Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
// trace.c
//=============================================================================
#include "vrad.h"
#include "trace.h"
#include "Cmodel.h"
#include "mathlib/vmatrix.h"
//=============================================================================
class CToolTrace : public CBaseTrace
{
public:
CToolTrace() {}
Vector mins;
Vector maxs;
Vector extents;
texinfo_t *surface;
qboolean ispoint;
private:
CToolTrace( const CToolTrace& );
};
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
// JAYHL2: This used to be -1, but that caused lots of epsilon issues
// around slow sloping planes. Perhaps Quake2 limited maps to a certain
// slope / angle on walkable ground. It has to be a negative number
// so that the tests work out.
#define NEVER_UPDATED -9999
//=============================================================================
bool DM_RayDispIntersectTest( CVRADDispColl *pTree, Vector& rayStart, Vector& rayEnd, CToolTrace *pTrace );
void DM_ClipBoxToBrush( CToolTrace *trace, const Vector & mins, const Vector & maxs, const Vector& p1, const Vector& p2, dbrush_t *brush );
//=============================================================================
float TraceLeafBrushes( int leafIndex, const Vector &start, const Vector &end, CBaseTrace &traceOut )
{
dleaf_t *pLeaf = dleafs + leafIndex;
CToolTrace trace;
memset( &trace, 0, sizeof(trace) );
trace.ispoint = true;
trace.startsolid = false;
trace.fraction = 1.0;
for ( int i = 0; i < pLeaf->numleafbrushes; i++ )
{
int brushnum = dleafbrushes[pLeaf->firstleafbrush+i];
dbrush_t *b = &dbrushes[brushnum];
if ( !(b->contents & MASK_OPAQUE))
continue;
Vector zeroExtents = vec3_origin;
DM_ClipBoxToBrush( &trace, zeroExtents, zeroExtents, start, end, b);
if ( trace.fraction != 1.0 || trace.startsolid )
{
if ( trace.startsolid )
trace.fraction = 0.0f;
traceOut = trace;
return trace.fraction;
}
}
traceOut = trace;
return 1.0f;
}
DispTested_t s_DispTested[MAX_TOOL_THREADS+1];
// this just uses the average coverage for the triangle
class CCoverageCount : public ITransparentTriangleCallback
{
public:
CCoverageCount()
{
m_coverage = Four_Zeros;
}
virtual bool VisitTriangle_ShouldContinue( const TriIntersectData_t &triangle, const FourRays &rays, fltx4 *pHitMask, fltx4 *b0, fltx4 *b1, fltx4 *b2, int32 hitID )
{
float color = g_RtEnv.GetTriangleColor( hitID ).x;
m_coverage = AddSIMD( m_coverage, AndSIMD ( *pHitMask, ReplicateX4 ( color ) ) );
m_coverage = MinSIMD( m_coverage, Four_Ones );
fltx4 onesMask = CmpEqSIMD( m_coverage, Four_Ones );
// we should continue if the ones that hit the triangle have onesMask set to zero
// so hitMask & onesMask != hitMask
// so hitMask & onesMask == hitMask means we're done
// so ts(hitMask & onesMask == hitMask) != 0xF says go on
return 0xF != TestSignSIMD ( CmpEqSIMD ( AndSIMD( *pHitMask, onesMask ), *pHitMask ) );
}
fltx4 GetCoverage()
{
return m_coverage;
}
fltx4 GetFractionVisible()
{
return SubSIMD ( Four_Ones, m_coverage );
}
fltx4 m_coverage;
};
// this will sample the texture to get a coverage at the ray intersection point
class CCoverageCountTexture : public CCoverageCount
{
public:
virtual bool VisitTriangle_ShouldContinue( const TriIntersectData_t &triangle, const FourRays &rays, fltx4 *pHitMask, fltx4 *b0, fltx4 *b1, fltx4 *b2, int32 hitID )
{
int sign = TestSignSIMD( *pHitMask );
float addedCoverage[4];
for ( int s = 0; s < 4; s++)
{
addedCoverage[s] = 0.0f;
if ( ( sign >> s) & 0x1 )
{
addedCoverage[s] = ComputeCoverageFromTexture( b0->m128_f32[s], b1->m128_f32[s], b2->m128_f32[s], hitID );
}
}
m_coverage = AddSIMD( m_coverage, LoadUnalignedSIMD( addedCoverage ) );
m_coverage = MinSIMD( m_coverage, Four_Ones );
