mirror of
https://bitbucket.org/CPMADevs/cnq3
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a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
1034 lines
32 KiB
C++
1034 lines
32 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_surf.c
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#include "tr_local.h"
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#if idSSE2
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#include <emmintrin.h>
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#include <stddef.h> // offsetof macro
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static byte check_srfVertTC[(offsetof(srfVert_t, st2) == offsetof(srfVert_t, st) + 8) ? 1 : -1];
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static byte check_drawVertTC[(offsetof(drawVert_t, lightmap) == offsetof(drawVert_t, st) + 8) ? 1 : -1];
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#endif
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shaderCommands_t tess;
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/*
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THIS ENTIRE FILE IS BACK END
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backEnd.currentEntity will be valid.
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Tess_Begin has already been called for the surface's shader.
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The modelview matrix will be set.
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It is safe to actually issue drawing commands here if you don't want to
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use the shader system.
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*/
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///////////////////////////////////////////////////////////////
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// a single SURFACE that exceeds MAX_VERTEXES or MAX_INDEXES is a fatal error
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// a single BATCH that exceeds them will just be broken down into multiple batches
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void RB_CheckOverflow( int verts, int indexes )
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{
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if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
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&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
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return;
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}
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if ( verts >= SHADER_MAX_VERTEXES ) {
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ri.Error( ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
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}
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if ( indexes >= SHADER_MAX_INDEXES ) {
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ri.Error( ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
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}
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renderPipeline->TessellationOverflow();
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}
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/*
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==============
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RB_AddQuadStampExt
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==============
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*/
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void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
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vec3_t normal;
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int ndx;
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RB_CheckOverflow( 4, 6 );
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ndx = tess.numVertexes;
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// triangle indexes for a simple quad
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tess.indexes[ tess.numIndexes ] = ndx;
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tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
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tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
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tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
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tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
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tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
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tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
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tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
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tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
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tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
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tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
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tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
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tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
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tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
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// constant normal all the way around
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VectorSubtract( vec3_origin, backEnd.viewParms.orient.axis[0], normal );
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tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
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tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
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tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
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// standard square texture coordinates
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tess.texCoords[ndx][0] = tess.texCoords2[ndx][0] = s1;
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tess.texCoords[ndx][1] = tess.texCoords2[ndx][1] = t1;
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tess.texCoords[ndx+1][0] = tess.texCoords2[ndx+1][0] = s2;
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tess.texCoords[ndx+1][1] = tess.texCoords2[ndx+1][1] = t1;
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tess.texCoords[ndx+2][0] = tess.texCoords2[ndx+2][0] = s2;
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tess.texCoords[ndx+2][1] = tess.texCoords2[ndx+2][1] = t2;
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tess.texCoords[ndx+3][0] = tess.texCoords2[ndx+3][0] = s1;
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tess.texCoords[ndx+3][1] = tess.texCoords2[ndx+3][1] = t2;
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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* ( unsigned int * ) &tess.vertexColors[ndx] =
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* ( unsigned int * ) &tess.vertexColors[ndx+1] =
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* ( unsigned int * ) &tess.vertexColors[ndx+2] =
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* ( unsigned int * ) &tess.vertexColors[ndx+3] =
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* ( unsigned int * )color;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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}
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/*
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==============
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RB_AddQuadStamp
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==============
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*/
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void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
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RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
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}
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static void RB_SurfaceSprite()
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{
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vec3_t left, up;
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float radius = backEnd.currentEntity->e.radius;
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// calculate the xyz locations for the four corners
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if ( backEnd.currentEntity->e.rotation == 0 ) {
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VectorScale( backEnd.viewParms.orient.axis[1], radius, left );
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VectorScale( backEnd.viewParms.orient.axis[2], radius, up );
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} else {
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float ang = M_PI * backEnd.currentEntity->e.rotation / 180;
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float s = sin( ang );
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float c = cos( ang );
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VectorScale( backEnd.viewParms.orient.axis[1], c * radius, left );
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VectorMA( left, -s * radius, backEnd.viewParms.orient.axis[2], left );
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VectorScale( backEnd.viewParms.orient.axis[2], c * radius, up );
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VectorMA( up, s * radius, backEnd.viewParms.orient.axis[1], up );
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}
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if ( backEnd.viewParms.isMirror ) {
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VectorSubtract( vec3_origin, left, left );
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}
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
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}
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static void RB_SurfacePolychain( const srfPoly_t* p )
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{
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int i;
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RB_CheckOverflow( p->numVerts, 3*(p->numVerts - 2) );
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int numv = tess.numVertexes;
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for ( i = 0; i < p->numVerts; ++i ) {
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VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
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tess.texCoords[numv][0] = p->verts[i].st[0];
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tess.texCoords[numv][1] = p->verts[i].st[1];
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*(unsigned*)&tess.vertexColors[numv] = *(unsigned*)p->verts[i].modulate;
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++numv;
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}
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for ( i = 0; i < p->numVerts-2; ++i ) {
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tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
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tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
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tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
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tess.numIndexes += 3;
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}
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tess.numVertexes = numv;
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}
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static void RB_SurfaceTriangles( srfTriangles_t* surf )
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{
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int i, ndx;
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RB_CheckOverflow( surf->numVerts, surf->numIndexes );
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unsigned int* tessIndexes = tess.indexes + tess.numIndexes;
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for ( i = 0; i < surf->numIndexes; ++i )
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tessIndexes[i] = tess.numVertexes + surf->indexes[i];
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tess.numIndexes += surf->numIndexes;
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const srfVert_t* v = surf->verts;
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for ( i = 0, ndx = tess.numVertexes; i < surf->numVerts; ++i, ++v, ++ndx ) {
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VectorCopy( v->xyz, tess.xyz[ndx] );
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VectorCopy( v->normal, tess.normal[ndx] );
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tess.texCoords[ndx][0] = v->st[0];
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tess.texCoords[ndx][1] = v->st[1];
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tess.texCoords2[ndx][0] = v->st2[0];
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tess.texCoords2[ndx][1] = v->st2[1];
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*(unsigned int *)&tess.vertexColors[ndx] = *(unsigned int *)v->rgba;
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}
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tess.numVertexes += surf->numVerts;
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}
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///////////////////////////////////////////////////////////////
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static void RB_LightningBoltFace( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
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{
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float t = len / 256.0f;
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int vbase = tess.numVertexes;
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// FIXME: use quad stamp?
