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-rwxr-xr-xq3map/surface.c1158
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diff --git a/q3map/surface.c b/q3map/surface.c
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--- /dev/null
+++ b/q3map/surface.c
@@ -0,0 +1,1158 @@
+/*
+===========================================================================
+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"
+
+
+mapDrawSurface_t mapDrawSurfs[MAX_MAP_DRAW_SURFS];
+int numMapDrawSurfs;
+
+/*
+=============================================================================
+
+DRAWSURF CONSTRUCTION
+
+=============================================================================
+*/
+
+/*
+=================
+AllocDrawSurf
+=================
+*/
+mapDrawSurface_t *AllocDrawSurf( void ) {
+ mapDrawSurface_t *ds;
+
+ if ( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS ) {
+ Error( "MAX_MAP_DRAW_SURFS");
+ }
+ ds = &mapDrawSurfs[ numMapDrawSurfs ];
+ numMapDrawSurfs++;
+
+ return ds;
+}
+
+/*
+=================
+DrawSurfaceForSide
+=================
+*/
+#define SNAP_FLOAT_TO_INT 8
+#define SNAP_INT_TO_FLOAT (1.0/SNAP_FLOAT_TO_INT)
+
+mapDrawSurface_t *DrawSurfaceForSide( bspbrush_t *b, side_t *s, winding_t *w ) {
+ mapDrawSurface_t *ds;
+ int i, j;
+ shaderInfo_t *si;
+ drawVert_t *dv;
+ float mins[2], maxs[2];
+
+ // brush primitive :
+ // axis base
+ vec3_t texX,texY;
+ vec_t x,y;
+
+ if ( w->numpoints > 64 ) {
+ Error( "DrawSurfaceForSide: w->numpoints = %i", w->numpoints );
+ }
+
+ si = s->shaderInfo;
+
+ ds = AllocDrawSurf();
+
+ ds->shaderInfo = si;
+ ds->mapBrush = b;
+ ds->side = s;
+ ds->fogNum = -1;
+ ds->numVerts = w->numpoints;
+ ds->verts = malloc( ds->numVerts * sizeof( *ds->verts ) );
+ memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
+
+ mins[0] = mins[1] = 99999;
+ maxs[0] = maxs[1] = -99999;
+
+ // 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;
+
+ // round the xyz to a given precision
+ for ( i = 0 ; i < 3 ; i++ ) {
+ dv->xyz[i] = SNAP_INT_TO_FLOAT * floor( w->p[j][i] * SNAP_FLOAT_TO_INT + 0.5 );
+ }
+
+ 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];
+ }
+
+ for ( i = 0 ; i < 2 ; i++ ) {
+ if ( dv->st[i] < mins[i] ) {
+ mins[i] = dv->st[i];
+ }
+ if ( dv->st[i] > maxs[i] ) {
+ maxs[i] = dv->st[i];
+ }
+ }
+
+ // 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 ds;
+}
+
+
+//=========================================================================
+
+
+
+
+typedef struct {
+ int planenum;
+ shaderInfo_t *shaderInfo;
+ int count;
+} sideRef_t;
+
+#define MAX_SIDE_REFS MAX_MAP_PLANES
+
+sideRef_t sideRefs[MAX_SIDE_REFS];
+int numSideRefs;
+
+void AddSideRef( side_t *side ) {
+ int i;
+
+ for ( i = 0 ; i < numSideRefs ; i++ ) {
+ if ( side->planenum == sideRefs[i].planenum
+ && side->shaderInfo == sideRefs[i].shaderInfo ) {
+ sideRefs[i].count++;
+ return;
+ }
+ }
+
+ if ( numSideRefs == MAX_SIDE_REFS ) {
+ Error( "MAX_SIDE_REFS" );
+ }
+
+ sideRefs[i].planenum = side->planenum;
+ sideRefs[i].shaderInfo = side->shaderInfo;
+ sideRefs[i].count++;
+ numSideRefs++;
+}
+
+
+/*
+=====================
+MergeSides
+
+=====================
+*/
+void MergeSides( entity_t *e, tree_t *tree ) {
+ int i;
+
+ qprintf( "----- MergeSides -----\n");
+
+ for ( i = e->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
+// AddSideRef( side );
+ }
+
+ qprintf( "%5i siderefs\n", numSideRefs );
+}
+
+//=====================================================================
+
+/*
+===================
+SubdivideDrawSurf
+===================
+*/
+void SubdivideDrawSurf( mapDrawSurface_t *ds, winding_t *w, float subdivisions ) {
+ int i;
+ int axis;
+ vec3_t bounds[2];
