mirror of
https://github.com/Q3Rally-Team/q3rally.git
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95fbb18fa1
Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
417 lines
10 KiB
C
417 lines
10 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_mesh.c: triangle model functions
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#include "tr_local.h"
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static float ProjectRadius( float r, vec3_t location )
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{
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float pr;
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float dist;
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float c;
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vec3_t p;
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float projected[4];
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c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin );
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dist = DotProduct( tr.viewParms.or.axis[0], location ) - c;
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if ( dist <= 0 )
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return 0;
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p[0] = 0;
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p[1] = fabs( r );
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p[2] = -dist;
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projected[0] = p[0] * tr.viewParms.projectionMatrix[0] +
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p[1] * tr.viewParms.projectionMatrix[4] +
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p[2] * tr.viewParms.projectionMatrix[8] +
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tr.viewParms.projectionMatrix[12];
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projected[1] = p[0] * tr.viewParms.projectionMatrix[1] +
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p[1] * tr.viewParms.projectionMatrix[5] +
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p[2] * tr.viewParms.projectionMatrix[9] +
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tr.viewParms.projectionMatrix[13];
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projected[2] = p[0] * tr.viewParms.projectionMatrix[2] +
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p[1] * tr.viewParms.projectionMatrix[6] +
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p[2] * tr.viewParms.projectionMatrix[10] +
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tr.viewParms.projectionMatrix[14];
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projected[3] = p[0] * tr.viewParms.projectionMatrix[3] +
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p[1] * tr.viewParms.projectionMatrix[7] +
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p[2] * tr.viewParms.projectionMatrix[11] +
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tr.viewParms.projectionMatrix[15];
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pr = projected[1] / projected[3];
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if ( pr > 1.0f )
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pr = 1.0f;
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return pr;
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}
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/*
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=============
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R_CullModel
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=============
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*/
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static int R_CullModel( mdvModel_t *model, trRefEntity_t *ent ) {
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vec3_t bounds[2];
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mdvFrame_t *oldFrame, *newFrame;
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int i;
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// compute frame pointers
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newFrame = model->frames + ent->e.frame;
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oldFrame = model->frames + ent->e.oldframe;
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// cull bounding sphere ONLY if this is not an upscaled entity
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if ( !ent->e.nonNormalizedAxes )
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{
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if ( ent->e.frame == ent->e.oldframe )
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{
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switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
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{
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case CULL_OUT:
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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case CULL_IN:
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_sphere_cull_md3_clip++;
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break;
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}
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}
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else
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{
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int sphereCull, sphereCullB;
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sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
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if ( newFrame == oldFrame ) {
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sphereCullB = sphereCull;
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} else {
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sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
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}
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if ( sphereCull == sphereCullB )
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{
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if ( sphereCull == CULL_OUT )
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{
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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}
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else if ( sphereCull == CULL_IN )
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{
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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}
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else
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{
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tr.pc.c_sphere_cull_md3_clip++;
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}
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}
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}
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}
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// calculate a bounding box in the current coordinate system
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for (i = 0 ; i < 3 ; i++) {
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bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
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bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
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}
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switch ( R_CullLocalBox( bounds ) )
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{
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case CULL_IN:
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tr.pc.c_box_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_box_cull_md3_clip++;
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return CULL_CLIP;
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case CULL_OUT:
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default:
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tr.pc.c_box_cull_md3_out++;
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return CULL_OUT;
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}
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}
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/*
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=================
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R_ComputeLOD
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=================
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*/
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int R_ComputeLOD( trRefEntity_t *ent ) {
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float radius;
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float flod, lodscale;
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float projectedRadius;
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mdvFrame_t *frame;
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mdrHeader_t *mdr;
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mdrFrame_t *mdrframe;
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int lod;
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if ( tr.currentModel->numLods < 2 )
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{
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// model has only 1 LOD level, skip computations and bias
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lod = 0;
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}
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else
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{
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// multiple LODs exist, so compute projected bounding sphere
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// and use that as a criteria for selecting LOD
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if(tr.currentModel->type == MOD_MDR)
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{
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int frameSize;
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mdr = (mdrHeader_t *) tr.currentModel->modelData;
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frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
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mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
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radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
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}
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else
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{
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//frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
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frame = tr.currentModel->mdv[0]->frames;
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frame += ent->e.frame;
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radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
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}
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if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
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{
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lodscale = r_lodscale->value;
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if (lodscale > 20) lodscale = 20;
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flod = 1.0f - projectedRadius * lodscale;
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}
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else
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{
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// object intersects near view plane, e.g. view weapon
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flod = 0;
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}
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flod *= tr.currentModel->numLods;
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lod = ri.ftol(flod);
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if ( lod < 0 )
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{
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lod = 0;
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}
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else if ( lod >= tr.currentModel->numLods )
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{