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VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0] = 0;
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tess.texCoords[tess.numVertexes][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25;
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25;
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25;
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tess.numVertexes++;
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VectorMA( start, -spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0] = 0;
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tess.texCoords[tess.numVertexes][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0] = t;
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tess.texCoords[tess.numVertexes][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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VectorMA( end, -spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0] = t;
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tess.texCoords[tess.numVertexes][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = vbase;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 3;
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}
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static void RB_SurfaceLightningBolt()
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{
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int len;
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vec3_t right;
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vec3_t vec;
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vec3_t start, end;
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vec3_t v1, v2;
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int i;
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const refEntity_t* e = &backEnd.currentEntity->e;
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VectorCopy( e->oldorigin, end );
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VectorCopy( e->origin, start );
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// compute variables
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VectorSubtract( end, start, vec );
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len = VectorNormalize( vec );
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// compute side vector
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VectorSubtract( start, backEnd.viewParms.orient.origin, v1 );
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VectorNormalize( v1 );
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VectorSubtract( end, backEnd.viewParms.orient.origin, v2 );
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VectorNormalize( v2 );
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CrossProduct( v1, v2, right );
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VectorNormalize( right );
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for ( i = 0 ; i < 4 ; i++ ) {
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vec3_t temp;
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RB_LightningBoltFace( start, end, right, len, 8 );
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RotatePointAroundVector( temp, vec, right, 45 );
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VectorCopy( temp, right );
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}
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}
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/*
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** VectorArrayNormalize
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*
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* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
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* This means that we don't have to worry about zero length or enormously long vectors.
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*/
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static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
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{
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// assert(count);
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#if idppc
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{
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register float half = 0.5;
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register float one = 1.0;
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float *components = (float *)normals;
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// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
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// runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
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// refinement step to get a little more precision. This seems to yeild results
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// that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
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// (That is, for the given input range of about 0.6 to 2.0).
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do {
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float x, y, z;
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float B, y0, y1;
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x = components[0];
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y = components[1];
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z = components[2];
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components += 4;
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B = x*x + y*y + z*z;
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#ifdef __GNUC__
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asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
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#else
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y0 = __frsqrte(B);
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#endif
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y1 = y0 + half*y0*(one - B*y0*y0);
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x = x * y1;
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y = y * y1;
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components[-4] = x;
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z = z * y1;
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components[-3] = y;
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components[-2] = z;
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} while(count--);
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}
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#else // No assembly version for this architecture, or C_ONLY defined
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// given the input, it's safe to call VectorNormalizeFast
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while (count--) {
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VectorNormalizeFast(normals[0]);
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normals++;
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}
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#endif
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}
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static void DecompressNormalVector( vec3_t output, const short* input )
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{
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const float lat = ((input[0] >> 8) & 0xFF) * ((2.0f * M_PI) / 256.0f);
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const float lon = ( input[0] & 0xFF) * ((2.0f * M_PI) / 256.0f);
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const float cosLat = cos( lat );
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const float sinLat = sin( lat );
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const float cosLon = cos( lon );
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const float sinLon = sin( lon );
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output[0] = cosLat * sinLon;
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output[1] = sinLat * sinLon;
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output[2] = cosLon;
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}
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static void LerpMeshVertexes( md3Surface_t* surf, float backlerp )
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{
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short *oldXyz, *newXyz, *oldNormals, *newNormals;
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float *outXyz, *outNormal;
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float oldXyzScale, newXyzScale;
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float oldNormalScale, newNormalScale;
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int vertNum;
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int numVerts;
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outXyz = tess.xyz[tess.numVertexes];
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outNormal = tess.normal[tess.numVertexes];
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newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
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+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
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newNormals = newXyz + 3;
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newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
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newNormalScale = 1.0 - backlerp;
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numVerts = surf->numVerts;
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if ( backlerp == 0 ) {
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//
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// just copy the vertexes
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//
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for (vertNum=0 ; vertNum < numVerts ; vertNum++,
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newXyz += 4, newNormals += 4,
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outXyz += 4, outNormal += 4)
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{
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outXyz[0] = newXyz[0] * newXyzScale;
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outXyz[1] = newXyz[1] * newXyzScale;
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outXyz[2] = newXyz[2] * newXyzScale;
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DecompressNormalVector( outNormal, newNormals );
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}
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} else {
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//
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// interpolate and copy the vertex and normal
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//
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oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
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+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
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oldNormals = oldXyz + 3;
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oldXyzScale = MD3_XYZ_SCALE * backlerp;
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|
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
|
|
}
|