+ const float epsilon = 0.1;
+ int subFloor, subCeil;
+ winding_t *frontWinding, *backWinding;
+ mapDrawSurface_t *newds;
+
+ if ( !w ) {
+ return;
+ }
+ if ( w->numpoints < 3 ) {
+ Error( "SubdivideDrawSurf: Bad w->numpoints" );
+ }
+
+ ClearBounds( bounds[0], bounds[1] );
+ for ( i = 0 ; i < w->numpoints ; i++ ) {
+ AddPointToBounds( w->p[i], bounds[0], bounds[1] );
+ }
+
+ for ( axis = 0 ; axis < 3 ; axis++ ) {
+ vec3_t planePoint = { 0, 0, 0 };
+ vec3_t planeNormal = { 0, 0, 0 };
+ float d;
+
+ subFloor = floor( bounds[0][axis] / subdivisions ) * subdivisions;
+ subCeil = ceil( bounds[1][axis] / subdivisions ) * subdivisions;
+
+ planePoint[axis] = subFloor + subdivisions;
+ planeNormal[axis] = -1;
+
+ d = DotProduct( planePoint, planeNormal );
+
+ // subdivide if necessary
+ if ( subCeil - subFloor > subdivisions ) {
+ // gotta clip polygon into two polygons
+ ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );
+
+ // the clip may not produce two polygons if it was epsilon close
+ if ( !frontWinding ) {
+ w = backWinding;
+ } else if ( !backWinding ) {
+ w = frontWinding;
+ } else {
+ SubdivideDrawSurf( ds, frontWinding, subdivisions );
+ SubdivideDrawSurf( ds, backWinding, subdivisions );
+
+ return;
+ }
+ }
+ }
+
+ // emit this polygon
+ newds = DrawSurfaceForSide( ds->mapBrush, ds->side, w );
+ newds->fogNum = ds->fogNum;
+}
+
+
+/*
+=====================
+SubdivideDrawSurfs
+
+Chop up surfaces that have subdivision attributes
+=====================
+*/
+void SubdivideDrawSurfs( entity_t *e, tree_t *tree ) {
+ int i;
+ mapDrawSurface_t *ds;
+ int numBaseDrawSurfs;
+ winding_t *w;
+ float subdivision;
+ shaderInfo_t *si;
+
+ qprintf( "----- SubdivideDrawSurfs -----\n");
+ numBaseDrawSurfs = numMapDrawSurfs;
+ for ( i = e->firstDrawSurf ; i < numBaseDrawSurfs ; i++ ) {
+ ds = &mapDrawSurfs[i];
+
+ // only subdivide brush sides, not patches or misc_models
+ if ( !ds->side ) {
+ continue;
+ }
+
+ // check subdivision for shader
+ si = ds->side->shaderInfo;
+ if ( !si ) {
+ continue;
+ }
+
+ if (ds->shaderInfo->autosprite || si->autosprite) {
+ continue;
+ }
+
+ subdivision = si->subdivisions;
+ if ( !subdivision ) {
+ continue;
+ }
+
+ w = WindingFromDrawSurf( ds );
+ ds->numVerts = 0; // remove this reference
+ SubdivideDrawSurf( ds, w, subdivision );
+ }
+
+}
+
+
+//===================================================================================
+
+/*
+====================
+ClipSideIntoTree_r
+
+Adds non-opaque leaf fragments to the convex hull
+====================
+*/
+void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node ) {
+ plane_t *plane;
+ winding_t *front, *back;
+
+ if ( !w ) {
+ return;
+ }
+
+ if ( node->planenum != PLANENUM_LEAF ) {
+ if ( side->planenum == node->planenum ) {
+ ClipSideIntoTree_r( w, side, node->children[0] );
+ return;
+ }
+ if ( side->planenum == ( node->planenum ^ 1) ) {
+ ClipSideIntoTree_r( w, side, node->children[1] );
+ return;
+ }
+
+ plane = &mapplanes[ node->planenum ];
+ ClipWindingEpsilon ( w, plane->normal, plane->dist,
+ ON_EPSILON, &front, &back );
+ FreeWinding( w );
+
+ ClipSideIntoTree_r( front, side, node->children[0] );
+ ClipSideIntoTree_r( back, side, node->children[1] );
+
+ return;
+ }
+
+ // if opaque leaf, don't add
+ if ( !node->opaque ) {
+ AddWindingToConvexHull( w, &side->visibleHull, mapplanes[ side->planenum ].normal );
+ }
+
+ FreeWinding( w );
+ return;
+}
+
+
+/*
+=====================
+ClipSidesIntoTree
+
+Creates side->visibleHull for all visible sides
+
+The drawsurf for a side will consist of the convex hull of
+all points in non-opaque clusters, which allows overlaps
+to be trimmed off automatically.
