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netradiant-custom/tools/quake3/q3map2/surface.cpp
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2025-11-06 19:30:15 +05:00

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/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* dependencies */
#include "q3map2.h"
/*
AllocDrawSurface()
ydnar: gs mods: changed to force an explicit type when allocating
*/
mapDrawSurface_t& AllocDrawSurface( ESurfaceType type ){
/* bounds check */
if ( numMapDrawSurfs >= max_map_draw_surfs ) {
Error( "max_map_draw_surfs (%d) exceeded, consider -maxmapdrawsurfs <N> to increase", max_map_draw_surfs );
}
mapDrawSurface_t& ds = mapDrawSurfs[ numMapDrawSurfs ];
numMapDrawSurfs++;
/* ydnar: do initial surface setup */
new ( &ds ) mapDrawSurface_t{}; // placement new
ds.type = type;
ds.fogNum = defaultFogNum; /* ydnar 2003-02-12 */
ds.surfaceNum = numMapDrawSurfs - 1; /* ydnar 2003-02-16 */
return ds;
}
/*
FinishSurface()
ydnar: general surface finish pass
*/
static void MakeCelSurface( const mapDrawSurface_t& src, shaderInfo_t *si );
static void FinishSurface( mapDrawSurface_t& ds ){
/* dummy check */
if ( ds.shaderInfo == nullptr ) {
return;
}
/* ydnar: rocking tek-fu celshading */
if ( ds.celShader != nullptr ) {
MakeCelSurface( ds, ds.celShader );
}
/* backsides stop here */
if ( ds.backSide ) {
return;
}
/* ydnar: rocking surface cloning (fur baby yeah!) */
if ( !strEmptyOrNull( ds.shaderInfo->cloneShader ) ) {
CloneSurface( ds, &ShaderInfoForShader( ds.shaderInfo->cloneShader ) );
}
/* ydnar: q3map_backShader support */
if ( !strEmptyOrNull( ds.shaderInfo->backShader ) ) {
mapDrawSurface_t *ds2 = CloneSurface( ds, &ShaderInfoForShader( ds.shaderInfo->backShader ) );
ds2->backSide = true;
}
}
/*
CloneSurface()
clones a map drawsurface, using the specified shader
*/
mapDrawSurface_t *CloneSurface( const mapDrawSurface_t& src, shaderInfo_t *si ){
/* dummy check */
if ( si == nullptr ) {
return nullptr;
}
/* allocate a new surface */
mapDrawSurface_t& ds = AllocDrawSurface( src.type );
/* copy it */
ds = src;
/* destroy side reference */
ds.sideRef = nullptr;
/* set shader */
ds.shaderInfo = si;
/* return the surface */
return &ds;
}
/*
MakeCelSurface() - ydnar
makes a copy of a surface, but specific to cel shading
*/
static void MakeCelSurface( const mapDrawSurface_t& src, shaderInfo_t *si ){
/* dummy check */
if ( si == nullptr ) {
return;
}
/* don't create cel surfaces for certain types of shaders */
if ( ( src.shaderInfo->compileFlags & C_TRANSLUCENT ) ||
( src.shaderInfo->compileFlags & C_SKY ) ) {
return;
}
/* make a copy */
mapDrawSurface_t *ds = CloneSurface( src, si );
if ( ds == nullptr ) {
return;
}
/* do some fixups for celshading */
ds->planar = false;
ds->planeNum = -1;
ds->celShader = nullptr; /* don't cel shade cels :P */
}
/*
MakeSkyboxSurface() - ydnar
generates a skybox surface, viewable from everywhere there is sky
*/
static void MakeSkyboxSurface( mapDrawSurface_t& src ){
/* make a copy */
mapDrawSurface_t *ds = CloneSurface( src, src.shaderInfo );
if ( ds == nullptr ) {
return;
}
/* set parent */
ds->parent = &src;
/* scale the surface vertexes */
for ( bspDrawVert_t& vert : ds->verts )
{
matrix4_transform_point( skyboxTransform, vert.xyz );
/* debug code */
//% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
//% bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
}
/* so backface culling creep doesn't bork the surface */
ds->lightmapVecs[ 2 ].set( 0 );
}
/*
ClearSurface() - ydnar
clears a surface and frees any allocated memory
*/
void ClearSurface( mapDrawSurface_t& ds ){
ds.type = ESurfaceType::Bad;
ds.planar = false;
ds.planeNum = -1;
ds.verts = DrawVerts(); // deallocate
ds.indexes = DrawIndexes(); // deallocate
}
/*
TidyEntitySurfaces() - ydnar
deletes all empty or bad surfaces from the surface list
*/
void TidyEntitySurfaces( const entity_t& e ){
/* note it */
Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
/* walk the surface list */
int deleted = 0;
for ( int i = e.firstDrawSurf, end = std::exchange( numMapDrawSurfs, i ); i != end; ++i )
{
mapDrawSurface_t& ds = mapDrawSurfs[ i ];
/* this surface ok? */
if ( ( ds.type != ESurfaceType::Bad && !ds.verts.empty() )
|| ds.type == ESurfaceType::Flare || ds.type == ESurfaceType::Shader ) {
/* copy if necessary */
if ( i != numMapDrawSurfs ) {
mapDrawSurfs[ numMapDrawSurfs ] = std::move( ds );
}
++numMapDrawSurfs;
}
else{
/* nuke it */
ClearSurface( ds );
deleted++;
}
}
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
}
static Vector2 CalcSurfaceTextureBias( const mapDrawSurface_t& ds ){
/* walk the verts and determine min/max st values */
Vector2 mins( 999999, 999999 ), maxs( -999999, -999999 ), bias;
for ( const bspDrawVert_t& vert : ds.verts )
{
for ( int j = 0; j < 2; ++j )
{
value_minimize( mins[ j ], vert.st[ j ] );
value_maximize( maxs[ j ], vert.st[ j ] );
}
}
/* clamp to integer range and calculate surface bias values */
for ( int i = 0; i < 2; ++i )
bias[ i ] = floor( 0.5f * ( mins[ i ] + maxs[ i ] ) );
return bias;
}
/*
CalcLightmapAxis() - ydnar
gives closed lightmap axis for a plane normal
*/
Vector3 CalcLightmapAxis( const Vector3& normal ){
/* test */
if ( normal == g_vector3_identity ) {
return g_vector3_identity;
}
/* get absolute normal */
const Vector3 absolute( std::fabs( normal[ 0 ] ),
std::fabs( normal[ 1 ] ),
std::fabs( normal[ 2 ] ) );
/* test and return */
if ( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f ) {
if ( normal[ 2 ] > 0 ) {
return g_vector3_axis_z;
}
else{
return -g_vector3_axis_z;
}
}
else if ( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f ) {
if ( normal[ 0 ] > 0 ) {
return g_vector3_axis_x;
}
else{
return -g_vector3_axis_x;
}
}
else
{
if ( normal[ 1 ] > 0 ) {
return g_vector3_axis_y;
}
else{
return -g_vector3_axis_y;
}
}
}
/*
ClassifySurfaces() - ydnar
fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
*/
#define PLANAR_EPSILON 0.5f //% 0.126f 0.25f
void ClassifySurface( mapDrawSurface_t& ds ){
Plane3f plane;
static const Vector3 axii[ 6 ] =
{
{ 0, 0, -1 },
{ 0, 0, 1 },
{ -1, 0, 0 },
{ 1, 0, 0 },
{ 0, -1, 0 },
{ 0, 1, 0 }
};
{
/* ignore bogus (or flare) surfaces */
if ( ds.type == ESurfaceType::Bad || ds.verts.empty() ) {
return;
}
/* get shader */
shaderInfo_t *si = ds.shaderInfo;
/* -----------------------------------------------------------------
force meta if vertex count is too high or shader requires it
----------------------------------------------------------------- */
if ( ds.type != ESurfaceType::Patch && ds.type != ESurfaceType::Face ) {
if ( ds.numVerts() > maxSurfaceVerts ) {
ds.type = ESurfaceType::ForcedMeta;
}
}
/* -----------------------------------------------------------------
plane and bounding box classification
----------------------------------------------------------------- */
/* set surface bounding box */
ds.minmax.clear();
for ( const bspDrawVert_t& vert : ds.verts )
ds.minmax.extend( vert.xyz );
/* try to get an existing plane */
if ( ds.planeNum >= 0 ) {
plane = mapplanes[ ds.planeNum ].plane;
}
/* construct one from the first vert with a valid normal */
else
{
plane = { 0, 0, 0, 0 };
for ( const bspDrawVert_t& vert : ds.verts )
{
if ( vert.normal != g_vector3_identity ) {
plane.normal() = vert.normal;
plane.dist() = vector3_dot( vert.xyz, plane.normal() );
break;
}
}
}
/* test for bogus plane */
if ( vector3_length( plane.normal() ) == 0 ) {
ds.planar = false;
ds.planeNum = -1;
}
else
{
/* determine if surface is planar */
ds.planar = true;
/* test each vert */
for ( const bspDrawVert_t& vert : ds.verts )
{
/* point-plane test */
if ( std::fabs( plane3_distance_to_point( plane, vert.xyz ) ) > PLANAR_EPSILON ) {
//% if( ds.planeNum >= 0 )
//% {
//% Sys_Warning( "Planar surface marked unplanar (%f > %f)\n", std::fabs( dist ), PLANAR_EPSILON );
//% ds.verts[ i ].color[ 0 ][ 0 ] = ds.verts[ i ].color[ 0 ][ 2 ] = 0;
//% }
ds.planar = false;
break;
}
}
}
/* find map plane if necessary */
if ( ds.planar ) {
if ( ds.planeNum < 0 ) {
ds.planeNum = FindFloatPlane( plane, 1, &ds.verts[ 0 ].xyz );
}
ds.lightmapVecs[ 2 ] = plane.normal();
}
else
{
ds.planeNum = -1;
ds.lightmapVecs[ 2 ].set( 0 );
//% if( ds.type == ESurfaceType::Meta || ds.type == ESurfaceType::Face )
//% Sys_Warning( "Non-planar face (%d): %s\n", ds.planeNum, ds.shaderInfo->shader );
}
/* -----------------------------------------------------------------
lightmap bounds and axis projection
----------------------------------------------------------------- */
/* vertex lit surfaces don't need this information */
if ( si->compileFlags & C_VERTEXLIT || ds.type == ESurfaceType::Triangles || noLightmaps ) {
ds.lightmapAxis.set( 0 );
//% ds.lightmapVecs[ 2 ].set( 0 );
ds.sampleSize = 0;
return;
}
/* the shader can specify an explicit lightmap axis */
if ( si->lightmapAxis != g_vector3_identity ) {
ds.lightmapAxis = si->lightmapAxis;
}
else if ( ds.type == ESurfaceType::ForcedMeta ) {
ds.lightmapAxis.set( 0 );
}
else if ( ds.planar ) {
ds.lightmapAxis = CalcLightmapAxis( plane.normal() );
}
else
{
/* find best lightmap axis */
int bestAxis;
for ( bestAxis = 0; bestAxis < 6; ++bestAxis )
{
if ( std::ranges::none_of( ds.verts, [&]( const bspDrawVert_t& vert ){
//% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",
//% vert.normal[ 0 ], vert.normal[ 1 ], vert.normal[ 2 ],
//% axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
return vector3_dot( vert.normal, axii[ bestAxis ] ) < 0.25f; /* fixme: adjust this tolerance to taste */
} ) ) {
break;
}
}
/* set axis if possible */
if ( bestAxis < 6 ) {
//% if( ds.type == ESurfaceType::Patch )
//% Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
ds.lightmapAxis = axii[ bestAxis ];
}
/* debug code */
//% if( ds.type == ESurfaceType::Patch )
//% Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
}
/* calculate lightmap sample size */
if ( ds.shaderInfo->lightmapSampleSize > 0 ) { /* shader value overrides every other */
ds.sampleSize = ds.shaderInfo->lightmapSampleSize;
}
else if ( ds.sampleSize <= 0 ) { /* may contain the entity asigned value */
ds.sampleSize = sampleSize; /* otherwise use global default */
}
if ( ds.lightmapScale > 0 ) { /* apply surface lightmap scaling factor */
ds.sampleSize = ds.lightmapScale * ds.sampleSize;
ds.lightmapScale = 0; /* applied */
}
ds.sampleSize = std::clamp( ds.sampleSize, std::max( minSampleSize, 1 ), 16384 ); /* powers of 2 are preferred */
}
}
/*
ClassifyEntitySurfaces() - ydnar
classifies all surfaces in an entity
*/
void ClassifyEntitySurfaces( const entity_t& e ){
/* note it */
Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
/* walk the surface list */
for ( int i = e.firstDrawSurf; i < numMapDrawSurfs; ++i )
{
FinishSurface( mapDrawSurfs[ i ] );
