mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 12:22:23 +00:00
423 lines
9.8 KiB
C++
423 lines
9.8 KiB
C++
//Anything above this #include will be ignored by the compiler
|
|
#include "../qcommon/exe_headers.h"
|
|
|
|
// tr_mesh.c: triangle model functions
|
|
|
|
#include "tr_local.h"
|
|
|
|
#ifdef VV_LIGHTING
|
|
#include "tr_lightmanager.h"
|
|
#endif
|
|
|
|
float ProjectRadius( float r, vec3_t location )
|
|
{
|
|
float pr;
|
|
float dist;
|
|
float c;
|
|
vec3_t p;
|
|
float width;
|
|
float depth;
|
|
|
|
c = DotProduct( tr.viewParms.ori.axis[0], tr.viewParms.ori.origin );
|
|
dist = DotProduct( tr.viewParms.ori.axis[0], location ) - c;
|
|
|
|
if ( dist <= 0 )
|
|
return 0;
|
|
|
|
p[0] = 0;
|
|
p[1] = Q_fabs( r );
|
|
p[2] = -dist;
|
|
|
|
width = p[0] * tr.viewParms.projectionMatrix[1] +
|
|
p[1] * tr.viewParms.projectionMatrix[5] +
|
|
p[2] * tr.viewParms.projectionMatrix[9] +
|
|
tr.viewParms.projectionMatrix[13];
|
|
|
|
depth = p[0] * tr.viewParms.projectionMatrix[3] +
|
|
p[1] * tr.viewParms.projectionMatrix[7] +
|
|
p[2] * tr.viewParms.projectionMatrix[11] +
|
|
tr.viewParms.projectionMatrix[15];
|
|
|
|
pr = width / depth;
|
|
#if defined (_XBOX)
|
|
pr = -pr;
|
|
#endif
|
|
|
|
if ( pr > 1.0f )
|
|
pr = 1.0f;
|
|
|
|
return pr;
|
|
}
|
|
|
|
#ifndef DEDICATED
|
|
/*
|
|
=============
|
|
R_CullModel
|
|
=============
|
|
*/
|
|
static int R_CullModel( md3Header_t *header, trRefEntity_t *ent ) {
|
|
vec3_t bounds[2];
|
|
md3Frame_t *oldFrame, *newFrame;
|
|
int i;
|
|
|
|
// compute frame pointers
|
|
newFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame;
|
|
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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
RE_GetModelBounds
|
|
|
|
Returns the bounds of the current model
|
|
(qhandle_t)hModel and (int)frame need to be set
|
|
=================
|
|
*/
|
|
//rwwRMG - added
|
|
void RE_GetModelBounds(refEntity_t *refEnt, vec3_t bounds1, vec3_t bounds2)
|
|
{
|
|
md3Frame_t *frame;
|
|
md3Header_t *header;
|
|
model_t *model;
|
|
|
|
assert(refEnt);
|
|
|
|
model = R_GetModelByHandle( refEnt->hModel );
|
|
assert(model);
|
|
header = model->md3[0];
|
|
assert(header);
|
|
frame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + refEnt->frame;
|
|
assert(frame);
|
|
|
|
VectorCopy(frame->bounds[0], bounds1);
|
|
VectorCopy(frame->bounds[1], bounds2);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_ComputeLOD
|
|
|
|
=================
|
|
*/
|
|
int R_ComputeLOD( trRefEntity_t *ent ) {
|
|
float radius;
|
|
float flod, lodscale;
|
|
float projectedRadius;
|
|
md3Frame_t *frame;
|
|
int lod;
|
|
|
|
if ( tr.currentModel->numLods < 2 )
|
|
{
|
|
// model has only 1 LOD level, skip computations and bias
|
|
lod = 0;
|
|
}
|
|
else
|
|
{
|
|
// multiple LODs exist, so compute projected bounding sphere
|
|
// and use that as a criteria for selecting LOD
|
|
|
|
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] );
|
|
|
|
if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
|
|
{
|
|
lodscale = (r_lodscale->value+r_autolodscalevalue->value);
|
|
if ( lodscale > 20 )
|
|
{
|
|
lodscale = 20;
|
|
}
|
|
else if ( lodscale < 0 )
|
|
{
|
|
lodscale = 0;
|
|
}
|
|
flod = 1.0f - projectedRadius * lodscale;
|
|
}
|
|
else
|
|
{
|
|
// object intersects near view plane, e.g. view weapon