+=====================
+*/
+void ClipSidesIntoTree( entity_t *e, tree_t *tree ) {
+ bspbrush_t *b;
+ int i;
+ winding_t *w;
+ side_t *side, *newSide;
+ shaderInfo_t *si;
+
+ qprintf( "----- ClipSidesIntoTree -----\n");
+
+ for ( b = e->brushes ; b ; b = b->next ) {
+ for ( i = 0 ; i < b->numsides ; i++ ) {
+ side = &b->sides[i];
+ if ( !side->winding) {
+ continue;
+ }
+ w = CopyWinding( side->winding );
+ side->visibleHull = NULL;
+ ClipSideIntoTree_r( w, side, tree->headnode );
+
+ w = side->visibleHull;
+ if ( !w ) {
+ continue;
+ }
+ si = side->shaderInfo;
+ if ( !si ) {
+ continue;
+ }
+ // don't create faces for non-visible sides
+ if ( si->surfaceFlags & SURF_NODRAW ) {
+ continue;
+ }
+
+ // always use the original quad winding for auto sprites
+ if ( side->shaderInfo->autosprite ) {
+ w = side->winding;
+ }
+ //
+ if ( side->bevel ) {
+ Error( "monkey tried to create draw surface for brush bevel" );
+ }
+ // save this winding as a visible surface
+ DrawSurfaceForSide( b, side, w );
+
+ // make a back side for it if needed
+ if ( !(si->contents & CONTENTS_FOG) ) {
+ continue;
+ }
+
+ // duplicate the up-facing side
+ w = ReverseWinding( w );
+
+ newSide = malloc( sizeof( *side ) );
+ *newSide = *side;
+ newSide->visibleHull = w;
+ newSide->planenum ^= 1;
+
+ // save this winding as a visible surface
+ DrawSurfaceForSide( b, newSide, w );
+
+ }
+ }
+}
+
+/*
+===================================================================================
+
+ FILTER REFERENCES DOWN THE TREE
+
+===================================================================================
+*/
+
+/*
+====================
+FilterDrawSurfIntoTree
+
+Place a reference to the given drawsurf in every leaf it contacts
+We assume that the point mesh aproximation to the curve will get a
+reference into all the leafs we need.
+====================
+*/
+int FilterMapDrawSurfIntoTree( vec3_t point, mapDrawSurface_t *ds, node_t *node ) {
+ drawSurfRef_t *dsr;
+ float d;
+ plane_t *plane;
+ int c;
+
+ if ( node->planenum != PLANENUM_LEAF ) {
+ plane = &mapplanes[ node->planenum ];
+ d = DotProduct( point, plane->normal ) - plane->dist;
+ c = 0;
+ if ( d >= -ON_EPSILON ) {
+ c += FilterMapDrawSurfIntoTree( point, ds, node->children[0] );
+ }
+ if ( d <= ON_EPSILON ) {
+ c += FilterMapDrawSurfIntoTree( point, ds, node->children[1] );
+ }
+ return c;
+ }
+
+ // if opaque leaf, don't add
+ if ( node->opaque ) {
+ return 0;
+ }
+
+ // add the drawsurf if it hasn't been already
+ for ( dsr = node->drawSurfReferences ; dsr ; dsr = dsr->nextRef ) {
+ if ( dsr->outputNumber == numDrawSurfaces ) {
+ return 0; // already referenced
+ }
+ }
+
+ dsr = malloc( sizeof( *dsr ) );
+ dsr->outputNumber = numDrawSurfaces;
+ dsr->nextRef = node->drawSurfReferences;
+ node->drawSurfReferences = dsr;
+ return 1;
+}
+
+/*
+====================
+FilterDrawSurfIntoTree_r
+
+Place a reference to the given drawsurf in every leaf it is in
+====================
+*/
+int FilterMapDrawSurfIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node ) {
+ drawSurfRef_t *dsr;
+ plane_t *plane;
+ int total;
+ winding_t *front, *back;
+
+ if ( node->planenum != PLANENUM_LEAF ) {
+ plane = &mapplanes[ node->planenum ];
+ ClipWindingEpsilon ( w, plane->normal, plane->dist,
+ ON_EPSILON, &front, &back );
+
+ total = 0;
+ if ( front ) {
+ total += FilterMapDrawSurfIntoTree_r( front, ds, node->children[0] );
