mirror of
https://github.com/ioquake/jedi-academy.git
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2383 lines
68 KiB
C++
2383 lines
68 KiB
C++
// tr_surf.c
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// 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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/*
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THIS ENTIRE FILE IS BACK END
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backEnd.currentEntity will be valid.
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Tess_Begin has already been called for the surface's shader.
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The modelview matrix will be set.
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It is safe to actually issue drawing commands here if you don't want to
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use the shader system.
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*/
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//============================================================================
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/*
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==============
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RB_CheckOverflow
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==============
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*/
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void RB_CheckOverflow( int verts, int indexes ) {
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if ( tess.shader == tr.shadowShader ) {
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if (tess.numVertexes + verts < SHADER_MAX_VERTEXES/2
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&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
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return;
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}
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} else
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if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
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&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
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return;
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}
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RB_EndSurface();
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if ( verts >= SHADER_MAX_VERTEXES ) {
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Com_Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
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}
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if ( indexes >= SHADER_MAX_INDEXES ) {
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Com_Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
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}
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RB_BeginSurface(tess.shader, tess.fogNum );
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}
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/*
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==============
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RB_AddQuadStampExt
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==============
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*/
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void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
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vec3_t normal;
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int ndx;
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RB_CHECKOVERFLOW( 4, 6 );
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ndx = tess.numVertexes;
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// triangle indexes for a simple quad
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tess.indexes[ tess.numIndexes ] = ndx;
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tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
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tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
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tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
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tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
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tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
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tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
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tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
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tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
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tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
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tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
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tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
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tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
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tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
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// constant normal all the way around
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VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
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tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
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tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
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tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
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// standard square texture coordinates
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tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
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tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
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tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
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tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
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tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
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tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
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tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
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tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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* ( unsigned int * ) &tess.vertexColors[ndx] =
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* ( unsigned int * ) &tess.vertexColors[ndx+1] =
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* ( unsigned int * ) &tess.vertexColors[ndx+2] =
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* ( unsigned int * ) &tess.vertexColors[ndx+3] =
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* ( unsigned int * )color;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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}
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/*
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==============
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RB_AddQuadStamp
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==============
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*/
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void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
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RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
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}
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/*
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==============
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RB_SurfaceSprite
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==============
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*/
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static void RB_SurfaceSprite( void ) {
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vec3_t left, up;
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float radius;
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// calculate the xyz locations for the four corners
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radius = backEnd.currentEntity->e.radius;
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if ( backEnd.currentEntity->e.rotation == 0 ) {
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VectorScale( backEnd.viewParms.or.axis[1], radius, left );
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VectorScale( backEnd.viewParms.or.axis[2], radius, up );
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} else {
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float s, c;
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float ang;
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ang = M_PI * backEnd.currentEntity->e.rotation / 180;
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s = sin( ang );
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c = cos( ang );
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VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
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VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
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VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
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VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
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}
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if ( backEnd.viewParms.isMirror ) {
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VectorSubtract( vec3_origin, left, left );
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}
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
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}
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/*
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=======================
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RB_SurfaceOrientedQuad
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=======================
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*/
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static void RB_SurfaceOrientedQuad( void )
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{
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vec3_t left, up;
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float radius;
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// calculate the xyz locations for the four corners
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radius = backEnd.currentEntity->e.radius;
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MakeNormalVectors( backEnd.currentEntity->e.axis[0], left, up );
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if ( backEnd.currentEntity->e.rotation == 0 )
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{
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VectorScale( left, radius, left );
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VectorScale( up, radius, up );
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}
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else
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{
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vec3_t tempLeft, tempUp;
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float s, c;
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float ang;
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ang = M_PI * backEnd.currentEntity->e.rotation / 180;
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s = sin( ang );
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c = cos( ang );
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// Use a temp so we don't trash the values we'll need later
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VectorScale( left, c * radius, tempLeft );
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VectorMA( tempLeft, -s * radius, up, tempLeft );
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VectorScale( up, c * radius, tempUp );
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VectorMA( tempUp, s * radius, left, up ); // no need to use the temp anymore, so copy into the dest vector ( up )
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// This was copied for safekeeping, we're done, so we can move it back to left
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VectorCopy( tempLeft, left );
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}
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if ( backEnd.viewParms.isMirror )
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{
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VectorSubtract( vec3_origin, left, left );
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}
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
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}
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/*
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==============
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RB_SurfaceLine
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==============
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*/
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//
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// Values for a proper line render primitive...
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// Width
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// STScale (how many times to loop a texture)
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// alpha
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// RGB
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//
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// Values for proper line object...
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// lifetime
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// dscale
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// startalpha, endalpha
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// startRGB, endRGB
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//
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static void DoLine( const vec3_t start, const vec3_t end, const vec3_t up, float spanWidth )
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{
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float spanWidth2;
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int vbase;
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RB_CHECKOVERFLOW( 4, 6 );
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vbase = tess.numVertexes;
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spanWidth2 = -spanWidth;
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VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];// * 0.25;//wtf??not sure why the code would be doing this
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];// * 0.25;
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];// * 0.25;
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tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];// * 0.25;
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tess.numVertexes++;
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VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 1;//backEnd.currentEntity->e.shaderTexCoord[0];
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];
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tess.numVertexes++;
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VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;//backEnd.currentEntity->e.shaderTexCoord[1];
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];
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tess.numVertexes++;
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VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 1;//backEnd.currentEntity->e.shaderTexCoord[0];
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tess.texCoords[tess.numVertexes][0][1] = 1;//backEnd.currentEntity->e.shaderTexCoord[1];
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = vbase;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 3;
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}
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static void DoLine2( const vec3_t start, const vec3_t end, const vec3_t up, float spanWidth, float spanWidth2, const float tcStart, const float tcEnd )
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{
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int vbase;
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RB_CHECKOVERFLOW( 4, 6 );
