| 508 | } |
| 509 | |
| 510 | inline void RenderSubmodelFaceFogged(poly_model *pm, bsp_info *sm, int facenum) { |
| 511 | g3Point *pointlist[100]; |
| 512 | polyface *fp = &sm->faces[facenum]; |
| 513 | int modelnum = sm - pm->submodel; |
| 514 | int t; |
| 515 | |
| 516 | for (t = 0; t < fp->nverts; t++) { |
| 517 | g3Point *p = &Robot_points[fp->vertnums[t]]; |
| 518 | pointlist[t] = p; |
| 519 | |
| 520 | float mag; |
| 521 | |
| 522 | if (Polymodel_effect.fog_plane_check == 1) { |
| 523 | mag = vm_DotProduct(&Fog_plane, &sm->verts[fp->vertnums[t]]) + Fog_distance; |
| 524 | } else { |
| 525 | vector *vec = &sm->verts[fp->vertnums[t]]; |
| 526 | |
| 527 | // Now we must generate the split point. This is simply |
| 528 | // an equation in the form Origin + t*Direction |
| 529 | |
| 530 | float dist = (*vec * Polymodel_fog_plane) + Fog_distance; |
| 531 | |
| 532 | vector subvec = *vec - Fog_view_pos; |
| 533 | |
| 534 | float t = Fog_eye_distance / (Fog_eye_distance - dist); |
| 535 | vector portal_point = Fog_view_pos + (t * subvec); |
| 536 | |
| 537 | float eye_distance = -(vm_DotProduct(&Fog_plane, &portal_point)); |
| 538 | mag = vm_DotProduct(&Fog_plane, vec) + eye_distance; |
| 539 | } |
| 540 | |
| 541 | float scalar = mag / Polymodel_effect.fog_depth; |
| 542 | |
| 543 | if (scalar > 1) |
| 544 | scalar = 1; |
| 545 | if (scalar < 0) |
| 546 | scalar = 0; |
| 547 | p->p3_a = scalar; |
| 548 | |
| 549 | p->p3_flags |= PF_RGBA; |
| 550 | } |
| 551 | |
| 552 | if (triangulated_faces[facenum]) |
| 553 | g3_SetTriangulationTest(1); |
| 554 | |
| 555 | g3_DrawPoly(fp->nverts, pointlist, 0); |
| 556 | |
| 557 | if (triangulated_faces[facenum]) |
| 558 | g3_SetTriangulationTest(0); |
| 559 | } |
| 560 | |
| 561 | inline void RenderSubmodelFaceSpecular(poly_model *pm, bsp_info *sm, int facenum) { |
| 562 | g3Point *pointlist[100]; |
no test coverage detected