mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-24 12:51:54 +00:00
96a9e2a9aa
This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
1104 lines
29 KiB
C
1104 lines
29 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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/*
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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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/*
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==============
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RB_AddQuadStampExt
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==============
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*/
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void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
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vec3_t normal;
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int ndx;
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RB_CHECKOVERFLOW( 4, 6 );
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ndx = tess.numVertexes;
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// triangle indexes for a simple quad
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tess.indexes[ tess.numIndexes ] = ndx;
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tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
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tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
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tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
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tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
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tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
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tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
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tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
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tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
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tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
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tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
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tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
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tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
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tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
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// constant normal all the way around
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VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
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tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
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tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
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tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
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// standard square texture coordinates
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tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
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tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
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tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
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tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
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tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
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tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
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tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
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tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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* ( unsigned int * ) &tess.vertexColors[ndx] =
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* ( unsigned int * ) &tess.vertexColors[ndx+1] =
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* ( unsigned int * ) &tess.vertexColors[ndx+2] =
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* ( unsigned int * ) &tess.vertexColors[ndx+3] =
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* ( unsigned int * )color;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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}
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/*
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==============
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RB_AddQuadStamp
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==============
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*/
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void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
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RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
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}
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/*
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==============
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RB_SurfaceSprite
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==============
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*/
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static void RB_SurfaceSprite( void ) {
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vec3_t left, up;
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float radius;
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// calculate the xyz locations for the four corners
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radius = backEnd.currentEntity->e.radius;
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if ( backEnd.currentEntity->e.rotation == 0 ) {
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VectorScale( backEnd.viewParms.or.axis[1], radius, left );
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VectorScale( backEnd.viewParms.or.axis[2], radius, up );
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} else {
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float s, c;
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float ang;
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ang = M_PI * backEnd.currentEntity->e.rotation / 180;
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s = sin( ang );
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c = cos( ang );
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VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
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VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
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VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
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VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
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}
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if ( backEnd.viewParms.isMirror ) {
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VectorSubtract( vec3_origin, left, left );
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}
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
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}
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/*
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=============
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RB_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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*(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
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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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/*
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=============
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RB_SurfaceTriangles
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=============
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*/
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static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
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int i;
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drawVert_t *dv;
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float *xyz, *normal, *texCoords;
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byte *color;
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int dlightBits;
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qboolean needsNormal;
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dlightBits = srf->dlightBits;
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tess.dlightBits |= dlightBits;
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RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
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for ( i = 0 ; i < srf->numIndexes ; i += 3 ) {
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tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ];
