mirror of
https://github.com/ioquake/ioq3.git
synced 2025-05-30 16:41:31 +00:00
347 lines
9.5 KiB
C
347 lines
9.5 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
// tr_mesh.c: triangle model functions
|
|
|
|
#include "tr_local.h"
|
|
#include "tr_globals.h"
|
|
#include "tr_cvar.h"
|
|
#include "vk_shade_geometry.h"
|
|
|
|
#include "ref_import.h"
|
|
#include "tr_light.h"
|
|
|
|
|
|
static int R_CullModel( md3Header_t *header, trRefEntity_t *ent )
|
|
{
|
|
vec3_t bounds[2];
|
|
int i;
|
|
|
|
// compute frame pointers
|
|
md3Frame_t* newFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame;
|
|
md3Frame_t* oldFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.oldframe;
|
|
|
|
// cull bounding sphere ONLY if this is not an upscaled entity
|
|
if ( !ent->e.nonNormalizedAxes )
|
|
{
|
|
if ( ent->e.frame == ent->e.oldframe )
|
|
{
|
|
switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
|
|
{
|
|
case CULL_OUT:
|
|
tr.pc.c_sphere_cull_md3_out++;
|
|
return CULL_OUT;
|
|
|
|
case CULL_IN:
|
|
tr.pc.c_sphere_cull_md3_in++;
|
|
return CULL_IN;
|
|
|
|
case CULL_CLIP:
|
|
tr.pc.c_sphere_cull_md3_clip++;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int sphereCull, sphereCullB;
|
|
|
|
sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
|
|
if ( newFrame == oldFrame ) {
|
|
sphereCullB = sphereCull;
|
|
} else {
|
|
sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
|
|
}
|
|
|
|
if ( sphereCull == sphereCullB )
|
|
{
|
|
if ( sphereCull == CULL_OUT )
|
|
{
|
|
tr.pc.c_sphere_cull_md3_out++;
|
|
return CULL_OUT;
|
|
}
|
|
else if ( sphereCull == CULL_IN )
|
|
{
|
|
tr.pc.c_sphere_cull_md3_in++;
|
|
return CULL_IN;
|
|
}
|
|
else
|
|
{
|
|
tr.pc.c_sphere_cull_md3_clip++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// calculate a bounding box in the current coordinate system
|
|
for (i = 0 ; i < 3 ; i++) {
|
|
bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
|
|
bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
|
|
}
|
|
|
|
switch ( R_CullLocalBox( bounds ) )
|
|
{
|
|
case CULL_IN:
|
|
tr.pc.c_box_cull_md3_in++;
|
|
return CULL_IN;
|
|
case CULL_CLIP:
|
|
tr.pc.c_box_cull_md3_clip++;
|
|
return CULL_CLIP;
|
|
case CULL_OUT:
|
|
default:
|
|
tr.pc.c_box_cull_md3_out++;
|
|
return CULL_OUT;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
int R_ComputeLOD( trRefEntity_t *ent )
|
|
{
|
|
|
|
int lod = 0;
|
|
|
|
float radius;
|
|
// radius are guarentee large than 0;
|
|
|
|
// multiple LODs exist, so compute projected bounding sphere
|
|
// and use that as a criteria for selecting LOD
|
|
if(tr.currentModel->type == MOD_MDR)
|
|
{
|
|
mdrHeader_t * mdr = (mdrHeader_t *) tr.currentModel->modelData;
|
|
int frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
|
|
|
|
mdrFrame_t * mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
|
|
|
|
radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
|
|
}
|
|
else
|
|
{
|
|
md3Frame_t * frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
|
|
|
|
frame += ent->e.frame;
|
|
|
|
radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
|
|
}
|
|
|
|
float tmpVec[3];
|
|
VectorSubtract(ent->e.origin, tr.viewParms.or.origin, tmpVec);
|
|
float dist = DotProduct( tr.viewParms.or.axis[0], tmpVec);
|
|
if ( dist > 0 )
|
|
{
|
|
|
|
// vec3_t p;
|
|
// p[0] = 0;
|
|
// p[1] = r ;
|
|
// p[2] = -dist;
|
|
// p[3] = 1;
|
|
|
|
// pMatProj = tr.viewParms.projectionMatrix
|
|
// float projected[4];
|
|
// projected[0] = p[0] * pMatProj[0] + p[1] * pMatProj[4] + p[2] * pMatProj[8] + pMatProj[12];
|
|
// projected[1] = p[0] * pMatProj[1] - p[1] * pMatProj[5] + p[2] * pMatProj[9] + pMatProj[13];
|
|
// projected[2] = p[0] * pMatProj[2] + p[1] * pMatProj[6] + p[2] * pMatProj[10] + pMatProj[14];
|
|
// projected[3] = p[0] * pMatProj[3] + p[1] * pMatProj[7] + p[2] * pMatProj[11] + pMatProj[15];
|
|
// perspective devide
|
|
// pr = projected[1] / projected[3];
|
|
|
|
float p1 = - radius * tr.viewParms.projectionMatrix[5] - dist * tr.viewParms.projectionMatrix[9] + tr.viewParms.projectionMatrix[13];
|
|
float p3 = radius * tr.viewParms.projectionMatrix[7] - dist * tr.viewParms.projectionMatrix[11] + tr.viewParms.projectionMatrix[15];
|
|
|
|
float projectedRadius = p1 / p3;
|
|
|
|
//ri.Printf( PRINT_ALL, "%f: \n", projectedRadius);
|
|
|
|
lod = (1.0f - projectedRadius * 6 ) * tr.currentModel->numLods;
|
|
|
|
|
|
if ( lod < 0 )
|
|
{
|
|
lod = 0;
|
|
}
|
|
else if ( lod >= tr.currentModel->numLods )
