Removing the old unused gl1 renderer - phase 1

This commit is contained in:
Simon 2022-03-30 21:57:33 +01:00
parent 8a23a596ef
commit 5f7755b219
27 changed files with 132 additions and 24794 deletions

338
Makefile
View file

@ -250,8 +250,7 @@ BR=$(BUILD_DIR)/release-$(PLATFORM)-$(ARCH)
CDIR=$(MOUNT_DIR)/client
SDIR=$(MOUNT_DIR)/server
RCOMMONDIR=$(MOUNT_DIR)/renderercommon
RGL1DIR=$(MOUNT_DIR)/renderergl1
RGL2DIR=$(MOUNT_DIR)/renderergl2
RGL2DIR=$(MOUNT_DIR)/renderergles3
CMDIR=$(MOUNT_DIR)/qcommon
SDLDIR=$(MOUNT_DIR)/sdl
ANDROIDDIR=$(MOUNT_DIR)/android
@ -1043,12 +1042,10 @@ endif
ifneq ($(BUILD_CLIENT),0)
ifneq ($(USE_RENDERER_DLOPEN),0)
TARGETS += $(B)/$(CLIENTBIN)$(FULLBINEXT) $(B)/$(LIBPREFIX)renderer_opengl1_$(SHLIBNAME)
ifneq ($(BUILD_RENDERER_OPENGL2),0)
TARGETS += $(B)/$(LIBPREFIX)renderer_opengl2_$(SHLIBNAME)
endif
else
TARGETS += $(B)/$(CLIENTBIN)$(FULLBINEXT)
ifneq ($(BUILD_RENDERER_OPENGL2),0)
TARGETS += $(B)/$(CLIENTBIN)_opengl2$(FULLBINEXT)
endif
@ -1475,9 +1472,8 @@ makedirs:
@$(MKDIR) $(B)/autoupdater
@$(MKDIR) $(B)/client/opus
@$(MKDIR) $(B)/client/vorbis
@$(MKDIR) $(B)/renderergl1
@$(MKDIR) $(B)/renderergl2
@$(MKDIR) $(B)/renderergl2/glsl
@$(MKDIR) $(B)/renderergles3
@$(MKDIR) $(B)/renderergles3/glsl
@$(MKDIR) $(B)/ded
@$(MKDIR) $(B)/$(BASEGAME)/android
@$(MKDIR) $(B)/$(BASEGAME)/cgame
@ -1829,174 +1825,133 @@ else
endif
Q3R2OBJ = \
$(B)/renderergl2/tr_animation.o \
$(B)/renderergl2/tr_backend.o \
$(B)/renderergl2/tr_bsp.o \
$(B)/renderergl2/tr_cmds.o \
$(B)/renderergl2/tr_curve.o \
$(B)/renderergl2/tr_dsa.o \
$(B)/renderergl2/tr_extramath.o \
$(B)/renderergl2/tr_extensions.o \
$(B)/renderergl2/tr_fbo.o \
$(B)/renderergl2/tr_flares.o \
$(B)/renderergl2/tr_font.o \
$(B)/renderergl2/tr_glsl.o \
$(B)/renderergl2/tr_image.o \
$(B)/renderergl2/tr_image_bmp.o \
$(B)/renderergl2/tr_image_jpg.o \
$(B)/renderergl2/tr_image_pcx.o \
$(B)/renderergl2/tr_image_png.o \
$(B)/renderergl2/tr_image_tga.o \
$(B)/renderergl2/tr_image_dds.o \
$(B)/renderergl2/tr_init.o \
$(B)/renderergl2/tr_light.o \
$(B)/renderergl2/tr_main.o \
$(B)/renderergl2/tr_marks.o \
$(B)/renderergl2/tr_mesh.o \
$(B)/renderergl2/tr_model.o \
$(B)/renderergl2/tr_model_iqm.o \
$(B)/renderergl2/tr_noise.o \
$(B)/renderergl2/tr_postprocess.o \
$(B)/renderergl2/tr_scene.o \
$(B)/renderergl2/tr_shade.o \
