cnq3/code/renderer/tr_surface.cpp
myT a76dba5cfb raytracing soft shadows, normal smoothing, G-buffer viz
- brightness-corrected ImGUI drawing
- upgraded shader code to HLSL 2021
- vertex normals drawing
2024-02-06 23:15:31 +01:00

1034 lines
32 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_surf.c
#include "tr_local.h"
#if idSSE2
#include <emmintrin.h>
#include <stddef.h> // offsetof macro
static byte check_srfVertTC[(offsetof(srfVert_t, st2) == offsetof(srfVert_t, st) + 8) ? 1 : -1];
static byte check_drawVertTC[(offsetof(drawVert_t, lightmap) == offsetof(drawVert_t, st) + 8) ? 1 : -1];
#endif
shaderCommands_t tess;
/*
THIS ENTIRE FILE IS BACK END
backEnd.currentEntity will be valid.
Tess_Begin has already been called for the surface's shader.
The modelview matrix will be set.
It is safe to actually issue drawing commands here if you don't want to
use the shader system.
*/
///////////////////////////////////////////////////////////////
// a single SURFACE that exceeds MAX_VERTEXES or MAX_INDEXES is a fatal error
// a single BATCH that exceeds them will just be broken down into multiple batches
void RB_CheckOverflow( int verts, int indexes )
{
if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
return;
}
if ( verts >= SHADER_MAX_VERTEXES ) {
ri.Error( ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
}
if ( indexes >= SHADER_MAX_INDEXES ) {
ri.Error( ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
}
renderPipeline->TessellationOverflow();
}
/*
==============
RB_AddQuadStampExt
==============
*/
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
vec3_t normal;
int ndx;
RB_CheckOverflow( 4, 6 );
ndx = tess.numVertexes;
// triangle indexes for a simple quad
tess.indexes[ tess.numIndexes ] = ndx;
tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
// constant normal all the way around
VectorSubtract( vec3_origin, backEnd.viewParms.orient.axis[0], normal );
tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
// standard square texture coordinates
tess.texCoords[ndx][0] = tess.texCoords2[ndx][0] = s1;
tess.texCoords[ndx][1] = tess.texCoords2[ndx][1] = t1;
tess.texCoords[ndx+1][0] = tess.texCoords2[ndx+1][0] = s2;
tess.texCoords[ndx+1][1] = tess.texCoords2[ndx+1][1] = t1;
tess.texCoords[ndx+2][0] = tess.texCoords2[ndx+2][0] = s2;
tess.texCoords[ndx+2][1] = tess.texCoords2[ndx+2][1] = t2;
tess.texCoords[ndx+3][0] = tess.texCoords2[ndx+3][0] = s1;
tess.texCoords[ndx+3][1] = tess.texCoords2[ndx+3][1] = t2;
// constant color all the way around
// should this be identity and let the shader specify from entity?
* ( unsigned int * ) &tess.vertexColors[ndx] =
* ( unsigned int * ) &tess.vertexColors[ndx+1] =
* ( unsigned int * ) &tess.vertexColors[ndx+2] =
* ( unsigned int * ) &tess.vertexColors[ndx+3] =
* ( unsigned int * )color;
tess.numVertexes += 4;
tess.numIndexes += 6;
}
/*
==============
RB_AddQuadStamp
==============
*/
void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
}
static void RB_SurfaceSprite()
{
vec3_t left, up;
float radius = backEnd.currentEntity->e.radius;
// calculate the xyz locations for the four corners
if ( backEnd.currentEntity->e.rotation == 0 ) {
VectorScale( backEnd.viewParms.orient.axis[1], radius, left );
VectorScale( backEnd.viewParms.orient.axis[2], radius, up );
} else {
float ang = M_PI * backEnd.currentEntity->e.rotation / 180;
float s = sin( ang );
float c = cos( ang );
VectorScale( backEnd.viewParms.orient.axis[1], c * radius, left );
VectorMA( left, -s * radius, backEnd.viewParms.orient.axis[2], left );
VectorScale( backEnd.viewParms.orient.axis[2], c * radius, up );
VectorMA( up, s * radius, backEnd.viewParms.orient.axis[1], up );
}
if ( backEnd.viewParms.isMirror ) {
