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