mirror of
https://bitbucket.org/CPMADevs/cnq3
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291 lines
8.3 KiB
C++
291 lines
8.3 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_mesh.c: triangle model functions
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#include "tr_local.h"
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static float ProjectRadius( float r, const vec3_t location )
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{
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float pr;
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float dist;
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float c;
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vec3_t p;
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float projected[4];
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c = DotProduct( tr.viewParms.orient.axis[0], tr.viewParms.orient.origin );
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dist = DotProduct( tr.viewParms.orient.axis[0], location ) - c;
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if ( dist <= 0 )
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return 0;
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p[0] = 0;
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p[1] = fabs( r );
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p[2] = -dist;
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projected[0] = p[0] * tr.viewParms.projectionMatrix[0] +
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p[1] * tr.viewParms.projectionMatrix[4] +
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p[2] * tr.viewParms.projectionMatrix[8] +
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tr.viewParms.projectionMatrix[12];
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projected[1] = p[0] * tr.viewParms.projectionMatrix[1] +
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p[1] * tr.viewParms.projectionMatrix[5] +
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p[2] * tr.viewParms.projectionMatrix[9] +
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tr.viewParms.projectionMatrix[13];
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projected[2] = p[0] * tr.viewParms.projectionMatrix[2] +
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p[1] * tr.viewParms.projectionMatrix[6] +
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p[2] * tr.viewParms.projectionMatrix[10] +
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tr.viewParms.projectionMatrix[14];
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projected[3] = p[0] * tr.viewParms.projectionMatrix[3] +
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p[1] * tr.viewParms.projectionMatrix[7] +
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p[2] * tr.viewParms.projectionMatrix[11] +
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tr.viewParms.projectionMatrix[15];
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pr = projected[1] / projected[3];
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if ( pr > 1.0f )
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pr = 1.0f;
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return pr;
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}
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static int R_CullModel( const md3Header_t* header, trRefEntity_t* ent )
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{
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const md3Frame_t *oldFrame, *newFrame;
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// compute frame pointers
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newFrame = (const md3Frame_t*) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame;
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oldFrame = (const md3Frame_t*) ( ( byte * ) header + header->ofsFrames ) + ent->e.oldframe;
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// cull bounding sphere ONLY if this is not an upscaled entity
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if ( !ent->e.nonNormalizedAxes )
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{
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if ( ent->e.frame == ent->e.oldframe )
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{
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switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
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{
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case CULL_OUT:
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tr.pc[RF_MD3_CULL_S_OUT]++;
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return CULL_OUT;
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case CULL_IN:
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tr.pc[RF_MD3_CULL_S_IN]++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc[RF_MD3_CULL_S_CLIP]++;
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break;
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}
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}
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else
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{
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int sphereCull, sphereCullB;
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sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
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if ( newFrame == oldFrame ) {
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sphereCullB = sphereCull;
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} else {
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sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
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}
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if ( sphereCull == sphereCullB )
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{
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if ( sphereCull == CULL_OUT )
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{
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tr.pc[RF_MD3_CULL_S_OUT]++;
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return CULL_OUT;
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}
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else if ( sphereCull == CULL_IN )
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{
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tr.pc[RF_MD3_CULL_S_IN]++;
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return CULL_IN;
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}
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else
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{
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tr.pc[RF_MD3_CULL_S_CLIP]++;
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}
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}
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}
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}
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// calculate a bounding box in the current coordinate system
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vec3_t bounds[2];
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for (int i = 0; i < 3; ++i) {
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bounds[0][i] = min( oldFrame->bounds[0][i], newFrame->bounds[0][i] );
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bounds[1][i] = max( oldFrame->bounds[1][i], newFrame->bounds[1][i] );
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}
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switch ( R_CullLocalBox( bounds ) )
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{
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case CULL_IN:
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tr.pc[RF_MD3_CULL_B_IN]++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc[RF_MD3_CULL_B_CLIP]++;
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return CULL_CLIP;
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case CULL_OUT:
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default:
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tr.pc[RF_MD3_CULL_B_OUT]++;
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return CULL_OUT;
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}
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}
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static int R_ComputeLOD( const trRefEntity_t* ent )
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{
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float radius;
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float flod;
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float projectedRadius;
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int lod;
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if ( tr.currentModel->numLods < 2 )
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{