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tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ];
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tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ];
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}
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tess.numIndexes += srf->numIndexes;
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dv = srf->verts;
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xyz = tess.xyz[ tess.numVertexes ];
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normal = tess.normal[ tess.numVertexes ];
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texCoords = tess.texCoords[ tess.numVertexes ][0];
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color = tess.vertexColors[ tess.numVertexes ];
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needsNormal = tess.shader->needsNormal;
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for ( i = 0 ; i < srf->numVerts ; i++, dv++, xyz += 4, normal += 4, texCoords += 4, color += 4 ) {
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xyz[0] = dv->xyz[0];
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xyz[1] = dv->xyz[1];
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xyz[2] = dv->xyz[2];
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if ( needsNormal ) {
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normal[0] = dv->normal[0];
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normal[1] = dv->normal[1];
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normal[2] = dv->normal[2];
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}
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texCoords[0] = dv->st[0];
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texCoords[1] = dv->st[1];
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texCoords[2] = dv->lightmap[0];
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texCoords[3] = dv->lightmap[1];
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*(int *)color = *(int *)dv->color;
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}
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for ( i = 0 ; i < srf->numVerts ; i++ ) {
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tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits;
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}
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tess.numVertexes += srf->numVerts;
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}
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/*
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==============
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RB_SurfaceBeam
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==============
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*/
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static void RB_SurfaceBeam( void )
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{
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#define NUM_BEAM_SEGS 6
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refEntity_t *e;
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int i;
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vec3_t perpvec;
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vec3_t direction, normalized_direction;
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vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
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vec3_t oldorigin, origin;
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e = &backEnd.currentEntity->e;
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oldorigin[0] = e->oldorigin[0];
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oldorigin[1] = e->oldorigin[1];
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oldorigin[2] = e->oldorigin[2];
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origin[0] = e->origin[0];
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origin[1] = e->origin[1];
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origin[2] = e->origin[2];
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normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
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normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
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normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
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if ( VectorNormalize( normalized_direction ) == 0 )
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return;
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PerpendicularVector( perpvec, normalized_direction );
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VectorScale( perpvec, 4, perpvec );
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for ( i = 0; i < NUM_BEAM_SEGS ; i++ )
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{
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RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
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// VectorAdd( start_points[i], origin, start_points[i] );
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VectorAdd( start_points[i], direction, end_points[i] );
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}
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GL_Bind( tr.whiteImage );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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qglColor3f( 1, 0, 0 );
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qglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
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qglVertex3fv( start_points[ i % NUM_BEAM_SEGS] );
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qglVertex3fv( end_points[ i % NUM_BEAM_SEGS] );
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}
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qglEnd();
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}
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//================================================================================
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static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
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{
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float spanWidth2;
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int vbase;
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float t = len / 256.0f;
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RB_CHECKOVERFLOW( 4, 6 );
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vbase = tess.numVertexes;
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spanWidth2 = -spanWidth;
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// FIXME: use quad stamp?
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VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25;
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25;
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25;
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tess.numVertexes++;
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VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = t;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = t;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = vbase;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 3;
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}
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|
|
static void 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];
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
|
|
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.
|
|
*/
|
|
void VectorArrayNormalize(vec4_t *normals, unsigned int count)
|
|
{
|
|
// assert(count);
|
|
|
|
#if idppc
|
|
{
|
|
float half = 0.5;
|
|
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 yield 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
|
|
*/
|
|
static void LerpMeshVertexes_scalar(md3Surface_t *surf, float backlerp)
|
|
{
|
|
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
|
float *outXyz, *outNormal;
|
|
float oldXyzScale, newXyzScale;
|
|
float oldNormalScale, newNormalScale;
|
|
int vertNum;
|
|
unsigned lat, lng;
|
|
int numVerts;
|
|
|
|
outXyz = tess.xyz[tess.numVertexes];
|
|
outNormal = tess.normal[tess.numVertexes];
|
|
|
|
newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
|
|
newNormals = newXyz + 3;
|
|
|
|
newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
|
|
newNormalScale = 1.0 - backlerp;
|
|
|
|
numVerts = surf->numVerts;
|
|
|
|
if ( backlerp == 0 ) {
|
|
//
|
|
// just copy the vertexes
|
|
//
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
newXyz += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
|
|
outXyz[0] = newXyz[0] * newXyzScale;
|
|
outXyz[1] = newXyz[1] * newXyzScale;
|
|
outXyz[2] = newXyz[2] * newXyzScale;
|
|
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= (FUNCTABLE_SIZE/256);
|
|
lng *= (FUNCTABLE_SIZE/256);
|
|
|
|
// decode X as cos( lat ) * sin( long )
|
|
// decode Y as sin( lat ) * sin( long )
|
|
// decode Z as cos( long )
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
static void LerpMeshVertexes(md3Surface_t *surf, float backlerp)
|
|
{
|
|
#if idppc_altivec
|
|
if (com_altivec->integer) {
|
|
// must be in a separate translation unit or G3 systems will crash.
