mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-26 13:51:42 +00:00
3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
1712 lines
48 KiB
C
1712 lines
48 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_surf.c
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#include "tr_local.h"
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#if idppc_altivec && !defined(MACOS_X)
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#include <altivec.h>
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#endif
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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.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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ri.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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ri.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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void RB_CheckVBOandIBO(VBO_t *vbo, IBO_t *ibo)
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{
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if (!(vbo == glState.currentVBO && ibo == glState.currentIBO) || tess.multiDrawPrimitives >= MAX_MULTIDRAW_PRIMITIVES)
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{
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RB_EndSurface();
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RB_BeginSurface(tess.shader, tess.fogNum);
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R_BindVBO(vbo);
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R_BindIBO(ibo);
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}
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if (vbo != tess.vbo && ibo != tess.ibo)
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tess.useInternalVBO = qfalse;
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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, float color[4], 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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tess.vertexColors[ndx][0] = color[0];
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tess.vertexColors[ndx][1] = color[1];
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tess.vertexColors[ndx][2] = color[2];
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tess.vertexColors[ndx][3] = color[3];
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tess.vertexColors[ndx+1][0] = color[0];
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tess.vertexColors[ndx+1][1] = color[1];
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tess.vertexColors[ndx+1][2] = color[2];
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tess.vertexColors[ndx+1][3] = color[3];
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tess.vertexColors[ndx+2][0] = color[0];
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tess.vertexColors[ndx+2][1] = color[1];
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tess.vertexColors[ndx+2][2] = color[2];
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tess.vertexColors[ndx+2][3] = color[3];
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tess.vertexColors[ndx+3][0] = color[0];
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tess.vertexColors[ndx+3][1] = color[1];
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tess.vertexColors[ndx+3][2] = color[2];
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tess.vertexColors[ndx+3][3] = color[3];
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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, float color[4] ) {
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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_InstantQuad
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based on Tess_InstantQuad from xreal
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==============
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*/
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void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
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{
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GLimp_LogComment("--- RB_InstantQuad2 ---\n");
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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tess.firstIndex = 0;
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VectorCopy4(quadVerts[0], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes][0]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[1], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes][0]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[2], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes][0]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[3], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes][0]);
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 1;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 3;
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tess.minIndex = 0;
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tess.maxIndex = 3;
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RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.firstIndex = 0;
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tess.minIndex = 0;
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tess.maxIndex = 0;
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}
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void RB_InstantQuad(vec4_t quadVerts[4])
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{
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vec4_t color;
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vec2_t texCoords[4];