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vbase = tess.numVertexes;
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VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = tcStart;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];// * 0.25;//wtf??not sure why the code would be doing this
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];// * 0.25;
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];// * 0.25;
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tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];// * 0.25;
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tess.numVertexes++;
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VectorMA( start, -spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 1;//backEnd.currentEntity->e.shaderTexCoord[0];
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tess.texCoords[tess.numVertexes][0][1] = tcStart;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];
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tess.numVertexes++;
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VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = tcEnd;//backEnd.currentEntity->e.shaderTexCoord[1];
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];
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tess.numVertexes++;
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VectorMA( end, -spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 1;//backEnd.currentEntity->e.shaderTexCoord[0];
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tess.texCoords[tess.numVertexes][0][1] = tcEnd;//backEnd.currentEntity->e.shaderTexCoord[1];
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = vbase;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 3;
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}
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//-----------------
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// RB_SurfaceLine
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//-----------------
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static void RB_SurfaceLine( void )
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{
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refEntity_t *e;
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vec3_t right;
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vec3_t start, end;
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vec3_t v1, v2;
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e = &backEnd.currentEntity->e;
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VectorCopy( e->oldorigin, end );
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VectorCopy( e->origin, start );
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// compute side vector
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VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
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VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
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CrossProduct( v1, v2, right );
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VectorNormalize( right );
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DoLine( start, end, right, e->radius);
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}
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/*
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==============
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RB_SurfaceCylinder
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==============
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*/
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#define NUM_CYLINDER_SEGMENTS 40
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// e->origin holds the bottom point
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// e->oldorigin holds the top point
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// e->radius holds the radius
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// If a cylinder has a tapered end that has a very small radius, the engine converts it to a cone. Not a huge savings, but the texture mapping is slightly better
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// and it uses half as many indicies as the cylinder version
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//-------------------------------------
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static void RB_SurfaceCone( void )
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//-------------------------------------
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{
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static vec3_t points[NUM_CYLINDER_SEGMENTS];
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vec3_t vr, vu, midpoint;
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vec3_t tapered, base;
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float detail, length;
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int i;
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int segments;
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refEntity_t *e;
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e = &backEnd.currentEntity->e;
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//Work out the detail level of this cylinder
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VectorAdd( e->origin, e->oldorigin, midpoint );
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VectorScale(midpoint, 0.5, midpoint); // Average start and end
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VectorSubtract( midpoint, backEnd.viewParms.or.origin, midpoint );
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length = VectorNormalize( midpoint );
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// this doesn't need to be perfect....just a rough compensation for zoom level is enough
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length *= (backEnd.viewParms.fovX / 90.0f);
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detail = 1 - ((float) length / 2048 );
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segments = NUM_CYLINDER_SEGMENTS * detail;
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// 3 is the absolute minimum, but the pop between 3-8 is too noticeable
|
|
if ( segments < 8 )
|
|
{
|
|
segments = 8;
|
|
}
|
|
|
|
if ( segments > NUM_CYLINDER_SEGMENTS )
|
|
{
|
|
segments = NUM_CYLINDER_SEGMENTS;
|
|
}
|
|
|
|
// Get the direction vector
|
|
MakeNormalVectors( e->axis[0], vr, vu );
|
|
|
|
// we only need to rotate around the larger radius, the smaller radius get's welded
|
|
if ( e->radius < e->backlerp )
|
|
{
|
|
VectorScale( vu, e->backlerp, vu );
|
|
VectorCopy( e->origin, base );
|
|
VectorCopy( e->oldorigin, tapered );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( vu, e->radius, vu );
|
|
VectorCopy( e->origin, tapered );
|
|
VectorCopy( e->oldorigin, base );
|
|
}
|
|
|
|
|
|
// Calculate the step around the cylinder
|
|
detail = 360.0f / (float)segments;
|
|
|
|
for ( i = 0; i < segments; i++ )
|
|
{
|
|
// ring
|
|
RotatePointAroundVector( points[i], e->axis[0], vu, detail * i );
|
|
VectorAdd( points[i], base, points[i] );
|
|
}
|
|
|
|
// Calculate the texture coords so the texture can wrap around the whole cylinder
|
|
detail = 1.0f / (float)segments;
|
|
|
|
RB_CHECKOVERFLOW( 2 * (segments+1), 3 * segments ); // this isn't 100% accurate
|
|
|
|
int vbase = tess.numVertexes;
|
|
|
|
for ( i = 0; i < segments; i++ )
|
|
{
|
|
VectorCopy( points[i], tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = detail * i;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1.0f;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
// We could add this vert once, but using the given texture mapping method, we need to generate different texture coordinates
|
|
VectorCopy( tapered, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = detail * i + detail * 0.5f; // set the texture coordinates to the point half-way between the untapered ends....but on the other end of the texture
|
|
tess.texCoords[tess.numVertexes][0][1] = 0.0f;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
}
|
|
|
|
// last point has the same verts as the first, but does not share the same tex coords, so we have to duplicate it
|
|
VectorCopy( points[0], tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = detail * i;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1.0f;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorCopy( tapered, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = detail * i + detail * 0.5f;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0.0f;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
// do the welding
|
|
for ( i = 0; i < segments; i++ )
|
|
{
|
|
tess.indexes[tess.numIndexes++] = vbase;
|
|
tess.indexes[tess.numIndexes++] = vbase + 1;
|
|
tess.indexes[tess.numIndexes++] = vbase + 2;
|
|
|
|
vbase += 2;
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
static void RB_SurfaceCylinder( void )
|
|
//-------------------------------------
|
|
{
|
|
static vec3_t lower_points[NUM_CYLINDER_SEGMENTS], upper_points[NUM_CYLINDER_SEGMENTS];
|
|
vec3_t vr, vu, midpoint, v1;
|
|
float detail, length;
|
|
int i;
|
|
int segments;
|
|
refEntity_t *e;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
// check for tapering
|
|
if ( !( e->radius < 0.3f && e->backlerp < 0.3f) && ( e->radius < 0.3f || e->backlerp < 0.3f ))
|
|
{
|
|
// One end is sufficiently tapered to consider changing it to a cone
|
|
RB_SurfaceCone();
|
|
return;
|
|
}
|
|
|
|
//Work out the detail level of this cylinder
|
|
VectorAdd( e->origin, e->oldorigin, midpoint );
|
|
VectorScale(midpoint, 0.5, midpoint); // Average start and end
|
|
|
|
VectorSubtract( midpoint, backEnd.viewParms.or.origin, midpoint );
|
|
length = VectorNormalize( midpoint );
|
|
|
|
// this doesn't need to be perfect....just a rough compensation for zoom level is enough
|
|
length *= (backEnd.viewParms.fovX / 90.0f);
|
|
|
|
detail = 1 - ((float) length / 2048 );
|
|
segments = NUM_CYLINDER_SEGMENTS * detail;
|
|
|
|
// 3 is the absolute minimum, but the pop between 3-8 is too noticeable
|
|
if ( segments < 8 )
|
|
{
|
|
segments = 8;
|
|
}
|
|
|
|
if ( segments > NUM_CYLINDER_SEGMENTS )
|
|
{
|
|
segments = NUM_CYLINDER_SEGMENTS;
|
|
}
|
|
|
|
//Get the direction vector
|
|
MakeNormalVectors( e->axis[0], vr, vu );
|
|
|
|
VectorScale( vu, e->radius, v1 ); // size1
|
|
VectorScale( vu, e->backlerp, vu ); // size2
|
|
|
|
// Calculate the step around the cylinder
|
|
detail = 360.0f / (float)segments;
|
|
|
|
for ( i = 0; i < segments; i++ )
|
|
{
|
|
//Upper ring
|
|
RotatePointAroundVector( upper_points[i], e->axis[0], vu, detail * i );
|
|
VectorAdd( upper_points[i], e->origin, upper_points[i] );
|
|
|
|
//Lower ring
|
|
RotatePointAroundVector( lower_points[i], e->axis[0], v1, detail * i );
|
|
VectorAdd( lower_points[i], e->oldorigin, lower_points[i] );
|
|
}
|
|
|
|
// Calculate the texture coords so the texture can wrap around the whole cylinder
|
|
detail = 1.0f / (float)segments;
|
|
|
|
RB_CHECKOVERFLOW( 2 * (segments+1), 6 * segments ); // this isn't 100% accurate
|
|
|
|
int vbase = tess.numVertexes;
|
|
|
|
for ( i = 0; i < segments; i++ )
|
|
{
|
|
VectorCopy( upper_points[i], tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = detail * i;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1.0f;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorCopy( lower_points[i], tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = detail * i;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0.0f;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
}
|
|
|
|
// last point has the same verts as the first, but does not share the same tex coords, so we have to duplicate it
|
|
VectorCopy( upper_points[0], tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = detail * i;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1.0f;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorCopy( lower_points[0], tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = detail * i;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0.0f;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
// glue the verts
|
|
for ( i = 0; i < segments; i++ )
|
|
{
|
|
tess.indexes[tess.numIndexes++] = vbase;
|
|
tess.indexes[tess.numIndexes++] = vbase + 1;
|
|
tess.indexes[tess.numIndexes++] = vbase + 2;
|
|
|
|
tess.indexes[tess.numIndexes++] = vbase + 2;
|
|
tess.indexes[tess.numIndexes++] = vbase + 1;
|
|
tess.indexes[tess.numIndexes++] = vbase + 3;
|
|
|
|
vbase += 2;
|
|
}
|
|
}
|
|
|
|
static vec3_t sh1, sh2;
|
|
static f_count;
|
|
|
|
// Up front, we create a random "shape", then apply that to each line segment...and then again to each of those segments...kind of like a fractal
|
|
//----------------------------------------------------------------------------
|
|
static void CreateShape()
|
|
//----------------------------------------------------------------------------
|
|
{
|
|
VectorSet( sh1, 0.66f,// + crandom() * 0.1f, // fwd
|
|
0.08f + crandom() * 0.02f,
|
|
0.08f + crandom() * 0.02f );
|
|
|
|
// it seems to look best to have a point on one side of the ideal line, then the other point on the other side.
|
|
VectorSet( sh2, 0.33f,// + crandom() * 0.1f, // fwd
|
|
-sh1[1] + crandom() * 0.02f, // forcing point to be on the opposite side of the line -- right
|
|
-sh1[2] + crandom() * 0.02f );// up
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
static void ApplyShape( vec3_t start, vec3_t end, vec3_t right, float sradius, float eradius, int count, float startPerc, float endPerc )
|
|
//----------------------------------------------------------------------------
|
|
{
|
|
vec3_t point1, point2, fwd;
|
|
vec3_t rt, up;
|
|
float perc, dis;
|
|
|
|
if ( count < 1 )
|
|
{
|
|
// done recursing
|
|
DoLine2( start, end, right, sradius, eradius, startPerc, endPerc );
|
|
return;
|
|
}
|
|
|
|
CreateShape();
|
|
|
|
VectorSubtract( end, start, fwd );
|
|
dis = VectorNormalize( fwd ) * 0.7f;
|
|
MakeNormalVectors( fwd, rt, up );
|
|
|
|
perc = sh1[0];
|
|
|
|
VectorScale( start, perc, point1 );
|
|
VectorMA( point1, 1.0f - perc, end, point1 );
|
|
VectorMA( point1, dis * sh1[1], rt, point1 );
|
|
VectorMA( point1, dis * sh1[2], up, point1 );
|
|
|
|
// do a quick and dirty interpolation of the radius at that point
|
|
float rads1, rads2;
|
|
|
|
rads1 = sradius * 0.666f + eradius * 0.333f;
|
|
rads2 = sradius * 0.333f + eradius * 0.666f;
|
|
|
|
// recursion
|
|
ApplyShape( start, point1, right, sradius, rads1, count - 1, startPerc, startPerc * 0.666f + endPerc * 0.333f );
|
|
|
|
perc = sh2[0];
|
|
|
|
VectorScale( start, perc, point2 );
|
|
VectorMA( point2, 1.0f - perc, end, point2 );
|
|
VectorMA( point2, dis * sh2[1], rt, point2 );
|
|
VectorMA( point2, dis * sh2[2], up, point2 );
|
|
|
|
// recursion
|
|
ApplyShape( point2, point1, right, rads1, rads2, count - 1, startPerc * 0.333f + endPerc * 0.666f, startPerc * 0.666f + endPerc * 0.333f );
|
|
ApplyShape( point2, end, right, rads2, eradius, count - 1, startPerc * 0.333f + endPerc * 0.666f, endPerc );
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
static void DoBoltSeg( vec3_t start, vec3_t end, vec3_t right, float radius )
|
|
//----------------------------------------------------------------------------
|
|
{
|
|
refEntity_t *e;
|
|
vec3_t fwd, old;
|
|
vec3_t cur, off={10,10,10};
|
|
vec3_t rt, up;
|
|
vec3_t temp;
|
|
int i;
|
|
float dis, oldPerc = 0.0f, perc, oldRadius, newRadius;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorSubtract( end, start, fwd );
|
|
dis = VectorNormalize( fwd );
|
|
|
|
if (dis > 2000) //freaky long
|
|
{
|
|
// VID_Printf( PRINT_WARNING, "DoBoltSeg: insane distance.\n" );
|
|
dis = 2000;
|
|
}
|
|
MakeNormalVectors( fwd, rt, up );
|
|
|
|
VectorCopy( start, old );
|
|
|
|
newRadius = oldRadius = radius;
|
|
|
|
for ( i = 16; i <= dis; i+= 16 )
|
|
{
|
|
// because of our large step size, we may not actually draw to the end. In this case, fudge our percent so that we are basically complete
|
|
if ( i + 16 > dis )
|
|
{
|
|
perc = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
// percentage of the amount of line completed
|
|
perc = (float)i / dis;
|
|
}
|
|
|
|
// create our level of deviation for this point
|
|
VectorScale( fwd, Q_crandom(&e->frame) * 3.0f, temp ); // move less in fwd direction, chaos also does not affect this
|
|
VectorMA( temp, Q_crandom(&e->frame) * 7.0f * e->angles[0], rt, temp ); // move more in direction perpendicular to line, angles is really the chaos
|
|
VectorMA( temp, Q_crandom(&e->frame) * 7.0f * e->angles[0], up, temp ); // move more in direction perpendicular to line
|
|
|
|
// track our total level of offset from the ideal line
|
|
VectorAdd( off, temp, off );
|
|
|
|
// Move from start to end, always adding our current level of offset from the ideal line
|
|
// Even though we are adding a random offset.....by nature, we always move from exactly start....to end
|
|
VectorAdd( start, off, cur );
|
|
VectorScale( cur, 1.0f - perc, cur );
|
|
VectorMA( cur, perc, end, cur );
|
|
|
|
if ( e->renderfx & RF_TAPERED )
|
|
{
|
|
// This does pretty close to perfect tapering since apply shape interpolates the old and new as it goes along.
