mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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1029 lines
34 KiB
C++
1029 lines
34 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "tr_local.h"
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#include "Model_local.h"
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/*
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==========================================================================================
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DEFORM SURFACES
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==========================================================================================
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*/
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/*
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=================
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R_FinishDeform
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=================
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*/
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static drawSurf_t * R_FinishDeform( drawSurf_t * surf, srfTriangles_t * newTri, const idDrawVert * newVerts, const triIndex_t * newIndexes ) {
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newTri->ambientCache = vertexCache.AllocVertex( newVerts, ALIGN( newTri->numVerts * sizeof( idDrawVert ), VERTEX_CACHE_ALIGN ) );
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newTri->indexCache = vertexCache.AllocIndex( newIndexes, ALIGN( newTri->numIndexes * sizeof( triIndex_t ), INDEX_CACHE_ALIGN ) );
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surf->frontEndGeo = newTri;
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surf->numIndexes = newTri->numIndexes;
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surf->ambientCache = newTri->ambientCache;
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surf->indexCache = newTri->indexCache;
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surf->shadowCache = 0;
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surf->jointCache = 0;
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surf->nextOnLight = NULL;
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return surf;
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}
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/*
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=====================
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R_AutospriteDeform
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Assuming all the triangles for this shader are independant
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quads, rebuild them as forward facing sprites.
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=====================
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*/
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static drawSurf_t * R_AutospriteDeform( drawSurf_t *surf ) {
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const srfTriangles_t * srcTri = surf->frontEndGeo;
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if ( srcTri->numVerts & 3 ) {
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common->Warning( "R_AutospriteDeform: shader had odd vertex count" );
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return NULL;
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}
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if ( srcTri->numIndexes != ( srcTri->numVerts >> 2 ) * 6 ) {
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common->Warning( "R_AutospriteDeform: autosprite had odd index count" );
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return NULL;
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}
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const idJointMat * joints = ( srcTri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? srcTri->staticModelWithJoints->jointsInverted : NULL;
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idVec3 leftDir;
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idVec3 upDir;
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R_GlobalVectorToLocal( surf->space->modelMatrix, tr.viewDef->renderView.viewaxis[1], leftDir );
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R_GlobalVectorToLocal( surf->space->modelMatrix, tr.viewDef->renderView.viewaxis[2], upDir );
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if ( tr.viewDef->isMirror ) {
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leftDir = vec3_origin - leftDir;
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}
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// the srfTriangles_t are in frame memory and will be automatically disposed of
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srfTriangles_t * newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
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newTri->numVerts = srcTri->numVerts;
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newTri->numIndexes = srcTri->numIndexes;
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idDrawVert * newVerts = (idDrawVert *)_alloca16( ALIGN( srcTri->numVerts * sizeof( idDrawVert ), 16 ) );
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triIndex_t * newIndexes = (triIndex_t *)_alloca16( ALIGN( srcTri->numIndexes * sizeof( triIndex_t ), 16 ) );
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for ( int i = 0; i < srcTri->numVerts; i += 4 ) {
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// find the midpoint
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newVerts[i+0] = idDrawVert::GetSkinnedDrawVert( srcTri->verts[i + 0], joints );
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newVerts[i+1] = idDrawVert::GetSkinnedDrawVert( srcTri->verts[i + 1], joints );
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newVerts[i+2] = idDrawVert::GetSkinnedDrawVert( srcTri->verts[i + 2], joints );
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newVerts[i+3] = idDrawVert::GetSkinnedDrawVert( srcTri->verts[i + 3], joints );
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idVec3 mid;
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mid[0] = 0.25f * ( newVerts[i+0].xyz[0] + newVerts[i+1].xyz[0] + newVerts[i+2].xyz[0] + newVerts[i+3].xyz[0] );
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mid[1] = 0.25f * ( newVerts[i+0].xyz[1] + newVerts[i+1].xyz[1] + newVerts[i+2].xyz[1] + newVerts[i+3].xyz[1] );
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mid[2] = 0.25f * ( newVerts[i+0].xyz[2] + newVerts[i+1].xyz[2] + newVerts[i+2].xyz[2] + newVerts[i+3].xyz[2] );
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const idVec3 delta = newVerts[i+0].xyz - mid;
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const float radius = delta.Length() * idMath::SQRT_1OVER2;
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const idVec3 left = leftDir * radius;
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const idVec3 up = upDir * radius;
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newVerts[i+0].xyz = mid + left + up;
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newVerts[i+0].SetTexCoord( 0, 0 );
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newVerts[i+1].xyz = mid - left + up;
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newVerts[i+1].SetTexCoord( 1, 0 );
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newVerts[i+2].xyz = mid - left - up;
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newVerts[i+2].SetTexCoord( 1, 1 );
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newVerts[i+3].xyz = mid + left - up;
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newVerts[i+3].SetTexCoord( 0, 1 );
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newIndexes[6*(i>>2)+0] = i+0;
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newIndexes[6*(i>>2)+1] = i+1;
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newIndexes[6*(i>>2)+2] = i+2;
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newIndexes[6*(i>>2)+3] = i+0;
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newIndexes[6*(i>>2)+4] = i+2;
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newIndexes[6*(i>>2)+5] = i+3;
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}
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return R_FinishDeform( surf, newTri, newVerts, newIndexes );
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}
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/*
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=====================
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R_TubeDeform
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Will pivot a rectangular quad along the center of its long axis.
