2013-04-04 14:52:42 +00:00
// tr_surf.c
// leave this as first line for PCH reasons...
//
# include "../server/exe_headers.h"
# 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 . shader = = tr . shadowShader ) {
if ( tess . numVertexes + verts < SHADER_MAX_VERTEXES / 2
& & tess . numIndexes + indexes < SHADER_MAX_INDEXES ) {
return ;
}
} else
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 ( vec3_t origin , vec3_t left , vec3_t up , byte * color , float s1 , float t1 , float s2 , float t2 ) {
vec3_t normal ;
int ndx ;
RB_CHECKOVERFLOW ( 4 , 6 ) ;
ndx = tess . numVertexes ;
// triangle indexes for a simple quad
tess . indexes [ tess . numIndexes ] = ndx ;
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 [ ndx ] [ 0 ] [ 0 ] = tess . texCoords [ ndx ] [ 1 ] [ 0 ] = s1 ;
tess . texCoords [ ndx ] [ 0 ] [ 1 ] = tess . texCoords [ ndx ] [ 1 ] [ 1 ] = t1 ;
tess . texCoords [ ndx + 1 ] [ 0 ] [ 0 ] = tess . texCoords [ ndx + 1 ] [ 1 ] [ 0 ] = s2 ;
tess . texCoords [ ndx + 1 ] [ 0 ] [ 1 ] = tess . texCoords [ ndx + 1 ] [ 1 ] [ 1 ] = t1 ;
tess . texCoords [ ndx + 2 ] [ 0 ] [ 0 ] = tess . texCoords [ ndx + 2 ] [ 1 ] [ 0 ] = s2 ;
tess . texCoords [ ndx + 2 ] [ 0 ] [ 1 ] = tess . texCoords [ ndx + 2 ] [ 1 ] [ 1 ] = t2 ;
tess . texCoords [ ndx + 3 ] [ 0 ] [ 0 ] = tess . texCoords [ ndx + 3 ] [ 1 ] [ 0 ] = s1 ;
tess . texCoords [ ndx + 3 ] [ 0 ] [ 1 ] = tess . texCoords [ ndx + 3 ] [ 1 ] [ 1 ] = t2 ;
// constant color all the way around
// should this be identity and let the shader specify from entity?
* ( unsigned int * ) & tess . vertexColors [ ndx ] =
* ( unsigned int * ) & tess . vertexColors [ ndx + 1 ] =
* ( unsigned int * ) & tess . vertexColors [ ndx + 2 ] =
* ( unsigned int * ) & tess . vertexColors [ ndx + 3 ] =
* ( unsigned int * ) color ;
tess . numVertexes + = 4 ;
tess . numIndexes + = 6 ;
}
/*
= = = = = = = = = = = = = =
RB_AddQuadStamp
= = = = = = = = = = = = = =
*/
void RB_AddQuadStamp ( vec3_t origin , vec3_t left , vec3_t up , byte * 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 ) {
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 ;
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 . isMirror ) {
VectorSubtract ( vec3_origin , left , left ) ;
}
RB_AddQuadStamp ( backEnd . currentEntity - > e . origin , left , up , backEnd . currentEntity - > e . shaderRGBA ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = =
RB_SurfaceOrientedQuad
= = = = = = = = = = = = = = = = = = = = = = =
*/
static void RB_SurfaceOrientedQuad ( void )
{
vec3_t left , up ;
float radius ;
// calculate the xyz locations for the four corners
radius = backEnd . currentEntity - > e . radius ;
MakeNormalVectors ( backEnd . currentEntity - > e . axis [ 0 ] , left , up ) ;
if ( backEnd . currentEntity - > e . rotation = = 0 )
{
VectorScale ( left , radius , left ) ;
VectorScale ( up , radius , up ) ;
}
else
{
vec3_t tempLeft , tempUp ;
float s , c ;
float ang ;
ang = M_PI * backEnd . currentEntity - > e . rotation / 180 ;
s = sin ( ang ) ;
c = cos ( ang ) ;
// Use a temp so we don't trash the values we'll need later
VectorScale ( left , c * radius , tempLeft ) ;
VectorMA ( tempLeft , - s * radius , up , tempLeft ) ;
VectorScale ( up , c * radius , tempUp ) ;
VectorMA ( tempUp , s * radius , left , up ) ; // no need to use the temp anymore, so copy into the dest vector ( up )
// This was copied for safekeeping, we're done, so we can move it back to left
VectorCopy ( tempLeft , left ) ;
}
if ( backEnd . viewParms . isMirror )
{
VectorSubtract ( vec3_origin , left , left ) ;
}
RB_AddQuadStamp ( backEnd . currentEntity - > e . origin , left , up , backEnd . currentEntity - > e . shaderRGBA ) ;
}
/*
= = = = = = = = = = = = = =
RB_SurfaceLine
= = = = = = = = = = = = = =
*/
//
// Values for a proper line render primitive...
// Width
// STScale (how many times to loop a texture)
// alpha
// RGB
//
// Values for proper line object...
// lifetime
// dscale
// startalpha, endalpha
// startRGB, endRGB
//
static void DoLine ( const vec3_t start , const vec3_t end , const vec3_t up , float spanWidth )
{
float spanWidth2 ;
int vbase ;
RB_CHECKOVERFLOW ( 4 , 6 ) ;
vbase = tess . numVertexes ;
spanWidth2 = - spanWidth ;
VectorMA ( start , spanWidth , up , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = 0 ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 0 ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = backEnd . currentEntity - > e . shaderRGBA [ 0 ] ; // * 0.25;//wtf??not sure why the code would be doing this
tess . vertexColors [ tess . numVertexes ] [ 1 ] = backEnd . currentEntity - > e . shaderRGBA [ 1 ] ; // * 0.25;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = backEnd . currentEntity - > e . shaderRGBA [ 2 ] ; // * 0.25;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = backEnd . currentEntity - > e . shaderRGBA [ 3 ] ; // * 0.25;
tess . numVertexes + + ;
VectorMA ( start , spanWidth2 , up , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = 1 ; //backEnd.currentEntity->e.shaderTexCoord[0];
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 0 ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = backEnd . currentEntity - > e . shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = backEnd . currentEntity - > e . shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = backEnd . currentEntity - > e . shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = backEnd . currentEntity - > e . shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorMA ( end , spanWidth , up , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = 0 ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 1 ; //backEnd.currentEntity->e.shaderTexCoord[1];
tess . vertexColors [ tess . numVertexes ] [ 0 ] = backEnd . currentEntity - > e . shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = backEnd . currentEntity - > e . shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = backEnd . currentEntity - > e . shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = backEnd . currentEntity - > e . shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorMA ( end , spanWidth2 , up , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = 1 ; //backEnd.currentEntity->e.shaderTexCoord[0];
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 1 ; //backEnd.currentEntity->e.shaderTexCoord[1];
tess . vertexColors [ tess . numVertexes ] [ 0 ] = backEnd . currentEntity - > e . shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = backEnd . currentEntity - > e . shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = backEnd . currentEntity - > e . shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = backEnd . currentEntity - > e . shaderRGBA [ 3 ] ;
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 DoLine2 ( const vec3_t start , const vec3_t end , const vec3_t up , float spanWidth , float spanWidth2 , const float tcStart , const float tcEnd )
{
int vbase ;
RB_CHECKOVERFLOW ( 4 , 6 ) ;
vbase = tess . numVertexes ;
VectorMA ( start , spanWidth , up , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = 0 ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = tcStart ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = backEnd . currentEntity - > e . shaderRGBA [ 0 ] ; // * 0.25;//wtf??not sure why the code would be doing this
tess . vertexColors [ tess . numVertexes ] [ 1 ] = backEnd . currentEntity - > e . shaderRGBA [ 1 ] ; // * 0.25;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = backEnd . currentEntity - > e . shaderRGBA [ 2 ] ; // * 0.25;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = backEnd . currentEntity - > e . shaderRGBA [ 3 ] ; // * 0.25;
tess . numVertexes + + ;
VectorMA ( start , - spanWidth , up , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = 1 ; //backEnd.currentEntity->e.shaderTexCoord[0];
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = tcStart ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = backEnd . currentEntity - > e . shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = backEnd . currentEntity - > e . shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = backEnd . currentEntity - > e . shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = backEnd . currentEntity - > e . shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorMA ( end , spanWidth2 , up , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = 0 ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = tcEnd ; //backEnd.currentEntity->e.shaderTexCoord[1];
tess . vertexColors [ tess . numVertexes ] [ 0 ] = backEnd . currentEntity - > e . shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = backEnd . currentEntity - > e . shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = backEnd . currentEntity - > e . shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = backEnd . currentEntity - > e . shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorMA ( end , - spanWidth2 , up , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = 1 ; //backEnd.currentEntity->e.shaderTexCoord[0];