VectorSubtract( vec3_origin, left, left );
}
RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
}
static void RB_SurfacePolychain( const srfPoly_t* p )
{
int i;
RB_CheckOverflow( p->numVerts, 3*(p->numVerts - 2) );
int numv = tess.numVertexes;
for ( i = 0; i < p->numVerts; ++i ) {
VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
tess.texCoords[numv][0] = p->verts[i].st[0];
tess.texCoords[numv][1] = p->verts[i].st[1];
*(unsigned*)&tess.vertexColors[numv] = *(unsigned*)p->verts[i].modulate;
++numv;
}
for ( i = 0; i < p->numVerts-2; ++i ) {
tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
tess.numIndexes += 3;
}
tess.numVertexes = numv;
}
static void RB_SurfaceTriangles( srfTriangles_t* surf )
{
int i, ndx;
RB_CheckOverflow( surf->numVerts, surf->numIndexes );
unsigned int* tessIndexes = tess.indexes + tess.numIndexes;
for ( i = 0; i < surf->numIndexes; ++i )
tessIndexes[i] = tess.numVertexes + surf->indexes[i];
tess.numIndexes += surf->numIndexes;
const srfVert_t* v = surf->verts;
for ( i = 0, ndx = tess.numVertexes; i < surf->numVerts; ++i, ++v, ++ndx ) {
VectorCopy( v->xyz, tess.xyz[ndx] );
VectorCopy( v->normal, tess.normal[ndx] );
tess.texCoords[ndx][0] = v->st[0];
tess.texCoords[ndx][1] = v->st[1];
tess.texCoords2[ndx][0] = v->st2[0];
tess.texCoords2[ndx][1] = v->st2[1];
*(unsigned int *)&tess.vertexColors[ndx] = *(unsigned int *)v->rgba;
}
tess.numVertexes += surf->numVerts;
}
///////////////////////////////////////////////////////////////
static void RB_LightningBoltFace( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
{
float t = len / 256.0f;
int vbase = tess.numVertexes;
// FIXME: use quad stamp?
VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0] = 0;
tess.texCoords[tess.numVertexes][1] = 0;
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25;
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25;
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25;
tess.numVertexes++;
VectorMA( start, -spanWidth, up, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0] = 0;
tess.texCoords[tess.numVertexes][1] = 1;
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
tess.numVertexes++;
VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0] = t;
tess.texCoords[tess.numVertexes][1] = 0;
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
tess.numVertexes++;
VectorMA( end, -spanWidth, up, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0] = t;
tess.texCoords[tess.numVertexes][1] = 1;
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
tess.numVertexes++;
tess.indexes[tess.numIndexes++] = vbase;
tess.indexes[tess.numIndexes++] = vbase + 1;
tess.indexes[tess.numIndexes++] = vbase + 2;
tess.indexes[tess.numIndexes++] = vbase + 2;
tess.indexes[tess.numIndexes++] = vbase + 1;
tess.indexes[tess.numIndexes++] = vbase + 3;
}
static void RB_SurfaceLightningBolt()
{
int len;
vec3_t right;
vec3_t vec;
vec3_t start, end;
vec3_t v1, v2;
int i;
const refEntity_t* e = &backEnd.currentEntity->e;
VectorCopy( e->oldorigin, end );
VectorCopy( e->origin, start );
// compute variables
VectorSubtract( end, start, vec );
len = VectorNormalize( vec );
// compute side vector
VectorSubtract( start, backEnd.viewParms.orient.origin, v1 );
VectorNormalize( v1 );
VectorSubtract( end, backEnd.viewParms.orient.origin, v2 );
VectorNormalize( v2 );
CrossProduct( v1, v2, right );
VectorNormalize( right );
for ( i = 0 ; i < 4 ; i++ ) {
vec3_t temp;
RB_LightningBoltFace( start, end, right, len, 8 );
RotatePointAroundVector( temp, vec, right, 45 );
VectorCopy( temp, right );
}
}
/*
** VectorArrayNormalize
*
* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
* This means that we don't have to worry about zero length or enormously long vectors.