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Note that a geometric tube with even quite a few sides will almost certainly render
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much faster than this, so this should only be for faked volumetric tubes.
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Make sure this is used with twosided translucent shaders, because the exact side
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order may not be correct.
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=====================
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*/
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static drawSurf_t * R_TubeDeform( drawSurf_t * surf ) {
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static int edgeVerts[6][2] = {
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{ 0, 1 },
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{ 1, 2 },
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{ 2, 0 },
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{ 3, 4 },
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{ 4, 5 },
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{ 5, 3 }
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};
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const srfTriangles_t * srcTri = surf->frontEndGeo;
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if ( srcTri->numVerts & 3 ) {
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common->Error( "R_TubeDeform: shader had odd vertex count" );
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}
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if ( srcTri->numIndexes != ( srcTri->numVerts >> 2 ) * 6 ) {
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common->Error( "R_TubeDeform: autosprite had odd index count" );
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}
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const idJointMat * joints = ( srcTri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? srcTri->staticModelWithJoints->jointsInverted : NULL;
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// we need the view direction to project the minor axis of the tube
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// as the view changes
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idVec3 localView;
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R_GlobalPointToLocal( surf->space->modelMatrix, tr.viewDef->renderView.vieworg, localView );
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// the srfTriangles_t are in frame memory and will be automatically disposed of
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srfTriangles_t * newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
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newTri->numVerts = srcTri->numVerts;
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newTri->numIndexes = srcTri->numIndexes;
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idDrawVert * newVerts = (idDrawVert *)_alloca16( ALIGN( srcTri->numVerts * sizeof( idDrawVert ), 16 ) );
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for ( int i = 0; i < srcTri->numVerts; i++ ) {
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newVerts[i].Clear();
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}
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// this is a lot of work for two triangles...
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// we could precalculate a lot if it is an issue, but it would mess up the shader abstraction
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for ( int i = 0, indexes = 0; i < srcTri->numVerts; i += 4, indexes += 6 ) {
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// identify the two shortest edges out of the six defined by the indexes
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int nums[2] = { 0, 0 };
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float lengths[2] = { 999999.0f, 999999.0f };
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for ( int j = 0; j < 6; j++ ) {
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const idVec3 v1 = idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[srcTri->indexes[i + edgeVerts[j][0]]], joints );
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const idVec3 v2 = idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[srcTri->indexes[i + edgeVerts[j][1]]], joints );
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const float l = ( v1 - v2 ).Length();
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if ( l < lengths[0] ) {
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nums[1] = nums[0];
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lengths[1] = lengths[0];
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nums[0] = j;
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lengths[0] = l;
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} else if ( l < lengths[1] ) {
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nums[1] = j;
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lengths[1] = l;
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}
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}
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// find the midpoints of the two short edges, which
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// will give us the major axis in object coordinates
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idVec3 mid[2];
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for ( int j = 0; j < 2; j++ ) {
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const idVec3 v1 = idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[srcTri->indexes[i+edgeVerts[nums[j]][0]]], joints );
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const idVec3 v2 = idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[srcTri->indexes[i+edgeVerts[nums[j]][1]]], joints );
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mid[j][0] = 0.5f * ( v1[0] + v2[0] );