|
|
// by using one minus the square, the radius stays fairly constant, then drops off quickly at the very point of the bolt
|
|
oldRadius = radius * (1.0f-oldPerc*oldPerc);
|
|
newRadius = radius * (1.0f-perc*perc);
|
|
}
|
|
|
|
// Apply the random shape to our line seg to give it some micro-detail-jaggy-coolness.
|
|
ApplyShape( cur, old, right, newRadius, oldRadius, 2 - r_lodbias->integer, 0, 1 );
|
|
|
|
// randomly split off to create little tendrils, but don't do it too close to the end and especially if we are not even of the forked variety
|
|
if (( e->renderfx & RF_FORKED ) && f_count > 0 && Q_random(&e->frame) > 0.93f && (1.0f - perc) > 0.8f )
|
|
{
|
|
vec3_t newDest;
|
|
|
|
f_count--;
|
|
|
|
// Pick a point somewhere between the current point and the final endpoint
|
|
VectorAdd( cur, e->oldorigin, newDest );
|
|
VectorScale( newDest, 0.5f, newDest );
|
|
|
|
// And then add some crazy offset
|
|
for ( int t = 0; t < 3; t++ )
|
|
{
|
|
newDest[t] += Q_crandom(&e->frame) * 80;
|
|
}
|
|
|
|
// we could branch off using OLD and NEWDEST, but that would allow multiple forks...whereas, we just want simpler brancing
|
|
DoBoltSeg( cur, newDest, right, newRadius );
|
|
}
|
|
|
|
// Current point along the line becomes our new old attach point
|
|
VectorCopy( cur, old );
|
|
oldPerc = perc;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------
|
|
static void RB_SurfaceElectricity()
|
|
//------------------------------------------
|
|
{
|
|
refEntity_t *e;
|
|
vec3_t right, fwd;
|
|
vec3_t start, end;
|
|
vec3_t v1, v2;
|
|
float radius, perc = 1.0f, dis;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
radius = e->radius;
|
|
|
|
VectorCopy( e->origin, start );
|
|
|
|
VectorSubtract( e->oldorigin, start, fwd );
|
|
dis = VectorNormalize( fwd );
|
|
|
|
// see if we should grow from start to end
|
|
if ( e->renderfx & RF_GROW )
|
|
{
|
|
perc = 1.0f - ( e->endTime - tr.refdef.time ) / e->angles[1]/*duration*/;
|
|
|
|
if ( perc > 1.0f )
|
|
{
|
|
perc = 1.0f;
|
|
}
|
|
else if ( perc < 0.0f )
|
|
{
|
|
perc = 0.0f;
|
|
}
|
|
}
|
|
|
|
VectorMA( start, perc * dis, fwd, e->oldorigin );
|
|
VectorCopy( e->oldorigin, end );
|
|
|
|
// compute side vector
|
|
VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
|
|
VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
|
|
CrossProduct( v1, v2, right );
|
|
VectorNormalize( right );
|
|
|
|
// allow now more than three branches on branch type electricity
|
|
f_count = 3;
|
|
DoBoltSeg( start, end, right, radius );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_SurfacePolychain
|
|
=============
|
|
*/
|
|
/* // we could try to do something similar to this to get better normals into the tess for these types of surfs. As it stands, any shader pass that
|
|
// requires a normal ( env map ) will not work properly since the normals seem to essentially be random garbage.
|
|
void RB_SurfacePolychain( srfPoly_t *p ) {
|
|
int i;
|
|
int numv;
|
|
vec3_t a,b,normal={1,0,0};
|
|
|
|
RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
|
|
|
|
if ( p->numVerts >= 3 )
|
|
{
|
|
VectorSubtract( p->verts[0].xyz, p->verts[1].xyz, a );
|
|
VectorSubtract( p->verts[2].xyz, p->verts[1].xyz, b );
|
|
CrossProduct( a,b, normal );
|
|
VectorNormalize( normal );
|
|
}
|
|
|
|
// fan triangles into the tess array
|
|
numv = tess.numVertexes;
|
|
for ( i = 0; i < p->numVerts; i++ ) {
|
|
VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
|
|
tess.texCoords[numv][0][0] = p->verts[i].st[0];
|
|
tess.texCoords[numv][0][1] = p->verts[i].st[1];
|
|
VectorCopy( normal, tess.normal[numv] );
|
|
*(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
|
|
|
|
numv++;
|
|
}
|
|
|
|
// generate fan indexes into the tess array
|
|
for ( i = 0; i < p->numVerts-2; i++ ) {
|
|
tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
|
|
tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
|
|
tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
|
|
tess.numIndexes += 3;
|
|
}
|
|
|
|
tess.numVertexes = numv;
|
|
}
|
|
*/
|
|
void RB_SurfacePolychain( srfPoly_t *p ) {
|
|
int i;
|
|
int numv;
|
|
|
|
RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
|
|
|
|
// fan triangles into the tess array
|
|
numv = tess.numVertexes;
|
|
for ( i = 0; i < p->numVerts; i++ ) {
|
|
VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
|
|
tess.texCoords[numv][0][0] = p->verts[i].st[0];
|
|
tess.texCoords[numv][0][1] = p->verts[i].st[1];
|
|
*(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
|
|
|
|
numv++;
|
|
}
|
|
|
|
// generate fan indexes into the tess array
|
|
for ( i = 0; i < p->numVerts-2; i++ ) {
|
|
tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
|
|
tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
|
|
tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
|
|
tess.numIndexes += 3;
|
|
}
|
|
|
|
tess.numVertexes = numv;
|
|
}
|
|
|
|
inline static ulong ComputeFinalVertexColor(const byte *colors)
|
|
{
|
|
int k;
|
|
byte result[4];
|
|
ulong r, g, b;
|
|
|
|
*(int *)result = *(int *)colors;
|
|
if (tess.shader->lightmapIndex[0] != LIGHTMAP_BY_VERTEX )
|
|
{
|
|
return *(ulong *)result;
|
|
}
|
|
if (r_fullbright->integer)
|
|
{
|
|
result[0] = 255;
|
|
result[1] = 255;
|
|
result[2] = 255;
|
|
return *(ulong *)result;
|
|
}
|
|
// an optimization could be added here to compute the style[0] (which is always the world normal light)
|
|
r = g = b = 0;
|
|
for(k = 0; k < MAXLIGHTMAPS; k++)
|
|
{
|
|
if (tess.shader->styles[k] < LS_UNUSED)
|
|
{
|
|
byte *styleColor = styleColors[tess.shader->styles[k]];
|
|
|
|
r += (ulong)(*colors++) * (ulong)(*styleColor++);
|
|
g += (ulong)(*colors++) * (ulong)(*styleColor++);
|
|
b += (ulong)(*colors++) * (ulong)(*styleColor);
|
|
colors++;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
result[0] = Com_Clamp(0, 255, r >> 8);
|
|
result[1] = Com_Clamp(0, 255, g >> 8);
|
|
result[2] = Com_Clamp(0, 255, b >> 8);
|
|
|
|
return *(ulong *)result;
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
//16 bits in, 32 bits out
|
|
inline ulong ComputeFinalVertexColor16(const byte *colors)
|
|
{
|
|
int k;
|
|
byte result[4];
|
|
byte color32[4];
|
|
ulong r, g, b;
|
|
|
|
result[0] = colors[0] & 0xF0;
|
|
result[1] = colors[0] << 4;
|
|
result[2] = colors[1] & 0xF0;
|
|
result[3] = colors[1] << 4;
|
|
if (tess.shader->lightmapIndex[0] != LIGHTMAP_BY_VERTEX || r_fullbright->integer )
|
|
{
|
|
result[0] = 255;
|
|
result[1] = 255;
|
|
result[2] = 255;
|
|
return *(ulong *)result;
|
|
}
|
|
// an optimization could be added here to compute the style[0] (which is always the world normal light)
|
|
r = g = b = 0;
|
|
for(k = 0; k < MAXLIGHTMAPS; k++)
|
|
{
|
|
if (tess.shader->styles[k] < LS_UNUSED)
|
|
{
|
|
byte *styleColor = styleColors[tess.shader->styles[k]];
|
|
|
|
color32[0] = colors[k * 2] & 0xF0;
|
|
color32[1] = colors[k * 2] << 4;
|
|
color32[2] = colors[k * 2 + 1] & 0xF0;
|
|
|
|
r += (ulong)(color32[0]) * (ulong)(*styleColor++);
|
|
g += (ulong)(color32[1]) * (ulong)(*styleColor++);
|
|
b += (ulong)(color32[2]) * (ulong)(*styleColor);
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
result[0] = Com_Clamp(0, 255, r >> 8);
|
|
result[1] = Com_Clamp(0, 255, g >> 8);
|
|
result[2] = Com_Clamp(0, 255, b >> 8);
|
|
|
|
return *(ulong *)result;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceTriangles
|
|
=============
|
|
*/
|
|
void RB_SurfaceTriangles( srfTriangles_t *srf ) {
|
|
int i, k;
|
|
drawVert_t *dv;
|
|
float *xyz, *normal, *texCoords;
|
|
#ifdef _XBOX
|
|
float *tangent;
|
|
#endif
|
|
byte *color;
|
|
int dlightBits;
|
|
|
|
dlightBits = srf->dlightBits;
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
|
|
|
|
for ( i = 0 ; i < srf->numIndexes ; i += 3 ) {
|
|
tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ];
|
|
tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ];
|
|
tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ];
|
|
}
|
|
tess.numIndexes += srf->numIndexes;
|
|
|
|
dv = srf->verts;
|
|
xyz = tess.xyz[ tess.numVertexes ];
|
|
normal = tess.normal[ tess.numVertexes ];
|
|
