mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
1267 lines
35 KiB
C++
1267 lines
35 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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/*
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=================
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R_FinishDeform
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The ambientCache is on the stack, so we don't want to leave a reference
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to it that would try to be freed later. Create the ambientCache immediately.
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=================
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*/
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static void R_FinishDeform( drawSurf_t *drawSurf, srfTriangles_t *newTri, idDrawVert *ac ) {
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if ( !newTri ) {
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return;
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}
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// generate current normals, tangents, and bitangents
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// We might want to support the possibility of deform functions generating
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// explicit normals, and we might also want to allow the cached deformInfo
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// optimization for these.
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// FIXME: this doesn't work, because the deformed surface is just the
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// ambient one, and there isn't an opportunity to generate light interactions
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if ( drawSurf->material->ReceivesLighting() ) {
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newTri->verts = ac;
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R_DeriveTangents( newTri, false );
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newTri->verts = NULL;
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}
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newTri->ambientCache = vertexCache.AllocFrameTemp( ac, newTri->numVerts * sizeof( idDrawVert ) );
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// if we are out of vertex cache, leave it the way it is
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if ( newTri->ambientCache ) {
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drawSurf->geo = newTri;
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}
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}
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/*
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=====================
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R_AutospriteDeform
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Assuming all the triangles for this shader are independant
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quads, rebuild them as forward facing sprites
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=====================
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*/
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static void R_AutospriteDeform( drawSurf_t *surf ) {
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int i;
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const idDrawVert *v;
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idVec3 mid, delta;
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float radius;
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idVec3 left, up;
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idVec3 leftDir, upDir;
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const srfTriangles_t *tri;
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srfTriangles_t *newTri;
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tri = surf->geo;
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if ( tri->numVerts & 3 ) {
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common->Warning( "R_AutospriteDeform: shader had odd vertex count %f %f %f", tri->verts[0].xyz.x, tri->verts[0].xyz.y, tri->verts[0].xyz.z );
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return;
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}
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if ( tri->numIndexes != ( tri->numVerts >> 2 ) * 6 ) {
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common->Warning( "R_AutospriteDeform: autosprite had odd index count" );
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return;
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}
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R_GlobalVectorToLocal( surf->space->modelMatrix, tr.viewDef->renderView.viewaxis[1], leftDir );
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R_GlobalVectorToLocal( surf->space->modelMatrix, tr.viewDef->renderView.viewaxis[2], upDir );
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if ( tr.viewDef->isMirror ) {
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leftDir = vec3_origin - leftDir;
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}
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// this srfTriangles_t and all its indexes and caches are in frame
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// memory, and will be automatically disposed of
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newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ) );
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newTri->numVerts = tri->numVerts;
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newTri->numIndexes = tri->numIndexes;
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newTri->indexes = (glIndex_t *)R_FrameAlloc( newTri->numIndexes * sizeof( newTri->indexes[0] ) );
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idDrawVert *ac = (idDrawVert *)_alloca16( newTri->numVerts * sizeof( idDrawVert ) );
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for ( i = 0 ; i < tri->numVerts ; i+=4 ) {
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// find the midpoint
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v = &tri->verts[i];
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mid[0] = 0.25 * (v->xyz[0] + (v+1)->xyz[0] + (v+2)->xyz[0] + (v+3)->xyz[0]);
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mid[1] = 0.25 * (v->xyz[1] + (v+1)->xyz[1] + (v+2)->xyz[1] + (v+3)->xyz[1]);
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mid[2] = 0.25 * (v->xyz[2] + (v+1)->xyz[2] + (v+2)->xyz[2] + (v+3)->xyz[2]);
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delta = v->xyz - mid;
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radius = delta.Length() * 0.707; // / sqrt(2)
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left = leftDir * radius;
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up = upDir * radius;
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ac[i+0].xyz = mid + left + up;
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ac[i+0].st[0] = 0;
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ac[i+0].st[1] = 0;
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ac[i+1].xyz = mid - left + up;
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ac[i+1].st[0] = 1;
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ac[i+1].st[1] = 0;
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ac[i+2].xyz = mid - left - up;
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ac[i+2].st[0] = 1;
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ac[i+2].st[1] = 1;
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ac[i+3].xyz = mid + left - up;
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ac[i+3].st[0] = 0;
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ac[i+3].st[1] = 1;
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newTri->indexes[6*(i>>2)+0] = i;
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newTri->indexes[6*(i>>2)+1] = i+1;
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newTri->indexes[6*(i>>2)+2] = i+2;
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newTri->indexes[6*(i>>2)+3] = i;
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newTri->indexes[6*(i>>2)+4] = i+2;
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newTri->indexes[6*(i>>2)+5] = i+3;
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}
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R_FinishDeform( surf, newTri, ac );
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}
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/*
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=====================
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R_TubeDeform
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will pivot a rectangular quad along the center of its long axis
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Note that a geometric tube with even quite a few sides tube will almost certainly render much faster
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than this, so this should only be for faked volumetric tubes.
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Make sure this is used with twosided translucent shaders, because the exact side
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order may not be correct.
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=====================
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*/
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static void R_TubeDeform( drawSurf_t *surf ) {
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int i, j;
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int indexes;
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const srfTriangles_t *tri;
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static int edgeVerts[6][2] = {
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{ 0, 1 },
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{ 1, 2 },
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{ 2, 0 },
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{ 3, 4 },
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{ 4, 5 },
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{ 5, 3 }
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};
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tri = surf->geo;
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if ( tri->numVerts & 3 ) {
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common->Error( "R_AutospriteDeform: shader had odd vertex count" );
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}
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if ( tri->numIndexes != ( tri->numVerts >> 2 ) * 6 ) {
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common->Error( "R_AutospriteDeform: autosprite had odd index count" );
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}
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// we need the view direction to project the minor axis of the tube
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// as the view changes
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idVec3 localView;
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R_GlobalPointToLocal( surf->space->modelMatrix, tr.viewDef->renderView.vieworg, localView );
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// this srfTriangles_t and all its indexes and caches are in frame
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// memory, and will be automatically disposed of
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srfTriangles_t *newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ) );
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newTri->numVerts = tri->numVerts;
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newTri->numIndexes = tri->numIndexes;
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newTri->indexes = (glIndex_t *)R_FrameAlloc( newTri->numIndexes * sizeof( newTri->indexes[0] ) );
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memcpy( newTri->indexes, tri->indexes, newTri->numIndexes * sizeof( newTri->indexes[0] ) );
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idDrawVert *ac = (idDrawVert *)_alloca16( newTri->numVerts * sizeof( idDrawVert ) );
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memset( ac, 0, sizeof( idDrawVert ) * newTri->numVerts );
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// this is a lot of work for two triangles...
