// tr_mesh.c: triangle model functions #include "tr_local.h" float ProjectRadius( float r, vec3_t location ) { float pr; float dist; float c; vec3_t p; float projected[4]; c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin ); dist = DotProduct( tr.viewParms.or.axis[0], location ) - c; if ( dist <= 0 ) return 0; p[0] = 0; p[1] = fabs( r ); p[2] = -dist; projected[0] = p[0] * tr.viewParms.projectionMatrix[0] + p[1] * tr.viewParms.projectionMatrix[4] + p[2] * tr.viewParms.projectionMatrix[8] + tr.viewParms.projectionMatrix[12]; projected[1] = p[0] * tr.viewParms.projectionMatrix[1] + p[1] * tr.viewParms.projectionMatrix[5] + p[2] * tr.viewParms.projectionMatrix[9] + tr.viewParms.projectionMatrix[13]; projected[2] = p[0] * tr.viewParms.projectionMatrix[2] + p[1] * tr.viewParms.projectionMatrix[6] + p[2] * tr.viewParms.projectionMatrix[10] + tr.viewParms.projectionMatrix[14]; projected[3] = p[0] * tr.viewParms.projectionMatrix[3] + p[1] * tr.viewParms.projectionMatrix[7] + p[2] * tr.viewParms.projectionMatrix[11] + tr.viewParms.projectionMatrix[15]; pr = projected[1] / projected[3]; if ( pr > 1.0f ) pr = 1.0f; return pr; } /* ============= R_CullModel ============= */ static int R_CullModel( md3Header_t *header, trRefEntity_t *ent ) { vec3_t bounds[2]; md3Frame_t *oldFrame, *newFrame; int i; // compute frame pointers newFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame; oldFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.oldframe; // cull bounding sphere ONLY if this is not an upscaled entity if ( !ent->e.nonNormalizedAxes ) { if ( ent->e.frame == ent->e.oldframe ) { switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) ) { case CULL_OUT: tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; case CULL_IN: tr.pc.c_sphere_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_sphere_cull_md3_clip++; break; } } else { int sphereCull, sphereCullB; sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ); if ( newFrame == oldFrame ) { sphereCullB = sphereCull; } else { sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius ); } if ( sphereCull == sphereCullB ) { if ( sphereCull == CULL_OUT ) { tr.pc.c_sphere_cull_md3_out++; return CULL_OUT; } else if ( sphereCull == CULL_IN ) { tr.pc.c_sphere_cull_md3_in++; return CULL_IN; } else { tr.pc.c_sphere_cull_md3_clip++; } } } } // calculate a bounding box in the current coordinate system for (i = 0 ; i < 3 ; i++) { bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i]; bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i]; } switch ( R_CullLocalBox( bounds ) ) { case CULL_IN: tr.pc.c_box_cull_md3_in++; return CULL_IN; case CULL_CLIP: tr.pc.c_box_cull_md3_clip++; return CULL_CLIP; case CULL_OUT: default: tr.pc.c_box_cull_md3_out++; return CULL_OUT; } } /* ================= R_ComputeLOD ================= */ int R_ComputeLOD( trRefEntity_t *ent ) { float radius; float flod, lodscale; float projectedRadius; md3Frame_t *frame; int lod; if ( tr.currentModel->numLods < 2 ) { // model has only 1 LOD level, skip computations and bias lod = 0; } else { // multiple LODs exist, so compute projected bounding sphere // and use that as a criteria for selecting LOD frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames ); frame += ent->e.frame; radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] ); if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 ) { lodscale = r_lodscale->value; if (lodscale > 20) lodscale = 20; flod = 1.0f - projectedRadius * lodscale; } else { // object intersects near view plane, e.g. view weapon flod = 0; } flod *= tr.currentModel->numLods; lod = myftol( flod ); if ( lod < 0 ) { lod = 0; } else if ( lod >= tr.currentModel->numLods ) { lod = tr.currentModel->numLods - 1; } } lod += r_lodbias->integer; if ( lod >= tr.currentModel->numLods ) lod = tr.currentModel->numLods - 1; if ( lod < 0 ) lod = 0; return lod; } /* ================= R_ComputeFogNum ================= */ int R_ComputeFogNum( md3Header_t *header, trRefEntity_t *ent ) { int i, j; fog_t *fog; md3Frame_t *md3Frame; vec3_t localOrigin; if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) { return 0; } // FIXME: non-normalized axis issues md3Frame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame; VectorAdd( ent->e.origin, md3Frame->localOrigin, localOrigin ); for ( i = 1 ; i < tr.world->numfogs ; i++ ) { fog = &tr.world->fogs[i]; for ( j = 0 ; j < 3 ; j++ ) { if ( localOrigin[j] - md3Frame->radius >= fog->bounds[1][j] ) { break; } if ( localOrigin[j] + md3Frame->radius <= fog->bounds[0][j] ) { break; } } if ( j == 3 ) { return i; } } return 0; } /* ================= R_AddMD3Surfaces ================= */ void R_AddMD3Surfaces( trRefEntity_t *ent ) { int i; md3Header_t *header = 0; md3Surface_t *surface = 0; md3Shader_t *md3Shader = 0; shader_t *shader = 0; int cull; int lod; int fogNum; qboolean personalModel; // don't add third_person objects if not in a portal personalModel = (qboolean)((ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal); if ( ent->e.renderfx & RF_WRAP_FRAMES ) { ent->e.frame %= tr.currentModel->md3[0]->numFrames; ent->e.oldframe %= tr.currentModel->md3[0]->numFrames; } // // Validate the frames so there is no chance of a crash. // This will write directly into the entity structure, so // when the surfaces are rendered, they don't need to be // range checked again. // if ( (ent->e.frame >= tr.currentModel->md3[0]->numFrames) || (ent->e.frame < 0) || (ent->e.oldframe >= tr.currentModel->md3[0]->numFrames) || (ent->e.oldframe < 0) ) { ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n", ent->e.oldframe, ent->e.frame, tr.currentModel->name ); ent->e.frame = 0; ent->e.oldframe = 0; } // // compute LOD // lod = R_ComputeLOD( ent ); header = tr.currentModel->md3[lod]; // // cull the entire model if merged bounding box of both frames // is outside the view frustum. // cull = R_CullModel ( header, ent ); if ( cull == CULL_OUT ) { return; } // // set up lighting now that we know we aren't culled // if ( !personalModel || r_shadows->integer > 1 ) { R_SetupEntityLighting( &tr.refdef, ent ); } // // see if we are in a fog volume // fogNum = R_ComputeFogNum( header, ent ); // // draw all surfaces // surface = (md3Surface_t *)( (byte *)header + header->ofsSurfaces ); for ( i = 0 ; i < header->numSurfaces ; i++ ) { if ( ent->e.customShader ) { shader = R_GetShaderByHandle( ent->e.customShader ); } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) { skin_t *skin; int j; skin = R_GetSkinByHandle( ent->e.customSkin ); // match the surface name to something in the skin file shader = tr.defaultShader; for ( j = 0 ; j < skin->numSurfaces ; j++ ) { // the names have both been lowercased if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) { shader = skin->surfaces[j]->shader; break; } } if (shader == tr.defaultShader) { ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name); } else if (shader->defaultShader) { ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name); } } else if ( surface->numShaders <= 0 ) { shader = tr.defaultShader; } else { md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders ); md3Shader += ent->e.skinNum % surface->numShaders; shader = tr.shaders[ md3Shader->shaderIndex ]; } // we will add shadows even if the main object isn't visible in the view // stencil shadows can't do personal models unless I polyhedron clip if ( !personalModel && r_shadows->integer == 2 && fogNum == 0 && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) ) && shader->sort == SS_OPAQUE ) { R_AddDrawSurf( (surfaceType_t *)surface, tr.shadowShader, 0, qfalse ); } // projection shadows work fine with personal models if ( r_shadows->integer == 3 && fogNum == 0 && (ent->e.renderfx & RF_SHADOW_PLANE ) && shader->sort == SS_OPAQUE ) { R_AddDrawSurf( (surfaceType_t *)surface, tr.projectionShadowShader, 0, qfalse ); } // don't add third_person objects if not viewing through a portal if ( !personalModel ) { R_AddDrawSurf( (surfaceType_t *)surface, shader, fogNum, qfalse ); } surface = (md3Surface_t *)( (byte *)surface + surface->ofsEnd ); } }