fltx4 onesMask = CmpEqSIMD( m_coverage, Four_Ones );
// we should continue if the ones that hit the triangle have onesMask set to zero
// so hitMask & onesMask != hitMask
// so hitMask & onesMask == hitMask means we're done
// so ts(hitMask & onesMask == hitMask) != 0xF says go on
return 0xF != TestSignSIMD ( CmpEqSIMD ( AndSIMD( *pHitMask, onesMask ), *pHitMask ) );
}
};
void TestLine( const FourVectors& start, const FourVectors& stop,
fltx4 *pFractionVisible, int static_prop_index_to_ignore )
{
FourRays myrays;
myrays.origin = start;
myrays.direction = stop;
myrays.direction -= myrays.origin;
fltx4 len = myrays.direction.length();
myrays.direction *= ReciprocalSIMD( len );
RayTracingResult rt_result;
CCoverageCountTexture coverageCallback;
g_RtEnv.Trace4Rays(myrays, Four_Zeros, len, &rt_result, TRACE_ID_STATICPROP | static_prop_index_to_ignore, g_bTextureShadows ? &coverageCallback : 0 );
// Assume we can see the targets unless we get hits
float visibility[4];
for ( int i = 0; i < 4; i++ )
{
visibility[i] = 1.0f;
if ( ( rt_result.HitIds[i] != -1 ) &&
( rt_result.HitDistance.m128_f32[i] < len.m128_f32[i] ) )
{
visibility[i] = 0.0f;
}
}
*pFractionVisible = LoadUnalignedSIMD( visibility );
if ( g_bTextureShadows )
*pFractionVisible = MinSIMD( *pFractionVisible, coverageCallback.GetFractionVisible() );
}
void TestLine_IgnoreSky( const FourVectors& start, const FourVectors& stop,
fltx4 *pFractionVisible, int static_prop_index_to_ignore )
{
FourRays myrays;
myrays.origin = start;
myrays.direction = stop;
myrays.direction -= myrays.origin;
fltx4 len = myrays.direction.length();
myrays.direction *= ReciprocalSIMD( len );
RayTracingResult rt_result;
CCoverageCountTexture coverageCallback;
g_RtEnv.Trace4Rays(myrays, Four_Zeros, len, &rt_result, TRACE_ID_STATICPROP | static_prop_index_to_ignore, g_bTextureShadows ? &coverageCallback : 0 );
// Assume we can see the targets unless we get hits
float visibility[4];
for ( int i = 0; i < 4; i++ )
{
visibility[i] = 1.0f;
if ( ( rt_result.HitIds[i] != -1 ) &&
( rt_result.HitDistance.m128_f32[i] < len.m128_f32[i] ) )
{
int id = g_RtEnv.OptimizedTriangleList[rt_result.HitIds[i]].m_Data.m_IntersectData.m_nTriangleID;
if ( !( id & TRACE_ID_SKY ) )
{
visibility[i] = 0.0f;
}
}
}
*pFractionVisible = LoadUnalignedSIMD( visibility );
if ( g_bTextureShadows )
*pFractionVisible = MinSIMD( *pFractionVisible, coverageCallback.GetFractionVisible() );
}
void TestLine_LightBlockers( const FourVectors& start, const FourVectors& stop,
fltx4 *pFractionVisible )
{
FourRays myrays;
myrays.origin = start;
myrays.direction = stop;
myrays.direction -= myrays.origin;
fltx4 len = myrays.direction.length();
myrays.direction *= ReciprocalSIMD( len );
RayTracingResult rt_result;
g_RtEnv_LightBlockers.Trace4Rays( myrays, Four_Zeros, len, &rt_result, -1, NULL );
// Assume we can see the targets unless we get hits
float visibility[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if ( (rt_result.HitIds[0] != -1) &&
(rt_result.HitDistance.m128_f32[0] < len.m128_f32[0]) )
{
fltx4 dotRaySurfaceN = rt_result.surface_normal * myrays.direction;
if ( dotRaySurfaceN.m128_f32[0] > 0.0f )
{
visibility[0] = 0.0f;
}
}
*pFractionVisible = LoadUnalignedSIMD( visibility );
}
/*
================
DM_ClipBoxToBrush
================
*/
void DM_ClipBoxToBrush( CToolTrace *trace, const Vector& mins, const Vector& maxs, const Vector& p1, const Vector& p2,
dbrush_t *brush)
{
dplane_t *plane, *clipplane;
float dist;
Vector ofs;
float d1, d2;
float f;
dbrushside_t *side, *leadside;
if (!brush->numsides)
return;
float enterfrac = NEVER_UPDATED;
float leavefrac = 1.f;
clipplane = NULL;
bool getout = false;
bool startout = false;
leadside = NULL;
// Loop interchanged, so we don't have to check trace->ispoint every side.
