q3rally/engine/code/rend2/tr_mesh.c
zturtleman 3b4f4cdfa9 ioquake3 resync to revision 2369 from 2317.
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.
2012-12-06 07:07:19 +00:00

405 lines
9.8 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_mesh.c: triangle model functions
#include "tr_local.h"
static float ProjectRadius( float r, vec3_t location )
{
float pr;
float dist;
float c;
vec3_t p;
float projected[4];
c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin );
dist = DotProduct( tr.viewParms.or.axis[0], location ) - c;
if ( dist <= 0 )
return 0;
p[0] = 0;
p[1] = fabs( r );
p[2] = -dist;
projected[0] = p[0] * tr.viewParms.projectionMatrix[0] +
p[1] * tr.viewParms.projectionMatrix[4] +
p[2] * tr.viewParms.projectionMatrix[8] +
tr.viewParms.projectionMatrix[12];
projected[1] = p[0] * tr.viewParms.projectionMatrix[1] +
p[1] * tr.viewParms.projectionMatrix[5] +
p[2] * tr.viewParms.projectionMatrix[9] +
tr.viewParms.projectionMatrix[13];
projected[2] = p[0] * tr.viewParms.projectionMatrix[2] +
p[1] * tr.viewParms.projectionMatrix[6] +
p[2] * tr.viewParms.projectionMatrix[10] +
tr.viewParms.projectionMatrix[14];
projected[3] = p[0] * tr.viewParms.projectionMatrix[3] +
p[1] * tr.viewParms.projectionMatrix[7] +
p[2] * tr.viewParms.projectionMatrix[11] +
tr.viewParms.projectionMatrix[15];
pr = projected[1] / projected[3];
if ( pr > 1.0f )
pr = 1.0f;
return pr;
}
/*
=============
R_CullModel
=============
*/
static int R_CullModel( mdvModel_t *model, trRefEntity_t *ent ) {
vec3_t bounds[2];
mdvFrame_t *oldFrame, *newFrame;
int i;
// compute frame pointers
newFrame = model->frames + ent->e.frame;
oldFrame = model->frames + ent->e.oldframe;
// cull bounding sphere ONLY if this is not an upscaled entity
if ( !ent->e.nonNormalizedAxes )
{
if ( ent->e.frame == ent->e.oldframe )
{
switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
{
case CULL_OUT:
tr.pc.c_sphere_cull_md3_out++;
return CULL_OUT;
case CULL_IN:
tr.pc.c_sphere_cull_md3_in++;
return CULL_IN;
case CULL_CLIP:
tr.pc.c_sphere_cull_md3_clip++;
break;
}
}
else
{
int sphereCull, sphereCullB;
sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
if ( newFrame == oldFrame ) {
sphereCullB = sphereCull;
} else {
sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
}
if ( sphereCull == sphereCullB )
{
if ( sphereCull == CULL_OUT )
{
tr.pc.c_sphere_cull_md3_out++;
return CULL_OUT;
}
else if ( sphereCull == CULL_IN )
{
tr.pc.c_sphere_cull_md3_in++;
return CULL_IN;
}
else
{
tr.pc.c_sphere_cull_md3_clip++;
}
}
}
}
// calculate a bounding box in the current coordinate system
for (i = 0 ; i < 3 ; i++) {
bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
}
switch ( R_CullLocalBox( bounds ) )
{
case CULL_IN:
tr.pc.c_box_cull_md3_in++;
return CULL_IN;
case CULL_CLIP:
tr.pc.c_box_cull_md3_clip++;
return CULL_CLIP;
case CULL_OUT:
default:
tr.pc.c_box_cull_md3_out++;
return CULL_OUT;
}
}
/*
=================
R_ComputeLOD
=================
*/
int R_ComputeLOD( trRefEntity_t *ent ) {
float radius;
float flod, lodscale;
float projectedRadius;
mdvFrame_t *frame;
#ifdef RAVENMD4
mdrHeader_t *mdr;
mdrFrame_t *mdrframe;
#endif
int lod;
if ( tr.currentModel->numLods < 2 )
{
// model has only 1 LOD level, skip computations and bias
lod = 0;
}
else
{
// multiple LODs exist, so compute projected bounding sphere
// and use that as a criteria for selecting LOD
#ifdef RAVENMD4
if(tr.currentModel->type == MOD_MDR)
{
int frameSize;
mdr = (mdrHeader_t *) tr.currentModel->modelData;
frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
}
else
#endif
{
//frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
frame = tr.currentModel->mdv[0]->frames;
frame += ent->e.frame;
radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
}
if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
{
lodscale = r_lodscale->value;
if (lodscale > 20) lodscale = 20;
flod = 1.0f - projectedRadius * lodscale;
}
else
{
