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580 lines
16 KiB
580 lines
16 KiB
//========= Copyright 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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//===========================================================================//
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#include "render_pch.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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// Leaf visualization routines
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struct leafvis_t
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{
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leafvis_t()
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{
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leafIndex = 0;
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CCollisionBSPData *pBSP = GetCollisionBSPData();
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if ( pBSP )
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{
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numbrushes = pBSP->numbrushes;
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numentitychars = pBSP->numentitychars;
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}
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}
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bool IsValid()
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{
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CCollisionBSPData *pBSP = GetCollisionBSPData();
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if ( !pBSP || numbrushes != pBSP->numbrushes || numentitychars != pBSP->numentitychars )
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return false;
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return true;
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}
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CUtlVector<Vector> verts;
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CUtlVector<int> polyVertCount;
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Vector color;
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int numbrushes;
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int numentitychars;
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int leafIndex;
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};
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const int MAX_LEAF_PVERTS = 128;
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// Only allocate this after it is turned on
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leafvis_t *g_LeafVis = NULL;
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static void AddPlaneToList( CUtlVector<cplane_t> &list, const Vector& normal, float dist, int invert )
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{
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cplane_t plane;
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plane.dist = invert ? -dist : dist;
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plane.normal = invert ? -normal : normal;
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Vector point = plane.dist * plane.normal;
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for ( int i = 0; i < list.Count(); i++ )
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{
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// same plane, remove or replace
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if ( list[i].normal == plane.normal )
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{
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float d = DotProduct(point, list[i].normal) - list[i].dist;
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if ( d > 0 )
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{
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// new plane is in front of the old one
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list[i].dist = plane.dist;
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}
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// new plane is behind the old one
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return;
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}
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}
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list.AddToTail( plane );
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}
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static void PlaneList( int leafIndex, model_t *model, CUtlVector<cplane_t> &planeList )
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{
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if (!model || !model->brush.pShared || !model->brush.pShared->nodes)
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Sys_Error ("PlaneList: bad model");
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mleaf_t *pLeaf = &model->brush.pShared->leafs[leafIndex];
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mnode_t *pNode = pLeaf->parent;
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mnode_t *pChild = (mnode_t *)pLeaf;
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while (pNode)
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{
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// was the child on the front or back of the plane of this node?
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bool front = (pNode->children[0] == pChild) ? true : false;
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AddPlaneToList( planeList, pNode->plane->normal, pNode->plane->dist, !front );
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pChild = pNode;
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pNode = pNode->parent;
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}
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}
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Vector CSGInsidePoint( cplane_t *pPlanes, int planeCount )
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{
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Vector point = vec3_origin;
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for ( int i = 0; i < planeCount; i++ )
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{
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float d = DotProduct( pPlanes[i].normal, point ) - pPlanes[i].dist;
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if ( d < 0 )
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{
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point -= d * pPlanes[i].normal;
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}
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}
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return point;
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}
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void TranslatePlaneList( cplane_t *pPlanes, int planeCount, const Vector &offset )
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{
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for ( int i = 0; i < planeCount; i++ )
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{
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pPlanes[i].dist += DotProduct( offset, pPlanes[i].normal );
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}
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}
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void CSGPlaneList( leafvis_t *pVis, CUtlVector<cplane_t> &planeList)
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{
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int planeCount = planeList.Count();
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Vector vertsIn[MAX_LEAF_PVERTS], vertsOut[MAX_LEAF_PVERTS];
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// compute a point inside the volume defined by these planes
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Vector insidePoint = CSGInsidePoint( planeList.Base(), planeList.Count() );
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// move the planes so that the inside point is at the origin
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// NOTE: This is to maximize precision for the CSG operations