ClassifySurface( mapDrawSurfs[ i ] );
}
/* tidy things up */
TidyEntitySurfaces( e );
}
/*
GetShaderIndexForPoint() - ydnar
for shader-indexed surfaces (terrain), find a matching index from the indexmap
*/
static byte GetShaderIndexForPoint( const indexMap_t& im, const MinMax& eMinmax, const Vector3& point ){
/* this code is really broken */
#if 0
/* legacy precision fudges for terrain */
Vector3 mins, maxs;
for ( int i = 0; i < 3; ++i )
{
mins[ i ] = floor( eMinmax.mins[ i ] + 0.1 );
maxs[ i ] = floor( eMinmax.maxs[ i ] + 0.1 );
}
const Vector3 size = maxs - mins;
/* find st (fixme: support more than just z-axis projection) */
const float s = std::clamp( floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ], 0.0, 1.0 );
const float t = std::clamp( floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ], 0.0, 1.0 );
/* make xy */
const int x = ( im.w - 1 ) * s;
const int y = ( im.h - 1 ) * t;
#else
/* get size */
const Vector3 size = eMinmax.maxs - eMinmax.mins;
/* calc st */
const float s = ( point[ 0 ] - eMinmax.mins[ 0 ] ) / size[ 0 ];
const float t = ( eMinmax.maxs[ 1 ] - point[ 1 ] ) / size[ 1 ];
/* calc xy */
const int x = std::clamp( int( s * im.w ), 0, im.w - 1 );
const int y = std::clamp( int( t * im.h ), 0, im.h - 1 );
#endif
/* return index */
return im.pixels[ y * im.w + x ];
}
/*
GetIndexedShader() - ydnar
for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
this combines a couple different functions from terrain.c
*/
static shaderInfo_t& GetIndexedShader( const shaderInfo_t *parent, const indexMap_t& im, int numPoints, byte *shaderIndexes ){
/* early out if bad data */
if ( numPoints <= 0 || shaderIndexes == nullptr ) {
return ShaderInfoForShader( "default" );
}
/* determine min/max index */
byte minShaderIndex = 255;
byte maxShaderIndex = 0;
for ( const byte index : Span( shaderIndexes, numPoints ) )
{
value_minimize( minShaderIndex, index );
value_maximize( maxShaderIndex, index );
}
/* set alpha inline */
for ( byte& index : Span( shaderIndexes, numPoints ) )
{
/* straight rip from terrain.c */
if ( index < maxShaderIndex ) {
index = 0;
}
else{
index = 255;
}
}
/* get the shader */
shaderInfo_t& si = ShaderInfoForShader( ( minShaderIndex == maxShaderIndex )
? String64( "textures/", im.shader, '_', int( maxShaderIndex ) )
: String64( "textures/", im.shader, '_', int( minShaderIndex ), "to", int( maxShaderIndex ) ) );
/* inherit a few things from parent shader */
if ( parent->globalTexture ) {
si.globalTexture = true;
}
if ( parent->forceMeta ) {
si.forceMeta = true;
}
if ( parent->nonplanar ) {
si.nonplanar = true;
}
if ( si.shadeAngleDegrees == 0 ) {
si.shadeAngleDegrees = parent->shadeAngleDegrees;
}
if ( parent->tcGen && !si.tcGen ) {
/* set xy texture projection */
si.tcGen = true;
si.vecs[ 0 ] = parent->vecs[ 0 ];
si.vecs[ 1 ] = parent->vecs[ 1 ];
}
if ( parent->lightmapAxis != g_vector3_identity && si.lightmapAxis == g_vector3_identity ) {
/* set lightmap projection axis */
si.lightmapAxis = parent->lightmapAxis;
}
/* return the shader */
return si;
}
/*
DrawSurfaceForSide()
creates a ESurfaceType::Face drawsurface from a given brush side and winding
stores references to given brush and side
*/
const double SNAP_FLOAT_TO_INT = 8.0;
const double SNAP_INT_TO_FLOAT = ( 1.0 / SNAP_FLOAT_TO_INT );
static mapDrawSurface_t *DrawSurfaceForShader( const char *shader );
mapDrawSurface_t *DrawSurfaceForSide( const entity_t& e, const brush_t& b, const side_t& s, const winding_t& w ){
shaderInfo_t *si, *parent;
Vector3 texX, texY;
float x, y;
Vector3 vTranslated;
byte shaderIndexes[ 256 ];
float offsets[ 256 ];
/* ydnar: don't make a drawsurf for culled sides */
if ( s.culled ) {
return nullptr;
}
/* range check */
if ( w.size() > MAX_POINTS_ON_WINDING ) {
Error( "DrawSurfaceForSide: w->numpoints = %zu (> %d)", w.size(), MAX_POINTS_ON_WINDING );
}
/* get shader */
si = s.shaderInfo;
/* ydnar: gs mods: check for indexed shader */
const bool indexed = ( si->indexed && b.im != nullptr );
if ( indexed ) {
/* get shader indexes for each point */
for ( size_t i = 0; i < w.size(); ++i )
{
shaderIndexes[ i ] = GetShaderIndexForPoint( *b.im, b.eMinmax, w[ i ] );
offsets[ i ] = b.im->offsets[ shaderIndexes[ i ] ];
//% Sys_Printf( "%f ", offsets[ i ] );
}
/* get matching shader and set alpha */
parent = si;
si = &GetIndexedShader( parent, *b.im, w.size(), shaderIndexes );
}
/* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
if ( skyFixHack && !si->skyParmsImageBase.empty() ) {
//% Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
for( const auto *suffix : { "_lf", "_rt", "_ft", "_bk", "_up", "_dn" } )
DrawSurfaceForShader( String64( si->skyParmsImageBase, suffix ) );
}
/* ydnar: gs mods */
mapDrawSurface_t& ds = AllocDrawSurface( ESurfaceType::Face );
ds.entityNum = b.entityNum;
ds.castShadows = b.castShadows;
ds.recvShadows = b.recvShadows;
ds.planar = true;
ds.planeNum = s.planenum;
ds.lightmapVecs[ 2 ] = mapplanes[ s.planenum ].normal();
ds.shaderInfo = si;
ds.mapBrush = &b;
ds.addSideRef( &s );
ds.fogNum = FOG_INVALID;
ds.sampleSize = b.lightmapSampleSize;
ds.lightmapScale = b.lightmapScale;
ds.ambientColor = b.ambientColor;
ds.verts.resize( w.size(), c_bspDrawVert_t0 );
/* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
ComputeAxisBase( mapplanes[ s.planenum ].normal(), texX, texY );
/* create the vertexes */
for ( size_t j = 0; j < w.size(); ++j )
{
/* get the drawvert */
bspDrawVert_t& dv = ds.verts[ j ];
/* copy xyz and do potential z offset */
dv.xyz = w[ j ];
if ( indexed ) {
dv.xyz[ 2 ] += offsets[ j ];
}
/* round the xyz to a given precision and translate by origin */
if( g_brushSnap )
for ( size_t i = 0; i < 3; ++i )
dv.xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv.xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5 );
vTranslated = dv.xyz + e.originbrush_origin;
/* ydnar: tek-fu celshading support for flat shaded shit */
if ( flat ) {
dv.st = si->stFlat;
}
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if ( si->tcGen ) {
dv.st[ 0 ] = vector3_dot( si->vecs[ 0 ], vTranslated );
dv.st[ 1 ] = vector3_dot( si->vecs[ 1 ], vTranslated );
}
/* brush primitive texturing */
else if ( g_brushType == EBrushType::Bp ) {
/* calculate texture s/t from brush primitive texture matrix */
x = vector3_dot( vTranslated, texX );
y = vector3_dot( vTranslated, 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 ];
}
/* old quake-style or valve 220 texturing */
else {
/* nearest-axial projection */
dv.st[ 0 ] = s.vecs[ 0 ][ 3 ] + vector3_dot( s.vecs[ 0 ].vec3(), vTranslated );
dv.st[ 1 ] = s.vecs[ 1 ][ 3 ] + vector3_dot( s.vecs[ 1 ].vec3(), vTranslated );
dv.st[ 0 ] /= si->shaderWidth;
dv.st[ 1 ] /= si->shaderHeight;
}
/* copy normal */
dv.normal = mapplanes[ s.planenum ].normal();
/* ydnar: set color */
for ( auto& color : dv.color )
{
color.set( 255 );
/* ydnar: gs mods: handle indexed shader blending */
if( indexed )
color.alpha() = shaderIndexes[ j ];
}
}
/* set cel shader */
ds.celShader = b.celShader;
/* set shade angle */
if ( b.shadeAngleDegrees > 0 ) {
ds.shadeAngleDegrees = b.shadeAngleDegrees;
}
/* ydnar: gs mods: moved st biasing elsewhere */
return &ds;
}
/*
DrawSurfaceForMesh()
moved here from patch.c
*/
mapDrawSurface_t *DrawSurfaceForMesh( const entity_t& e, parseMesh_t& p, mesh_t *mesh ){
Plane3f plane;
shaderInfo_t *si, *parent;
byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
/* get mesh and shader shader */
if ( mesh == nullptr ) {
mesh = &p.mesh;
}
si = p.shaderInfo;
if ( mesh == nullptr || si == nullptr ) {
return nullptr;
}
/* get vertex count */
const int numVerts = mesh->numVerts();
/* to make valid normals for patches with degenerate edges,
we need to make a copy of the mesh and put the aproximating
points onto the curve */
/* create a copy of the mesh */
mesh_t copy = CopyMesh( *mesh );
/* store off the original (potentially bad) normals */
MakeMeshNormals( copy );
for ( int i = 0; i < numVerts; ++i )
mesh->verts[ i ].normal = copy.verts[ i ].normal;
/* put the mesh on the curve */
PutMeshOnCurve( copy );
/* find new normals (to take into account degenerate/flipped edges */
MakeMeshNormals( copy );
for ( int i = 0; i < numVerts; ++i )
{
/* ydnar: only copy normals that are significantly different from the originals */
if ( vector3_dot( copy.verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f ) {
mesh->verts[ i ].normal = copy.verts[ i ].normal;
}
}
/* free the old mesh */
copy.freeVerts();
/* ydnar: gs mods: check for indexed shader */
const bool indexed = ( si->indexed && p.im != nullptr );
if ( indexed ) {
/* get shader indexes for each point */
for ( int i = 0; i < numVerts; ++i )
{
shaderIndexes[ i ] = GetShaderIndexForPoint( *p.im, p.eMinmax, mesh->verts[ i ].xyz );
offsets[ i ] = p.im->offsets[ shaderIndexes[ i ] ];
}
/* get matching shader and set alpha */
parent = si;
si = &GetIndexedShader( parent, *p.im, numVerts, shaderIndexes );
}
/* ydnar: gs mods */
mapDrawSurface_t& ds = AllocDrawSurface( ESurfaceType::Patch );
ds.entityNum = p.entityNum;
ds.castShadows = p.castShadows;
ds.recvShadows = p.recvShadows;
ds.shaderInfo = si;
ds.sampleSize = p.lightmapSampleSize;
ds.lightmapScale = p.lightmapScale; /* ydnar */
ds.ambientColor = p.ambientColor;
ds.patchWidth = mesh->width;
ds.patchHeight = mesh->height;
ds.verts.assign( mesh->verts, mesh->verts + numVerts );
ds.fogNum = FOG_INVALID;
ds.planeNum = -1;
ds.longestCurve = p.longestCurve;
ds.maxIterations = p.maxIterations;
/* construct a plane from the first vert */
plane.normal() = mesh->verts[ 0 ].normal;
plane.dist() = vector3_dot( mesh->verts[ 0 ].xyz, plane.normal() );
/* spew forth errors */
if ( vector3_length( plane.normal() ) < 0.001f ) {
Sys_Printf( "DrawSurfaceForMesh: bogus plane\n" );
}
/* test each vert */
const bool planar = std::ranges::none_of( Span( mesh->verts, numVerts ), [&plane]( const bspDrawVert_t& vert ){
/* normal test */
return !VectorCompare( plane.normal(), vert.normal )
/* point-plane test */
|| std::fabs( plane3_distance_to_point( plane, vert.xyz ) ) > EQUAL_EPSILON;
} );
/* add a map plane */
if ( planar ) {
/* make a map plane */
ds.planeNum = FindFloatPlane( plane, 1, &mesh->verts[ 0 ].xyz );
ds.lightmapVecs[ 2 ] = plane.normal();
/* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
for ( bspDrawVert_t& vert : ds.verts )
vert.normal = plane.normal();
}
/* walk the verts to do special stuff */
for ( int i = 0; i < numVerts; ++i )
{
/* get the drawvert */
bspDrawVert_t& dv = ds.verts[ i ];
/* ydnar: tek-fu celshading support for flat shaded shit */
if ( flat ) {
dv.st = si->stFlat;
}
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if ( si->tcGen ) {
/* translate by origin and project the texture */
const Vector3 vTranslated = dv.xyz + e.origin;
