mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-10 07:22:08 +00:00
1358 lines
35 KiB
C
1358 lines
35 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( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t 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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VBO_Flush();
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RB_CHECKOVERFLOW( 4, 6 );
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tess.surfType = SF_TRIANGLES;
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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 + 0 ] = ndx + 0;
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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[0][ndx+0][0] = tess.texCoords[1][ndx+0][0] = s1;
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tess.texCoords[0][ndx+0][1] = tess.texCoords[1][ndx+0][1] = t1;
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tess.texCoords[0][ndx+1][0] = tess.texCoords[1][ndx+1][0] = s2;
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tess.texCoords[0][ndx+1][1] = tess.texCoords[1][ndx+1][1] = t1;
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tess.texCoords[0][ndx+2][0] = tess.texCoords[1][ndx+2][0] = s2;
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tess.texCoords[0][ndx+2][1] = tess.texCoords[1][ndx+2][1] = t2;
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tess.texCoords[0][ndx+3][0] = tess.texCoords[1][ndx+3][0] = s1;
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tess.texCoords[0][ndx+3][1] = tess.texCoords[1][ndx+3][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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tess.vertexColors[ndx + 0].u32 =
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tess.vertexColors[ndx + 1].u32 =
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tess.vertexColors[ndx + 2].u32 =
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tess.vertexColors[ndx + 3].u32 = color.u32;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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}
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void RB_AddQuadStamp2( float x, float y, float w, float h, float s1, float t1, float s2, float t2, color4ub_t color ) {
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int numIndexes;
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int numVerts;
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VBO_Flush();
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RB_CHECKOVERFLOW( 4, 6 );
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tess.surfType = SF_TRIANGLES;
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numIndexes = tess.numIndexes;
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numVerts = tess.numVertexes;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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tess.indexes[numIndexes + 0] = numVerts + 3;
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tess.indexes[numIndexes + 1] = numVerts + 0;
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tess.indexes[numIndexes + 2] = numVerts + 2;
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tess.indexes[numIndexes + 3] = numVerts + 2;
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tess.indexes[numIndexes + 4] = numVerts + 0;
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tess.indexes[numIndexes + 5] = numVerts + 1;
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tess.vertexColors[numVerts + 0].u32 =
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tess.vertexColors[numVerts + 1].u32 =
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tess.vertexColors[numVerts + 2].u32 =
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tess.vertexColors[numVerts + 3].u32 = color.u32;
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tess.xyz[numVerts + 0][0] = x;
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tess.xyz[numVerts + 0][1] = y;
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tess.xyz[numVerts + 0][2] = 0;
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tess.xyz[numVerts + 1][0] = x + w;
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tess.xyz[numVerts + 1][1] = y;
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tess.xyz[numVerts + 1][2] = 0;
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tess.xyz[numVerts + 2][0] = x + w;
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tess.xyz[numVerts + 2][1] = y + h;
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tess.xyz[numVerts + 2][2] = 0;
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tess.xyz[numVerts + 3][0] = x;
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tess.xyz[numVerts + 3][1] = y + h;
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tess.xyz[numVerts + 3][2] = 0;
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tess.texCoords[0][numVerts + 0][0] = s1;
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tess.texCoords[0][numVerts + 0][1] = t1;
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tess.texCoords[0][numVerts + 1][0] = s2;
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tess.texCoords[0][numVerts + 1][1] = t1;
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tess.texCoords[0][numVerts + 2][0] = s2;
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tess.texCoords[0][numVerts + 2][1] = t2;
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tess.texCoords[0][numVerts + 3][0] = s1;
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tess.texCoords[0][numVerts + 3][1] = t2;
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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( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t 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 == 0.0 ) {
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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 / 180.0;
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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.portalView == PV_MIRROR ) {
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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.shader );
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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( const srfPoly_t *p ) {
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int i;
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int numv;
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VBO_Flush();
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RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
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tess.surfType = SF_POLY;
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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[0][numv][0] = p->verts[i].st[0];
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tess.texCoords[0][numv][1] = p->verts[i].st[1];
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tess.vertexColors[numv].u32 = p->verts[ i ].modulate.u32;
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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( const srfTriangles_t *srf ) {
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int i;
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const drawVert_t *dv;
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float *xyz, *normal;
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float *texCoords0;
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float *texCoords1;
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uint32_t *color;
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#ifdef USE_LEGACY_DLIGHTS
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int dlightBits;
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#endif
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#ifdef USE_LEGACY_DLIGHTS
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if ( tess.allowVBO && srf->vboItemIndex && !srf->dlightBits ) {
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#else
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if ( tess.allowVBO && srf->vboItemIndex ) {
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#endif
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// transition to vbo render list
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if ( tess.vboIndex == 0 ) {
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RB_EndSurface();
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RB_BeginSurface( tess.shader, tess.fogNum );
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// set some dummy parameters for RB_EndSurface
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tess.numIndexes = 1;
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tess.numVertexes = 0;
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VBO_ClearQueue();
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}
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tess.surfType = SF_TRIANGLES;
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tess.vboIndex = srf->vboItemIndex;
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VBO_QueueItem( srf->vboItemIndex );
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return; // no need to tesselate anything
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}
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VBO_Flush();
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RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
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#ifdef USE_LEGACY_DLIGHTS
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dlightBits = srf->dlightBits;
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tess.dlightBits |= dlightBits;
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#endif
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tess.surfType = SF_TRIANGLES;
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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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texCoords0 = tess.texCoords[0][ tess.numVertexes ];
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texCoords1 = tess.texCoords[1][ tess.numVertexes ];
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color = &tess.vertexColors[ tess.numVertexes ].u32;
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for ( i = 0; i < srf->numVerts; i++, dv++, xyz += 4, normal += 4, texCoords0 += 2, color++ ) {
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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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#ifdef USE_TESS_NEEDS_NORMAL
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if ( tess.needsNormal )
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#endif
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{
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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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texCoords0[0] = dv->st[0];
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texCoords0[1] = dv->st[1];
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#ifdef USE_TESS_NEEDS_ST2
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if ( tess.needsST2 )
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#endif
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{
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texCoords1[0] = dv->lightmap[0];
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texCoords1[1] = dv->lightmap[1];
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texCoords1 += 2;
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}
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*color = dv->color.u32;
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}
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#ifdef USE_LEGACY_DLIGHTS
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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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#endif
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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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const 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 points[NUM_BEAM_SEGS+1][2]; // [startPoint,endPoint]
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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( points[i][0], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
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VectorAdd( points[i][0], direction, points[i][1] );
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}
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qglDisable( GL_TEXTURE_2D );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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qglColor4f( 1, 0, 0, 1 );
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GL_ClientState( 0, CLS_NONE );
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qglVertexPointer( 3, GL_FLOAT, 0, &points[0][0] );
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qglDrawArrays( GL_TRIANGLE_STRIP, 0, (NUM_BEAM_SEGS+1)*2 );
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qglEnable( GL_TEXTURE_2D );
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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[0][tess.numVertexes][0] = 0;
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tess.texCoords[0][tess.numVertexes][1] = 0;
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tess.vertexColors[tess.numVertexes].rgba[0] = backEnd.currentEntity->e.shader.rgba[0] * 0.25;
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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
|
|
};
|