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mid[j][1] = 0.5f * ( v1[1] + v2[1] );
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mid[j][2] = 0.5f * ( v1[2] + v2[2] );
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}
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// find the vector of the major axis
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const idVec3 major = mid[1] - mid[0];
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// re-project the points
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for ( int j = 0; j < 2; j++ ) {
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const int i1 = srcTri->indexes[i+edgeVerts[nums[j]][0]];
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const int i2 = srcTri->indexes[i+edgeVerts[nums[j]][1]];
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newVerts[i1] = idDrawVert::GetSkinnedDrawVert( srcTri->verts[i1], joints );
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newVerts[i2] = idDrawVert::GetSkinnedDrawVert( srcTri->verts[i2], joints );
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const float l = 0.5f * lengths[j];
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// cross this with the view direction to get minor axis
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idVec3 dir = mid[j] - localView;
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idVec3 minor;
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minor.Cross( major, dir );
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minor.Normalize();
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if ( j ) {
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newVerts[i1].xyz = mid[j] - l * minor;
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newVerts[i2].xyz = mid[j] + l * minor;
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} else {
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newVerts[i1].xyz = mid[j] + l * minor;
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newVerts[i2].xyz = mid[j] - l * minor;
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}
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}
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}
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return R_FinishDeform( surf, newTri, newVerts, srcTri->indexes );
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}
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/*
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=====================
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R_WindingFromTriangles
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=====================
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*/
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#define MAX_TRI_WINDING_INDEXES 16
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int R_WindingFromTriangles( const srfTriangles_t *tri, triIndex_t indexes[MAX_TRI_WINDING_INDEXES] ) {
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int i, j, k, l;
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indexes[0] = tri->indexes[0];
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int numIndexes = 1;
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int numTris = tri->numIndexes / 3;
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do {
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// find an edge that goes from the current index to another
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// index that isn't already used, and isn't an internal edge
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for ( i = 0; i < numTris; i++ ) {
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for ( j = 0; j < 3; j++ ) {
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if ( tri->indexes[i*3+j] != indexes[numIndexes-1] ) {
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continue;
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}
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int next = tri->indexes[i*3+(j+1)%3];
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// make sure it isn't already used
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if ( numIndexes == 1 ) {
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if ( next == indexes[0] ) {
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continue;
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}
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} else {
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for ( k = 1; k < numIndexes; k++ ) {
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if ( indexes[k] == next ) {
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break;
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}
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}
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if ( k != numIndexes ) {
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continue;
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}
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}
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// make sure it isn't an interior edge
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for ( k = 0; k < numTris; k++ ) {
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if ( k == i ) {
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continue;
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}
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for ( l = 0; l < 3; l++ ) {
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int a, b;
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a = tri->indexes[k*3+l];
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if ( a != next ) {
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continue;
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}
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b = tri->indexes[k*3+(l+1)%3];
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if ( b != indexes[numIndexes-1] ) {
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continue;
