/* ================ idSaveGame::WriteBounds ================ */ void idSaveGame::WriteWinding(const idWinding &w) { int i, num; num = w.GetNumPoints(); file->WriteInt(num); for (i = 0; i < num; i++) { idVec5 v = w[i]; LittleRevBytes(&v, sizeof(float), sizeof(v)/sizeof(float)); file->Write(&v, sizeof(v)); } }
/* ================= idRenderModelDecal::CreateDecalFromWinding ================= */ void idRenderModelDecal::CreateDecalFromWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) { // Often we are appending a new triangle to an existing decal, so merge with the previous decal if possible int decalIndex = ( nextDecal - 1 ) & ( MAX_DECALS - 1 ); if ( decalIndex >= 0 && decals[decalIndex].material == decalMaterial && decals[decalIndex].startTime == startTime && decals[decalIndex].numVerts + w.GetNumPoints() <= MAX_DECAL_VERTS && decals[decalIndex].numIndexes + 3 * ( w.GetNumPoints() - 2 ) <= MAX_DECAL_INDEXES ) { } else { decalIndex = nextDecal++ & ( MAX_DECALS - 1 ); decals[decalIndex].material = decalMaterial; decals[decalIndex].startTime = startTime; decals[decalIndex].numVerts = 0; decals[decalIndex].numIndexes = 0; assert( w.GetNumPoints() <= MAX_DECAL_VERTS ); if ( nextDecal - firstDecal > MAX_DECALS ) { firstDecal = nextDecal - MAX_DECALS; } } decal_t & decal = decals[decalIndex]; const float invFadeDepth = -1.0f / fadeDepth; int firstVert = decal.numVerts; // create the vertices for ( int i = 0; i < w.GetNumPoints(); i++ ) { float depthFade = fadePlanes[0].Distance( w[i].ToVec3() ) * invFadeDepth; if ( depthFade < 0.0f ) { depthFade = fadePlanes[1].Distance( w[i].ToVec3() ) * invFadeDepth; } if ( depthFade < 0.0f ) { depthFade = 0.0f; } else if ( depthFade > 0.99f ) { depthFade = 1.0f; } decal.vertDepthFade[decal.numVerts] = 1.0f - depthFade; decal.verts[decal.numVerts].Clear(); decal.verts[decal.numVerts].xyz = w[i].ToVec3(); decal.verts[decal.numVerts].SetTexCoord( w[i].s, w[i].t ); decal.numVerts++; } // create the indexes for ( int i = 2; i < w.GetNumPoints(); i++ ) { assert( decal.numIndexes + 3 <= MAX_DECAL_INDEXES ); decal.indexes[decal.numIndexes + 0] = firstVert; decal.indexes[decal.numIndexes + 1] = firstVert + i - 1; decal.indexes[decal.numIndexes + 2] = firstVert + i; decal.numIndexes += 3; } // add degenerate triangles until the index size is a multiple of 16 bytes for ( ; ( ( ( decal.numIndexes * sizeof( triIndex_t ) ) & 15 ) != 0 ); decal.numIndexes += 3 ) { assert( decal.numIndexes + 3 <= MAX_DECAL_INDEXES ); decal.indexes[decal.numIndexes + 0] = 0; decal.indexes[decal.numIndexes + 1] = 0; decal.indexes[decal.numIndexes + 2] = 0; } }