mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
478 lines
No EOL
13 KiB
C++
478 lines
No EOL
13 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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#include "MatComp.h"
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#ifdef VV_LIGHTING
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#include "tr_lightmanager.h"
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#endif
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extern int R_ComputeLOD( trRefEntity_t *ent );
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/*
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All bones should be an identity orientation to display the mesh exactly
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as it is specified.
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For all other frames, the bones represent the transformation from the
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orientation of the bone in the base frame to the orientation in this
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frame.
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*/
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/*
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=============
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R_ACullModel
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=============
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*/
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static int R_ACullModel( md4Header_t *header, trRefEntity_t *ent ) {
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vec3_t bounds[2];
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md4Frame_t *oldFrame, *newFrame;
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int i;
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int frameSize;
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// compute frame pointers
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if (header->ofsFrames<0) // Compressed
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{
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frameSize = (int)( &((md4CompFrame_t *)0)->bones[ tr.currentModel->md4->numBones ] );
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newFrame = (md4Frame_t *)((byte *)header - header->ofsFrames + ent->e.frame * frameSize );
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oldFrame = (md4Frame_t *)((byte *)header - header->ofsFrames + ent->e.oldframe * frameSize );
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// HACK! These frames actually are md4CompFrames, but the first fields are the same,
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// so this will work for this routine.
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}
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else
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{
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frameSize = (int)( &((md4Frame_t *)0)->bones[ tr.currentModel->md4->numBones ] );
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newFrame = (md4Frame_t *)((byte *)header + header->ofsFrames + ent->e.frame * frameSize );
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oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames + ent->e.oldframe * frameSize );
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}
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// cull bounding sphere ONLY if this is not an upscaled entity
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if ( !ent->e.nonNormalizedAxes )
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{
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if ( ent->e.frame == ent->e.oldframe )
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{
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switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
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{
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case CULL_OUT:
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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case CULL_IN:
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_sphere_cull_md3_clip++;
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break;
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}
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}
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else
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{
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int sphereCull, sphereCullB;
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sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
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if ( newFrame == oldFrame ) {
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sphereCullB = sphereCull;
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} else {
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sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
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}
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if ( sphereCull == sphereCullB )
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{
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if ( sphereCull == CULL_OUT )
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{
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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}
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else if ( sphereCull == CULL_IN )
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{
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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}
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else
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{
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tr.pc.c_sphere_cull_md3_clip++;
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}
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}
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}
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}
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// calculate a bounding box in the current coordinate system
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for (i = 0 ; i < 3 ; i++) {
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bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
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bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
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}
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switch ( R_CullLocalBox( bounds ) )
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{
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case CULL_IN:
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tr.pc.c_box_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_box_cull_md3_clip++;
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return CULL_CLIP;
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case CULL_OUT:
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default:
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tr.pc.c_box_cull_md3_out++;
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return CULL_OUT;
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}
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}
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/*
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=================
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R_AComputeFogNum
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=================
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*/
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static int R_AComputeFogNum( md4Header_t *header, trRefEntity_t *ent ) {
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int i;
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fog_t *fog;
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md4Frame_t *frame;
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vec3_t localOrigin;
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int frameSize;
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if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
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return 0;
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}
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if (header->ofsFrames<0) // Compressed
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{
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frameSize = (int)( &((md4CompFrame_t *)0)->bones[ header->numBones ] );
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frame = (md4Frame_t *)((byte *)header - header->ofsFrames + ent->e.frame * frameSize );
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// HACK! These frames actually are md4CompFrames, but the first fields are the same,
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// so this will work for this routine.