+ }
+ if ( back ) {
+ total += FilterMapDrawSurfIntoTree_r( back, ds, node->children[1] );
+ }
+
+ FreeWinding( w );
+ return total;
+ }
+
+ // if opaque leaf, don't add
+ if ( node->opaque ) {
+ return 0;
+ }
+
+ // add the drawsurf if it hasn't been already
+ for ( dsr = node->drawSurfReferences ; dsr ; dsr = dsr->nextRef ) {
+ if ( dsr->outputNumber == numDrawSurfaces ) {
+ return 0; // already referenced
+ }
+ }
+
+ dsr = malloc( sizeof( *dsr ) );
+ dsr->outputNumber = numDrawSurfaces;
+ dsr->nextRef = node->drawSurfReferences;
+ node->drawSurfReferences = dsr;
+ return 1;
+}
+
+/*
+====================
+FilterSideIntoTree_r
+
+Place a reference to the given drawsurf in every leaf it contacts
+====================
+*/
+int FilterSideIntoTree_r( winding_t *w, side_t *side, mapDrawSurface_t *ds, node_t *node ) {
+ drawSurfRef_t *dsr;
+ plane_t *plane;
+ winding_t *front, *back;
+ int total;
+
+ if ( !w ) {
+ return 0;
+ }
+
+ if ( node->planenum != PLANENUM_LEAF ) {
+ if ( side->planenum == node->planenum ) {
+ return FilterSideIntoTree_r( w, side, ds, node->children[0] );
+ }
+ if ( side->planenum == ( node->planenum ^ 1) ) {
+ return FilterSideIntoTree_r( w, side, ds, node->children[1] );
+ }
+
+ plane = &mapplanes[ node->planenum ];
+ ClipWindingEpsilon ( w, plane->normal, plane->dist,
+ ON_EPSILON, &front, &back );
+
+ total = FilterSideIntoTree_r( front, side, ds, node->children[0] );
+ total += FilterSideIntoTree_r( back, side, ds, node->children[1] );
+
+ FreeWinding( w );
+ return total;
+ }
+
+ // if opaque leaf, don't add
+ if ( node->opaque ) {
+ return 0;
+ }
+
+ dsr = malloc( sizeof( *dsr ) );
+ dsr->outputNumber = numDrawSurfaces;
+ dsr->nextRef = node->drawSurfReferences;
+ node->drawSurfReferences = dsr;
+
+ FreeWinding( w );
+ return 1;
+}
+
+
+/*
+=====================
+FilterFaceIntoTree
+=====================
+*/
+int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree ) {
+ int l;
+ winding_t *w;
+
+ w = WindingFromDrawSurf( ds );
+ l = FilterSideIntoTree_r( w, ds->side, ds, tree->headnode );
+
+ return l;
+}
+
+
+
+/*
+=====================
+FilterPatchSurfIntoTree
+=====================
+*/
+#define SUBDIVISION_LIMIT 8.0
+int FilterPatchSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ) {
+ int i, j;
+ int l;
+ mesh_t baseMesh, *subdividedMesh;
+ winding_t *w;
+
+ baseMesh.width = ds->patchWidth;
+ baseMesh.height = ds->patchHeight;
+ baseMesh.verts = ds->verts;
+ subdividedMesh = SubdivideMesh( baseMesh, SUBDIVISION_LIMIT, 32 );
+
+ l = 0;
+ for (i = 0; i < subdividedMesh->width-1; i++) {
+ for (j = 0; j < subdividedMesh->height-1; j++) {
+ w = AllocWinding(3);
+ VectorCopy(subdividedMesh->verts[j * subdividedMesh->width + i].xyz, w->p[0]);
+ VectorCopy(subdividedMesh->verts[j * subdividedMesh->width + i + 1].xyz, w->p[1]);
+ VectorCopy(subdividedMesh->verts[(j+1) * subdividedMesh->width + i].xyz, w->p[2]);
+ w->numpoints = 3;
+ l += FilterMapDrawSurfIntoTree_r( w, ds, tree->headnode );
+ w = AllocWinding(3);
+ VectorCopy(subdividedMesh->verts[j * subdividedMesh->width + i + 1].xyz, w->p[0]);
+ VectorCopy(subdividedMesh->verts[(j+1) * subdividedMesh->width + i + 1].xyz, w->p[1]);
+ VectorCopy(subdividedMesh->verts[(j+1) * subdividedMesh->width + i].xyz, w->p[2]);
+ w->numpoints = 3;
+ l += FilterMapDrawSurfIntoTree_r( w, ds, tree->headnode );
