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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP 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 3 of the License, or
(at your option) any later version.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 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
// Ridah, just make these global to prevent having to add more paramaters, which add overhead
static vec3_t bestnormal;
static float bestdist;
/*
=============
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] = { 0 };
int sides[MAX_VERTS_ON_POLY + 4] = { 0 };
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;
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;
// RF, if this node hasn't been rendered recently, ignore it
if ( node->visframe < tr.visCount - 2 ) { // allow us to be a few frames behind
return;
}
// 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];
}
}
// Ridah, don't mark alpha surfaces
if ( node->contents & CONTENTS_TRANSLUCENT ) {
return;
}
// 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 &&
*(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 ) {
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;
//memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
for ( i = 0; i < numClipPoints; i++ ) {
VectorCopy( clipPoints[pingPong][i], (float *)pointBuffer + 5 * ( *returnedPoints + i ) );
}
( *returnedPoints ) += numClipPoints;
( *returnedFragments )++;
}
/*
=================
R_OldMarkFragments
=================
*/
int R_OldMarkFragments( 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;
srfGridMesh_t *cv;
drawVert_t *dv;
vec3_t normal;
vec3_t projectionDir;
vec3_t v1, v2;
int *indexes;
if (numPoints <= 0) {
return 0;
}
//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 ) {
srfSurfaceFace_t *surf = ( srfSurfaceFace_t * ) surfaces[i];
// check the normal of this face
if ( DotProduct( surf->plane.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][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
}
}
}
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;
}
/*
=================
R_MarkFragments
=================
*/
int R_MarkFragments( int orientation, 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[4096];
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;
srfGridMesh_t *cv;
drawVert_t *dv;
vec3_t normal;
vec3_t projectionDir;
vec3_t v1, v2;
int *indexes;
float radius;
vec3_t center; // center of original mark
int numPoints = 4; // Ridah, we were only ever passing in 4, so I made this local and used the parameter for the orientation
qboolean oldMapping = qfalse;
if (numPoints <= 0) {
return 0;
}
//increment view count for double check prevention
tr.viewCount++;
// RF, negative maxFragments means we want original mapping
if ( maxFragments < 0 ) {
maxFragments = -maxFragments;
oldMapping = qtrue;
}
VectorClear( center );
for ( i = 0 ; i < numPoints ; i++ ) {
VectorAdd( points[i], center, center );
}
VectorScale( center, 1.0 / numPoints, center );
//
radius = VectorNormalize2( projection, projectionDir ) / 2.0;
bestdist = 0;
VectorNegate( projectionDir, bestnormal );
// 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 );
VectorMA( points[i], 1 * ( 1 + oldMapping * radius * 4 ), 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 * ( 1.0 + (float)oldMapping * ( radius / 20.0 ) * 4 ), 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] );
VectorNormalize( 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] ) - radius * ( 1 + oldMapping * 10 );
VectorCopy( projectionDir, normals[numPoints + 1] );
VectorInverse( normals[numPoints + 1] );
dists[numPoints + 1] = DotProduct( normals[numPoints + 1], points[0] ) - radius * ( 1 + oldMapping * 10 );
numPlanes = numPoints + 2;
numsurfaces = 0;
R_BoxSurfaces_r( tr.world->nodes, mins, maxs, surfaces, 4096, &numsurfaces, projectionDir );
returnedPoints = 0;
returnedFragments = 0;
// find the closest surface to center the decal there, and wrap around other surfaces
if ( !oldMapping ) {
VectorNegate( bestnormal, bestnormal );
}
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 );
VectorNormalize( 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 );