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = tcEnd ; //backEnd.currentEntity->e.shaderTexCoord[1];
tess . vertexColors [ tess . numVertexes ] [ 0 ] = backEnd . currentEntity - > e . shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = backEnd . currentEntity - > e . shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = backEnd . currentEntity - > e . shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = backEnd . currentEntity - > e . shaderRGBA [ 3 ] ;
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 ;
}
//-----------------
// RB_SurfaceLine
//-----------------
void RB_SurfaceLine ( void )
{
refEntity_t * e ;
vec3_t right ;
vec3_t start , end ;
vec3_t v1 , v2 ;
e = & backEnd . currentEntity - > e ;
VectorCopy ( e - > oldorigin , end ) ;
VectorCopy ( e - > origin , start ) ;
// compute side vector
VectorSubtract ( start , backEnd . viewParms . or . origin , v1 ) ;
VectorSubtract ( end , backEnd . viewParms . or . origin , v2 ) ;
CrossProduct ( v1 , v2 , right ) ;
VectorNormalize ( right ) ;
DoLine ( start , end , right , e - > radius ) ;
}
/*
= = = = = = = = = = = = = =
RB_SurfaceCylinder
= = = = = = = = = = = = = =
*/
# define NUM_CYLINDER_SEGMENTS 40
// e->origin holds the bottom point
// e->oldorigin holds the top point
// e->radius holds the radius
// If a cylinder has a tapered end that has a very small radius, the engine converts it to a cone. Not a huge savings, but the texture mapping is slightly better
// and it uses half as many indicies as the cylinder version
//-------------------------------------
static void RB_SurfaceCone ( void )
//-------------------------------------
{
static vec3_t points [ NUM_CYLINDER_SEGMENTS ] ;
vec3_t vr , vu , midpoint ;
vec3_t tapered , base ;
float detail , length ;
int i ;
int segments ;
refEntity_t * e ;
e = & backEnd . currentEntity - > e ;
//Work out the detail level of this cylinder
VectorAdd ( e - > origin , e - > oldorigin , midpoint ) ;
VectorScale ( midpoint , 0.5 , midpoint ) ; // Average start and end
VectorSubtract ( midpoint , backEnd . viewParms . or . origin , midpoint ) ;
length = VectorNormalize ( midpoint ) ;
// this doesn't need to be perfect....just a rough compensation for zoom level is enough
length * = ( backEnd . viewParms . fovX / 90.0f ) ;
detail = 1 - ( ( float ) length / 2048 ) ;
segments = NUM_CYLINDER_SEGMENTS * detail ;
// 3 is the absolute minimum, but the pop between 3-8 is too noticeable
if ( segments < 8 )
{
segments = 8 ;
}
if ( segments > NUM_CYLINDER_SEGMENTS )
{
segments = NUM_CYLINDER_SEGMENTS ;
}
// Get the direction vector
MakeNormalVectors ( e - > axis [ 0 ] , vr , vu ) ;
// we only need to rotate around the larger radius, the smaller radius get's welded
if ( e - > radius < e - > backlerp )
{
VectorScale ( vu , e - > backlerp , vu ) ;
VectorCopy ( e - > origin , base ) ;
VectorCopy ( e - > oldorigin , tapered ) ;
}
else
{
VectorScale ( vu , e - > radius , vu ) ;
VectorCopy ( e - > origin , tapered ) ;
VectorCopy ( e - > oldorigin , base ) ;
}
// Calculate the step around the cylinder
detail = 360.0f / ( float ) segments ;
for ( i = 0 ; i < segments ; i + + )
{
// ring
RotatePointAroundVector ( points [ i ] , e - > axis [ 0 ] , vu , detail * i ) ;
VectorAdd ( points [ i ] , base , points [ i ] ) ;
}
// Calculate the texture coords so the texture can wrap around the whole cylinder
detail = 1.0f / ( float ) segments ;
RB_CHECKOVERFLOW ( 2 * ( segments + 1 ) , 3 * segments ) ; // this isn't 100% accurate
int vbase = tess . numVertexes ;
for ( i = 0 ; i < segments ; i + + )
{
VectorCopy ( points [ i ] , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = detail * i ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 1.0f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
// We could add this vert once, but using the given texture mapping method, we need to generate different texture coordinates
VectorCopy ( tapered , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = detail * i + detail * 0.5f ; // set the texture coordinates to the point half-way between the untapered ends....but on the other end of the texture
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 0.0f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
}
// last point has the same verts as the first, but does not share the same tex coords, so we have to duplicate it
VectorCopy ( points [ 0 ] , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = detail * i ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 1.0f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorCopy ( tapered , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = detail * i + detail * 0.5f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 0.0f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
// do the welding
for ( i = 0 ; i < segments ; i + + )
{
tess . indexes [ tess . numIndexes + + ] = vbase ;
tess . indexes [ tess . numIndexes + + ] = vbase + 1 ;
tess . indexes [ tess . numIndexes + + ] = vbase + 2 ;
vbase + = 2 ;
}
}
//-------------------------------------
static void RB_SurfaceCylinder ( void )
//-------------------------------------
{
static vec3_t lower_points [ NUM_CYLINDER_SEGMENTS ] , upper_points [ NUM_CYLINDER_SEGMENTS ] ;
vec3_t vr , vu , midpoint , v1 ;
float detail , length ;
int i ;
int segments ;
refEntity_t * e ;
e = & backEnd . currentEntity - > e ;
// check for tapering
if ( ! ( e - > radius < 0.3f & & e - > backlerp < 0.3f ) & & ( e - > radius < 0.3f | | e - > backlerp < 0.3f ) )
{
// One end is sufficiently tapered to consider changing it to a cone
RB_SurfaceCone ( ) ;
return ;
}
//Work out the detail level of this cylinder
VectorAdd ( e - > origin , e - > oldorigin , midpoint ) ;
VectorScale ( midpoint , 0.5 , midpoint ) ; // Average start and end
VectorSubtract ( midpoint , backEnd . viewParms . or . origin , midpoint ) ;
length = VectorNormalize ( midpoint ) ;
// this doesn't need to be perfect....just a rough compensation for zoom level is enough
length * = ( backEnd . viewParms . fovX / 90.0f ) ;
detail = 1 - ( ( float ) length / 2048 ) ;
segments = NUM_CYLINDER_SEGMENTS * detail ;
// 3 is the absolute minimum, but the pop between 3-8 is too noticeable
if ( segments < 8 )
{
segments = 8 ;
}
if ( segments > NUM_CYLINDER_SEGMENTS )
{
segments = NUM_CYLINDER_SEGMENTS ;
}
//Get the direction vector
MakeNormalVectors ( e - > axis [ 0 ] , vr , vu ) ;
VectorScale ( vu , e - > radius , v1 ) ; // size1
VectorScale ( vu , e - > backlerp , vu ) ; // size2
// Calculate the step around the cylinder
detail = 360.0f / ( float ) segments ;
for ( i = 0 ; i < segments ; i + + )
{
//Upper ring
RotatePointAroundVector ( upper_points [ i ] , e - > axis [ 0 ] , vu , detail * i ) ;
VectorAdd ( upper_points [ i ] , e - > origin , upper_points [ i ] ) ;
//Lower ring
RotatePointAroundVector ( lower_points [ i ] , e - > axis [ 0 ] , v1 , detail * i ) ;
VectorAdd ( lower_points [ i ] , e - > oldorigin , lower_points [ i ] ) ;
}
// Calculate the texture coords so the texture can wrap around the whole cylinder
detail = 1.0f / ( float ) segments ;
RB_CHECKOVERFLOW ( 2 * ( segments + 1 ) , 6 * segments ) ; // this isn't 100% accurate
int vbase = tess . numVertexes ;
for ( i = 0 ; i < segments ; i + + )
{
VectorCopy ( upper_points [ i ] , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = detail * i ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 1.0f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorCopy ( lower_points [ i ] , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = detail * i ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 0.0f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
}
// last point has the same verts as the first, but does not share the same tex coords, so we have to duplicate it
VectorCopy ( upper_points [ 0 ] , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = detail * i ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 1.0f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorCopy ( lower_points [ 0 ] , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = detail * i ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = 0.0f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
// glue the verts
for ( i = 0 ; i < segments ; i + + )
{
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 ;
vbase + = 2 ;
}
}
static vec3_t sh1 , sh2 ;
static f_count ;
// Up front, we create a random "shape", then apply that to each line segment...and then again to each of those segments...kind of like a fractal
//----------------------------------------------------------------------------
static void CreateShape ( )
//----------------------------------------------------------------------------
{
VectorSet ( sh1 , 0.66f , // + crandom() * 0.1f, // fwd
0.08f + crandom ( ) * 0.02f ,
0.08f + crandom ( ) * 0.02f ) ;
// it seems to look best to have a point on one side of the ideal line, then the other point on the other side.
