split == -1 ) {
+ split = w;
+ break;
+ }
+ }
+ }
+
+ if ( split == -1 ) {
+ if ( i == 1 ) {
+ qprintf( "No crossing points in patch\n");
+ *front = in;
+ return;
+ }
+
+ in = TransposeMesh( in );
+ InvertMesh( in );
+ continue;
+ }
+
+ // make sure the split point stays the same for all other rows
+ for ( h = 1 ; h < in->height ; h++ ) {
+ for ( w = 0 ; w < in->width -1 ; w++ ) {
+ if ( ( d[h][w] < 0 ) != ( d[h][w+1] < 0 ) ) {
+ if ( w != split ) {
+ _printf( "multiple crossing points for patch -- can't clip\n");
+ *front = in;
+ return;
+ }
+ }
+ }
+ if ( ( d[h][split] < 0 ) == ( d[h][split+1] < 0 ) ) {
+ _printf( "differing crossing points for patch -- can't clip\n");
+ *front = in;
+ return;
+ }
+ }
+
+ break;
+ }
+
+
+ // create two new meshes
+ f = malloc( sizeof( *f ) );
+ f->width = split + 2;
+ if ( ! (f->width & 1) ) {
+ f->width++;
+ frontAprox = 1;
+ } else {
+ frontAprox = 0;
+ }
+ if ( f->width > MAX_PATCH_SIZE ) {
+ Error( "MAX_PATCH_SIZE after split");
+ }
+ f->height = in->height;
+ f->verts = malloc( sizeof(f->verts[0]) * f->width * f->height );
+
+ b = malloc( sizeof( *b ) );
+ b->width = in->width - split;
+ if ( ! (b->width & 1) ) {
+ b->width++;
+ backAprox = 1;
+ } else {
+ backAprox = 0;
+ }
+ if ( b->width > MAX_PATCH_SIZE ) {
+ Error( "MAX_PATCH_SIZE after split");
+ }
+ b->height = in->height;
+ b->verts = malloc( sizeof(b->verts[0]) * b->width * b->height );
+
+ if ( d[0][0] > 0 ) {
+ *front = f;
+ *back = b;
+ } else {
+ *front = b;
+ *back = f;
+ }
+
+ // distribute the points
+ for ( w = 0 ; w < in->width ; w++ ) {
+ for ( h = 0 ; h < in->height ; h++ ) {
+ if ( w <= split ) {
+ f->verts[ h * f->width + w ] = in->verts[ h * in->width + w ];
+ } else {
+ b->verts[ h * b->width + w - split + backAprox ] = in->verts[ h * in->width + w ];
+ }
+ }
+ }
+
+ // clip the crossing line
+ for ( h = 0 ; h < in->height ; h++ ) {
+ dv = &f->verts[ h * f->width + split + 1 ];
+ v1 = &in->verts[ h * in->width + split ];
+ v2 = &in->verts[ h * in->width + split + 1 ];
+ frac = d[h][split] / ( d[h][split] - d[h][split+1] );
+ for ( i = 0 ; i < 10 ; i++ ) {
+ dv->xyz[i] = v1->xyz[i] + frac * ( v2->xyz[i] - v1->xyz[i] );
+ }
+ dv->xyz[10] = 0;//set all 4 colors to 0
+ if ( frontAprox ) {
+ f->verts[ h * f->width + split + 2 ] = *dv;
+ }
+ b->verts[ h * b->width ] = *dv;
+ if ( backAprox ) {
+ b->verts[ h * b->width + 1 ] = *dv;
+ }
+ }
+
+ /*
+PrintMesh( in );
+_printf("\n");
+PrintMesh( f );
+_printf("\n");
+PrintMesh( b );
+_printf("\n");
+ */
+
+ FreeMesh( in );
+}
+
+
+/*
+====================
+ChopPatchByBrush
+====================
+*/
+qboolean ChopPatchByBrush( mapDrawSurface_t *ds, bspbrush_t *b ) {
+ int i, j;
+ side_t *s;
+ plane_t *plane;
+ mesh_t *outside[MAX_BRUSH_SIDES];
+ int numOutside;
+ mesh_t *m, *front, *back;
+ mapDrawSurface_t *newds;
+
+ m = DrawSurfToMesh( ds );
+ numOutside = 0;
+
+ // only split by the top and bottom planes to avoid
+ // some messy patch clipping issues
+
+ for ( i = 4 ; i <= 5 ; i++ ) {
+ s = &b->sides[ i ];
+ plane = &mapplanes[ s->planenum ];
+
+ SplitMeshByPlane( m, plane->normal, plane->dist, &front, &back );
+
+ if ( !back ) {
+ // nothing actually contained inside
+ for ( j = 0 ; j < numOutside ; j++ ) {
+ FreeMesh( outside[j] );
+ }
+ return qfalse;
+ }
+ m = back;
+
+ if ( front ) {
+ if ( numOutside == MAX_BRUSH_SIDES ) {
+ Error( "MAX_BRUSH_SIDES" );
+ }
+ outside[ numOutside ] = front;
+ numOutside++;
+ }
+ }
+