*/
static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
{
// assert(count);
#if idppc
{
register float half = 0.5;
register float one = 1.0;
float *components = (float *)normals;
// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
// runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
// refinement step to get a little more precision. This seems to yeild results
// that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
// (That is, for the given input range of about 0.6 to 2.0).
do {
float x, y, z;
float B, y0, y1;
x = components[0];
y = components[1];
z = components[2];
components += 4;
B = x*x + y*y + z*z;
#ifdef __GNUC__
asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
#else
y0 = __frsqrte(B);
#endif
y1 = y0 + half*y0*(one - B*y0*y0);
x = x * y1;
y = y * y1;
components[-4] = x;
z = z * y1;
components[-3] = y;
components[-2] = z;
} while(count--);
}
#else // No assembly version for this architecture, or C_ONLY defined
// given the input, it's safe to call VectorNormalizeFast
while (count--) {
VectorNormalizeFast(normals[0]);
normals++;
}
#endif
}
static void DecompressNormalVector( vec3_t output, const short* input )
{
const float lat = ((input[0] >> 8) & 0xFF) * ((2.0f * M_PI) / 256.0f);
const float lon = ( input[0] & 0xFF) * ((2.0f * M_PI) / 256.0f);
const float cosLat = cos( lat );
const float sinLat = sin( lat );
const float cosLon = cos( lon );
const float sinLon = sin( lon );
output[0] = cosLat * sinLon;
output[1] = sinLat * sinLon;
output[2] = cosLon;
}
static void LerpMeshVertexes( md3Surface_t* surf, float backlerp )
{
short *oldXyz, *newXyz, *oldNormals, *newNormals;
float *outXyz, *outNormal;
float oldXyzScale, newXyzScale;
float oldNormalScale, newNormalScale;
int vertNum;
int numVerts;
outXyz = tess.xyz[tess.numVertexes];
outNormal = tess.normal[tess.numVertexes];
newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
newNormals = newXyz + 3;
newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
newNormalScale = 1.0 - backlerp;
numVerts = surf->numVerts;
if ( backlerp == 0 ) {
//
// just copy the vertexes
//
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
newXyz += 4, newNormals += 4,
outXyz += 4, outNormal += 4)
{
outXyz[0] = newXyz[0] * newXyzScale;
outXyz[1] = newXyz[1] * newXyzScale;
outXyz[2] = newXyz[2] * newXyzScale;
DecompressNormalVector( outNormal, newNormals );
}
} else {
//
// interpolate and copy the vertex and normal
//
oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
oldNormals = oldXyz + 3;
oldXyzScale = MD3_XYZ_SCALE * backlerp;
oldNormalScale = backlerp;
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
outXyz += 4, outNormal += 4)
{
vec3_t uncompressedOldNormal, uncompressedNewNormal;
// interpolate the xyz
outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
// FIXME: interpolate lat/long instead?
DecompressNormalVector( uncompressedNewNormal, newNormals );
DecompressNormalVector( uncompressedOldNormal, oldNormals );
outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
}
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
}
}
/*
=============
RB_SurfaceMesh
=============
*/
void RB_SurfaceMesh(md3Surface_t *surface) {
int j;
float backlerp;
int *triangles;
float *texCoords;
int indexes;
int Bob, Doug;
if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
backlerp = 0;
} else {
backlerp = backEnd.currentEntity->e.backlerp;
}
RB_CheckOverflow( surface->numVerts, surface->numTriangles*3 );
LerpMeshVertexes (surface, backlerp);
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
indexes = surface->numTriangles * 3;
Bob = tess.numIndexes;
Doug = tess.numVertexes;
for (j = 0 ; j < indexes ; j++) {
tess.indexes[Bob + j] = Doug + triangles[j];
}
tess.numIndexes += indexes;
texCoords = (float *) ((byte *)surface + surface->ofsSt);
for ( j = 0; j < surface->numVerts; j++ ) {
tess.texCoords[Doug + j][0] = texCoords[j*2+0];
tess.texCoords[Doug + j][1] = texCoords[j*2+1];
// FIXME: fill in lightmapST for completeness?