texCoords = tess.texCoords[ tess.numVertexes ][0];
|
|
color = tess.vertexColors[ tess.numVertexes ];
|
|
#ifdef _XBOX
|
|
tangent = tess.tangent[ tess.numVertexes ];
|
|
#endif
|
|
|
|
for ( i = 0 ; i < srf->numVerts ; i++, dv++)
|
|
{
|
|
#ifdef _XBOX
|
|
xyz[0] = (float)dv->xyz[0];
|
|
xyz[1] = (float)dv->xyz[1];
|
|
xyz[2] = (float)dv->xyz[2];
|
|
xyz += 4;
|
|
|
|
if ( tess.shader->needsNormal || tess.dlightBits )
|
|
{
|
|
normal[0] = (float)dv->normal[0] / 32767.f;
|
|
normal[1] = (float)dv->normal[1] / 32767.f;
|
|
normal[2] = (float)dv->normal[2] / 32767.f;
|
|
normal += 4;
|
|
}
|
|
|
|
if( tess.shader->needsTangent || tess.dlightBits )
|
|
{
|
|
tangent[0] = dv->tangent[0];
|
|
tangent[1] = dv->tangent[1];
|
|
tangent[2] = dv->tangent[2];
|
|
tangent += 4;
|
|
|
|
tess.setTangents = true;
|
|
}
|
|
|
|
Q_CastShort2FloatScale(&texCoords[0], &dv->dvst[0], 1.f / DRAWVERT_ST_SCALE);
|
|
Q_CastShort2FloatScale(&texCoords[1], &dv->dvst[1], 1.f / DRAWVERT_ST_SCALE);
|
|
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
if (tess.shader->lightmapIndex[k] >= 0)
|
|
{
|
|
Q_CastShort2FloatScale(&texCoords[2+(k*2)+0],
|
|
&dv->dvlightmap[k][0], 1.f / DRAWVERT_LIGHTMAP_SCALE);
|
|
Q_CastShort2FloatScale(&texCoords[2+(k*2)+1],
|
|
&dv->dvlightmap[k][1], 1.f / DRAWVERT_LIGHTMAP_SCALE);
|
|
}
|
|
else
|
|
{ // can't have an empty slot in the middle, so we are done
|
|
break;
|
|
}
|
|
}
|
|
texCoords += NUM_TEX_COORDS*2;
|
|
|
|
#ifdef COMPRESS_VERTEX_COLORS
|
|
*(unsigned int*)color = ComputeFinalVertexColor16((byte *)dv->dvcolor);
|
|
#else
|
|
*(unsigned int*)color = ComputeFinalVertexColor((byte *)dv->dvcolor);
|
|
#endif
|
|
color += 4;
|
|
#else // _XBOX
|
|
xyz[0] = dv->xyz[0];
|
|
xyz[1] = dv->xyz[1];
|
|
xyz[2] = dv->xyz[2];
|
|
xyz += 4;
|
|
|
|
//if ( needsNormal )
|
|
{
|
|
normal[0] = dv->normal[0];
|
|
normal[1] = dv->normal[1];
|
|
normal[2] = dv->normal[2];
|
|
}
|
|
normal += 4;
|
|
|
|
texCoords[0] = dv->st[0];
|
|
texCoords[1] = dv->st[1];
|
|
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
if (tess.shader->lightmapIndex[k] >= 0)
|
|
{
|
|
texCoords[2+(k*2)] = dv->lightmap[k][0];
|
|
texCoords[2+(k*2)+1] = dv->lightmap[k][1];
|
|
}
|
|
else
|
|
{ // can't have an empty slot in the middle, so we are done
|
|
break;
|
|
}
|
|
}
|
|
texCoords += NUM_TEX_COORDS*2;
|
|
|
|
*(unsigned int*)color = ComputeFinalVertexColor((byte *)dv->color);
|
|
color += 4;
|
|
#endif // _XBOX
|
|
}
|
|
|
|
for ( i = 0 ; i < srf->numVerts ; i++ ) {
|
|
tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits;
|
|
}
|
|
|
|
tess.numVertexes += srf->numVerts;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============
|
|
RB_SurfaceBeam
|
|
==============
|
|
*/
|
|
static void RB_SurfaceBeam( void )
|
|
{
|
|
#define NUM_BEAM_SEGS 6
|
|
refEntity_t *e;
|
|
int i;
|
|
vec3_t perpvec;
|
|
vec3_t direction, normalized_direction;
|
|
vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
|
|
vec3_t oldorigin, origin;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
oldorigin[0] = e->oldorigin[0];
|
|
oldorigin[1] = e->oldorigin[1];
|
|
oldorigin[2] = e->oldorigin[2];
|
|
|
|
origin[0] = e->origin[0];
|
|
origin[1] = e->origin[1];
|
|
origin[2] = e->origin[2];
|
|
|
|
normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
|
|
normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
|
|
normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
|
|
|
|
if ( VectorNormalize( normalized_direction ) == 0 )
|
|
return;
|
|
|
|
PerpendicularVector( perpvec, normalized_direction );
|
|
|
|
VectorScale( perpvec, 4, perpvec );
|
|
|
|
for ( i = 0; i < NUM_BEAM_SEGS ; i++ )
|
|
{
|
|
RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
|
|
// VectorAdd( start_points[i], origin, start_points[i] );
|
|
VectorAdd( start_points[i], direction, end_points[i] );
|
|
}
|
|
|
|
GL_Bind( tr.whiteImage );
|
|
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
|
|
switch(e->skinNum)
|
|
{
|
|
case 1://Green
|
|
qglColor3f( 0, 1, 0 );
|
|
break;
|
|
case 2://Blue
|
|
qglColor3f( 0.5, 0.5, 1 );
|
|
break;
|
|
case 0://red
|
|
default:
|
|
qglColor3f( 1, 0, 0 );
|
|
break;
|
|
}
|
|
|
|
qglBegin( GL_TRIANGLE_STRIP );
|
|
for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
|
|
qglVertex3fv( start_points[ i % NUM_BEAM_SEGS] );
|
|
qglVertex3fv( end_points[ i % NUM_BEAM_SEGS] );
|
|
}
|
|
qglEnd();
|
|
}
|
|
|
|
|
|
//------------------
|
|
// DoSprite
|
|
//------------------
|
|
static void DoSprite( vec3_t origin, float radius, float rotation )
|
|
{
|
|
float s, c;
|
|
float ang;
|
|
vec3_t left, up;
|
|
|
|
ang = M_PI * rotation / 180.0f;
|
|
s = sin( ang );
|
|
c = cos( ang );
|
|
|
|
VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
|
|
VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
|
|
|
|
VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
|
|
VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
|
|
|
|
if ( backEnd.viewParms.isMirror )
|
|
{
|
|
VectorSubtract( vec3_origin, left, left );
|
|
}
|
|
|
|
RB_AddQuadStamp( origin, left, up, backEnd.currentEntity->e.shaderRGBA );
|
|
}
|
|
|
|
//------------------
|
|
// RB_SurfaceSaber
|
|
//------------------
|
|
static void RB_SurfaceSaberGlow()
|
|
{
|
|
vec3_t end;
|
|
refEntity_t *e;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
// Render the glow part of the blade
|
|
for ( float i = e->saberLength; i > 0; i -= e->radius * 0.65f )
|
|
{
|
|
VectorMA( e->origin, i, e->axis[0], end );
|
|
|
|
DoSprite( end, e->radius, 0.0f );//random() * 360.0f );
|
|
e->radius += 0.017f;
|
|
}
|
|
|
|
// Big hilt sprite
|
|
// Please don't kill me Pat...I liked the hilt glow blob, but wanted a subtle pulse.:) Feel free to ditch it if you don't like it. --Jeff
|
|
// Please don't kill me Jeff... The pulse is good, but now I want the halo bigger if the saber is shorter... --Pat
|
|
DoSprite( e->origin, 5.5f + random() * 0.25f, 0.0f );//random() * 360.0f );
|
|
}
|
|
|
|
/*
|
|
** LerpMeshVertexes
|
|
*/
|
|
static void LerpMeshVertexes (md3Surface_t *surf, float backlerp)
|
|
{
|
|
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
|
float *outXyz, *outNormal;
|
|
float oldXyzScale, newXyzScale;
|
|
float oldNormalScale, newNormalScale;
|
|
int vertNum;
|
|
unsigned lat, lng;
|
|
int numVerts;
|
|
|
|
outXyz = tess.xyz[tess.numVertexes];
|
|
outNormal = tess.normal[tess.numVertexes];
|
|
|
|
newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
|
|
newNormals = newXyz + 3;
|
|
|
|
newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
|
|
newNormalScale = 1.0 - backlerp;
|
|
|
|
numVerts = surf->numVerts;
|
|
|
|
if ( backlerp == 0 ) {
|
|
//
|
|
// just copy the vertexes
|
|
//
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
newXyz += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
|
|
outXyz[0] = newXyz[0] * newXyzScale;
|
|
outXyz[1] = newXyz[1] * newXyzScale;
|
|
outXyz[2] = newXyz[2] * newXyzScale;
|
|
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= (FUNCTABLE_SIZE/256);
|
|
lng *= (FUNCTABLE_SIZE/256);
|
|
|
|
// decode X as cos( lat ) * sin( long )
|
|
// decode Y as sin( lat ) * sin( long )
|
|
// decode Z as cos( long )
|
|
#ifdef _XBOX
|
|
if( tess.shader->needsNormal || tess.dlightBits )
|
|
{
|
|
outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
}
|
|
#else
|
|
outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
#endif
|
|
}
|
|
} else {
|
|
//
|
|
// interpolate and copy the vertex and normal
|
|
//
|
|
oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
|
|
oldNormals = oldXyz + 3;
|
|
|
|
oldXyzScale = MD3_XYZ_SCALE * backlerp;
|
|
oldNormalScale = backlerp;
|
|
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
vec3_t uncompressedOldNormal, uncompressedNewNormal;
|
|
|
|
// interpolate the xyz
|
|
outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
|
|
outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
|
|
outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
|
|
|
|
#ifdef _XBOX
|
|
if(tess.shader->needsNormal || tess.dlightBits )
|
|
{
|
|
#endif
|
|
// FIXME: interpolate lat/long instead?