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TranslatePlaneList( planeList.Base(), planeList.Count(), -insidePoint );
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// Build the CSG solid of this leaf given that the planes in the list define a convex solid
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for ( int i = 0; i < planeCount; i++ )
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{
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// Build a big-ass poly in this plane
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int vertCount = PolyFromPlane( vertsIn, planeList[i].normal, planeList[i].dist ); // BaseWindingForPlane()
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// Now chop it by every other plane
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int j;
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for ( j = 0; j < planeCount; j++ )
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{
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// don't clip planes with themselves
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if ( i == j )
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continue;
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// Less than a poly left, something's wrong, don't bother with this polygon
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if ( vertCount < 3 )
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continue;
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// Chop the polygon against this plane
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vertCount = ClipPolyToPlane( vertsIn, vertCount, vertsOut, planeList[j].normal, planeList[j].dist );
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// Just copy the verts each time, don't bother swapping pointers (efficiency is not a goal here)
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for ( int k = 0; k < vertCount; k++ )
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{
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VectorCopy( vertsOut[k], vertsIn[k] );
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}
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}
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// We've got a polygon here
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if ( vertCount >= 3 )
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{
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// Copy polygon out
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pVis->polyVertCount.AddToTail( vertCount );
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for ( j = 0; j < vertCount; j++ )
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{
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// move the verts back by the initial translation
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Vector vert = vertsIn[j] + insidePoint;
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pVis->verts.AddToTail( vert );
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}
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}
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}
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}
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void LeafvisChanged( IConVar *pLeafvisVar, const char *pOld, float flOldValue )
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{
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if ( g_LeafVis )
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{
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delete g_LeafVis;
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g_LeafVis = NULL;
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}
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}
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void AddLeafPortals( leafvis_t *pLeafvis, int leafIndex )
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{
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CUtlVector<cplane_t> planeList;
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Vector normal;
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// Build a list of inward pointing planes of the tree descending to this
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PlaneList( leafIndex, host_state.worldmodel, planeList );
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VectorCopy( vec3_origin, normal );
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// Add world bounding box planes in case the world isn't closed
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// x-axis
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normal[0] = 1;
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AddPlaneToList( planeList, normal, MAX_COORD_INTEGER, true );
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AddPlaneToList( planeList, normal, -MAX_COORD_INTEGER, false );
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normal[0] = 0;
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// y-axis
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normal[1] = 1;
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AddPlaneToList( planeList, normal, MAX_COORD_INTEGER, true );
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AddPlaneToList( planeList, normal, -MAX_COORD_INTEGER, false );
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normal[1] = 0;
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// z-axis
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normal[2] = 1;
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AddPlaneToList( planeList, normal, MAX_COORD_INTEGER, true );
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AddPlaneToList( planeList, normal, -MAX_COORD_INTEGER, false );
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CSGPlaneList( pLeafvis, planeList );
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}
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ConVar mat_leafvis("mat_leafvis","0", FCVAR_CHEAT, "Draw wireframe of current leaf", LeafvisChanged );
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ConVar r_visambient("r_visambient","0", 0, "Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work" );
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//-----------------------------------------------------------------------------
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// Purpose: Builds a convex polyhedron of the leaf boundary around p
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// Input : p - point to classify determining the leaf
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//-----------------------------------------------------------------------------
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void LeafVisBuild( const Vector &p )
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{
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if ( !mat_leafvis.GetInt() )
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{
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Assert( !g_LeafVis );
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return;
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}
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else
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{
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static int last_leaf = -1;
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int leafIndex = CM_PointLeafnum( p );
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if ( g_LeafVis && last_leaf == leafIndex )
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return;
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DevMsg( 1, "Leaf %d, Area %d, Cluster %d\n", leafIndex, CM_LeafArea( leafIndex ), CM_LeafCluster( leafIndex ) );
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last_leaf = leafIndex;
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delete g_LeafVis;
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g_LeafVis = new leafvis_t;
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g_LeafVis->color.Init( 1.0f, 0.0f, 0.0f );