|
|
LerpMeshVertexes_altivec( surf, backlerp );
|
|
return;
|
|
}
|
|
#endif // idppc_altivec
|
|
LerpMeshVertexes_scalar( surf, backlerp );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceMesh
|
|
=============
|
|
*/
|
|
static void RB_SurfaceMesh(md3Surface_t *surface) {
|
|
int j;
|
|
float backlerp;
|
|
int *triangles;
|
|
float *texCoords;
|
|
int indexes;
|
|
int Bob, Doug;
|
|
int numVerts;
|
|
|
|
if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
|
|
backlerp = 0;
|
|
} else {
|
|
backlerp = backEnd.currentEntity->e.backlerp;
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
|
|
|
|
LerpMeshVertexes (surface, backlerp);
|
|
|
|
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
|
|
indexes = surface->numTriangles * 3;
|
|
Bob = tess.numIndexes;
|
|
Doug = tess.numVertexes;
|
|
for (j = 0 ; j < indexes ; j++) {
|
|
tess.indexes[Bob + j] = Doug + triangles[j];
|
|
}
|
|
tess.numIndexes += indexes;
|
|
|
|
texCoords = (float *) ((byte *)surface + surface->ofsSt);
|
|
|
|
numVerts = surface->numVerts;
|
|
for ( j = 0; j < numVerts; j++ ) {
|
|
tess.texCoords[Doug + j][0][0] = texCoords[j*2+0];
|
|
tess.texCoords[Doug + j][0][1] = texCoords[j*2+1];
|
|
// FIXME: fill in lightmapST for completeness?
|
|
}
|
|
|
|
tess.numVertexes += surface->numVerts;
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
RB_SurfaceFace
|
|
==============
|
|
*/
|
|
static void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
|
|
int i;
|
|
unsigned *indices;
|
|
glIndex_t *tessIndexes;
|
|
float *v;
|
|
float *normal;
|
|
int ndx;
|
|
int Bob;
|
|
int numPoints;
|
|
int dlightBits;
|
|
|
|
RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices );
|
|
|
|
dlightBits = surf->dlightBits;
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
indices = ( unsigned * ) ( ( ( char * ) surf ) + surf->ofsIndices );
|
|
|
|
Bob = tess.numVertexes;
|
|
tessIndexes = tess.indexes + tess.numIndexes;
|
|
for ( i = surf->numIndices-1 ; i >= 0 ; i-- ) {
|
|
tessIndexes[i] = indices[i] + Bob;
|
|
}
|
|
|
|
tess.numIndexes += surf->numIndices;
|
|
|
|
numPoints = surf->numPoints;
|
|
|
|
if ( tess.shader->needsNormal ) {
|
|
normal = surf->plane.normal;
|
|
for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) {
|
|
VectorCopy( normal, tess.normal[ndx] );
|
|
}
|
|
}
|
|
|
|
for ( i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++ ) {
|
|
VectorCopy( v, tess.xyz[ndx]);
|
|
tess.texCoords[ndx][0][0] = v[3];
|
|
tess.texCoords[ndx][0][1] = v[4];
|
|
tess.texCoords[ndx][1][0] = v[5];
|
|
tess.texCoords[ndx][1][1] = v[6];
|
|
* ( unsigned int * ) &tess.vertexColors[ndx] = * ( unsigned int * ) &v[7];
|
|
tess.vertexDlightBits[ndx] = dlightBits;
|
|
}
|
|
|
|
|
|
tess.numVertexes += surf->numPoints;
|
|
}
|
|
|
|
|
|
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 *cv ) {
|
|
int i, j;
|
|
float *xyz;
|
|
float *texCoords;
|
|
float *normal;
|
|
unsigned char *color;
|
|
drawVert_t *dv;
|
|
int rows, irows, vrows;
|
|
int used;
|
|
int widthTable[MAX_GRID_SIZE];
|
|
int heightTable[MAX_GRID_SIZE];
|
|
float lodError;
|
|
int lodWidth, lodHeight;
|
|
int numVertexes;
|
|
int dlightBits;
|
|
int *vDlightBits;
|
|
qboolean needsNormal;
|
|
|
|
dlightBits = cv->dlightBits;