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// we could precalculate a lot if it is an issue, but it would mess up
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// the shader abstraction
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for ( i = 0, indexes = 0 ; i < tri->numVerts ; i+=4, indexes+=6 ) {
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float lengths[2];
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int nums[2];
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idVec3 mid[2];
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idVec3 major, minor;
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const idDrawVert *v1, *v2;
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// identify the two shortest edges out of the six defined by the indexes
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nums[0] = nums[1] = 0;
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lengths[0] = lengths[1] = 999999;
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for ( j = 0 ; j < 6 ; j++ ) {
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float l;
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v1 = &tri->verts[tri->indexes[i+edgeVerts[j][0]]];
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v2 = &tri->verts[tri->indexes[i+edgeVerts[j][1]]];
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l = ( v1->xyz - v2->xyz ).Length();
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if ( l < lengths[0] ) {
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nums[1] = nums[0];
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lengths[1] = lengths[0];
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nums[0] = j;
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lengths[0] = l;
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} else if ( l < lengths[1] ) {
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nums[1] = j;
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lengths[1] = l;
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}
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}
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// find the midpoints of the two short edges, which
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// will give us the major axis in object coordinates
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for ( j = 0 ; j < 2 ; j++ ) {
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v1 = &tri->verts[tri->indexes[i+edgeVerts[nums[j]][0]]];
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v2 = &tri->verts[tri->indexes[i+edgeVerts[nums[j]][1]]];
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mid[j][0] = 0.5 * (v1->xyz[0] + v2->xyz[0]);
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mid[j][1] = 0.5 * (v1->xyz[1] + v2->xyz[1]);
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mid[j][2] = 0.5 * (v1->xyz[2] + v2->xyz[2]);
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}
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// find the vector of the major axis
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major = mid[1] - mid[0];
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// re-project the points
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for ( j = 0 ; j < 2 ; j++ ) {
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float l;
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int i1 = tri->indexes[i+edgeVerts[nums[j]][0]];
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int i2 = tri->indexes[i+edgeVerts[nums[j]][1]];
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idDrawVert *av1 = &ac[i1];
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idDrawVert *av2 = &ac[i2];
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*av1 = *(idDrawVert *)&tri->verts[i1];
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*av2 = *(idDrawVert *)&tri->verts[i2];
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l = 0.5 * lengths[j];
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// cross this with the view direction to get minor axis
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idVec3 dir = mid[j] - localView;
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minor.Cross( major, dir );
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minor.Normalize();
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if ( j ) {
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av1->xyz = mid[j] - l * minor;
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av2->xyz = mid[j] + l * minor;
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} else {
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av1->xyz = mid[j] + l * minor;
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av2->xyz = mid[j] - l * minor;
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}
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}
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}
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R_FinishDeform( surf, newTri, ac );
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}
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/*
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=====================
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R_WindingFromTriangles
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=====================
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*/
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#define MAX_TRI_WINDING_INDEXES 16
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int R_WindingFromTriangles( const srfTriangles_t *tri, glIndex_t indexes[MAX_TRI_WINDING_INDEXES] ) {
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int i, j, k, l;
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indexes[0] = tri->indexes[0];
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int numIndexes = 1;
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int numTris = tri->numIndexes / 3;
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do {
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// find an edge that goes from the current index to another
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// index that isn't already used, and isn't an internal edge
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for ( i = 0 ; i < numTris ; i++ ) {
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( tri->indexes[i*3+j] != indexes[numIndexes-1] ) {
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continue;
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}
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int next = tri->indexes[i*3+(j+1)%3];
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// make sure it isn't already used
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if ( numIndexes == 1 ) {
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if ( next == indexes[0] ) {
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continue;
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}
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} else {
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for ( k = 1 ; k < numIndexes ; k++ ) {
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if ( indexes[k] == next ) {
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break;
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}
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}
