rallyunlimited-engine/code/renderer/tr_surface.c

1359 lines
35 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_surf.c
#include "tr_local.h"
/*
THIS ENTIRE FILE IS BACK END
backEnd.currentEntity will be valid.
Tess_Begin has already been called for the surface's shader.
The modelview matrix will be set.
It is safe to actually issue drawing commands here if you don't want to
use the shader system.
*/
//============================================================================
/*
==============
RB_CheckOverflow
==============
*/
void RB_CheckOverflow( int verts, int indexes ) {
if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
return;
}
RB_EndSurface();
if ( verts >= SHADER_MAX_VERTEXES ) {
ri.Error( ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
}
if ( indexes >= SHADER_MAX_INDEXES ) {
ri.Error( ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
}
RB_BeginSurface( tess.shader, tess.fogNum );
}
/*
==============
RB_AddQuadStampExt
==============
*/
void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color, float s1, float t1, float s2, float t2 ) {
vec3_t normal;
int ndx;
VBO_Flush();
RB_CHECKOVERFLOW( 4, 6 );
tess.surfType = SF_TRIANGLES;
ndx = tess.numVertexes;
// triangle indexes for a simple quad
tess.indexes[ tess.numIndexes + 0 ] = ndx + 0;
tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
// constant normal all the way around
VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
// standard square texture coordinates
tess.texCoords[0][ndx+0][0] = tess.texCoords[1][ndx+0][0] = s1;
tess.texCoords[0][ndx+0][1] = tess.texCoords[1][ndx+0][1] = t1;
tess.texCoords[0][ndx+1][0] = tess.texCoords[1][ndx+1][0] = s2;
tess.texCoords[0][ndx+1][1] = tess.texCoords[1][ndx+1][1] = t1;
tess.texCoords[0][ndx+2][0] = tess.texCoords[1][ndx+2][0] = s2;
tess.texCoords[0][ndx+2][1] = tess.texCoords[1][ndx+2][1] = t2;
tess.texCoords[0][ndx+3][0] = tess.texCoords[1][ndx+3][0] = s1;
tess.texCoords[0][ndx+3][1] = tess.texCoords[1][ndx+3][1] = t2;
// constant color all the way around
// should this be identity and let the shader specify from entity?
tess.vertexColors[ndx + 0].u32 =
tess.vertexColors[ndx + 1].u32 =
tess.vertexColors[ndx + 2].u32 =
tess.vertexColors[ndx + 3].u32 = color.u32;
tess.numVertexes += 4;
tess.numIndexes += 6;
}
void RB_AddQuadStamp2( float x, float y, float w, float h, float s1, float t1, float s2, float t2, color4ub_t color ) {
int numIndexes;
int numVerts;
VBO_Flush();
RB_CHECKOVERFLOW( 4, 6 );
tess.surfType = SF_TRIANGLES;
numIndexes = tess.numIndexes;
numVerts = tess.numVertexes;
tess.numVertexes += 4;
tess.numIndexes += 6;
tess.indexes[numIndexes + 0] = numVerts + 3;
tess.indexes[numIndexes + 1] = numVerts + 0;
tess.indexes[numIndexes + 2] = numVerts + 2;
tess.indexes[numIndexes + 3] = numVerts + 2;
tess.indexes[numIndexes + 4] = numVerts + 0;
tess.indexes[numIndexes + 5] = numVerts + 1;
tess.vertexColors[numVerts + 0].u32 =
tess.vertexColors[numVerts + 1].u32 =
tess.vertexColors[numVerts + 2].u32 =
tess.vertexColors[numVerts + 3].u32 = color.u32;
tess.xyz[numVerts + 0][0] = x;
tess.xyz[numVerts + 0][1] = y;
tess.xyz[numVerts + 0][2] = 0;
tess.xyz[numVerts + 1][0] = x + w;
tess.xyz[numVerts + 1][1] = y;
tess.xyz[numVerts + 1][2] = 0;
tess.xyz[numVerts + 2][0] = x + w;
tess.xyz[numVerts + 2][1] = y + h;
tess.xyz[numVerts + 2][2] = 0;
tess.xyz[numVerts + 3][0] = x;
tess.xyz[numVerts + 3][1] = y + h;
tess.xyz[numVerts + 3][2] = 0;
tess.texCoords[0][numVerts + 0][0] = s1;
tess.texCoords[0][numVerts + 0][1] = t1;