+ }
+ }
+
+ // also use the old point filtering into the tree
+ for ( i = 0 ; i < subdividedMesh->width * subdividedMesh->height ; i++ ) {
+ l += FilterMapDrawSurfIntoTree( subdividedMesh->verts[i].xyz, ds, tree->headnode );
+ }
+
+ free(subdividedMesh);
+
+ return l;
+}
+
+
+/*
+=====================
+FilterMiscModelSurfIntoTree
+=====================
+*/
+int FilterMiscModelSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ) {
+ int i;
+ int l;
+ winding_t *w;
+
+ l = 0;
+ for (i = 0; i < ds->numIndexes-2; i++) {
+ w = AllocWinding(3);
+ VectorCopy(ds->verts[ds->indexes[i]].xyz, w->p[0]);
+ VectorCopy(ds->verts[ds->indexes[i+1]].xyz, w->p[1]);
+ VectorCopy(ds->verts[ds->indexes[i+2]].xyz, w->p[2]);
+ w->numpoints = 3;
+ l += FilterMapDrawSurfIntoTree_r( w, ds, tree->headnode );
+ }
+
+ // also use the old point filtering into the tree
+ for ( i = 0 ; i < ds->numVerts ; i++ ) {
+ l += FilterMapDrawSurfIntoTree( ds->verts[i].xyz, ds, tree->headnode );
+ }
+
+ return l;
+}
+
+/*
+=====================
+FilterFlareSurfIntoTree
+=====================
+*/
+int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ) {
+ return FilterMapDrawSurfIntoTree( ds->lightmapOrigin, ds, tree->headnode );
+}
+
+
+//======================================================================
+
+int c_stripSurfaces, c_fanSurfaces;
+
+/*
+==================
+IsTriangleDegenerate
+
+Returns qtrue if all three points are collinear or backwards
+===================
+*/
+#define COLINEAR_AREA 10
+static qboolean IsTriangleDegenerate( drawVert_t *points, int a, int b, int c ) {
+ vec3_t v1, v2, v3;
+ float d;
+
+ VectorSubtract( points[b].xyz, points[a].xyz, v1 );
+ VectorSubtract( points[c].xyz, points[a].xyz, v2 );
+ CrossProduct( v1, v2, v3 );
+ d = VectorLength( v3 );
+
+ // assume all very small or backwards triangles will cause problems
+ if ( d < COLINEAR_AREA ) {
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+SurfaceAsTriFan
+
+The surface can't be represented as a single tristrip without
+leaving a degenerate triangle (and therefore a crack), so add
+a point in the middle and create (points-1) triangles in fan order
+===============
+*/
+static void SurfaceAsTriFan( dsurface_t *ds ) {
+ int i;
+ int colorSum[4];
+ drawVert_t *mid, *v;
+
+ // create a new point in the center of the face
+ if ( numDrawVerts == MAX_MAP_DRAW_VERTS ) {
+ Error( "MAX_MAP_DRAW_VERTS" );
+ }
+ mid = &drawVerts[ numDrawVerts ];
+ numDrawVerts++;
+
+ colorSum[0] = colorSum[1] = colorSum[2] = colorSum[3] = 0;
+
+ v = drawVerts + ds->firstVert;
+ for (i = 0 ; i < ds->numVerts ; i++, v++ ) {
+ VectorAdd( mid->xyz, v->xyz, mid->xyz );
+ mid->st[0] += v->st[0];
+ mid->st[1] += v->st[1];
+ mid->lightmap[0] += v->lightmap[0];
+ mid->lightmap[1] += v->lightmap[1];
+
+ colorSum[0] += v->color[0];
+ colorSum[1] += v->color[1];
+ colorSum[2] += v->color[2];
+ colorSum[3] += v->color[3];
+ }
+
+ mid->xyz[0] /= ds->numVerts;
+ mid->xyz[1] /= ds->numVerts;
+ mid->xyz[2] /= ds->numVerts;
+
+ mid->st[0] /= ds->numVerts;
+ mid->st[1] /= ds->numVerts;
+
+ mid->lightmap[0] /= ds->numVerts;
+ mid->lightmap[1] /= ds->numVerts;
+
+ mid->color[0] = colorSum[0] / ds->numVerts;
+ mid->color[1] = colorSum[1] / ds->numVerts;
+ mid->color[2] = colorSum[2] / ds->numVerts;
+ mid->color[3] = colorSum[3] / ds->numVerts;
+
+ VectorCopy((drawVerts+ds->firstVert)->normal, mid->normal );
