Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-03-24 11:25:06 +00:00
|
|
|
r_bsp.c
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
(description)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
|
|
|
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
|
|
|
Please see the file "AUTHORS" for a list of contributors
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
This program 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.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
This program 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.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to:
|
|
|
|
|
|
|
|
Free Software Foundation, Inc.
|
|
|
|
59 Temple Place - Suite 330
|
|
|
|
Boston, MA 02111-1307, USA
|
|
|
|
|
|
|
|
$Id$
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
|
2000-03-24 11:25:06 +00:00
|
|
|
#include <quakedef.h>
|
|
|
|
#include <r_local.h>
|
2000-01-27 17:06:02 +00:00
|
|
|
#include <mathlib.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <sys.h>
|
|
|
|
#include <console.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
//
|
|
|
|
// current entity info
|
|
|
|
//
|
|
|
|
qboolean insubmodel;
|
|
|
|
entity_t *currententity;
|
|
|
|
vec3_t modelorg, base_modelorg;
|
|
|
|
// modelorg is the viewpoint reletive to
|
|
|
|
// the currently rendering entity
|
|
|
|
vec3_t r_entorigin; // the currently rendering entity in world
|
|
|
|
// coordinates
|
|
|
|
|
|
|
|
float entity_rotation[3][3];
|
|
|
|
|
|
|
|
vec3_t r_worldmodelorg;
|
|
|
|
|
|
|
|
int r_currentbkey;
|
|
|
|
|
|
|
|
typedef enum {touchessolid, drawnode, nodrawnode} solidstate_t;
|
|
|
|
|
|
|
|
#define MAX_BMODEL_VERTS 500 // 6K
|
|
|
|
#define MAX_BMODEL_EDGES 1000 // 12K
|
|
|
|
|
|
|
|
static mvertex_t *pbverts;
|
|
|
|
static bedge_t *pbedges;
|
|
|
|
static int numbverts, numbedges;
|
|
|
|
|
|
|
|
static mvertex_t *pfrontenter, *pfrontexit;
|
|
|
|
|
|
|
|
static qboolean makeclippededge;
|
|
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_EntityRotate
|
|
|
|
================
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
R_EntityRotate ( vec3_t vec )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
vec3_t tvec;
|
|
|
|
|
|
|
|
VectorCopy (vec, tvec);
|
|
|
|
vec[0] = DotProduct (entity_rotation[0], tvec);
|
|
|
|
vec[1] = DotProduct (entity_rotation[1], tvec);
|
|
|
|
vec[2] = DotProduct (entity_rotation[2], tvec);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_RotateBmodel
|
|
|
|
================
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
R_RotateBmodel ( void )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
float angle, s, c, temp1[3][3], temp2[3][3], temp3[3][3];
|
|
|
|
|
|
|
|
// TODO: should use a look-up table
|
|
|
|
// TODO: should really be stored with the entity instead of being reconstructed
|
|
|
|
// TODO: could cache lazily, stored in the entity
|
|
|
|
// TODO: share work with R_SetUpAliasTransform
|
|
|
|
|
|
|
|
// yaw
|
2000-03-19 15:59:51 +00:00
|
|
|