tess.texCoords[0][numVerts + 1][0] = s2;
tess.texCoords[0][numVerts + 1][1] = t1;
tess.texCoords[0][numVerts + 2][0] = s2;
tess.texCoords[0][numVerts + 2][1] = t2;
tess.texCoords[0][numVerts + 3][0] = s1;
tess.texCoords[0][numVerts + 3][1] = t2;
}
/*
==============
RB_AddQuadStamp
==============
*/
void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color ) {
RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
}
/*
==============
RB_SurfaceSprite
==============
*/
static void RB_SurfaceSprite( void ) {
vec3_t left, up;
float radius;
// calculate the xyz locations for the four corners
radius = backEnd.currentEntity->e.radius;
if ( backEnd.currentEntity->e.rotation == 0.0 ) {
VectorScale( backEnd.viewParms.or.axis[1], radius, left );
VectorScale( backEnd.viewParms.or.axis[2], radius, up );
} else {
float s, c;
float ang;
ang = M_PI * backEnd.currentEntity->e.rotation / 180.0;
s = sin( ang );
c = cos( ang );
VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
}
if ( backEnd.viewParms.portalView == PV_MIRROR ) {
VectorSubtract( vec3_origin, left, left );
}
RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shader );
}
/*
=============
RB_SurfacePolychain
=============
*/
static void RB_SurfacePolychain( const srfPoly_t *p ) {
int i;
int numv;
VBO_Flush();
RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
tess.surfType = SF_POLY;
// fan triangles into the tess array
numv = tess.numVertexes;
for ( i = 0; i < p->numVerts; i++ ) {
VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
tess.texCoords[0][numv][0] = p->verts[i].st[0];
tess.texCoords[0][numv][1] = p->verts[i].st[1];
tess.vertexColors[numv].u32 = p->verts[ i ].modulate.u32;
numv++;
}
// generate fan indexes into the tess array
for ( i = 0; i < p->numVerts-2; i++ ) {
tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
tess.numIndexes += 3;
}
tess.numVertexes = numv;
}
/*
=============
RB_SurfaceTriangles
=============
*/
static void RB_SurfaceTriangles( const srfTriangles_t *srf ) {
int i;
const drawVert_t *dv;
float *xyz, *normal;
float *texCoords0;
float *texCoords1;
uint32_t *color;
#ifdef USE_LEGACY_DLIGHTS
int dlightBits;
#endif
#ifdef USE_LEGACY_DLIGHTS
if ( tess.allowVBO && srf->vboItemIndex && !srf->dlightBits ) {
#else
if ( tess.allowVBO && srf->vboItemIndex ) {
#endif
// transition to vbo render list
if ( tess.vboIndex == 0 ) {
RB_EndSurface();
RB_BeginSurface( tess.shader, tess.fogNum );
// set some dummy parameters for RB_EndSurface
tess.numIndexes = 1;
tess.numVertexes = 0;
VBO_ClearQueue();
}
tess.surfType = SF_TRIANGLES;
tess.vboIndex = srf->vboItemIndex;
VBO_QueueItem( srf->vboItemIndex );
return; // no need to tesselate anything
}
VBO_Flush();
RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
#ifdef USE_LEGACY_DLIGHTS
dlightBits = srf->dlightBits;
tess.dlightBits |= dlightBits;
#endif
tess.surfType = SF_TRIANGLES;
for ( i = 0 ; i < srf->numIndexes ; i += 3 ) {
tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ];
tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ];
tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ];
}
tess.numIndexes += srf->numIndexes;
dv = srf->verts;
xyz = tess.xyz[ tess.numVertexes ];
normal = tess.normal[ tess.numVertexes ];
texCoords0 = tess.texCoords[0][ tess.numVertexes ];
texCoords1 = tess.texCoords[1][ tess.numVertexes ];
color = &tess.vertexColors[ tess.numVertexes ].u32;
for ( i = 0; i < srf->numVerts; i++, dv++, xyz += 4, normal += 4, texCoords0 += 2, color++ ) {
xyz[0] = dv->xyz[0];