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
// determine the allowable discrepance
|
|
lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
|
|
|
|
// determine which rows and columns of the subdivision
|
|
// we are actually going to use
|
|
widthTable[0] = 0;
|
|
lodWidth = 1;
|
|
for ( i = 1 ; i < cv->width-1 ; i++ ) {
|
|
if ( cv->widthLodError[i] <= lodError ) {
|
|
widthTable[lodWidth] = i;
|
|
lodWidth++;
|
|
}
|
|
}
|
|
widthTable[lodWidth] = cv->width-1;
|
|
lodWidth++;
|
|
|
|
heightTable[0] = 0;
|
|
lodHeight = 1;
|
|
for ( i = 1 ; i < cv->height-1 ; i++ ) {
|
|
if ( cv->heightLodError[i] <= lodError ) {
|
|
heightTable[lodHeight] = i;
|
|
lodHeight++;
|
|
}
|
|
}
|
|
heightTable[lodHeight] = cv->height-1;
|
|
lodHeight++;
|
|
|
|
|
|
// very large grids may have more points or indexes than can be fit
|
|
// in the tess structure, so we may have to issue it in multiple passes
|
|
|
|
used = 0;
|
|
while ( used < lodHeight - 1 ) {
|
|
// see how many rows of both verts and indexes we can add without overflowing
|
|
do {
|
|
vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
|
|
irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
|
|
|
|
// if we don't have enough space for at least one strip, flush the buffer
|
|
if ( vrows < 2 || irows < 1 ) {
|
|
RB_EndSurface();
|
|
RB_BeginSurface(tess.shader, tess.fogNum );
|
|
} else {
|
|
break;
|
|
}
|
|
} while ( 1 );
|
|
|
|
rows = irows;
|
|
if ( vrows < irows + 1 ) {
|
|
rows = vrows - 1;
|
|
}
|
|
if ( used + rows > lodHeight ) {
|
|
rows = lodHeight - used;
|
|
}
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
xyz = tess.xyz[numVertexes];
|
|
normal = tess.normal[numVertexes];
|
|
texCoords = tess.texCoords[numVertexes][0];
|
|
color = ( unsigned char * ) &tess.vertexColors[numVertexes];
|
|
vDlightBits = &tess.vertexDlightBits[numVertexes];
|
|
needsNormal = tess.shader->needsNormal;
|
|
|
|
for ( i = 0 ; i < rows ; i++ ) {
|
|
for ( j = 0 ; j < lodWidth ; j++ ) {
|
|
dv = cv->verts + heightTable[ used + i ] * cv->width
|
|
+ widthTable[ j ];
|
|
|
|
xyz[0] = dv->xyz[0];
|
|
xyz[1] = dv->xyz[1];
|
|
xyz[2] = dv->xyz[2];
|
|
texCoords[0] = dv->st[0];
|
|
texCoords[1] = dv->st[1];
|
|
texCoords[2] = dv->lightmap[0];
|
|
texCoords[3] = dv->lightmap[1];
|
|
if ( needsNormal ) {
|
|
normal[0] = dv->normal[0];
|
|
normal[1] = dv->normal[1];
|
|
normal[2] = dv->normal[2];
|
|
}
|
|
* ( unsigned int * ) color = * ( unsigned int * ) dv->color;
|
|
*vDlightBits++ = dlightBits;
|
|
xyz += 4;
|
|
normal += 4;
|
|
texCoords += 4;
|
|
color += 4;
|
|
}
|
|
}
|
|
|
|
|
|
// 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 ) {
|
|
GL_Bind( tr.whiteImage );
|
|
GL_State( GLS_DEFAULT );
|
|
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 );
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
====================
|
|
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;
|
|
}
|
|
}
|
|
|
|
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_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_MD3,
|
|
(void(*)(void*))RB_MDRSurfaceAnim, // SF_MDR,
|
|
(void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM,
|
|
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
|
|
(void(*)(void*))RB_SurfaceEntity // SF_ENTITY
|
|
};
|