dv.st[ 0 ] = vector3_dot( si->vecs[ 0 ], vTranslated );
dv.st[ 1 ] = vector3_dot( si->vecs[ 1 ], vTranslated );
}
/* ydnar: set color */
for ( auto& color : dv.color )
{
color.set( 255 );
/* ydnar: gs mods: handle indexed shader blending */
if( indexed )
color.alpha() = shaderIndexes[ i ];
}
/* ydnar: offset */
if ( indexed ) {
dv.xyz[ 2 ] += offsets[ i ];
}
}
/* set cel shader */
ds.celShader = p.celShader;
/* return the drawsurface */
return &ds;
}
/*
DrawSurfaceForFlare() - ydnar
creates a flare draw surface
*/
mapDrawSurface_t *DrawSurfaceForFlare( int entNum, const Vector3& origin, const Vector3& normal, const Vector3& color, const char *flareShader, int lightStyle ){
/* emit flares? */
if ( !emitFlares ) {
return nullptr;
}
/* allocate drawsurface */
mapDrawSurface_t& ds = AllocDrawSurface( ESurfaceType::Flare );
ds.entityNum = entNum;
/* set it up */
ds.shaderInfo = &ShaderInfoForShader( !strEmptyOrNull( flareShader )? flareShader : g_game->flareShader );
ds.lightmapOrigin = origin;
ds.lightmapVecs[ 2 ] = normal;
ds.lightmapVecs[ 0 ] = color;
/* store light style */
ds.lightStyle = style_is_valid( lightStyle )? lightStyle : LS_NORMAL;
/* fixme: fog */
/* return to sender */
return &ds;
}
/*
DrawSurfaceForShader() - ydnar
creates a bogus surface to forcing the game to load a shader
*/
static mapDrawSurface_t *DrawSurfaceForShader( const char *shader ){
/* get shader */
shaderInfo_t *si = &ShaderInfoForShader( shader );
/* find existing surface */
for ( mapDrawSurface_t& ds : Span( mapDrawSurfs, numMapDrawSurfs ) )
{
/* check it */
if ( ds.shaderInfo == si ) {
return &ds;
}
}
/* create a new surface */
mapDrawSurface_t& ds = AllocDrawSurface( ESurfaceType::Shader );
ds.entityNum = 0;
ds.shaderInfo = si;
/* return to sender */
return &ds;
}
/*
AddSurfaceFlare() - ydnar
creates flares (coronas) centered on surfaces
*/
static void AddSurfaceFlare( mapDrawSurface_t& ds, const Vector3& entityOrigin ){
Vector3 origin( 0 );
/* find centroid */
for ( const bspDrawVert_t& vert : ds.verts )
origin += vert.xyz;
origin /= ds.verts.size();
origin += entityOrigin;
/* push origin off surface a bit */
origin += ds.lightmapVecs[ 2 ] * 2;
/* create the drawsurface */
DrawSurfaceForFlare( ds.entityNum, origin, ds.lightmapVecs[ 2 ], ds.shaderInfo->color, ds.shaderInfo->flareShader, ds.shaderInfo->lightStyle );
}
/*
SubdivideFace()
subdivides a face surface until it is smaller than the specified size (subdivisions)
*/
static void SubdivideFace_r( const entity_t& e, const brush_t& brush, const side_t& side, winding_t& w, int fogNum, float subdivisions ){
int axis;
MinMax bounds;
const float epsilon = 0.1;
int subFloor, subCeil;
mapDrawSurface_t *ds;
/* dummy check */
if ( w.empty() ) {
return;
}
if ( w.size() < 3 ) {
Error( "SubdivideFace_r: Bad w->numpoints (%zu < 3)", w.size() );
}
/* determine surface bounds */
WindingExtendBounds( w, bounds );
/* split the face */
for ( axis = 0; axis < 3; ++axis )
{
Vector3 planePoint( 0 );
Plane3f plane( 0, 0, 0, 0 );
/* create an axial clipping plane */
subFloor = floor( bounds.mins[ axis ] / subdivisions ) * subdivisions;
subCeil = ceil( bounds.maxs[ axis ] / subdivisions ) * subdivisions;
planePoint[ axis ] = subFloor + subdivisions;
plane.normal()[ axis ] = -1;
plane.dist() = vector3_dot( planePoint, plane.normal() );
/* subdivide if necessary */
if ( ( subCeil - subFloor ) > subdivisions ) {
/* clip the winding */
auto [frontWinding, backWinding] = ClipWindingEpsilon( w, plane, epsilon ); /* not strict; we assume we always keep a winding */
/* the clip may not produce two polygons if it was epsilon close */
if ( frontWinding.empty() ) {
w.swap( backWinding );
}
else if ( backWinding.empty() ) {
w.swap( frontWinding );
}
else
{
SubdivideFace_r( e, brush, side, frontWinding, fogNum, subdivisions );
SubdivideFace_r( e, brush, side, backWinding, fogNum, subdivisions );
return;
}
}
}
/* create a face surface */
ds = DrawSurfaceForSide( e, brush, side, w );
/* set correct fog num */
ds->fogNum = fogNum;
}
/*
SubdivideFaceSurfaces()
chop up brush face surfaces that have subdivision attributes
ydnar: and subdivide surfaces that exceed specified texture coordinate range
*/
void SubdivideFaceSurfaces( const entity_t& e ){
/* note it */
Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
/* walk the list of original surfaces, numMapDrawSurfs may increase in the process */
for ( mapDrawSurface_t& ds : Span( mapDrawSurfs + e.firstDrawSurf, mapDrawSurfs + numMapDrawSurfs ) )
{
/* only subdivide brush sides */
if ( ds.type != ESurfaceType::Face || ds.mapBrush == nullptr || ds.sideRef == nullptr ) {
continue;
}
/* get bits */
const brush_t *brush = ds.mapBrush;
const side_t& side = ds.sideRef->side;
/* check subdivision for shader */
const shaderInfo_t *si = side.shaderInfo;
if ( si == nullptr ) {
continue;
}
/* ydnar: don't subdivide sky surfaces */
if ( si->compileFlags & C_SKY ) {
continue;
}
/* get subdivisions from shader */
const float subdivisions = si->subdivisions;
if ( subdivisions < 1 ) {
continue;
}
/* preserve fog num */
const int fogNum = ds.fogNum;
/* make a winding and free the surface */
winding_t w = WindingFromDrawSurf( ds );
ClearSurface( ds );
/* subdivide it */
SubdivideFace_r( e, *brush, side, w, fogNum, subdivisions );
}
}
/*
====================
ClipSideIntoTree_r
Adds non-opaque leaf fragments to the convex hull
====================
*/
static void ClipSideIntoTree_r( const winding_t& w, side_t& side, const node_t *node ){
if ( w.empty() ) {
return;
}
if ( node->planenum != PLANENUM_LEAF ) {
if ( side.planenum == node->planenum ) {
ClipSideIntoTree_r( w, side, node->children[eFront] );
return;
}
if ( side.planenum == ( node->planenum ^ 1 ) ) {
ClipSideIntoTree_r( w, side, node->children[eBack] );
return;
}
const Plane3f& plane = mapplanes[ node->planenum ].plane;
auto [front, back] = ClipWindingEpsilonStrict( w, plane, ON_EPSILON ); /* strict, we handle the "winding disappeared" case */
if ( front.empty() && back.empty() ) {
/* in doubt, register it in both nodes */
ClipSideIntoTree_r( w, side, node->children[eFront] );
ClipSideIntoTree_r( w, side, node->children[eBack] );
}
else{
ClipSideIntoTree_r( front, side, node->children[eFront] );
ClipSideIntoTree_r( back, side, node->children[eBack] );
}
return;
}
// if opaque leaf, don't add
if ( !node->opaque ) {
AddWindingToConvexHull( w, side.visibleHull, mapplanes[ side.planenum ].normal() );
}
}
static int g_numHiddenFaces, g_numCoinFaces;
#define CULL_EPSILON 0.1f
/*
SideInBrush() - ydnar
determines if a brushside lies inside another brush
*/
static bool SideInBrush( side_t& side, const brush_t& b ){
/* ignore sides w/o windings or shaders */
if ( side.winding.empty() || side.shaderInfo == nullptr ) {
return true;
}
/* ignore culled sides and translucent brushes */
if ( side.culled || ( b.compileFlags & C_TRANSLUCENT ) ) {
return false;
}
/* side iterator */
for ( const side_t& bside : b.sides )
{
/* fail if any sides are caulk */
if ( bside.compileFlags & C_NODRAW ) {
return false;
}
/* check if side's winding is on or behind the plane */
const Plane3f& plane = mapplanes[ bside.planenum ].plane;
const EPlaneSide s = WindingOnPlaneSide( side.winding, plane );
if ( s == eSideFront || s == eSideCross ) {
return false;
}
if( s == eSideOn && bside.culled && vector3_dot( mapplanes[ side.planenum ].normal(), plane.normal() ) > 0 ) /* don't cull by freshly culled with matching plane */
return false;
}
/* don't cull autosprite or polygonoffset surfaces */
if ( side.shaderInfo->autosprite || side.shaderInfo->polygonOffset ) {
return false;
}
/* inside */
side.culled = true;
g_numHiddenFaces++;
return true;
}
/*
CullSides() - ydnar
culls obscured or buried brushsides from the map
*/
static void CullSides( entity_t& e ){
int k, l, first, second, dir;
/* note it */
Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
g_numHiddenFaces = 0;
g_numCoinFaces = 0;
/* brush interator 1 */
for ( brushlist_t::iterator b1 = e.brushes.begin(); b1 != e.brushes.end(); ++b1 )
{
/* sides check */
if ( b1->sides.empty() ) {
continue;
}
/* brush iterator 2 */
for ( brushlist_t::iterator b2 = std::next( b1 ); b2 != e.brushes.end(); ++b2 )
{
/* sides check */
if ( b2->sides.empty() ) {
continue;
}
/* original check */
if ( b1->original == b2->original && b1->original != nullptr ) {
continue;
}
/* bbox check */
if ( !b1->minmax.test( b2->minmax ) ) {
continue;
}
/* cull inside sides */
for ( side_t& side : b1->sides )
SideInBrush( side, *b2 );
for ( side_t& side : b2->sides )
SideInBrush( side, *b1 );
/* side iterator 1 */
for ( side_t& side1 : b1->sides )
{
/* winding check */
winding_t& w1 = side1.winding;
if ( w1.empty() ) {
continue;
}
const int numPoints = w1.size();
if ( side1.shaderInfo == nullptr ) {
continue;
}
/* side iterator 2 */
for ( side_t& side2 : b2->sides )
{
/* winding check */
winding_t& w2 = side2.winding;
if ( w2.empty() ) {
continue;
}
if ( side2.shaderInfo == nullptr ) {
continue;
}
if ( w1.size() != w2.size() ) {
continue;
}
if ( side1.culled && side2.culled ) {
continue;
}
/* compare planes */
if ( ( side1.planenum & ~0x00000001 ) != ( side2.planenum & ~0x00000001 ) ) {
continue;
}
/* get autosprite and polygonoffset status */
if ( side1.shaderInfo->autosprite || side1.shaderInfo->polygonOffset ) {
continue;
}
if ( side2.shaderInfo->autosprite || side2.shaderInfo->polygonOffset ) {
continue;
}
/* find first common point */
first = -1;
for ( k = 0; k < numPoints; ++k )
{
if ( VectorCompare( w1[ 0 ], w2[ k ] ) ) {
first = k;
break;
}
}
if ( first == -1 ) {
continue;
}
/* find second common point (regardless of winding order) */
second = ( ( first + 1 ) < numPoints )? ( first + 1 ) : 0;
dir = 0;
if ( vector3_equal_epsilon( w1[ 1 ], w2[ second ], CULL_EPSILON ) ) {
dir = 1;
}
else
{
if ( first > 0 ) {
second = first - 1;
}
else{
second = numPoints - 1;
}
if ( vector3_equal_epsilon( w1[ 1 ], w2[ second ], CULL_EPSILON ) ) {
dir = -1;
}
}
if ( dir == 0 ) {
continue;
}
/* compare the rest of the points */
l = first;
for ( k = 0; k < numPoints; ++k )
{
if ( !vector3_equal_epsilon( w1[ k ], w2[ l ], CULL_EPSILON ) ) {
k = 100000;
}
l += dir;
if ( l < 0 ) {
l = numPoints - 1;
}
else if ( l >= numPoints ) {
l = 0;
}
}
if ( k >= 100000 ) {
continue;
}
/* cull face 1 */
if ( !side2.culled && !( side2.compileFlags & C_TRANSLUCENT ) && !( side2.compileFlags & C_NODRAW ) ) {
side1.culled = true;
g_numCoinFaces++;
}
if ( side1.planenum == side2.planenum && side1.culled ) {
continue;
}
/* cull face 2 */
if ( !side1.culled && !( side1.compileFlags & C_TRANSLUCENT ) && !( side1.compileFlags & C_NODRAW ) ) {
side2.culled = true;
g_numCoinFaces++;
}
// TODO ? this culls only one of face-to-face windings; SideInBrush culls both tho; is this needed at all or should be improved?