|
|
{
|
|
lod = tr.currentModel->numLods - 1;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
return lod;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_ComputeFogNum
|
|
|
|
=================
|
|
*/
|
|
int R_ComputeFogNum( md3Header_t *header, trRefEntity_t *ent ) {
|
|
int i, j;
|
|
fog_t *fog;
|
|
md3Frame_t *md3Frame;
|
|
vec3_t localOrigin;
|
|
|
|
if ( tr.refdef.rd.rdflags & RDF_NOWORLDMODEL ) {
|
|
return 0;
|
|
}
|
|
|
|
// FIXME: non-normalized axis issues
|
|
md3Frame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame;
|
|
VectorAdd( ent->e.origin, md3Frame->localOrigin, localOrigin );
|
|
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
|
|
fog = &tr.world->fogs[i];
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
if ( localOrigin[j] - md3Frame->radius >= fog->bounds[1][j] ) {
|
|
break;
|
|
}
|
|
if ( localOrigin[j] + md3Frame->radius <= fog->bounds[0][j] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j == 3 ) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
void R_AddMD3Surfaces( trRefEntity_t *ent )
|
|
{
|
|
int i;
|
|
md3Header_t *header = NULL;
|
|
md3Surface_t *surface = NULL;
|
|
md3Shader_t *md3Shader = NULL;
|
|
shader_t *shader = NULL;
|
|
int cull;
|
|
int lod = 0;
|
|
int fogNum;
|
|
|
|
// don't add third_person objects if not in a portal
|
|
qboolean personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
|
|
|
|
if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
|
|
ent->e.frame %= tr.currentModel->md3[0]->numFrames;
|
|
ent->e.oldframe %= tr.currentModel->md3[0]->numFrames;
|
|
}
|
|
|
|
//
|
|
// Validate the frames so there is no chance of a crash.
|
|
// This will write directly into the entity structure, so
|
|
// when the surfaces are rendered, they don't need to be
|
|
// range checked again.
|
|
|
|
|
|
if ( (ent->e.frame >= tr.currentModel->md3[0]->numFrames)
|
|
|| (ent->e.frame < 0)
|
|
|| (ent->e.oldframe >= tr.currentModel->md3[0]->numFrames)
|
|
|| (ent->e.oldframe < 0) )
|
|
{
|
|
ri.Printf( PRINT_ALL, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
|
|
ent->e.oldframe, ent->e.frame,
|
|
tr.currentModel->name );
|
|
ent->e.frame = 0;
|
|
ent->e.oldframe = 0;
|
|
}
|
|
|
|
//
|
|
// compute LOD
|
|
// model has only 1 LOD level, skip computations and bias
|
|
if ( tr.currentModel->numLods > 1 )
|
|
lod = R_ComputeLOD( ent );
|
|
|
|
header = tr.currentModel->md3[lod];
|
|
|
|
//
|
|
// cull the entire model if merged bounding box of both frames
|
|
// is outside the view frustum.
|
|
//
|
|
cull = R_CullModel ( header, ent );
|
|
if ( cull == CULL_OUT ) {
|
|
return;
|
|
}
|
|
|
|
|
|
//
|
|
// set up lighting now that we know we aren't culled
|
|
//
|
|
if ( !personalModel) {
|
|
R_SetupEntityLighting( &tr.refdef, ent );
|
|
}
|
|
|
|
//
|
|
// draw all surfaces
|
|
//
|
|
surface = (md3Surface_t *)( (byte *)header + header->ofsSurfaces );
|
|
for ( i = 0 ; i < header->numSurfaces ; i++ )
|
|
{
|
|
if ( ent->e.customShader )
|
|
{
|
|
shader = R_GetShaderByHandle( ent->e.customShader );
|
|
}
|
|
else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins )
|
|
{
|
|
skin_t *skin = R_GetSkinByHandle( ent->e.customSkin );
|
|
|
|
// match the surface name to something in the skin file
|
|
shader = tr.defaultShader;
|
|
|
|
int j;
|
|
|
|
for ( j = 0 ; j < skin->numSurfaces ; j++ )
|
|
{
|
|
// the names have both been lowercased
|
|
if ( !strcmp( skin->pSurfaces[j].name, surface->name ) ) {
|
|
shader = skin->pSurfaces[j].shader;
|
|
break;
|
|
}
|
|
}
|
|
if (shader == tr.defaultShader) {
|
|
ri.Printf( PRINT_DEVELOPER, "no shader for surface %s in skin %s\n", surface->name, skin->name);
|
|
}
|
|
else if (shader->defaultShader) {
|
|
ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
|
|
}
|
|
} else if ( surface->numShaders <= 0 ) {
|
|
shader = tr.defaultShader;
|
|
} else {
|
|
md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
|
|
md3Shader += ent->e.skinNum % surface->numShaders;
|
|
shader = tr.shaders[ md3Shader->shaderIndex ];
|
|
}
|
|
|
|
|
|
// we will add shadows even if the main object isn't visible in the view
|
|
|
|
// don't add third_person objects if not viewing through a portal
|
|
if ( !personalModel )
|
|
{
|
|
// see if we are in a fog volume
|
|
fogNum = R_ComputeFogNum( header, ent );
|
|
R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse );
|
|
}
|
|
|
|
surface = (md3Surface_t *)( (byte *)surface + surface->ofsEnd );
|
|
}
|
|
}
|
|
|