if ( !trace->ispoint )
{
for (int i=0 ; i<brush->numsides ; ++i)
{
side = &dbrushsides[brush->firstside+i];
plane = dplanes + side->planenum;
// FIXME: special case for axial
// general box case
// push the plane out apropriately for mins/maxs
// FIXME: use signbits into 8 way lookup for each mins/maxs
ofs.x = (plane->normal.x < 0) ? maxs.x : mins.x;
ofs.y = (plane->normal.y < 0) ? maxs.y : mins.y;
ofs.z = (plane->normal.z < 0) ? maxs.z : mins.z;
// for (j=0 ; j<3 ; j++)
// {
// Set signmask to either 0 if the sign is negative, or 0xFFFFFFFF is the sign is positive:
//int signmask = (((*(int *)&(plane->normal[j]))&0x80000000) >> 31) - 1;
//float temp = maxs[j];
//*(int *)&(ofs[j]) = (~signmask) & (*(int *)&temp);
//float temp1 = mins[j];
//*(int *)&(ofs[j]) |= (signmask) & (*(int *)&temp1);
// }
dist = DotProduct (ofs, plane->normal);
dist = plane->dist - dist;
d1 = DotProduct (p1, plane->normal) - dist;
d2 = DotProduct (p2, plane->normal) - dist;
// if completely in front of face, no intersection
if (d1 > 0 && d2 > 0)
return;
if (d2 > 0)
getout = true; // endpoint is not in solid
if (d1 > 0)
startout = true;
if (d1 <= 0 && d2 <= 0)
continue;
// crosses face
if (d1 > d2)
{ // enter
f = (d1-DIST_EPSILON) / (d1-d2);
if (f > enterfrac)
{
enterfrac = f;
clipplane = plane;
leadside = side;
}
}
else
{ // leave
f = (d1+DIST_EPSILON) / (d1-d2);
if (f < leavefrac)
leavefrac = f;
}
}
}
else
{
for (int i=0 ; i<brush->numsides ; ++i)
{
side = &dbrushsides[brush->firstside+i];
plane = dplanes + side->planenum;
// FIXME: special case for axial
// special point case
// don't ray trace against bevel planes
if( side->bevel == 1 )
continue;
dist = plane->dist;
d1 = DotProduct (p1, plane->normal) - dist;
d2 = DotProduct (p2, plane->normal) - dist;
// if completely in front of face, no intersection
if (d1 > 0 && d2 > 0)
return;
if (d2 > 0)
getout = true; // endpoint is not in solid
if (d1 > 0)
startout = true;
if (d1 <= 0 && d2 <= 0)
continue;
// crosses face
if (d1 > d2)
{ // enter
f = (d1-DIST_EPSILON) / (d1-d2);
if (f > enterfrac)
{
enterfrac = f;
clipplane = plane;
leadside = side;
}
}
else
{ // leave
f = (d1+DIST_EPSILON) / (d1-d2);
if (f < leavefrac)
leavefrac = f;
}
}
}
if (!startout)
{ // original point was inside brush
trace->startsolid = true;
if (!getout)
trace->allsolid = true;
return;
}
if (enterfrac < leavefrac)
{
if (enterfrac > NEVER_UPDATED && enterfrac < trace->fraction)
{
if (enterfrac < 0)
enterfrac = 0;
trace->fraction = enterfrac;
trace->plane.dist = clipplane->dist;
trace->plane.normal = clipplane->normal;
trace->plane.type = clipplane->type;
if (leadside->texinfo!=-1)
trace->surface = &texinfo[leadside->texinfo];
else
trace->surface = 0;
trace->contents = brush->contents;
}
}
}
void TestLine_DoesHitSky( FourVectors const& start, FourVectors const& stop,
fltx4 *pFractionVisible, bool canRecurse, int static_prop_to_skip, bool bDoDebug )
{