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vec2_t invTexRes;
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VectorSet4(color, 1, 1, 1, 1);
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texCoords[0][0] = 0;
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texCoords[0][1] = 0;
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texCoords[1][0] = 1;
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texCoords[1][1] = 0;
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texCoords[2][0] = 1;
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texCoords[2][1] = 1;
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texCoords[3][0] = 0;
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texCoords[3][1] = 1;
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invTexRes[0] = 1.0f / 256.0f;
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invTexRes[1] = 1.0f / 256.0f;
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GLSL_BindProgram(&tr.textureColorShader);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
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GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
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RB_InstantQuad2(quadVerts, texCoords); //, color, &tr.textureColorShader, invTexRes);
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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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float colors[4];
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trRefEntity_t *ent = backEnd.currentEntity;
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// calculate the xyz locations for the four corners
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radius = ent->e.radius;
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if ( ent->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 * ent->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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#ifdef REACTION
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if (ent->e.renderfx & RF_SUNFLARE)
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{
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if (backEnd.viewHasSunFlare)
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{
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ri.Printf(PRINT_WARNING, "Multiple sun flares not supported\n");
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return;
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}
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if (R_CullPointAndRadiusEx(ent->e.origin, ent->e.radius, backEnd.viewParms.frustum, ARRAY_LEN(backEnd.viewParms.frustum)) == CULL_OUT)
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return;
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colors[0] = colors[1] = colors[2] = colors[3] = ent->e.shaderRGBA[glRefConfig.framebufferObject] / 255.0f;
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if (colors[0] == 0)
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return;
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backEnd.viewHasSunFlare = qtrue;
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backEnd.frameHasSunFlare = qtrue;
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}
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else
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#endif
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{
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VectorScale4(ent->e.shaderRGBA, 1.0f / 255.0f, colors);
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}
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RB_AddQuadStamp( ent->e.origin, left, up, colors );
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}
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/*
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=============
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RB_SurfacePolychain
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=============
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*/
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static void RB_SurfacePolychain( srfPoly_t *p ) {
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int i;
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int numv;
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RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
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// fan triangles into the tess array
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numv = tess.numVertexes;
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for ( i = 0; i < p->numVerts; i++ ) {
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VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
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tess.texCoords[numv][0][0] = p->verts[i].st[0];
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tess.texCoords[numv][0][1] = p->verts[i].st[1];
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tess.vertexColors[numv][0] = p->verts[ i ].modulate[0] / 255.0f;
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tess.vertexColors[numv][1] = p->verts[ i ].modulate[1] / 255.0f;
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tess.vertexColors[numv][2] = p->verts[ i ].modulate[2] / 255.0f;
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tess.vertexColors[numv][3] = p->verts[ i ].modulate[3] / 255.0f;
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numv++;
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}
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// generate fan indexes into the tess array