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g_LeafVis->leafIndex = leafIndex;
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switch( mat_leafvis.GetInt() )
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{
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case 2:
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{
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const mleaf_t *pLeaf = host_state.worldmodel->brush.pShared->leafs;
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int leafCount = host_state.worldmodel->brush.pShared->numleafs;
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int visCluster = pLeaf[leafIndex].cluster;
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// do entire viscluster
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for ( int i = 0; i < leafCount; i++ )
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{
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if ( pLeaf[i].cluster == visCluster )
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{
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AddLeafPortals( g_LeafVis, i );
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}
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}
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}
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break;
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case 3:
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{
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// do entire pvs
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byte pvs[ MAX_MAP_LEAFS/8 ];
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const mleaf_t *pLeaf = host_state.worldmodel->brush.pShared->leafs;
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int leafCount = host_state.worldmodel->brush.pShared->numleafs;
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int visCluster = pLeaf[leafIndex].cluster;
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CM_Vis( pvs, sizeof( pvs ), visCluster, DVIS_PVS );
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for ( int i = 0; i < leafCount; i++ )
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{
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int cluster = pLeaf[i].cluster;
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if ( cluster >= 0 && (pvs[cluster>>3] & (1<<(cluster&7))) )
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{
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AddLeafPortals( g_LeafVis, i );
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}
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}
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}
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break;
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case 0:
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default:
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AddLeafPortals( g_LeafVis, leafIndex );
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break;
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}
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}
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}
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#ifndef SWDS
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void DrawLeafvis( leafvis_t *pVis )
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{
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CMatRenderContextPtr pRenderContext( materials );
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int vert = 0;
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g_materialLeafVisWireframe->ColorModulate( pVis->color[0], pVis->color[1], pVis->color[2] );
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pRenderContext->Bind( g_materialLeafVisWireframe );
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for ( int i = 0; i < pVis->polyVertCount.Count(); i++ )
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{
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if ( pVis->polyVertCount[i] >= 3 )
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{
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_LINES, pVis->polyVertCount[i] );
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for ( int j = 0; j < pVis->polyVertCount[i]; j++ )
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{
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meshBuilder.Position3fv( pVis->verts[ vert + j ].Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( pVis->verts[ vert + ( ( j + 1 ) % pVis->polyVertCount[i] ) ].Base() );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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vert += pVis->polyVertCount[i];
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}
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}
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void DrawLeafvis_Solid( leafvis_t *pVis )
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{
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CMatRenderContextPtr pRenderContext( materials );
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int vert = 0;
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Vector lightNormal(1,1,1);
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VectorNormalize(lightNormal);
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pRenderContext->Bind( g_pMaterialDebugFlat );
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for ( int i = 0; i < pVis->polyVertCount.Count(); i++ )
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{
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int vertCount = pVis->polyVertCount[i];
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if ( vertCount >= 3 )
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{
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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int triangleCount = vertCount-2;
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, triangleCount );
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Vector e0 = pVis->verts[vert+1] - pVis->verts[vert];
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Vector e1 = pVis->verts[vert+2] - pVis->verts[vert];
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Vector normal = CrossProduct(e1,e0);
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VectorNormalize( normal );
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float light = 0.5f + (DotProduct(normal, lightNormal)*0.5f);
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Vector color = pVis->color * light;
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for ( int j = 0; j < vertCount; j++ )
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{
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meshBuilder.Position3fv( pVis->verts[ vert + j ].Base() );
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meshBuilder.Color3fv( color.Base() );
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meshBuilder.AdvanceVertex();
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}
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for ( int j = 0; j < triangleCount; j++ )
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{
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meshBuilder.FastIndex(0);
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meshBuilder.FastIndex(j+2);
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meshBuilder.FastIndex(j+1);
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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vert += vertCount;
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}
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}
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leafvis_t *g_FrustumVis = NULL, *g_ClipVis[3] = {NULL,NULL,NULL};
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int FindMinBrush( CCollisionBSPData *pBSPData, int nodenum, int brushIndex )
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{
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while (1)
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{
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if (nodenum < 0)