FourRays myrays;
myrays.origin = start;
myrays.direction = stop;
myrays.direction -= myrays.origin;
fltx4 len = myrays.direction.length();
myrays.direction *= ReciprocalSIMD( len );
RayTracingResult rt_result;
CCoverageCountTexture coverageCallback;
g_RtEnv.Trace4Rays(myrays, Four_Zeros, len, &rt_result, TRACE_ID_STATICPROP | static_prop_to_skip, g_bTextureShadows? &coverageCallback : 0);
if ( bDoDebug )
{
WriteTrace( "trace.txt", myrays, rt_result );
}
float aOcclusion[4];
for ( int i = 0; i < 4; i++ )
{
aOcclusion[i] = 0.0f;
if ( ( rt_result.HitIds[i] != -1 ) &&
( rt_result.HitDistance.m128_f32[i] < len.m128_f32[i] ) )
{
int id = g_RtEnv.OptimizedTriangleList[rt_result.HitIds[i]].m_Data.m_IntersectData.m_nTriangleID;
if ( !( id & TRACE_ID_SKY ) )
aOcclusion[i] = 1.0f;
}
}
fltx4 occlusion = LoadUnalignedSIMD( aOcclusion );
if (g_bTextureShadows)
occlusion = MaxSIMD ( occlusion, coverageCallback.GetCoverage() );
bool fullyOccluded = ( TestSignSIMD( CmpGeSIMD( occlusion, Four_Ones ) ) == 0xF );
// if we hit sky, and we're not in a sky camera's area, try clipping into the 3D sky boxes
if ( (! fullyOccluded) && canRecurse && (! g_bNoSkyRecurse ) )
{
FourVectors dir = stop;
dir -= start;
dir.VectorNormalize();
int leafIndex = -1;
leafIndex = PointLeafnum( start.Vec( 0 ) );
if ( leafIndex >= 0 )
{
int area = dleafs[leafIndex].area;
if (area >= 0 && area < numareas)
{
if (area_sky_cameras[area] < 0)
{
int cam;
for (cam = 0; cam < num_sky_cameras; ++cam)
{
FourVectors skystart, skytrans, skystop;
skystart.DuplicateVector( sky_cameras[cam].origin );
skystop = start;
skystop *= sky_cameras[cam].world_to_sky;
skystart += skystop;
skystop = dir;
skystop *= MAX_TRACE_LENGTH;
skystop += skystart;
TestLine_DoesHitSky ( skystart, skystop, pFractionVisible, false, static_prop_to_skip, bDoDebug );
occlusion = AddSIMD ( occlusion, Four_Ones );
occlusion = SubSIMD ( occlusion, *pFractionVisible );
}
}
}
}
}
occlusion = MaxSIMD( occlusion, Four_Zeros );
occlusion = MinSIMD( occlusion, Four_Ones );
*pFractionVisible = SubSIMD( Four_Ones, occlusion );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int PointLeafnum_r( const Vector &point, int ndxNode )
{
// while loop here is to avoid recursion overhead
while( ndxNode >= 0 )
{
dnode_t *pNode = dnodes + ndxNode;
dplane_t *pPlane = dplanes + pNode->planenum;
float dist;
if( pPlane->type < 3 )
{
dist = point[pPlane->type] - pPlane->dist;
}
else
{
dist = DotProduct( pPlane->normal, point ) - pPlane->dist;
}
if( dist < 0.0f )
{
ndxNode = pNode->children[1];
}
else
{
ndxNode = pNode->children[0];
}
}
return ( -1 - ndxNode );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int PointLeafnum( const Vector &point )
{
return PointLeafnum_r( point, 0 );
}
// this iterates the list of entities looking for _vradshadows 1
// each brush entity containing this key is added to the raytracing environment
// as a triangle soup model.