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for ( i = 0; i < p->numVerts-2; i++ ) {
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tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
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tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
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tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
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tess.numIndexes += 3;
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}
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tess.numVertexes = numv;
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}
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static void RB_SurfaceHelper( int numVerts, srfVert_t *verts, int numTriangles, srfTriangle_t *triangles, int dlightBits, int pshadowBits)
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{
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int i;
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srfTriangle_t *tri;
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srfVert_t *dv;
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float *xyz, *normal, *texCoords, *lightCoords, *lightdir;
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#ifdef USE_VERT_TANGENT_SPACE
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float *tangent, *bitangent;
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#endif
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glIndex_t *index;
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float *color;
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RB_CheckVBOandIBO(tess.vbo, tess.ibo);
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RB_CHECKOVERFLOW( numVerts, numTriangles * 3 );
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tri = triangles;
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index = &tess.indexes[ tess.numIndexes ];
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for ( i = 0 ; i < numTriangles ; i++, tri++ ) {
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*index++ = tess.numVertexes + tri->indexes[0];
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*index++ = tess.numVertexes + tri->indexes[1];
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*index++ = tess.numVertexes + tri->indexes[2];
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}
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tess.numIndexes += numTriangles * 3;
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if ( tess.shader->vertexAttribs & ATTR_POSITION )
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{
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dv = verts;
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xyz = tess.xyz[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, xyz+=4 )
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VectorCopy(dv->xyz, xyz);
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}
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if ( tess.shader->vertexAttribs & ATTR_NORMAL )
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{
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dv = verts;
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normal = tess.normal[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 )
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VectorCopy(dv->normal, normal);
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}
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#ifdef USE_VERT_TANGENT_SPACE
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if ( tess.shader->vertexAttribs & ATTR_TANGENT )
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{
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dv = verts;
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tangent = tess.tangent[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
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VectorCopy(dv->tangent, tangent);
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}
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if ( tess.shader->vertexAttribs & ATTR_BITANGENT )
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{
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dv = verts;
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bitangent = tess.bitangent[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, bitangent+=4 )
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VectorCopy(dv->bitangent, bitangent);
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}
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#endif
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|
|
if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
|
|
{
|
|
dv = verts;
|
|
texCoords = tess.texCoords[ tess.numVertexes ][0];
|
|
for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=4 )
|
|
VectorCopy2(dv->st, texCoords);
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
|
|
{
|
|
dv = verts;
|
|
lightCoords = tess.texCoords[ tess.numVertexes ][1];
|
|
for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=4 )
|
|
VectorCopy2(dv->lightmap, lightCoords);
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_COLOR )
|
|
{
|
|
dv = verts;
|
|
color = tess.vertexColors[ tess.numVertexes ];
|
|
for ( i = 0 ; i < numVerts ; i++, dv++, color+=4 )
|
|
VectorCopy4(dv->vertexColors, color);
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
|
|
{
|
|
dv = verts;
|
|
lightdir = tess.lightdir[ tess.numVertexes ];
|
|
for ( i = 0 ; i < numVerts ; i++, dv++, lightdir+=4 )
|
|
VectorCopy(dv->lightdir, lightdir);
|
|
}
|
|
|
|
#if 0 // nothing even uses vertex dlightbits
|
|
