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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
- ===========================================================================
- */
- // tr_marks.c -- polygon projection on the world polygons
- #include "tr_local.h"
- //#include "assert.h"
- #define MAX_VERTS_ON_POLY 64
- #define MARKER_OFFSET 0 // 1
- /*
- =============
- R_ChopPolyBehindPlane
- Out must have space for two more vertexes than in
- =============
- */
- #define SIDE_FRONT 0
- #define SIDE_BACK 1
- #define SIDE_ON 2
- static void R_ChopPolyBehindPlane( int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY],
- int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY],
- vec3_t normal, vec_t dist, vec_t epsilon) {
- float dists[MAX_VERTS_ON_POLY+4];
- int sides[MAX_VERTS_ON_POLY+4];
- int counts[3];
- float dot;
- int i, j;
- float *p1, *p2, *clip;
- float d;
- // don't clip if it might overflow
- if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) {
- *numOutPoints = 0;
- return;
- }
- counts[0] = counts[1] = counts[2] = 0;
- // determine sides for each point
- for ( i = 0 ; i < numInPoints ; i++ ) {
- dot = DotProduct( inPoints[i], normal );
- dot -= dist;
- dists[i] = dot;
- if ( dot > epsilon ) {
- sides[i] = SIDE_FRONT;
- } else if ( dot < -epsilon ) {
- sides[i] = SIDE_BACK;
- } else {
- sides[i] = SIDE_ON;
- }
- counts[sides[i]]++;
- }
- sides[i] = sides[0];
- dists[i] = dists[0];
- *numOutPoints = 0;
- if ( !counts[0] ) {
- return;
- }
- if ( !counts[1] ) {
- *numOutPoints = numInPoints;
- Com_Memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) );
- return;
- }
- for ( i = 0 ; i < numInPoints ; i++ ) {
- p1 = inPoints[i];
- clip = outPoints[ *numOutPoints ];
-
- if ( sides[i] == SIDE_ON ) {
- VectorCopy( p1, clip );
- (*numOutPoints)++;
- continue;
- }
-
- if ( sides[i] == SIDE_FRONT ) {
- VectorCopy( p1, clip );
- (*numOutPoints)++;
- clip = outPoints[ *numOutPoints ];
- }
- if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
- continue;
- }
-
- // generate a split point
- p2 = inPoints[ (i+1) % numInPoints ];
- d = dists[i] - dists[i+1];
- if ( d == 0 ) {
- dot = 0;
- } else {
- dot = dists[i] / d;
- }
- // clip xyz
- for (j=0 ; j<3 ; j++) {
- clip[j] = p1[j] + dot * ( p2[j] - p1[j] );
- }
- (*numOutPoints)++;
- }
- }
- /*
- =================
- R_BoxSurfaces_r
- =================
- */
- void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) {
- int s, c;
- msurface_t *surf, **mark;
- // do the tail recursion in a loop
- while ( node->contents == -1 ) {
- s = BoxOnPlaneSide( mins, maxs, node->plane );
- if (s == 1) {
- node = node->children[0];
- } else if (s == 2) {
- node = node->children[1];
- } else {
- R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
- node = node->children[1];
- }
- }
- // add the individual surfaces
- mark = node->firstmarksurface;
- c = node->nummarksurfaces;
- while (c--) {
- //
- if (*listlength >= listsize) break;
- //
- surf = *mark;
- // check if the surface has NOIMPACT or NOMARKS set
- if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) )
- || ( surf->shader->contentFlags & CONTENTS_FOG ) ) {
- surf->viewCount = tr.viewCount;
- }
- // extra check for surfaces to avoid list overflows
- else if (*(surf->data) == SF_FACE) {
- // the face plane should go through the box
- s = BoxOnPlaneSide( mins, maxs, &(( srfSurfaceFace_t * ) surf->data)->plane );
- if (s == 1 || s == 2) {
- surf->viewCount = tr.viewCount;
- } else if (DotProduct((( srfSurfaceFace_t * ) surf->data)->plane.normal, dir) > -0.5) {
- // don't add faces that make sharp angles with the projection direction
- surf->viewCount = tr.viewCount;
- }
- }
- else if (*(surfaceType_t *) (surf->data) != SF_GRID) 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) {
- surf->viewCount = tr.viewCount;
- list[*listlength] = (surfaceType_t *) surf->data;
- (*listlength)++;
- }
- mark++;
- }
- }
- /*
- =================
- R_AddMarkFragments
- =================
- */
- void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
- int numPlanes, vec3_t *normals, float *dists,
- int maxPoints, vec3_t pointBuffer,
- int maxFragments, markFragment_t *fragmentBuffer,
- int *returnedPoints, int *returnedFragments,
- vec3_t mins, vec3_t maxs) {
- int pingPong, i;
- markFragment_t *mf;
- // chop the surface by all the bounding planes of the to be projected polygon
- pingPong = 0;
- for ( i = 0 ; i < numPlanes ; i++ ) {
- R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong],
- &numClipPoints, clipPoints[!pingPong],
- normals[i], dists[i], 0.5 );
- pingPong ^= 1;
- if ( numClipPoints == 0 ) {
- break;
- }
- }
- // completely clipped away?