xyz[1] = dv->xyz[1];
xyz[2] = dv->xyz[2];
#ifdef USE_TESS_NEEDS_NORMAL
if ( tess.needsNormal )
#endif
{
normal[0] = dv->normal[0];
normal[1] = dv->normal[1];
normal[2] = dv->normal[2];
}
texCoords0[0] = dv->st[0];
texCoords0[1] = dv->st[1];
#ifdef USE_TESS_NEEDS_ST2
if ( tess.needsST2 )
#endif
{
texCoords1[0] = dv->lightmap[0];
texCoords1[1] = dv->lightmap[1];
texCoords1 += 2;
}
*color = dv->color.u32;
}
#ifdef USE_LEGACY_DLIGHTS
for ( i = 0 ; i < srf->numVerts ; i++ ) {
tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits;
}
#endif
tess.numVertexes += srf->numVerts;
}
/*
==============
RB_SurfaceBeam
==============
*/
static void RB_SurfaceBeam( void )
{
#define NUM_BEAM_SEGS 6
const refEntity_t *e;
int i;
vec3_t perpvec;
vec3_t direction, normalized_direction;
vec3_t points[NUM_BEAM_SEGS+1][2]; // [startPoint,endPoint]
vec3_t oldorigin, origin;
e = &backEnd.currentEntity->e;
oldorigin[0] = e->oldorigin[0];
oldorigin[1] = e->oldorigin[1];
oldorigin[2] = e->oldorigin[2];
origin[0] = e->origin[0];
origin[1] = e->origin[1];
origin[2] = e->origin[2];
normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
if ( VectorNormalize( normalized_direction ) == 0 )
return;
PerpendicularVector( perpvec, normalized_direction );
VectorScale( perpvec, 4, perpvec );
for ( i = 0; i <= NUM_BEAM_SEGS; i++ )
{
RotatePointAroundVector( points[i][0], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
VectorAdd( points[i][0], direction, points[i][1] );
}
qglDisable( GL_TEXTURE_2D );
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
qglColor4f( 1, 0, 0, 1 );
GL_ClientState( 0, CLS_NONE );
qglVertexPointer( 3, GL_FLOAT, 0, &points[0][0] );
qglDrawArrays( GL_TRIANGLE_STRIP, 0, (NUM_BEAM_SEGS+1)*2 );
qglEnable( GL_TEXTURE_2D );
}
//================================================================================
static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
{
float spanWidth2;
int vbase;
float t = len / 256.0f;
RB_CHECKOVERFLOW( 4, 6 );
vbase = tess.numVertexes;
spanWidth2 = -spanWidth;
// FIXME: use quad stamp?
VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
tess.texCoords[0][tess.numVertexes][0] = 0;
tess.texCoords[0][tess.numVertexes][1] = 0;
tess.vertexColors[tess.numVertexes].rgba[0] = backEnd.currentEntity->e.shader.rgba[0] * 0.25;
tess.vertexColors[tess.numVertexes].rgba[1] = backEnd.currentEntity->e.shader.rgba[1] * 0.25;
tess.vertexColors[tess.numVertexes].rgba[2] = backEnd.currentEntity->e.shader.rgba[2] * 0.25;
tess.numVertexes++;
VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
tess.texCoords[0][tess.numVertexes][0] = 0;
tess.texCoords[0][tess.numVertexes][1] = 1;
tess.vertexColors[tess.numVertexes].rgba[0] = backEnd.currentEntity->e.shader.rgba[0];
tess.vertexColors[tess.numVertexes].rgba[1] = backEnd.currentEntity->e.shader.rgba[1];
tess.vertexColors[tess.numVertexes].rgba[2] = backEnd.currentEntity->e.shader.rgba[2];
tess.numVertexes++;
VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
tess.texCoords[0][tess.numVertexes][0] = t;
tess.texCoords[0][tess.numVertexes][1] = 0;
tess.vertexColors[tess.numVertexes].rgba[0] = backEnd.currentEntity->e.shader.rgba[0];
tess.vertexColors[tess.numVertexes].rgba[1] = backEnd.currentEntity->e.shader.rgba[1];
tess.vertexColors[tess.numVertexes].rgba[2] = backEnd.currentEntity->e.shader.rgba[2];
tess.numVertexes++;
VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
tess.texCoords[0][tess.numVertexes][0] = t;
tess.texCoords[0][tess.numVertexes][1] = 1;