}
}
}
}
/* emit some stats */
Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
}
/*
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, const tree_t& tree ){
/* ydnar: cull brush sides */
CullSides( e );
/* note it */
Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
/* walk the brush list */
for ( brush_t& b : e.brushes )
{
/* walk the brush sides */
for ( side_t& side : b.sides )
{
if ( side.winding.empty() ) {
continue;
}
side.visibleHull.clear();
ClipSideIntoTree_r( side.winding, side, tree.headnode );
/* anything left? */
if ( side.visibleHull.empty() ) {
continue;
}
/* shader? */
const shaderInfo_t *si = side.shaderInfo;
if ( si == nullptr ) {
continue;
}
/* don't create faces for non-visible sides */
/* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
if ( ( si->compileFlags & C_NODRAW ) && !si->indexed && !( si->compileFlags & C_FOG ) ) {
continue;
}
/* always use the original winding for autosprites and noclip faces */
const winding_t& w = ( si->autosprite || si->noClip )? side.winding : side.visibleHull;
/* save this winding as a visible surface */
DrawSurfaceForSide( e, b, side, w );
/* make a back side for fog */
if ( si->compileFlags & C_FOG ) {
/* duplicate the up-facing side */
side_t& newSide = *new side_t( side );
newSide.visibleHull = ReverseWinding( w );
newSide.planenum ^= 1;
/* save this winding as a visible surface */
DrawSurfaceForSide( e, b, newSide, newSide.visibleHull ); // references new side by sideref, leak!
}
}
}
}
/*
this section deals with filtering drawsurfaces into the bsp tree,
adding references to each leaf a surface touches
*/
/*
AddReferenceToLeaf() - ydnar
adds a reference to surface ds in the bsp leaf node
*/
static int AddReferenceToLeaf( mapDrawSurface_t& ds, node_t *node ){
drawSurfRef_t *dsr;
const int numBSPDrawSurfaces = bspDrawSurfaces.size();
/* dummy check */
if ( node->planenum != PLANENUM_LEAF || node->opaque ) {
return 0;
}
/* try to find an existing reference */
for ( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
{
if ( dsr->outputNum == numBSPDrawSurfaces ) {
return 0;
}
}
/* add a new reference */
dsr = safe_malloc( sizeof( *dsr ) );
dsr->outputNum = numBSPDrawSurfaces;
dsr->nextRef = node->drawSurfReferences;
node->drawSurfReferences = dsr;
/* ydnar: sky/skybox surfaces */
if ( node->skybox ) {
ds.skybox = true;
}
if ( ds.shaderInfo->compileFlags & C_SKY ) {
node->sky = true;
}
/* return */
return 1;
}
/*
AddReferenceToTree_r() - ydnar
adds a reference to the specified drawsurface to every leaf in the tree
*/
static int AddReferenceToTree_r( mapDrawSurface_t& ds, node_t *node, bool skybox ){
/* dummy check */
if ( node == nullptr ) {
return 0;
}
/* is this a decision node? */
if ( node->planenum != PLANENUM_LEAF ) {
/* add to child nodes and return */
int refs = 0;
refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );
refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
return refs;
}
/* ydnar */
if ( skybox ) {
/* skybox surfaces only get added to sky leaves */
if ( !node->sky ) {
return 0;
}
/* increase the leaf bounds */
for ( const bspDrawVert_t& vert : ds.verts )
node->minmax.extend( vert.xyz );
}
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
/*
FilterPointIntoTree_r() - ydnar
filters a single point from a surface into the tree
*/
static int FilterPointIntoTree_r( const Vector3& point, mapDrawSurface_t& ds, node_t *node ){
/* is this a decision node? */
if ( node->planenum != PLANENUM_LEAF ) {
/* classify the point in relation to the plane */
const float d = plane3_distance_to_point( mapplanes[ node->planenum ].plane, point );
/* filter by this plane */
int refs = 0;
if ( d >= -ON_EPSILON ) {
refs += FilterPointIntoTree_r( point, ds, node->children[eFront] );
}
if ( d <= ON_EPSILON ) {
refs += FilterPointIntoTree_r( point, ds, node->children[eBack] );
}
/* return */
return refs;
}
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
/*
FilterPointConvexHullIntoTree_r() - ydnar
filters the convex hull of multiple points from a surface into the tree
*/
static int FilterPointConvexHullIntoTree_r( const std::array<Vector3, 16>& points, mapDrawSurface_t& ds, node_t *node ){
/* is this a decision node? */
if ( node->planenum != PLANENUM_LEAF ) {
/* classify the point in relation to the plane */
const Plane3f& plane = mapplanes[ node->planenum ].plane;
float dmin = std::numeric_limits<float>::max(), dmax = std::numeric_limits<float>::lowest();
for ( const Vector3& point : points )
{
const float d = plane3_distance_to_point( plane, point );
value_maximize( dmax, d );
value_minimize( dmin, d );
}
/* filter by this plane */
int refs = 0;
if ( dmax >= -ON_EPSILON ) {
refs += FilterPointConvexHullIntoTree_r( points, ds, node->children[eFront] );
}
if ( dmin <= ON_EPSILON ) {
refs += FilterPointConvexHullIntoTree_r( points, ds, node->children[eBack] );
}
/* return */
return refs;
}
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
/*
FilterWindingIntoTree_r() - ydnar
filters a winding from a drawsurface into the tree
*/
static int FilterWindingIntoTree_r( winding_t& w, mapDrawSurface_t& ds, node_t *node ){
/* get shaderinfo */
const shaderInfo_t *si = ds.shaderInfo;
/* ydnar: is this the head node? */
if ( node->parent == nullptr && si != nullptr && si->minmax.valid() ) {
static bool warned = false;
if ( !warned ) {
Sys_Warning( "this map uses the deformVertexes move hack\n" );
warned = true;
}
/* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
/* note this winding is completely invalid (concave, nonplanar, etc) */
winding_t fat( w.size() * 3 + 3 );
for ( size_t i = 0; i < w.size(); ++i )
{
fat[ i ] = w[ i ];
fat[ i + ( w.size() + 1 ) ] = w[ i ] + si->minmax.mins;
fat[ i + ( w.size() + 1 ) * 2 ] = w[ i ] + si->minmax.maxs;
}
fat[ w.size() ] = w[ 0 ];
fat[ w.size() * 2 ] = w[ 0 ] + si->minmax.mins;
fat[ w.size() * 3 ] = w[ 0 ] + si->minmax.maxs;
/*
* note: this winding is STILL not suitable for ClipWindingEpsilon, and
* also does not really fulfill the intention as it only contains
* origin, +mins, +maxs, but thanks to the "closing" points I just
* added to the three sub-windings, the fattening at least doesn't make
* it worse
*/
w.swap( fat );
}
/* is this a decision node? */
if ( node->planenum != PLANENUM_LEAF ) {
/* get node plane */
const Plane3f plane1 = mapplanes[ node->planenum ].plane;
/* check if surface is planar */
if ( ds.planeNum >= 0 ) {
#if 0
/* get surface plane */
const Plane3f plane2 = mapplanes[ ds.planeNum ].plane;
/* div0: this is the plague (inaccurate) */
/* invert surface plane */
const Plane3f reverse = plane3_flipped( plane2 );
/* compare planes */
if ( vector3_dot( plane1.normal(), plane2.normal() ) > 0.999f && std::fabs( plane1.dist() - plane2.dist() ) < 0.001f ) {
return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
}
if ( vector3_dot( plane1.normal(), reverse.normal() ) > 0.999f && std::fabs( plane1.dist() - reverse.dist() ) < 0.001f ) {
return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
}
#else
/* div0: this is the cholera (doesn't hit enough) */
/* the drawsurf might have an associated plane, if so, force a filter here */
if ( ds.planeNum == node->planenum ) {
return FilterWindingIntoTree_r( w, ds, node->children[eFront] );
}
if ( ds.planeNum == ( node->planenum ^ 1 ) ) {
return FilterWindingIntoTree_r( w, ds, node->children[eBack] );
}
#endif
}
/* clip the winding by this plane */
auto [front, back] = ClipWindingEpsilonStrict( w, plane1, ON_EPSILON ); /* strict; we handle the "winding disappeared" case */
/* filter by this plane */
int refs = 0;
if ( front.empty() && back.empty() ) {
/* same plane, this is an ugly hack */
/* but better too many than too few refs */
winding_t wcopy( w );
refs += FilterWindingIntoTree_r( wcopy, ds, node->children[eFront] );
refs += FilterWindingIntoTree_r( w, ds, node->children[eBack] );
}
if ( !front.empty() ) {
refs += FilterWindingIntoTree_r( front, ds, node->children[eFront] );
}
if ( !back.empty() ) {
refs += FilterWindingIntoTree_r( back, ds, node->children[eBack] );
}
/* return */
return refs;
}
/* add a reference */
return AddReferenceToLeaf( ds, node );
}
/*
FilterFaceIntoTree()
filters a planar winding face drawsurface into the bsp tree
*/
static int FilterFaceIntoTree( mapDrawSurface_t& ds, tree_t& tree ){
/* make a winding and filter it into the tree */
winding_t w = WindingFromDrawSurf( ds );
int refs = FilterWindingIntoTree_r( w, ds, tree.headnode );
/* return */
return refs;
}
/*
FilterPatchIntoTree()
subdivides a patch into an approximate curve and filters it into the tree
*/
static int FilterPatchIntoTree( mapDrawSurface_t& ds, tree_t& tree ){
int refs = 0;
for ( int y = 0; y + 2 < ds.patchHeight; y += 2 )
for ( int x = 0; x + 2 < ds.patchWidth; x += 2 )
{
const Vector3& p0 = ds.verts[( y + 0 ) * ds.patchWidth + ( x + 0 )].xyz;
const Vector3& p1 = ds.verts[( y + 0 ) * ds.patchWidth + ( x + 1 )].xyz;