}
tess.numVertexes += surface->numVerts;
}
static void RB_SurfaceFace( srfSurfaceFace_t* surf )
{
RB_CheckOverflow( surf->numVerts, surf->numIndexes );
const int tessNumVertexes = tess.numVertexes;
const int* surfIndexes = surf->indexes;
unsigned int* tessIndexes = tess.indexes + tess.numIndexes;
unsigned int* const tessIndexesEnd = tessIndexes + surf->numIndexes;
#if idSSE2
unsigned int* const tessIndexesEndSIMD = tessIndexesEnd - 3;
const __m128i xmmNumVerts = _mm_set1_epi32( tess.numVertexes );
while ( tessIndexes < tessIndexesEndSIMD ) {
const __m128i xmmIn = _mm_loadu_si128( (const __m128i*)surfIndexes );
const __m128i xmmOut = _mm_add_epi32( xmmIn, xmmNumVerts );
_mm_storeu_si128( (__m128i*)tessIndexes, xmmOut );
tessIndexes += 4;
surfIndexes += 4;
}
#endif
while ( tessIndexes < tessIndexesEnd ) {
*tessIndexes++ = *surfIndexes++ + tessNumVertexes;
}
tess.numIndexes += surf->numIndexes;
const srfVert_t* v = surf->verts;
int i = 0;
int ndx = tess.numVertexes;
const int end = surf->numVerts;
#if idSSE2
const int endSIMD = end - 1;
for ( ; i < endSIMD; i += 2, v += 2, ndx += 2 ) {
const __m128i xmmP0 = _mm_loadu_si128((const __m128i*)(v + 0)->xyz);
const __m128i xmmN0 = _mm_loadu_si128((const __m128i*)(v + 0)->normal);
const __m128i xmmT0 = _mm_loadu_si128((const __m128i*)(v + 0)->st); // tc2_0.y tc2_0.x tc_0.y tc_0.x
const __m128i xmmP1 = _mm_loadu_si128((const __m128i*)(v + 1)->xyz);
const __m128i xmmN1 = _mm_loadu_si128((const __m128i*)(v + 1)->normal);
const __m128i xmmT1 = _mm_loadu_si128((const __m128i*)(v + 1)->st); // tc2_1.y tc2_1.x tc_1.y tc_1.x
const __m128i xmmTC0 = _mm_unpacklo_epi64(xmmT0, xmmT1); // tc_1.y tc_1.x tc_0.y tc_0.x
const __m128i xmmTC1 = _mm_unpackhi_epi64(xmmT0, xmmT1); // tc2_1.y tc2_1.x tc2_0.y tc2_0.x
_mm_storeu_si128((__m128i*)tess.xyz[ndx + 0], xmmP0);
_mm_storeu_si128((__m128i*)tess.xyz[ndx + 1], xmmP1);
_mm_storeu_si128((__m128i*)tess.normal[ndx + 0], xmmN0);
_mm_storeu_si128((__m128i*)tess.normal[ndx + 1], xmmN1);
_mm_storeu_si128((__m128i*)tess.texCoords[ndx], xmmTC0);
_mm_storeu_si128((__m128i*)tess.texCoords2[ndx], xmmTC1);
*(uint32_t*)&tess.vertexColors[ndx + 0] = *(uint32_t*)(v + 0)->rgba;
*(uint32_t*)&tess.vertexColors[ndx + 1] = *(uint32_t*)(v + 1)->rgba;
}
#endif
for ( ; i < end; ++i, ++v, ++ndx ) {
#if idSSE2
const __m128i xmmP = _mm_loadu_si128((const __m128i*)v->xyz);
const __m128i xmmN = _mm_loadu_si128((const __m128i*)v->normal);
const __m128i xmmT1 = _mm_loadu_si128((const __m128i*)v->st);
const __m128i xmmT2 = _mm_shuffle_epi32(xmmT1, (2 << 0) | (3 << 2) | (0 << 4) | (1 << 6));
_mm_storeu_si128((__m128i*)tess.xyz[ndx], xmmP);
_mm_storeu_si128((__m128i*)tess.normal[ndx], xmmN);
_mm_storel_epi64((__m128i*)tess.texCoords[ndx], xmmT1);
_mm_storel_epi64((__m128i*)tess.texCoords2[ndx], xmmT2);
*(uint32_t*)&tess.vertexColors[ndx] = *(uint32_t*)v->rgba;
#elif defined Q3_LITTLE_ENDIAN
*(uint64_t*)&tess.xyz[ndx][0] = *(uint64_t*)&v->xyz[0];