tess.vertexColors[tess.numVertexes].rgba[0] = backEnd.currentEntity->e.shader.rgba[0];
tess.vertexColors[tess.numVertexes].rgba[1] = backEnd.currentEntity->e.shader.rgba[1];
tess.vertexColors[tess.numVertexes].rgba[2] = backEnd.currentEntity->e.shader.rgba[2];
tess.numVertexes++;
tess.indexes[tess.numIndexes++] = vbase;
tess.indexes[tess.numIndexes++] = vbase + 1;
tess.indexes[tess.numIndexes++] = vbase + 2;
tess.indexes[tess.numIndexes++] = vbase + 2;
tess.indexes[tess.numIndexes++] = vbase + 1;
tess.indexes[tess.numIndexes++] = vbase + 3;
}
static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up )
{
int i;
vec3_t pos[4];
vec3_t v;
int spanWidth = r_railWidth->integer;
float c, s;
float scale;
if ( numSegs > 1 )
numSegs--;
if ( !numSegs )
return;
scale = 0.25;
for ( i = 0; i < 4; i++ )
{
c = cos( DEG2RAD( 45 + i * 90 ) );
s = sin( DEG2RAD( 45 + i * 90 ) );
v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth;
v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth;
v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth;
VectorAdd( start, v, pos[i] );
if ( numSegs > 1 )
{
// offset by 1 segment if we're doing a long distance shot
VectorAdd( pos[i], dir, pos[i] );
}
}
for ( i = 0; i < numSegs; i++ )
{
int j;
RB_CHECKOVERFLOW( 4, 6 );
for ( j = 0; j < 4; j++ )
{
VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
tess.texCoords[0][tess.numVertexes][0] = ( j < 2 );
tess.texCoords[0][tess.numVertexes][1] = ( j && j != 3 );
tess.vertexColors[tess.numVertexes].rgba[0] = backEnd.currentEntity->e.shader.rgba[0];
tess.vertexColors[tess.numVertexes].rgba[1] = backEnd.currentEntity->e.shader.rgba[1];
tess.vertexColors[tess.numVertexes].rgba[2] = backEnd.currentEntity->e.shader.rgba[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 ) {
const 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 ) {
const 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 ) {
const refEntity_t *e;
int len;
vec3_t right;
vec3_t vec;
vec3_t start, end;
vec3_t v1, v2;
int i;
e = &backEnd.currentEntity->e;
VectorCopy( e->oldorigin, end );
VectorCopy( e->origin, start );
// compute variables
VectorSubtract( end, start, vec );
len = VectorNormalize( vec );
// compute side vector
VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
VectorNormalize( v1 );
VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
VectorNormalize( v2 );
CrossProduct( v1, v2, right );
VectorNormalize( right );
for ( i = 0 ; i < 4 ; i++ ) {
vec3_t temp;
DoRailCore( start, end, right, len, 8 );
RotatePointAroundVector( temp, vec, right, 45 );
VectorCopy( temp, right );
}
}
/*
** VectorArrayNormalize
*
* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
* This means that we don't have to worry about zero length or enormously long vectors.
*/
static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
{
// assert(count);
// given the input, it's safe to call VectorNormalizeFast
while ( count-- ) {
VectorNormalizeFast(normals[0]);
normals++;
}
}
/*
** 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)
{
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;
VBO_Flush();
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles * 3 );
tess.surfType = SF_MD3;
if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
backlerp = 0;
} else {
backlerp = backEnd.currentEntity->e.backlerp;
}
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[0][Doug + j][0] = texCoords[j*2+0];
tess.texCoords[0][Doug + j][1] = texCoords[j*2+1];
// FIXME: fill in lightmapST for completeness?