for ( i = 0 ; i < numVerts ; i++ ) {
|
|
tess.vertexDlightBits[ tess.numVertexes + i ] = dlightBits;
|
|
}
|
|
#endif
|
|
|
|
tess.dlightBits |= dlightBits;
|
|
tess.pshadowBits |= pshadowBits;
|
|
|
|
tess.numVertexes += numVerts;
|
|
}
|
|
|
|
static qboolean RB_SurfaceHelperVBO(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndexes, int firstIndex, int minIndex, int maxIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
|
|
{
|
|
int i, mergeForward, mergeBack;
|
|
GLvoid *firstIndexOffset, *lastIndexOffset;
|
|
|
|
if (!vbo || !ibo)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (shaderCheck && !(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
RB_CheckVBOandIBO(vbo, ibo);
|
|
|
|
tess.dlightBits |= dlightBits;
|
|
tess.pshadowBits |= pshadowBits;
|
|
|
|
// merge this into any existing multidraw primitives
|
|
mergeForward = -1;
|
|
mergeBack = -1;
|
|
firstIndexOffset = BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE));
|
|
lastIndexOffset = BUFFER_OFFSET((firstIndex + numIndexes) * sizeof(GL_INDEX_TYPE));
|
|
|
|
if (r_mergeMultidraws->integer)
|
|
{
|
|
i = 0;
|
|
|
|
if (r_mergeMultidraws->integer == 1)
|
|
{
|
|
// lazy merge, only check the last primitive
|
|
if (tess.multiDrawPrimitives)
|
|
{
|
|
i = tess.multiDrawPrimitives - 1;
|
|
}
|
|
}
|
|
|
|
for (; i < tess.multiDrawPrimitives; i++)
|
|
{
|
|
if (tess.multiDrawLastIndex[i] == firstIndexOffset)
|
|
{
|
|
mergeBack = i;
|
|
}
|
|
|
|
if (lastIndexOffset == tess.multiDrawFirstIndex[i])
|
|
{
|
|
mergeForward = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mergeBack != -1 && mergeForward == -1)
|
|
{
|
|
tess.multiDrawNumIndexes[mergeBack] += numIndexes;
|
|
tess.multiDrawLastIndex[mergeBack] = tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack];
|
|
tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], minIndex);
|
|
tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], maxIndex);
|
|
backEnd.pc.c_multidrawsMerged++;
|
|
}
|
|
else if (mergeBack == -1 && mergeForward != -1)
|
|
{
|
|
tess.multiDrawNumIndexes[mergeForward] += numIndexes;
|
|
tess.multiDrawFirstIndex[mergeForward] = firstIndexOffset;
|
|
tess.multiDrawLastIndex[mergeForward] = tess.multiDrawFirstIndex[mergeForward] + tess.multiDrawNumIndexes[mergeForward];
|
|
tess.multiDrawMinIndex[mergeForward] = MIN(tess.multiDrawMinIndex[mergeForward], minIndex);
|
|
tess.multiDrawMaxIndex[mergeForward] = MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex);
|
|
backEnd.pc.c_multidrawsMerged++;
|
|
}
|
|
else if (mergeBack != -1 && mergeForward != -1)
|
|
{
|
|
tess.multiDrawNumIndexes[mergeBack] += numIndexes + tess.multiDrawNumIndexes[mergeForward];
|
|
tess.multiDrawLastIndex[mergeBack] = tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack];
|
|
tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], MIN(tess.multiDrawMinIndex[mergeForward], minIndex));
|
|
tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex));
|
|
tess.multiDrawPrimitives--;
|
|
|
|
if (mergeForward != tess.multiDrawPrimitives)
|
|
{
|
|
tess.multiDrawNumIndexes[mergeForward] = tess.multiDrawNumIndexes[tess.multiDrawPrimitives];
|
|
tess.multiDrawFirstIndex[mergeForward] = tess.multiDrawFirstIndex[tess.multiDrawPrimitives];
|
|
}
|
|
backEnd.pc.c_multidrawsMerged += 2;
|
|
}
|
|
else if (mergeBack == -1 && mergeForward == -1)
|
|
{
|
|
tess.multiDrawNumIndexes[tess.multiDrawPrimitives] = numIndexes;
|
|
tess.multiDrawFirstIndex[tess.multiDrawPrimitives] = firstIndexOffset;
|
|
tess.multiDrawLastIndex[tess.multiDrawPrimitives] = lastIndexOffset;
|
|
tess.multiDrawMinIndex[tess.multiDrawPrimitives] = minIndex;
|
|
tess.multiDrawMaxIndex[tess.multiDrawPrimitives] = maxIndex;
|
|
tess.multiDrawPrimitives++;
|
|
}
|
|
|
|
backEnd.pc.c_multidraws++;
|
|
|
|
tess.numIndexes += numIndexes;
|
|
tess.numVertexes += numVerts;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceTriangles
|
|
=============
|
|
*/
|
|
static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
|
|
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
RB_SurfaceHelper(srf->numVerts, srf->verts, srf->numTriangles, srf->triangles, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame]);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============
|
|
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 );
|
|
|
|
// FIXME: Quake3 doesn't use this, so I never tested it
|
|
tess.numVertexes = 0;
|
|
tess.numIndexes = 0;
|
|
tess.firstIndex = 0;
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = 0;
|
|
|
|
for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
|
|
VectorCopy(start_points[ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]);
|
|
VectorCopy(end_points [ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]);
|
|
}
|
|
|
|
for ( i = 0; i < NUM_BEAM_SEGS; i++ ) {
|
|
tess.indexes[tess.numIndexes++] = i * 2;
|
|
tess.indexes[tess.numIndexes++] = (i + 1) * 2;
|
|
tess.indexes[tess.numIndexes++] = 1 + i * 2;
|
|
|
|
tess.indexes[tess.numIndexes++] = 1 + i * 2;
|
|
tess.indexes[tess.numIndexes++] = (i + 1) * 2;
|
|
tess.indexes[tess.numIndexes++] = 1 + (i + 1) * 2;
|
|
}
|
|
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = tess.numVertexes;
|
|
|
|
// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
|
|
RB_UpdateVBOs(ATTR_POSITION);
|
|
|
|
{
|
|
shaderProgram_t *sp = &tr.textureColorShader;
|
|
vec4_t color;
|
|
|
|
GLSL_VertexAttribsState(ATTR_POSITION);
|
|
GLSL_BindProgram(sp);
|
|
|
|
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
|
|
color[0] = 1.0f;
|
|
color[1] = 0.0f;
|
|
color[2] = 0.0f;
|
|
color[3] = 1.0f;
|
|
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
|
|
}
|
|
|
|
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
|
|