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}
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// this is an interior edge
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break;
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}
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if ( l != 3 ) {
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break;
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}
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}
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if ( k != numTris ) {
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continue;
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}
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// add this to the list
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indexes[numIndexes] = next;
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numIndexes++;
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break;
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}
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if ( j != 3 ) {
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break;
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}
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}
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if ( numIndexes == tri->numVerts ) {
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break;
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}
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} while ( i != numTris );
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return numIndexes;
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}
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/*
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=====================
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R_FlareDeform
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=====================
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*/
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static drawSurf_t * R_FlareDeform( drawSurf_t * surf ) {
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const srfTriangles_t * srcTri = surf->frontEndGeo;
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assert( srcTri->staticModelWithJoints == NULL );
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if ( srcTri->numVerts != 4 || srcTri->numIndexes != 6 ) {
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// FIXME: temp hack for flares on tripleted models
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common->Warning( "R_FlareDeform: not a single quad" );
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return NULL;
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}
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// find the plane
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idPlane plane;
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plane.FromPoints( srcTri->verts[srcTri->indexes[0]].xyz, srcTri->verts[srcTri->indexes[1]].xyz, srcTri->verts[srcTri->indexes[2]].xyz );
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// if viewer is behind the plane, draw nothing
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idVec3 localViewer;
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R_GlobalPointToLocal( surf->space->modelMatrix, tr.viewDef->renderView.vieworg, localViewer );
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float distFromPlane = localViewer * plane.Normal() + plane[3];
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if ( distFromPlane <= 0 ) {
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return NULL;
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}
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idVec3 center = srcTri->verts[0].xyz;
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for ( int i = 1; i < srcTri->numVerts; i++ ) {
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center += srcTri->verts[i].xyz;
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}
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center *= 1.0f / srcTri->numVerts;
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idVec3 dir = localViewer - center;
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dir.Normalize();
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const float dot = dir * plane.Normal();
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// set vertex colors based on plane angle
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int color = idMath::Ftoi( dot * 8 * 256 );
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if ( color > 255 ) {
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color = 255;
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}
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triIndex_t indexes[MAX_TRI_WINDING_INDEXES];
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int numIndexes = R_WindingFromTriangles( srcTri, indexes );
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// only deal with quads
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if ( numIndexes != 4 ) {
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return NULL;
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}
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const int maxVerts = 16;
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const int maxIndexes = 18 * 3;
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// the srfTriangles_t are in frame memory and will be automatically disposed of
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srfTriangles_t * newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
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newTri->numVerts = maxVerts;
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newTri->numIndexes = maxIndexes;
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idDrawVert *newVerts = (idDrawVert *)_alloca16( ALIGN( maxVerts * sizeof( idDrawVert ), 16 ) );
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idVec3 edgeDir[4][3];