}
tess.numVertexes += surface->numVerts;
}
/*
==============
RB_SurfaceFace
==============
*/
static void RB_SurfaceFace( const srfSurfaceFace_t *surf ) {
int i;
unsigned *indices;
glIndex_t *tessIndexes;
const float *v;
const float *normal;
int ndx;
int Bob;
int numPoints;
#ifdef USE_LEGACY_DLIGHTS
int dlightBits;
#endif
#ifdef USE_LEGACY_DLIGHTS
if ( tess.allowVBO && surf->vboItemIndex && !surf->dlightBits ) {
#else
if ( tess.allowVBO && surf->vboItemIndex ) {
#endif
// transition to vbo render list
if ( tess.vboIndex == 0 ) {
RB_EndSurface();
RB_BeginSurface( tess.shader, tess.fogNum );
// set some dummy parameters for RB_EndSurface
tess.numIndexes = 1;
tess.numVertexes = 0;
VBO_ClearQueue();
}
tess.surfType = SF_FACE;
tess.vboIndex = surf->vboItemIndex;
VBO_QueueItem( surf->vboItemIndex );
return; // no need to tesselate anything
}
VBO_Flush();
RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices );
tess.surfType = SF_FACE;
#ifdef USE_LEGACY_DLIGHTS
dlightBits = surf->dlightBits;
tess.dlightBits |= dlightBits;
#endif
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;
#ifdef USE_TESS_NEEDS_NORMAL
if ( tess.needsNormal )
#endif
{
if ( surf->normals ) {
// per-vertex normals for non-coplanar faces
memcpy( &tess.normal[ tess.numVertexes ], surf->normals, numPoints * sizeof( vec4_t ) );
} else {
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[0][ndx][0] = v[3];
tess.texCoords[0][ndx][1] = v[4];
#ifdef USE_TESS_NEEDS_ST2
if ( tess.needsST2 )
#endif
{
tess.texCoords[1][ndx][0] = v[5];
tess.texCoords[1][ndx][1] = v[6];
}
* ( unsigned int * ) &tess.vertexColors[ndx] = * ( unsigned int * ) &v[7];
#ifdef USE_LEGACY_DLIGHTS
tess.vertexDlightBits[ndx] = dlightBits;
#endif
}
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;
}
void RB_SurfaceGridEstimate( srfGridMesh_t *cv, int *numVertexes, int *numIndexes )
{
int lodWidth, lodHeight;
float lodError;
int i, used, rows;
int nVertexes = 0;
int nIndexes = 0;
int irows, vrows;
lodError = r_lodCurveError->value; // fixed quality for VBO
lodWidth = 1;
for ( i = 1 ; i < cv->width-1 ; i++ ) {
if ( cv->widthLodError[i] <= lodError ) {
lodWidth++;
}
}
lodWidth++;
lodHeight = 1;
for ( i = 1 ; i < cv->height-1 ; i++ ) {
if ( cv->heightLodError[i] <= lodError ) {
lodHeight++;
}
}
lodHeight++;
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 ) {
nVertexes += tess.numVertexes;
nIndexes += tess.numIndexes;
tess.numIndexes = 0;
tess.numVertexes = 0;
} else {
break;
}
} while ( 1 );
rows = irows;
if ( vrows < irows + 1 ) {
rows = vrows - 1;
}
if ( used + rows > lodHeight ) {
rows = lodHeight - used;
}
tess.numIndexes += (rows-1)*(lodWidth-1)*6;
tess.numVertexes += rows * lodWidth;
used += rows - 1;
}
*numVertexes = nVertexes + tess.numVertexes;
*numIndexes = nIndexes + tess.numIndexes;
tess.numVertexes = 0;
tess.numIndexes = 0;
}
/*
=============
RB_SurfaceGrid
Just copy the grid of points and triangulate
=============
*/
static void RB_SurfaceGrid( srfGridMesh_t *cv ) {
int i, j;
float *xyz;
float *texCoords0;
float *texCoords1;
float *normal;
uint32_t *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;
#ifdef USE_LEGACY_DLIGHTS
int dlightBits;
int *vDlightBits;
#endif
#ifdef USE_LEGACY_DLIGHTS
if ( tess.allowVBO && cv->vboItemIndex && !cv->dlightBits ) {
#else
if ( tess.allowVBO && cv->vboItemIndex ) {