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= 4;
|
|
lng *= 4;
|
|
uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
lat = ( oldNormals[0] >> 8 ) & 0xff;
|
|
lng = ( oldNormals[0] & 0xff );
|
|
lat *= 4;
|
|
lng *= 4;
|
|
|
|
uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
|
|
outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
|
|
outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
|
|
|
|
VectorNormalize (outNormal);
|
|
#ifdef _XBOX
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceMesh
|
|
=============
|
|
*/
|
|
void RB_SurfaceMesh(md3Surface_t *surface) {
|
|
int j;
|
|
float backlerp;
|
|
int *triangles;
|
|
float *texCoords;
|
|
int indexes;
|
|
int Bob, Doug;
|
|
int numVerts;
|
|
|
|
if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
|
|
backlerp = 0;
|
|
} else {
|
|
backlerp = backEnd.currentEntity->e.backlerp;
|
|
}
|
|
|
|
#ifdef VV_LIGHTING
|
|
if(backEnd.currentEntity->dlightBits)
|
|
tess.dlightBits = backEnd.currentEntity->dlightBits;
|
|
#endif
|
|
|
|
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
|
|
|
|
LerpMeshVertexes (surface, backlerp);
|
|
|
|
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
|
|
indexes = surface->numTriangles * 3;
|
|
Bob = tess.numIndexes;
|
|
Doug = tess.numVertexes;
|
|
for (j = 0 ; j < indexes ; j++) {
|
|
tess.indexes[Bob + j] = Doug + triangles[j];
|
|
}
|
|
tess.numIndexes += indexes;
|
|
|
|
texCoords = (float *) ((byte *)surface + surface->ofsSt);
|
|
|
|
numVerts = surface->numVerts;
|
|
for ( j = 0; j < numVerts; j++ ) {
|
|
tess.texCoords[Doug + j][0][0] = texCoords[j*2+0];
|
|
tess.texCoords[Doug + j][0][1] = texCoords[j*2+1];
|
|
// FIXME: fill in lightmapST for completeness?
|
|
}
|
|
|
|
tess.numVertexes += surface->numVerts;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
RB_SurfaceFace
|
|
==============
|
|
*/
|
|
void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
|
|
int i, k;
|
|
float *normal;
|
|
int ndx;
|
|
int Bob;
|
|
int numPoints;
|
|
int dlightBits;
|
|
#ifdef _XBOX
|
|
unsigned char *indices;
|
|
unsigned short *tessIndexes;
|
|
unsigned short *v;
|
|
#else
|
|
unsigned int *indices;
|
|
glIndex_t *tessIndexes;
|
|
float *v;
|
|
#endif
|
|
|
|
RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices );
|
|
|
|
dlightBits = surf->dlightBits;
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
#ifdef _XBOX
|
|
indices = ( unsigned char * ) ( ( ( char * ) surf ) + surf->ofsIndices );
|
|
#else
|
|
indices = ( unsigned * ) ( ( ( char * ) surf ) + surf->ofsIndices );
|
|
#endif
|
|
|
|
Bob = tess.numVertexes;
|
|
tessIndexes = tess.indexes + tess.numIndexes;
|
|
for ( i = surf->numIndices-1 ; i >= 0 ; i-- ) {
|
|
tessIndexes[i] = indices[i] + Bob;
|
|
}
|
|
|
|
tess.numIndexes += surf->numIndices;
|
|
|
|
#ifdef _XBOX
|
|
ndx = tess.numVertexes;
|
|
|
|
numPoints = surf->numPoints;
|
|
|
|
if ( tess.shader->needsNormal || tess.dlightBits) {
|
|
normal = surf->plane.normal;
|
|
for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) {
|
|
VectorCopy( normal, tess.normal[ndx] );
|
|
}
|
|
}
|
|
|
|
int nextSurfPoint = NEXT_SURFPOINT(surf->flags);
|
|
int numLightMaps = surf->flags & 0x7F;
|
|
for ( i = 0, v = surf->srfPoints, ndx = tess.numVertexes; i < numPoints; i++, v += nextSurfPoint, ndx++ ) {
|
|
Q_CastShort2Float(&tess.xyz[ndx][0], (short*)&v[0]);
|
|
Q_CastShort2Float(&tess.xyz[ndx][1], (short*)&v[1]);
|
|
Q_CastShort2Float(&tess.xyz[ndx][2], (short*)&v[2]);
|
|
|
|
if(tess.shader->needsTangent || tess.dlightBits)
|
|
{
|
|
Q_CastShort2Float(&tess.tangent[ndx][0], (short*)&v[3]);
|
|
Q_CastShort2Float(&tess.tangent[ndx][1], (short*)&v[4]);
|
|
Q_CastShort2Float(&tess.tangent[ndx][2], (short*)&v[5]);
|
|
|
|
tess.tangent[ndx][0] /= 32767.0f;
|
|
tess.tangent[ndx][1] /= 32767.0f;
|
|
tess.tangent[ndx][2] /= 32767.0f;
|
|
|
|
tess.setTangents = true;
|
|
}
|
|
|
|
Q_CastShort2FloatScale(&tess.texCoords[ndx][0][0], (short*)&v[6], 1.f / POINTS_ST_SCALE);
|
|
Q_CastShort2FloatScale(&tess.texCoords[ndx][0][1], (short*)&v[7], 1.f / POINTS_ST_SCALE);
|
|
for(k=0;k<numLightMaps;k++)
|
|
{
|
|
if (tess.shader->lightmapIndex[k] >= 0)
|
|
{
|
|
Q_CastUShort2FloatScale(&tess.texCoords[ndx][k+1][0],
|
|
&v[VERTEX_LM+(k*2)+0], 1.f / POINTS_LIGHT_SCALE);
|
|
Q_CastUShort2FloatScale(&tess.texCoords[ndx][k+1][1],
|
|
&v[VERTEX_LM+(k*2)+1], 1.f / POINTS_LIGHT_SCALE);
|
|
}
|
|
else
|
|
{
|
|
//This causes problems. See bug 57.
|
|
//assert(0);
|
|
break;
|
|
}
|
|
}
|
|
if((surf->flags & 0x80) >> 7) {
|
|
#ifdef COMPRESS_VERTEX_COLORS
|
|
*(unsigned int*) &tess.vertexColors[ndx] = ComputeFinalVertexColor16((byte *)&v[VERTEX_COLOR(surf->flags)]);
|
|
#else
|
|
*(unsigned int*) &tess.vertexColors[ndx] = ComputeFinalVertexColor((byte *)&v[VERTEX_COLOR(surf->flags)]);
|
|
#endif
|
|
}
|
|
}
|
|
#else // _XBOX
|
|
|
|
v = surf->points[0];
|
|
|
|
ndx = tess.numVertexes;
|
|
|
|
numPoints = surf->numPoints;
|
|
|
|
//if ( tess.shader->needsNormal )
|
|
{
|
|
normal = surf->plane.normal;
|
|
for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) {
|
|
VectorCopy( normal, tess.normal[ndx] );
|
|
}
|
|
}
|
|
|
|
for ( i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++ ) {
|
|
VectorCopy( v, tess.xyz[ndx]);
|
|
tess.texCoords[ndx][0][0] = v[3];
|
|
tess.texCoords[ndx][0][1] = v[4];
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
if (tess.shader->lightmapIndex[k] >= 0)
|
|
{
|
|
tess.texCoords[ndx][k+1][0] = v[VERTEX_LM+(k*2)];
|
|
tess.texCoords[ndx][k+1][1] = v[VERTEX_LM+(k*2)+1];
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
*(unsigned int*) &tess.vertexColors[ndx] = ComputeFinalVertexColor((byte *)&v[VERTEX_COLOR]);
|
|
tess.vertexDlightBits[ndx] = dlightBits;
|
|
}
|
|
#endif // _XBOX
|
|
|
|
tess.numVertexes += surf->numPoints;
|
|
}
|
|
|
|
|
|
static float LodErrorForVolume( vec3_t local, float radius ) {
|
|
vec3_t world;
|
|
float d;
|
|
|
|
world[0] = local[0] * backEnd.ori.axis[0][0] + local[1] * backEnd.ori.axis[1][0] +
|
|
local[2] * backEnd.ori.axis[2][0] + backEnd.ori.origin[0];
|
|
world[1] = local[0] * backEnd.ori.axis[0][1] + local[1] * backEnd.ori.axis[1][1] +
|
|
local[2] * backEnd.ori.axis[2][1] + backEnd.ori.origin[1];
|
|
world[2] = local[0] * backEnd.ori.axis[0][2] + local[1] * backEnd.ori.axis[1][2] +
|
|
local[2] * backEnd.ori.axis[2][2] + backEnd.ori.origin[2];
|
|
|
|
VectorSubtract( world, backEnd.viewParms.or.origin, world );
|
|
