mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-25 05:11:00 +00:00
866aa787cf
Update to ioquake3 revision 3306 from 1951 of the ioq3 Github repo via subversion. Over 4 years of changes.
523 lines
14 KiB
C
523 lines
14 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
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "tr_local.h"
|
|
|
|
/*
|
|
|
|
All bones should be an identity orientation to display the mesh exactly
|
|
as it is specified.
|
|
|
|
For all other frames, the bones represent the transformation from the
|
|
orientation of the bone in the base frame to the orientation in this
|
|
frame.
|
|
|
|
*/
|
|
|
|
|
|
// copied and adapted from tr_mesh.c
|
|
|
|
/*
|
|
=============
|
|
R_MDRCullModel
|
|
=============
|
|
*/
|
|
|
|
static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) {
|
|
vec3_t bounds[2];
|
|
mdrFrame_t *oldFrame, *newFrame;
|
|
int i, frameSize;
|
|
|
|
frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
|
|
|
|
// compute frame pointers
|
|
newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
|
|
oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * 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 ) )
|
|
{
|
|
// Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend
|
|
// we do. After all, the purpose of mdrs are not that different, are they?
|
|
|
|
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_MDRComputeFogNum
|
|
|
|
=================
|
|
*/
|
|
|
|
int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) {
|
|
int i, j;
|
|
fog_t *fog;
|
|
mdrFrame_t *mdrFrame;
|
|
vec3_t localOrigin;
|
|
int frameSize;
|
|
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
return 0;
|
|
}
|
|
|
|
frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
|
|
|
|
// FIXME: non-normalized axis issues
|
|
mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
|
|
VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin );
|
|
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
|
|
fog = &tr.world->fogs[i];
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) {
|
|
break;
|
|
}
|
|
if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j == 3 ) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
R_MDRAddAnimSurfaces
|
|
==============
|
|
*/
|
|
|
|
// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c
|
|
|
|
void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
|
|
mdrHeader_t *header;
|
|
mdrSurface_t *surface;
|
|
mdrLOD_t *lod;
|
|
shader_t *shader;
|
|
skin_t *skin;
|
|
int i, j;
|
|
int lodnum = 0;
|
|
int fogNum = 0;
|
|
int cull;
|
|
int cubemapIndex;
|
|
qboolean personalModel;
|
|
|
|
header = (mdrHeader_t *) tr.currentModel->modelData;
|
|
|
|
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 %= header->numFrames;
|
|
ent->e.oldframe %= header->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 >= header->numFrames)
|
|
|| (ent->e.frame < 0)
|
|
|| (ent->e.oldframe >= header->numFrames)
|
|
|| (ent->e.oldframe < 0) )
|
|
{
|
|
ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: 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;
|
|
}
|
|
|
|
//
|
|
// cull the entire model if merged bounding box of both frames
|
|
// is outside the view frustum.
|
|
//
|
|
cull = R_MDRCullModel (header, ent);
|
|
if ( cull == CULL_OUT ) {
|
|
return;
|
|
}
|
|
|
|
// figure out the current LOD of the model we're rendering, and set the lod pointer respectively.
|
|
lodnum = R_ComputeLOD(ent);
|
|
// check whether this model has as that many LODs at all. If not, try the closest thing we got.
|
|
if(header->numLODs <= 0)
|
|
return;
|
|
if(header->numLODs <= lodnum)
|
|
lodnum = header->numLODs - 1;
|
|
|
|
lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs);
|
|
for(i = 0; i < lodnum; i++)
|
|
{
|
|
lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd);
|
|
}
|
|
|
|
// set up lighting
|
|
if ( !personalModel || r_shadows->integer > 1 )
|
|
{
|
|
R_SetupEntityLighting( &tr.refdef, ent );
|
|
}
|
|
|
|
// fogNum?