angle = currententity->angles[YAW];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
angle = angle * M_PI*2 / 360;
|
|
|
|
s = sin(angle);
|
|
|
|
c = cos(angle);
|
|
|
|
|
|
|
|
temp1[0][0] = c;
|
|
|
|
temp1[0][1] = s;
|
|
|
|
temp1[0][2] = 0;
|
|
|
|
temp1[1][0] = -s;
|
|
|
|
temp1[1][1] = c;
|
|
|
|
temp1[1][2] = 0;
|
|
|
|
temp1[2][0] = 0;
|
|
|
|
temp1[2][1] = 0;
|
|
|
|
temp1[2][2] = 1;
|
|
|
|
|
|
|
|
|
|
|
|
// pitch
|
2000-03-19 15:59:51 +00:00
|
|
|
angle = currententity->angles[PITCH];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
angle = angle * M_PI*2 / 360;
|
|
|
|
s = sin(angle);
|
|
|
|
c = cos(angle);
|
|
|
|
|
|
|
|
temp2[0][0] = c;
|
|
|
|
temp2[0][1] = 0;
|
|
|
|
temp2[0][2] = -s;
|
|
|
|
temp2[1][0] = 0;
|
|
|
|
temp2[1][1] = 1;
|
|
|
|
temp2[1][2] = 0;
|
|
|
|
temp2[2][0] = s;
|
|
|
|
temp2[2][1] = 0;
|
|
|
|
temp2[2][2] = c;
|
|
|
|
|
|
|
|
R_ConcatRotations (temp2, temp1, temp3);
|
|
|
|
|
|
|
|
// roll
|
2000-03-19 15:59:51 +00:00
|
|
|
angle = currententity->angles[ROLL];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
angle = angle * M_PI*2 / 360;
|
|
|
|
s = sin(angle);
|
|
|
|
c = cos(angle);
|
|
|
|
|
|
|
|
temp1[0][0] = 1;
|
|
|
|
temp1[0][1] = 0;
|
|
|
|
temp1[0][2] = 0;
|
|
|
|
temp1[1][0] = 0;
|
|
|
|
temp1[1][1] = c;
|
|
|
|
temp1[1][2] = s;
|
|
|
|
temp1[2][0] = 0;
|
|
|
|
temp1[2][1] = -s;
|
|
|
|
temp1[2][2] = c;
|
|
|
|
|
|
|
|
R_ConcatRotations (temp1, temp3, entity_rotation);
|
|
|
|
|
|
|
|
//
|
|
|
|
// rotate modelorg and the transformation matrix
|
|
|
|
//
|
|
|
|
R_EntityRotate (modelorg);
|
|
|
|
R_EntityRotate (vpn);
|
|
|
|
R_EntityRotate (vright);
|
|
|
|
R_EntityRotate (vup);
|
|
|
|
|
|
|
|
R_TransformFrustum ();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_RecursiveClipBPoly
|
|
|
|
================
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
R_RecursiveClipBPoly ( bedge_t *pedges, mnode_t *pnode, msurface_t *psurf )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
bedge_t *psideedges[2], *pnextedge, *ptedge;
|
|
|
|
int i, side, lastside;
|
|
|
|
float dist, frac, lastdist;
|
|
|
|
mplane_t *splitplane, tplane;
|
|
|
|
mvertex_t *pvert, *plastvert, *ptvert;
|
|
|
|
mnode_t *pn;
|
|
|
|
|
|
|
|
psideedges[0] = psideedges[1] = NULL;
|
|
|
|
|
|
|
|
makeclippededge = false;
|
|
|
|
|
|
|
|
// transform the BSP plane into model space
|
|
|
|
// FIXME: cache these?
|
|
|
|
splitplane = pnode->plane;
|
|
|
|
tplane.dist = splitplane->dist -
|
|
|
|
DotProduct(r_entorigin, splitplane->normal);
|
|
|
|
tplane.normal[0] = DotProduct (entity_rotation[0], splitplane->normal);
|
|
|
|
tplane.normal[1] = DotProduct (entity_rotation[1], splitplane->normal);
|
|
|
|
tplane.normal[2] = DotProduct (entity_rotation[2], splitplane->normal);
|
|
|
|
|
|
|
|
// clip edges to BSP plane
|
|
|
|
for ( ; pedges ; pedges = pnextedge)
|
|
|
|
{
|
|
|
|
pnextedge = pedges->pnext;
|
|
|
|
|
|
|
|
// set the status for the last point as the previous point
|
|
|
|
// FIXME: cache this stuff somehow?