- if ( numClipPoints == 0 ) {
- return;
- }
- // add this fragment to the returned list
- if ( numClipPoints + (*returnedPoints) > maxPoints ) {
- return; // not enough space for this polygon
- }
- /*
- // all the clip points should be within the bounding box
- for ( i = 0 ; i < numClipPoints ; i++ ) {
- int j;
- for ( j = 0 ; j < 3 ; j++ ) {
- if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break;
- if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break;
- }
- if (j < 3) break;
- }
- if (i < numClipPoints) return;
- */
- mf = fragmentBuffer + (*returnedFragments);
- mf->firstPoint = (*returnedPoints);
- mf->numPoints = numClipPoints;
- Com_Memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
- (*returnedPoints) += numClipPoints;
- (*returnedFragments)++;
- }
- /*
- =================
- R_MarkFragments
- =================
- */
- int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
- int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) {
- int numsurfaces, numPlanes;
- int i, j, k, m, n;
- surfaceType_t *surfaces[64];
- vec3_t mins, maxs;
- int returnedFragments;
- int returnedPoints;
- vec3_t normals[MAX_VERTS_ON_POLY+2];
- float dists[MAX_VERTS_ON_POLY+2];
- vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
- int numClipPoints;
- float *v;
- srfSurfaceFace_t *surf;
- srfGridMesh_t *cv;
- drawVert_t *dv;
- vec3_t normal;
- vec3_t projectionDir;
- vec3_t v1, v2;
- int *indexes;
- //increment view count for double check prevention
- tr.viewCount++;
- //
- VectorNormalize2( projection, projectionDir );
- // find all the brushes that are to be considered
- ClearBounds( mins, maxs );
- for ( i = 0 ; i < numPoints ; i++ ) {
- vec3_t temp;
- AddPointToBounds( points[i], mins, maxs );
- VectorAdd( points[i], projection, temp );
- AddPointToBounds( temp, mins, maxs );
- // make sure we get all the leafs (also the one(s) in front of the hit surface)
- VectorMA( points[i], -20, projectionDir, temp );
- AddPointToBounds( temp, mins, maxs );
- }
- if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY;
- // create the bounding planes for the to be projected polygon
- for ( i = 0 ; i < numPoints ; i++ ) {
- VectorSubtract(points[(i+1)%numPoints], points[i], v1);
- VectorAdd(points[i], projection, v2);
- VectorSubtract(points[i], v2, v2);
- CrossProduct(v1, v2, normals[i]);
- VectorNormalizeFast(normals[i]);
- dists[i] = DotProduct(normals[i], points[i]);
- }
- // add near and far clipping planes for projection
- VectorCopy(projectionDir, normals[numPoints]);
- dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32;
- VectorCopy(projectionDir, normals[numPoints+1]);
- VectorInverse(normals[numPoints+1]);
- dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - 20;
- numPlanes = numPoints + 2;
- numsurfaces = 0;
- R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir);
- //assert(numsurfaces <= 64);
- //assert(numsurfaces != 64);
- returnedPoints = 0;
- returnedFragments = 0;
- for ( i = 0 ; i < numsurfaces ; i++ ) {
- if (*surfaces[i] == SF_GRID) {
- cv = (srfGridMesh_t *) surfaces[i];
- for ( m = 0 ; m < cv->height - 1 ; m++ ) {
- for ( n = 0 ; n < cv->width - 1 ; n++ ) {
- // We triangulate the grid and chop all triangles within
- // the bounding planes of the to be projected polygon.
- // LOD is not taken into account, not such a big deal though.
- //
- // It's probably much nicer to chop the grid itself and deal
- // with this grid as a normal SF_GRID surface so LOD will
- // be applied. However the LOD of that chopped grid must
- // be synced with the LOD of the original curve.
- // One way to do this; the chopped grid shares vertices with
- // the original curve. When LOD is applied to the original
- // curve the unused vertices are flagged. Now the chopped curve
- // should skip the flagged vertices. This still leaves the
- // problems with the vertices at the chopped grid edges.
- //
- // To avoid issues when LOD applied to "hollow curves" (like
- // the ones around many jump pads) we now just add a 2 unit
- // offset to the triangle vertices.
- // The offset is added in the vertex normal vector direction
- // so all triangles will still fit together.
- // The 2 unit offset should avoid pretty much all LOD problems.
- numClipPoints = 3;
- dv = cv->verts + m * cv->width + n;
- VectorCopy(dv[0].xyz, clipPoints[0][0]);
- VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
- VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
- VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
- VectorCopy(dv[1].xyz, clipPoints[0][2]);
- VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
- // check the normal of this triangle
- VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
- VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
- CrossProduct(v1, v2, normal);
- VectorNormalizeFast(normal);
- if (DotProduct(normal, projectionDir) < -0.1) {
- // add the fragments of this triangle
- R_AddMarkFragments(numClipPoints, clipPoints,
- numPlanes, normals, dists,
- maxPoints, pointBuffer,
- maxFragments, fragmentBuffer,
- &returnedPoints, &returnedFragments, mins, maxs);
- if ( returnedFragments == maxFragments ) {
- return returnedFragments; // not enough space for more fragments
- }
- }
- VectorCopy(dv[1].xyz, clipPoints[0][0]);
- VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
- VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
- VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
- VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]);
- VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]);
- // check the normal of this triangle
- VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
- VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
- CrossProduct(v1, v2, normal);
- VectorNormalizeFast(normal);
- if (DotProduct(normal, projectionDir) < -0.05) {
- // add the fragments of this triangle
- R_AddMarkFragments(numClipPoints, clipPoints,
- numPlanes, normals, dists,
- maxPoints, pointBuffer,
- maxFragments, fragmentBuffer,
- &returnedPoints, &returnedFragments, mins, maxs);
- if ( returnedFragments == maxFragments ) {
- return returnedFragments; // not enough space for more fragments
- }
- }
- }
- }
- }
- else if (*surfaces[i] == SF_FACE) {
- 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,
- maxPoints, pointBuffer,
- maxFragments, fragmentBuffer,
- &returnedPoints, &returnedFragments, mins, maxs);
- if ( returnedFragments == maxFragments ) {
- 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;
- }
- }
- return returnedFragments;
- }
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