$(B)/renderergl2/tr_shade_calc.o \
$(B)/renderergl2/tr_shader.o \
$(B)/renderergl2/tr_shadows.o \
$(B)/renderergl2/tr_sky.o \
$(B)/renderergl2/tr_surface.o \
$(B)/renderergl2/tr_vbo.o \
$(B)/renderergl2/tr_world.o \
\
$(B)/renderergl1/sdl_gamma.o \
$(B)/renderergl1/sdl_glimp.o
$(B)/renderergles3/tr_animation.o \
$(B)/renderergles3/tr_backend.o \
$(B)/renderergles3/tr_bsp.o \
$(B)/renderergles3/tr_cmds.o \
$(B)/renderergles3/tr_curve.o \
$(B)/renderergles3/tr_dsa.o \
$(B)/renderergles3/tr_extramath.o \
$(B)/renderergles3/tr_extensions.o \
$(B)/renderergles3/tr_fbo.o \
$(B)/renderergles3/tr_flares.o \
$(B)/renderergles3/tr_font.o \
$(B)/renderergles3/tr_glsl.o \
$(B)/renderergles3/tr_image.o \
$(B)/renderergles3/tr_image_bmp.o \
$(B)/renderergles3/tr_image_jpg.o \
$(B)/renderergles3/tr_image_pcx.o \
$(B)/renderergles3/tr_image_png.o \
$(B)/renderergles3/tr_image_tga.o \
$(B)/renderergles3/tr_image_dds.o \
$(B)/renderergles3/tr_init.o \
$(B)/renderergles3/tr_light.o \
$(B)/renderergles3/tr_main.o \
$(B)/renderergles3/tr_marks.o \
$(B)/renderergles3/tr_mesh.o \
$(B)/renderergles3/tr_model.o \
$(B)/renderergles3/tr_model_iqm.o \
$(B)/renderergles3/tr_noise.o \
$(B)/renderergles3/tr_postprocess.o \
$(B)/renderergles3/tr_scene.o \
$(B)/renderergles3/tr_shade.o \
$(B)/renderergles3/tr_shade_calc.o \
$(B)/renderergles3/tr_shader.o \
$(B)/renderergles3/tr_shadows.o \
$(B)/renderergles3/tr_sky.o \
$(B)/renderergles3/tr_surface.o \
$(B)/renderergles3/tr_vbo.o \
$(B)/renderergles3/tr_world.o \
$(B)/renderergles3/sdl_gamma.o \
$(B)/renderergles3/sdl_glimp.o
Q3R2STRINGOBJ = \
$(B)/renderergl2/glsl/bokeh_fp.o \
$(B)/renderergl2/glsl/bokeh_vp.o \
$(B)/renderergl2/glsl/calclevels4x_fp.o \
$(B)/renderergl2/glsl/calclevels4x_vp.o \
$(B)/renderergl2/glsl/depthblur_fp.o \
$(B)/renderergl2/glsl/depthblur_vp.o \
$(B)/renderergl2/glsl/dlight_fp.o \
$(B)/renderergl2/glsl/dlight_vp.o \
$(B)/renderergl2/glsl/down4x_fp.o \
$(B)/renderergl2/glsl/down4x_vp.o \
$(B)/renderergl2/glsl/fogpass_fp.o \
$(B)/renderergl2/glsl/fogpass_vp.o \
$(B)/renderergl2/glsl/generic_fp.o \
$(B)/renderergl2/glsl/generic_vp.o \
$(B)/renderergl2/glsl/lightall_fp.o \
$(B)/renderergl2/glsl/lightall_vp.o \
$(B)/renderergl2/glsl/pshadow_fp.o \
$(B)/renderergl2/glsl/pshadow_vp.o \
$(B)/renderergl2/glsl/shadowfill_fp.o \
$(B)/renderergl2/glsl/shadowfill_vp.o \