|
|
fogNum = R_MDRComputeFogNum( header, ent );
|
|
|
|
cubemapIndex = R_CubemapForPoint(ent->e.origin);
|
|
|
|
surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );
|
|
|
|
for ( i = 0 ; i < lod->numSurfaces ; i++ )
|
|
{
|
|
|
|
if(ent->e.customShader)
|
|
shader = R_GetShaderByHandle(ent->e.customShader);
|
|
else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins)
|
|
{
|
|
skin = R_GetSkinByHandle(ent->e.customSkin);
|
|
shader = tr.defaultShader;
|
|
|
|
for(j = 0; j < skin->numSurfaces; j++)
|
|
{
|
|
if (!strcmp(skin->surfaces[j].name, surface->name))
|
|
{
|
|
shader = skin->surfaces[j].shader;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if(surface->shaderIndex > 0)
|
|
shader = R_GetShaderByHandle( surface->shaderIndex );
|
|
else
|
|
shader = tr.defaultShader;
|
|
|
|
// we will add shadows even if the main object isn't visible in the view
|
|
|
|
// stencil shadows can't do personal models unless I polyhedron clip
|
|
if ( !personalModel
|
|
&& r_shadows->integer == 2
|
|
&& fogNum == 0
|
|
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
|
|
&& shader->sort == SS_OPAQUE )
|
|
{
|
|
R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse, qfalse, 0 );
|
|
}
|
|
|
|
// projection shadows work fine with personal models
|
|
if ( r_shadows->integer == 3
|
|
&& fogNum == 0
|
|
&& (ent->e.renderfx & RF_SHADOW_PLANE )
|
|
&& shader->sort == SS_OPAQUE )
|
|
{
|
|
R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse, qfalse, 0 );
|
|
}
|
|
|
|
if (!personalModel)
|
|
R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse, qfalse, cubemapIndex );
|
|
|
|
surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
RB_MDRSurfaceAnim
|
|
==============
|
|
*/
|
|
void RB_MDRSurfaceAnim( mdrSurface_t *surface )
|
|
{
|
|
int i, j, k;
|
|
float frontlerp, backlerp;
|
|
int *triangles;
|
|
int indexes;
|
|
int baseIndex, baseVertex;
|
|
int numVerts;
|
|
mdrVertex_t *v;
|
|
mdrHeader_t *header;
|
|
mdrFrame_t *frame;
|
|
mdrFrame_t *oldFrame;
|
|
mdrBone_t bones[MDR_MAX_BONES], *bonePtr, *bone;
|
|
|
|
int frameSize;
|
|
|
|
// don't lerp if lerping off, or this is the only frame, or the last frame...
|
|
//
|
|
if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame)
|
|
{
|
|
backlerp = 0; // if backlerp is 0, lerping is off and frontlerp is never used
|
|
frontlerp = 1;
|
|
}
|
|
else
|
|
{
|
|
backlerp = backEnd.currentEntity->e.backlerp;
|
|
frontlerp = 1.0f - backlerp;
|
|
}
|
|
|
|
header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader);
|
|
|
|
frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
|
|
|
|
frame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
|
|
backEnd.currentEntity->e.frame * frameSize );
|
|
oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
|
|
backEnd.currentEntity->e.oldframe * frameSize );
|
|
|
|
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles * 3 );
|
|
|
|
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
|
|
indexes = surface->numTriangles * 3;
|
|
baseIndex = tess.numIndexes;
|
|
baseVertex = tess.numVertexes;
|
|
|
|
// Set up all triangles.