|
|
|
|
plastvert = pedges->v[0];
|
|
|
|
lastdist = DotProduct (plastvert->position, tplane.normal) -
|
2000-08-20 13:33:48 +00:00
|
|
|
tplane.dist;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (lastdist > 0)
|
|
|
|
lastside = 0;
|
|
|
|
else
|
|
|
|
lastside = 1;
|
|
|
|
|
|
|
|
pvert = pedges->v[1];
|
|
|
|
|
|
|
|
dist = DotProduct (pvert->position, tplane.normal) - tplane.dist;
|
|
|
|
|
|
|
|
if (dist > 0)
|
|
|
|
side = 0;
|
|
|
|
else
|
|
|
|
side = 1;
|
|
|
|
|
|
|
|
if (side != lastside)
|
|
|
|
{
|
|
|
|
// clipped
|
|
|
|
if (numbverts >= MAX_BMODEL_VERTS)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// generate the clipped vertex
|
|
|
|
frac = lastdist / (lastdist - dist);
|
|
|
|
ptvert = &pbverts[numbverts++];
|
|
|
|
ptvert->position[0] = plastvert->position[0] +
|
|
|
|
frac * (pvert->position[0] -
|
|
|
|
plastvert->position[0]);
|
|
|
|
ptvert->position[1] = plastvert->position[1] +
|
|
|
|
frac * (pvert->position[1] -
|
|
|
|
plastvert->position[1]);
|
|
|
|
ptvert->position[2] = plastvert->position[2] +
|
|
|
|
frac * (pvert->position[2] -
|
|
|
|
plastvert->position[2]);
|
|
|
|
|
|
|
|
// split into two edges, one on each side, and remember entering
|
|
|
|
// and exiting points
|
|
|
|
// FIXME: share the clip edge by having a winding direction flag?
|
|
|
|
if (numbedges >= (MAX_BMODEL_EDGES - 1))
|
|
|
|
{
|
|
|
|
Con_Printf ("Out of edges for bmodel\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ptedge = &pbedges[numbedges];
|
|
|
|
ptedge->pnext = psideedges[lastside];
|
|
|
|
psideedges[lastside] = ptedge;
|
|
|
|
ptedge->v[0] = plastvert;
|
|
|
|
ptedge->v[1] = ptvert;
|
|
|
|
|
|
|
|
ptedge = &pbedges[numbedges + 1];
|
|
|
|
ptedge->pnext = psideedges[side];
|
|
|
|
psideedges[side] = ptedge;
|
|
|
|
ptedge->v[0] = ptvert;
|
|
|
|
ptedge->v[1] = pvert;
|
|
|
|
|
|
|
|
numbedges += 2;
|
|
|
|
|
|
|
|
if (side == 0)
|
|
|
|
{
|
|
|
|
// entering for front, exiting for back
|
|
|
|
pfrontenter = ptvert;
|
|
|
|
makeclippededge = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pfrontexit = ptvert;
|
|
|
|
makeclippededge = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// add the edge to the appropriate side
|
|
|
|
pedges->pnext = psideedges[side];
|
|
|
|
psideedges[side] = pedges;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if anything was clipped, reconstitute and add the edges along the clip
|
|
|
|
// plane to both sides (but in opposite directions)
|
|
|
|
if (makeclippededge)
|
|
|
|
{
|
|
|
|
if (numbedges >= (MAX_BMODEL_EDGES - 2))
|
|
|
|
{
|
|
|
|
Con_Printf ("Out of edges for bmodel\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ptedge = &pbedges[numbedges];
|
|
|
|
ptedge->pnext = psideedges[0];
|
|
|
|
psideedges[0] = ptedge;
|
|
|
|
ptedge->v[0] = pfrontexit;
|
|
|
|
ptedge->v[1] = pfrontenter;
|
|
|
|
|
|
|
|
ptedge = &pbedges[numbedges + 1];
|
|
|
|
ptedge->pnext = psideedges[1];
|
|
|
|
psideedges[1] = ptedge;
|
|
|
|
ptedge->v[0] = pfrontenter;
|
|
|
|
ptedge->v[1] = pfrontexit;
|
|
|
|
|
|
|
|
numbedges += 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
// draw or recurse further
|
|
|
|
for (i=0 ; i<2 ; i++)
|
|
|
|
{
|
|
|
|
if (psideedges[i])
|
|
|
|
{
|
|
|
|
// draw if we've reached a non-solid leaf, done if all that's left is a
|
|
|
|
// solid leaf, and continue down the tree if it's not a leaf
|
|
|
|
pn = pnode->children[i];
|
|
|
|
|
|
|
|
// we're done with this branch if the node or leaf isn't in the PVS
|
|
|
|
if (pn->visframe == r_visframecount)
|
|
|
|
{
|
|
|
|
if (pn->contents < 0)
|
|
|
|
{
|
|
|
|
if (pn->contents != CONTENTS_SOLID)
|
|
|
|
{
|
|
|
|
r_currentbkey = ((mleaf_t *)pn)->key;
|
|
|
|
R_RenderBmodelFace (psideedges[i], psurf);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
R_RecursiveClipBPoly (psideedges[i], pnode->children[i],
|
2000-08-20 13:33:48 +00:00
|
|
|
psurf);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_DrawSolidClippedSubmodelPolygons
|
|
|
|
================
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
R_DrawSolidClippedSubmodelPolygons ( model_t *pmodel )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int i, j, lindex;
|
|
|
|
vec_t dot;
|
|
|
|
msurface_t *psurf;
|
|
|
|
int numsurfaces;
|
|
|
|
mplane_t *pplane;
|
|
|
|
mvertex_t bverts[MAX_BMODEL_VERTS];
|
|
|
|
bedge_t bedges[MAX_BMODEL_EDGES], *pbedge;
|
|
|
|
medge_t *pedge, *pedges;
|
|
|
|
|
|
|
|
// FIXME: use bounding-box-based frustum clipping info?