d = DotProduct( world, backEnd.viewParms.or.axis[0] );
|
|
|
|
if ( d < 0 ) {
|
|
d = -d;
|
|
}
|
|
d -= radius;
|
|
if ( d < 1 ) {
|
|
d = 1;
|
|
}
|
|
|
|
return r_lodCurveError->value / d;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceGrid
|
|
|
|
Just copy the grid of points and triangulate
|
|
=============
|
|
*/
|
|
void RB_SurfaceGrid( srfGridMesh_t *cv ) {
|
|
int i, j, k;
|
|
float *xyz;
|
|
float *texCoords;
|
|
float *normal;
|
|
unsigned char *color;
|
|
drawVert_t *dv;
|
|
int rows, irows, vrows;
|
|
int used;
|
|
int widthTable[MAX_GRID_SIZE];
|
|
int heightTable[MAX_GRID_SIZE];
|
|
float lodError;
|
|
int lodWidth, lodHeight;
|
|
int numVertexes;
|
|
int dlightBits;
|
|
int *vDlightBits;
|
|
|
|
dlightBits = cv->dlightBits;
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
// determine the allowable discrepance
|
|
lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
|
|
|
|
// determine which rows and columns of the subdivision
|
|
// we are actually going to use
|
|
widthTable[0] = 0;
|
|
lodWidth = 1;
|
|
for ( i = 1 ; i < cv->width-1 ; i++ ) {
|
|
if ( cv->widthLodError[i] <= lodError ) {
|
|
widthTable[lodWidth] = i;
|
|
lodWidth++;
|
|
}
|
|
}
|
|
widthTable[lodWidth] = cv->width-1;
|
|
lodWidth++;
|
|
|
|
heightTable[0] = 0;
|
|
lodHeight = 1;
|
|
for ( i = 1 ; i < cv->height-1 ; i++ ) {
|
|
if ( cv->heightLodError[i] <= lodError ) {
|
|
heightTable[lodHeight] = i;
|
|
lodHeight++;
|
|
}
|
|
}
|
|
heightTable[lodHeight] = cv->height-1;
|
|
lodHeight++;
|
|
|
|
|
|
// very large grids may have more points or indexes than can be fit
|
|
// in the tess structure, so we may have to issue it in multiple passes
|
|
|
|
used = 0;
|
|
rows = 0;
|
|
while ( used < lodHeight - 1 ) {
|
|
// see how many rows of both verts and indexes we can add without overflowing
|
|
do {
|
|
vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
|
|
irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
|
|
|
|
// if we don't have enough space for at least one strip, flush the buffer
|
|
if ( vrows < 2 || irows < 1 ) {
|
|
RB_EndSurface();
|
|
RB_BeginSurface(tess.shader, tess.fogNum );
|
|
} else {
|
|
break;
|
|
}
|
|
} while ( 1 );
|
|
|
|
rows = irows;
|
|
if ( vrows < irows + 1 ) {
|
|
rows = vrows - 1;
|
|
}
|
|
if ( used + rows > lodHeight ) {
|
|
rows = lodHeight - used;
|
|
}
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
xyz = tess.xyz[numVertexes];
|
|
normal = tess.normal[numVertexes];
|
|
texCoords = tess.texCoords[numVertexes][0];
|
|
color = ( unsigned char * ) &tess.vertexColors[numVertexes];
|
|
vDlightBits = &tess.vertexDlightBits[numVertexes];
|
|
|
|
#ifdef _XBOX
|
|
for ( i = 0 ; i < rows ; i++ ) {
|
|
for ( j = 0 ; j < lodWidth ; j++ ) {
|
|
dv = cv->verts + heightTable[ used + i ] * cv->width
|
|
+ widthTable[ j ];
|
|
|
|
xyz[0] = (float)dv->xyz[0];
|
|
xyz[1] = (float)dv->xyz[1];
|
|
xyz[2] = (float)dv->xyz[2];
|
|
xyz += 4;
|
|
|
|
Q_CastShort2FloatScale(&texCoords[0], &dv->dvst[0], 1.f / GRID_DRAWVERT_ST_SCALE);
|
|
Q_CastShort2FloatScale(&texCoords[1], &dv->dvst[1], 1.f / GRID_DRAWVERT_ST_SCALE);
|
|
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
Q_CastShort2FloatScale(&texCoords[2+(k*2)+0],
|
|
&dv->dvlightmap[k][0], 1.f / DRAWVERT_LIGHTMAP_SCALE);
|
|
Q_CastShort2FloatScale(&texCoords[2+(k*2)+1],
|
|
&dv->dvlightmap[k][1], 1.f / DRAWVERT_LIGHTMAP_SCALE);
|
|
}
|
|
texCoords += NUM_TEX_COORDS*2;
|
|
|
|
if ( tess.shader->needsNormal || tess.dlightBits)
|
|
{
|
|
normal[0] = (float)dv->normal[0] / 32767.f;
|
|
normal[1] = (float)dv->normal[1] / 32767.f;
|
|
normal[2] = (float)dv->normal[2] / 32767.f;
|
|
normal += 4;
|
|
}
|
|
#ifdef COMPRESS_VERTEX_COLORS
|
|
*(unsigned *)color = ComputeFinalVertexColor16((byte *)dv->dvcolor);
|
|
#else
|
|
*(unsigned *)color = ComputeFinalVertexColor((byte *)dv->dvcolor);
|
|
#endif
|
|
color += 4;
|
|
*vDlightBits++ = dlightBits;
|
|
}
|
|
}
|
|
#else
|
|
for ( i = 0 ; i < rows ; i++ ) {
|
|
for ( j = 0 ; j < lodWidth ; j++ ) {
|
|
dv = cv->verts + heightTable[ used + i ] * cv->width
|
|
+ widthTable[ j ];
|
|
|
|
xyz[0] = dv->xyz[0];
|
|
xyz[1] = dv->xyz[1];
|
|
xyz[2] = dv->xyz[2];
|
|
xyz += 4;
|
|
|
|
texCoords[0] = dv->st[0];
|
|
texCoords[1] = dv->st[1];
|
|
|
|
for(k=0;k<MAXLIGHTMAPS;k++)
|
|
{
|
|
texCoords[2+(k*2)]= dv->lightmap[k][0];
|
|
texCoords[2+(k*2)+1]= dv->lightmap[k][1];
|
|
}
|
|
texCoords += NUM_TEX_COORDS*2;
|
|
|
|
// if ( needsNormal )
|
|
{
|
|
normal[0] = dv->normal[0];
|
|
normal[1] = dv->normal[1];
|
|
normal[2] = dv->normal[2];
|
|
}
|
|
normal += 4;
|
|
*(unsigned *)color = ComputeFinalVertexColor((byte *)dv->color);
|
|
color += 4;
|
|
*vDlightBits++ = dlightBits;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// add the indexes
|
|
{
|
|
int numIndexes;
|
|
int w, h;
|
|
|
|
h = rows - 1;
|
|
w = lodWidth - 1;
|
|
numIndexes = tess.numIndexes;
|
|
for (i = 0 ; i < h ; i++) {
|
|
for (j = 0 ; j < w ; j++) {
|
|
int v1, v2, v3, v4;
|
|
|
|
// vertex order to be reckognized as tristrips
|
|
v1 = numVertexes + i*lodWidth + j + 1;
|
|
v2 = v1 - 1;
|
|
v3 = v2 + lodWidth;
|
|
v4 = v3 + 1;
|
|
|
|
tess.indexes[numIndexes] = v2;
|
|
tess.indexes[numIndexes+1] = v3;
|
|
tess.indexes[numIndexes+2] = v1;
|
|
|
|
tess.indexes[numIndexes+3] = v1;
|
|
tess.indexes[numIndexes+4] = v3;
|
|
tess.indexes[numIndexes+5] = v4;
|
|
numIndexes += 6;
|
|
}
|
|
}
|
|
|
|
tess.numIndexes = numIndexes;
|
|
}
|
|
|
|
tess.numVertexes += rows * lodWidth;
|
|
|
|
used += rows - 1;
|
|
}
|
|
}
|
|
|
|
static inline void Vector2Set(vec2_t a,float b,float c)
|
|
{
|
|
a[0] = b;
|
|
a[1] = c;
|
|
}
|
|
|
|
static inline void Vector2Copy(vec2_t src,vec2_t dst)
|
|
{
|
|
dst[0] = src[0];
|
|
dst[1] = src[1];
|
|
}
|
|
|
|
#define LATHE_SEG_STEP 10
|
|
#define BEZIER_STEP 0.05f // must be in the range of 0 to 1
|
|
|
|
// FIXME: This function is horribly expensive
|
|
static void RB_SurfaceLathe()
|
|
{
|
|
refEntity_t *e;
|
|
vec2_t pt, oldpt, l_oldpt;
|
|
vec2_t pt2, oldpt2, l_oldpt2;
|
|
float bezierStep, latheStep;
|
|
float temp, mu, mum1;
|
|
float mum13, mu3, group1, group2;
|
|
float s, c, d = 1.0f, pain = 0.0f;
|
|
int i, t, vbase;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
if ( e->endTime && e->endTime > backEnd.refdef.time )
|
|
{
|
|
d = 1.0f - ( e->endTime - backEnd.refdef.time ) / 1000.0f;
|
|
}
|
|
|
|
if ( e->frame && e->frame + 1000 > backEnd.refdef.time )
|
|
{
|
|
pain = ( backEnd.refdef.time - e->frame ) / 1000.0f;