$(B)/renderergl2/glsl/shadowmask_fp.o \
$(B)/renderergl2/glsl/shadowmask_vp.o \
$(B)/renderergl2/glsl/ssao_fp.o \
$(B)/renderergl2/glsl/ssao_vp.o \
$(B)/renderergl2/glsl/texturecolor_fp.o \
$(B)/renderergl2/glsl/texturecolor_vp.o \
$(B)/renderergl2/glsl/tonemap_fp.o \
$(B)/renderergl2/glsl/tonemap_vp.o
Q3ROBJ = \
$(B)/renderergl1/tr_altivec.o \
$(B)/renderergl1/tr_animation.o \
$(B)/renderergl1/tr_backend.o \
$(B)/renderergl1/tr_bsp.o \
$(B)/renderergl1/tr_cmds.o \
$(B)/renderergl1/tr_curve.o \
$(B)/renderergl1/tr_flares.o \
$(B)/renderergl1/tr_font.o \
$(B)/renderergl1/tr_image.o \
$(B)/renderergl1/tr_image_bmp.o \
$(B)/renderergl1/tr_image_jpg.o \
$(B)/renderergl1/tr_image_pcx.o \
$(B)/renderergl1/tr_image_png.o \
$(B)/renderergl1/tr_image_tga.o \
$(B)/renderergl1/tr_init.o \
$(B)/renderergl1/tr_light.o \
$(B)/renderergl1/tr_main.o \
$(B)/renderergl1/tr_marks.o \
$(B)/renderergl1/tr_mesh.o \
$(B)/renderergl1/tr_model.o \
$(B)/renderergl1/tr_model_iqm.o \
$(B)/renderergl1/tr_noise.o \
$(B)/renderergl1/tr_scene.o \
$(B)/renderergl1/tr_shade.o \
$(B)/renderergl1/tr_shade_calc.o \
$(B)/renderergl1/tr_shader.o \
$(B)/renderergl1/tr_shadows.o \
$(B)/renderergl1/tr_sky.o \
$(B)/renderergl1/tr_surface.o \
$(B)/renderergl1/tr_world.o \
\
$(B)/renderergl1/sdl_gamma.o \
$(B)/renderergl1/sdl_glimp.o
$(B)/renderergles3/glsl/bokeh_fp.o \
$(B)/renderergles3/glsl/bokeh_vp.o \
$(B)/renderergles3/glsl/calclevels4x_fp.o \
$(B)/renderergles3/glsl/calclevels4x_vp.o \
$(B)/renderergles3/glsl/depthblur_fp.o \
$(B)/renderergles3/glsl/depthblur_vp.o \
$(B)/renderergles3/glsl/dlight_fp.o \
$(B)/renderergles3/glsl/dlight_vp.o \
$(B)/renderergles3/glsl/down4x_fp.o \
$(B)/renderergles3/glsl/down4x_vp.o \
$(B)/renderergles3/glsl/fogpass_fp.o \
$(B)/renderergles3/glsl/fogpass_vp.o \
$(B)/renderergles3/glsl/generic_fp.o \
$(B)/renderergles3/glsl/generic_vp.o \
$(B)/renderergles3/glsl/lightall_fp.o \
$(B)/renderergles3/glsl/lightall_vp.o \
$(B)/renderergles3/glsl/pshadow_fp.o \
$(B)/renderergles3/glsl/pshadow_vp.o \
$(B)/renderergles3/glsl/shadowfill_fp.o \
$(B)/renderergles3/glsl/shadowfill_vp.o \
$(B)/renderergles3/glsl/shadowmask_fp.o \
$(B)/renderergles3/glsl/shadowmask_vp.o \
$(B)/renderergles3/glsl/ssao_fp.o \
$(B)/renderergles3/glsl/ssao_vp.o \
$(B)/renderergles3/glsl/texturecolor_fp.o \
$(B)/renderergles3/glsl/texturecolor_vp.o \
