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341 lines
10 KiB
341 lines
10 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "decal_clip.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// --------------------------------------------------------------------------- //
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// Template classes for the clipper.
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// --------------------------------------------------------------------------- //
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class CPlane_Top
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{
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public:
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static inline bool Inside( CDecalVert *pVert ) {return pVert->m_ctCoords.y < 1;}
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static inline float Clip( CDecalVert *one, CDecalVert *two ) {return (1 - one->m_ctCoords.y) / (two->m_ctCoords.y - one->m_ctCoords.y);}
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};
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class CPlane_Left
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{
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public:
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static inline bool Inside( CDecalVert *pVert ) {return pVert->m_ctCoords.x > 0;}
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static inline float Clip( CDecalVert *one, CDecalVert *two ) {return one->m_ctCoords.x / (one->m_ctCoords.x - two->m_ctCoords.x);}
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};
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class CPlane_Right
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{
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public:
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static inline bool Inside( CDecalVert *pVert ) {return pVert->m_ctCoords.x < 1;}
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static inline float Clip( CDecalVert *one, CDecalVert *two ) {return (1 - one->m_ctCoords.x) / (two->m_ctCoords.x - one->m_ctCoords.x);}
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};
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class CPlane_Bottom
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{
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public:
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static inline bool Inside( CDecalVert *pVert ) {return pVert->m_ctCoords.y > 0;}
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static inline float Clip( CDecalVert *one, CDecalVert *two ) {return one->m_ctCoords.y / (one->m_ctCoords.y - two->m_ctCoords.y);}
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};
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// --------------------------------------------------------------------------- //
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// Globals.
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// --------------------------------------------------------------------------- //
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CDecalVert ALIGN16 g_DecalClipVerts[MAX_DECALCLIPVERT];
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static CDecalVert ALIGN16 g_DecalClipVerts2[MAX_DECALCLIPVERT];
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template< class Clipper >
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static inline void Intersect( Clipper &clip, CDecalVert *one, CDecalVert *two, CDecalVert *out )
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{
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float t = Clipper::Clip( one, two );
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VectorLerp( one->m_vPos, two->m_vPos, t, out->m_vPos );
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Vector2DLerp( one->m_cLMCoords, two->m_cLMCoords, t, out->m_cLMCoords );
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Vector2DLerp( one->m_ctCoords, two->m_ctCoords, t, out->m_ctCoords );
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}
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template< class Clipper >
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static inline int SHClip( CDecalVert *pDecalClipVerts, int vertCount, CDecalVert *out, Clipper &clip )
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{
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int j, outCount;
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CDecalVert *s, *p;
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Assert( vertCount <= MAX_DECALCLIPVERT );
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outCount = 0;
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s = &pDecalClipVerts[ vertCount-1 ];
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for ( j = 0; j < vertCount; j++ )
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{
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p = &pDecalClipVerts[ j ];
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if ( Clipper::Inside( p ) )
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{
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if ( Clipper::Inside( s ) )
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{
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*out = *p;
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outCount++;
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out++;
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}
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else
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{
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Intersect( clip, s, p, out );
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out++;
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outCount++;
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*out = *p;
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outCount++;
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out++;
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}
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}
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else
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{
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if ( Clipper::Inside( s ) )
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{
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Intersect( clip, p, s, out );
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out++;
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outCount++;
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}
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}
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s = p;
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}
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return outCount;
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}
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const float DECAL_CLIP_EPSILON = 0.01f;
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CDecalVert* R_DoDecalSHClip( CDecalVert *pInVerts, CDecalVert *pOutVerts, decal_t *pDecal, int nStartVerts, const Vector &vecNormal )
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{
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if ( pOutVerts == NULL )
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pOutVerts = &g_DecalClipVerts[0];
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CPlane_Top top;
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CPlane_Left left;
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CPlane_Right right;
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CPlane_Bottom bottom;
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// Clip the polygon to the decal texture space
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int outCount = SHClip( pInVerts, nStartVerts, &g_DecalClipVerts2[0], top );
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outCount = SHClip( &g_DecalClipVerts2[0], outCount, &g_DecalClipVerts[0], left );
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outCount = SHClip( &g_DecalClipVerts[0], outCount, &g_DecalClipVerts2[0], right );
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outCount = SHClip( &g_DecalClipVerts2[0], outCount, pOutVerts, bottom );
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pDecal->clippedVertCount = outCount;
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if ( !outCount )
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return NULL;
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// FIXME: This is a brutally hack workaround for the fact that we get massive decal flicker
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// when looking at a decal at a glancing angle while standing right next to it.