|
|
tess.numIndexes = 0;
|
|
tess.numVertexes = 0;
|
|
tess.firstIndex = 0;
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = 0;
|
|
}
|
|
|
|
//================================================================================
|
|
|
|
static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
|
|
{
|
|
float spanWidth2;
|
|
int vbase;
|
|
float t = len / 256.0f;
|
|
|
|
vbase = tess.numVertexes;
|
|
|
|
spanWidth2 = -spanWidth;
|
|
|
|
// FIXME: use quad stamp?
|
|
VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = 0;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0;
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25 / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25 / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25 / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = 0;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1;
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
|
|
|
|
tess.texCoords[tess.numVertexes][0][0] = t;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0;
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = t;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1;
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
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;
|
|
}
|
|
|
|
static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up )
|
|
{
|
|
int i;
|
|
vec3_t pos[4];
|
|
vec3_t v;
|
|
int spanWidth = r_railWidth->integer;
|
|
float c, s;
|
|
float scale;
|
|
|
|
if ( numSegs > 1 )
|
|
numSegs--;
|
|
if ( !numSegs )
|
|
return;
|
|
|
|
scale = 0.25;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
c = cos( DEG2RAD( 45 + i * 90 ) );
|
|
s = sin( DEG2RAD( 45 + i * 90 ) );
|
|
v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth;
|
|
v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth;
|
|
v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth;
|
|
VectorAdd( start, v, pos[i] );
|
|
|
|
if ( numSegs > 1 )
|
|
{
|
|
// offset by 1 segment if we're doing a long distance shot
|
|
VectorAdd( pos[i], dir, pos[i] );
|
|
}
|
|
}
|
|
|
|
for ( i = 0; i < numSegs; i++ )
|
|
{
|
|
int j;
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
|
|
for ( j = 0; j < 4; j++ )
|
|
{
|
|
VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = ( j < 2 );
|
|
tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 );
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
VectorAdd( pos[j], dir, pos[j] );
|
|
}
|
|
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 0;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceRailRinges
|
|
*/
|
|
static void RB_SurfaceRailRings( void ) {
|
|
refEntity_t *e;
|
|
int numSegs;
|
|
int len;
|
|
vec3_t vec;
|
|
vec3_t right, up;
|
|
vec3_t start, end;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, start );
|
|
VectorCopy( e->origin, end );
|
|
|
|
// compute variables
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
MakeNormalVectors( vec, right, up );
|
|
numSegs = ( len ) / r_railSegmentLength->value;
|
|
if ( numSegs <= 0 ) {
|
|
numSegs = 1;
|
|
}
|
|
|
|
VectorScale( vec, r_railSegmentLength->value, vec );
|
|
|
|
DoRailDiscs( numSegs, start, vec, right, up );
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceRailCore
|
|
*/
|
|
static void RB_SurfaceRailCore( void ) {
|
|
refEntity_t *e;
|
|
int len;
|
|
vec3_t right;
|
|
vec3_t vec;
|
|
vec3_t start, end;
|
|
vec3_t v1, v2;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, start );
|
|
VectorCopy( e->origin, end );
|
|
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
|
|
// compute side vector
|
|
VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
|
|
VectorNormalize( v1 );
|
|
VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
|
|
VectorNormalize( v2 );
|
|
CrossProduct( v1, v2, right );
|
|
VectorNormalize( right );
|
|
|
|
DoRailCore( start, end, right, len, r_railCoreWidth->integer );
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceLightningBolt
|
|
*/
|
|
static void RB_SurfaceLightningBolt( void ) {
|
|
refEntity_t *e;
|
|
int len;
|
|
vec3_t right;
|
|
vec3_t vec;
|
|
vec3_t start, end;
|
|
vec3_t v1, v2;
|
|
int i;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, end );
|
|
VectorCopy( e->origin, start );
|
|
|
|
// compute variables
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
|
|
// compute side vector
|
|
VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
|
|
VectorNormalize( v1 );
|
|
VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
|
|
VectorNormalize( v2 );
|
|
CrossProduct( v1, v2, right );
|
|
VectorNormalize( right );
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
vec3_t temp;
|
|
|
|
DoRailCore( start, end, right, len, 8 );
|
|
RotatePointAroundVector( temp, vec, right, 45 );
|
|
VectorCopy( temp, right );
|
|
}
|
|
}
|
|
|
|
/*
|
|
** VectorArrayNormalize
|
|
*
|
|
* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
|
|
* This means that we don't have to worry about zero length or enormously long vectors.
|
|
*/
|
|
static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
|
|
{
|
|
// assert(count);
|
|
|
|
#if idppc
|
|
{
|
|
register float half = 0.5;
|
|
register float one = 1.0;
|
|
float *components = (float *)normals;
|
|
|
|
// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
|
|
// runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
|
|
// refinement step to get a little more precision. This seems to yeild results
|
|
// that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
|
|
// (That is, for the given input range of about 0.6 to 2.0).
|
|
do {
|
|
float x, y, z;
|
|
float B, y0, y1;
|
|
|
|
x = components[0];
|
|
y = components[1];
|
|
z = components[2];
|
|
components += 4;
|
|
B = x*x + y*y + z*z;
|
|