const Vector3& p2 = ds.verts[( y + 0 ) * ds.patchWidth + ( x + 2 )].xyz;
const Vector3& p3 = ds.verts[( y + 1 ) * ds.patchWidth + ( x + 0 )].xyz;
const Vector3& p4 = ds.verts[( y + 1 ) * ds.patchWidth + ( x + 1 )].xyz;
const Vector3& p5 = ds.verts[( y + 1 ) * ds.patchWidth + ( x + 2 )].xyz;
const Vector3& p6 = ds.verts[( y + 2 ) * ds.patchWidth + ( x + 0 )].xyz;
const Vector3& p7 = ds.verts[( y + 2 ) * ds.patchWidth + ( x + 1 )].xyz;
const Vector3& p8 = ds.verts[( y + 2 ) * ds.patchWidth + ( x + 2 )].xyz;
// add 4 invariant points + 12 of those which are used to calculate subdivisionless patch LoD
// convex hull defined by them guaranteedly encompasses any patch LoD
std::array<Vector3, 16> points = { p0, p2, p6, p8,
vector3_mid( p0, p1 ), vector3_mid( p1, p2 ),
vector3_mid( p6, p7 ), vector3_mid( p7, p8 ),
vector3_mid( p0, p3 ), vector3_mid( p3, p6 ),
vector3_mid( p2, p5 ), vector3_mid( p5, p8 ) };
// final curve points
const Vector3 p1_ = vector3_mid( points[4], points[5] );
const Vector3 p7_ = vector3_mid( points[6], points[7] );
const Vector3 p3_ = vector3_mid( points[8], points[9] );
const Vector3 p5_ = vector3_mid( points[10], points[11] );
const Vector3 p4_ = ( p1 + p4 * 2 + p7 ) * .25; // PutPointsOnCurve() lerps colums 1st
// then row pass
points[12] = vector3_mid( p3_, p4_ );
points[13] = vector3_mid( p4_, p5_ );
const Vector3 p4__ = vector3_mid( points[12], points[13] ); // final central point
// find original central point as if column lerp occured last and produced the final point
// (a + 2c + b )/4 = f
// c = (4f - a - b)/2
const Vector3 p4o = p4__ * 2 - vector3_mid( p1_, p7_ );
points[14] = vector3_mid( p1_, p4o );
points[15] = vector3_mid( p4o, p7_ );
refs += FilterPointConvexHullIntoTree_r( points, ds, tree.headnode );
}
return refs;
}
/*
FilterTrianglesIntoTree()
filters a triangle surface (meta, model) into the bsp
*/
static int FilterTrianglesIntoTree( mapDrawSurface_t& ds, tree_t& tree ){
int refs = 0;
/* ydnar: gs mods: this was creating bogus triangles before */
for ( auto i = ds.indexes.cbegin(); i != ds.indexes.cend(); i += 3 )
{
/* error check */
if ( *( i + 0 ) >= ds.numVerts() ||
*( i + 1 ) >= ds.numVerts() ||
*( i + 2 ) >= ds.numVerts() ) {
Error( "Index %d greater than vertex count %d", *i, ds.numVerts() );
}
/* make a triangle winding and filter it into the tree */
winding_t w{
ds.verts[ *( i + 0 ) ].xyz,
ds.verts[ *( i + 1 ) ].xyz,
ds.verts[ *( i + 2 ) ].xyz };
refs += FilterWindingIntoTree_r( w, ds, tree.headnode );
}
/* use point filtering as well */
for ( const bspDrawVert_t& vert : ds.verts )
refs += FilterPointIntoTree_r( vert.xyz, ds, tree.headnode );
return refs;
}
/*
FilterFoliageIntoTree()
filters a foliage surface (wolf et/splash damage)
*/
static int FilterFoliageIntoTree( mapDrawSurface_t& ds, tree_t& tree ){
/* walk origin list */
int refs = 0;
for ( bspDrawVert_t& instance : Span( &ds.verts[ ds.patchHeight ], ds.numFoliageInstances ) )
{
/* walk triangle list */
for ( auto i = ds.indexes.cbegin(); i != ds.indexes.cend(); i += 3 )
{
/* error check */
if ( *( i + 0 ) >= ds.numVerts() ||
*( i + 1 ) >= ds.numVerts() ||
*( i + 2 ) >= ds.numVerts() ) {
Error( "Index %d greater than vertex count %d", *i, ds.numVerts() );
}
/* make a triangle winding and filter it into the tree */
winding_t w{
instance.xyz + ds.verts[ *( i + 0 ) ].xyz,
instance.xyz + ds.verts[ *( i + 1 ) ].xyz,
instance.xyz + ds.verts[ *( i + 2 ) ].xyz };
refs += FilterWindingIntoTree_r( w, ds, tree.headnode );
}
/* use point filtering as well */
for ( const bspDrawVert_t& vert : Span( ds.verts.cbegin(), ds.verts.cend() - ds.numFoliageInstances ) )
{
refs += FilterPointIntoTree_r( instance.xyz + vert.xyz, ds, tree.headnode );
}
}
return refs;
}
/*
FilterFlareIntoTree()
simple point filtering for flare surfaces
*/
static int FilterFlareSurfIntoTree( mapDrawSurface_t& ds, tree_t& tree ){
return FilterPointIntoTree_r( ds.lightmapOrigin, ds, tree.headnode );
}
/*
EmitDrawVerts() - ydnar
emits bsp drawverts from a map drawsurface
*/
static void EmitDrawVerts( const mapDrawSurface_t& ds, bspDrawSurface_t& out ){
/* get stuff */
const float offset = ds.shaderInfo->offset;
/* copy the verts */
out.firstVert = bspDrawVerts.size();
out.numVerts = ds.verts.size();
for ( const bspDrawVert_t& vert : ds.verts )
{
/* allocate a new vert */ /* copy it */
bspDrawVert_t& dv = bspDrawVerts.emplace_back( vert );
/* offset? */
if ( offset != 0 ) {
dv.xyz += dv.normal * offset;
}
/* expand model bounds
necessary because of misc_model surfaces on entities
note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
if ( bspModels.size() > 1 ) {
bspModels.back().minmax.extend( dv.xyz );
}
/* debug color? */
if ( debugSurfaces ) {
for ( auto& color : dv.color )
color.rgb() = debugColors[ ( &ds - mapDrawSurfs ) % 12 ];
}
}
}
/*
FindDrawIndexes() - ydnar
this attempts to find a run of indexes in the bsp that match the given indexes
this tends to reduce the size of the bsp index pool by 1/3 or more
returns numIndexes + 1 if the search failed
*/
static int FindDrawIndexes( const DrawIndexes& indexes ){
const size_t numBSPDrawIndexes = bspDrawIndexes.size();
/* dummy check */
if ( indexes.empty() || numBSPDrawIndexes < indexes.size() ) {
return numBSPDrawIndexes;
}
/* set limit */
const size_t numTestIndexes = 1 + numBSPDrawIndexes - indexes.size();
/* handle 3 indexes as a special case for performance */
if ( indexes.size() == 3 ) {
/* run through all indexes */
for ( size_t i = 0; i < numTestIndexes; ++i )
{
/* test 3 indexes */
if ( indexes[ 0 ] == bspDrawIndexes[ i + 0 ] &&
indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
indexes[ 2 ] == bspDrawIndexes[ i + 2 ] ) {
numRedundantIndexes += indexes.size();
return i;
}
}
/* failed */
return numBSPDrawIndexes;
}
/* handle 4 or more indexes */
for ( size_t i = 0; i < numTestIndexes; ++i )
{
/* test first 4 indexes */
if ( indexes[ 0 ] == bspDrawIndexes[ i + 0 ] &&
indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
indexes[ 3 ] == bspDrawIndexes[ i + 3 ] ) {
/* handle 4 indexes */
if ( indexes.size() == 4 ) {
return i;
}
/* test the remainder */
for ( size_t j = 4; j < indexes.size(); ++j )
{
if ( indexes[ j ] != bspDrawIndexes[ i + j ] ) {
break;
}
else if ( j == ( indexes.size() - 1 ) ) {
numRedundantIndexes += indexes.size();
return i;
}
}
}
}
/* failed */
return numBSPDrawIndexes;
}
/*
EmitDrawIndexes() - ydnar
attempts to find an existing run of drawindexes before adding new ones
*/
static void EmitDrawIndexes( const mapDrawSurface_t& ds, bspDrawSurface_t& out ){
/* attempt to use redundant indexing */
out.firstIndex = FindDrawIndexes( ds.indexes );
out.numIndexes = ds.indexes.size();
if ( out.firstIndex == int( bspDrawIndexes.size() ) ) {
/* copy new unique indexes */
for ( int i : ds.indexes )
{
int& index = bspDrawIndexes.emplace_back( i );
/* validate the index */
if ( ds.type != ESurfaceType::Patch ) {
if ( index < 0 || index >= ds.numVerts() ) {
Sys_Warning( "%zu %s has invalid index %d\n",
bspDrawSurfaces.size() - 1,
ds.shaderInfo->shader.c_str(),
index );
index = 0;
}
}
}
}
}
/*
EmitFlareSurface()
emits a bsp flare drawsurface
*/
static void EmitFlareSurface( mapDrawSurface_t& ds ){
/* ydnar: nuking useless flare drawsurfaces */
if ( !emitFlares && ds.type != ESurfaceType::Shader ) {
return;
}
/* allocate a new surface */
bspDrawSurface_t& out = bspDrawSurfaces.emplace_back();
ds.outputNum = bspDrawSurfaces.size() - 1;
/* set it up */
out.surfaceType = MST_FLARE;
out.shaderNum = EmitShader( ds.shaderInfo->shader, &ds.shaderInfo->contentFlags, &ds.shaderInfo->surfaceFlags );
out.fogNum = ds.fogNum;
/* RBSP */
for ( int i = 0; i < MAX_LIGHTMAPS; ++i )
{
out.lightmapNum[ i ] = -3;
out.lightmapStyles[ i ] = LS_NONE;
out.vertexStyles[ i ] = LS_NONE;
}
out.lightmapStyles[ 0 ] = ds.lightStyle;
out.vertexStyles[ 0 ] = ds.lightStyle;
out.lightmapOrigin = ds.lightmapOrigin; /* origin */
out.lightmapVecs[ 0 ] = ds.lightmapVecs[ 0 ]; /* color */
out.lightmapVecs[ 1 ] = ds.lightmapVecs[ 1 ];
out.lightmapVecs[ 2 ] = ds.lightmapVecs[ 2 ]; /* normal */
/* add to count */
numSurfacesByType[ static_cast<std::size_t>( ds.type ) ]++;
}
/*
EmitPatchSurface()
emits a bsp patch drawsurface
*/
static void EmitPatchSurface( const entity_t& e, mapDrawSurface_t& ds ){
/* vortex: _patchMeta support */
const bool forcePatchMeta = e.boolForKey( "_patchMeta", "patchMeta" );
/* invert the surface if necessary */
if ( ds.backSide || ds.shaderInfo->invert ) {
/* walk the verts, flip the normal */
for ( bspDrawVert_t& vert : ds.verts )
vector3_negate( vert.normal );
/* walk the verts again, but this time reverse their order */
for ( int j = 0; j < ds.patchHeight; ++j )
{
for ( int i = 0; i < ( ds.patchWidth / 2 ); ++i )
{
std::swap( ds.verts[ j * ds.patchWidth + i ],
ds.verts[ j * ds.patchWidth + ( ds.patchWidth - i - 1 ) ] );
}
}
/* invert facing */
vector3_negate( ds.lightmapVecs[ 2 ] );
}
/* allocate a new surface */