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if ( k != numIndexes ) {
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continue;
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}
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}
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// make sure it isn't an interior edge
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for ( k = 0 ; k < numTris ; k++ ) {
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if ( k == i ) {
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continue;
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}
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for ( l = 0 ; l < 3 ; l++ ) {
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int a, b;
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a = tri->indexes[k*3+l];
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if ( a != next ) {
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continue;
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}
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b = tri->indexes[k*3+(l+1)%3];
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if ( b != indexes[numIndexes-1] ) {
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continue;
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}
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// this is an interior edge
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break;
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}
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if ( l != 3 ) {
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break;
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}
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}
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if ( k != numTris ) {
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continue;
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}
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// add this to the list
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indexes[numIndexes] = next;
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numIndexes++;
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break;
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}
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if ( j != 3 ) {
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break;
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}
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}
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if ( numIndexes == tri->numVerts ) {
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break;
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}
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} while ( i != numTris );
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return numIndexes;
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}
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/*
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=====================
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R_FlareDeform
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=====================
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*/
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/*
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static void R_FlareDeform( drawSurf_t *surf ) {
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const srfTriangles_t *tri;
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srfTriangles_t *newTri;
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idPlane plane;
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float dot;
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idVec3 localViewer;
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int j;
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tri = surf->geo;
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if ( tri->numVerts != 4 || tri->numIndexes != 6 ) {
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//FIXME: temp hack for flares on tripleted models
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common->Warning( "R_FlareDeform: not a single quad" );
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return;
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}
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// this srfTriangles_t and all its indexes and caches are in frame
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// memory, and will be automatically disposed of
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newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ) );
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newTri->numVerts = 4;
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newTri->numIndexes = 2*3;
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newTri->indexes = (glIndex_t *)R_FrameAlloc( newTri->numIndexes * sizeof( newTri->indexes[0] ) );
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idDrawVert *ac = (idDrawVert *)_alloca16( newTri->numVerts * sizeof( idDrawVert ) );
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// find the plane
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plane.FromPoints( tri->verts[tri->indexes[0]].xyz, tri->verts[tri->indexes[1]].xyz, tri->verts[tri->indexes[2]].xyz );
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// if viewer is behind the plane, draw nothing
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R_GlobalPointToLocal( surf->space->modelMatrix, tr.viewDef->renderView.vieworg, localViewer );
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float distFromPlane = localViewer * plane.Normal() + plane[3];
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if ( distFromPlane <= 0 ) {
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newTri->numIndexes = 0;
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surf->geo = newTri;
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return;
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}
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idVec3 center;
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center = tri->verts[0].xyz;
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for ( j = 1 ; j < tri->numVerts ; j++ ) {
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center += tri->verts[j].xyz;
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}
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center *= 1.0/tri->numVerts;
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idVec3 dir = localViewer - center;
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dir.Normalize();
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dot = dir * plane.Normal();
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// set vertex colors based on plane angle
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int color = (int)(dot * 8 * 256);
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if ( color > 255 ) {
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color = 255;
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}
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for ( j = 0 ; j < newTri->numVerts ; j++ ) {
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ac[j].color[0] =
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ac[j].color[1] =