+
+ // fill in indices in trifan order
+ if ( numDrawIndexes + ds->numVerts*3 > MAX_MAP_DRAW_INDEXES ) {
+ Error( "MAX_MAP_DRAWINDEXES" );
+ }
+ ds->firstIndex = numDrawIndexes;
+ ds->numIndexes = ds->numVerts*3;
+
+ //FIXME
+ // should be: for ( i = 0 ; i < ds->numVerts ; i++ ) {
+ // set a break point and test this in a map
+ //for ( i = 0 ; i < ds->numVerts*3 ; i++ ) {
+ for ( i = 0 ; i < ds->numVerts ; i++ ) {
+ drawIndexes[numDrawIndexes++] = ds->numVerts;
+ drawIndexes[numDrawIndexes++] = i;
+ drawIndexes[numDrawIndexes++] = (i+1) % ds->numVerts;
+ }
+
+ ds->numVerts++;
+}
+
+
+/*
+================
+SurfaceAsTristrip
+
+Try to create indices that make (points-2) triangles in tristrip order
+================
+*/
+#define MAX_INDICES 1024
+static void SurfaceAsTristrip( dsurface_t *ds ) {
+ int i;
+ int rotate;
+ int numIndices;
+ int ni;
+ int a, b, c;
+ int indices[MAX_INDICES];
+
+ // determine the triangle strip order
+ numIndices = ( ds->numVerts - 2 ) * 3;
+ if ( numIndices > MAX_INDICES ) {
+ Error( "MAX_INDICES exceeded for surface" );
+ }
+
+ // try all possible orderings of the points looking
+ // for a strip order that isn't degenerate
+ for ( rotate = 0 ; rotate < ds->numVerts ; rotate++ ) {
+ for ( ni = 0, i = 0 ; i < ds->numVerts - 2 - i ; i++ ) {
+ a = ( ds->numVerts - 1 - i + rotate ) % ds->numVerts;
+ b = ( i + rotate ) % ds->numVerts;
+ c = ( ds->numVerts - 2 - i + rotate ) % ds->numVerts;
+
+ if ( IsTriangleDegenerate( drawVerts + ds->firstVert, a, b, c ) ) {
+ break;
+ }
+ indices[ni++] = a;
+ indices[ni++] = b;
+ indices[ni++] = c;
+
+ if ( i + 1 != ds->numVerts - 1 - i ) {
+ a = ( ds->numVerts - 2 - i + rotate ) % ds->numVerts;
+ b = ( i + rotate ) % ds->numVerts;
+ c = ( i + 1 + rotate ) % ds->numVerts;
+
+ if ( IsTriangleDegenerate( drawVerts + ds->firstVert, a, b, c ) ) {
+ break;
+ }
+ indices[ni++] = a;
+ indices[ni++] = b;
+ indices[ni++] = c;
+ }
+ }
+ if ( ni == numIndices ) {
+ break; // got it done without degenerate triangles
+ }
+ }
+
+ // if any triangle in the strip is degenerate,
+ // render from a centered fan point instead
+ if ( ni < numIndices ) {
+ c_fanSurfaces++;
+ SurfaceAsTriFan( ds );
+ return;
+ }
+
+ // a normal tristrip
+ c_stripSurfaces++;
+
+ if ( numDrawIndexes + ni > MAX_MAP_DRAW_INDEXES ) {
+ Error( "MAX_MAP_DRAW_INDEXES" );
+ }
+ ds->firstIndex = numDrawIndexes;
+ ds->numIndexes = ni;
+
+ memcpy( drawIndexes + numDrawIndexes, indices, ni * sizeof(int) );
+ numDrawIndexes += ni;
+}
+
+/*
+===============
+EmitPlanarSurf
+===============
+*/
+void EmitPlanarSurf( mapDrawSurface_t *ds ) {
+ int j;
+ dsurface_t *out;
+ drawVert_t *outv;
+
+ if ( numDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
+ Error( "MAX_MAP_DRAW_SURFS" );
+ }
+ out = &drawSurfaces[ numDrawSurfaces ];
+ numDrawSurfaces++;
+
+ out->surfaceType = MST_PLANAR;
+ out->shaderNum = EmitShader( ds->shaderInfo->shader );
+ out->firstVert = numDrawVerts;
+ out->numVerts = ds->numVerts;
+ out->fogNum = ds->fogNum;
+ out->lightmapNum = ds->lightmapNum;
+ out->lightmapX = ds->lightmapX;
+ out->lightmapY = ds->lightmapY;
+ out->lightmapWidth = ds->lightmapWidth;
+ out->lightmapHeight = ds->lightmapHeight;
+
+ VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
+ VectorCopy( ds->lightmapVecs[0], out->lightmapVecs[0] );
+ VectorCopy( ds->lightmapVecs[1], out->lightmapVecs[1] );
