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add hl1,portal,dod source code
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//========= 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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#include "cbase.h"
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#include "Portal_DynamicMeshRenderingUtils.h"
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#include "iviewrender.h"
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extern ConVar mat_wireframe;
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int ClipPolyToPlane_LerpTexCoords( PortalMeshPoint_t *inVerts, int vertCount, PortalMeshPoint_t *outVerts, const Vector& normal, float dist, float fOnPlaneEpsilon )
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{
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vec_t *dists = (vec_t *)stackalloc( sizeof(vec_t) * vertCount * 4 ); //4x vertcount should cover all cases
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int *sides = (int *)stackalloc( sizeof(int) * vertCount * 4 );
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int counts[3];
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vec_t dot;
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int i, j;
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Vector mid = vec3_origin;
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int outCount;
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counts[0] = counts[1] = counts[2] = 0;
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// determine sides for each point
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for ( i = 0; i < vertCount; i++ )
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{
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dot = DotProduct( inVerts[i].vWorldSpacePosition, normal) - dist;
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dists[i] = dot;
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if ( dot > fOnPlaneEpsilon )
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sides[i] = SIDE_FRONT;
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else if ( dot < -fOnPlaneEpsilon )
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sides[i] = SIDE_BACK;
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else
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sides[i] = SIDE_ON;
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counts[sides[i]]++;
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}
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sides[i] = sides[0];
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dists[i] = dists[0];
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if (!counts[0])
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return 0;
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if (!counts[1])
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{
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// Copy to output verts
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//for ( i = 0; i < vertCount; i++ )
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memcpy( outVerts, inVerts, sizeof( PortalMeshPoint_t ) * vertCount );
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return vertCount;
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}
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outCount = 0;
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for ( i = 0; i < vertCount; i++ )
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{
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if (sides[i] == SIDE_ON)
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{
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memcpy( &outVerts[outCount], &inVerts[i], sizeof( PortalMeshPoint_t ) );
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++outCount;
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continue;
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}
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if (sides[i] == SIDE_FRONT)
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{
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memcpy( &outVerts[outCount], &inVerts[i], sizeof( PortalMeshPoint_t ) );
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++outCount;
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}
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if (sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
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continue;
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Vector& p1 = inVerts[i].vWorldSpacePosition;
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// generate a split point
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int i2 = (i+1)%vertCount;
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Vector& p2 = inVerts[i2].vWorldSpacePosition;
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dot = dists[i] / (dists[i]-dists[i+1]);
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for (j=0 ; j<3 ; j++)
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{
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mid[j] = p1[j] + dot*(p2[j]-p1[j]);
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}
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VectorCopy (mid, outVerts[outCount].vWorldSpacePosition);
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outVerts[outCount].texCoord.x = inVerts[i].texCoord.x + dot*(inVerts[i2].texCoord.x - inVerts[i].texCoord.x);
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outVerts[outCount].texCoord.y = inVerts[i].texCoord.y + dot*(inVerts[i2].texCoord.y - inVerts[i].texCoord.y);
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++outCount;
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}
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return outCount;
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}
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void RenderPortalMeshConvexPolygon( PortalMeshPoint_t *pVerts, int iVertCount, const IMaterial *pMaterial, void *pBind )
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( (IMaterial *)pMaterial, pBind );
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//PortalMeshPoint_t *pMidVerts = (PortalMeshPoint_t *)stackalloc( sizeof( PortalMeshPoint_t ) * iVertCount );
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CMeshBuilder meshBuilder;
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, iVertCount - 2 );
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//any convex polygon can be rendered with a triangle strip by starting at a vertex and alternating vertices from each side
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int iForwardCounter = 0;
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int iReverseCounter = iVertCount - 1; //guaranteed to be >= 2 to start
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do
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{
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PortalMeshPoint_t *pVertex = &pVerts[iForwardCounter];
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meshBuilder.Position3fv( &pVertex->vWorldSpacePosition.x );
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meshBuilder.TexCoord2fv( 0, &pVertex->texCoord.x );
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meshBuilder.AdvanceVertex();
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++iForwardCounter;
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if( iForwardCounter > iReverseCounter )
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break;
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pVertex = &pVerts[iReverseCounter];
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meshBuilder.Position3fv( &pVertex->vWorldSpacePosition.x );
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meshBuilder.TexCoord2fv( 0, &pVertex->texCoord.x );
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meshBuilder.AdvanceVertex();
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--iReverseCounter;
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} while( iForwardCounter <= iReverseCounter );
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meshBuilder.End();
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pMesh->Draw();
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}
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void Clip_And_Render_Convex_Polygon( PortalMeshPoint_t *pVerts, int iVertCount, const IMaterial *pMaterial, void *pBind )
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{
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PortalMeshPoint_t *pInVerts = (PortalMeshPoint_t *)stackalloc( iVertCount * 4 * sizeof( PortalMeshPoint_t ) ); //really only should need 2x points, but I'm paranoid
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PortalMeshPoint_t *pOutVerts = (PortalMeshPoint_t *)stackalloc( iVertCount * 4 * sizeof( PortalMeshPoint_t ) );
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PortalMeshPoint_t *pTempVerts;
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//clip by the viewing frustum
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{
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VPlane *pFrustum = view->GetFrustum();
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//clip by first plane and put output into pInVerts
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iVertCount = ClipPolyToPlane_LerpTexCoords( pVerts, iVertCount, pInVerts, pFrustum[0].m_Normal, pFrustum[0].m_Dist, 0.01f );
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//clip by other planes and flipflop in and out pointers
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for( int i = 1; i != FRUSTUM_NUMPLANES; ++i )
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{
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if( iVertCount < 3 )
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return; //nothing to draw
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iVertCount = ClipPolyToPlane_LerpTexCoords( pInVerts, iVertCount, pOutVerts, pFrustum[i].m_Normal, pFrustum[i].m_Dist, 0.01f );
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pTempVerts = pInVerts; pInVerts = pOutVerts; pOutVerts = pTempVerts; //swap vertex pointers
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}
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if( iVertCount < 3 )
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return; //nothing to draw
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}
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CMatRenderContextPtr pRenderContext( materials );
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RenderPortalMeshConvexPolygon( pOutVerts, iVertCount, pMaterial, pBind );
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if( mat_wireframe.GetBool() )
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RenderPortalMeshConvexPolygon( pOutVerts, iVertCount, materials->FindMaterial( "shadertest/wireframe", TEXTURE_GROUP_CLIENT_EFFECTS, false ), pBind );
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stackfree( pOutVerts );
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stackfree( pInVerts );
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}
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