|
|
// pain *= pain;
|
|
pain = ( 1.0f - pain ) * 0.08f;
|
|
}
|
|
|
|
Vector2Set( l_oldpt, e->axis[0][0], e->axis[0][1] );
|
|
|
|
// do scalability stuff...r_lodbias 0-3
|
|
int lod = r_lodbias->integer + 1;
|
|
if ( lod > 4 )
|
|
{
|
|
lod = 4;
|
|
}
|
|
bezierStep = BEZIER_STEP * lod;
|
|
latheStep = LATHE_SEG_STEP * lod;
|
|
|
|
// Do bezier profile strip, then lathe this around to make a 3d model
|
|
for ( mu = 0.0f; mu <= 1.01f * d; mu += bezierStep )
|
|
{
|
|
// Four point curve
|
|
mum1 = 1 - mu;
|
|
mum13 = mum1 * mum1 * mum1;
|
|
mu3 = mu * mu * mu;
|
|
group1 = 3 * mu * mum1 * mum1;
|
|
group2 = 3 * mu * mu *mum1;
|
|
|
|
// Calc the current point on the curve
|
|
for ( i = 0; i < 2; i++ )
|
|
{
|
|
l_oldpt2[i] = mum13 * e->axis[0][i] + group1 * e->axis[1][i] + group2 * e->axis[2][i] + mu3 * e->oldorigin[i];
|
|
}
|
|
|
|
Vector2Set( oldpt, l_oldpt[0], 0 );
|
|
Vector2Set( oldpt2, l_oldpt2[0], 0 );
|
|
|
|
// lathe patch section around in a complete circle
|
|
for ( t = latheStep; t <= 360; t += latheStep )
|
|
{
|
|
Vector2Set( pt, l_oldpt[0], 0 );
|
|
Vector2Set( pt2, l_oldpt2[0], 0 );
|
|
|
|
s = sin( DEG2RAD( t ));
|
|
c = cos( DEG2RAD( t ));
|
|
|
|
// rotate lathe points
|
|
//c -s 0
|
|
//s c 0
|
|
//0 0 1
|
|
temp = c * pt[0] - s * pt[1];
|
|
pt[1] = s * pt[0] + c * pt[1];
|
|
pt[0] = temp;
|
|
temp = c * pt2[0] - s * pt2[1];
|
|
pt2[1] = s * pt2[0] + c * pt2[1];
|
|
pt2[0] = temp;
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
|
|
vbase = tess.numVertexes;
|
|
|
|
// Actually generate the necessary verts
|
|
VectorSet( tess.normal[tess.numVertexes], oldpt[0], oldpt[1], l_oldpt[1] );
|
|
VectorAdd( e->origin, tess.normal[tess.numVertexes], tess.xyz[tess.numVertexes] );
|
|
VectorNormalize( tess.normal[tess.numVertexes] );
|
|
i = oldpt[0] * 0.1f + oldpt[1] * 0.1f;
|
|
tess.texCoords[tess.numVertexes][0][0] = (t-latheStep)/360.0f;
|
|
tess.texCoords[tess.numVertexes][0][1] = mu-bezierStep + cos( i + backEnd.refdef.floatTime ) * pain;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorSet( tess.normal[tess.numVertexes], oldpt2[0], oldpt2[1], l_oldpt2[1] );
|
|
VectorAdd( e->origin, tess.normal[tess.numVertexes], tess.xyz[tess.numVertexes] );
|
|
VectorNormalize( tess.normal[tess.numVertexes] );
|
|
i = oldpt2[0] * 0.1f + oldpt2[1] * 0.1f;
|
|
tess.texCoords[tess.numVertexes][0][0] = (t-latheStep) / 360.0f;
|
|
tess.texCoords[tess.numVertexes][0][1] = mu + cos( i + backEnd.refdef.floatTime ) * pain;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorSet( tess.normal[tess.numVertexes], pt[0], pt[1], l_oldpt[1] );
|
|
VectorAdd( e->origin, tess.normal[tess.numVertexes], tess.xyz[tess.numVertexes] );
|
|
VectorNormalize( tess.normal[tess.numVertexes] );
|
|
i = pt[0] * 0.1f + pt[1] * 0.1f;
|
|
tess.texCoords[tess.numVertexes][0][0] = t/360.0f;
|
|
tess.texCoords[tess.numVertexes][0][1] = mu-bezierStep + cos( i + backEnd.refdef.floatTime ) * pain;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorSet( tess.normal[tess.numVertexes], pt2[0], pt2[1], l_oldpt2[1] );
|
|
VectorAdd( e->origin, tess.normal[tess.numVertexes], tess.xyz[tess.numVertexes] );
|
|
VectorNormalize( tess.normal[tess.numVertexes] );
|
|
i = pt2[0] * 0.1f + pt2[1] * 0.1f;
|
|
tess.texCoords[tess.numVertexes][0][0] = t/360.0f;
|
|
tess.texCoords[tess.numVertexes][0][1] = mu + cos( i + backEnd.refdef.floatTime ) * pain;
|
|
tess.vertexColors[tess.numVertexes][0] = e->shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = e->shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[2];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
tess.indexes[tess.numIndexes++] = vbase;
|
|
tess.indexes[tess.numIndexes++] = vbase + 1;
|
|
tess.indexes[tess.numIndexes++] = vbase + 3;
|
|
|
|
tess.indexes[tess.numIndexes++] = vbase + 3;
|
|
tess.indexes[tess.numIndexes++] = vbase + 2;
|
|
tess.indexes[tess.numIndexes++] = vbase;
|
|
|
|
// Shuffle new points to old
|
|
Vector2Copy( pt, oldpt );
|
|
Vector2Copy( pt2, oldpt2 );
|
|
}
|
|
|
|
// shuffle lathe points
|
|
Vector2Copy( l_oldpt2, l_oldpt );
|
|
}
|
|
}
|
|
|
|
#define DISK_DEF 4
|
|
#define TUBE_DEF 6
|
|
|
|
static void RB_SurfaceClouds()
|
|
{
|
|
// Disk definition
|
|
float diskStripDef[DISK_DEF] = {
|
|
0.0f,
|
|
0.4f,
|
|
0.7f,
|
|
1.0f };
|
|
|
|
float diskAlphaDef[DISK_DEF] = {
|
|
1.0f,
|
|
1.0f,
|
|
0.4f,
|
|
0.0f };
|
|
|
|
float diskCurveDef[DISK_DEF] = {
|
|
0.0f,
|
|
0.0f,
|
|
0.008f,
|
|
0.02f };
|
|
|
|
// tube definition
|
|
float tubeStripDef[TUBE_DEF] = {
|
|
0.0f,
|
|
0.05f,
|
|
0.1f,
|
|
0.5f,
|
|
0.7f,
|
|
1.0f };
|
|
|
|
float tubeAlphaDef[TUBE_DEF] = {
|
|
0.0f,
|
|
0.45f,
|
|
1.0f,
|
|
1.0f,
|
|
0.45f,
|
|
0.0f };
|
|
|
|
float tubeCurveDef[TUBE_DEF] = {
|
|
0.0f,
|
|
0.004f,
|
|
0.006f,
|
|
0.01f,
|
|
0.006f,
|
|
0.0f };
|
|
|
|
refEntity_t *e;
|
|
vec3_t pt, oldpt;
|
|
vec3_t pt2, oldpt2;
|
|
float latheStep = 30.0f;
|
|
float s, c, temp;
|
|
float *stripDef, *alphaDef, *curveDef, ct;
|
|
int i, t, vbase;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
// select which type we shall be doing
|
|
if ( e->renderfx & RF_GROW ) // doing tube type
|
|
{
|
|
ct = TUBE_DEF;
|
|
stripDef = tubeStripDef;
|
|
alphaDef = tubeAlphaDef;
|
|
curveDef = tubeCurveDef;
|
|
e->backlerp *= -1; // needs to be reversed
|
|
}
|
|
else
|
|
{
|
|
ct = DISK_DEF;
|
|
stripDef = diskStripDef;
|
|
alphaDef = diskAlphaDef;
|
|
curveDef = diskCurveDef;
|
|
}
|
|
|
|
// do the strip def, then lathe this around to make a 3d model
|
|
for ( i = 0; i < ct - 1; i++ )
|
|
{
|
|
VectorSet( oldpt, (stripDef[i] * (e->radius - e->rotation)) + e->rotation, 0, curveDef[i] * e->radius * e->backlerp );
|
|
VectorSet( oldpt2, (stripDef[i+1] * (e->radius - e->rotation)) + e->rotation, 0, curveDef[i+1] * e->radius * e->backlerp );
|
|
|
|
// lathe section around in a complete circle
|
|
for ( t = latheStep; t <= 360; t += latheStep )
|
|
{
|
|
// rotate every time except last seg
|
|
if ( t < 360.0f )
|
|
{
|
|
VectorCopy( oldpt, pt );
|
|
VectorCopy( oldpt2, pt2 );
|
|
|
|
s = sin( DEG2RAD( latheStep ));
|
|
c = cos( DEG2RAD( latheStep ));
|
|
|
|
// rotate lathe points
|
|
temp = c * pt[0] - s * pt[1]; // c -s 0
|
|
pt[1] = s * pt[0] + c * pt[1]; // s c 0
|
|
pt[0] = temp; // 0 0 1
|
|
|
|
temp = c * pt2[0] - s * pt2[1]; // c -s 0
|
|
pt2[1] = s * pt2[0] + c * pt2[1];// s c 0
|
|
pt2[0] = temp; // 0 0 1
|
|
}
|
|
else
|
|
{
|
|
// just glue directly to the def points.