+ // all of outside fragments become seperate drawsurfs
+ c_fogPatchFragments += numOutside;
+ for ( i = 0 ; i < numOutside ; i++ ) {
+ newds = DrawSurfaceForMesh( outside[ i ] );
+ newds->shaderInfo = ds->shaderInfo;
+ FreeMesh( outside[ i ] );
+ }
+
+ // replace ds with m
+ ds->patchWidth = m->width;
+ ds->patchHeight = m->height;
+ ds->numVerts = m->width * m->height;
+ free( ds->verts );
+ ds->verts = malloc( ds->numVerts * sizeof( *ds->verts ) );
+ memcpy( ds->verts, m->verts, ds->numVerts * sizeof( *ds->verts ) );
+
+ FreeMesh( m );
+
+ return qtrue;
+}
+
+//===============================================================================
+
+/*
+====================
+WindingFromDrawSurf
+====================
+*/
+winding_t *WindingFromDrawSurf( mapDrawSurface_t *ds ) {
+ winding_t *w;
+ int i;
+
+ w = AllocWinding( ds->numVerts );
+ w->numpoints = ds->numVerts;
+ for ( i = 0 ; i < ds->numVerts ; i++ ) {
+ VectorCopy( ds->verts[i].xyz, w->p[i] );
+ }
+ return w;
+}
+
+/*
+====================
+ChopFaceByBrush
+
+There may be a fragment contained in the brush
+====================
+*/
+qboolean ChopFaceByBrush( mapDrawSurface_t *ds, bspbrush_t *b ) {
+ int i, j;
+ side_t *s;
+ plane_t *plane;
+ winding_t *w;
+ winding_t *front, *back;
+ winding_t *outside[MAX_BRUSH_SIDES];
+ int numOutside;
+ mapDrawSurface_t *newds;
+ drawVert_t *dv;
+ shaderInfo_t *si;
+ float mins[2];
+
+ // brush primitive :
+ // axis base
+ vec3_t texX,texY;
+ vec_t x,y;
+
+ w = WindingFromDrawSurf( ds );
+ numOutside = 0;
+
+ for ( i = 0 ; i < b->numsides ; i++ ) {
+ s = &b->sides[ i ];
+ if ( s->backSide ) {
+ continue;
+ }
+ plane = &mapplanes[ s->planenum ];
+
+ // handle coplanar outfacing (don't fog)
+ if ( ds->side->planenum == s->planenum ) {
+ return qfalse;
+ }
+
+ // handle coplanar infacing (keep inside)
+ if ( ( ds->side->planenum ^ 1 ) == s->planenum ) {
+ continue;
+ }
+
+ // general case
+ ClipWindingEpsilon( w, plane->normal, plane->dist, ON_EPSILON,
+ &front, &back );
+ FreeWinding( w );
+ if ( !back ) {
+ // nothing actually contained inside
+ for ( j = 0 ; j < numOutside ; j++ ) {
+ FreeWinding( outside[j] );
+ }
+ return qfalse;
+ }
+ if ( front ) {
+ if ( numOutside == MAX_BRUSH_SIDES ) {
+ Error( "MAX_BRUSH_SIDES" );
+ }
+ outside[ numOutside ] = front;
+ numOutside++;
+ }
+ w = back;
+ }
+
+ // all of outside fragments become seperate drawsurfs
+ // linked to the same side
+ c_fogFragment += numOutside;
+ s = ds->side;
+
+ for ( i = 0 ; i < numOutside ; i++ ) {
+ newds = DrawSurfaceForSide( ds->mapBrush, s, outside[i] );
+ FreeWinding( outside[i] );
+ }
+
+
+ // replace ds->verts with the verts for w
+ ds->numVerts = w->numpoints;
+ free( ds->verts );
+
+ ds->verts = malloc( ds->numVerts * sizeof( *ds->verts ) );
+ memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
+
+ si = s->shaderInfo;
+
+ mins[0] = 9999;
+ mins[1] = 9999;
+
+ // compute s/t coordinates from brush primitive texture matrix
+ // compute axis base
+ ComputeAxisBase( mapplanes[s->planenum].normal, texX, texY );
+
+ for ( j = 0 ; j < w->numpoints ; j++ ) {
+ dv = ds->verts + j;
+ VectorCopy( w->p[j], dv->xyz );
+
+ if (g_bBrushPrimit==BPRIMIT_OLDBRUSHES)
+ {
+ // calculate texture s/t
+ dv->st[0] = s->vecs[0][3] + DotProduct( s->vecs[0], dv->xyz );
+ dv->st[1] = s->vecs[1][3] + DotProduct( s->vecs[1], dv->xyz );
+ dv->st[0] /= si->width;
+ dv->st[1] /= si->height;
+ }
+ else
+ {