VectorSet ( sh2 , 0.33f , // + crandom() * 0.1f, // fwd
- sh1 [ 1 ] + crandom ( ) * 0.02f , // forcing point to be on the opposite side of the line -- right
- sh1 [ 2 ] + crandom ( ) * 0.02f ) ; // up
}
//----------------------------------------------------------------------------
static void ApplyShape ( vec3_t start , vec3_t end , vec3_t right , float sradius , float eradius , int count , float startPerc , float endPerc )
//----------------------------------------------------------------------------
{
vec3_t point1 , point2 , fwd ;
vec3_t rt , up ;
float perc , dis ;
if ( count < 1 )
{
// done recursing
DoLine2 ( start , end , right , sradius , eradius , startPerc , endPerc ) ;
return ;
}
CreateShape ( ) ;
VectorSubtract ( end , start , fwd ) ;
dis = VectorNormalize ( fwd ) * 0.7f ;
MakeNormalVectors ( fwd , rt , up ) ;
perc = sh1 [ 0 ] ;
VectorScale ( start , perc , point1 ) ;
VectorMA ( point1 , 1.0f - perc , end , point1 ) ;
VectorMA ( point1 , dis * sh1 [ 1 ] , rt , point1 ) ;
VectorMA ( point1 , dis * sh1 [ 2 ] , up , point1 ) ;
// do a quick and dirty interpolation of the radius at that point
float rads1 , rads2 ;
rads1 = sradius * 0.666f + eradius * 0.333f ;
rads2 = sradius * 0.333f + eradius * 0.666f ;
// recursion
ApplyShape ( start , point1 , right , sradius , rads1 , count - 1 , startPerc , startPerc * 0.666f + endPerc * 0.333f ) ;
perc = sh2 [ 0 ] ;
VectorScale ( start , perc , point2 ) ;
VectorMA ( point2 , 1.0f - perc , end , point2 ) ;
VectorMA ( point2 , dis * sh2 [ 1 ] , rt , point2 ) ;
VectorMA ( point2 , dis * sh2 [ 2 ] , up , point2 ) ;
// recursion
ApplyShape ( point2 , point1 , right , rads1 , rads2 , count - 1 , startPerc * 0.333f + endPerc * 0.666f , startPerc * 0.666f + endPerc * 0.333f ) ;
ApplyShape ( point2 , end , right , rads2 , eradius , count - 1 , startPerc * 0.333f + endPerc * 0.666f , endPerc ) ;
}
//----------------------------------------------------------------------------
static void DoBoltSeg ( vec3_t start , vec3_t end , vec3_t right , float radius )
//----------------------------------------------------------------------------
{
refEntity_t * e ;
vec3_t fwd , old ;
vec3_t cur , off = { 10 , 10 , 10 } ;
vec3_t rt , up ;
vec3_t temp ;
int i ;
float dis , oldPerc = 0.0f , perc , oldRadius , newRadius ;
e = & backEnd . currentEntity - > e ;
VectorSubtract ( end , start , fwd ) ;
dis = VectorNormalize ( fwd ) ;
2013-04-04 18:02:27 +00:00
if ( dis > 2000 ) //freaky long
2013-04-04 14:52:42 +00:00
{
2013-04-04 18:02:27 +00:00
// ri.Printf( PRINT_WARNING, "DoBoltSeg: insane distance.\n" );
dis = 2000 ;
2013-04-04 14:52:42 +00:00
}
MakeNormalVectors ( fwd , rt , up ) ;
VectorCopy ( start , old ) ;
newRadius = oldRadius = radius ;
for ( i = 16 ; i < = dis ; i + = 16 )
{
// because of our large step size, we may not actually draw to the end. In this case, fudge our percent so that we are basically complete
if ( i + 16 > dis )
{
perc = 1.0f ;
}
else
{
// percentage of the amount of line completed
perc = ( float ) i / dis ;
}
// create our level of deviation for this point
VectorScale ( fwd , Q_crandom ( & e - > frame ) * 3.0f , temp ) ; // move less in fwd direction, chaos also does not affect this
VectorMA ( temp , Q_crandom ( & e - > frame ) * 7.0f * e - > angles [ 0 ] , rt , temp ) ; // move more in direction perpendicular to line, angles is really the chaos
VectorMA ( temp , Q_crandom ( & e - > frame ) * 7.0f * e - > angles [ 0 ] , up , temp ) ; // move more in direction perpendicular to line
// track our total level of offset from the ideal line
VectorAdd ( off , temp , off ) ;
// Move from start to end, always adding our current level of offset from the ideal line
// Even though we are adding a random offset.....by nature, we always move from exactly start....to end
VectorAdd ( start , off , cur ) ;
VectorScale ( cur , 1.0f - perc , cur ) ;
VectorMA ( cur , perc , end , cur ) ;
if ( e - > renderfx & RF_TAPERED )
{
// This does pretty close to perfect tapering since apply shape interpolates the old and new as it goes along.
// by using one minus the square, the radius stays fairly constant, then drops off quickly at the very point of the bolt
oldRadius = radius * ( 1.0f - oldPerc * oldPerc ) ;
newRadius = radius * ( 1.0f - perc * perc ) ;
}
// Apply the random shape to our line seg to give it some micro-detail-jaggy-coolness.