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lod = tr.currentModel->numLods - 1;
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}
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}
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lod += r_lodbias->integer;
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if ( lod >= tr.currentModel->numLods )
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lod = tr.currentModel->numLods - 1;
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if ( lod < 0 )
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lod = 0;
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return lod;
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}
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/*
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=================
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R_ComputeFogNum
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=================
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*/
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int R_ComputeFogNum( mdvModel_t *model, trRefEntity_t *ent ) {
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int i, j;
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fog_t *fog;
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mdvFrame_t *mdvFrame;
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vec3_t localOrigin;
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if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
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return 0;
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}
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// FIXME: non-normalized axis issues
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mdvFrame = model->frames + ent->e.frame;
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VectorAdd( ent->e.origin, mdvFrame->localOrigin, localOrigin );
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for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
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fog = &tr.world->fogs[i];
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( localOrigin[j] - mdvFrame->radius >= fog->bounds[1][j] ) {
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break;
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}
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if ( localOrigin[j] + mdvFrame->radius <= fog->bounds[0][j] ) {
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break;
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}
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}
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if ( j == 3 ) {
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return i;
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}
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}
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return 0;
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}
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/*
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=================
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R_AddMD3Surfaces
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=================
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*/
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void R_AddMD3Surfaces( trRefEntity_t *ent ) {
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int i;
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mdvModel_t *model = NULL;
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mdvSurface_t *surface = NULL;
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shader_t *shader = NULL;
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int cull;
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int lod;
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int fogNum;
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int cubemapIndex;
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qboolean personalModel;
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// don't add third_person objects if not in a portal
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personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal
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|| (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));
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if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
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ent->e.frame %= tr.currentModel->mdv[0]->numFrames;
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ent->e.oldframe %= tr.currentModel->mdv[0]->numFrames;
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}
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//
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// Validate the frames so there is no chance of a crash.
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// This will write directly into the entity structure, so
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// when the surfaces are rendered, they don't need to be
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// range checked again.
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//
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if ( (ent->e.frame >= tr.currentModel->mdv[0]->numFrames)
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|| (ent->e.frame < 0)
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|| (ent->e.oldframe >= tr.currentModel->mdv[0]->numFrames)
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|| (ent->e.oldframe < 0) ) {
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ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
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ent->e.oldframe, ent->e.frame,
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tr.currentModel->name );
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ent->e.frame = 0;
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ent->e.oldframe = 0;
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}
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//
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// compute LOD
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//
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lod = R_ComputeLOD( ent );
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model = tr.currentModel->mdv[lod];
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//
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// cull the entire model if merged bounding box of both frames
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// is outside the view frustum.
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//
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cull = R_CullModel ( model, ent );
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if ( cull == CULL_OUT ) {
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return;
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}
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//
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// set up lighting now that we know we aren't culled
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//
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if ( !personalModel || r_shadows->integer > 1 ) {
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R_SetupEntityLighting( &tr.refdef, ent );
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}
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//
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// see if we are in a fog volume
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//
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fogNum = R_ComputeFogNum( model, ent );
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cubemapIndex = R_CubemapForPoint(ent->e.origin);
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//
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// draw all surfaces
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//
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surface = model->surfaces;
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for ( i = 0 ; i < model->numSurfaces ; i++ ) {
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if ( ent->e.customShader ) {
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shader = R_GetShaderByHandle( ent->e.customShader );
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} else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
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skin_t *skin;
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int j;
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skin = R_GetSkinByHandle( ent->e.customSkin );
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// match the surface name to something in the skin file
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shader = tr.defaultShader;
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for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
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// the names have both been lowercased
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if ( !strcmp( skin->surfaces[j].name, surface->name ) ) {
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shader = skin->surfaces[j].shader;
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break;
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}
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}
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if (shader == tr.defaultShader) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
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}
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else if (shader->defaultShader) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
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}
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} else if ( surface->numShaderIndexes <= 0 ) {
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shader = tr.defaultShader;
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} else {
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shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
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}
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// we will add shadows even if the main object isn't visible in the view
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// stencil shadows can't do personal models unless I polyhedron clip
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if ( !personalModel
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&& r_shadows->integer == 2
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&& fogNum == 0
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&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
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&& shader->sort == SS_OPAQUE ) {
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R_AddDrawSurf( (void *)&model->vaoSurfaces[i], tr.shadowShader, 0, qfalse, qfalse, 0 );
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}
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// projection shadows work fine with personal models
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if ( r_shadows->integer == 3
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&& fogNum == 0
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&& (ent->e.renderfx & RF_SHADOW_PLANE )
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&& shader->sort == SS_OPAQUE ) {
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R_AddDrawSurf( (void *)&model->vaoSurfaces[i], tr.projectionShadowShader, 0, qfalse, qfalse, 0 );
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}
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// don't add third_person objects if not viewing through a portal
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if ( !personalModel ) {
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R_AddDrawSurf((void *)&model->vaoSurfaces[i], shader, fogNum, qfalse, qfalse, cubemapIndex );
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}
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surface++;
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}
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}
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