+ // calculate texture s/t from brush primitive texture matrix
+ x = DotProduct( dv->xyz, texX );
+ y = DotProduct( dv->xyz, texY );
+ dv->st[0]=s->texMat[0][0]*x+s->texMat[0][1]*y+s->texMat[0][2];
+ dv->st[1]=s->texMat[1][0]*x+s->texMat[1][1]*y+s->texMat[1][2];
+ }
+
+ if ( dv->st[0] < mins[0] ) {
+ mins[0] = dv->st[0];
+ }
+ if ( dv->st[1] < mins[1] ) {
+ mins[1] = dv->st[1];
+ }
+
+ // copy normal
+ VectorCopy ( mapplanes[s->planenum].normal, dv->normal );
+ }
+
+ // adjust the texture coordinates to be as close to 0 as possible
+ if ( !si->globalTexture ) {
+ mins[0] = floor( mins[0] );
+ mins[1] = floor( mins[1] );
+ for ( i = 0 ; i < w->numpoints ; i++ ) {
+ dv = ds->verts + i;
+ dv->st[0] -= mins[0];
+ dv->st[1] -= mins[1];
+ }
+ }
+
+ return qtrue;
+}
+
+//===============================================================================
+
+
+/*
+=====================
+FogDrawSurfs
+
+Call after the surface list has been pruned,
+before tjunction fixing
+before lightmap allocation
+=====================
+*/
+void FogDrawSurfs( void ) {
+ int i, j, k;
+ mapDrawSurface_t *ds;
+ bspbrush_t *b;
+ vec3_t mins, maxs;
+ int c_fogged;
+ int numBaseDrawSurfs;
+ dfog_t *fog;
+
+ qprintf("----- FogDrawsurfs -----\n");
+
+ c_fogged = 0;
+ c_fogFragment = 0;
+
+ // find all fog brushes
+ for ( b = entities[0].brushes ; b ; b = b->next ) {
+ if ( !(b->contents & CONTENTS_FOG) ) {
+ continue;
+ }
+
+ if ( numFogs == MAX_MAP_FOGS ) {
+ Error( "MAX_MAP_FOGS" );
+ }
+ fog = &dfogs[numFogs];
+ numFogs++;
+ fog->brushNum = b->outputNumber;
+
+ // find a side with a valid shaderInfo
+ // non-axial fog columns may have bevel planes that need to be skipped
+ for ( i = 0 ; i < b->numsides ; i++ ) {
+ if ( b->sides[i].shaderInfo && (b->sides[i].shaderInfo->contents & CONTENTS_FOG) ) {
+ strcpy( fog->shader, b->sides[i].shaderInfo->shader );
+ break;
+ }
+ }
+ if ( i == b->numsides ) {
+ continue; // shouldn't happen
+ }
+
+ fog->visibleSide = -1;
+
+ // clip each surface into this, but don't clip any of
+ // the resulting fragments to the same brush
+ numBaseDrawSurfs = numMapDrawSurfs;
+ for ( i = 0 ; i < numBaseDrawSurfs ; i++ ) {
+ ds = &mapDrawSurfs[i];
+
+ // bound the drawsurf
+ ClearBounds( mins, maxs );
+ for ( j = 0 ; j < ds->numVerts ; j++ ) {
+ AddPointToBounds( ds->verts[j].xyz, mins, maxs );
+ }
+
+ // check against the fog brush
+ for ( k = 0 ; k < 3 ; k++ ) {
+ if ( mins[k] > b->maxs[k] ) {
+ break;
+ }
+ if ( maxs[k] < b->mins[k] ) {
+ break;
+ }
+ }
+ if ( k < 3 ) {
+ continue; // bboxes don't intersect
+ }
+
+ if ( ds->mapBrush == b ) {
+ int s;
+
+ s = ds->side - b->sides;
+ if ( s <= 6 ) { // not one of the reversed inside faces
+ // this is a visible fog plane
+ if ( fog->visibleSide != -1 ) {
+ _printf( "WARNING: fog brush %i has multiple visible sides\n", b->brushnum );
+ }
+ fog->visibleSide = s;
+ }
+ }
+
+ if ( ds->miscModel ) {
+ // we could write splitting code for trimodels if we wanted to...
+ c_fogged++;
+ ds->fogNum = numFogs - 1;
+ } else if ( ds->patch ) {
+ if ( ChopPatchByBrush( ds, b ) ) {
+ c_fogged++;
+ ds->fogNum = numFogs - 1;
+ }
+ } else {
+ if ( ChopFaceByBrush( ds, b ) ) {
+ c_fogged++;
+ ds->fogNum = numFogs - 1;
+ }
+ }
+ }
+ }
+
+ // split the drawsurfs by the fog brushes
+
+ qprintf( "%5i fogs\n", numFogs );
+ qprintf( "%5i fog polygon fragments\n", c_fogFragment );
+ qprintf( "%5i fog patch fragments\n", c_fogPatchFragments );
+ qprintf( "%5i fogged drawsurfs\n", c_fogged );
+}