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for ( int i = 0; i < outCount; ++i )
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{
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VectorMA( pOutVerts[i].m_vPos, OVERLAY_AVOID_FLICKER_NORMAL_OFFSET, vecNormal, pOutVerts[i].m_vPos );
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}
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if ( outCount && pDecal->material->InMaterialPage() )
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{
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float offset[2], scale[2];
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pDecal->material->GetMaterialOffset( offset );
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pDecal->material->GetMaterialScale( scale );
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for ( int i = 0; i < outCount; ++i )
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{
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pOutVerts[i].m_ctCoords.x = offset[0] + (pOutVerts[i].m_ctCoords.x * scale[0]);
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pOutVerts[i].m_ctCoords.y = offset[1] + (pOutVerts[i].m_ctCoords.y * scale[1]);
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}
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}
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return pOutVerts;
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}
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// Build the initial list of vertices from the surface verts into the global array, 'verts'.
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void R_SetupDecalVertsForMSurface(
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decal_t * RESTRICT pDecal,
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SurfaceHandle_t surfID,
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Vector * RESTRICT pTextureSpaceBasis,
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CDecalVert * RESTRICT pVerts )
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{
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unsigned short * RESTRICT pIndices = &host_state.worldbrush->vertindices[MSurf_FirstVertIndex( surfID )];
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int count = MSurf_VertCount( surfID );
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float uOffset = 0.5f - pDecal->dx;
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float vOffset = 0.5f - pDecal->dy;
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for ( int j = 0; j < count; j++ )
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{
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int vertIndex = pIndices[j];
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pVerts[j].m_vPos = host_state.worldbrush->vertexes[vertIndex].position; // Copy model space coordinates
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// garymcthack - what about m_ParentTexCoords?
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pVerts[j].m_ctCoords.x = DotProduct( pVerts[j].m_vPos, pTextureSpaceBasis[0] ) + uOffset;
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pVerts[j].m_ctCoords.y = DotProduct( pVerts[j].m_vPos, pTextureSpaceBasis[1] ) + vOffset;
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pVerts[j].m_cLMCoords.Init();
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}
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}
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//-----------------------------------------------------------------------------
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// compute the decal basis based on surface normal, and preferred saxis
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//-----------------------------------------------------------------------------
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#define SIN_45_DEGREES ( 0.70710678118654752440084436210485f )
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void R_DecalComputeBasis( Vector const& surfaceNormal, Vector const* pSAxis,
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Vector* textureSpaceBasis )
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{
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// s, t, textureSpaceNormal (T cross S = textureSpaceNormal(N))
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// N
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// \
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// \
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// \
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// |---->S
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// |
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// |
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// |T
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// S = textureSpaceBasis[0]
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// T = textureSpaceBasis[1]
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// N = textureSpaceBasis[2]
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// Get the surface normal.
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VectorCopy( surfaceNormal, textureSpaceBasis[2] );
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if (pSAxis)
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{
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// T = S cross N
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CrossProduct( *pSAxis, textureSpaceBasis[2], textureSpaceBasis[1] );
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// Name sure they aren't parallel or antiparallel
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// In that case, fall back to the normal algorithm.
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if ( DotProduct( textureSpaceBasis[1], textureSpaceBasis[1] ) > 1e-6 )
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{
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// S = N cross T
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CrossProduct( textureSpaceBasis[2], textureSpaceBasis[1], textureSpaceBasis[0] );
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VectorNormalizeFast( textureSpaceBasis[0] );
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VectorNormalizeFast( textureSpaceBasis[1] );
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return;
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}
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// Fall through to the standard algorithm for parallel or antiparallel
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}
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// floor/ceiling?
