Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "raytrace.h"
#include <bspfile.h>
#include "bsplib.h"
static Vector VertCoord(dface_t const &f, int vnum)
{
int eIndex = dsurfedges[f.firstedge+vnum];
int point;
if( eIndex < 0 )
{
point = dedges[-eIndex].v[1];
}
else
{
point = dedges[eIndex].v[0];
}
dvertex_t *v=dvertexes+point;
return Vector(v->point[0],v->point[1],v->point[2]);
}
Vector colors[]={
Vector(0.5,0.5,1),
Vector(0.5,1,0.5),
Vector(0.5,1,1),
Vector(1,0.5,0.5),
Vector(1,0.5,1),
Vector(1,1,1)};
void RayTracingEnvironment::AddBSPFace(int id,dface_t const &face)
{
if (face.dispinfo!=-1) // displacements must be dealt with elsewhere
return;
texinfo_t *tx =(face.texinfo>=0)?&(texinfo[face.texinfo]):0;
// if (tx && (tx->flags & (SURF_SKY|SURF_NODRAW)))
// return;
if (tx)
{
printf("id %d flags=%x\n",id,tx->flags);
}
printf("side: ");
for(int v=0;v<face.numedges;v++)
{
printf("(%f %f %f) ",XYZ(VertCoord(face,v)));
}
printf("\n");
int ntris=face.numedges-2;
for(int tri=0;tri<ntris;tri++)
{
AddTriangle(id,VertCoord(face,0),VertCoord(face,(tri+1)%face.numedges),
VertCoord(face,(tri+2)%face.numedges),Vector(1,1,1)); //colors[id % NELEMS(colors)]);
}
}
void RayTracingEnvironment::InitializeFromLoadedBSP(void)
{
// CUtlVector<uint8> PlanesToSkip;
// SidesToSkip.EnsureCapacity(numplanes);
// for(int s=0;s<numplanes;s++)
// SidesToSkip.AddToTail(0);
// for(int b=0;b<numbrushes;b++)
// if ((dbrushes[b].contents & MASK_OPAQUE)==0)
// {
// // transparent brush - mark all its sides as "do not process"
// for(int s=0;s<dbrushes[b].numsides;s++)
// {
// PlanesToSkip[s+dbrushes[b].firstside]=1;
// }
// }
// // now, add all origfaces, omitting those whose sides are the ones we marked previously
// for(int c=0;c<numorigfaces;c++)
// {
// dface_t const &f=dorigfaces[c];
// if (SidesToSkip[f.AddBSPFace(c,dorigfaces[c]);
// }
// // ugly - I want to traverse all the faces. but there is no way to get from a face back to it's
// // original brush, and I need to get back to the face to the contents field of the brush. So I
// // will create a temporary mapping from a "side" to its brush. I can get from the face to it
// // side, which can get me back to its brush.
// CUtlVector<uint8> OrigFaceVisited;
// OrigFaceVisited.EnsureCapacity(numorigfaces);
// int n_added=0;
// for(int i=0;i<numorigfaces;i++)
// OrigFaceVisited.AddToTail(0);
// for(int l=0;l<numleafs;l++)
// {
// dleaf_t const &lf=dleafs[l];
// // if (lf.contents & MASK_OPAQUE)
// {
// for(int f=0;f<lf.numleaffaces;f++);
// {
// dface_t const &face=dfaces[f+lf.firstleafface];
// if (OrigFaceVisited[face.origFace]==0)
// {
// dface_t const &oface=dorigfaces[face.origFace];
// OrigFaceVisited[face.origFace]=1;
// n_added++;
// AddBSPFace(face.origFace,oface);
// }
// }
// }
// }
// printf("added %d of %d\n",n_added,numorigfaces);
// for(int c=0;c<numorigfaces;c++)
// {
// dface_t const &f=dorigfaces[c];
// AddBSPFace(c,dorigfaces[c]);
// }
for(int c=0;c<numfaces;c++)
{
// dface_t const &f=dfaces[c];
AddBSPFace(c,dorigfaces[c]);
}
// AddTriangle(1234,Vector(51,145,-700),Vector(71,165,-700),Vector(51,165,-700),colors[5]);
}