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ac[j].color[2] = color;
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ac[j].color[3] = 255;
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}
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float spread = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ] * r_flareSize.GetFloat();
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idVec3 edgeDir[4][3];
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glIndex_t indexes[MAX_TRI_WINDING_INDEXES];
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int numIndexes = R_WindingFromTriangles( tri, indexes );
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surf->material = declManager->FindMaterial( "textures/smf/anamorphicFlare" );
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// only deal with quads
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if ( numIndexes != 4 ) {
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return;
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}
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// compute centroid
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idVec3 centroid, toeye, forward, up, left;
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centroid.Set( 0, 0, 0 );
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for ( int i = 0; i < 4; i++ ) {
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centroid += tri->verts[ indexes[i] ].xyz;
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}
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centroid /= 4;
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// compute basis vectors
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up.Set( 0, 0, 1 );
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toeye = centroid - localViewer;
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toeye.Normalize();
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left = toeye.Cross( up );
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up = left.Cross( toeye );
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left = left * 40 * 6;
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up = up * 40;
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// compute flares
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struct flare_t {
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float angle;
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float length;
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};
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static flare_t flares[] = {
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{ 0, 100 },
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{ 90, 100 }
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};
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for ( int i = 0; i < 4; i++ ) {
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memset( ac + i, 0, sizeof( ac[i] ) );
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}
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ac[0].xyz = centroid - left;
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ac[0].st[0] = 0; ac[0].st[1] = 0;
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ac[1].xyz = centroid + up;
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ac[1].st[0] = 1; ac[1].st[1] = 0;
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ac[2].xyz = centroid + left;
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ac[2].st[0] = 1; ac[2].st[1] = 1;
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ac[3].xyz = centroid - up;
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ac[3].st[0] = 0; ac[3].st[1] = 1;
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// setup colors
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for ( j = 0 ; j < newTri->numVerts ; j++ ) {
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ac[j].color[0] =
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ac[j].color[1] =
|
|
ac[j].color[2] = 255;
|
|
ac[j].color[3] = 255;
|
|
}
|
|
|
|
// setup indexes
|
|
static glIndex_t triIndexes[2*3] = {
|
|
0,1,2, 0,2,3
|
|
};
|
|
|
|
memcpy( newTri->indexes, triIndexes, sizeof( triIndexes ) );
|
|
|
|
R_FinishDeform( surf, newTri, ac );
|
|
}
|
|
*/
|
|
|
|
static void R_FlareDeform( drawSurf_t *surf ) {
|
|
const srfTriangles_t *tri;
|
|
srfTriangles_t *newTri;
|
|
idPlane plane;
|
|
float dot;
|
|
idVec3 localViewer;
|
|
int j;
|
|
|
|
tri = surf->geo;
|
|
|
|
if ( tri->numVerts != 4 || tri->numIndexes != 6 ) {
|
|
//FIXME: temp hack for flares on tripleted models
|
|
common->Warning( "R_FlareDeform: not a single quad" );
|
|
return;
|
|
}
|
|
|
|
// this srfTriangles_t and all its indexes and caches are in frame
|
|
// memory, and will be automatically disposed of
|
|
newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ) );
|
|
newTri->numVerts = 16;
|
|
newTri->numIndexes = 18*3;
|
|
newTri->indexes = (glIndex_t *)R_FrameAlloc( newTri->numIndexes * sizeof( newTri->indexes[0] ) );
|
|
|
|
idDrawVert *ac = (idDrawVert *)_alloca16( newTri->numVerts * sizeof( idDrawVert ) );
|
|
|
|
// find the plane
|
|
plane.FromPoints( tri->verts[tri->indexes[0]].xyz, tri->verts[tri->indexes[1]].xyz, tri->verts[tri->indexes[2]].xyz );
|
|
|
|
// if viewer is behind the plane, draw nothing
|
|
R_GlobalPointToLocal( surf->space->modelMatrix, tr.viewDef->renderView.vieworg, localViewer );
|
|
float distFromPlane = localViewer * plane.Normal() + plane[3];
|
|
if ( distFromPlane <= 0 ) {
|
|
newTri->numIndexes = 0;
|
|
surf->geo = newTri;
|
|
return;
|
|
}
|
|
|
|
idVec3 center;
|
|
center = tri->verts[0].xyz;
|
|
for ( j = 1 ; j < tri->numVerts ; j++ ) {
|
|
center += tri->verts[j].xyz;
|
|
}
|
|
center *= 1.0/tri->numVerts;
|
|
|
|
idVec3 dir = localViewer - center;
|
|
dir.Normalize();
|
|
|
|
dot = dir * plane.Normal();
|
|
|
|
// set vertex colors based on plane angle
|
|
int color = (int)(dot * 8 * 256);
|
|
if ( color > 255 ) {
|
|
color = 255;
|
|
}
|
|
for ( j = 0 ; j < newTri->numVerts ; j++ ) {
|
|
ac[j].color[0] =
|
|
ac[j].color[1] =
|
|
ac[j].color[2] = color;
|
|
ac[j].color[3] = 255;
|
|
}
|
|
|
|
float spread = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ] * r_flareSize.GetFloat();
|
|
idVec3 edgeDir[4][3];
|
|
glIndex_t indexes[MAX_TRI_WINDING_INDEXES];
|
|
int numIndexes = R_WindingFromTriangles( tri, indexes );
|
|
|
|
|
|
// only deal with quads
|
|
if ( numIndexes != 4 ) {
|
|
return;
|
|
}
|
|
int i;
|
|
// calculate vector directions
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
ac[i].xyz = tri->verts[ indexes[i] ].xyz;
|
|
ac[i].st[0] =
|
|
ac[i].st[1] = 0.5;
|
|
|
|
idVec3 toEye = tri->verts[ indexes[i] ].xyz - localViewer;
|
|
toEye.Normalize();
|
|
|
|
idVec3 d1 = tri->verts[ indexes[(i+1)%4] ].xyz - localViewer;
|
|
d1.Normalize();
|
|
edgeDir[i][1].Cross( toEye, d1 );
|
|
edgeDir[i][1].Normalize();
|
|
edgeDir[i][1] = vec3_origin - edgeDir[i][1];
|
|
|
|
idVec3 d2 = tri->verts[ indexes[(i+3)%4] ].xyz - localViewer;
|
|
d2.Normalize();
|
|
edgeDir[i][0].Cross( toEye, d2 );
|
|
edgeDir[i][0].Normalize();
|
|
|
|
edgeDir[i][2] = edgeDir[i][0] + edgeDir[i][1];
|
|
edgeDir[i][2].Normalize();
|
|
}
|
|
|
|
// build all the points
|
|
ac[4].xyz = tri->verts[ indexes[0] ].xyz + spread * edgeDir[0][0];
|
|
ac[4].st[0] = 0;
|
|
ac[4].st[1] = 0.5;
|
|
|
|
ac[5].xyz = tri->verts[ indexes[0] ].xyz + spread * edgeDir[0][2];
|
|
ac[5].st[0] = 0;
|
|