bspDrawSurface_t& out = bspDrawSurfaces.emplace_back();
ds.outputNum = bspDrawSurfaces.size() - 1;
/* set it up */
out.surfaceType = MST_PATCH;
if ( debugSurfaces ) {
out.shaderNum = EmitShader( "debugsurfaces", nullptr, nullptr );
}
else if ( patchMeta || forcePatchMeta ) {
/* patch meta requires that we have nodraw patches for collision */
int surfaceFlags = ds.shaderInfo->surfaceFlags;
int contentFlags = ds.shaderInfo->contentFlags;
ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, nullptr );
ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, nullptr );
/* we don't want this patch getting lightmapped */
ds.lightmapVecs[ 2 ].set( 0 );
ds.lightmapAxis.set( 0 );
ds.sampleSize = 0;
/* emit the new fake shader */
out.shaderNum = EmitShader( ds.shaderInfo->shader, &contentFlags, &surfaceFlags );
}
else{
out.shaderNum = EmitShader( ds.shaderInfo->shader, &ds.shaderInfo->contentFlags, &ds.shaderInfo->surfaceFlags );
}
out.patchWidth = ds.patchWidth;
out.patchHeight = ds.patchHeight;
out.fogNum = ds.fogNum;
/* RBSP */
for ( int i = 0; i < MAX_LIGHTMAPS; ++i )
{
out.lightmapNum[ i ] = -3;
out.lightmapStyles[ i ] = LS_NONE;
out.vertexStyles[ i ] = LS_NONE;
}
out.lightmapStyles[ 0 ] = LS_NORMAL;
out.vertexStyles[ 0 ] = LS_NORMAL;
/* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
out.lightmapOrigin = ds.lightmapOrigin;
out.lightmapVecs[ 0 ] = ds.bounds.mins;
out.lightmapVecs[ 1 ] = ds.bounds.maxs;
out.lightmapVecs[ 2 ] = ds.lightmapVecs[ 2 ];
/* ydnar: gs mods: clear out the plane normal */
if ( !ds.planar ) {
out.lightmapVecs[ 2 ].set( 0 );
}
/* emit the verts and indexes */
EmitDrawVerts( ds, out );
EmitDrawIndexes( ds, out );
/* add to count */
numSurfacesByType[ static_cast<std::size_t>( ds.type ) ]++;
}
/*
Autosprite2Deform() function in vanilla Q3 engine and most of sourceports
produces inconsistent results, which depend on vertex order and indexing.
Try to please that windy lady.
*/
static void FixAutosprite2Surface( mapDrawSurface_t& ds ){
if( ds.verts.size() != 4 || ds.indexes.size() != 6 ){
Sys_Warning( "autosprite2 surface: ds.numVerts != 4 or ds.numIndexes != 6: must be simple rectangle\n" );
return;
}
Plane3f plane;
if( !PlaneFromPoints( plane, ds.verts[ds.indexes[0]].xyz, ds.verts[ds.indexes[1]].xyz, ds.verts[ds.indexes[2]].xyz ) ){
Sys_Warning( "autosprite2 surface: degenerate triangle\n" );
return;
}
// reproduce Autosprite2Deform() calculations
const int edgeVerts[6][2] = {
{ 0, 1 },
{ 0, 2 },
{ 0, 3 },
{ 1, 2 },
{ 1, 3 },
{ 2, 3 }
};
float lengths[2] = { 999999, 999999 };
int edgeIdx[2] = {0};
// identify the two shortest edges
for ( int j = 0; j < 6; ++j ) {
const float l = vector3_length_squared( ds.verts[edgeVerts[j][0]].xyz - ds.verts[edgeVerts[j][1]].xyz );
if ( l < lengths[0] ) {
edgeIdx[1] = edgeIdx[0];
lengths[1] = lengths[0];
edgeIdx[0] = j;
lengths[0] = l;
} else if ( l < lengths[1] ) {
edgeIdx[1] = j;
lengths[1] = l;
}
}
// ref edges
const bspDrawVert_t *edges[2][2] = { { &ds.verts[ edgeVerts[edgeIdx[0]][0] ], &ds.verts[ edgeVerts[edgeIdx[0]][1] ] },
{ &ds.verts[ edgeVerts[edgeIdx[1]][0] ], &ds.verts[ edgeVerts[edgeIdx[1]][1] ] } };
if( edges[0][0] == edges[1][0]
|| edges[0][0] == edges[1][1]
|| edges[0][1] == edges[1][0]
|| edges[0][1] == edges[1][1] ){
Sys_Warning( "autosprite2 surface: two shortest edges share a vertex\n" ); // note also fails on exact square
return;
}
// find the midpoints
const Vector3 mid[2] = { vector3_mid( edges[0][0]->xyz, edges[0][1]->xyz ),
vector3_mid( edges[1][0]->xyz, edges[1][1]->xyz ) };
// find the vector of the major axis
const Vector3 major = mid[1] - mid[0];
// cross this with the view direction to get minor axis
const Vector3 minor = vector3_cross( major, -plane.normal() );
/* the rest of Autosprite2Deform() algorithm is srsly hot trash
thus simply force the order and indexing, which are known as working */
/* 1-----------2 C C 1-----------2 A ^minor
| | | | |
B 0-----------3 A B 0-----------3 -----------> major */
if( vector3_dot( edges[0][1]->xyz - edges[0][0]->xyz, minor ) < 0 )
std::swap( edges[0][0], edges[0][1] );
if( vector3_dot( edges[1][1]->xyz - edges[1][0]->xyz, minor ) > 0 )
std::swap( edges[1][0], edges[1][1] );
ds.verts.assign( { *edges[0][0], *edges[0][1], *edges[1][0], *edges[1][1] } );
ds.indexes.assign( { 3, 0, 2, 2, 0, 1 } );
}
/*
OptimizeTriangleSurface() - ydnar
optimizes the vertex/index data in a triangle surface
*/
#define VERTEX_CACHE_SIZE 16
static void OptimizeTriangleSurface( mapDrawSurface_t& ds ){
int first, best, bestScore, score;
int vertexCache[ VERTEX_CACHE_SIZE + 1 ]; /* one more for optimizing insert */
/* certain surfaces don't get optimized */
if ( ds.indexes.size() <= VERTEX_CACHE_SIZE ||
ds.shaderInfo->autosprite ) {
return;
}
/* create index scratch pad */
DrawIndexes indexes = ds.indexes;
/* setup */
std::copy_n( indexes.cbegin(), std::min( size_t( VERTEX_CACHE_SIZE + 1 ), ds.indexes.size() ), vertexCache );
/* add triangles in a vertex cache-aware order */
for ( auto i = ds.indexes.begin(); i != ds.indexes.end(); i += 3 )
{
/* find best triangle given the current vertex cache */
first = -1;
best = -1;
bestScore = -1;
for ( size_t j = 0; j < ds.indexes.size(); j += 3 )
{
/* valid triangle? */
if ( indexes[ j ] != -1 ) {
/* set first if necessary */
if ( first < 0 ) {
first = j;
}
/* score the triangle */
score = 0;
for ( int k = 0; k < VERTEX_CACHE_SIZE; ++k )
{
if ( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] ) {
score++;
}
}
/* better triangle? */
if ( score > bestScore ) {
bestScore = score;
best = j;
}
/* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
if ( score == 3 ) {
break;
}
}
}
/* check if no decent triangle was found, and use first available */
if ( best < 0 ) {
best = first;
}
/* valid triangle? */
if ( best >= 0 ) {
/* add triangle to vertex cache */
for ( int j = 0; j < 3; ++j )
{
int k;
for ( k = 0; k < VERTEX_CACHE_SIZE; ++k )
{
if ( indexes[ best + j ] == vertexCache[ k ] ) {
break;
}
}
if ( k >= VERTEX_CACHE_SIZE ) {
/* pop off top of vertex cache */
for ( k = VERTEX_CACHE_SIZE; k > 0; --k )
vertexCache[ k ] = vertexCache[ k - 1 ];
/* add vertex */
vertexCache[ 0 ] = indexes[ best + j ];
}
}
/* add triangle to surface */
*( i + 0 ) = indexes[ best + 0 ];
*( i + 1 ) = indexes[ best + 1 ];
*( i + 2 ) = indexes[ best + 2 ];
/* clear from input pool */
indexes[ best + 0 ] = -1;
indexes[ best + 1 ] = -1;
indexes[ best + 2 ] = -1;
/* sort triangle windings (312 -> 123) */
while ( *i > *( i + 1 ) || *i > *( i + 2 ) )
{
std::swap( *( i + 0 ), *( i + 1 ) );
std::swap( *( i + 1 ), *( i + 2 ) );
}
}
}
}
/*
EmitTriangleSurface()
creates a bsp drawsurface from arbitrary triangle surfaces
*/
static void EmitTriangleSurface( mapDrawSurface_t& ds ){
/* invert the surface if necessary */
if ( ds.backSide || ds.shaderInfo->invert ) {
/* walk the indexes, reverse the triangle order */
for ( auto i = ds.indexes.begin(); i != ds.indexes.end(); i += 3 )
{
std::swap( *i, *( i + 1 ) );
}
/* walk the verts, flip the normal */
for ( bspDrawVert_t& vert : ds.verts )
vector3_negate( vert.normal );
/* invert facing */
vector3_negate( ds.lightmapVecs[ 2 ] );
}
if( ds.shaderInfo->autosprite
&& ds.shaderInfo->shaderText != nullptr
&& strIstr( ds.shaderInfo->shaderText, "autosprite2" ) != nullptr ){
FixAutosprite2Surface( ds );
}
/* allocate a new surface */
bspDrawSurface_t& out = bspDrawSurfaces.emplace_back();
ds.outputNum = bspDrawSurfaces.size() - 1;
/* ydnar/sd: handle wolf et foliage surfaces */
if ( ds.type == ESurfaceType::Foliage ) {
out.surfaceType = MST_FOLIAGE;
}
/* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
//% else if( vector3_length( ds.lightmapAxis ) == 0 || ds.type == ESurfaceType::Triangles || ds.type == ESurfaceType::Foghull || debugSurfaces )
else if ( ( ds.lightmapAxis == g_vector3_identity && !ds.planar ) ||
ds.type == ESurfaceType::Triangles ||
ds.type == ESurfaceType::Foghull ||
ds.numVerts() > maxLMSurfaceVerts ||
debugSurfaces ) {
out.surfaceType = MST_TRIANGLE_SOUP;
}
/* set to a planar face */
else{
out.surfaceType = MST_PLANAR;
}
/* set it up */
if ( debugSurfaces ) {
out.shaderNum = EmitShader( "debugsurfaces", nullptr, nullptr );
}
else{
out.shaderNum = EmitShader( ds.shaderInfo->shader, &ds.shaderInfo->contentFlags, &ds.shaderInfo->surfaceFlags );
}
out.patchWidth = ds.patchWidth;
out.patchHeight = ds.patchHeight;
out.fogNum = ds.fogNum;
/* debug inset (push each triangle vertex towards the center of each triangle it is on */
if ( debugInset ) {
/* walk triangle list */
for ( auto i = ds.indexes.begin(); i != ds.indexes.end(); i += 3 )
{
/* get verts */
bspDrawVert_t
&a = ds.verts[ *( i + 0 ) ],
&b = ds.verts[ *( i + 1 ) ],
&c = ds.verts[ *( i + 2 ) ];
/* calculate centroid */
const Vector3 cent = ( a.xyz + b.xyz + c.xyz ) / 3;
/* offset each vertex */
a.xyz += VectorNormalized( cent - a.xyz );
b.xyz += VectorNormalized( cent - b.xyz );