|
|
#ifdef __GNUC__
|
|
asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
|
|
#else
|
|
y0 = __frsqrte(B);
|
|
#endif
|
|
y1 = y0 + half*y0*(one - B*y0*y0);
|
|
|
|
x = x * y1;
|
|
y = y * y1;
|
|
components[-4] = x;
|
|
z = z * y1;
|
|
components[-3] = y;
|
|
components[-2] = z;
|
|
} while(count--);
|
|
}
|
|
#else // No assembly version for this architecture, or C_ONLY defined
|
|
// given the input, it's safe to call VectorNormalizeFast
|
|
while (count--) {
|
|
VectorNormalizeFast(normals[0]);
|
|
normals++;
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
** LerpMeshVertexes
|
|
*/
|
|
#if idppc_altivec
|
|
static void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
|
|
{
|
|
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
|
float *outXyz, *outNormal;
|
|
float oldXyzScale QALIGN(16);
|
|
float newXyzScale QALIGN(16);
|
|
float oldNormalScale QALIGN(16);
|
|
float newNormalScale QALIGN(16);
|
|
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 ) {
|
|
vector signed short newNormalsVec0;
|
|
vector signed short newNormalsVec1;
|
|
vector signed int newNormalsIntVec;
|
|
vector float newNormalsFloatVec;
|
|
vector float newXyzScaleVec;
|
|
vector unsigned char newNormalsLoadPermute;
|
|
vector unsigned char newNormalsStorePermute;
|
|
vector float zero;
|
|
|
|
newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
|
|
newXyzScaleVec = *(vector float *)&newXyzScale;
|
|
newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
|
|
newXyzScaleVec = vec_splat(newXyzScaleVec,0);
|
|
newNormalsLoadPermute = vec_lvsl(0,newXyz);
|
|
newNormalsStorePermute = vec_lvsr(0,outXyz);
|
|
zero = (vector float)vec_splat_s8(0);
|
|
//
|
|
// just copy the vertexes
|
|
//
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
newXyz += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
newNormalsLoadPermute = vec_lvsl(0,newXyz);
|
|
newNormalsStorePermute = vec_lvsr(0,outXyz);
|
|
newNormalsVec0 = vec_ld(0,newXyz);
|
|
newNormalsVec1 = vec_ld(16,newXyz);
|
|
newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
|
|
newNormalsIntVec = vec_unpackh(newNormalsVec0);
|
|
newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
|
|
newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
|
|
newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
|
|
//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 )
|
|
|
|
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];
|
|
|
|
vec_ste(newNormalsFloatVec,0,outXyz);
|
|
vec_ste(newNormalsFloatVec,4,outXyz);
|
|
vec_ste(newNormalsFloatVec,8,outXyz);
|
|
}
|
|
} 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;
|
|
|
|
// 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);
|
|
}
|
|
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
|
|
{
|
|
#if 0
|
|
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 )
|
|
|
|
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 {
|
|
//
|
|
// 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;
|
|
|
|
// 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);
|
|
}
|
|
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
|
|
}
|
|
#endif
|
|
float *outXyz, *outNormal;
|
|
mdvVertex_t *newVerts;
|
|
int vertNum;
|
|
|
|
newVerts = surf->verts + backEnd.currentEntity->e.frame * surf->numVerts;
|
|
|
|
outXyz = tess.xyz[tess.numVertexes];
|
|
outNormal = tess.normal[tess.numVertexes];
|
|
|
|
if (backlerp == 0)
|
|
{
|
|
//
|
|
// just copy the vertexes
|
|
//
|
|
|
|
for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++)
|
|
{
|
|
VectorCopy(newVerts->xyz, outXyz);
|
|
VectorCopy(newVerts->normal, outNormal);
|
|
newVerts++;
|
|
outXyz += 4;
|
|
outNormal += 4;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// interpolate and copy the vertex and normal
|
|
//
|
|
|
|
mdvVertex_t *oldVerts;
|
|
|
|
oldVerts = surf->verts + backEnd.currentEntity->e.oldframe * surf->numVerts;
|
|
|
|
for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++)
|
|
{
|
|
VectorLerp(newVerts->xyz, oldVerts->xyz, backlerp, outXyz);
|
|
VectorLerp(newVerts->normal, oldVerts->normal, backlerp, outNormal);
|
|
//VectorNormalize(outNormal);
|
|
newVerts++;
|
|
oldVerts++;
|
|
outXyz += 4;
|
|
outNormal += 4;
|
|
}
|
|
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], surf->numVerts);
|
|
}
|
|
|
|
}
|
|
|
|
static void LerpMeshVertexes(mdvSurface_t *surf, float backlerp)
|
|
{
|
|
#if 0
|
|
#if idppc_altivec
|
|
if (com_altivec->integer) {
|
|
// must be in a seperate function or G3 systems will crash.
|
|
LerpMeshVertexes_altivec( surf, backlerp );
|
|
return;
|
|
}
|
|
#endif // idppc_altivec
|
|
#endif
|
|
LerpMeshVertexes_scalar( surf, backlerp );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceMesh
|
|
=============
|
|
*/
|
|
static void RB_SurfaceMesh(mdvSurface_t *surface) {
|
|
int j;
|
|
float backlerp;
|
|
srfTriangle_t *triangles;
|
|
mdvSt_t *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;
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
|
|
|
|
LerpMeshVertexes (surface, backlerp);
|
|
|
|
triangles = surface->triangles;
|
|
indexes = surface->numTriangles * 3;
|
|
Bob = tess.numIndexes;
|
|
Doug = tess.numVertexes;
|
|
for (j = 0 ; j < surface->numTriangles ; j++) {
|
|
tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0];
|
|
tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1];
|
|
tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2];
|
|
}
|
|
tess.numIndexes += indexes;
|
|
|
|
texCoords = surface->st;
|
|
|
|
numVerts = surface->numVerts;
|
|
for ( j = 0; j < numVerts; j++ ) {
|
|
tess.texCoords[Doug + j][0][0] = texCoords[j].st[0];
|
|
tess.texCoords[Doug + j][0][1] = texCoords[j].st[1];
|
|
// FIXME: fill in lightmapST for completeness?