|
|
|
|
|
|
|
|
psurf = &pmodel->surfaces[pmodel->firstmodelsurface];
|
|
|
|
numsurfaces = pmodel->nummodelsurfaces;
|
|
|
|
pedges = pmodel->edges;
|
|
|
|
|
|
|
|
for (i=0 ; i<numsurfaces ; i++, psurf++)
|
|
|
|
{
|
|
|
|
// find which side of the node we are on
|
|
|
|
pplane = psurf->plane;
|
|
|
|
|
|
|
|
dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
|
|
|
|
|
|
|
|
// draw the polygon
|
|
|
|
if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
|
|
|
|
(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
|
|
|
|
{
|
|
|
|
// FIXME: use bounding-box-based frustum clipping info?
|
|
|
|
|
|
|
|
// copy the edges to bedges, flipping if necessary so always
|
|
|
|
// clockwise winding
|
|
|
|
// FIXME: if edges and vertices get caches, these assignments must move
|
|
|
|
// outside the loop, and overflow checking must be done here
|
|
|
|
pbverts = bverts;
|
|
|
|
pbedges = bedges;
|
|
|
|
numbverts = numbedges = 0;
|
|
|
|
|
|
|
|
if (psurf->numedges > 0)
|
|
|
|
{
|
|
|
|
pbedge = &bedges[numbedges];
|
|
|
|
numbedges += psurf->numedges;
|
|
|
|
|
|
|
|
for (j=0 ; j<psurf->numedges ; j++)
|
|
|
|
{
|
2000-08-20 13:33:48 +00:00
|
|
|
lindex = pmodel->surfedges[psurf->firstedge+j];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (lindex > 0)
|
|
|
|
{
|
|
|
|
pedge = &pedges[lindex];
|
|
|
|
pbedge[j].v[0] = &r_pcurrentvertbase[pedge->v[0]];
|
|
|
|
pbedge[j].v[1] = &r_pcurrentvertbase[pedge->v[1]];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
lindex = -lindex;
|
|
|
|
pedge = &pedges[lindex];
|
|
|
|
pbedge[j].v[0] = &r_pcurrentvertbase[pedge->v[1]];
|
|
|
|
pbedge[j].v[1] = &r_pcurrentvertbase[pedge->v[0]];
|
|
|
|
}
|
|
|
|
|
|
|
|
pbedge[j].pnext = &pbedge[j+1];
|
|
|
|
}
|
|
|
|
|
|
|
|
pbedge[j-1].pnext = NULL; // mark end of edges
|
|
|
|
|
|
|
|
R_RecursiveClipBPoly (pbedge, currententity->topnode, psurf);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Sys_Error ("no edges in bmodel");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_DrawSubmodelPolygons
|
|
|
|
================
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
R_DrawSubmodelPolygons ( model_t *pmodel, int clipflags )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int i;
|
|
|
|
vec_t dot;
|
|
|
|
msurface_t *psurf;
|
|
|
|
int numsurfaces;
|
|
|
|
mplane_t *pplane;
|
|
|
|
|
|
|
|
// FIXME: use bounding-box-based frustum clipping info?