VectorNormalize( 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 ) {
extern float VectorDistance( vec3_t v1, vec3_t v2 );
vec3_t axis[3];
float texCoordScale, dot;
vec3_t originalPoints[4];
vec3_t newCenter, delta;
int oldNumPoints;
float epsilon = 0.5;
// duplicated so we don't mess with the original clips for the curved surfaces
vec3_t lnormals[MAX_VERTS_ON_POLY + 2];
float ldists[MAX_VERTS_ON_POLY + 2];
vec3_t lmins, lmaxs;
srfSurfaceFace_t *surf = ( srfSurfaceFace_t * ) surfaces[i];
if ( !oldMapping ) {
// Ridah, create a new clip box such that this decal surface is mapped onto
// the current surface without distortion. To find the center of the new clip box,
// we project the center of the original impact center out along the projection vector,
// onto the current surface
// find the center of the new decal
dot = DotProduct( center, surf->plane.normal );
dot -= surf->plane.dist;
// check the normal of this face
if ( dot < -epsilon && DotProduct( surf->plane.normal, projectionDir ) >= 0.01 ) {
continue;
} else if ( fabs( dot ) > radius ) {
continue;
}
// if the impact point is behind the surface, subtract the projection, otherwise add it
VectorMA( center, -dot, bestnormal, newCenter );
// recalc dot from the offset position
dot = DotProduct( newCenter, surf->plane.normal );
dot -= surf->plane.dist;
VectorMA( newCenter, -dot, surf->plane.normal, newCenter );
VectorMA( newCenter, MARKER_OFFSET, surf->plane.normal, newCenter );
// create the texture axis
VectorNormalize2( surf->plane.normal, axis[0] );
PerpendicularVector( axis[1], axis[0] );
RotatePointAroundVector( axis[2], axis[0], axis[1], (float)orientation );
CrossProduct( axis[0], axis[2], axis[1] );
texCoordScale = 0.5 * 1.0 / radius;
// create the full polygon
for ( j = 0 ; j < 3 ; j++ ) {
originalPoints[0][j] = newCenter[j] - radius * axis[1][j] - radius * axis[2][j];
originalPoints[1][j] = newCenter[j] + radius * axis[1][j] - radius * axis[2][j];
originalPoints[2][j] = newCenter[j] + radius * axis[1][j] + radius * axis[2][j];
originalPoints[3][j] = newCenter[j] - radius * axis[1][j] + radius * axis[2][j];
}
ClearBounds( lmins, lmaxs );
// create the bounding planes for the to be projected polygon
for ( j = 0 ; j < 4 ; j++ ) {
AddPointToBounds( originalPoints[j], lmins, lmaxs );
VectorSubtract( originalPoints[( j + 1 ) % numPoints], originalPoints[j], v1 );
VectorSubtract( originalPoints[j], surf->plane.normal, v2 );
VectorSubtract( originalPoints[j], v2, v2 );
CrossProduct( v1, v2, lnormals[j] );
VectorNormalize( lnormals[j] );
ldists[j] = DotProduct( lnormals[j], originalPoints[j] );
}
numPlanes = numPoints;
// done.
indexes = ( int * )( (byte *)surf + surf->ofsIndices );
for ( k = 0 ; k < surf->numIndices ; k += 3 ) {
for ( j = 0 ; j < 3 ; j++ ) {
v = &surf->points[0][0] + VERTEXSIZE * indexes[k + j];
VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
}
oldNumPoints = returnedPoints;
// add the fragments of this face
R_AddMarkFragments( 3, clipPoints,
numPlanes, lnormals, ldists,
maxPoints, pointBuffer,
maxFragments, fragmentBuffer,
&returnedPoints, &returnedFragments, lmins, lmaxs );
if ( oldNumPoints != returnedPoints ) {
// flag this surface as already having computed ST's
fragmentBuffer[returnedFragments - 1].numPoints *= -1;
// Ridah, calculate ST's
for ( j = 0 ; j < ( returnedPoints - oldNumPoints ) ; j++ ) {
VectorSubtract( (float *)pointBuffer + 5 * ( oldNumPoints + j ), newCenter, delta );
*( (float *)pointBuffer + 5 * ( oldNumPoints + j ) + 3 ) = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
*( (float *)pointBuffer + 5 * ( oldNumPoints + j ) + 4 ) = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
}
}
if ( returnedFragments == maxFragments ) {
return returnedFragments; // not enough space for more fragments
}
}
} else { // old mapping
// check the normal of this face
//if (DotProduct(surf->plane.normal, projectionDir) > 0.0) {
// 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][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
}
}
}
}
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;
}
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