|
|
}
|
|
|
|
tess.numVertexes += surface->numVerts;
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
RB_SurfaceFace
|
|
==============
|
|
*/
|
|
static void RB_SurfaceFace( srfSurfaceFace_t *srf ) {
|
|
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
RB_SurfaceHelper(srf->numVerts, srf->verts, srf->numTriangles, srf->triangles, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame]);
|
|
}
|
|
|
|
|
|
static float LodErrorForVolume( vec3_t local, float radius ) {
|
|
vec3_t world;
|
|
float d;
|
|
|
|
// never let it go negative
|
|
if ( r_lodCurveError->value < 0 ) {
|
|
return 0;
|
|
}
|
|
|
|
world[0] = local[0] * backEnd.or.axis[0][0] + local[1] * backEnd.or.axis[1][0] +
|
|
local[2] * backEnd.or.axis[2][0] + backEnd.or.origin[0];
|
|
world[1] = local[0] * backEnd.or.axis[0][1] + local[1] * backEnd.or.axis[1][1] +
|
|
local[2] * backEnd.or.axis[2][1] + backEnd.or.origin[1];
|
|
world[2] = local[0] * backEnd.or.axis[0][2] + local[1] * backEnd.or.axis[1][2] +
|
|
local[2] * backEnd.or.axis[2][2] + backEnd.or.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
|
|
=============
|
|
*/
|
|
static void RB_SurfaceGrid( srfGridMesh_t *srf ) {
|
|
int i, j;
|
|
float *xyz;
|
|
float *texCoords, *lightCoords;
|
|
float *normal;
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
float *tangent, *bitangent;
|
|
#endif
|
|
float *color, *lightdir;
|
|
srfVert_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 pshadowBits;
|
|
//int *vDlightBits;
|
|
|
|
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
dlightBits = srf->dlightBits[backEnd.smpFrame];
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
pshadowBits = srf->pshadowBits[backEnd.smpFrame];
|
|
tess.pshadowBits |= pshadowBits;
|
|
|
|
// determine the allowable discrepance
|
|
lodError = LodErrorForVolume( srf->lodOrigin, srf->lodRadius );
|
|
|
|
// determine which rows and columns of the subdivision
|
|
// we are actually going to use
|
|
widthTable[0] = 0;
|
|
lodWidth = 1;
|
|
for ( i = 1 ; i < srf->width-1 ; i++ ) {
|
|
if ( srf->widthLodError[i] <= lodError ) {
|
|
widthTable[lodWidth] = i;
|
|
lodWidth++;
|
|
}
|
|
}
|
|
widthTable[lodWidth] = srf->width-1;
|
|
lodWidth++;
|
|
|
|
heightTable[0] = 0;
|
|
lodHeight = 1;
|
|
for ( i = 1 ; i < srf->height-1 ; i++ ) {
|
|
if ( srf->heightLodError[i] <= lodError ) {
|
|
heightTable[lodHeight] = i;
|
|
lodHeight++;
|
|
}
|
|
}
|
|
heightTable[lodHeight] = srf->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;
|
|
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];
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
tangent = tess.tangent[numVertexes];
|
|
bitangent = tess.bitangent[numVertexes];
|
|
#endif
|
|
texCoords = tess.texCoords[numVertexes][0];
|
|
lightCoords = tess.texCoords[numVertexes][1];
|
|
color = tess.vertexColors[numVertexes];
|
|
lightdir = tess.lightdir[numVertexes];
|
|
//vDlightBits = &tess.vertexDlightBits[numVertexes];
|
|
|
|
for ( i = 0 ; i < rows ; i++ ) {
|
|
for ( j = 0 ; j < lodWidth ; j++ ) {
|
|
dv = srf->verts + heightTable[ used + i ] * srf->width
|
|
+ widthTable[ j ];
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_POSITION )
|
|
{
|
|
VectorCopy(dv->xyz, xyz);
|
|
xyz += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_NORMAL )
|
|
{
|
|
VectorCopy(dv->normal, normal);
|
|
normal += 4;
|
|
}
|
|
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
if ( tess.shader->vertexAttribs & ATTR_TANGENT )
|
|
{
|
|
VectorCopy(dv->tangent, tangent);
|
|
tangent += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_BITANGENT )
|
|
{
|
|
VectorCopy(dv->bitangent, bitangent);
|
|
bitangent += 4;
|
|
}
|
|
#endif
|
|
if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
|
|
{
|
|
VectorCopy2(dv->st, texCoords);
|
|
texCoords += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
|
|
{
|
|
VectorCopy2(dv->lightmap, lightCoords);
|
|
lightCoords += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_COLOR )