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{
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int leafIndex = -1 - nodenum;
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cleaf_t &leaf = pBSPData->map_leafs[leafIndex];
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int firstbrush = pBSPData->map_leafbrushes[ leaf.firstleafbrush ];
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if ( firstbrush < brushIndex )
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{
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brushIndex = firstbrush;
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}
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return brushIndex;
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}
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cnode_t &node = pBSPData->map_rootnode[nodenum];
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brushIndex = FindMinBrush( pBSPData, node.children[0], brushIndex );
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nodenum = node.children[1];
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}
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return brushIndex;
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}
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void RecomputeClipbrushes( bool bEnabled )
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{
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for ( int v = 0; v < 3; v++ )
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{
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delete g_ClipVis[v];
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g_ClipVis[v] = NULL;
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}
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if ( !bEnabled )
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return;
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for ( int v = 0; v < 3; v++ )
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{
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int contents[3] = {CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP, CONTENTS_MONSTERCLIP, CONTENTS_PLAYERCLIP};
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g_ClipVis[v] = new leafvis_t;
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g_ClipVis[v]->color.Init( v != 1 ? 1.0f : 0.5, 0.0f, v != 0 ? 1.0f : 0.0f );
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CCollisionBSPData *pBSP = GetCollisionBSPData();
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int lastBrush = pBSP->numbrushes;
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if ( pBSP->numcmodels > 1 )
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{
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lastBrush = FindMinBrush( pBSP, pBSP->map_cmodels[1].headnode, lastBrush );
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}
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for ( int i = 0; i < lastBrush; i++ )
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{
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cbrush_t *pBrush = &pBSP->map_brushes[i];
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if ( (pBrush->contents & (CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP)) == contents[v] )
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{
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CUtlVector<cplane_t> planeList;
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if ( pBrush->IsBox() )
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{
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cboxbrush_t *pBox = &pBSP->map_boxbrushes[pBrush->GetBox()];
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for ( int idxSide = 0; idxSide < 3; idxSide++ )
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{
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Vector normal = vec3_origin;
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normal[idxSide] = 1.0f;
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AddPlaneToList( planeList, normal, pBox->maxs[idxSide], true );
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AddPlaneToList( planeList, -normal, -pBox->mins[idxSide], true );
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}
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}
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else
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{
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for ( int j = 0; j < pBrush->numsides; j++ )
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{
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cbrushside_t *pSide = &pBSP->map_brushsides[pBrush->firstbrushside + j];
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if ( pSide->bBevel )
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continue;
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AddPlaneToList( planeList, pSide->plane->normal, pSide->plane->dist, true );
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}
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}
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CSGPlaneList( g_ClipVis[v], planeList );
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}
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}
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}
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}
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// NOTE: UNDONE: This doesn't work on brush models - only the world.
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void ClipChanged( IConVar *pConVar, const char *pOld, float flOldValue )
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{
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ConVarRef clipVar( pConVar );
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RecomputeClipbrushes( clipVar.GetBool() );
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}
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static ConVar r_drawclipbrushes( "r_drawclipbrushes", "0", FCVAR_CHEAT, "Draw clip brushes (red=NPC+player, pink=player, purple=NPC)", ClipChanged );
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static Vector LeafAmbientSamplePos( int leafIndex, const mleafambientlighting_t &sample )
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{
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mleaf_t *pLeaf = &host_state.worldbrush->leafs[leafIndex];
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Vector out = pLeaf->m_vecCenter - pLeaf->m_vecHalfDiagonal;
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out.x += float(sample.x) * pLeaf->m_vecHalfDiagonal.x * (2.0f / 255.0f);
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out.y += float(sample.y) * pLeaf->m_vecHalfDiagonal.y * (2.0f / 255.0f);
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out.z += float(sample.z) * pLeaf->m_vecHalfDiagonal.z * (2.0f / 255.0f);
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return out;
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}
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// convert color formats
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static void ColorRGBExp32ToColor32( const ColorRGBExp32 &color, color32 &out )
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{
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Vector tmp;
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ColorRGBExp32ToVector( color, tmp );
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out.r = LinearToScreenGamma(tmp.x);
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out.g = LinearToScreenGamma(tmp.y);
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out.b = LinearToScreenGamma(tmp.z);
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}
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// some simple helpers to draw a cube in the special way the ambient visualization wants
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static Vector CubeSide( const Vector &pos, float size, int vert )
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{