ApplyShape ( cur , old , right , newRadius , oldRadius , 2 - r_lodbias - > integer , 0 , 1 ) ;
// randomly split off to create little tendrils, but don't do it too close to the end and especially if we are not even of the forked variety
if ( ( e - > renderfx & RF_FORKED ) & & f_count > 0 & & Q_random ( & e - > frame ) > 0.93f & & ( 1.0f - perc ) > 0.8f )
{
vec3_t newDest ;
f_count - - ;
// Pick a point somewhere between the current point and the final endpoint
VectorAdd ( cur , e - > oldorigin , newDest ) ;
VectorScale ( newDest , 0.5f , newDest ) ;
// And then add some crazy offset
for ( int t = 0 ; t < 3 ; t + + )
{
newDest [ t ] + = Q_crandom ( & e - > frame ) * 80 ;
}
// we could branch off using OLD and NEWDEST, but that would allow multiple forks...whereas, we just want simpler brancing
DoBoltSeg ( cur , newDest , right , newRadius ) ;
}
// Current point along the line becomes our new old attach point
VectorCopy ( cur , old ) ;
oldPerc = perc ;
}
}
//------------------------------------------
static void RB_SurfaceElectricity ( )
//------------------------------------------
{
refEntity_t * e ;
vec3_t right , fwd ;
vec3_t start , end ;
vec3_t v1 , v2 ;
float radius , perc = 1.0f , dis ;
e = & backEnd . currentEntity - > e ;
radius = e - > radius ;
VectorCopy ( e - > origin , start ) ;
VectorSubtract ( e - > oldorigin , start , fwd ) ;
dis = VectorNormalize ( fwd ) ;
// see if we should grow from start to end
if ( e - > renderfx & RF_GROW )
{
perc = 1.0f - ( e - > endTime - tr . refdef . time ) / e - > angles [ 1 ] /*duration*/ ;
if ( perc > 1.0f )
{
perc = 1.0f ;
}
else if ( perc < 0.0f )
{
perc = 0.0f ;
}
}
VectorMA ( start , perc * dis , fwd , e - > oldorigin ) ;
VectorCopy ( e - > oldorigin , end ) ;
// compute side vector
VectorSubtract ( start , backEnd . viewParms . or . origin , v1 ) ;
VectorSubtract ( end , backEnd . viewParms . or . origin , v2 ) ;
CrossProduct ( v1 , v2 , right ) ;
VectorNormalize ( right ) ;
// allow now more than three branches on branch type electricity
f_count = 3 ;
DoBoltSeg ( start , end , right , radius ) ;
}
/*
= = = = = = = = = = = = =
RB_SurfacePolychain
= = = = = = = = = = = = =
*/
/* // we could try to do something similar to this to get better normals into the tess for these types of surfs. As it stands, any shader pass that
// requires a normal ( env map ) will not work properly since the normals seem to essentially be random garbage.
void RB_SurfacePolychain ( srfPoly_t * p ) {
int i ;
int numv ;
vec3_t a , b , normal = { 1 , 0 , 0 } ;
RB_CHECKOVERFLOW ( p - > numVerts , 3 * ( p - > numVerts - 2 ) ) ;
if ( p - > numVerts > = 3 )
{
VectorSubtract ( p - > verts [ 0 ] . xyz , p - > verts [ 1 ] . xyz , a ) ;
VectorSubtract ( p - > verts [ 2 ] . xyz , p - > verts [ 1 ] . xyz , b ) ;
CrossProduct ( a , b , normal ) ;
VectorNormalize ( normal ) ;
}
// 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 [ numv ] [ 0 ] [ 0 ] = p - > verts [ i ] . st [ 0 ] ;
tess . texCoords [ numv ] [ 0 ] [ 1 ] = p - > verts [ i ] . st [ 1 ] ;
VectorCopy ( normal , tess . normal [ numv ] ) ;
* ( int * ) & tess . vertexColors [ numv ] = * ( int * ) p - > verts [ i ] . modulate ;
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 ;
}
*/
void RB_SurfacePolychain ( srfPoly_t * p ) {
int i ;
int numv ;
RB_CHECKOVERFLOW ( p - > numVerts , 3 * ( p - > numVerts - 2 ) ) ;
// 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 [ numv ] [ 0 ] [ 0 ] = p - > verts [ i ] . st [ 0 ] ;
tess . texCoords [ numv ] [ 0 ] [ 1 ] = p - > verts [ i ] . st [ 1 ] ;
* ( int * ) & tess . vertexColors [ numv ] = * ( int * ) p - > verts [ i ] . modulate ;
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 ;
}
inline ulong ComputeFinalVertexColor ( const byte * colors )
{
int k ;
byte result [ 4 ] ;
ulong r , g , b ;
* ( int * ) result = * ( int * ) colors ;
if ( tess . shader - > lightmapIndex [ 0 ] ! = LIGHTMAP_BY_VERTEX | | r_fullbright - > integer | | tr . refdef . doFullbright )
{
result [ 0 ] = 255 ;
result [ 1 ] = 255 ;
result [ 2 ] = 255 ;
return * ( ulong * ) result ;
}
// an optimization could be added here to compute the style[0] (which is always the world normal light)
r = g = b = 0 ;
for ( k = 0 ; k < MAXLIGHTMAPS ; k + + )
{
if ( tess . shader - > styles [ k ] < LS_UNUSED )
{
byte * styleColor = styleColors [ tess . shader - > styles [ k ] ] ;
r + = ( ulong ) ( * colors + + ) * ( ulong ) ( * styleColor + + ) ;
g + = ( ulong ) ( * colors + + ) * ( ulong ) ( * styleColor + + ) ;
b + = ( ulong ) ( * colors + + ) * ( ulong ) ( * styleColor ) ;
colors + + ;
}
else
{
break ;
}
}
result [ 0 ] = Com_Clamp ( 0 , 255 , r > > 8 ) ;
result [ 1 ] = Com_Clamp ( 0 , 255 , g > > 8 ) ;
result [ 2 ] = Com_Clamp ( 0 , 255 , b > > 8 ) ;
return * ( ulong * ) result ;
}
/*
= = = = = = = = = = = = =
RB_SurfaceTriangles
= = = = = = = = = = = = =
*/
void RB_SurfaceTriangles ( srfTriangles_t * srf ) {
int i , k ;
drawVert_t * dv ;
float * xyz , * normal , * texCoords ;
byte * color ;
int dlightBits ;
qboolean needsNormal ;
dlightBits = srf - > dlightBits [ backEnd . smpFrame ] ;
tess . dlightBits | = dlightBits ;
RB_CHECKOVERFLOW ( srf - > numVerts , srf - > numIndexes ) ;
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 ] ;
texCoords = tess . texCoords [ tess . numVertexes ] [ 0 ] ;
color = tess . vertexColors [ tess . numVertexes ] ;
needsNormal = tess . shader - > needsNormal ;
for ( i = 0 ; i < srf - > numVerts ; i + + , dv + + )
{
xyz [ 0 ] = dv - > xyz [ 0 ] ;
xyz [ 1 ] = dv - > xyz [ 1 ] ;
xyz [ 2 ] = dv - > xyz [ 2 ] ;
xyz + = 4 ;
if ( needsNormal ) {
normal [ 0 ] = dv - > normal [ 0 ] ;
normal [ 1 ] = dv - > normal [ 1 ] ;
normal [ 2 ] = dv - > normal [ 2 ] ;
}
normal + = 4 ;
texCoords [ 0 ] = dv - > st [ 0 ] ;
texCoords [ 1 ] = dv - > st [ 1 ] ;
for ( k = 0 ; k < MAXLIGHTMAPS ; k + + )