|
|
{
|
|
VectorCopy4(dv->vertexColors, color);
|
|
color += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
|
|
{
|
|
VectorCopy(dv->lightdir, lightdir);
|
|
lightdir += 4;
|
|
}
|
|
|
|
//*vDlightBits++ = dlightBits;
|
|
}
|
|
}
|
|
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===========================================================================
|
|
|
|
NULL MODEL
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
RB_SurfaceAxis
|
|
|
|
Draws x/y/z lines from the origin for orientation debugging
|
|
===================
|
|
*/
|
|
static void RB_SurfaceAxis( void ) {
|
|
// FIXME: implement this
|
|
#if 0
|
|
GL_Bind( tr.whiteImage );
|
|
qglLineWidth( 3 );
|
|
qglBegin( GL_LINES );
|
|
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 );
|
|
#endif
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
====================
|
|
RB_SurfaceEntity
|
|
|
|
Entities that have a single procedurally generated surface
|
|
====================
|
|
*/
|
|
static void RB_SurfaceEntity( surfaceType_t *surfType ) {
|
|
switch( backEnd.currentEntity->e.reType ) {
|
|
case RT_SPRITE:
|
|
RB_SurfaceSprite();
|
|
break;
|
|
case RT_BEAM:
|
|
RB_SurfaceBeam();
|
|
break;
|
|
case RT_RAIL_CORE:
|
|
RB_SurfaceRailCore();
|
|
break;
|
|
case RT_RAIL_RINGS:
|
|
RB_SurfaceRailRings();
|
|
break;
|
|
case RT_LIGHTNING:
|
|
RB_SurfaceLightningBolt();
|
|
break;
|
|
default:
|
|
RB_SurfaceAxis();
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
static void RB_SurfaceBad( surfaceType_t *surfType ) {
|
|
ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
|
|
}
|
|
|
|
static void RB_SurfaceFlare(srfFlare_t *surf)
|
|
{
|
|
if (r_flares->integer)
|
|
RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
|
|
}
|
|
|
|
static void RB_SurfaceVBOMesh(srfVBOMesh_t * srf)
|
|
{
|
|
RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qfalse );
|
|
}
|
|
|
|
void RB_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface)
|
|
{
|
|
//mdvModel_t *mdvModel;
|
|
//mdvSurface_t *mdvSurface;
|
|
refEntity_t *refEnt;
|
|
|
|
GLimp_LogComment("--- RB_SurfaceVBOMDVMesh ---\n");
|
|
|
|
if(!surface->vbo || !surface->ibo)
|
|
return;
|
|
|
|
//RB_CheckVBOandIBO(surface->vbo, surface->ibo);
|
|
RB_EndSurface();
|
|
RB_BeginSurface(tess.shader, tess.fogNum);
|
|
|
|
R_BindVBO(surface->vbo);
|
|
R_BindIBO(surface->ibo);
|
|
|
|
tess.useInternalVBO = qfalse;
|
|
|
|
tess.numIndexes += surface->numIndexes;
|
|
tess.numVertexes += surface->numVerts;
|
|
tess.minIndex = surface->minIndex;
|
|
tess.maxIndex = surface->maxIndex;
|
|
|
|
//mdvModel = surface->mdvModel;
|
|
//mdvSurface = surface->mdvSurface;
|
|
|
|
refEnt = &backEnd.currentEntity->e;
|
|
|
|
if(refEnt->oldframe == refEnt->frame)
|
|
{
|
|
glState.vertexAttribsInterpolation = 0;
|
|
}
|
|
else
|
|
{
|
|
glState.vertexAttribsInterpolation = refEnt->backlerp;
|
|
}
|
|
|
|
glState.vertexAttribsOldFrame = refEnt->oldframe;
|
|
glState.vertexAttribsNewFrame = refEnt->frame;
|
|
|
|
RB_EndSurface();
|
|
|
|
// So we don't lerp surfaces that shouldn't be lerped
|
|
glState.vertexAttribsInterpolation = 0;
|
|
}
|
|
|
|
static void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
|
|
// all apropriate state must be set in RB_BeginSurface
|
|
// this isn't implemented yet...
|
|
qglCallList( surf->listNum );
|
|
}
|
|
|
|
static void RB_SurfaceSkip( void *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,
|
|
(void(*)(void*))RB_SurfaceMesh, // SF_MDV,
|
|
(void(*)(void*))RB_SurfaceAnim, // SF_MD4,
|
|
#ifdef RAVENMD4
|
|
(void(*)(void*))RB_MDRSurfaceAnim, // SF_MDR,
|
|
#endif
|
|
(void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM,
|
|
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
|
|
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
|
|
(void(*)(void*))RB_SurfaceDisplayList, // SF_DISPLAY_LIST
|
|
(void(*)(void*))RB_SurfaceVBOMesh, // SF_VBO_MESH,
|
|
(void(*)(void*))RB_SurfaceVBOMDVMesh, // SF_VBO_MDVMESH
|
|
};
|