dmodel_t *BrushmodelForEntity( entity_t *pEntity )
{
const char *pModelname = ValueForKey( pEntity, "model" );
if ( Q_strlen(pModelname) > 1 )
{
int modelIndex = atol( pModelname + 1 );
if ( modelIndex > 0 && modelIndex < nummodels )
{
return &dmodels[modelIndex];
}
}
return NULL;
}
// Add one that casts textureshadows
void AddTexturedBrushWinding( winding_t *w, const VMatrix &xform, texinfo_t *tx, int shadowMaterialIndex )
{
Vector2D uv[MAX_POINTS_ON_WINDING];
int mappingWidth = 32;
int mappingHeight = 32;
GetShadowTextureMapping( shadowMaterialIndex, &mappingWidth, &mappingHeight );
for ( int j = 0; j < w->numpoints; j++ )
{
// base texture coordinate
uv[j].x = DotProduct( w->p[j].Base(), tx->textureVecsTexelsPerWorldUnits[0] ) +
tx->textureVecsTexelsPerWorldUnits[0][3];
uv[j].x /= float(mappingWidth);
uv[j].y = DotProduct( w->p[j].Base(), tx->textureVecsTexelsPerWorldUnits[1] ) +
tx->textureVecsTexelsPerWorldUnits[1][3];
uv[j].y /= float(mappingHeight);
}
Vector v0, v1, v2;
for ( int j = 2; j < w->numpoints; j++ )
{
v0 = xform.VMul4x3(w->p[0]);
v1 = xform.VMul4x3(w->p[j-1]);
v2 = xform.VMul4x3(w->p[j]);
float coverage = ComputeCoverageForTriangle(shadowMaterialIndex, uv[0], uv[j-1], uv[j] );
int index = -1;
unsigned short flags = 0;
Vector fullCoverage(0,0,1);
if ( coverage < 1.0 )
{
index = AddShadowTextureTriangle( shadowMaterialIndex, uv[0], uv[j-1], uv[j] );
flags = FCACHETRI_TRANSPARENT;
fullCoverage.x = coverage;
}
g_RtEnv.AddTriangle(TRACE_ID_OPAQUE, v0, v1, v2, fullCoverage, flags, index);
}
}
void AddBrushToRaytraceEnvironment( dbrush_t *pBrush, const VMatrix &xform )
{
int materialIndexList[256];
bool bTextureShadows = false;
if ( !( pBrush->contents & (MASK_OPAQUE) ) && !(g_bTextureShadows && (pBrush->contents & CONTENTS_GRATE)) )
return;
if ( pBrush->contents & CONTENTS_LADDER )
return;
// load any transparent textures for shadows
if ( g_bTextureShadows && (pBrush->contents & CONTENTS_GRATE) && pBrush->numsides < ARRAYSIZE(materialIndexList) )
{
for (int i = 0; i < pBrush->numsides; i++ )
{
dbrushside_t *side = &dbrushsides[pBrush->firstside + i];
texinfo_t *tx = &texinfo[side->texinfo];
dtexdata_t *pTexData = &dtexdata[tx->texdata];
const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
materialIndexList[i] = LoadShadowTexture( pMaterialName );
if ( materialIndexList[i] >= 0 )
{
bTextureShadows = true;
}
}
}
Vector v0, v1, v2;
for (int i = 0; i < pBrush->numsides; i++ )
{
dbrushside_t *side = &dbrushsides[pBrush->firstside + i];
dplane_t *plane = &dplanes[side->planenum];
texinfo_t *tx = &texinfo[side->texinfo];
winding_t *w = BaseWindingForPlane (plane->normal, plane->dist);
bool bIsLightBlocker = false;
if ( tx->flags & SURF_SKY || side->dispinfo )
continue;
if ( ( pBrush->contents & ( CONTENTS_OPAQUE | CONTENTS_SOLID ) ) && ( tx->flags & SURF_NODRAW ) )
{
bIsLightBlocker = true;
}
for (int j=0 ; j<pBrush->numsides && w; j++)
{
if (i == j)
continue;
dbrushside_t *pOtherSide = &dbrushsides[pBrush->firstside + j];
if (pOtherSide->bevel)
continue;
plane = &dplanes[pOtherSide->planenum^1];
ChopWindingInPlace (&w, plane->normal, plane->dist, 0);
}
if ( w )
{
if ( bTextureShadows && materialIndexList[i] >= 0 )
{