ac[5].st[1] = 0;
|
|
|
|
ac[6].xyz = tri->verts[ indexes[0] ].xyz + spread * edgeDir[0][1];
|
|
ac[6].st[0] = 0.5;
|
|
ac[6].st[1] = 0;
|
|
|
|
|
|
ac[7].xyz = tri->verts[ indexes[1] ].xyz + spread * edgeDir[1][0];
|
|
ac[7].st[0] = 0.5;
|
|
ac[7].st[1] = 0;
|
|
|
|
ac[8].xyz = tri->verts[ indexes[1] ].xyz + spread * edgeDir[1][2];
|
|
ac[8].st[0] = 1;
|
|
ac[8].st[1] = 0;
|
|
|
|
ac[9].xyz = tri->verts[ indexes[1] ].xyz + spread * edgeDir[1][1];
|
|
ac[9].st[0] = 1;
|
|
ac[9].st[1] = 0.5;
|
|
|
|
|
|
ac[10].xyz = tri->verts[ indexes[2] ].xyz + spread * edgeDir[2][0];
|
|
ac[10].st[0] = 1;
|
|
ac[10].st[1] = 0.5;
|
|
|
|
ac[11].xyz = tri->verts[ indexes[2] ].xyz + spread * edgeDir[2][2];
|
|
ac[11].st[0] = 1;
|
|
ac[11].st[1] = 1;
|
|
|
|
ac[12].xyz = tri->verts[ indexes[2] ].xyz + spread * edgeDir[2][1];
|
|
ac[12].st[0] = 0.5;
|
|
ac[12].st[1] = 1;
|
|
|
|
|
|
ac[13].xyz = tri->verts[ indexes[3] ].xyz + spread * edgeDir[3][0];
|
|
ac[13].st[0] = 0.5;
|
|
ac[13].st[1] = 1;
|
|
|
|
ac[14].xyz = tri->verts[ indexes[3] ].xyz + spread * edgeDir[3][2];
|
|
ac[14].st[0] = 0;
|
|
ac[14].st[1] = 1;
|
|
|
|
ac[15].xyz = tri->verts[ indexes[3] ].xyz + spread * edgeDir[3][1];
|
|
ac[15].st[0] = 0;
|
|
ac[15].st[1] = 0.5;
|
|
|
|
for ( i = 4 ; i < 16 ; i++ ) {
|
|
idVec3 dir = ac[i].xyz - localViewer;
|
|
float len = dir.Normalize();
|
|
|
|
float ang = dir * plane.Normal();
|
|
|
|
// ac[i].xyz -= dir * spread * 2;
|
|
float newLen = -( distFromPlane / ang );
|
|
|
|
if ( newLen > 0 && newLen < len ) {
|
|
ac[i].xyz = localViewer + dir * newLen;
|
|
}
|
|
|
|
ac[i].st[0] = 0;
|
|
ac[i].st[1] = 0.5;
|
|
}
|
|
|
|
#if 1
|
|
static glIndex_t triIndexes[18*3] = {
|
|
0,4,5, 0,5,6, 0,6,7, 0,7,1, 1,7,8, 1,8,9,
|
|
15,4,0, 15,0,3, 3,0,1, 3,1,2, 2,1,9, 2,9,10,
|
|
14,15,3, 14,3,13, 13,3,2, 13,2,12, 12,2,11, 11,2,10
|
|
};
|
|
#else
|
|
newTri->numIndexes = 12;
|
|
static glIndex_t triIndexes[4*3] = {
|
|
0,1,2, 0,2,3, 0,4,5,0,5,6
|
|
};
|
|
#endif
|
|
|
|
memcpy( newTri->indexes, triIndexes, sizeof( triIndexes ) );
|
|
|
|
R_FinishDeform( surf, newTri, ac );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=====================
|
|
R_ExpandDeform
|
|
|
|
Expands the surface along it's normals by a shader amount
|
|
=====================
|
|
*/
|
|
static void R_ExpandDeform( drawSurf_t *surf ) {
|
|
int i;
|
|
const srfTriangles_t *tri;
|
|
srfTriangles_t *newTri;
|
|
|
|
tri = surf->geo;
|
|
|
|
// this srfTriangles_t and all its indexes and caches are in frame
|
|
// memory, and will be automatically disposed of
|
|
newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ) );
|
|
newTri->numVerts = tri->numVerts;
|
|
newTri->numIndexes = tri->numIndexes;
|
|
newTri->indexes = tri->indexes;
|
|
|
|
idDrawVert *ac = (idDrawVert *)_alloca16( newTri->numVerts * sizeof( idDrawVert ) );
|
|
|
|
float dist = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ];
|
|
for ( i = 0 ; i < tri->numVerts ; i++ ) {
|
|
ac[i] = *(idDrawVert *)&tri->verts[i];
|
|
ac[i].xyz = tri->verts[i].xyz + tri->verts[i].normal * dist;
|
|
}
|
|
|
|
R_FinishDeform( surf, newTri, ac );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_MoveDeform
|
|
|
|
Moves the surface along the X axis, mostly just for demoing the deforms
|
|
=====================
|
|
*/
|
|
static void R_MoveDeform( drawSurf_t *surf ) {
|
|
int i;
|
|
const srfTriangles_t *tri;
|
|
srfTriangles_t *newTri;
|
|
|
|
tri = surf->geo;
|
|
|
|
// this srfTriangles_t and all its indexes and caches are in frame
|
|
// memory, and will be automatically disposed of
|
|
newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ) );
|
|
newTri->numVerts = tri->numVerts;
|
|
newTri->numIndexes = tri->numIndexes;
|
|
newTri->indexes = tri->indexes;
|
|
|
|
idDrawVert *ac = (idDrawVert *)_alloca16( newTri->numVerts * sizeof( idDrawVert ) );
|
|
|
|
float dist = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ];
|
|
for ( i = 0 ; i < tri->numVerts ; i++ ) {
|
|
ac[i] = *(idDrawVert *)&tri->verts[i];
|
|
ac[i].xyz[0] += dist;
|
|
}
|
|
|
|
R_FinishDeform( surf, newTri, ac );
|
|
}
|
|
|
|
//=====================================================================================
|
|
|
|
/*
|
|
=====================
|
|
R_TurbulentDeform
|
|
|
|
Turbulently deforms the XYZ, S, and T values
|
|
=====================
|
|
*/
|
|
static void R_TurbulentDeform( drawSurf_t *surf ) {
|
|
int i;
|
|
const srfTriangles_t *tri;
|
|
srfTriangles_t *newTri;
|
|
|
|
tri = surf->geo;
|
|
|
|
// this srfTriangles_t and all its indexes and caches are in frame
|
|
// memory, and will be automatically disposed of
|
|
newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ) );
|
|
newTri->numVerts = tri->numVerts;
|
|
newTri->numIndexes = tri->numIndexes;
|
|
newTri->indexes = tri->indexes;
|
|
|
|
idDrawVert *ac = (idDrawVert *)_alloca16( newTri->numVerts * sizeof( idDrawVert ) );
|
|
|
|
idDeclTable *table = (idDeclTable *)surf->material->GetDeformDecl();
|
|
float range = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ];
|
|
float timeOfs = surf->shaderRegisters[ surf->material->GetDeformRegister(1) ];
|
|
float domain = surf->shaderRegisters[ surf->material->GetDeformRegister(2) ];
|
|
float tOfs = 0.5;
|
|
|
|
for ( i = 0 ; i < tri->numVerts ; i++ ) {
|
|
float f = tri->verts[i].xyz[0] * 0.003 + tri->verts[i].xyz[1] * 0.007 + tri->verts[i].xyz[2] * 0.011;
|
|
|
|
f = timeOfs + domain * f;
|
|
f += timeOfs;
|
|
|
|
ac[i] = *(idDrawVert *)&tri->verts[i];
|
|
|
|
ac[i].st[0] += range * table->TableLookup( f );
|
|
ac[i].st[1] += range * table->TableLookup( f + tOfs );
|
|
}
|
|
|
|
R_FinishDeform( surf, newTri, ac );
|
|
}
|
|
|
|
//=====================================================================================
|
|
|
|
/*
|
|
=====================
|
|
AddTriangleToIsland_r
|
|
|
|
=====================
|
|
*/
|
|
#define MAX_EYEBALL_TRIS 10
|
|
#define MAX_EYEBALL_ISLANDS 6
|
|
|
|
typedef struct {
|
|
int tris[MAX_EYEBALL_TRIS];
|
|
int numTris;
|
|
idBounds bounds;
|
|
idVec3 mid;
|
|
} eyeIsland_t;
|
|
|
|
static void AddTriangleToIsland_r( const srfTriangles_t *tri, int triangleNum, bool *usedList, eyeIsland_t *island ) {
|
|
int a, b, c;
|
|
|
|
usedList[triangleNum] = true;
|
|
|
|
// add to the current island
|
|
if ( island->numTris == MAX_EYEBALL_TRIS ) {
|
|
common->Error( "MAX_EYEBALL_TRIS" );
|
|
}
|
|
island->tris[island->numTris] = triangleNum;
|
|
island->numTris++;
|
|
|
|
// recurse into all neighbors
|
|
a = tri->indexes[triangleNum*3];
|
|
b = tri->indexes[triangleNum*3+1];
|
|
c = tri->indexes[triangleNum*3+2];
|
|
|
|
island->bounds.AddPoint( tri->verts[a].xyz );
|
|
island->bounds.AddPoint( tri->verts[b].xyz );
|
|
island->bounds.AddPoint( tri->verts[c].xyz );
|
|
|
|
int numTri = tri->numIndexes / 3;
|
|
for ( int i = 0 ; i < numTri ; i++ ) {
|
|
if ( usedList[i] ) {
|
|
continue;
|
|
}
|
|
if ( tri->indexes[i*3+0] == a
|
|
|| tri->indexes[i*3+1] == a
|
|
|| tri->indexes[i*3+2] == a
|
|
|| tri->indexes[i*3+0] == b
|
|
|| tri->indexes[i*3+1] == b
|
|
|| tri->indexes[i*3+2] == b
|
|
|| tri->indexes[i*3+0] == c
|
|
|| tri->indexes[i*3+1] == c
|
|
|| tri->indexes[i*3+2] == c ) {
|
|
AddTriangleToIsland_r( tri, i, usedList, island );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_EyeballDeform
|
|
|
|
Each eyeball surface should have an separate upright triangle behind it, long end
|
|
pointing out the eye, and another single triangle in front of the eye for the focus point.