tess.xyz[ndx][2] = v->xyz[2];
*(uint64_t*)&tess.normal[ndx][0] = *(uint64_t*)&v->normal[0];
tess.normal[ndx][2] = v->normal[2];
*(uint64_t*)&tess.texCoords[ndx][0] = *(uint64_t*)&v->st[0];
*(uint64_t*)&tess.texCoords2[ndx][0] = *(uint64_t*)&v->st2[0];
*(uint32_t*)&tess.vertexColors[ndx] = *(uint32_t*)v->rgba;
#else
VectorCopy( v->xyz, tess.xyz[ndx] );
VectorCopy( v->normal, tess.normal[ndx] );
tess.texCoords[ndx][0] = v->st[0];
tess.texCoords[ndx][1] = v->st[1];
tess.texCoords2[ndx][0] = v->st2[0];
tess.texCoords2[ndx][1] = v->st2[1];
tess.vertexColors[ndx][0] = v->rgba[0];
tess.vertexColors[ndx][1] = v->rgba[1];
tess.vertexColors[ndx][2] = v->rgba[2];
tess.vertexColors[ndx][3] = v->rgba[3];
#endif
}
tess.numVertexes += surf->numVerts;
}
static float LodErrorForVolume( vec3_t local, float radius ) {
// never let it go negative
if ( r_lodCurveError->value < 0 ) {
return 0;
}
if ( tr.forceHighestLod ) {
// we want a high level of detail, so consider the distance d to be 1
return r_lodCurveError->value;
}
vec3_t world;
world[0] = local[0] * backEnd.orient.axis[0][0] + local[1] * backEnd.orient.axis[1][0] +
local[2] * backEnd.orient.axis[2][0] + backEnd.orient.origin[0];
world[1] = local[0] * backEnd.orient.axis[0][1] + local[1] * backEnd.orient.axis[1][1] +
local[2] * backEnd.orient.axis[2][1] + backEnd.orient.origin[1];
world[2] = local[0] * backEnd.orient.axis[0][2] + local[1] * backEnd.orient.axis[1][2] +
local[2] * backEnd.orient.axis[2][2] + backEnd.orient.origin[2];
// the final value of d is the distance to the closest point on the sphere along axis 0
VectorSubtract( world, backEnd.viewParms.orient.origin, world );
float d = DotProduct( world, backEnd.viewParms.orient.axis[0] );
if ( d < 0 ) {
d = -d;
}
d -= radius;
if ( d < 1 ) {
d = 1;
}
return r_lodCurveError->value / d;
}
/*
=============
RB_SurfaceGrid
Just copy the grid of points and triangulate
=============
*/
void RB_SurfaceGrid( srfGridMesh_t *cv ) {
int i, j;
float *xyz;
float *texCoords;
float *texCoords2;
float *normal;
unsigned char *color;
drawVert_t *dv;
int rows, irows, vrows;
int used;
int widthTable[MAX_GRID_SIZE];
int heightTable[MAX_GRID_SIZE];
float lodError;
int lodWidth, lodHeight;
int numVertexes;
// determine the allowable discrepance
lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
// determine which rows and columns of the subdivision
// we are actually going to use
widthTable[0] = 0;
lodWidth = 1;
for ( i = 1 ; i < cv->width-1 ; i++ ) {
if ( cv->widthLodError[i] <= lodError ) {
widthTable[lodWidth] = i;
lodWidth++;
}
}
widthTable[lodWidth] = cv->width-1;
lodWidth++;
heightTable[0] = 0;
lodHeight = 1;
for ( i = 1 ; i < cv->height-1 ; i++ ) {
if ( cv->heightLodError[i] <= lodError ) {
heightTable[lodHeight] = i;
lodHeight++;
}
}
heightTable[lodHeight] = cv->height-1;
lodHeight++;
// very large grids may have more points or indexes than can be fit