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// calculate vector directions
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for ( int i = 0; i < 4; i++ ) {
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newVerts[i].Clear();
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newVerts[i].xyz = srcTri->verts[ indexes[i] ].xyz;
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newVerts[i].SetTexCoord( 0.5f, 0.5f );
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newVerts[i].color[0] = color;
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newVerts[i].color[1] = color;
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newVerts[i].color[2] = color;
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newVerts[i].color[3] = 255;
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idVec3 toEye = srcTri->verts[ indexes[i] ].xyz - localViewer;
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toEye.Normalize();
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idVec3 d1 = srcTri->verts[ indexes[(i+1)%4] ].xyz - localViewer;
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d1.Normalize();
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edgeDir[i][2].Cross( toEye, d1 );
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edgeDir[i][2].Normalize();
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edgeDir[i][2] = vec3_origin - edgeDir[i][2];
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idVec3 d2 = srcTri->verts[ indexes[(i+3)%4] ].xyz - localViewer;
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d2.Normalize();
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edgeDir[i][0].Cross( toEye, d2 );
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edgeDir[i][0].Normalize();
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edgeDir[i][1] = edgeDir[i][0] + edgeDir[i][2];
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edgeDir[i][1].Normalize();
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}
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const float spread = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ] * r_flareSize.GetFloat();
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for ( int i = 4; i < 16; i++ ) {
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const int index = ( i - 4 ) / 3;
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idVec3 v = srcTri->verts[indexes[index]].xyz + spread * edgeDir[index][( i - 4 ) % 3];
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idVec3 dir = v - localViewer;
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const float len = dir.Normalize();
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const float ang = dir * plane.Normal();
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const float newLen = -( distFromPlane / ang );
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if ( newLen > 0.0f && newLen < len ) {
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v = localViewer + dir * newLen;
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}
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newVerts[i].Clear();
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newVerts[i].xyz = v;
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newVerts[i].SetTexCoord( 0.0f, 0.5f );
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newVerts[i].color[0] = color;
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newVerts[i].color[1] = color;
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newVerts[i].color[2] = color;
|
|
newVerts[i].color[3] = 255;
|
|
}
|
|
|
|
ALIGNTYPE16 static triIndex_t triIndexes[18*3 + 10] = {
|
|
0, 4,5, 0,5, 6, 0,6,7, 0,7, 1, 1,7, 8, 1,8, 9,
|
|
15, 4,0, 15,0, 3, 3,0,1, 3,1, 2, 2,1, 9, 2,9,10,
|
|
14,15,3, 14,3,13, 13,3,2, 13,2,12, 12,2,11, 11,2,10,
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0 // to make this a multiple of 16 bytes
|
|
};
|
|
|
|
return R_FinishDeform( surf, newTri, newVerts, triIndexes );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_ExpandDeform
|
|
|
|
Expands the surface along it's normals by a shader amount
|
|
=====================
|
|
*/
|
|
static drawSurf_t * R_ExpandDeform( drawSurf_t * surf ) {
|
|
const srfTriangles_t * srcTri = surf->frontEndGeo;
|
|
|
|
assert( srcTri->staticModelWithJoints == NULL );
|
|
|
|
// the srfTriangles_t are in frame memory and will be automatically disposed of
|
|
srfTriangles_t * newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
|
|
newTri->numVerts = srcTri->numVerts;
|
|
newTri->numIndexes = srcTri->numIndexes;
|
|
|
|
idDrawVert *newVerts = (idDrawVert *)_alloca16( ALIGN( newTri->numVerts * sizeof( idDrawVert ), 16 ) );
|
|
|
|
const float dist = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ];
|
|
for ( int i = 0; i < srcTri->numVerts; i++ ) {
|
|
newVerts[i] = srcTri->verts[i];
|
|
newVerts[i].xyz = srcTri->verts[i].xyz + srcTri->verts[i].GetNormal() * dist;
|
|
}
|
|
|
|
return R_FinishDeform( surf, newTri, newVerts, srcTri->indexes );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_MoveDeform
|
|
|
|
Moves the surface along the X axis, mostly just for demoing the deforms
|
|
=====================
|
|
*/
|
|
static drawSurf_t * R_MoveDeform( drawSurf_t * surf ) {
|
|
const srfTriangles_t * srcTri = surf->frontEndGeo;
|
|
|
|
assert( srcTri->staticModelWithJoints == NULL );
|
|
|
|
// the srfTriangles_t are in frame memory and will be automatically disposed of
|
|
srfTriangles_t * newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
|
|
newTri->numVerts = srcTri->numVerts;
|
|
newTri->numIndexes = srcTri->numIndexes;
|
|
|
|
idDrawVert *newVerts = (idDrawVert *)_alloca16( ALIGN( newTri->numVerts * sizeof( idDrawVert ), 16 ) );
|
|
|
|
const float dist = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ];
|
|
for ( int i = 0; i < srcTri->numVerts; i++ ) {
|
|
newVerts[i] = srcTri->verts[i];
|
|
newVerts[i].xyz[0] += dist;
|
|
}
|
|
|
|
return R_FinishDeform( surf, newTri, newVerts, srcTri->indexes );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_TurbulentDeform