c.xyz += VectorNormalized( cent - c.xyz );
}
}
/* RBSP */
for ( int i = 0; i < MAX_LIGHTMAPS; ++i )
{
out.lightmapNum[ i ] = -3;
out.lightmapStyles[ i ] = LS_NONE;
out.vertexStyles[ i ] = LS_NONE;
}
out.lightmapStyles[ 0 ] = LS_NORMAL;
out.vertexStyles[ 0 ] = LS_NORMAL;
/* lightmap vectors (lod bounds for patches) */
out.lightmapOrigin = ds.lightmapOrigin;
out.lightmapVecs[ 0 ] = ds.lightmapVecs[ 0 ];
out.lightmapVecs[ 1 ] = ds.lightmapVecs[ 1 ];
out.lightmapVecs[ 2 ] = ds.lightmapVecs[ 2 ];
/* ydnar: gs mods: clear out the plane normal */
if ( !ds.planar ) {
out.lightmapVecs[ 2 ].set( 0 );
}
/* optimize the surface's triangles */
OptimizeTriangleSurface( ds );
/* emit the verts and indexes */
EmitDrawVerts( ds, out );
EmitDrawIndexes( ds, out );
/* add to count */
numSurfacesByType[ static_cast<std::size_t>( ds.type ) ]++;
}
/*
EmitFaceSurface()
emits a bsp planar winding (brush face) drawsurface
*/
static void EmitFaceSurface( mapDrawSurface_t& ds ){
/* strip/fan finding was moved elsewhere */
if ( maxAreaFaceSurface ) {
MaxAreaFaceSurface( ds );
}
else{
StripFaceSurface( ds );
}
EmitTriangleSurface( ds );
}
/*
MakeDebugPortalSurfs_r() - ydnar
generates drawsurfaces for passable portals in the bsp
*/
static void MakeDebugPortalSurfs_r( const node_t *node, shaderInfo_t& si ){
/* recurse if decision node */
if ( node->planenum != PLANENUM_LEAF ) {
MakeDebugPortalSurfs_r( node->children[ 0 ], si );
MakeDebugPortalSurfs_r( node->children[ 1 ], si );
return;
}
/* don't bother with opaque leaves */
if ( node->opaque ) {
return;
}
/* walk the list of portals */
int c = 0;
for ( const portal_t *p = node->portals; p != nullptr; ++c, p = p->nextPortal( node ) )
{
/* get winding and side even/odd */
const winding_t& w = p->winding;
/* is this a valid portal for this leaf? */
if ( !w.empty() && p->nodes[eFront] == node ) {
/* is this portal passable? */
if ( !PortalPassable( p ) ) {
continue;
}
/* check max points */
if ( w.size() > 64 ) {
Error( "MakePortalSurfs_r: w->numpoints = %zu", w.size() );
}
/* allocate a drawsurface */
mapDrawSurface_t& ds = AllocDrawSurface( ESurfaceType::Face );
ds.shaderInfo = &si;
ds.planar = true;
ds.planeNum = FindFloatPlane( p->plane.plane, 0, nullptr );
ds.lightmapVecs[ 2 ] = p->plane.normal();
ds.fogNum = FOG_INVALID;
ds.verts.resize( w.size(), c_bspDrawVert_t0 );
/* walk the winding */
for ( size_t i = 0; i < w.size(); ++i )
{
/* get vert */
bspDrawVert_t& dv = ds.verts[ i ];
/* set it */
dv.xyz = w[ i ];
dv.normal = p->plane.normal();
dv.st = { 0, 0 };
for ( auto& color : dv.color )
{
color.rgb() = debugColors[ c % 12 ];
color.alpha() = 32;
}
}
}
}
}
/*
MakeDebugPortalSurfs() - ydnar
generates drawsurfaces for passable portals in the bsp
*/
void MakeDebugPortalSurfs( const tree_t& tree ){
/* note it */
Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
/* walk the tree */
MakeDebugPortalSurfs_r( tree.headnode, ShaderInfoForShader( "debugportals" ) );
}
/*
MakeFogHullSurfs()
generates drawsurfaces for a foghull (this MUST use a sky shader)
*/
void MakeFogHullSurfs( const char *shader ){
int indexes[] =
{
0, 1, 2, 0, 2, 3,
4, 7, 5, 5, 7, 6,
1, 5, 6, 1, 6, 2,
0, 4, 5, 0, 5, 1,
2, 6, 7, 2, 7, 3,
3, 7, 4, 3, 4, 0
};
/* dummy check */
if ( strEmptyOrNull( shader ) ) {
return;
}
/* note it */
Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
/* get hull bounds */
const Vector3 fogMins = g_mapMinmax.mins - Vector3( 128 );
const Vector3 fogMaxs = g_mapMinmax.maxs + Vector3( 128 );
/* allocate a drawsurface */
mapDrawSurface_t& ds = AllocDrawSurface( ESurfaceType::Foghull );
ds.shaderInfo = &ShaderInfoForShader( shader );
ds.fogNum = FOG_INVALID;
ds.verts.resize( 8, c_bspDrawVert_t0 );
/* set verts */
ds.verts[ 0 ].xyz = { fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] };
ds.verts[ 1 ].xyz = { fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] };
ds.verts[ 2 ].xyz = { fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] };
ds.verts[ 3 ].xyz = { fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] };
ds.verts[ 4 ].xyz = { fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] };
ds.verts[ 5 ].xyz = { fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] };
ds.verts[ 6 ].xyz = { fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] };
ds.verts[ 7 ].xyz = { fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] };
/* set indexes */
ds.indexes.assign( std::cbegin( indexes ), std::cend( indexes ) );
}
/*
BiasSurfaceTextures()
biases a surface's texcoords as close to 0 as possible
*/
static void BiasSurfaceTextures( mapDrawSurface_t& ds ){
/* don't bias globaltextured shaders */
if ( ds.shaderInfo->globalTexture ) {
return;
}
/* calculate the surface texture bias */
const Vector2 bias = CalcSurfaceTextureBias( ds );
/* bias the texture coordinates */
for ( bspDrawVert_t& vert : ds.verts )
{
vert.st -= bias;
}
}
/*
AddSurfaceModelsToTriangle_r()
adds models to a specified triangle, returns the number of models added
*/
static int AddSurfaceModelsToTriangle_r( mapDrawSurface_t& ds, const surfaceModel_t& model, const TriRef& tri, entity_t& entity ){
int max, n, localNumSurfaceModels;
/* init */
localNumSurfaceModels = 0;
/* subdivide calc */
{
/* find the longest edge and split it */
max = -1;
float maxDist = 0;
for ( int i = 0; i < 3; ++i )
{
/* get dist */
const float dist = vector3_length_squared( tri[ i ]->xyz - tri[ ( i + 1 ) % 3 ]->xyz );
/* longer? */
if ( dist > maxDist ) {
maxDist = dist;
max = i;
}
}
/* is the triangle small enough? */
if ( max < 0 || maxDist <= ( model.density * model.density ) ) {
float odds, r, angle;
Vector3 axis[ 3 ];
/* roll the dice (model's odds scaled by vertex alpha) */
odds = model.odds * ( tri[ 0 ]->color[ 0 ].alpha() + tri[ 0 ]->color[ 0 ].alpha() + tri[ 0 ]->color[ 0 ].alpha() ) / 765.0f;
r = Random();
if ( r > odds ) {
return 0;
}
/* calculate scale */
r = model.minScale + Random() * ( model.maxScale - model.minScale );
const Vector3 scale( r );
/* calculate angle */
angle = model.minAngle + Random() * ( model.maxAngle - model.minAngle );
/* set angles */
const Vector3 angles( 0, 0, angle );
/* calculate average origin */
const Vector3 origin = ( tri[ 0 ]->xyz + tri[ 1 ]->xyz + tri[ 2 ]->xyz ) / 3;
/* clear transform matrix */
Matrix4 transform( g_matrix4_identity );
/* handle oriented models */
if ( model.oriented ) {
/* calculate average normal */
axis[ 2 ] = tri[ 0 ]->normal + tri[ 1 ]->normal + tri[ 2 ]->normal;
if ( VectorNormalize( axis[ 2 ] ) == 0 ) {
axis[ 2 ] = tri[ 0 ]->normal;
}
/* make perpendicular vectors */
MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
/* copy to matrix */
Matrix4 temp( g_matrix4_identity );
temp.x().vec3() = axis[0];
temp.y().vec3() = axis[1];
temp.z().vec3() = axis[2];
/* scale */
matrix4_scale_by_vec3( temp, scale );
/* rotate around z axis */
matrix4_rotate_by_euler_xyz_degrees( temp, angles );
/* translate */
matrix4_translate_by_vec3( transform, origin );
/* transform into axis space */
matrix4_multiply_by_matrix4( transform, temp );
}
/* handle z-up models */
else
{
/* set matrix */
matrix4_transform_by_euler_xyz_degrees( transform, origin, angles, scale );
}
/* insert the model */
InsertModel( model.model.c_str(), nullptr, 0, transform, nullptr, entity, 0, clipDepthGlobal,
EntityCompileParams{
.castShadows = ds.castShadows,
.recvShadows = ds.recvShadows,
.celShader = ds.celShader,
.lightmapSampleSize = 0,
.lightmapScale = ds.lightmapScale,
.shadeAngle = 0,
.ambientColor = ds.ambientColor
} );
/* return to sender */
return 1;
}
}
/* split the longest edge and map it */
const bspDrawVert_t mid = LerpDrawVert( *tri[ max ], *tri[ ( max + 1 ) % 3 ] );
/* recurse to first triangle */
TriRef tri2 = tri;
tri2[ max ] = &mid;
n = AddSurfaceModelsToTriangle_r( ds, model, tri2, entity );
if ( n < 0 ) {
return n;
}
localNumSurfaceModels += n;
/* recurse to second triangle */
tri2 = tri;
tri2[ ( max + 1 ) % 3 ] = &mid;
n = AddSurfaceModelsToTriangle_r( ds, model, tri2, entity );
if ( n < 0 ) {
return n;
}
localNumSurfaceModels += n;
/* return count */
return localNumSurfaceModels;
}
/*
AddSurfaceModels()
adds a surface's shader models to the surface
*/
static int AddSurfaceModels( mapDrawSurface_t& ds, entity_t& entity ){
/* dummy check */
if ( ds.shaderInfo == nullptr || ds.shaderInfo->surfaceModels.empty() ) {
return 0;
}
/* init */
int localNumSurfaceModels = 0;
/* walk the model list */
for ( const auto& model : ds.shaderInfo->surfaceModels )
{
/* switch on type */
switch ( ds.type )
{
/* handle brush faces and decals */
case ESurfaceType::Face:
case ESurfaceType::Decal:
{
/* calculate centroid */
bspDrawVert_t centroid = c_bspDrawVert_t0;
float alpha = 0;
/* walk verts */
for ( const bspDrawVert_t& vert : ds.verts )
{
centroid.xyz += vert.xyz;
centroid.normal += vert.normal;
centroid.st += vert.st;
alpha += vert.color[ 0 ].alpha();
}
/* average */
centroid.xyz /= ds.verts.size();