$(B)/renderergles3/glsl/tonemap_fp.o \
$(B)/renderergles3/glsl/tonemap_vp.o
ifneq ($(USE_RENDERER_DLOPEN), 0)
Q3ROBJ += \
$(B)/renderergl1/q_shared.o \
$(B)/renderergl1/puff.o \
$(B)/renderergl1/q_math.o \
$(B)/renderergl1/tr_subs.o
Q3R2OBJ += \
$(B)/renderergl1/q_shared.o \
$(B)/renderergl1/puff.o \
$(B)/renderergl1/q_math.o \
$(B)/renderergl1/tr_subs.o
$(B)/renderergles3/q_shared.o \
$(B)/renderergles3/puff.o \
$(B)/renderergles3/q_math.o \
$(B)/renderergles3/tr_subs.o
endif
ifneq ($(USE_INTERNAL_JPEG),0)
JPGOBJ = \
$(B)/renderergl1/jaricom.o \
$(B)/renderergl1/jcapimin.o \
$(B)/renderergl1/jcapistd.o \
$(B)/renderergl1/jcarith.o \
$(B)/renderergl1/jccoefct.o \
$(B)/renderergl1/jccolor.o \
$(B)/renderergl1/jcdctmgr.o \
$(B)/renderergl1/jchuff.o \
$(B)/renderergl1/jcinit.o \
$(B)/renderergl1/jcmainct.o \
$(B)/renderergl1/jcmarker.o \
$(B)/renderergl1/jcmaster.o \
$(B)/renderergl1/jcomapi.o \
$(B)/renderergl1/jcparam.o \
$(B)/renderergl1/jcprepct.o \
$(B)/renderergl1/jcsample.o \
$(B)/renderergl1/jctrans.o \
$(B)/renderergl1/jdapimin.o \
$(B)/renderergl1/jdapistd.o \
$(B)/renderergl1/jdarith.o \
$(B)/renderergl1/jdatadst.o \
$(B)/renderergl1/jdatasrc.o \
$(B)/renderergl1/jdcoefct.o \
$(B)/renderergl1/jdcolor.o \
$(B)/renderergl1/jddctmgr.o \
$(B)/renderergl1/jdhuff.o \
$(B)/renderergl1/jdinput.o \
$(B)/renderergl1/jdmainct.o \
$(B)/renderergl1/jdmarker.o \
$(B)/renderergl1/jdmaster.o \
$(B)/renderergl1/jdmerge.o \
$(B)/renderergl1/jdpostct.o \
$(B)/renderergl1/jdsample.o \
$(B)/renderergl1/jdtrans.o \
$(B)/renderergl1/jerror.o \
$(B)/renderergl1/jfdctflt.o \
$(B)/renderergl1/jfdctfst.o \
$(B)/renderergl1/jfdctint.o \
$(B)/renderergl1/jidctflt.o \
$(B)/renderergl1/jidctfst.o \
$(B)/renderergl1/jidctint.o \
$(B)/renderergl1/jmemmgr.o \
$(B)/renderergl1/jmemnobs.o \
$(B)/renderergl1/jquant1.o \
$(B)/renderergl1/jquant2.o \
$(B)/renderergl1/jutils.o
$(B)/renderergles3/jaricom.o \
$(B)/renderergles3/jcapimin.o \
$(B)/renderergles3/jcapistd.o \
$(B)/renderergles3/jcarith.o \
$(B)/renderergles3/jccoefct.o \
$(B)/renderergles3/jccolor.o \
$(B)/renderergles3/jcdctmgr.o \
$(B)/renderergles3/jchuff.o \
$(B)/renderergles3/jcinit.o \
$(B)/renderergles3/jcmainct.o \
$(B)/renderergles3/jcmarker.o \
$(B)/renderergles3/jcmaster.o \
$(B)/renderergles3/jcomapi.o \
$(B)/renderergles3/jcparam.o \