// in the tess structure, so we may have to issue it in multiple passes
used = 0;
rows = 0;
while ( used < lodHeight - 1 ) {
// see how many rows of both verts and indexes we can add without overflowing
do {
vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
// if we don't have enough space for at least one strip, flush the buffer
if ( vrows < 2 || irows < 1 ) {
renderPipeline->TessellationOverflow();
} else {
break;
}
} while ( 1 );
rows = irows;
if ( vrows < irows + 1 ) {
rows = vrows - 1;
}
if ( used + rows > lodHeight ) {
rows = lodHeight - used;
}
numVertexes = tess.numVertexes;
xyz = tess.xyz[numVertexes];
normal = tess.normal[numVertexes];
texCoords = tess.texCoords[numVertexes];
texCoords2 = tess.texCoords2[numVertexes];
color = ( unsigned char * ) &tess.vertexColors[numVertexes];
for ( i = 0 ; i < rows ; i++ ) {
for ( j = 0 ; j < lodWidth ; j++ ) {
dv = cv->verts + heightTable[ used + i ] * cv->width
+ widthTable[ j ];
#if idSSE2
const __m128i xmmP = _mm_loadu_si128((const __m128i*)dv->xyz);
const __m128i xmmT1 = _mm_loadu_si128((const __m128i*)dv->st);
const __m128i xmmN = _mm_loadu_si128((const __m128i*)dv->normal);
const __m128i xmmT2 = _mm_shuffle_epi32(xmmT1, (2 << 0) | (3 << 2) | (0 << 4) | (1 << 6));
_mm_storeu_si128((__m128i*)xyz, xmmP);
_mm_storeu_si128((__m128i*)normal, xmmN);
_mm_storel_epi64((__m128i*)texCoords, xmmT1);
_mm_storel_epi64((__m128i*)texCoords2, xmmT2);
*(uint32_t*)color = *(uint32_t*)dv->color;
#elif defined Q3_LITTLE_ENDIAN
*(uint64_t*)&xyz[0] = *(uint64_t*)&dv->xyz[0];
xyz[2] = dv->xyz[2];
*(uint64_t*)&texCoords[0] = *(uint64_t*)&dv->st[0];
*(uint64_t*)&texCoords2[0] = *(uint64_t*)&dv->lightmap[0];
*(uint64_t*)&normal[0] = *(uint64_t*)&dv->normal[0];
normal[2] = dv->normal[2];
*(uint32_t*)color = *(uint32_t*)dv->color;
#else
xyz[0] = dv->xyz[0];
xyz[1] = dv->xyz[1];
xyz[2] = dv->xyz[2];
texCoords[0] = dv->st[0];
texCoords[1] = dv->st[1];
texCoords2[0] = dv->lightmap[0];
texCoords2[1] = dv->lightmap[1];
normal[0] = dv->normal[0];
normal[1] = dv->normal[1];
normal[2] = dv->normal[2];
color[0] = dv->color[0];
color[1] = dv->color[1];
color[2] = dv->color[2];
color[3] = dv->color[3];
#endif
xyz += 4;
normal += 4;
texCoords += 2;
texCoords2 += 2;
color += 4;
}
}
// add the indexes
{
int numIndexes;
int w, h;
h = rows - 1;
w = lodWidth - 1;
numIndexes = tess.numIndexes;
for (i = 0 ; i < h ; i++) {
for (j = 0 ; j < w ; j++) {
int v1, v2, v3, v4;
// vertex order to be reckognized as tristrips
v1 = numVertexes + i*lodWidth + j + 1;
v2 = v1 - 1;
v3 = v2 + lodWidth;
v4 = v3 + 1;
tess.indexes[numIndexes] = v2;
tess.indexes[numIndexes+1] = v3;
tess.indexes[numIndexes+2] = v1;
tess.indexes[numIndexes+3] = v1;
tess.indexes[numIndexes+4] = v3;
tess.indexes[numIndexes+5] = v4;
numIndexes += 6;
}
}
tess.numIndexes = numIndexes;
}
tess.numVertexes += rows * lodWidth;
used += rows - 1;
}
}
/*
===========================================================================