{
if ( tess . shader - > lightmapIndex [ k ] > = 0 )
{
texCoords [ 2 + ( k * 2 ) ] = dv - > lightmap [ k ] [ 0 ] ;
texCoords [ 2 + ( k * 2 ) + 1 ] = dv - > lightmap [ k ] [ 1 ] ;
}
else
{ // can't have an empty slot in the middle, so we are done
break ;
}
}
texCoords + = NUM_TEX_COORDS * 2 ;
* ( unsigned int * ) color = ComputeFinalVertexColor ( ( byte * ) dv - > color ) ;
color + = 4 ;
}
for ( i = 0 ; i < srf - > numVerts ; i + + ) {
tess . vertexDlightBits [ tess . numVertexes + i ] = dlightBits ;
}
tess . numVertexes + = srf - > numVerts ;
}
/*
= = = = = = = = = = = = = =
RB_SurfaceBeam
= = = = = = = = = = = = = =
*/
void RB_SurfaceBeam ( void )
{
# define NUM_BEAM_SEGS 6
refEntity_t * e ;
int i ;
vec3_t perpvec ;
vec3_t direction , normalized_direction ;
vec3_t start_points [ NUM_BEAM_SEGS ] , end_points [ NUM_BEAM_SEGS ] ;
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 ( start_points [ i ] , normalized_direction , perpvec , ( 360.0 / NUM_BEAM_SEGS ) * i ) ;
// VectorAdd( start_points[i], origin, start_points[i] );
VectorAdd ( start_points [ i ] , direction , end_points [ i ] ) ;
}
GL_Bind ( tr . whiteImage ) ;
GL_State ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ) ;
switch ( e - > skinNum )
{
case 1 : //Green
qglColor3f ( 0 , 1 , 0 ) ;
break ;
case 2 : //Blue
qglColor3f ( 0.5 , 0.5 , 1 ) ;
break ;
case 0 : //red
default :
qglColor3f ( 1 , 0 , 0 ) ;
break ;
}
qglBegin ( GL_TRIANGLE_STRIP ) ;
for ( i = 0 ; i < = NUM_BEAM_SEGS ; i + + ) {
qglVertex3fv ( start_points [ i % NUM_BEAM_SEGS ] ) ;
qglVertex3fv ( end_points [ i % NUM_BEAM_SEGS ] ) ;
}
qglEnd ( ) ;
}
//------------------
// DoSprite
//------------------
static void DoSprite ( vec3_t origin , float radius , float rotation )
{
float s , c ;
float ang ;
vec3_t left , up ;
ang = M_PI * rotation / 180.0f ;
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 . isMirror )
{
VectorSubtract ( vec3_origin , left , left ) ;
}
RB_AddQuadStamp ( origin , left , up , backEnd . currentEntity - > e . shaderRGBA ) ;
}
//------------------
// RB_SurfaceSaber
//------------------
static void RB_SurfaceSaberGlow ( )
{
vec3_t end ;
refEntity_t * e ;
e = & backEnd . currentEntity - > e ;
// Render the glow part of the blade
for ( float i = e - > saberLength ; i > 0 ; i - = e - > radius * 0.65f )
{
VectorMA ( e - > origin , i , e - > axis [ 0 ] , end ) ;
DoSprite ( end , e - > radius , 0.0f ) ; //random() * 360.0f );
e - > radius + = 0.017f ;
}
// Big hilt sprite
// Please don't kill me Pat...I liked the hilt glow blob, but wanted a subtle pulse.:) Feel free to ditch it if you don't like it. --Jeff
// Please don't kill me Jeff... The pulse is good, but now I want the halo bigger if the saber is shorter... --Pat
DoSprite ( e - > origin , 5.5f + random ( ) * 0.25f , 0.0f ) ; //random() * 360.0f );
}
/*
* * LerpMeshVertexes
*/
static void LerpMeshVertexes ( 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 ) ;
}
}
}
/*
= = = = = = = = = = = = =
RB_SurfaceMesh
= = = = = = = = = = = = =
*/
void RB_SurfaceMesh ( md3Surface_t * surface ) {
int j ;
float backlerp ;
int * triangles ;
float * texCoords ;
int indexes ;
int Bob , Doug ;
int numVerts ;
if ( backEnd . currentEntity - > e . oldframe = = backEnd . currentEntity - > e . frame ) {
backlerp = 0 ;
} else {
backlerp = backEnd . currentEntity - > e . backlerp ;
}
RB_CHECKOVERFLOW ( surface - > numVerts , surface - > numTriangles * 3 ) ;
LerpMeshVertexes ( surface , backlerp ) ;
triangles = ( int * ) ( ( byte * ) surface + surface - > ofsTriangles ) ;
indexes = surface - > numTriangles * 3 ;
Bob = tess . numIndexes ;
Doug = tess . numVertexes ;
for ( j = 0 ; j < indexes ; j + + ) {
tess . indexes [ Bob + j ] = Doug + triangles [ j ] ;
}
tess . numIndexes + = indexes ;
texCoords = ( float * ) ( ( byte * ) surface + surface - > ofsSt ) ;
numVerts = surface - > numVerts ;
for ( j = 0 ; j < numVerts ; j + + ) {
tess . texCoords [ Doug + j ] [ 0 ] [ 0 ] = texCoords [ j * 2 + 0 ] ;
tess . texCoords [ Doug + j ] [ 0 ] [ 1 ] = texCoords [ j * 2 + 1 ] ;
// FIXME: fill in lightmapST for completeness?
}
tess . numVertexes + = surface - > numVerts ;
}
/*
= = = = = = = = = = = = = =
RB_SurfaceFace
= = = = = = = = = = = = = =
*/
void RB_SurfaceFace ( srfSurfaceFace_t * surf ) {
int i , k ;
unsigned * indices , * tessIndexes ;
float * v ;
float * normal ;
int ndx ;
int Bob ;
int numPoints ;
int dlightBits ;
RB_CHECKOVERFLOW ( surf - > numPoints , surf - > numIndices ) ;
dlightBits = surf - > dlightBits [ backEnd . smpFrame ] ;
tess . dlightBits | = dlightBits ;
indices = ( unsigned * ) ( ( ( char * ) surf ) + surf - > ofsIndices ) ;
Bob = tess . numVertexes ;
tessIndexes = tess . indexes + tess . numIndexes ;
for ( i = surf - > numIndices - 1 ; i > = 0 ; i - - ) {
tessIndexes [ i ] = indices [ i ] + Bob ;
}
tess . numIndexes + = surf - > numIndices ;
v = surf - > points [ 0 ] ;
ndx = tess . numVertexes ;
numPoints = surf - > numPoints ;
if ( tess . shader - > needsNormal ) {
normal = surf - > plane . normal ;
for ( i = 0 , ndx = tess . numVertexes ; i < numPoints ; i + + , ndx + + ) {
VectorCopy ( normal , tess . normal [ ndx ] ) ;
}
}
for ( i = 0 , v = surf - > points [ 0 ] , ndx = tess . numVertexes ; i < numPoints ; i + + , v + = VERTEXSIZE , ndx + + ) {
VectorCopy ( v , tess . xyz [ ndx ] ) ;
tess . texCoords [ ndx ] [ 0 ] [ 0 ] = v [ 3 ] ;
tess . texCoords [ ndx ] [ 0 ] [ 1 ] = v [ 4 ] ;
for ( k = 0 ; k < MAXLIGHTMAPS ; k + + )
{
if ( tess . shader - > lightmapIndex [ k ] > = 0 )
{
tess . texCoords [ ndx ] [ k + 1 ] [ 0 ] = v [ VERTEX_LM + ( k * 2 ) ] ;
tess . texCoords [ ndx ] [ k + 1 ] [ 1 ] = v [ VERTEX_LM + ( k * 2 ) + 1 ] ;
}
else
{
break ;
}
}
* ( unsigned int * ) & tess . vertexColors [ ndx ] = ComputeFinalVertexColor ( ( byte * ) & v [ VERTEX_COLOR ] ) ;