+ VectorCopy( ds->lightmapVecs[2], out->lightmapVecs[2] );
+
+ for ( j = 0 ; j < ds->numVerts ; j++ ) {
+ if ( numDrawVerts == MAX_MAP_DRAW_VERTS ) {
+ Error( "MAX_MAP_DRAW_VERTS" );
+ }
+ outv = &drawVerts[ numDrawVerts ];
+ numDrawVerts++;
+ memcpy( outv, &ds->verts[ j ], sizeof( *outv ) );
+ outv->color[0] = 255;
+ outv->color[1] = 255;
+ outv->color[2] = 255;
+ outv->color[3] = 255;
+ }
+
+ // create the indexes
+ SurfaceAsTristrip( out );
+}
+
+
+/*
+===============
+EmitPatchSurf
+===============
+*/
+void EmitPatchSurf( mapDrawSurface_t *ds ) {
+ int j;
+ dsurface_t *out;
+ drawVert_t *outv;
+
+ if ( numDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
+ Error( "MAX_MAP_DRAW_SURFS" );
+ }
+ out = &drawSurfaces[ numDrawSurfaces ];
+ numDrawSurfaces++;
+
+ out->surfaceType = MST_PATCH;
+ out->shaderNum = EmitShader( ds->shaderInfo->shader );
+ out->firstVert = numDrawVerts;
+ out->numVerts = ds->numVerts;
+ out->firstIndex = numDrawIndexes;
+ out->numIndexes = ds->numIndexes;
+ out->patchWidth = ds->patchWidth;
+ out->patchHeight = ds->patchHeight;
+ out->fogNum = ds->fogNum;
+ out->lightmapNum = ds->lightmapNum;
+ out->lightmapX = ds->lightmapX;
+ out->lightmapY = ds->lightmapY;
+ out->lightmapWidth = ds->lightmapWidth;
+ out->lightmapHeight = ds->lightmapHeight;
+
+ VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
+ VectorCopy( ds->lightmapVecs[0], out->lightmapVecs[0] );
+ VectorCopy( ds->lightmapVecs[1], out->lightmapVecs[1] );
+ VectorCopy( ds->lightmapVecs[2], out->lightmapVecs[2] );
+
+ for ( j = 0 ; j < ds->numVerts ; j++ ) {
+ if ( numDrawVerts == MAX_MAP_DRAW_VERTS ) {
+ Error( "MAX_MAP_DRAW_VERTS" );
+ }
+ outv = &drawVerts[ numDrawVerts ];
+ numDrawVerts++;
+ memcpy( outv, &ds->verts[ j ], sizeof( *outv ) );
+ outv->color[0] = 255;
+ outv->color[1] = 255;
+ outv->color[2] = 255;
+ outv->color[3] = 255;
+ }
+
+ for ( j = 0 ; j < ds->numIndexes ; j++ ) {
+ if ( numDrawIndexes == MAX_MAP_DRAW_INDEXES ) {
+ Error( "MAX_MAP_DRAW_INDEXES" );
+ }
+ drawIndexes[ numDrawIndexes ] = ds->indexes[ j ];
+ numDrawIndexes++;
+ }
+}
+
+/*
+===============
+EmitFlareSurf
+===============
+*/
+void EmitFlareSurf( mapDrawSurface_t *ds ) {
+ dsurface_t *out;
+
+ if ( numDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
+ Error( "MAX_MAP_DRAW_SURFS" );
+ }
+ out = &drawSurfaces[ numDrawSurfaces ];
+ numDrawSurfaces++;
+
+ out->surfaceType = MST_FLARE;
+ out->shaderNum = EmitShader( ds->shaderInfo->shader );
+ out->fogNum = ds->fogNum;
+
+ VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
+ VectorCopy( ds->lightmapVecs[0], out->lightmapVecs[0] ); // color
+ VectorCopy( ds->lightmapVecs[2], out->lightmapVecs[2] );
+}
+
+
+/*
+===============
+EmitModelSurf
+===============
+*/
+void EmitModelSurf( mapDrawSurface_t *ds ) {
+ int j;
+ dsurface_t *out;
+ drawVert_t *outv;
+
+ if ( numDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
+ Error( "MAX_MAP_DRAW_SURFS" );
+ }
+ out = &drawSurfaces[ numDrawSurfaces ];
+ numDrawSurfaces++;
+
+ out->surfaceType = MST_TRIANGLE_SOUP;
+ out->shaderNum = EmitShader( ds->shaderInfo->shader );
+ out->firstVert = numDrawVerts;
+ out->numVerts = ds->numVerts;
+ out->firstIndex = numDrawIndexes;
+ out->numIndexes = ds->numIndexes;
+ out->patchWidth = ds->patchWidth;
+ out->patchHeight = ds->patchHeight;
+ out->fogNum = ds->fogNum;