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Vector side = pos;
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side.x += (vert & 1) ? -size : size;
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side.y += (vert & 2) ? -size : size;
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side.z += (vert & 4) ? -size : size;
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return side;
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}
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static void CubeFace( CMeshBuilder &meshBuilder, const Vector org, int v0, int v1, int v2, int v3, float size, const color32 &color )
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{
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meshBuilder.Position3fv( CubeSide(org,size,v0).Base() );
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meshBuilder.Color4ubv( (byte *)&color );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( CubeSide(org,size,v1).Base() );
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meshBuilder.Color4ubv( (byte *)&color );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( CubeSide(org,size,v2).Base() );
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meshBuilder.Color4ubv( (byte *)&color );
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meshBuilder.AdvanceVertex();
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meshBuilder.Position3fv( CubeSide(org,size,v3).Base() );
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meshBuilder.Color4ubv( (byte *)&color );
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meshBuilder.AdvanceVertex();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the leaf geometry that was computed by LeafVisBuild()
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//-----------------------------------------------------------------------------
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void LeafVisDraw( void )
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{
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if ( g_FrustumVis )
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{
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DrawLeafvis( g_FrustumVis );
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}
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if ( g_LeafVis )
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{
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DrawLeafvis( g_LeafVis );
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}
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if ( g_ClipVis[0] )
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{
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if ( !g_ClipVis[0]->IsValid() )
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{
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RecomputeClipbrushes(true);
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}
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if ( r_drawclipbrushes.GetInt() == 2 )
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{
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DrawLeafvis_Solid( g_ClipVis[0] );
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DrawLeafvis_Solid( g_ClipVis[1] );
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DrawLeafvis_Solid( g_ClipVis[2] );
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}
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else
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{
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DrawLeafvis( g_ClipVis[0] );
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DrawLeafvis( g_ClipVis[1] );
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DrawLeafvis( g_ClipVis[2] );
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}
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}
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if ( g_LeafVis && r_visambient.GetBool() )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( g_pMaterialDebugFlat );
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float cubesize = 12.0f;
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int leafIndex = g_LeafVis->leafIndex;
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mleafambientindex_t *pAmbient = &host_state.worldbrush->m_pLeafAmbient[leafIndex];
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if ( !pAmbient->ambientSampleCount && pAmbient->firstAmbientSample )
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{
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// this leaf references another leaf, move there (this leaf is a solid leaf so it borrows samples from a neighbor)
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leafIndex = pAmbient->firstAmbientSample;
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pAmbient = &host_state.worldbrush->m_pLeafAmbient[leafIndex];
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}
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for ( int i = 0; i < pAmbient->ambientSampleCount; i++ )
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{
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IMesh *pMesh = pRenderContext->GetDynamicMesh( );
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 6 );
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const mleafambientlighting_t &sample = host_state.worldbrush->m_pAmbientSamples[pAmbient->firstAmbientSample+i];
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Vector pos = LeafAmbientSamplePos( leafIndex, sample );
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// x axis
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color32 color;
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ColorRGBExp32ToColor32( sample.cube.m_Color[0], color ); // x
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CubeFace( meshBuilder, pos, 4, 6, 2, 0, cubesize, color );
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ColorRGBExp32ToColor32( sample.cube.m_Color[1], color ); // -x
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CubeFace( meshBuilder, pos, 7, 5, 1, 3, cubesize, color );
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ColorRGBExp32ToColor32( sample.cube.m_Color[2], color ); // y
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CubeFace( meshBuilder, pos, 0, 1, 5, 4, cubesize, color );
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ColorRGBExp32ToColor32( sample.cube.m_Color[3], color ); // -y
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CubeFace( meshBuilder, pos, 3, 2, 6, 7, cubesize, color );
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ColorRGBExp32ToColor32( sample.cube.m_Color[4], color ); // z
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CubeFace( meshBuilder, pos, 2, 3, 1, 0, cubesize, color );
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ColorRGBExp32ToColor32( sample.cube.m_Color[5], color ); // -z
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CubeFace( meshBuilder, pos, 4, 5, 7, 6, cubesize, color );
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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}
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void CSGFrustum( Frustum_t &frustum )
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{
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delete g_FrustumVis;
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g_FrustumVis = new leafvis_t;
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g_FrustumVis->color.Init(1.0f, 1.0f, 1.0f);
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CUtlVector<cplane_t> planeList;
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for ( int i = 0; i < 6; i++ )
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{
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planeList.AddToTail( *frustum.GetPlane( i ) );
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}
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CSGPlaneList( g_FrustumVis, planeList );
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}
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#endif
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