tess . vertexDlightBits [ ndx ] = dlightBits ;
}
tess . numVertexes + = surf - > numPoints ;
}
static float LodErrorForVolume ( vec3_t local , float radius ) {
vec3_t world ;
float d ;
world [ 0 ] = local [ 0 ] * backEnd . or . axis [ 0 ] [ 0 ] + local [ 1 ] * backEnd . or . axis [ 1 ] [ 0 ] +
local [ 2 ] * backEnd . or . axis [ 2 ] [ 0 ] + backEnd . or . origin [ 0 ] ;
world [ 1 ] = local [ 0 ] * backEnd . or . axis [ 0 ] [ 1 ] + local [ 1 ] * backEnd . or . axis [ 1 ] [ 1 ] +
local [ 2 ] * backEnd . or . axis [ 2 ] [ 1 ] + backEnd . or . origin [ 1 ] ;
world [ 2 ] = local [ 0 ] * backEnd . or . axis [ 0 ] [ 2 ] + local [ 1 ] * backEnd . or . axis [ 1 ] [ 2 ] +
local [ 2 ] * backEnd . or . axis [ 2 ] [ 2 ] + backEnd . or . origin [ 2 ] ;
VectorSubtract ( world , backEnd . viewParms . or . origin , world ) ;
d = DotProduct ( world , backEnd . viewParms . or . axis [ 0 ] ) ;
if ( d < 0 ) {
d = - d ;
}
d - = radius ;
if ( d < 1 ) {
d = 1 ;
}
return r_lodCurveError - > value / d ;
}
/*
= = = = = = = = = = = = =
RB_SurfaceGrid
Just copy the grid of points and triangulate
= = = = = = = = = = = = =
*/
void RB_SurfaceGrid ( srfGridMesh_t * cv ) {
int i , j , k ;
float * xyz ;
float * texCoords ;
float * normal ;
unsigned char * color ;
drawVert_t * dv ;
int rows , irows , vrows ;
int used ;
int widthTable [ MAX_GRID_SIZE ] ;
int heightTable [ MAX_GRID_SIZE ] ;
float lodError ;
int lodWidth , lodHeight ;
int numVertexes ;
int dlightBits ;
int * vDlightBits ;
qboolean needsNormal ;
dlightBits = cv - > dlightBits [ backEnd . smpFrame ] ;
tess . dlightBits | = dlightBits ;
// determine the allowable discrepance
lodError = LodErrorForVolume ( cv - > lodOrigin , cv - > lodRadius ) ;
// determine which rows and columns of the subdivision
// we are actually going to use
widthTable [ 0 ] = 0 ;
lodWidth = 1 ;
for ( i = 1 ; i < cv - > width - 1 ; i + + ) {
if ( cv - > widthLodError [ i ] < = lodError ) {
widthTable [ lodWidth ] = i ;
lodWidth + + ;
}
}
widthTable [ lodWidth ] = cv - > width - 1 ;
lodWidth + + ;
heightTable [ 0 ] = 0 ;
lodHeight = 1 ;
for ( i = 1 ; i < cv - > height - 1 ; i + + ) {
if ( cv - > heightLodError [ i ] < = lodError ) {
heightTable [ lodHeight ] = i ;
lodHeight + + ;
}
}
heightTable [ lodHeight ] = cv - > height - 1 ;
lodHeight + + ;
// very large grids may have more points or indexes than can be fit
// in the tess structure, so we may have to issue it in multiple passes
used = 0 ;
rows = 0 ;
while ( used < lodHeight - 1 ) {
// see how many rows of both verts and indexes we can add without overflowing
do {
vrows = ( SHADER_MAX_VERTEXES - tess . numVertexes ) / lodWidth ;
irows = ( SHADER_MAX_INDEXES - tess . numIndexes ) / ( lodWidth * 6 ) ;
// if we don't have enough space for at least one strip, flush the buffer
if ( vrows < 2 | | irows < 1 ) {
RB_EndSurface ( ) ;
RB_BeginSurface ( tess . shader , tess . fogNum ) ;
} else {
break ;
}
} while ( 1 ) ;
rows = irows ;
if ( vrows < irows + 1 ) {
rows = vrows - 1 ;
}
if ( used + rows > lodHeight ) {
rows = lodHeight - used ;
}
numVertexes = tess . numVertexes ;
xyz = tess . xyz [ numVertexes ] ;
normal = tess . normal [ numVertexes ] ;
texCoords = tess . texCoords [ numVertexes ] [ 0 ] ;
color = ( unsigned char * ) & tess . vertexColors [ numVertexes ] ;
vDlightBits = & tess . vertexDlightBits [ numVertexes ] ;
needsNormal = tess . shader - > needsNormal ;
for ( i = 0 ; i < rows ; i + + ) {
for ( j = 0 ; j < lodWidth ; j + + ) {
dv = cv - > verts + heightTable [ used + i ] * cv - > width
+ widthTable [ j ] ;
xyz [ 0 ] = dv - > xyz [ 0 ] ;
xyz [ 1 ] = dv - > xyz [ 1 ] ;
xyz [ 2 ] = dv - > xyz [ 2 ] ;
xyz + = 4 ;
texCoords [ 0 ] = dv - > st [ 0 ] ;
texCoords [ 1 ] = dv - > st [ 1 ] ;
for ( k = 0 ; k < MAXLIGHTMAPS ; k + + )
{
texCoords [ 2 + ( k * 2 ) ] = dv - > lightmap [ k ] [ 0 ] ;
texCoords [ 2 + ( k * 2 ) + 1 ] = dv - > lightmap [ k ] [ 1 ] ;
}
texCoords + = NUM_TEX_COORDS * 2 ;
if ( needsNormal ) {
normal [ 0 ] = dv - > normal [ 0 ] ;
normal [ 1 ] = dv - > normal [ 1 ] ;
normal [ 2 ] = dv - > normal [ 2 ] ;
}
normal + = 4 ;
* ( unsigned * ) color = ComputeFinalVertexColor ( ( byte * ) dv - > color ) ;
color + = 4 ;
* vDlightBits + + = dlightBits ;
}
}
// 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 ;
}
}
inline void Vector2Set ( vec2_t a , float b , float c )
{
a [ 0 ] = b ;
a [ 1 ] = c ;
}
inline void Vector2Copy ( vec2_t src , vec2_t dst )
{
dst [ 0 ] = src [ 0 ] ;
dst [ 1 ] = src [ 1 ] ;
}
# define LATHE_SEG_STEP 10
# define BEZIER_STEP 0.05f // must be in the range of 0 to 1
// FIXME: This function is horribly expensive
static void RB_SurfaceLathe ( )
{
refEntity_t * e ;
vec2_t pt , oldpt , l_oldpt ;
vec2_t pt2 , oldpt2 , l_oldpt2 ;
float bezierStep , latheStep ;
float temp , mu , mum1 ;
float mum13 , mu3 , group1 , group2 ;
float s , c , d = 1.0f , pain = 0.0f ;
int i , t , vbase ;
e = & backEnd . currentEntity - > e ;
if ( e - > endTime & & e - > endTime > backEnd . refdef . time )
{
d = 1.0f - ( e - > endTime - backEnd . refdef . time ) / 1000.0f ;
}
if ( e - > frame & & e - > frame + 1000 > backEnd . refdef . time )
{
pain = ( backEnd . refdef . time - e - > frame ) / 1000.0f ;
// pain *= pain;
pain = ( 1.0f - pain ) * 0.08f ;
}
Vector2Set ( l_oldpt , e - > axis [ 0 ] [ 0 ] , e - > axis [ 0 ] [ 1 ] ) ;
// do scalability stuff...r_lodbias 0-3
int lod = r_lodbias - > integer + 1 ;
if ( lod > 4 )
{
lod = 4 ;
}
bezierStep = BEZIER_STEP * lod ;
latheStep = LATHE_SEG_STEP * lod ;
// Do bezier profile strip, then lathe this around to make a 3d model
for ( mu = 0.0f ; mu < = 1.01f * d ; mu + = bezierStep )
{
// Four point curve
mum1 = 1 - mu ;
mum13 = mum1 * mum1 * mum1 ;
mu3 = mu * mu * mu ;
group1 = 3 * mu * mum1 * mum1 ;
group2 = 3 * mu * mu * mum1 ;
// Calc the current point on the curve
for ( i = 0 ; i < 2 ; i + + )
{