|
|
VectorSet( pt, (stripDef[i] * (e->radius - e->rotation)) + e->rotation, 0, curveDef[i] * e->radius * e->backlerp );
|
|
VectorSet( pt2, (stripDef[i+1] * (e->radius - e->rotation)) + e->rotation, 0, curveDef[i+1] * e->radius * e->backlerp );
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
|
|
vbase = tess.numVertexes;
|
|
|
|
// Actually generate the necessary verts
|
|
VectorAdd( e->origin, oldpt, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = tess.xyz[tess.numVertexes][0] * 0.1f;
|
|
tess.texCoords[tess.numVertexes][0][1] = tess.xyz[tess.numVertexes][1] * 0.1f;
|
|
tess.vertexColors[tess.numVertexes][0] =
|
|
tess.vertexColors[tess.numVertexes][1] =
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[0] * alphaDef[i];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorAdd( e->origin, oldpt2, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = tess.xyz[tess.numVertexes][0] * 0.1f;
|
|
tess.texCoords[tess.numVertexes][0][1] = tess.xyz[tess.numVertexes][1] * 0.1f;
|
|
tess.vertexColors[tess.numVertexes][0] =
|
|
tess.vertexColors[tess.numVertexes][1] =
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[0] * alphaDef[i+1];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorAdd( e->origin, pt, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = tess.xyz[tess.numVertexes][0] * 0.1f;
|
|
tess.texCoords[tess.numVertexes][0][1] = tess.xyz[tess.numVertexes][1] * 0.1f;
|
|
tess.vertexColors[tess.numVertexes][0] =
|
|
tess.vertexColors[tess.numVertexes][1] =
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[0] * alphaDef[i];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
VectorAdd( e->origin, pt2, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = tess.xyz[tess.numVertexes][0] * 0.1f;
|
|
tess.texCoords[tess.numVertexes][0][1] = tess.xyz[tess.numVertexes][1] * 0.1f;
|
|
tess.vertexColors[tess.numVertexes][0] =
|
|
tess.vertexColors[tess.numVertexes][1] =
|
|
tess.vertexColors[tess.numVertexes][2] = e->shaderRGBA[0] * alphaDef[i+1];
|
|
tess.vertexColors[tess.numVertexes][3] = e->shaderRGBA[3];
|
|
tess.numVertexes++;
|
|
|
|
tess.indexes[tess.numIndexes++] = vbase;
|
|
tess.indexes[tess.numIndexes++] = vbase + 1;
|
|
tess.indexes[tess.numIndexes++] = vbase + 3;
|
|
|
|
tess.indexes[tess.numIndexes++] = vbase + 3;
|
|
tess.indexes[tess.numIndexes++] = vbase + 2;
|
|
tess.indexes[tess.numIndexes++] = vbase;
|
|
|
|
// Shuffle new points to old
|
|
Vector2Copy( pt, oldpt );
|
|
Vector2Copy( pt2, oldpt2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===========================================================================
|
|
|
|
NULL MODEL
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
RB_SurfaceAxis
|
|
|
|
Draws x/y/z lines from the origin for orientation debugging
|
|
===================
|
|
*/
|
|
static void RB_SurfaceAxis( void ) {
|
|
GL_Bind( tr.whiteImage );
|
|
qglLineWidth( 3 );
|
|
#ifdef _XBOX
|
|
qglBeginEXT( GL_LINES, 6, 3, 0, 0, 0);
|
|
#else
|
|
qglBegin( GL_LINES );
|
|
#endif
|
|
qglColor3f( 1,0,0 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 16,0,0 );
|
|
qglColor3f( 0,1,0 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 0,16,0 );
|
|
qglColor3f( 0,0,1 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 0,0,16 );
|
|
qglEnd();
|
|
qglLineWidth( 1 );
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
====================
|
|
RB_SurfaceEntity
|
|
|
|
Entities that have a single procedurally generated surface
|
|
====================
|
|
*/
|
|
void RB_SurfaceEntity( surfaceType_t *surfType ) {
|
|
switch( backEnd.currentEntity->e.reType ) {
|
|
case RT_SPRITE:
|
|
RB_SurfaceSprite();
|
|
break;
|
|
case RT_ORIENTED_QUAD:
|
|
RB_SurfaceOrientedQuad();
|
|
break;
|
|
case RT_LINE:
|
|
RB_SurfaceLine();
|
|
break;
|
|
case RT_ELECTRICITY:
|
|
RB_SurfaceElectricity();
|
|
break;
|
|
case RT_BEAM:
|
|
RB_SurfaceBeam();
|
|
break;
|
|
case RT_SABER_GLOW:
|
|
RB_SurfaceSaberGlow();
|
|
break;
|
|
case RT_CYLINDER:
|
|
RB_SurfaceCylinder();
|
|
break;
|
|
case RT_LATHE:
|
|
RB_SurfaceLathe();
|
|
break;
|
|
case RT_CLOUDS:
|
|
RB_SurfaceClouds();
|
|
break;
|
|
default:
|
|
RB_SurfaceAxis();
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
void RB_SurfaceBad( surfaceType_t *surfType ) {
|
|
VID_Printf( PRINT_ALL, "Bad surface tesselated.\n" );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_TestZFlare
|
|
|
|
This is called at surface tesselation time
|
|
==================
|
|
*/
|
|
static bool RB_TestZFlare( vec3_t point) {
|
|
int i;
|
|
vec4_t eye, clip, normalized, window;
|
|
|
|
// if the point is off the screen, don't bother adding it
|
|
// calculate screen coordinates and depth
|
|
R_TransformModelToClip( point, backEnd.ori.modelMatrix,
|
|
backEnd.viewParms.projectionMatrix, eye, clip );
|
|
|
|
// check to see if the point is completely off screen
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( clip[i] >= clip[3] || clip[i] <= -clip[3] ) {
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
R_TransformClipToWindow( clip, &backEnd.viewParms, normalized, window );
|
|
|
|
if ( window[0] < 0 || window[0] >= backEnd.viewParms.viewportWidth
|
|
|| window[1] < 0 || window[1] >= backEnd.viewParms.viewportHeight ) {
|
|
return qfalse; // shouldn't happen, since we check the clip[] above, except for FP rounding
|
|
}
|
|
|
|
//do test
|
|
float depth = 0.0f;
|
|
bool visible;
|
|
float screenZ;
|
|
|
|
// read back the z buffer contents
|
|
#ifdef _XBOX
|
|
depth = 0.0f;
|
|
#else
|
|
if ( r_flares->integer !=1 ) { //skipping the the z-test
|
|
return true;
|
|
}
|
|
// doing a readpixels is as good as doing a glFinish(), so
|
|
// don't bother with another sync
|
|
glState.finishCalled = qfalse;
|
|
qglReadPixels( backEnd.viewParms.viewportX + window[0],backEnd.viewParms.viewportY + window[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
|
|
#endif
|
|
|
|
screenZ = backEnd.viewParms.projectionMatrix[14] /
|
|
( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] );
|
|
|
|
visible = ( -eye[2] - -screenZ ) < 24;
|
|
return visible;
|
|
}
|
|
|
|
void RB_SurfaceFlare( srfFlare_t *surf ) {
|
|
vec3_t left, up;
|
|
float radius;
|
|
byte color[4];
|
|
vec3_t dir;
|
|
vec3_t origin;
|
|
float d, dist;
|
|
|
|
if ( !r_flares->integer ) {
|
|
return;
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
vec3_t sorigin, snormal;
|
|
|
|
Q_CastShort2Float(&sorigin[0], (short*)&surf->origin[0]);
|
|
Q_CastShort2Float(&sorigin[1], (short*)&surf->origin[1]);
|
|
Q_CastShort2Float(&sorigin[2], (short*)&surf->origin[2]);
|
|
|
|
if (!RB_TestZFlare( sorigin) ) {
|
|
return;
|
|
}
|
|
|
|
Q_CastShort2Float(&snormal[0], (short*)&surf->normal[0]);
|
|
Q_CastShort2Float(&snormal[1], (short*)&surf->normal[1]);
|
|
Q_CastShort2Float(&snormal[2], (short*)&surf->normal[2]);
|
|
snormal[0] /= 32767.0f;
|
|
snormal[1] /= 32767.0f;
|
|
snormal[2] /= 32767.0f;
|
|
|
|
// calculate the xyz locations for the four corners
|
|
VectorMA( sorigin, 3, snormal, origin );
|
|
#else
|
|
if (!RB_TestZFlare( surf->origin ) ) {
|
|
return;
|
|
}
|
|
|
|
// calculate the xyz locations for the four corners
|
|
VectorMA( surf->origin, 3, surf->normal, origin );
|
|
float* snormal = surf->normal;
|
|
#endif // _XBOX
|
|
|
|
VectorSubtract( origin, backEnd.viewParms.or.origin, dir );
|
|
dist = VectorNormalize( dir );
|
|
|
|
d = -DotProduct( dir, snormal );
|
|
if ( d < 0 ) {
|
|
d = -d;
|
|
}
|
|
|
|
// fade the intensity of the flare down as the
|
|
// light surface turns away from the viewer
|
|
color[0] = d * 255;
|
|
color[1] = d * 255;
|
|
color[2] = d * 255;
|
|
color[3] = 255; //only gets used if the shader has cgen exact_vertex!
|
|
|
|
radius = tess.shader->portalRange ? tess.shader->portalRange: 30;
|
|
if (dist < 512.0f)
|
|
{
|
|
radius = radius * dist / 512.0f;
|
|
}
|
|
if (radius<5.0f)
|
|
{
|
|
radius = 5.0f;
|
|
}
|
|
VectorScale( backEnd.viewParms.or.axis[1], radius, left );
|
|
VectorScale( backEnd.viewParms.or.axis[2], radius, up );
|
|
if ( backEnd.viewParms.isMirror ) {
|
|
VectorSubtract( vec3_origin, left, left );
|
|
}
|
|
|
|
RB_AddQuadStamp( origin, left, up, color );
|
|
}
|
|
|
|
|
|
void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
|
|
// all apropriate state must be set in RB_BeginSurface
|
|
// this isn't implemented yet...
|
|
qglCallList( surf->listNum );
|
|
}
|
|
|
|
void RB_SurfaceSkip( void *surf ) {
|
|
}
|
|
|
|
void RB_SurfaceTerrain( surfaceInfo_t *surf );
|
|
|
|
void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
|
|
(void(*)(void*))RB_SurfaceBad, // SF_BAD,
|
|
(void(*)(void*))RB_SurfaceSkip, // SF_SKIP,
|
|
(void(*)(void*))RB_SurfaceFace, // SF_FACE,
|
|
(void(*)(void*))RB_SurfaceGrid, // SF_GRID,
|
|
(void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
|
|
(void(*)(void*))RB_SurfacePolychain, // SF_POLY,
|
|
#ifdef _XBOX
|
|
NULL,
|
|
#else
|
|
(void(*)(void*))RB_SurfaceTerrain, // SF_TERRAIN,
|
|
#endif
|
|
(void(*)(void*))RB_SurfaceMesh, // SF_MD3,
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
(void(*)(void*))RB_SurfaceGhoul, // SF_MDX,
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
|
|
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
|
|
(void(*)(void*))RB_SurfaceDisplayList // SF_DISPLAY_LIST
|
|
};
|