|
|
=====================
|
|
*/
|
|
static void R_EyeballDeform( drawSurf_t *surf ) {
|
|
int i, j, k;
|
|
const srfTriangles_t *tri;
|
|
srfTriangles_t *newTri;
|
|
eyeIsland_t islands[MAX_EYEBALL_ISLANDS];
|
|
int numIslands;
|
|
bool triUsed[MAX_EYEBALL_ISLANDS*MAX_EYEBALL_TRIS];
|
|
|
|
tri = surf->geo;
|
|
|
|
// separate all the triangles into islands
|
|
int numTri = tri->numIndexes / 3;
|
|
if ( numTri > MAX_EYEBALL_ISLANDS*MAX_EYEBALL_TRIS ) {
|
|
common->Printf( "R_EyeballDeform: too many triangles in surface" );
|
|
return;
|
|
}
|
|
memset( triUsed, 0, sizeof( triUsed ) );
|
|
|
|
for ( numIslands = 0 ; numIslands < MAX_EYEBALL_ISLANDS ; numIslands++ ) {
|
|
islands[numIslands].numTris = 0;
|
|
islands[numIslands].bounds.Clear();
|
|
for ( i = 0 ; i < numTri ; i++ ) {
|
|
if ( !triUsed[i] ) {
|
|
AddTriangleToIsland_r( tri, i, triUsed, &islands[numIslands] );
|
|
break;
|
|
}
|
|
}
|
|
if ( i == numTri ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// assume we always have two eyes, two origins, and two targets
|
|
if ( numIslands != 3 ) {
|
|
common->Printf( "R_EyeballDeform: %i triangle islands\n", numIslands );
|
|
return;
|
|
}
|
|
|
|
// this srfTriangles_t and all its indexes and caches are in frame
|
|
// memory, and will be automatically disposed of
|
|
|
|
// the surface cannot have more indexes or verts than the original
|
|
newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ) );
|
|
memset( newTri, 0, sizeof( *newTri ) );
|
|
newTri->numVerts = tri->numVerts;
|
|
newTri->numIndexes = tri->numIndexes;
|
|
newTri->indexes = (glIndex_t *)R_FrameAlloc( tri->numIndexes * sizeof( newTri->indexes[0] ) );
|
|
idDrawVert *ac = (idDrawVert *)_alloca16( tri->numVerts * sizeof( idDrawVert ) );
|
|
|
|
newTri->numIndexes = 0;
|
|
|
|
// decide which islands are the eyes and points
|
|
for ( i = 0 ; i < numIslands ; i++ ) {
|
|
islands[i].mid = islands[i].bounds.GetCenter();
|
|
}
|
|
|
|
for ( i = 0 ; i < numIslands ; i++ ) {
|
|
eyeIsland_t *island = &islands[i];
|
|
|
|
if ( island->numTris == 1 ) {
|
|
continue;
|
|
}
|
|
|
|
// the closest single triangle point will be the eye origin
|
|
// and the next-to-farthest will be the focal point
|
|
idVec3 origin, focus;
|
|
int originIsland = 0;
|
|
float dist[MAX_EYEBALL_ISLANDS];
|
|
int sortOrder[MAX_EYEBALL_ISLANDS];
|
|
|
|
for ( j = 0 ; j < numIslands ; j++ ) {
|
|
idVec3 dir = islands[j].mid - island->mid;
|
|
dist[j] = dir.Length();
|
|
sortOrder[j] = j;
|
|
for ( k = j-1 ; k >= 0 ; k-- ) {
|
|
if ( dist[k] > dist[k+1] ) {
|
|
int temp = sortOrder[k];
|
|
sortOrder[k] = sortOrder[k+1];
|
|
sortOrder[k+1] = temp;
|
|
float ftemp = dist[k];
|
|
dist[k] = dist[k+1];
|
|
dist[k+1] = ftemp;
|
|
}
|
|
}
|
|
}
|
|
|
|
originIsland = sortOrder[1];
|
|
origin = islands[originIsland].mid;
|
|
|
|
focus = islands[sortOrder[2]].mid;
|
|
|
|
// determine the projection directions based on the origin island triangle
|
|
idVec3 dir = focus - origin;
|
|
dir.Normalize();
|
|
|
|
const idVec3 &p1 = tri->verts[tri->indexes[islands[originIsland].tris[0]+0]].xyz;
|
|
const idVec3 &p2 = tri->verts[tri->indexes[islands[originIsland].tris[0]+1]].xyz;
|
|
const idVec3 &p3 = tri->verts[tri->indexes[islands[originIsland].tris[0]+2]].xyz;
|
|
|
|
idVec3 v1 = p2 - p1;
|
|
v1.Normalize();
|
|
idVec3 v2 = p3 - p1;
|
|
v2.Normalize();
|
|
|
|
// texVec[0] will be the normal to the origin triangle
|
|
idVec3 texVec[2];
|
|
|
|
texVec[0].Cross( v1, v2 );
|
|
|
|
texVec[1].Cross( texVec[0], dir );
|
|
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
texVec[j] -= dir * ( texVec[j] * dir );
|
|
texVec[j].Normalize();
|
|
}
|
|
|
|
// emit these triangles, generating the projected texcoords
|
|
|
|
for ( j = 0 ; j < islands[i].numTris ; j++ ) {
|
|
for ( k = 0 ; k < 3 ; k++ ) {
|
|
int index = islands[i].tris[j] * 3;
|
|
|
|
index = tri->indexes[index+k];
|
|
newTri->indexes[newTri->numIndexes++] = index;
|
|
|
|
ac[index].xyz = tri->verts[index].xyz;
|
|
|
|
idVec3 local = tri->verts[index].xyz - origin;
|
|
|
|
ac[index].st[0] = 0.5 + local * texVec[0];
|
|
ac[index].st[1] = 0.5 + local * texVec[1];
|
|
}
|
|
}
|
|
}
|
|
|
|