|
|
|
|
|
|
|
|
psurf = &pmodel->surfaces[pmodel->firstmodelsurface];
|
|
|
|
numsurfaces = pmodel->nummodelsurfaces;
|
|
|
|
|
|
|
|
for (i=0 ; i<numsurfaces ; i++, psurf++)
|
|
|
|
{
|
|
|
|
// find which side of the node we are on
|
|
|
|
pplane = psurf->plane;
|
|
|
|
|
|
|
|
dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
|
|
|
|
|
|
|
|
// draw the polygon
|
|
|
|
if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
|
|
|
|
(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
|
|
|
|
{
|
|
|
|
r_currentkey = ((mleaf_t *)currententity->topnode)->key;
|
|
|
|
|
|
|
|
// FIXME: use bounding-box-based frustum clipping info?
|
|
|
|
R_RenderFace (psurf, clipflags);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_RecursiveWorldNode
|
|
|
|
================
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
R_RecursiveWorldNode ( mnode_t *node, int clipflags )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int i, c, side, *pindex;
|
|
|
|
vec3_t acceptpt, rejectpt;
|
|
|
|
mplane_t *plane;
|
|
|
|
msurface_t *surf, **mark;
|
|
|
|
mleaf_t *pleaf;
|
|
|
|
double d, dot;
|
|
|
|
|
|
|
|
if (node->contents == CONTENTS_SOLID)
|
|
|
|
return; // solid
|
|
|
|
|
|
|
|
if (node->visframe != r_visframecount)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// cull the clipping planes if not trivial accept
|
|
|
|
// FIXME: the compiler is doing a lousy job of optimizing here; it could be
|
2000-08-20 13:33:48 +00:00
|
|
|
// twice as fast in ASM
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (clipflags)
|
|
|
|
{
|
|
|
|
for (i=0 ; i<4 ; i++)
|
|
|
|
{
|
|
|
|
if (! (clipflags & (1<<i)) )
|
|
|
|
continue; // don't need to clip against it
|
|
|
|
|
|
|
|
// generate accept and reject points
|
|
|
|
// FIXME: do with fast look-ups or integer tests based on the sign bit
|
|
|
|
// of the floating point values
|
|
|
|
|
|
|
|
pindex = pfrustum_indexes[i];
|
|
|
|
|
|
|
|
rejectpt[0] = (float)node->minmaxs[pindex[0]];
|
|
|
|
rejectpt[1] = (float)node->minmaxs[pindex[1]];
|
|
|
|
rejectpt[2] = (float)node->minmaxs[pindex[2]];
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
d = DotProduct (rejectpt, view_clipplanes[i].normal);
|
|
|
|
d -= view_clipplanes[i].dist;
|
|
|
|
|
|
|
|
if (d <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
acceptpt[0] = (float)node->minmaxs[pindex[3+0]];
|
|
|
|
acceptpt[1] = (float)node->minmaxs[pindex[3+1]];
|
|
|
|
acceptpt[2] = (float)node->minmaxs[pindex[3+2]];
|
|
|
|
|
|
|
|
d = DotProduct (acceptpt, view_clipplanes[i].normal);
|
|
|
|
d -= view_clipplanes[i].dist;
|
|
|
|
|
|
|
|
if (d >= 0)
|
|
|
|
clipflags &= ~(1<<i); // node is entirely on screen
|
|
|
|
}
|
|
|
|
}
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// if a leaf node, draw stuff
|
|
|
|
if (node->contents < 0)
|
|
|
|
{
|
|
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
|
|
|
|
if (c)
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
|
|
|
(*mark)->visframe = r_framecount;
|
|
|
|
mark++;
|
|
|
|
} while (--c);
|
|
|
|
}
|
|
|
|
|
|
|
|
// deal with model fragments in this leaf
|
|
|
|
if (pleaf->efrags)
|
|
|
|
{
|
|
|
|
R_StoreEfrags (&pleaf->efrags);
|
|
|
|
}
|
|
|
|
|
|
|
|
pleaf->key = r_currentkey;
|
|
|
|
r_currentkey++; // all bmodels in a leaf share the same key
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// node is just a decision point, so go down the apropriate sides
|
|
|
|
|
|
|
|
// find which side of the node we are on
|
|
|
|
plane = node->plane;
|
|
|
|
|
|
|
|