|
|
for (j = 0 ; j < indexes ; j++)
|
|
{
|
|
tess.indexes[baseIndex + j] = baseVertex + triangles[j];
|
|
}
|
|
tess.numIndexes += indexes;
|
|
|
|
//
|
|
// lerp all the needed bones
|
|
//
|
|
if ( !backlerp )
|
|
{
|
|
// no lerping needed
|
|
bonePtr = frame->bones;
|
|
}
|
|
else
|
|
{
|
|
bonePtr = bones;
|
|
|
|
for ( i = 0 ; i < header->numBones*12 ; i++ )
|
|
{
|
|
((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i];
|
|
}
|
|
}
|
|
|
|
//
|
|
// deform the vertexes by the lerped bones
|
|
//
|
|
numVerts = surface->numVerts;
|
|
v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts);
|
|
for ( j = 0; j < numVerts; j++ )
|
|
{
|
|
vec3_t tempVert, tempNormal;
|
|
mdrWeight_t *w;
|
|
|
|
VectorClear( tempVert );
|
|
VectorClear( tempNormal );
|
|
w = v->weights;
|
|
for ( k = 0 ; k < v->numWeights ; k++, w++ )
|
|
{
|
|
bone = bonePtr + w->boneIndex;
|
|
|
|
tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
|
|
tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
|
|
tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
|
|
|
|
tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
|
|
tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
|
|
tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
|
|
}
|
|
|
|
tess.xyz[baseVertex + j][0] = tempVert[0];
|
|
tess.xyz[baseVertex + j][1] = tempVert[1];
|
|
tess.xyz[baseVertex + j][2] = tempVert[2];
|
|
|
|
R_VaoPackNormal(tess.normal[baseVertex + j], tempNormal);
|
|
|
|
tess.texCoords[baseVertex + j][0] = v->texCoords[0];
|
|
tess.texCoords[baseVertex + j][1] = v->texCoords[1];
|
|
|
|
v = (mdrVertex_t *)&v->weights[v->numWeights];
|
|
}
|
|
|
|
tess.numVertexes += surface->numVerts;
|
|
}
|
|
|
|
|
|
#define MC_MASK_X ((1<<(MC_BITS_X))-1)
|
|
#define MC_MASK_Y ((1<<(MC_BITS_Y))-1)
|
|
#define MC_MASK_Z ((1<<(MC_BITS_Z))-1)
|
|
#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1)
|
|
|
|
#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2))
|
|
|
|
#define MC_POS_X (0)
|
|
#define MC_SHIFT_X (0)
|
|
|
|
#define MC_POS_Y ((((MC_BITS_X))/8))
|
|
#define MC_SHIFT_Y ((((MC_BITS_X)%8)))
|
|
|
|
#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8))
|
|
#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8)))
|
|
|
|
#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8))
|
|
#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8)))
|
|
|
|
#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8))
|
|
#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8)))
|
|
|
|
#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8))
|
|
#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8)))
|
|
|
|
#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8))
|
|
#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8)))
|
|
|
|
#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8))
|
|
#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8)))
|
|
|
|
#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8))
|
|
#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8)))
|
|
|
|
#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8))
|
|
#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8)))
|
|
|
|
#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8))
|
|
#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8)))
|
|
|
|
#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8))
|
|
#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8)))
|
|
|
|
void MC_UnCompress(float mat[3][4],const unsigned char * comp)
|
|
{
|
|
int val;
|
|
|
|
val=(int)((unsigned short *)(comp))[0];
|
|
val-=1<<(MC_BITS_X-1);
|
|
mat[0][3]=((float)(val))*MC_SCALE_X;
|
|
|
|
val=(int)((unsigned short *)(comp))[1];
|
|
val-=1<<(MC_BITS_Y-1);
|
|
mat[1][3]=((float)(val))*MC_SCALE_Y;
|
|
|
|
val=(int)((unsigned short *)(comp))[2];
|
|
val-=1<<(MC_BITS_Z-1);
|
|
mat[2][3]=((float)(val))*MC_SCALE_Z;
|
|
|
|
val=(int)((unsigned short *)(comp))[3];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[0][0]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[4];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[0][1]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[5];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[0][2]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
|
|
val=(int)((unsigned short *)(comp))[6];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[1][0]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[7];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[1][1]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[8];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[1][2]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
|
|
val=(int)((unsigned short *)(comp))[9];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[2][0]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[10];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[2][1]=((float)(val))*MC_SCALE_VECT;
|
|
|
|
val=(int)((unsigned short *)(comp))[11];
|
|
val-=1<<(MC_BITS_VECT-1);
|
|
mat[2][2]=((float)(val))*MC_SCALE_VECT;
|
|
}
|