R_FinishDeform( surf, newTri, ac );
|
|
}
|
|
|
|
//==========================================================================================
|
|
|
|
|
|
/*
|
|
=====================
|
|
R_ParticleDeform
|
|
|
|
Emit particles from the surface instead of drawing it
|
|
=====================
|
|
*/
|
|
static void R_ParticleDeform( drawSurf_t *surf, bool useArea ) {
|
|
const struct renderEntity_s *renderEntity = &surf->space->entityDef->parms;
|
|
const struct viewDef_s *viewDef = tr.viewDef;
|
|
const idDeclParticle *particleSystem = (idDeclParticle *)surf->material->GetDeformDecl();
|
|
|
|
if ( r_skipParticles.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] &&
|
|
viewDef->renderView.time*0.001 >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] ) {
|
|
// the entire system has faded out
|
|
return NULL;
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// calculate the area of all the triangles
|
|
//
|
|
int numSourceTris = surf->geo->numIndexes / 3;
|
|
float totalArea = 0;
|
|
float *sourceTriAreas = NULL;
|
|
const srfTriangles_t *srcTri = surf->geo;
|
|
|
|
if ( useArea ) {
|
|
sourceTriAreas = (float *)_alloca( sizeof( *sourceTriAreas ) * numSourceTris );
|
|
int triNum = 0;
|
|
for ( int i = 0 ; i < srcTri->numIndexes ; i += 3, triNum++ ) {
|
|
float area;
|
|
area = idWinding::TriangleArea( srcTri->verts[srcTri->indexes[i]].xyz, srcTri->verts[srcTri->indexes[i+1]].xyz, srcTri->verts[srcTri->indexes[i+2]].xyz );
|
|
sourceTriAreas[triNum] = totalArea;
|
|
totalArea += area;
|
|
}
|
|
}
|
|
|
|
//
|
|
// create the particles almost exactly the way idRenderModelPrt does
|
|
//
|
|
particleGen_t g;
|
|
|
|
g.renderEnt = renderEntity;
|
|
g.renderView = &viewDef->renderView;
|
|
g.origin.Zero();
|
|
g.axis = mat3_identity;
|
|
|
|
for ( int currentTri = 0; currentTri < ( ( useArea ) ? 1 : numSourceTris ); currentTri++ ) {
|
|
|
|
for ( int stageNum = 0 ; stageNum < particleSystem->stages.Num() ; stageNum++ ) {
|
|
idParticleStage *stage = particleSystem->stages[stageNum];
|
|
|
|
if ( !stage->material ) {
|
|
continue;
|
|
}
|
|
if ( !stage->cycleMsec ) {
|
|
continue;
|
|
}
|
|
if ( stage->hidden ) { // just for gui particle editor use
|
|
continue;
|
|
}
|
|
|
|
// we interpret stage->totalParticles as "particles per map square area"
|
|
// so the systems look the same on different size surfaces
|
|
int totalParticles = ( useArea ) ? stage->totalParticles * totalArea / 4096.0 : ( stage->totalParticles );
|
|
|
|
int count = totalParticles * stage->NumQuadsPerParticle();
|
|
|
|
// allocate a srfTriangles in temp memory that can hold all the particles
|
|
srfTriangles_t *tri;
|
|
|
|
tri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *tri ) );
|
|
tri->numVerts = 4 * count;
|
|
tri->numIndexes = 6 * count;
|
|
tri->verts = (idDrawVert *)R_FrameAlloc( tri->numVerts * sizeof( tri->verts[0] ) );
|
|
tri->indexes = (glIndex_t *)R_FrameAlloc( tri->numIndexes * sizeof( tri->indexes[0] ) );
|
|
|
|
// just always draw the particles
|
|
tri->bounds = stage->bounds;
|
|
|
|
tri->numVerts = 0;
|
|
|
|
idRandom steppingRandom, steppingRandom2;
|
|
|
|
int stageAge = g.renderView->time + renderEntity->shaderParms[SHADERPARM_TIMEOFFSET] * 1000 - stage->timeOffset * 1000;
|
|
int stageCycle = stageAge / stage->cycleMsec;
|
|
int inCycleTime = stageAge - stageCycle * stage->cycleMsec;
|
|
|
|
// some particles will be in this cycle, some will be in the previous cycle
|
|
steppingRandom.SetSeed( (( stageCycle << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
|
|
steppingRandom2.SetSeed( (( (stageCycle-1) << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
|
|
|
|
for ( int index = 0 ; index < totalParticles ; index++ ) {
|
|
g.index = index;
|
|
|
|
// bump the random
|
|
steppingRandom.RandomInt();
|
|
steppingRandom2.RandomInt();
|
|
|
|
// calculate local age for this index
|
|
int bunchOffset = stage->particleLife * 1000 * stage->spawnBunching * index / totalParticles;
|
|
|
|
int particleAge = stageAge - bunchOffset;
|
|
int particleCycle = particleAge / stage->cycleMsec;
|
|
if ( particleCycle < 0 ) {
|
|
// before the particleSystem spawned
|
|
continue;
|
|
}