+ out->lightmapNum = ds->lightmapNum;
+ out->lightmapX = ds->lightmapX;
+ out->lightmapY = ds->lightmapY;
+ out->lightmapWidth = ds->lightmapWidth;
+ out->lightmapHeight = ds->lightmapHeight;
+
+ VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
+ VectorCopy( ds->lightmapVecs[0], out->lightmapVecs[0] );
+ VectorCopy( ds->lightmapVecs[1], out->lightmapVecs[1] );
+ VectorCopy( ds->lightmapVecs[2], out->lightmapVecs[2] );
+
+ for ( j = 0 ; j < ds->numVerts ; j++ ) {
+ if ( numDrawVerts == MAX_MAP_DRAW_VERTS ) {
+ Error( "MAX_MAP_DRAW_VERTS" );
+ }
+ outv = &drawVerts[ numDrawVerts ];
+ numDrawVerts++;
+ memcpy( outv, &ds->verts[ j ], sizeof( *outv ) );
+ outv->color[0] = 255;
+ outv->color[1] = 255;
+ outv->color[2] = 255;
+ }
+
+ for ( j = 0 ; j < ds->numIndexes ; j++ ) {
+ if ( numDrawIndexes == MAX_MAP_DRAW_INDEXES ) {
+ Error( "MAX_MAP_DRAW_INDEXES" );
+ }
+ drawIndexes[ numDrawIndexes ] = ds->indexes[ j ];
+ numDrawIndexes++;
+ }
+}
+
+//======================================================================
+
+/*
+==================
+CreateFlareSurface
+
+Light flares from surface lights become
+==================
+*/
+void CreateFlareSurface( mapDrawSurface_t *faceDs ) {
+ mapDrawSurface_t *ds;
+ int i;
+
+ ds = AllocDrawSurf();
+
+ if ( faceDs->shaderInfo->flareShader[0] ) {
+ ds->shaderInfo = ShaderInfoForShader( faceDs->shaderInfo->flareShader );
+ } else {
+ ds->shaderInfo = ShaderInfoForShader( "flareshader" );
+ }
+ ds->flareSurface = qtrue;
+ VectorCopy( faceDs->lightmapVecs[2], ds->lightmapVecs[2] );
+
+ // find midpoint
+ VectorClear( ds->lightmapOrigin );
+ for ( i = 0 ; i < faceDs->numVerts ; i++ ) {
+ VectorAdd( ds->lightmapOrigin, faceDs->verts[i].xyz, ds->lightmapOrigin );
+ }
+ VectorScale( ds->lightmapOrigin, 1.0/faceDs->numVerts, ds->lightmapOrigin );
+
+ VectorMA( ds->lightmapOrigin, 2, ds->lightmapVecs[2], ds->lightmapOrigin );
+
+ VectorCopy( faceDs->shaderInfo->color, ds->lightmapVecs[0] );
+
+ // FIXME: fog
+}
+
+/*
+=====================
+FilterDrawsurfsIntoTree
+
+Upon completion, all drawsurfs that actually generate a reference
+will have been emited to the bspfile arrays, and the references
+will have valid final indexes
+=====================
+*/
+void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree ) {
+ int i;
+ mapDrawSurface_t *ds;
+ int refs;
+ int c_surfs, c_refs;
+
+ qprintf( "----- FilterDrawsurfsIntoTree -----\n");
+
+ c_surfs = 0;
+ c_refs = 0;
+ for ( i = e->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
+ ds = &mapDrawSurfs[i];
+
+ if ( !ds->numVerts && !ds->flareSurface ) {
+ continue;
+ }
+ if ( ds->miscModel ) {
+ refs = FilterMiscModelSurfIntoTree( ds, tree );
+ EmitModelSurf( ds );
+ } else if ( ds->patch ) {
+ refs = FilterPatchSurfIntoTree( ds, tree );
+ EmitPatchSurf( ds );
+ } else if ( ds->flareSurface ) {
+ refs = FilterFlareSurfIntoTree( ds, tree );
+ EmitFlareSurf( ds );
+ } else {
+ refs = FilterFaceIntoTree( ds, tree );
+// if ( ds->shaderInfo->value >= 1000 ) { // ds->shaderInfo->flareShader[0] ) {
+ if ( ds->shaderInfo->flareShader[0] ) {
+ CreateFlareSurface( ds );
+ }
+ EmitPlanarSurf( ds );
+ }
+ if ( refs > 0 ) {
+ c_surfs++;
+ c_refs += refs;
+ }
+ }
+ qprintf( "%5i emited drawsurfs\n", c_surfs );
+ qprintf( "%5i references\n", c_refs );
+ qprintf( "%5i stripfaces\n", c_stripSurfaces );
+ qprintf( "%5i fanfaces\n", c_fanSurfaces );
+}
+
+
+