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}
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else
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{
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frameSize = (int)( &((md4Frame_t *)0)->bones[ header->numBones ] );
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frame = (md4Frame_t *)((byte *)header + header->ofsFrames + ent->e.frame * frameSize );
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}
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VectorAdd( ent->e.origin, frame->localOrigin, localOrigin );
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int partialFog = 0;
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for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
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fog = &tr.world->fogs[i];
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if ( localOrigin[0] - frame->radius >= fog->bounds[0][0]
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&& localOrigin[0] + frame->radius <= fog->bounds[1][0]
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&& localOrigin[1] - frame->radius >= fog->bounds[0][1]
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&& localOrigin[1] + frame->radius <= fog->bounds[1][1]
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&& localOrigin[2] - frame->radius >= fog->bounds[0][2]
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&& localOrigin[2] + frame->radius <= fog->bounds[1][2] )
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{//totally inside it
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return i;
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break;
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}
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if ( ( localOrigin[0] - frame->radius >= fog->bounds[0][0] && localOrigin[1] - frame->radius >= fog->bounds[0][1] && localOrigin[2] - frame->radius >= fog->bounds[0][2] &&
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localOrigin[0] - frame->radius <= fog->bounds[1][0] && localOrigin[1] - frame->radius <= fog->bounds[1][1] && localOrigin[2] - frame->radius <= fog->bounds[1][2] ) ||
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( localOrigin[0] + frame->radius >= fog->bounds[0][0] && localOrigin[1] + frame->radius >= fog->bounds[0][1] && localOrigin[2] + frame->radius >= fog->bounds[0][2] &&
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localOrigin[0] + frame->radius <= fog->bounds[1][0] && localOrigin[1] + frame->radius <= fog->bounds[1][1] && localOrigin[2] + frame->radius <= fog->bounds[1][2] ) )
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{//partially inside it
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if ( tr.refdef.fogIndex == i || R_FogParmsMatch( tr.refdef.fogIndex, i ) )
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{//take new one only if it's the same one that the viewpoint is in
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return i;
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break;
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}
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else if ( !partialFog )
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{//first partialFog
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partialFog = i;
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}
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}
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}
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//if all else fails, return the first partialFog
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return partialFog;
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}
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/*
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==============
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R_AddAnimSurfaces
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==============
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*/
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void R_AddAnimSurfaces( trRefEntity_t *ent ) {
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md4Header_t *header;
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md4Surface_t *surface;
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md4LOD_t *lod;
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shader_t *shader = 0;
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shader_t *cust_shader = 0;
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int fogNum = 0;
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qboolean personalModel;
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int cull;
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int i, whichLod;
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// don't add third_person objects if not in a portal
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personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
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if ( ent->e.renderfx & RF_CAP_FRAMES) {
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if (ent->e.frame > tr.currentModel->md4->numFrames-1)
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ent->e.frame = tr.currentModel->md4->numFrames-1;
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if (ent->e.oldframe > tr.currentModel->md4->numFrames-1)
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ent->e.oldframe = tr.currentModel->md4->numFrames-1;
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}
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else if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
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ent->e.frame %= tr.currentModel->md4->numFrames;
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ent->e.oldframe %= tr.currentModel->md4->numFrames;
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}
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//
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// Validate the frames so there is no chance of a crash.
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// This will write directly into the entity structure, so
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// when the surfaces are rendered, they don't need to be
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// range checked again.
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//
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if ( (ent->e.frame >= tr.currentModel->md4->numFrames)
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|| (ent->e.frame < 0)
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|| (ent->e.oldframe >= tr.currentModel->md4->numFrames)
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|| (ent->e.oldframe < 0) )
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{
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#ifdef _DEBUG
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VID_Printf (PRINT_ALL, "R_AddAnimSurfaces: no such frame %d to %d for '%s'\n",
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#else
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VID_Printf (PRINT_DEVELOPER, "R_AddAnimSurfaces: no such frame %d to %d for '%s'\n",
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#endif
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ent->e.oldframe, ent->e.frame,
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tr.currentModel->name );
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ent->e.frame = 0;
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ent->e.oldframe = 0;
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}
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header = tr.currentModel->md4;
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//
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// cull the entire model if merged bounding box of both frames
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// is outside the view frustum.
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//
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cull = R_ACullModel ( header, ent );
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if ( cull == CULL_OUT ) {
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return;
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}
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//
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// compute LOD
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//
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lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
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whichLod = R_ComputeLOD( ent );
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for ( i = 0; i < whichLod; i++)
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{
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lod = (md4LOD_t*)( (byte *)lod + lod->ofsEnd );
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}
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//
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// set up lighting now that we know we aren't culled
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//
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if ( !personalModel || r_shadows->integer > 1 ) {
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#ifdef VV_LIGHTING
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VVLightMan.R_SetupEntityLighting( &tr.refdef, ent );
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#else
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R_SetupEntityLighting( &tr.refdef, ent );
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#endif
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}
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//
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// see if we are in a fog volume
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//
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fogNum = R_AComputeFogNum( header, ent );
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//
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// draw all surfaces
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//
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cust_shader = R_GetShaderByHandle( ent->e.customShader );
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surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
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for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
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if ( ent->e.customShader ) {
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shader = cust_shader;
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} else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
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skin_t *skin;
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int j;
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skin = R_GetSkinByHandle( ent->e.customSkin );
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// match the surface name to something in the skin file
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shader = tr.defaultShader;
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for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
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// the names have both been lowercased
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if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) {
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shader = skin->surfaces[j]->shader;
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break;
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}
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}
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} else {
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shader = R_GetShaderByHandle( surface->shaderIndex );
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}