|
|
flod = 0;
|
|
}
|
|
|
|
flod *= tr.currentModel->numLods;
|
|
lod = myftol( flod );
|
|
|
|
if ( lod < 0 )
|
|
{
|
|
lod = 0;
|
|
}
|
|
else if ( lod >= tr.currentModel->numLods )
|
|
{
|
|
lod = tr.currentModel->numLods - 1;
|
|
}
|
|
}
|
|
|
|
lod += r_lodbias->integer;
|
|
|
|
if ( lod >= tr.currentModel->numLods )
|
|
lod = tr.currentModel->numLods - 1;
|
|
if ( lod < 0 )
|
|
lod = 0;
|
|
|
|
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.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;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_AddMD3Surfaces
|
|
|
|
=================
|
|
*/
|
|
void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
|
int i;
|
|
md3Header_t *header = 0;
|
|
md3Surface_t *surface = 0;
|
|
md3Shader_t *md3Shader = 0;
|
|
shader_t *shader = 0;
|
|
int cull;
|
|
int lod;
|
|
int fogNum;
|
|
qboolean personalModel;
|
|
|
|
// don't add third_person objects if not in a portal
|
|
personalModel = (qboolean)((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) ) {
|
|
Com_DPrintf (S_COLOR_RED "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
|
|
//
|
|
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
|
|
//
|
|
#ifdef VV_LIGHTING
|
|
if ( !personalModel ) {
|
|
VVLightMan.R_SetupEntityLighting( &tr.refdef, ent );
|
|
#else
|
|
if ( !personalModel || r_shadows->integer > 1 ) {
|
|
R_SetupEntityLighting( &tr.refdef, ent );
|
|
#endif
|
|
}
|
|
|
|
//
|
|
// see if we are in a fog volume
|
|
//
|
|
fogNum = R_ComputeFogNum( header, 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;
|
|
int j;
|
|
|
|
skin = R_GetSkinByHandle( ent->e.customSkin );
|
|
|
|
// match the surface name to something in the skin file
|
|
shader = tr.defaultShader;
|
|
for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
|
|
// the names have both been lowercased
|
|
if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) {
|
|
shader = skin->surfaces[j]->shader;
|
|
break;
|
|
}
|
|
}
|
|
if (shader == tr.defaultShader) {
|
|
Com_DPrintf (S_COLOR_RED "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
|
|
}
|
|
else if (shader->defaultShader) {
|
|
Com_DPrintf (S_COLOR_RED "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
|
|
|
|
// stencil shadows can't do personal models unless I polyhedron clip
|
|
if ( !personalModel
|
|
&& r_shadows->integer == 2
|
|
&& fogNum == 0
|
|
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
|
|
&& shader->sort == SS_OPAQUE ) {
|
|
R_AddDrawSurf( (surfaceType_t *)surface, tr.shadowShader, 0, qfalse );
|
|
}
|
|
|
|
// projection shadows work fine with personal models
|
|
if ( r_shadows->integer == 3
|
|
&& fogNum == 0
|
|
&& (ent->e.renderfx & RF_SHADOW_PLANE )
|
|
&& shader->sort == SS_OPAQUE ) {
|
|
R_AddDrawSurf( (surfaceType_t *)surface, tr.projectionShadowShader, 0, qfalse );
|
|
}
|
|
|
|
// don't add third_person objects if not viewing through a portal
|
|
if ( !personalModel ) {
|
|
#ifdef VV_LIGHTING
|
|
int dlightBits = ( ent->dlightBits != 0 );
|
|
R_AddDrawSurf( (surfaceType_t *)surface, shader, fogNum, dlightBits );
|
|
#else
|
|
R_AddDrawSurf( (surfaceType_t *)surface, shader, fogNum, qfalse );
|
|
#endif
|
|
}
|
|
|
|
surface = (md3Surface_t *)( (byte *)surface + surface->ofsEnd );
|
|
}
|
|
|
|
}
|
|
|
|
#endif // !DEDICATED
|
|
|