l_oldpt2 [ i ] = mum13 * e - > axis [ 0 ] [ i ] + group1 * e - > axis [ 1 ] [ i ] + group2 * e - > axis [ 2 ] [ i ] + mu3 * e - > oldorigin [ i ] ;
}
Vector2Set ( oldpt , l_oldpt [ 0 ] , 0 ) ;
Vector2Set ( oldpt2 , l_oldpt2 [ 0 ] , 0 ) ;
// lathe patch section around in a complete circle
for ( t = latheStep ; t < = 360 ; t + = latheStep )
{
Vector2Set ( pt , l_oldpt [ 0 ] , 0 ) ;
Vector2Set ( pt2 , l_oldpt2 [ 0 ] , 0 ) ;
s = sin ( DEG2RAD ( t ) ) ;
c = cos ( DEG2RAD ( t ) ) ;
// rotate lathe points
//c -s 0
//s c 0
//0 0 1
temp = c * pt [ 0 ] - s * pt [ 1 ] ;
pt [ 1 ] = s * pt [ 0 ] + c * pt [ 1 ] ;
pt [ 0 ] = temp ;
temp = c * pt2 [ 0 ] - s * pt2 [ 1 ] ;
pt2 [ 1 ] = s * pt2 [ 0 ] + c * pt2 [ 1 ] ;
pt2 [ 0 ] = temp ;
RB_CHECKOVERFLOW ( 4 , 6 ) ;
vbase = tess . numVertexes ;
// Actually generate the necessary verts
VectorSet ( tess . normal [ tess . numVertexes ] , oldpt [ 0 ] , oldpt [ 1 ] , l_oldpt [ 1 ] ) ;
VectorAdd ( e - > origin , tess . normal [ tess . numVertexes ] , tess . xyz [ tess . numVertexes ] ) ;
VectorNormalize ( tess . normal [ tess . numVertexes ] ) ;
i = oldpt [ 0 ] * 0.1f + oldpt [ 1 ] * 0.1f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = ( t - latheStep ) / 360.0f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = mu - bezierStep + cos ( i + backEnd . refdef . floatTime ) * pain ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorSet ( tess . normal [ tess . numVertexes ] , oldpt2 [ 0 ] , oldpt2 [ 1 ] , l_oldpt2 [ 1 ] ) ;
VectorAdd ( e - > origin , tess . normal [ tess . numVertexes ] , tess . xyz [ tess . numVertexes ] ) ;
VectorNormalize ( tess . normal [ tess . numVertexes ] ) ;
i = oldpt2 [ 0 ] * 0.1f + oldpt2 [ 1 ] * 0.1f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = ( t - latheStep ) / 360.0f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = mu + cos ( i + backEnd . refdef . floatTime ) * pain ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorSet ( tess . normal [ tess . numVertexes ] , pt [ 0 ] , pt [ 1 ] , l_oldpt [ 1 ] ) ;
VectorAdd ( e - > origin , tess . normal [ tess . numVertexes ] , tess . xyz [ tess . numVertexes ] ) ;
VectorNormalize ( tess . normal [ tess . numVertexes ] ) ;
i = pt [ 0 ] * 0.1f + pt [ 1 ] * 0.1f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = t / 360.0f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = mu - bezierStep + cos ( i + backEnd . refdef . floatTime ) * pain ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorSet ( tess . normal [ tess . numVertexes ] , pt2 [ 0 ] , pt2 [ 1 ] , l_oldpt2 [ 1 ] ) ;
VectorAdd ( e - > origin , tess . normal [ tess . numVertexes ] , tess . xyz [ tess . numVertexes ] ) ;
VectorNormalize ( tess . normal [ tess . numVertexes ] ) ;
i = pt2 [ 0 ] * 0.1f + pt2 [ 1 ] * 0.1f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = t / 360.0f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = mu + cos ( i + backEnd . refdef . floatTime ) * pain ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] = e - > shaderRGBA [ 0 ] ;
tess . vertexColors [ tess . numVertexes ] [ 1 ] = e - > shaderRGBA [ 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 2 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
tess . indexes [ tess . numIndexes + + ] = vbase ;
tess . indexes [ tess . numIndexes + + ] = vbase + 1 ;
tess . indexes [ tess . numIndexes + + ] = vbase + 3 ;
tess . indexes [ tess . numIndexes + + ] = vbase + 3 ;
tess . indexes [ tess . numIndexes + + ] = vbase + 2 ;
tess . indexes [ tess . numIndexes + + ] = vbase ;
// Shuffle new points to old
Vector2Copy ( pt , oldpt ) ;
Vector2Copy ( pt2 , oldpt2 ) ;
}
// shuffle lathe points
Vector2Copy ( l_oldpt2 , l_oldpt ) ;
}
}
# define DISK_DEF 4
# define TUBE_DEF 6
static void RB_SurfaceClouds ( )
{
// Disk definition
float diskStripDef [ DISK_DEF ] = {
0.0f ,
0.4f ,
0.7f ,
1.0f } ;
float diskAlphaDef [ DISK_DEF ] = {
1.0f ,
1.0f ,
0.4f ,
0.0f } ;
float diskCurveDef [ DISK_DEF ] = {
0.0f ,
0.0f ,
0.008f ,
0.02f } ;
// tube definition
float tubeStripDef [ TUBE_DEF ] = {
0.0f ,
0.05f ,
0.1f ,
0.5f ,
0.7f ,
1.0f } ;
float tubeAlphaDef [ TUBE_DEF ] = {
0.0f ,
0.45f ,
1.0f ,
1.0f ,
0.45f ,
0.0f } ;
float tubeCurveDef [ TUBE_DEF ] = {
0.0f ,
0.004f ,
0.006f ,
0.01f ,
0.006f ,
0.0f } ;
refEntity_t * e ;
vec3_t pt , oldpt ;
vec3_t pt2 , oldpt2 ;
float latheStep = 30.0f ;
float s , c , temp ;
float * stripDef , * alphaDef , * curveDef , ct ;
int i , t , vbase ;
e = & backEnd . currentEntity - > e ;
// select which type we shall be doing
if ( e - > renderfx & RF_GROW ) // doing tube type
{
ct = TUBE_DEF ;
stripDef = tubeStripDef ;
alphaDef = tubeAlphaDef ;
curveDef = tubeCurveDef ;
e - > backlerp * = - 1 ; // needs to be reversed
}
else
{
ct = DISK_DEF ;
stripDef = diskStripDef ;
alphaDef = diskAlphaDef ;
curveDef = diskCurveDef ;
}
// do the strip def, then lathe this around to make a 3d model
for ( i = 0 ; i < ct - 1 ; i + + )
{
VectorSet ( oldpt , ( stripDef [ i ] * ( e - > radius - e - > rotation ) ) + e - > rotation , 0 , curveDef [ i ] * e - > radius * e - > backlerp ) ;
VectorSet ( oldpt2 , ( stripDef [ i + 1 ] * ( e - > radius - e - > rotation ) ) + e - > rotation , 0 , curveDef [ i + 1 ] * e - > radius * e - > backlerp ) ;
// lathe section around in a complete circle
for ( t = latheStep ; t < = 360 ; t + = latheStep )
{
// rotate every time except last seg
if ( t < 360.0f )
{
VectorCopy ( oldpt , pt ) ;
VectorCopy ( oldpt2 , pt2 ) ;
s = sin ( DEG2RAD ( latheStep ) ) ;
c = cos ( DEG2RAD ( latheStep ) ) ;
// rotate lathe points
temp = c * pt [ 0 ] - s * pt [ 1 ] ; // c -s 0
pt [ 1 ] = s * pt [ 0 ] + c * pt [ 1 ] ; // s c 0
pt [ 0 ] = temp ; // 0 0 1
temp = c * pt2 [ 0 ] - s * pt2 [ 1 ] ; // c -s 0
pt2 [ 1 ] = s * pt2 [ 0 ] + c * pt2 [ 1 ] ; // s c 0
pt2 [ 0 ] = temp ; // 0 0 1
}
else
{
// just glue directly to the def points.