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// we will add shadows even if the main object isn't visible in the view
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// stencil shadows can't do personal models unless I polyhedron clip
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if ( !personalModel
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&& r_shadows->integer == 2
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#ifndef VV_LIGHTING
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&& fogNum == 0
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#endif
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&& (ent->e.renderfx & RF_SHADOW_PLANE )
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&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
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&& shader->sort == SS_OPAQUE ) {
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R_AddDrawSurf( (surfaceType_t *)surface, tr.shadowShader, 0, qfalse );
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}
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// projection shadows work fine with personal models
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if ( r_shadows->integer == 3
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&& fogNum == 0
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&& (ent->e.renderfx & RF_SHADOW_PLANE )
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&& shader->sort == SS_OPAQUE ) {
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R_AddDrawSurf( (surfaceType_t *)surface, tr.projectionShadowShader, 0, qfalse );
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}
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// don't add third_person objects if not viewing through a portal
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if ( !personalModel ) {
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R_AddDrawSurf( (surfaceType_t *)surface, shader, fogNum, qfalse );
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}
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surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
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}
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}
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/*
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==============
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RB_SurfaceAnim
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==============
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*/
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void RB_SurfaceAnim( md4Surface_t *surface ) {
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int i, j, k;
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float frontlerp, backlerp;
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int *triangles;
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int indexes;
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int baseIndex, baseVertex;
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int numVerts;
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md4Vertex_t *v;
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md4Bone_t bones[MD4_MAX_BONES];
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md4Bone_t tbone[2];
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md4Bone_t *bonePtr, *bone;
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md4Header_t *header;
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md4Frame_t *frame=0;
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md4Frame_t *oldFrame=0;
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md4CompFrame_t *cframe=0;
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md4CompFrame_t *coldFrame=0;
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int frameSize;
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qboolean compressed;
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if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
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backlerp = 0;
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frontlerp = 1;
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} else {
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backlerp = backEnd.currentEntity->e.backlerp;
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frontlerp = 1.0 - backlerp;
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}
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header = (md4Header_t *)((byte *)surface + surface->ofsHeader);
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if (header->ofsFrames<0) // Compressed
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{
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compressed = qtrue;
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frameSize = (int)( &((md4CompFrame_t *)0)->bones[ header->numBones ] );
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cframe = (md4CompFrame_t *)((byte *)header - header->ofsFrames + backEnd.currentEntity->e.frame * frameSize );
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coldFrame = (md4CompFrame_t *)((byte *)header - header->ofsFrames + backEnd.currentEntity->e.oldframe * frameSize );
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}
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else
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{
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compressed = qfalse;
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frameSize = (int)( &((md4Frame_t *)0)->bones[ header->numBones ] );
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frame = (md4Frame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.frame * frameSize );
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oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames +
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backEnd.currentEntity->e.oldframe * frameSize );
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}
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RB_CheckOverflow( surface->numVerts, surface->numTriangles );
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triangles = (int *) ((byte *)surface + surface->ofsTriangles);
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indexes = surface->numTriangles * 3;
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baseIndex = tess.numIndexes;
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baseVertex = tess.numVertexes;
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for (j = 0 ; j < indexes ; j++) {
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tess.indexes[baseIndex + j] = baseVertex + triangles[j];
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}
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tess.numIndexes += indexes;
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//
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// lerp all the needed bones
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//
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if ( !backlerp && !compressed)
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// no lerping needed
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bonePtr = frame->bones;
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else
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{
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bonePtr = bones;
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if (compressed)
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{
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for ( i = 0 ; i < header->numBones ; i++ )
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{
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if ( !backlerp )
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MC_UnCompress(bonePtr[i].matrix,cframe->bones[i].Comp);
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else
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{
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MC_UnCompress(tbone[0].matrix,cframe->bones[i].Comp);
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MC_UnCompress(tbone[1].matrix,coldFrame->bones[i].Comp);
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for ( j = 0 ; j < 12 ; j++ )
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((float *)&bonePtr[i])[j] = frontlerp * ((float *)&tbone[0])[j]
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+ backlerp * ((float *)&tbone[1])[j];
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}
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}
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}
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else
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{
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for ( i = 0 ; i < header->numBones*12 ; i++ )
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((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
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+ backlerp * ((float *)oldFrame->bones)[i];
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}
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}
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//
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// deform the vertexes by the lerped bones
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//
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numVerts = surface->numVerts;
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v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts);
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for ( j = 0; j < numVerts; j++ ) {
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vec3_t tempVert, tempNormal;
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md4Weight_t *w;
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VectorClear( tempVert );
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VectorClear( tempNormal );
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w = v->weights;
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for ( k = 0 ; k < v->numWeights ; k++, w++ ) {
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bone = bonePtr + w->boneIndex;
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tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
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tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
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tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
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tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
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tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
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tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
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}
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tess.xyz[baseVertex + j][0] = tempVert[0];
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tess.xyz[baseVertex + j][1] = tempVert[1];
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tess.xyz[baseVertex + j][2] = tempVert[2];
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tess.normal[baseVertex + j][0] = tempNormal[0];
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tess.normal[baseVertex + j][1] = tempNormal[1];
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tess.normal[baseVertex + j][2] = tempNormal[2];
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tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
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tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
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v = (md4Vertex_t *)&v->weights[v->numWeights];
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}
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tess.numVertexes += surface->numVerts;
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} |