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// model has only 1 LOD level, skip computations and bias
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lod = 0;
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}
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else
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{
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// multiple LODs exist, so compute projected bounding sphere
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// and use that as a criteria for selecting LOD
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const md3Frame_t* frame = (const md3Frame_t*)(((unsigned char *)tr.currentModel->md3[0]) + tr.currentModel->md3[0]->ofsFrames);
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frame += ent->e.frame;
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radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
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if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
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{
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flod = 1.0f - projectedRadius * r_lodscale->value;
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}
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else
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{
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// object intersects near view plane, e.g. view weapon
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flod = 0;
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}
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flod *= tr.currentModel->numLods;
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lod = (int)flod;
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if ( lod < 0 )
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{
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lod = 0;
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}
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else if ( lod >= tr.currentModel->numLods )
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{
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lod = tr.currentModel->numLods - 1;
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}
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}
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lod += r_lodbias->integer;
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if ( lod >= tr.currentModel->numLods )
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lod = tr.currentModel->numLods - 1;
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if ( lod < 0 )
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lod = 0;
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return lod;
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}
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void R_AddMD3Surfaces( trRefEntity_t* ent )
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{
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// don't add third_person objects if not in a portal
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qbool personalModel = (ent->e.renderfx & RF_THIRD_PERSON) != 0 && !tr.viewParms.isPortal;
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if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
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ent->e.frame %= tr.currentModel->md3[0]->numFrames;
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ent->e.oldframe %= tr.currentModel->md3[0]->numFrames;
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}
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//
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// Validate the frames so there is no chance of a crash.
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// This will write directly into the entity structure, so
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// when the surfaces are rendered, they don't need to be
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// range checked again.
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//
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if ( (ent->e.frame >= tr.currentModel->md3[0]->numFrames)
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|| (ent->e.frame < 0)
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|| (ent->e.oldframe >= tr.currentModel->md3[0]->numFrames)
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|| (ent->e.oldframe < 0) ) {
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ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
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ent->e.oldframe, ent->e.frame,
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tr.currentModel->name );
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ent->e.frame = 0;
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ent->e.oldframe = 0;
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}
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int lod = R_ComputeLOD( ent );
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const md3Header_t* header = tr.currentModel->md3[lod];
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// cull the entire model if merged bounding box of both frames is outside the view frustum
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if (R_CullModel(header, ent) == CULL_OUT)
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return;
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// set up lighting now that we know we aren't culled
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if (!personalModel)
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R_SetupEntityLighting( &tr.refdef, ent );
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// draw all surfaces
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const shader_t* shader;
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const md3Surface_t* surface = (const md3Surface_t*)((byte *)header + header->ofsSurfaces);
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for (int i = 0; i < header->numSurfaces; ++i) {
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if ( ent->e.customShader ) {
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shader = R_GetShaderByHandle( ent->e.customShader );
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} else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
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// match the surface name to something in the skin file
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const skin_t* skin = R_GetSkinByHandle(ent->e.customSkin);
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shader = tr.defaultShader;
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for (int j = 0; j < skin->numSurfaces; ++j) {
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// the names have both been lowercased
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if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) {
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shader = skin->surfaces[j]->shader;
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break;
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}
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}
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if (shader == tr.defaultShader) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
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}
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else if (shader->defaultShader) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
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}
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} else if ( surface->numShaders <= 0 ) {
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shader = tr.defaultShader;
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} else {
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const md3Shader_t* md3Shader = (const md3Shader_t*)((byte *)surface + surface->ofsShaders);
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md3Shader += ent->e.skinNum % surface->numShaders;
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shader = tr.shaders[ md3Shader->shaderIndex ];
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}
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// don't add third_person objects if not viewing through a portal
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if ( !personalModel ) {
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R_AddDrawSurf( (const surfaceType_t*)surface, shader );
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}
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surface = (const md3Surface_t*)( (byte *)surface + surface->ofsEnd );
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}
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}
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