NULL MODEL
===========================================================================
*/
static void RB_SurfaceBad( const surfaceType_t* surfType )
{
ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
}
static void RB_SurfaceSkip( const void* surf )
{
}
// entities that have a single procedurally generated surface
static void RB_SurfaceEntity( surfaceType_t* surfType )
{
switch( backEnd.currentEntity->e.reType ) {
case RT_SPRITE:
RB_SurfaceSprite();
break;
case RT_LIGHTNING:
RB_SurfaceLightningBolt();
break;
default:
// invalid or deprecated
break;
}
}
static void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( const void* ) = {
(void(*)( const void* ))RB_SurfaceBad, // SF_BAD
(void(*)( const void* ))RB_SurfaceSkip, // SF_SKIP
(void(*)( const void* ))RB_SurfaceFace, // SF_FACE
(void(*)( const void* ))RB_SurfaceGrid, // SF_GRID
(void(*)( const void* ))RB_SurfaceTriangles, // SF_TRIANGLES
(void(*)( const void* ))RB_SurfacePolychain, // SF_POLY
(void(*)( const void* ))RB_SurfaceMesh, // SF_MD3
(void(*)( const void* ))RB_SurfaceSkip, // SF_FLARE
(void(*)( const void* ))RB_SurfaceEntity, // SF_ENTITY
};
static float Angle( const vec3_t a, const vec3_t b )
{
return acosf( DotProduct( a, b ) );
}
// angle between (a - base) and (b - base)
static float Angle( const vec3_t a, const vec3_t b, const vec3_t base )
{
vec3_t u, v;
VectorSubtract( a, base, u );
VectorSubtract( b, base, v );
VectorNormalize( u );
VectorNormalize( v );
return Angle( u, v );
}
void R_TessellateSurface( const surfaceType_t* surfType )
{
rb_surfaceTable[ *surfType ]( surfType );
}
static void RB_SurfaceSizeEmpty( int* numVertexes, int* numIndexes, const surfaceType_t* )
{
*numVertexes = 0;
*numIndexes = 0;
}
static void RB_SurfaceSizeFace( int* numVertexes, int* numIndexes, const srfSurfaceFace_t* surf )
{
*numVertexes = surf->numVerts;
*numIndexes = surf->numIndexes;
}
static void RB_SurfaceSizeGrid( int* numVertexes, int* numIndexes, const srfGridMesh_t* surf )
{
srfGridMesh_t* const cv = (srfGridMesh_t*)surf;
const float lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
int lodWidth = 1;
for ( int i = 1; i < cv->width - 1; i++ ) {
if ( cv->widthLodError[i] <= lodError ) {
lodWidth++;
}
}
lodWidth++;
int lodHeight = 1;
for ( int i = 1; i < cv->height - 1; i++ ) {
if ( cv->heightLodError[i] <= lodError ) {
lodHeight++;
}
}
lodHeight++;
*numVertexes = lodWidth * lodHeight;
*numIndexes = max( lodWidth - 1, 0 ) * max( lodHeight - 1, 0 ) * 6;
}
static void RB_SurfaceSizeTriangles( int* numVertexes, int* numIndexes, const srfTriangles_t* surf )
{
*numVertexes = surf->numVerts;
*numIndexes = surf->numIndexes;
}
static void RB_SurfaceSizePolychain( int* numVertexes, int* numIndexes, const srfPoly_t* surf )
{
*numVertexes = surf->numVerts;
*numIndexes = (surf->numVerts - 2) * 3;
}
static void RB_SurfaceSizeMesh( int* numVertexes, int* numIndexes, const md3Surface_t* surf )
{
*numVertexes = surf->numVerts;