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if( fabs( surfaceNormal[2] ) > SIN_45_DEGREES )
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{
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textureSpaceBasis[0][0] = 1.0f;
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textureSpaceBasis[0][1] = 0.0f;
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textureSpaceBasis[0][2] = 0.0f;
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// T = S cross N
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CrossProduct( textureSpaceBasis[0], textureSpaceBasis[2], textureSpaceBasis[1] );
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// S = N cross T
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CrossProduct( textureSpaceBasis[2], textureSpaceBasis[1], textureSpaceBasis[0] );
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}
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// wall
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else
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{
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textureSpaceBasis[1][0] = 0.0f;
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textureSpaceBasis[1][1] = 0.0f;
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textureSpaceBasis[1][2] = -1.0f;
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// S = N cross T
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CrossProduct( textureSpaceBasis[2], textureSpaceBasis[1], textureSpaceBasis[0] );
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// T = S cross N
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CrossProduct( textureSpaceBasis[0], textureSpaceBasis[2], textureSpaceBasis[1] );
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}
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VectorNormalizeFast( textureSpaceBasis[0] );
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VectorNormalizeFast( textureSpaceBasis[1] );
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}
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#define MAX_PLAYERSPRAY_SIZE 64
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void R_SetupDecalTextureSpaceBasis(
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decal_t *pDecal,
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Vector &vSurfNormal,
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IMaterial *pMaterial,
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Vector textureSpaceBasis[3],
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float decalWorldScale[2] )
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{
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// Compute the non-scaled decal basis
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R_DecalComputeBasis( vSurfNormal,
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(pDecal->flags & FDECAL_USESAXIS) ? &pDecal->saxis : 0,
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textureSpaceBasis );
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// world width of decal = ptexture->width / pDecal->scale
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// world height of decal = ptexture->height / pDecal->scale
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// scale is inverse, scales world space to decal u/v space [0,1]
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// OPTIMIZE: Get rid of these divides
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int nWidth = MAX( pMaterial->GetMappingWidth(), 1 );
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int nHeight = MAX( pMaterial->GetMappingHeight(), 1 );
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decalWorldScale[0] = pDecal->scale / nWidth;
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decalWorldScale[1] = pDecal->scale / nHeight;
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if ( pDecal->flags & FDECAL_PLAYERSPRAY )
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{
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int nWidthScale = nWidth / MAX_PLAYERSPRAY_SIZE;
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int nHeightScale = nHeight / MAX_PLAYERSPRAY_SIZE;
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float flScale = static_cast<float>( MAX( nWidthScale, nHeightScale ) );
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if ( flScale > 1.0f )
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{
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decalWorldScale[0] *= flScale;
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decalWorldScale[1] *= flScale;
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}
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}
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VectorScale( textureSpaceBasis[0], decalWorldScale[0], textureSpaceBasis[0] );
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VectorScale( textureSpaceBasis[1], decalWorldScale[1], textureSpaceBasis[1] );
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}
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// Figure out where the decal maps onto the surface.
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void R_SetupDecalClip(
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CDecalVert* &pOutVerts,
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decal_t *pDecal,
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Vector &vSurfNormal,
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IMaterial *pMaterial,
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Vector textureSpaceBasis[3],
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float decalWorldScale[2] )
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{
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// if ( pOutVerts == NULL )
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// pOutVerts = &g_DecalClipVerts[0];
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R_SetupDecalTextureSpaceBasis( pDecal, vSurfNormal, pMaterial, textureSpaceBasis, decalWorldScale );
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// Generate texture coordinates for each vertex in decal s,t space
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// probably should pre-generate this, store it and use it for decal-decal collisions
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// as in R_DecalsIntersect()
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pDecal->dx = DotProduct( pDecal->position, textureSpaceBasis[0] );
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pDecal->dy = DotProduct( pDecal->position, textureSpaceBasis[1] );
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}
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//-----------------------------------------------------------------------------
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// Generate clipped vertex list for decal pdecal projected onto polygon psurf
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//-----------------------------------------------------------------------------
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CDecalVert* R_DecalVertsClip( CDecalVert *pOutVerts, decal_t *pDecal, SurfaceHandle_t surfID, IMaterial *pMaterial )
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{
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float decalWorldScale[2];
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Vector textureSpaceBasis[3];
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// Figure out where the decal maps onto the surface.
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R_SetupDecalClip(
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pOutVerts,
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pDecal,
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MSurf_Plane( surfID ).normal,
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pMaterial,
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textureSpaceBasis, decalWorldScale );
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// Build the initial list of vertices from the surface verts.
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R_SetupDecalVertsForMSurface( pDecal, surfID, textureSpaceBasis, g_DecalClipVerts );
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return R_DoDecalSHClip( g_DecalClipVerts, pOutVerts, pDecal, MSurf_VertCount( surfID ), MSurf_Plane( surfID ).normal );
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}
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