// object intersects near view plane, e.g. view weapon
flod = 0;
}
flod *= tr.currentModel->numLods;
lod = ri.ftol(flod);
if ( lod < 0 )
{
lod = 0;
}
else if ( lod >= tr.currentModel->numLods )
{
lod = tr.currentModel->numLods - 1;
}
}
lod += r_lodbias->integer;
if ( lod >= tr.currentModel->numLods )
lod = tr.currentModel->numLods - 1;
if ( lod < 0 )
lod = 0;
return lod;
}
/*
=================
R_ComputeFogNum
=================
*/
int R_ComputeFogNum( mdvModel_t *model, trRefEntity_t *ent ) {
int i, j;
fog_t *fog;
mdvFrame_t *mdvFrame;
vec3_t localOrigin;
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return 0;
}
// FIXME: non-normalized axis issues
mdvFrame = model->frames + ent->e.frame;
VectorAdd( ent->e.origin, mdvFrame->localOrigin, localOrigin );
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
fog = &tr.world->fogs[i];
for ( j = 0 ; j < 3 ; j++ ) {
if ( localOrigin[j] - mdvFrame->radius >= fog->bounds[1][j] ) {
break;
}
if ( localOrigin[j] + mdvFrame->radius <= fog->bounds[0][j] ) {
break;
}
}
if ( j == 3 ) {
return i;
}
}
return 0;
}
/*
=================
R_AddMD3Surfaces
=================
*/
void R_AddMD3Surfaces( trRefEntity_t *ent ) {
int i;
mdvModel_t *model = NULL;
mdvSurface_t *surface = NULL;
shader_t *shader = NULL;
int cull;
int lod;
int fogNum;
qboolean personalModel;
// don't add third_person objects if not in a portal
personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal
|| (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));
if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
ent->e.frame %= tr.currentModel->mdv[0]->numFrames;
ent->e.oldframe %= tr.currentModel->mdv[0]->numFrames;
}
//
// Validate the frames so there is no chance of a crash.
// This will write directly into the entity structure, so
// when the surfaces are rendered, they don't need to be
// range checked again.
//
if ( (ent->e.frame >= tr.currentModel->mdv[0]->numFrames)
|| (ent->e.frame < 0)
|| (ent->e.oldframe >= tr.currentModel->mdv[0]->numFrames)
|| (ent->e.oldframe < 0) ) {
ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
ent->e.oldframe, ent->e.frame,
tr.currentModel->name );
ent->e.frame = 0;
ent->e.oldframe = 0;
}
//
// compute LOD
//
lod = R_ComputeLOD( ent );
model = tr.currentModel->mdv[lod];
//
// cull the entire model if merged bounding box of both frames
// is outside the view frustum.
//
cull = R_CullModel ( model, ent );
if ( cull == CULL_OUT ) {
return;
}
//
// set up lighting now that we know we aren't culled
//
if ( !personalModel || r_shadows->integer > 1 ) {
R_SetupEntityLighting( &tr.refdef, ent );
}
//
// see if we are in a fog volume
//
fogNum = R_ComputeFogNum( model, ent );
//
// draw all surfaces
//
surface = model->surfaces;
for ( i = 0 ; i < model->numSurfaces ; i++ ) {
if ( ent->e.customShader ) {
shader = R_GetShaderByHandle( ent->e.customShader );
} else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
skin_t *skin;
int j;
skin = R_GetSkinByHandle( ent->e.customSkin );
// match the surface name to something in the skin file
shader = tr.defaultShader;
for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
// the names have both been lowercased
if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) {
shader = skin->surfaces[j]->shader;
break;
}
}
if (shader == tr.defaultShader) {
ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
}
else if (shader->defaultShader) {
ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
}
//} else if ( surface->numShaders <= 0 ) {
//shader = tr.defaultShader;
} else {
//md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
//md3Shader += ent->e.skinNum % surface->numShaders;
//shader = tr.shaders[ md3Shader->shaderIndex ];
shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
}
// don't add third_person objects if not viewing through a portal
if(!personalModel)
{
srfVBOMDVMesh_t *vboSurface = &model->vboSurfaces[i];
R_AddDrawSurf((void *)vboSurface, shader, fogNum, qfalse, qfalse );
}
surface++;
}
}