*numIndexes = surf->numTriangles * 3;
}
static void RB_SurfaceSizeEntity( int* numVertexes, int* numIndexes, const void* )
{
switch( backEnd.currentEntity->e.reType ) {
case RT_SPRITE:
case RT_LIGHTNING:
*numVertexes = 4;
*numIndexes = 6;
break;
default:
*numVertexes = 0;
*numIndexes = 0;
break;
}
}
static void (*rb_surfaceSizeTable[SF_NUM_SURFACE_TYPES])( int*, int*, const void* ) = {
(void(*)( int*, int*, const void* ))RB_SurfaceSizeEmpty, // SF_BAD
(void(*)( int*, int*, const void* ))RB_SurfaceSizeEmpty, // SF_SKIP
(void(*)( int*, int*, const void* ))RB_SurfaceSizeFace, // SF_FACE
(void(*)( int*, int*, const void* ))RB_SurfaceSizeGrid, // SF_GRID
(void(*)( int*, int*, const void* ))RB_SurfaceSizeTriangles, // SF_TRIANGLES
(void(*)( int*, int*, const void* ))RB_SurfaceSizePolychain, // SF_POLY
(void(*)( int*, int*, const void* ))RB_SurfaceSizeMesh, // SF_MD3
(void(*)( int*, int*, const void* ))RB_SurfaceSizeEmpty, // SF_FLARE
(void(*)( int*, int*, const void* ))RB_SurfaceSizeEntity, // SF_ENTITY
};
void R_ComputeTessellatedSize( int* numVertexes, int* numIndexes, const surfaceType_t* surfType )
{
rb_surfaceSizeTable[ *surfType ]( numVertexes, numIndexes, surfType );
}
void R_SmoothNormals( float* normalsFlt, int normalStride, const int* indexes,
const float* positionsFlt, int positionStride, int numVertexes, int numIndexes )
{
#define PositionAt(v) ( (const float*)((const byte*)positionsFlt + v * positionStride) )
#define NormalAt(v) ( (float*)((byte*)normalsFlt + v * normalStride) )
static vec3_t normalAccum[SHADER_MAX_VERTEXES];
Q_assert( numVertexes <= SHADER_MAX_VERTEXES );
numVertexes = min( numVertexes, SHADER_MAX_VERTEXES );
if ( r_normalSmoothing->integer == 0 ||
numVertexes == 0 ||
numIndexes == 0 ) {
return;
}
Com_Memset( normalAccum, 0, numVertexes * sizeof( normalAccum[0] ) );
const qbool weightNormalByArea = r_normalAreaWeight->integer != 0;
for ( int i = 0; i < numIndexes; i += 3 ) {
const int v0 = indexes[i + 0];
const int v1 = indexes[i + 1];
const int v2 = indexes[i + 2];
const float* const p0 = PositionAt(v0);
const float* const p1 = PositionAt(v1);
const float* const p2 = PositionAt(v2);
float* const n0 = normalAccum[v0];
float* const n1 = normalAccum[v1];
float* const n2 = normalAccum[v2];
// n = (p1 - p0) X (p2 - p0)
vec3_t p1p0, p2p0, n;
VectorSubtract( p1, p0, p1p0 );
VectorSubtract( p2, p0, p2p0 );
CrossProduct( p1p0, p2p0, n );
if ( DotProduct( n, NormalAt(v0) ) < 0.0f ) {
VectorNegate( n, n );
}
if ( !weightNormalByArea ) {
VectorNormalize( n );
}
const float a0 = Angle( p1, p2, p0 );
const float a1 = Angle( p2, p0, p1 );
const float a2 = Angle( p0, p1, p2 );
VectorMA( n0, a0, n, n0 );
VectorMA( n1, a1, n, n1 );
VectorMA( n2, a2, n, n2 );
}
for ( int v = 0; v < numVertexes; v++ ) {
float* const n = NormalAt(v);
float* const accum = normalAccum[v];
VectorNormalize( accum );
VectorCopy( accum, n );
}
#undef PositionAt
#undef NormalAt
}