VectorSet ( pt , ( stripDef [ i ] * ( e - > radius - e - > rotation ) ) + e - > rotation , 0 , curveDef [ i ] * e - > radius * e - > backlerp ) ;
VectorSet ( pt2 , ( stripDef [ i + 1 ] * ( e - > radius - e - > rotation ) ) + e - > rotation , 0 , curveDef [ i + 1 ] * e - > radius * e - > backlerp ) ;
}
RB_CHECKOVERFLOW ( 4 , 6 ) ;
vbase = tess . numVertexes ;
// Actually generate the necessary verts
VectorAdd ( e - > origin , oldpt , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = tess . xyz [ tess . numVertexes ] [ 0 ] * 0.1f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = tess . xyz [ tess . numVertexes ] [ 1 ] * 0.1f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] =
tess . vertexColors [ tess . numVertexes ] [ 1 ] =
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 0 ] * alphaDef [ i ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorAdd ( e - > origin , oldpt2 , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = tess . xyz [ tess . numVertexes ] [ 0 ] * 0.1f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = tess . xyz [ tess . numVertexes ] [ 1 ] * 0.1f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] =
tess . vertexColors [ tess . numVertexes ] [ 1 ] =
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 0 ] * alphaDef [ i + 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorAdd ( e - > origin , pt , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = tess . xyz [ tess . numVertexes ] [ 0 ] * 0.1f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = tess . xyz [ tess . numVertexes ] [ 1 ] * 0.1f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] =
tess . vertexColors [ tess . numVertexes ] [ 1 ] =
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 0 ] * alphaDef [ i ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
VectorAdd ( e - > origin , pt2 , tess . xyz [ tess . numVertexes ] ) ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 0 ] = tess . xyz [ tess . numVertexes ] [ 0 ] * 0.1f ;
tess . texCoords [ tess . numVertexes ] [ 0 ] [ 1 ] = tess . xyz [ tess . numVertexes ] [ 1 ] * 0.1f ;
tess . vertexColors [ tess . numVertexes ] [ 0 ] =
tess . vertexColors [ tess . numVertexes ] [ 1 ] =
tess . vertexColors [ tess . numVertexes ] [ 2 ] = e - > shaderRGBA [ 0 ] * alphaDef [ i + 1 ] ;
tess . vertexColors [ tess . numVertexes ] [ 3 ] = e - > shaderRGBA [ 3 ] ;
tess . numVertexes + + ;
tess . indexes [ tess . numIndexes + + ] = vbase ;
tess . indexes [ tess . numIndexes + + ] = vbase + 1 ;
tess . indexes [ tess . numIndexes + + ] = vbase + 3 ;
tess . indexes [ tess . numIndexes + + ] = vbase + 3 ;
tess . indexes [ tess . numIndexes + + ] = vbase + 2 ;
tess . indexes [ tess . numIndexes + + ] = vbase ;
// Shuffle new points to old
Vector2Copy ( pt , oldpt ) ;
Vector2Copy ( pt2 , oldpt2 ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
NULL MODEL
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = = = = =
RB_SurfaceAxis
Draws x / y / z lines from the origin for orientation debugging
= = = = = = = = = = = = = = = = = = =
*/
void RB_SurfaceAxis ( void ) {
GL_Bind ( tr . whiteImage ) ;
qglLineWidth ( 3 ) ;
qglBegin ( GL_LINES ) ;
qglColor3f ( 1 , 0 , 0 ) ;
qglVertex3f ( 0 , 0 , 0 ) ;
qglVertex3f ( 16 , 0 , 0 ) ;
qglColor3f ( 0 , 1 , 0 ) ;
qglVertex3f ( 0 , 0 , 0 ) ;
qglVertex3f ( 0 , 16 , 0 ) ;
qglColor3f ( 0 , 0 , 1 ) ;
qglVertex3f ( 0 , 0 , 0 ) ;
qglVertex3f ( 0 , 0 , 16 ) ;
qglEnd ( ) ;
qglLineWidth ( 1 ) ;
}
//===========================================================================
/*
= = = = = = = = = = = = = = = = = = = =
RB_SurfaceEntity
Entities that have a single procedurally generated surface
= = = = = = = = = = = = = = = = = = = =
*/
void RB_SurfaceEntity ( surfaceType_t * surfType ) {
switch ( backEnd . currentEntity - > e . reType ) {
case RT_SPRITE :
RB_SurfaceSprite ( ) ;
break ;
case RT_ORIENTED_QUAD :
RB_SurfaceOrientedQuad ( ) ;
break ;
case RT_LINE :
RB_SurfaceLine ( ) ;
break ;
case RT_ELECTRICITY :
RB_SurfaceElectricity ( ) ;
break ;
case RT_BEAM :
RB_SurfaceBeam ( ) ;
break ;
case RT_SABER_GLOW :
RB_SurfaceSaberGlow ( ) ;
break ;
case RT_CYLINDER :
RB_SurfaceCylinder ( ) ;
break ;
case RT_LATHE :
RB_SurfaceLathe ( ) ;
break ;
case RT_CLOUDS :
RB_SurfaceClouds ( ) ;
break ;
default :
RB_SurfaceAxis ( ) ;
break ;
}
return ;
}
void RB_SurfaceBad ( surfaceType_t * surfType ) {
ri . Printf ( PRINT_ALL , " Bad surface tesselated. \n " ) ;
}
/*
= = = = = = = = = = = = = = = = = =
RB_TestZFlare
This is called at surface tesselation time
= = = = = = = = = = = = = = = = = =
*/
qboolean RB_TestZFlare ( vec3_t point , vec3_t color , vec3_t normal ) {
int i ;
vec4_t eye , clip , normalized , window ;
// if the point is off the screen, don't bother adding it
// calculate screen coordinates and depth
R_TransformModelToClip ( point , backEnd . or . modelMatrix ,
backEnd . viewParms . projectionMatrix , eye , clip ) ;
// check to see if the point is completely off screen
for ( i = 0 ; i < 3 ; i + + ) {
if ( clip [ i ] > = clip [ 3 ] | | clip [ i ] < = - clip [ 3 ] ) {
return qfalse ;
}
}
R_TransformClipToWindow ( clip , & backEnd . viewParms , normalized , window ) ;
if ( window [ 0 ] < 0 | | window [ 0 ] > = backEnd . viewParms . viewportWidth
| | window [ 1 ] < 0 | | window [ 1 ] > = backEnd . viewParms . viewportHeight ) {
return qfalse ; // shouldn't happen, since we check the clip[] above, except for FP rounding
}
//do test
float depth ;
qboolean visible ;
float screenZ ;
// doing a readpixels is as good as doing a glFinish(), so
// don't bother with another sync
glState . finishCalled = qfalse ;
// read back the z buffer contents
qglReadPixels ( backEnd . viewParms . viewportX + window [ 0 ] , backEnd . viewParms . viewportY + window [ 1 ] , 1 , 1 , GL_DEPTH_COMPONENT , GL_FLOAT , & depth ) ;
screenZ = backEnd . viewParms . projectionMatrix [ 14 ] /
( ( 2 * depth - 1 ) * backEnd . viewParms . projectionMatrix [ 11 ] - backEnd . viewParms . projectionMatrix [ 10 ] ) ;
visible = ( - eye [ 2 ] - - screenZ ) < 24 ;
return visible ;
}
void RB_SurfaceFlare ( srfFlare_t * surf ) {
vec3_t left , up ;
float radius ;
byte color [ 4 ] ;
vec3_t dir ;
vec3_t origin ;
float d ;
if ( ! r_flares - > integer ) {
return ;
}
if ( r_flares - > integer = = 1 ) { //gonna do the z-test
if ( ! RB_TestZFlare ( surf - > origin , surf - > color , surf - > normal ) )
return ;
}
// calculate the xyz locations for the four corners
radius = r_flareSize - > value ;
VectorScale ( backEnd . viewParms . or . axis [ 1 ] , radius , left ) ;
VectorScale ( backEnd . viewParms . or . axis [ 2 ] , radius , up ) ;
if ( backEnd . viewParms . isMirror ) {
VectorSubtract ( vec3_origin , left , left ) ;
}
VectorMA ( surf - > origin , 3 , surf - > normal , origin ) ;
VectorSubtract ( origin , backEnd . viewParms . or . origin , dir ) ;
VectorNormalize ( dir ) ;
d = - DotProduct ( dir , surf - > normal ) ;
if ( d < 0 ) {
return ;
}
color [ 0 ] = surf - > color [ 0 ] * 255 ;
color [ 1 ] = surf - > color [ 1 ] * 255 ;
color [ 2 ] = surf - > color [ 2 ] * 255 ;
color [ 3 ] = 255 ;
// fade the intensity of the flare down as the
// light surface turns away from the viewer
color [ 0 ] * = d ;
color [ 1 ] * = d ;
color [ 2 ] * = d ;
RB_AddQuadStamp ( origin , left , up , color ) ;
}
void RB_SurfaceDisplayList ( srfDisplayList_t * surf ) {
// all apropriate state must be set in RB_BeginSurface
// this isn't implemented yet...
qglCallList ( surf - > listNum ) ;
}
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_SurfaceAnim , // SF_MD4,
/*
Ghoul2 Insert Start
*/
( void ( * ) ( void * ) ) RB_SurfaceGhoul , // SF_MDX,
/*
Ghoul2 Insert End
*/
( void ( * ) ( void * ) ) RB_SurfaceFlare , // SF_FLARE,
( void ( * ) ( void * ) ) RB_SurfaceEntity , // SF_ENTITY
( void ( * ) ( void * ) ) RB_SurfaceDisplayList // SF_DISPLAY_LIST
} ;