switch (plane->type)
|
|
|
|
{
|
|
|
|
case PLANE_X:
|
|
|
|
dot = modelorg[0] - plane->dist;
|
|
|
|
break;
|
|
|
|
case PLANE_Y:
|
|
|
|
dot = modelorg[1] - plane->dist;
|
|
|
|
break;
|
|
|
|
case PLANE_Z:
|
|
|
|
dot = modelorg[2] - plane->dist;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
|
|
|
break;
|
|
|
|
}
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (dot >= 0)
|
|
|
|
side = 0;
|
|
|
|
else
|
|
|
|
side = 1;
|
|
|
|
|
|
|
|
// recurse down the children, front side first
|
|
|
|
R_RecursiveWorldNode (node->children[side], clipflags);
|
|
|
|
|
|
|
|
// draw stuff
|
|
|
|
c = node->numsurfaces;
|
|
|
|
|
|
|
|
if (c)
|
|
|
|
{
|
|
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
|
|
|
|
if (dot < -BACKFACE_EPSILON)
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if ((surf->flags & SURF_PLANEBACK) &&
|
|
|
|
(surf->visframe == r_framecount))
|
|
|
|
{
|
|
|
|
if (r_drawpolys)
|
|
|
|
{
|
|
|
|
if (r_worldpolysbacktofront)
|
|
|
|
{
|
|
|
|
if (numbtofpolys < MAX_BTOFPOLYS)
|
|
|
|
{
|
|
|
|
pbtofpolys[numbtofpolys].clipflags =
|
|
|
|
clipflags;
|
|
|
|
pbtofpolys[numbtofpolys].psurf = surf;
|
|
|
|
numbtofpolys++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
R_RenderPoly (surf, clipflags);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
R_RenderFace (surf, clipflags);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
surf++;
|
|
|
|
} while (--c);
|
|
|
|
}
|
|
|
|
else if (dot > BACKFACE_EPSILON)
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (!(surf->flags & SURF_PLANEBACK) &&
|
|
|
|
(surf->visframe == r_framecount))
|
|
|
|
{
|
|
|
|
if (r_drawpolys)
|
|
|
|
{
|
|
|
|
if (r_worldpolysbacktofront)
|
|
|
|
{
|
|
|
|
if (numbtofpolys < MAX_BTOFPOLYS)
|
|
|
|
{
|
|
|
|
pbtofpolys[numbtofpolys].clipflags =
|
|
|
|
clipflags;
|
|
|
|
pbtofpolys[numbtofpolys].psurf = surf;
|
|
|
|
numbtofpolys++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
R_RenderPoly (surf, clipflags);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
R_RenderFace (surf, clipflags);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
surf++;
|
|
|
|
} while (--c);
|
|
|
|
}
|
|
|
|
|
|
|
|
// all surfaces on the same node share the same sequence number
|
|
|
|
r_currentkey++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// recurse down the back side
|
|
|
|
R_RecursiveWorldNode (node->children[!side], clipflags);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_RenderWorld
|
|
|
|
================
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
R_RenderWorld ( void )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int i;
|
|
|
|
model_t *clmodel;
|
|
|
|
btofpoly_t btofpolys[MAX_BTOFPOLYS];
|
|
|
|
|
|
|
|
pbtofpolys = btofpolys;
|
|
|
|
|
2000-01-03 13:35:09 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
currententity = &r_worldentity;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
currententity = &cl_entities[0];
|
2000-01-03 13:35:09 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorCopy (r_origin, modelorg);
|
|
|
|
clmodel = currententity->model;
|
|
|
|
r_pcurrentvertbase = clmodel->vertexes;
|
|
|
|
|
|
|
|
R_RecursiveWorldNode (clmodel->nodes, 15);
|
|
|
|
|
|
|
|
// if the driver wants the polygons back to front, play the visible ones back
|
|
|
|
// in that order
|
|
|
|
if (r_worldpolysbacktofront)
|
|
|
|
{
|
|
|
|
for (i=numbtofpolys-1 ; i>=0 ; i--)
|
|
|
|
{
|
|
|
|
R_RenderPoly (btofpolys[i].psurf, btofpolys[i].clipflags);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|