mirror of
https://github.com/Garux/netradiant-custom.git
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256 lines
6.4 KiB
C++
256 lines
6.4 KiB
C++
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
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------------------------------------------------------------------------------- */
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/* dependencies */
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#include "q3map2.h"
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#define MAX_FOLIAGE_INSTANCES 8192
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static int numFoliageInstances;
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static foliageInstance_t foliageInstances[ MAX_FOLIAGE_INSTANCES ];
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/*
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SubdivideFoliageTriangle_r()
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recursively subdivides a triangle until the triangle is smaller than
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the desired density, then pseudo-randomly sets a point
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*/
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static void SubdivideFoliageTriangle_r( const foliage_t& foliage, const TriRef& tri ){
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int max;
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/* limit test */
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if ( numFoliageInstances >= MAX_FOLIAGE_INSTANCES ) {
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return;
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}
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/* plane test */
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{
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Plane3f plane;
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/* make a plane */
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if ( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) ) {
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return;
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}
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/* if normal is too far off vertical, then don't place an instance */
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if ( plane.normal().z() < 0.5f ) {
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return;
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}
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}
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/* subdivide calc */
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{
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/* get instance */
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foliageInstance_t *fi = &foliageInstances[ numFoliageInstances ];
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/* find the longest edge and split it */
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max = -1;
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float maxDist = 0;
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fi->xyz.set( 0 );
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fi->normal.set( 0 );
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for ( int i = 0; i < 3; ++i )
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{
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const float dist = vector3_length_squared( tri[ i ]->xyz - tri[ ( i + 1 ) % 3 ]->xyz );
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/* longer? */
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if ( dist > maxDist ) {
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maxDist = dist;
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max = i;
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}
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/* add to centroid */
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fi->xyz += tri[ i ]->xyz;
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fi->normal += tri[ i ]->normal;
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}
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/* is the triangle small enough? */
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if ( maxDist <= ( foliage.density * foliage.density ) ) {
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float alpha, odds, r;
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/* get average alpha */
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if ( foliage.inverseAlpha == 2 ) {
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alpha = 1;
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}
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else
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{
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alpha = ( tri[ 0 ]->color[ 0 ].alpha() + tri[ 1 ]->color[ 0 ].alpha() + tri[ 2 ]->color[ 0 ].alpha() ) / 765.0f;
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if ( foliage.inverseAlpha == 1 ) {
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alpha = 1.0f - alpha;
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}
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if ( alpha < 0.75f ) {
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return;
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}
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}
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/* roll the dice */
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odds = foliage.odds * alpha;
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r = Random();
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if ( r > odds ) {
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return;
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}
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/* scale centroid */
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fi->xyz *= 0.33333333f;
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if ( VectorNormalize( fi->normal ) == 0 ) {
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return;
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}
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/* add to count and return */
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numFoliageInstances++;
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return;
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}
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}
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/* split the longest edge and map it */
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const bspDrawVert_t mid = LerpDrawVert( *tri[ max ], *tri[ ( max + 1 ) % 3 ] );
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/* recurse to first triangle */
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TriRef tri2 = tri;
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tri2[ max ] = ∣
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SubdivideFoliageTriangle_r( foliage, tri2 );
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/* recurse to second triangle */
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tri2 = tri;
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tri2[ ( max + 1 ) % 3 ] = ∣
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SubdivideFoliageTriangle_r( foliage, tri2 );
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}
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/*
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GenFoliage()
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generates a foliage file for a bsp
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*/
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void Foliage( const mapDrawSurface_t& src, entity_t& entity ){
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/* do every foliage */
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for ( const auto& foliage : src.shaderInfo->foliage )
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{
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/* zero out */
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numFoliageInstances = 0;
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/* map the surface onto the lightmap origin/cluster/normal buffers */
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switch ( src.type )
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{
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case ESurfaceType::Meta:
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case ESurfaceType::ForcedMeta:
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case ESurfaceType::Triangles:
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{
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/* map the triangles */
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for ( auto i = src.indexes.cbegin(); i != src.indexes.cend(); i += 3 )
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SubdivideFoliageTriangle_r( foliage, TriRef{
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&src.verts[ *( i + 0 ) ],
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&src.verts[ *( i + 1 ) ],
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&src.verts[ *( i + 2 ) ]
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} );
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break;
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}
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case ESurfaceType::Patch:
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{
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/* make a mesh from the drawsurf */
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mesh_t subdivided = SubdivideMesh( mesh_view_t( src.patchWidth, src.patchHeight, src.verts.data() ), 8, 512 );
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/* fit it to the curve and remove colinear verts on rows/columns */
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PutMeshOnCurve( subdivided );
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const mesh_t mesh = RemoveLinearMeshColumnsRows( subdivided );
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/* map the mesh quads */
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for( MeshQuadIterator it( mesh ); it; ++it )
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for( const TriRef& tri : it.tris() )
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SubdivideFoliageTriangle_r( foliage, tri );
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break;
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}
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default:
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break;
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}
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/* any origins? */
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if ( numFoliageInstances < 1 ) {
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continue;
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}
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/* remember surface count */
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const int oldNumMapDrawSurfs = numMapDrawSurfs;
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/* add the model to the bsp */
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InsertModel( foliage.model.c_str(), nullptr, 0, matrix4_scale_for_vec3( Vector3( foliage.scale ) ), nullptr, entity, 0, clipDepthGlobal,
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EntityCompileParams {
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.castShadows = src.castShadows,
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.recvShadows = src.recvShadows,
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.celShader = nullptr,
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.lightmapSampleSize = 0,
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.lightmapScale = src.lightmapScale,
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.shadeAngle = 0,
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.ambientColor = src.ambientColor
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} );
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/* walk each new surface */
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for ( int i = oldNumMapDrawSurfs; i < numMapDrawSurfs; ++i )
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{
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/* get surface */
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mapDrawSurface_t& ds = mapDrawSurfs[ i ];
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/* set up */
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ds.type = ESurfaceType::Foliage;
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ds.numFoliageInstances = numFoliageInstances;
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/* a wee hack */
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ds.patchWidth = ds.numFoliageInstances;
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ds.patchHeight = ds.verts.size();
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/* set fog to be same as source surface */
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ds.fogNum = src.fogNum;
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/* add a drawvert for every instance */
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ds.verts.reserve( ds.verts.size() + ds.numFoliageInstances );
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/* copy the verts */
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for ( const foliageInstance_t& fi : Span( foliageInstances, ds.numFoliageInstances ) )
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{
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/* get vert (foliage instance) */
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bspDrawVert_t& dv = ds.verts.emplace_back( c_bspDrawVert_t0 );
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/* copy xyz and normal */
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dv.xyz = fi.xyz;
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dv.normal = fi.normal;
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/* ydnar: set color */
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dv.color.fill( Color4b( 255 ) );
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}
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}
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}
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}
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