|
|
if ( stage->cycles && particleCycle >= stage->cycles ) {
|
|
// cycled systems will only run cycle times
|
|
continue;
|
|
}
|
|
|
|
if ( particleCycle == stageCycle ) {
|
|
g.random = steppingRandom;
|
|
} else {
|
|
g.random = steppingRandom2;
|
|
}
|
|
|
|
int inCycleTime = particleAge - particleCycle * stage->cycleMsec;
|
|
|
|
if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] &&
|
|
g.renderView->time - inCycleTime >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME]*1000 ) {
|
|
// don't fire any more particles
|
|
continue;
|
|
}
|
|
|
|
// supress particles before or after the age clamp
|
|
g.frac = (float)inCycleTime / ( stage->particleLife * 1000 );
|
|
if ( g.frac < 0 ) {
|
|
// yet to be spawned
|
|
continue;
|
|
}
|
|
if ( g.frac > 1.0 ) {
|
|
// this particle is in the deadTime band
|
|
continue;
|
|
}
|
|
|
|
//---------------
|
|
// locate the particle origin and axis somewhere on the surface
|
|
//---------------
|
|
|
|
int pointTri = currentTri;
|
|
|
|
if ( useArea ) {
|
|
// select a triangle based on an even area distribution
|
|
pointTri = idBinSearch_LessEqual<float>( sourceTriAreas, numSourceTris, g.random.RandomFloat() * totalArea );
|
|
}
|
|
|
|
// now pick a random point inside pointTri
|
|
const idDrawVert *v1 = &srcTri->verts[ srcTri->indexes[ pointTri * 3 + 0 ] ];
|
|
const idDrawVert *v2 = &srcTri->verts[ srcTri->indexes[ pointTri * 3 + 1 ] ];
|
|
const idDrawVert *v3 = &srcTri->verts[ srcTri->indexes[ pointTri * 3 + 2 ] ];
|
|
|
|
float f1 = g.random.RandomFloat();
|
|
float f2 = g.random.RandomFloat();
|
|
float f3 = g.random.RandomFloat();
|
|
|
|
float ft = 1.0f / ( f1 + f2 + f3 + 0.0001f );
|
|
|
|
f1 *= ft;
|
|
f2 *= ft;
|
|
f3 *= ft;
|
|
|
|
g.origin = v1->xyz * f1 + v2->xyz * f2 + v3->xyz * f3;
|
|
g.axis[0] = v1->tangents[0] * f1 + v2->tangents[0] * f2 + v3->tangents[0] * f3;
|
|
g.axis[1] = v1->tangents[1] * f1 + v2->tangents[1] * f2 + v3->tangents[1] * f3;
|
|
g.axis[2] = v1->normal * f1 + v2->normal * f2 + v3->normal * f3;
|
|
|
|
//-----------------------
|
|
|
|
// this is needed so aimed particles can calculate origins at different times
|
|
g.originalRandom = g.random;
|
|
|
|
g.age = g.frac * stage->particleLife;
|
|
|
|
// if the particle doesn't get drawn because it is faded out or beyond a kill region,
|
|
// don't increment the verts
|
|
tri->numVerts += stage->CreateParticle( &g, tri->verts + tri->numVerts );
|
|
}
|
|
|
|
if ( tri->numVerts > 0 ) {
|
|
// build the index list
|
|
int indexes = 0;
|
|
for ( int i = 0 ; i < tri->numVerts ; i += 4 ) {
|
|
tri->indexes[indexes+0] = i;
|
|
tri->indexes[indexes+1] = i+2;
|
|
tri->indexes[indexes+2] = i+3;
|
|
tri->indexes[indexes+3] = i;
|
|
tri->indexes[indexes+4] = i+3;
|
|
tri->indexes[indexes+5] = i+1;
|
|
indexes += 6;
|
|
}
|
|
tri->numIndexes = indexes;
|
|
tri->ambientCache = vertexCache.AllocFrameTemp( tri->verts, tri->numVerts * sizeof( idDrawVert ) );
|
|
if ( tri->ambientCache ) {
|
|
// add the drawsurf
|
|
R_AddDrawSurf( tri, surf->space, renderEntity, stage->material, surf->scissorRect );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//========================================================================================
|
|
|
|
/*
|
|
=================
|
|
R_DeformDrawSurf
|
|
=================
|
|
*/
|
|
void R_DeformDrawSurf( drawSurf_t *drawSurf ) {
|
|
if ( !drawSurf->material ) {
|
|
return;
|
|
}
|
|
|
|
if ( r_skipDeforms.GetBool() ) {
|
|
return;
|
|
}
|
|
switch ( drawSurf->material->Deform() ) {
|
|
case DFRM_NONE:
|
|
return;
|
|
case DFRM_SPRITE:
|
|
R_AutospriteDeform( drawSurf );
|
|
break;
|
|
case DFRM_TUBE:
|
|
R_TubeDeform( drawSurf );
|
|
break;
|
|
case DFRM_FLARE:
|
|
R_FlareDeform( drawSurf );
|
|
break;
|
|
case DFRM_EXPAND:
|
|
R_ExpandDeform( drawSurf );
|
|
break;
|
|
case DFRM_MOVE:
|
|
R_MoveDeform( drawSurf );
|
|
break;
|
|
case DFRM_TURB:
|
|
R_TurbulentDeform( drawSurf );
|
|
break;
|
|
case DFRM_EYEBALL:
|
|
R_EyeballDeform( drawSurf );
|
|
break;
|
|
case DFRM_PARTICLE:
|
|
R_ParticleDeform( drawSurf, true );
|
|
break;
|
|
case DFRM_PARTICLE2:
|
|
R_ParticleDeform( drawSurf, false );
|
|
break;
|
|
}
|
|
}
|