|
|
|
|
Turbulently deforms the texture coordinates.
|
|
=====================
|
|
*/
|
|
static drawSurf_t * R_TurbulentDeform( drawSurf_t * surf ) {
|
|
const srfTriangles_t * srcTri = surf->frontEndGeo;
|
|
|
|
assert( srcTri->staticModelWithJoints == NULL );
|
|
|
|
// the srfTriangles_t are in frame memory and will be automatically disposed of
|
|
srfTriangles_t * newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
|
|
newTri->numVerts = srcTri->numVerts;
|
|
newTri->numIndexes = srcTri->numIndexes;
|
|
|
|
idDrawVert *newVerts = (idDrawVert *)_alloca16( ALIGN( newTri->numVerts * sizeof( idDrawVert ), 16 ) );
|
|
|
|
const idDeclTable * table = (const idDeclTable *)surf->material->GetDeformDecl();
|
|
const float range = surf->shaderRegisters[ surf->material->GetDeformRegister(0) ];
|
|
const float timeOfs = surf->shaderRegisters[ surf->material->GetDeformRegister(1) ];
|
|
const float domain = surf->shaderRegisters[ surf->material->GetDeformRegister(2) ];
|
|
const float tOfs = 0.5f;
|
|
|
|
for ( int i = 0; i < srcTri->numVerts; i++ ) {
|
|
float f = srcTri->verts[i].xyz[0] * 0.003f + srcTri->verts[i].xyz[1] * 0.007f + srcTri->verts[i].xyz[2] * 0.011f;
|
|
|
|
f = timeOfs + domain * f;
|
|
f += timeOfs;
|
|
|
|
idVec2 tempST = srcTri->verts[i].GetTexCoord();
|
|
tempST[0] += range * table->TableLookup( f );
|
|
tempST[1] += range * table->TableLookup( f + tOfs );
|
|
|
|
newVerts[i] = srcTri->verts[i];
|
|
newVerts[i].SetTexCoord( tempST );
|
|
}
|
|
|
|
return R_FinishDeform( surf, newTri, newVerts, srcTri->indexes );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
AddTriangleToIsland_r
|
|
=====================
|
|
*/
|
|
#define MAX_EYEBALL_TRIS 10
|
|
#define MAX_EYEBALL_ISLANDS 6
|
|
|
|
typedef struct {
|
|
int tris[MAX_EYEBALL_TRIS];
|
|
int numTris;
|
|
idBounds bounds;
|
|
idVec3 mid;
|
|
} eyeIsland_t;
|
|
|
|
static void AddTriangleToIsland_r( const srfTriangles_t *tri, int triangleNum, bool *usedList, eyeIsland_t *island ) {
|
|
usedList[triangleNum] = true;
|
|
|
|
// add to the current island
|
|
if ( island->numTris >= MAX_EYEBALL_TRIS ) {
|
|
common->Error( "MAX_EYEBALL_TRIS" );
|
|
return;
|
|
}
|
|
island->tris[island->numTris] = triangleNum;
|
|
island->numTris++;
|
|
|
|
const idJointMat * joints = ( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? tri->staticModelWithJoints->jointsInverted : NULL;
|
|
|
|
// recurse into all neighbors
|
|
const int a = tri->indexes[triangleNum*3+0];
|
|
const int b = tri->indexes[triangleNum*3+1];
|
|
const int c = tri->indexes[triangleNum*3+2];
|
|
|
|
const idVec3 va = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[a], joints );
|
|
const idVec3 vb = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[b], joints );
|
|
const idVec3 vc = idDrawVert::GetSkinnedDrawVertPosition( tri->verts[c], joints );
|
|
|
|
island->bounds.AddPoint( va );
|
|
island->bounds.AddPoint( vb );
|
|
island->bounds.AddPoint( vc );
|
|
|
|
int numTri = tri->numIndexes / 3;
|
|
for ( int i = 0; i < numTri; i++ ) {
|
|
if ( usedList[i] ) {
|
|
continue;
|
|
}
|
|
if ( tri->indexes[i*3+0] == a
|
|
|| tri->indexes[i*3+1] == a
|
|
|| tri->indexes[i*3+2] == a
|
|
|| tri->indexes[i*3+0] == b
|
|
|| tri->indexes[i*3+1] == b
|
|
|| tri->indexes[i*3+2] == b
|
|
|| tri->indexes[i*3+0] == c
|
|
|| tri->indexes[i*3+1] == c
|
|
|| tri->indexes[i*3+2] == c ) {
|
|
AddTriangleToIsland_r( tri, i, usedList, island );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_EyeballDeform
|
|
|
|
Each eyeball surface should have an separate upright triangle behind it, long end
|
|
pointing out the eye, and another single triangle in front of the eye for the focus point.
|
|
=====================
|
|
*/
|
|
static drawSurf_t * R_EyeballDeform( drawSurf_t * surf ) {
|
|
const srfTriangles_t * srcTri = surf->frontEndGeo;
|
|
|
|
// separate all the triangles into islands
|
|
const int numTri = srcTri->numIndexes / 3;
|
|
if ( numTri > MAX_EYEBALL_ISLANDS * MAX_EYEBALL_TRIS ) {
|
|
common->Printf( "R_EyeballDeform: too many triangles in surface" );
|
|
return NULL;
|
|
}
|
|
|
|
eyeIsland_t islands[MAX_EYEBALL_ISLANDS];
|
|
bool triUsed[MAX_EYEBALL_ISLANDS*MAX_EYEBALL_TRIS];
|
|
memset( triUsed, 0, sizeof( triUsed ) );
|
|
|
|
int numIslands = 0;
|
|
for ( ; numIslands < MAX_EYEBALL_ISLANDS; numIslands++ ) {
|
|
islands[numIslands].numTris = 0;
|
|
islands[numIslands].bounds.Clear();
|
|
int i;
|
|
for ( i = 0; i < numTri; i++ ) {
|
|
if ( !triUsed[i] ) {
|
|
AddTriangleToIsland_r( srcTri, i, triUsed, &islands[numIslands] );
|
|
break;
|
|
}
|
|
}
|
|
if ( i == numTri ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// assume we always have two eyes, two origins, and two targets
|
|
if ( numIslands != 3 ) {
|
|
common->Printf( "R_EyeballDeform: %i triangle islands\n", numIslands );
|
|
return NULL;
|
|
}
|
|
|
|
const idJointMat * joints = ( srcTri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() ) ? srcTri->staticModelWithJoints->jointsInverted : NULL;
|
|
|
|
// the srfTriangles_t are in frame memory and will be automatically disposed of
|
|
srfTriangles_t * newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
|
|
newTri->numVerts = srcTri->numVerts;
|
|
newTri->numIndexes = srcTri->numIndexes;
|
|
|
|
idDrawVert *newVerts = (idDrawVert *)_alloca16( ALIGN( srcTri->numVerts * sizeof( idDrawVert ), 16 ) );
|
|
triIndex_t *newIndexes = (triIndex_t *)_alloca16( ALIGN( srcTri->numIndexes * sizeof( triIndex_t ), 16 ) );
|
|
|
|
// decide which islands are the eyes and points
|
|
for ( int i = 0; i < numIslands; i++ ) {
|
|
islands[i].mid = islands[i].bounds.GetCenter();
|
|
}
|
|
|
|
int numIndexes = 0;
|
|
for ( int i = 0; i < numIslands; i++ ) {
|
|
eyeIsland_t * island = &islands[i];
|
|
|
|
if ( island->numTris == 1 ) {
|
|
continue;
|
|
}
|
|
|
|
// the closest single triangle point will be the eye origin
|
|
// and the next-to-farthest will be the focal point
|
|
idVec3 origin;
|
|
idVec3 focus;
|
|
int originIsland = 0;
|
|
float dist[MAX_EYEBALL_ISLANDS];