AddTexturedBrushWinding( w, xform, tx, materialIndexList[i] );
}
else
{
// opaque
Vector fullCoverage(1,1,1);
for ( int j = 2; j < w->numpoints; j++ )
{
v0 = xform.VMul4x3(w->p[0]);
v1 = xform.VMul4x3(w->p[j-1]);
v2 = xform.VMul4x3(w->p[j]);
g_RtEnv.AddTriangle( TRACE_ID_OPAQUE, v0, v1, v2, fullCoverage );
// light blockers
if ( bIsLightBlocker )
{
g_RtEnv_LightBlockers.AddTriangle( TRACE_ID_OPAQUE, v0, v1, v2, fullCoverage );
g_RtEnv_RadiosityPatches.AddTriangle( TRACE_ID_OPAQUE, v0, v1, v2, fullCoverage );
}
}
}
FreeWinding( w );
}
}
}
// recurse the bsp and build a list of brushes at the leaves under this node
void GetBrushes_r( int node, CUtlVector<int> &list )
{
if ( node < 0 )
{
int leafIndex = -1 - node;
// Add the solids in the leaf
for ( int i = 0; i < dleafs[leafIndex].numleafbrushes; i++ )
{
int brushIndex = dleafbrushes[dleafs[leafIndex].firstleafbrush + i];
if ( list.Find(brushIndex) < 0 )
{
list.AddToTail( brushIndex );
}
}
}
else
{
// recurse
dnode_t *pnode = dnodes + node;
GetBrushes_r( pnode->children[0], list );
GetBrushes_r( pnode->children[1], list );
}
}
void AddBrushes( dmodel_t *pModel, const VMatrix &xform )
{
if ( pModel )
{
CUtlVector<int> brushList;
GetBrushes_r( pModel->headnode, brushList );
for ( int i = 0; i < brushList.Count(); i++ )
{
int ndxBrush = brushList[i];
AddBrushToRaytraceEnvironment( &dbrushes[ndxBrush], xform );
}
}
}
// Adds the brush entities that cast shadows to the raytrace environment
void ExtractBrushEntityShadowCasters()
{
for ( int i = 0; i < num_entities; i++ )
{
if ( IntForKey( &entities[i], "vrad_brush_cast_shadows" ) != 0 )
{
Vector origin;
QAngle angles;
GetVectorForKey( &entities[i], "origin", origin );
GetAnglesForKey( &entities[i], "angles", angles );
VMatrix xform;
xform.SetupMatrixOrgAngles( origin, angles );
AddBrushes( BrushmodelForEntity( &entities[i] ), xform );
}
}
}
void AddBrushesForRayTrace( void )
{
if ( !nummodels )
return;
VMatrix identity;
identity.Identity();
CUtlVector<int> brushList;
GetBrushes_r ( dmodels[0].headnode, brushList );
for ( int i = 0; i < brushList.Count(); i++ )
{
dbrush_t *brush = &dbrushes[brushList[i]];
AddBrushToRaytraceEnvironment ( brush, identity );
}
for ( int i = 0; i < dmodels[0].numfaces; i++ )
{
int ndxFace = dmodels[0].firstface + i;
dface_t *face = &g_pFaces[ndxFace];
texinfo_t *tx = &texinfo[face->texinfo];
if ( !( tx->flags & SURF_SKY ) )
continue;
Vector points[MAX_POINTS_ON_WINDING];
for ( int j = 0; j < face->numedges; j++ )
{
if ( j >= MAX_POINTS_ON_WINDING )
Error( "***** ERROR! MAX_POINTS_ON_WINDING reached!" );
if ( face->firstedge + j >= ARRAYSIZE( dsurfedges ) )
Error( "***** ERROR! face->firstedge + j >= ARRAYSIZE( dsurfedges )!" );
int surfEdge = dsurfedges[face->firstedge + j];
unsigned short v;
if (surfEdge < 0)
v = dedges[-surfEdge].v[1];
else
v = dedges[surfEdge].v[0];
if ( v >= ARRAYSIZE( dvertexes ) )
Error( "***** ERROR! v(%u) >= ARRAYSIZE( dvertexes(%d) )!", ( unsigned int )v, ARRAYSIZE( dvertexes ) );
dvertex_t *dv = &dvertexes[v];
points[j] = dv->point;
}
for ( int j = 2; j < face->numedges; j++ )
{
Vector fullCoverage;
fullCoverage.x = 1.0f;
g_RtEnv.AddTriangle ( TRACE_ID_SKY, points[0], points[j - 1], points[j], fullCoverage );
}
}
}