#endif
// transition to vbo render list
if ( tess.vboIndex == 0 ) {
RB_EndSurface();
RB_BeginSurface( tess.shader, tess.fogNum );
// set some dummy parameters for RB_EndSurface
tess.numIndexes = 1;
tess.numVertexes = 0;
VBO_ClearQueue();
}
tess.surfType = SF_GRID;
tess.vboIndex = cv->vboItemIndex;
VBO_QueueItem( cv->vboItemIndex );
return; // no need to tesselate anything
}
VBO_Flush();
#ifdef USE_LEGACY_DLIGHTS
dlightBits = cv->dlightBits;
tess.dlightBits |= dlightBits;
#endif
tess.surfType = SF_GRID;
// determine the allowable discrepance
#ifdef USE_PMLIGHT
if ( cv->vboItemIndex && ( tr.mapLoading || ( tess.dlightPass && tess.shader->isStaticShader ) ) )
#else
if ( cv->vboItemIndex && tr.mapLoading )
#endif
lodError = r_lodCurveError->value; // fixed quality for VBO
else
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 ) {
if ( tr.mapLoading ) {
// estimate and flush
if ( cv->vboItemIndex ) {
VBO_PushData( cv->vboItemIndex, &tess );
tess.numIndexes = 0;
tess.numVertexes = 0;
} else {
ri.Error( ERR_DROP, "Unexpected grid flush during map loading!\n" );
}
} else {
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];
texCoords0 = tess.texCoords[0][numVertexes];
texCoords1 = tess.texCoords[1][numVertexes];
color = &tess.vertexColors[numVertexes].u32;
#ifdef USE_LEGACY_DLIGHTS
vDlightBits = &tess.vertexDlightBits[numVertexes];
#endif
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];
texCoords0[0] = dv->st[0];
texCoords0[1] = dv->st[1];
#ifdef USE_TESS_NEEDS_ST2
if ( tess.needsST2 )
#endif
{
texCoords1[0] = dv->lightmap[0];
texCoords1[1] = dv->lightmap[1];
texCoords1 += 2;
}
#ifdef USE_TESS_NEEDS_NORMAL
if ( tess.needsNormal )
#endif
{
normal[0] = dv->normal[0];
normal[1] = dv->normal[1];
normal[2] = dv->normal[2];
normal += 4;
}
*color = dv->color.u32;
#ifdef USE_LEGACY_DLIGHTS
*vDlightBits++ = dlightBits;
#endif
xyz += 4;
texCoords0 += 2;
color++;
}
}
// 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 ) {
vec3_t xyz[6];
color4ub_t colors[6];
int i;
GL_ClientState( 0, CLS_COLOR_ARRAY );
qglDisable( GL_TEXTURE_2D );
GL_State( GLS_DEFAULT );
qglLineWidth( 3 );
Com_Memset( xyz, 0, sizeof( xyz ) );
xyz[1][0] = 16.0;
xyz[3][1] = 16.0;
xyz[5][2] = 16.0;
Com_Memset( colors, 0, sizeof( colors ) );
for ( i = 0; i < 6; i++ ) {
colors[i].rgba[3] = 255;
}
colors[0].rgba[0] = 255;
colors[1].rgba[0] = 255;
colors[2].rgba[1] = 255;
colors[3].rgba[1] = 255;
colors[4].rgba[2] = 255;
colors[5].rgba[2] = 255;
qglVertexPointer( 3, GL_FLOAT, 0, xyz );
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colors[0].rgba );
qglDrawArrays( GL_LINES, 0, 6 );
qglLineWidth( 1 );
qglEnable( GL_TEXTURE_2D );
}
//===========================================================================
/*
====================
RB_SurfaceEntity
Entities that have a single procedurally generated surface
====================
*/
static void RB_SurfaceEntity( const surfaceType_t *surfType ) {
VBO_Flush();
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;
}
tess.surfType = SF_ENTITY;
}
static void RB_SurfaceBad( const surfaceType_t *surfType ) {
ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
}
static void RB_SurfaceFlare( srfFlare_t *surf ) {
if ( r_flares->integer ) {
VBO_Flush();
tess.surfType = SF_FLARE;
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
};