|
|
int sortOrder[MAX_EYEBALL_ISLANDS];
|
|
|
|
for ( int j = 0; j < numIslands; j++ ) {
|
|
idVec3 dir = islands[j].mid - island->mid;
|
|
dist[j] = dir.Length();
|
|
sortOrder[j] = j;
|
|
for ( int k = j - 1; k >= 0; k-- ) {
|
|
if ( dist[k] > dist[k+1] ) {
|
|
int temp = sortOrder[k];
|
|
sortOrder[k] = sortOrder[k+1];
|
|
sortOrder[k+1] = temp;
|
|
float ftemp = dist[k];
|
|
dist[k] = dist[k+1];
|
|
dist[k+1] = ftemp;
|
|
}
|
|
}
|
|
}
|
|
|
|
originIsland = sortOrder[1];
|
|
origin = islands[originIsland].mid;
|
|
|
|
focus = islands[sortOrder[2]].mid;
|
|
|
|
// determine the projection directions based on the origin island triangle
|
|
idVec3 dir = focus - origin;
|
|
dir.Normalize();
|
|
|
|
const idVec3 p1 = idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[srcTri->indexes[islands[originIsland].tris[0] + 0]], joints );
|
|
const idVec3 p2 = idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[srcTri->indexes[islands[originIsland].tris[0] + 1]], joints );
|
|
const idVec3 p3 = idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[srcTri->indexes[islands[originIsland].tris[0] + 2]], joints );
|
|
|
|
idVec3 v1 = p2 - p1;
|
|
v1.Normalize();
|
|
idVec3 v2 = p3 - p1;
|
|
v2.Normalize();
|
|
|
|
// texVec[0] will be the normal to the origin triangle
|
|
idVec3 texVec[2];
|
|
texVec[0].Cross( v1, v2 );
|
|
texVec[1].Cross( texVec[0], dir );
|
|
|
|
for ( int j = 0; j < 2; j++ ) {
|
|
texVec[j] -= dir * ( texVec[j] * dir );
|
|
texVec[j].Normalize();
|
|
}
|
|
|
|
// emit these triangles, generating the projected texcoords
|
|
for ( int j = 0; j < islands[i].numTris; j++ ) {
|
|
for ( int k = 0; k < 3; k++ ) {
|
|
int index = islands[i].tris[j] * 3;
|
|
|
|
index = srcTri->indexes[index + k];
|
|
newIndexes[numIndexes++] = index;
|
|
|
|
newVerts[index] = idDrawVert::GetSkinnedDrawVert( srcTri->verts[index], joints );
|
|
|
|
const idVec3 local = newVerts[index].xyz - origin;
|
|
newVerts[index].SetTexCoord( 0.5f + local * texVec[0], 0.5f + local * texVec[1] );
|
|
}
|
|
}
|
|
}
|
|
|
|
newTri->numIndexes = numIndexes;
|
|
|
|
return R_FinishDeform( surf, newTri, newVerts, newIndexes );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
R_ParticleDeform
|
|
|
|
Emit particles from the surface.
|
|
=====================
|
|
*/
|
|
static drawSurf_t * R_ParticleDeform( drawSurf_t *surf, bool useArea ) {
|
|
const renderEntity_t * renderEntity = &surf->space->entityDef->parms;
|
|
const viewDef_t * viewDef = tr.viewDef;
|
|
const idDeclParticle * particleSystem = (const idDeclParticle *)surf->material->GetDeformDecl();
|
|
const srfTriangles_t * srcTri = surf->frontEndGeo;
|
|
|
|
if ( r_skipParticles.GetBool() ) {
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// calculate the area of all the triangles
|
|
//
|
|
int numSourceTris = surf->frontEndGeo->numIndexes / 3;
|
|
float totalArea = 0.0f;
|
|
float * sourceTriAreas = NULL;
|
|
|
|
const idJointMat * joints = ( ( srcTri->staticModelWithJoints != NULL ) && r_useGPUSkinning.GetBool() ) ? srcTri->staticModelWithJoints->jointsInverted : NULL;
|
|
|
|
if ( useArea ) {
|
|
sourceTriAreas = (float *)_alloca( sizeof( *sourceTriAreas ) * numSourceTris );
|
|
int triNum = 0;
|
|
for ( int i = 0; i < srcTri->numIndexes; i += 3, triNum++ ) {
|
|
float area = idWinding::TriangleArea( idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[ srcTri->indexes[ i+0 ] ], joints ),
|
|
idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[ srcTri->indexes[ i+1 ] ], joints ),
|
|
idDrawVert::GetSkinnedDrawVertPosition( srcTri->verts[ srcTri->indexes[ i+2 ] ], joints ) );
|
|
sourceTriAreas[triNum] = totalArea;
|
|
totalArea += area;
|
|
}
|
|
}
|
|
|
|
//
|
|
// create the particles almost exactly the way idRenderModelPrt does
|
|
//
|
|
particleGen_t g;
|
|
|
|
g.renderEnt = renderEntity;
|
|
g.renderView = &viewDef->renderView;
|
|
g.origin.Zero();
|
|
g.axis = mat3_identity;
|
|
|
|
int maxStageParticles[MAX_PARTICLE_STAGES] = { 0 };
|
|
int maxStageQuads[MAX_PARTICLE_STAGES] = { 0 };
|
|
int maxQuads = 0;
|
|
|
|
for ( int stageNum = 0; stageNum < particleSystem->stages.Num(); stageNum++ ) {
|
|
idParticleStage *stage = particleSystem->stages[stageNum];
|
|
|
|
if ( stage->material == NULL ) {
|
|
continue;
|
|
}
|
|
if ( stage->cycleMsec == 0 ) {
|
|
continue;
|
|
}
|
|
if ( stage->hidden ) { // just for gui particle editor use
|
|
continue;
|
|
}
|
|
|
|
// we interpret stage->totalParticles as "particles per map square area"
|
|
// so the systems look the same on different size surfaces
|
|
const int totalParticles = ( useArea ) ? idMath::Ftoi( stage->totalParticles * totalArea * ( 1.0f / 4096.0f ) ) : ( stage->totalParticles );
|
|
const int numQuads = totalParticles * stage->NumQuadsPerParticle() * ( ( useArea ) ? 1 : numSourceTris );
|
|
|
|
maxStageParticles[stageNum] = totalParticles;
|
|
maxStageQuads[stageNum] = numQuads;
|
|
maxQuads = Max( maxQuads, numQuads );
|
|
}
|
|
|
|
if ( maxQuads == 0 ) {
|
|
return NULL;
|
|
}
|
|
|
|
idTempArray<byte> tempVerts( ALIGN( maxQuads * 4 * sizeof( idDrawVert ), 16 ) );
|
|
idDrawVert *newVerts = (idDrawVert *) tempVerts.Ptr();
|
|
idTempArray<byte> tempIndex( ALIGN( maxQuads * 6 * sizeof( triIndex_t ), 16 ) );
|
|
triIndex_t *newIndexes = (triIndex_t *) tempIndex.Ptr();
|
|
|
|
drawSurf_t * drawSurfList = NULL;
|
|
|
|
for ( int stageNum = 0; stageNum < particleSystem->stages.Num(); stageNum++ ) {
|
|
if ( maxStageQuads[stageNum] == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
idParticleStage *stage = particleSystem->stages[stageNum];
|
|
|
|
int numVerts = 0;
|
|
for ( int currentTri = 0; currentTri < ( ( useArea ) ? 1 : numSourceTris ); currentTri++ ) {
|
|
|
|
idRandom steppingRandom;
|
|
idRandom steppingRandom2;
|
|
|
|
int stageAge = g.renderView->time[renderEntity->timeGroup] + idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_TIMEOFFSET] * 1000.0f - stage->timeOffset * 1000.0f );
|
|
int stageCycle = stageAge / stage->cycleMsec;
|
|
|
|
// some particles will be in this cycle, some will be in the previous cycle