if ( VectorNormalize( centroid.normal ) == 0 ) {
centroid.normal = ds.verts[ 0 ].normal;
}
centroid.st /= ds.verts.size();
centroid.color[ 0 ] = { 255, 255, 255, color_to_byte( alpha / ds.verts.size() ) };
/* walk fanned triangles */
for ( auto prev = std::prev( ds.verts.cend() ), next = ds.verts.cbegin(); next != ds.verts.cend(); prev = next, ++next )
{
/* create models */
const int n = AddSurfaceModelsToTriangle_r( ds, model, TriRef{
&centroid, /* head vert is centroid */
prev.operator->(),
next.operator->() }, entity );
if ( n < 0 ) {
return n;
}
localNumSurfaceModels += n;
}
break;
}
/* handle patches */
case ESurfaceType::Patch:
{
/* subdivide the surface */
mesh_t mesh = TessellatedMesh( mesh_t( ds.patchWidth, ds.patchHeight, ds.verts.data() ), IterationsForCurve( ds.longestCurve, patchSubdivisions ) );
/* subdivide each quad to place the models */
for ( int y = 0; y < ( mesh.height - 1 ); ++y )
{
for ( int x = 0; x < ( mesh.width - 1 ); ++x )
{
/* set indexes */
const int pw[ 5 ] = {
x + ( y * mesh.width ),
x + ( ( y + 1 ) * mesh.width ),
x + 1 + ( ( y + 1 ) * mesh.width ),
x + 1 + ( y * mesh.width ),
x + ( y * mesh.width ), /* same as pw[ 0 ] */
};
/* set radix */
const int r = ( x + y ) & 1;
/* triangle 1 */
const int n = AddSurfaceModelsToTriangle_r( ds, model, TriRef{
&mesh.verts[ pw[ r + 0 ] ],
&mesh.verts[ pw[ r + 1 ] ],
&mesh.verts[ pw[ r + 2 ] ] }, entity );
if ( n < 0 ) {
return n;
}
localNumSurfaceModels += n;
/* triangle 2 */
const int n2 = AddSurfaceModelsToTriangle_r( ds, model, TriRef{
&mesh.verts[ pw[ r + 0 ] ],
&mesh.verts[ pw[ r + 2 ] ],
&mesh.verts[ pw[ r + 3 ] ] }, entity );
if ( n2 < 0 ) {
return n2;
}
localNumSurfaceModels += n2;
}
}
/* free the subdivided mesh */
mesh.freeVerts();
break;
}
/* handle triangle surfaces */
case ESurfaceType::Triangles:
case ESurfaceType::ForcedMeta:
case ESurfaceType::Meta:
/* walk the triangle list */
for ( auto i = ds.indexes.cbegin(); i != ds.indexes.cend(); i += 3 )
{
const int n = AddSurfaceModelsToTriangle_r( ds, model, TriRef{
&ds.verts[ *( i + 0 ) ],
&ds.verts[ *( i + 1 ) ],
&ds.verts[ *( i + 2 ) ] }, entity );
if ( n < 0 ) {
return n;
}
localNumSurfaceModels += n;
}
break;
/* no support for flares, foghull, etc */
default:
break;
}
}
/* return count */
return localNumSurfaceModels;
}
/*
AddEntitySurfaceModels() - ydnar
adds surfacemodels to an entity's surfaces
*/
void AddEntitySurfaceModels( entity_t& e ){
/* note it */
Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );
/* walk the surface list */
for ( int i = e.firstDrawSurf; i < numMapDrawSurfs; ++i )
numSurfaceModels += AddSurfaceModels( mapDrawSurfs[ i ], e );
}
/*
VolumeColorMods() - ydnar
applies brush/volumetric color/alpha modulation to vertexes
*/
static void VolumeColorMods( const entity_t& e, mapDrawSurface_t& ds ){
/* iterate brushes */
for ( const brush_t *b : e.colorModBrushes )
{
/* worldspawn alpha brushes affect all, grouped ones only affect original entity */
if ( b->entityNum != 0 && b->entityNum != ds.entityNum ) {
continue;
}
/* test bbox */
if ( !b->minmax.test( ds.minmax ) ) {
continue;
}
/* iterate verts */
for ( bspDrawVert_t& vert : ds.verts )
{
if( std::ranges::none_of( b->sides, [&vert]( const side_t& side ){
return plane3_distance_to_point( mapplanes[ side.planenum ].plane, vert.xyz ) > 1; /* point-plane test */
} ) )
/* apply colormods */
ColorMod( b->contentShader->colorMod, Span( &vert, 1 ) );
}
}
}
/*
FilterDrawsurfsIntoTree()
upon completion, all drawsurfs that actually generate a reference
will have been emitted to the bspfile arrays, and the references
will have valid final indexes
*/
void FilterDrawsurfsIntoTree( entity_t& e, tree_t& tree ){
int refs;
int numSurfs, numRefs, numSkyboxSurfaces;
bool sb;
/* note it */
Sys_FPrintf( SYS_VRB, "--- FilterDrawsurfsIntoTree ---\n" );
/* filter surfaces into the tree */
numSurfs = 0;
numRefs = 0;
numSkyboxSurfaces = 0;
for ( int i = e.firstDrawSurf; i < numMapDrawSurfs; ++i )
{
/* get surface and try to early out */
mapDrawSurface_t& ds = mapDrawSurfs[ i ];
if ( ds.verts.empty() && ds.type != ESurfaceType::Flare && ds.type != ESurfaceType::Shader ) {
continue;
}
/* get shader */
shaderInfo_t *si = ds.shaderInfo;
/* ydnar: skybox surfaces are special */ /* these are ones generated by MakeSkyboxSurface() */
if ( ds.skybox ) {
refs = AddReferenceToTree_r( ds, tree.headnode, true );
ds.skybox = false;
sb = true;
}
else
{
sb = false;
/* refs initially zero */
refs = 0;
/* apply texture coordinate mods */
for ( bspDrawVert_t& vert : ds.verts )
TCMod( si->mod, vert.st );
/* ydnar: apply shader colormod */
ColorMod( ds.shaderInfo->colorMod, Span( ds.verts ) );
/* ydnar: apply brush colormod */
VolumeColorMods( e, ds );
/* ydnar: make fur surfaces */
if ( si->furNumLayers > 0 ) {
Fur( ds );
}
/* ydnar/sd: make foliage surfaces */
if ( !si->foliage.empty() ) {
Foliage( ds, e );
}
/* create a flare surface if necessary */
if ( !strEmptyOrNull( si->flareShader ) ) {
AddSurfaceFlare( ds, e.origin );
}
/* ydnar: don't emit nodraw surfaces (like nodraw fog) */
if ( ( si->compileFlags & C_NODRAW ) && ds.type != ESurfaceType::Patch ) {
continue;
}
/* ydnar: bias the surface textures */
BiasSurfaceTextures( ds );
/* ydnar: globalizing of fog volume handling (eek a hack) */
if ( &e != &entities[0] && !si->noFog ) {
/* offset surface by entity origin */
const MinMax minmax( ds.minmax.mins + e.origin, ds.minmax.maxs + e.origin );
/* set the fog number for this surface */
ds.fogNum = FogForBounds( minmax, 1.0f ); //% FogForPoint( origin, 0.0f );
}
}
/* ydnar: remap shader */
/* if ( !strEmptyOrNull( ds->shaderInfo->remapShader ) ) {
ds->shaderInfo = &ShaderInfoForShader( ds->shaderInfo->remapShader );
}
*/
/* ydnar: gs mods: handle the various types of surfaces */
switch ( ds.type )
{
/* handle brush faces */
case ESurfaceType::Face:
case ESurfaceType::Decal:
if ( refs == 0 ) {
refs = FilterFaceIntoTree( ds, tree );
}
if ( refs > 0 ) {
EmitFaceSurface( ds );
}
break;
/* handle patches */
case ESurfaceType::Patch:
if ( refs == 0 ) {
refs = FilterPatchIntoTree( ds, tree );
}
if ( refs > 0 ) {
EmitPatchSurface( e, ds );
}
break;
/* handle triangle surfaces */
case ESurfaceType::Triangles:
case ESurfaceType::ForcedMeta:
case ESurfaceType::Meta:
//% Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
if ( refs == 0 ) {
refs = FilterTrianglesIntoTree( ds, tree );
}
if ( refs > 0 ) {
EmitTriangleSurface( ds );
}
break;
/* handle foliage surfaces (splash damage/wolf et) */
case ESurfaceType::Foliage:
//% Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
if ( refs == 0 ) {
refs = FilterFoliageIntoTree( ds, tree );
}
if ( refs > 0 ) {
EmitTriangleSurface( ds );
}
break;
/* handle foghull surfaces */
case ESurfaceType::Foghull:
if ( refs == 0 ) {
refs = AddReferenceToTree_r( ds, tree.headnode, false );
}
if ( refs > 0 ) {
EmitTriangleSurface( ds );
}
break;
/* handle flares */
case ESurfaceType::Flare:
if ( refs == 0 ) {
refs = FilterFlareSurfIntoTree( ds, tree );
}
if ( refs > 0 ) {
EmitFlareSurface( ds );
}
break;
/* handle shader-only surfaces */
case ESurfaceType::Shader:
refs = 1;
EmitFlareSurface( ds );
break;
/* no references */
default:
refs = 0;
break;
}
/* maybe surface got marked as skybox again */
/* if we keep that flag, it will get scaled up AGAIN */
if ( sb ) {
ds.skybox = false;
}
/* tot up the references */
if ( refs > 0 ) {
/* tot up counts */
numSurfs++;
numRefs += refs;
/* emit extra surface data */
SetSurfaceExtra( ds );
//% Sys_FPrintf( SYS_VRB, "%d verts %d indexes\n", ds->numVerts, ds->numIndexes );
/* one last sanity check */
{
const bspDrawSurface_t& out = bspDrawSurfaces.back();
if ( out.numVerts == 3 && out.numIndexes > 3 ) {
Sys_Printf( "\n" );
Sys_Warning( "Potentially bad %s surface (%zu: %d, %d)\n %s\n",
surfaceTypeName( ds.type ),
bspDrawSurfaces.size(), out.numVerts, out.numIndexes, si->shader.c_str() );
}
}
/* ydnar: handle skybox surfaces */ /* these are ones found in _skybox area */
if ( ds.skybox ) {
MakeSkyboxSurface( ds );
numSkyboxSurfaces++;
}
}
}
/* emit some statistics */
Sys_FPrintf( SYS_VRB, "%9d references\n", numRefs );
Sys_FPrintf( SYS_VRB, "%9d (%zu) emitted drawsurfs\n", numSurfs, bspDrawSurfaces.size() );
Sys_FPrintf( SYS_VRB, "%9d stripped face surfaces\n", numStripSurfaces );
Sys_FPrintf( SYS_VRB, "%9d fanned face surfaces\n", numFanSurfaces );
Sys_FPrintf( SYS_VRB, "%9d maxarea'd face surfaces\n", numMaxAreaSurfaces );
Sys_FPrintf( SYS_VRB, "%9d surface models generated\n", numSurfaceModels );
Sys_FPrintf( SYS_VRB, "%9d skybox surfaces generated\n", numSkyboxSurfaces );
for ( std::size_t i = 0; i < std::size( numSurfacesByType ); ++i )
Sys_FPrintf( SYS_VRB, "%9d %s surfaces\n", numSurfacesByType[ i ], surfaceTypeName( static_cast<ESurfaceType>( i ) ) );
Sys_FPrintf( SYS_VRB, "%9d redundant indexes suppressed, saving %d Kbytes\n", numRedundantIndexes, ( numRedundantIndexes * 4 / 1024 ) );
}