|
|
steppingRandom.SetSeed( ( ( stageCycle << 10 ) & idRandom::MAX_RAND ) ^ idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
|
|
steppingRandom2.SetSeed( ( ( ( stageCycle - 1 ) << 10 ) & idRandom::MAX_RAND ) ^ idMath::Ftoi( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
|
|
|
|
for ( int index = 0; index < maxStageParticles[stageNum]; index++ ) {
|
|
g.index = index;
|
|
|
|
// bump the random
|
|
steppingRandom.RandomInt();
|
|
steppingRandom2.RandomInt();
|
|
|
|
// calculate local age for this index
|
|
int bunchOffset = idMath::Ftoi( stage->particleLife * 1000 * stage->spawnBunching * index / maxStageParticles[stageNum] );
|
|
|
|
int particleAge = stageAge - bunchOffset;
|
|
int particleCycle = particleAge / stage->cycleMsec;
|
|
if ( particleCycle < 0 ) {
|
|
// before the particleSystem spawned
|
|
continue;
|
|
}
|
|
if ( stage->cycles != 0.0f && particleCycle >= stage->cycles ) {
|
|
// cycled systems will only run cycle times
|
|
continue;
|
|
}
|
|
|
|
int inCycleTime = particleAge - particleCycle * stage->cycleMsec;
|
|
|
|
if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] != 0.0f &&
|
|
g.renderView->time[renderEntity->timeGroup] - inCycleTime >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] * 1000.0f ) {
|
|
// don't fire any more particles
|
|
continue;
|
|
}
|
|
|
|
// supress particles before or after the age clamp
|
|
g.frac = (float)inCycleTime / ( stage->particleLife * 1000.0f );
|
|
if ( g.frac < 0.0f ) {
|
|
// yet to be spawned
|
|
continue;
|
|
}
|
|
if ( g.frac > 1.0f ) {
|
|
// this particle is in the deadTime band
|
|
continue;
|
|
}
|
|
|
|
if ( particleCycle == stageCycle ) {
|
|
g.random = steppingRandom;
|
|
} else {
|
|
g.random = steppingRandom2;
|
|
}
|
|
|
|
//---------------
|
|
// locate the particle origin and axis somewhere on the surface
|
|
//---------------
|
|
|
|
int pointTri = currentTri;
|
|
|
|
if ( useArea ) {
|
|
// select a triangle based on an even area distribution
|
|
pointTri = idBinSearch_LessEqual<float>( sourceTriAreas, numSourceTris, g.random.RandomFloat() * totalArea );
|
|
}
|
|
|
|
// now pick a random point inside pointTri
|
|
const idDrawVert v1 = idDrawVert::GetSkinnedDrawVert( srcTri->verts[ srcTri->indexes[ pointTri * 3 + 0 ] ], joints );
|
|
const idDrawVert v2 = idDrawVert::GetSkinnedDrawVert( srcTri->verts[ srcTri->indexes[ pointTri * 3 + 1 ] ], joints );
|
|
const idDrawVert v3 = idDrawVert::GetSkinnedDrawVert( srcTri->verts[ srcTri->indexes[ pointTri * 3 + 2 ] ], joints );
|
|
|
|
float f1 = g.random.RandomFloat();
|
|
float f2 = g.random.RandomFloat();
|
|
float f3 = g.random.RandomFloat();
|
|
|
|
float ft = 1.0f / ( f1 + f2 + f3 + 0.0001f );
|
|
|
|
f1 *= ft;
|
|
f2 *= ft;
|
|
f3 *= ft;
|
|
|
|
g.origin = v1.xyz * f1 + v2.xyz * f2 + v3.xyz * f3;
|
|
g.axis[0] = v1.GetTangent() * f1 + v2.GetTangent() * f2 + v3.GetTangent() * f3;
|
|
g.axis[1] = v1.GetBiTangent() * f1 + v2.GetBiTangent() * f2 + v3.GetBiTangent() * f3;
|
|
g.axis[2] = v1.GetNormal() * f1 + v2.GetNormal() * f2 + v3.GetNormal() * f3;
|
|
|
|
// this is needed so aimed particles can calculate origins at different times
|
|
g.originalRandom = g.random;
|
|
|
|
g.age = g.frac * stage->particleLife;
|
|
|
|
// if the particle doesn't get drawn because it is faded out or beyond a kill region,
|
|
// don't increment the verts
|
|
numVerts += stage->CreateParticle( &g, newVerts + numVerts );
|
|
}
|
|
}
|
|
|
|
if ( numVerts == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// build the index list
|
|
int numIndexes = 0;
|
|
for ( int i = 0; i < numVerts; i += 4 ) {
|
|
newIndexes[numIndexes + 0] = i + 0;
|
|
newIndexes[numIndexes + 1] = i + 2;
|
|
newIndexes[numIndexes + 2] = i + 3;
|
|
newIndexes[numIndexes + 3] = i + 0;
|
|
newIndexes[numIndexes + 4] = i + 3;
|
|
newIndexes[numIndexes + 5] = i + 1;
|
|
numIndexes += 6;
|
|
}
|
|
|
|
// allocate a srfTriangles in temp memory that can hold all the particles
|
|
srfTriangles_t * newTri = (srfTriangles_t *)R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
|
|
newTri->bounds = stage->bounds; // just always draw the particles
|
|
newTri->numVerts = numVerts;
|
|
newTri->numIndexes = numIndexes;
|
|
newTri->ambientCache = vertexCache.AllocVertex( newVerts, ALIGN( numVerts * sizeof( idDrawVert ), VERTEX_CACHE_ALIGN ) );
|
|
newTri->indexCache = vertexCache.AllocIndex( newIndexes, ALIGN( numIndexes * sizeof( triIndex_t ), INDEX_CACHE_ALIGN ) );
|
|
|
|
drawSurf_t * drawSurf = (drawSurf_t *)R_FrameAlloc( sizeof( *drawSurf ), FRAME_ALLOC_DRAW_SURFACE );
|
|
drawSurf->frontEndGeo = newTri;
|
|
drawSurf->numIndexes = newTri->numIndexes;
|
|
drawSurf->ambientCache = newTri->ambientCache;
|
|
drawSurf->indexCache = newTri->indexCache;
|
|
drawSurf->shadowCache = 0;
|
|
drawSurf->jointCache = 0;
|
|
drawSurf->space = surf->space;
|
|
drawSurf->scissorRect = surf->scissorRect;
|
|
drawSurf->extraGLState = 0;
|
|
drawSurf->renderZFail = 0;
|
|
|
|
R_SetupDrawSurfShader( drawSurf, stage->material, renderEntity );
|
|
|
|
drawSurf->linkChain = NULL;
|
|
drawSurf->nextOnLight = drawSurfList;
|
|
drawSurfList = drawSurf;
|
|
}
|
|
|
|
return drawSurfList;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DeformDrawSurf
|
|
=================
|
|
*/
|
|
drawSurf_t * R_DeformDrawSurf( drawSurf_t * drawSurf ) {
|
|
if ( drawSurf->material == NULL ) {
|
|
return NULL;
|
|
}
|
|
|
|
if ( r_skipDeforms.GetBool() ) {
|
|
return drawSurf;
|
|
}
|
|
switch ( drawSurf->material->Deform() ) {
|
|
case DFRM_SPRITE: return R_AutospriteDeform( drawSurf );
|
|
case DFRM_TUBE: return R_TubeDeform( drawSurf );
|
|
case DFRM_FLARE: return R_FlareDeform( drawSurf );
|
|
case DFRM_EXPAND: return R_ExpandDeform( drawSurf );
|
|
case DFRM_MOVE: return R_MoveDeform( drawSurf );
|
|
case DFRM_TURB: return R_TurbulentDeform( drawSurf );
|
|
case DFRM_EYEBALL: return R_EyeballDeform( drawSurf );
|
|
case DFRM_PARTICLE: return R_ParticleDeform( drawSurf, true );
|
|
case DFRM_PARTICLE2: return R_ParticleDeform( drawSurf, false );
|
|
default: return NULL;
|
|
}
|
|
}
|