$(B)/renderergles3/jcprepct.o \
$(B)/renderergles3/jcsample.o \
$(B)/renderergles3/jctrans.o \
$(B)/renderergles3/jdapimin.o \
$(B)/renderergles3/jdapistd.o \
$(B)/renderergles3/jdarith.o \
$(B)/renderergles3/jdatadst.o \
$(B)/renderergles3/jdatasrc.o \
$(B)/renderergles3/jdcoefct.o \
$(B)/renderergles3/jdcolor.o \
$(B)/renderergles3/jddctmgr.o \
$(B)/renderergles3/jdhuff.o \
$(B)/renderergles3/jdinput.o \
$(B)/renderergles3/jdmainct.o \
$(B)/renderergles3/jdmarker.o \
$(B)/renderergles3/jdmaster.o \
$(B)/renderergles3/jdmerge.o \
$(B)/renderergles3/jdpostct.o \
$(B)/renderergles3/jdsample.o \
$(B)/renderergles3/jdtrans.o \
$(B)/renderergles3/jerror.o \
$(B)/renderergles3/jfdctflt.o \
$(B)/renderergles3/jfdctfst.o \
$(B)/renderergles3/jfdctint.o \
$(B)/renderergles3/jidctflt.o \
$(B)/renderergles3/jidctfst.o \
$(B)/renderergles3/jidctint.o \
$(B)/renderergles3/jmemmgr.o \
$(B)/renderergles3/jmemnobs.o \
$(B)/renderergles3/jquant1.o \
$(B)/renderergles3/jquant2.o \
$(B)/renderergles3/jutils.o
endif
ifeq ($(ARCH),x86)
@ -2242,28 +2197,11 @@ ifeq ($(USE_MUMBLE),1)
endif
ifneq ($(USE_RENDERER_DLOPEN),0)
$(B)/$(CLIENTBIN)$(FULLBINEXT): $(Q3OBJ) $(LIBSDLMAIN)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CLIENT_CFLAGS) $(CFLAGS) $(CLIENT_LDFLAGS) $(LDFLAGS) $(NOTSHLIBLDFLAGS) \
-o $@ $(Q3OBJ) \
$(LIBSDLMAIN) $(CLIENT_LIBS) $(LIBS)
$(B)/$(LIBPREFIX)renderer_opengl1_$(SHLIBNAME): $(Q3ROBJ) $(JPGOBJ)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3ROBJ) $(JPGOBJ) \
$(THREAD_LIBS) $(LIBSDLMAIN) $(RENDERER_LIBS) $(LIBS)
$(B)/$(LIBPREFIX)renderer_opengl2_$(SHLIBNAME): $(Q3R2OBJ) $(Q3R2STRINGOBJ) $(JPGOBJ)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3R2OBJ) $(Q3R2STRINGOBJ) $(JPGOBJ) \
$(THREAD_LIBS) $(LIBSDLMAIN) $(RENDERER_LIBS) $(LIBS)
else
$(B)/$(CLIENTBIN)$(FULLBINEXT): $(Q3OBJ) $(Q3ROBJ) $(JPGOBJ) $(LIBSDLMAIN)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CLIENT_CFLAGS) $(CFLAGS) $(CLIENT_LDFLAGS) $(LDFLAGS) $(NOTSHLIBLDFLAGS) \
-o $@ $(Q3OBJ) $(Q3ROBJ) $(JPGOBJ) \
$(LIBSDLMAIN) $(CLIENT_LIBS) $(RENDERER_LIBS) $(LIBS)
$(B)/$(CLIENTBIN)_opengl2$(FULLBINEXT): $(Q3OBJ) $(Q3R2OBJ) $(Q3R2STRINGOBJ) $(JPGOBJ) $(LIBSDLMAIN)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CLIENT_CFLAGS) $(CFLAGS) $(CLIENT_LDFLAGS) $(LDFLAGS) $(NOTSHLIBLDFLAGS) \
@ -2773,36 +2711,24 @@ $(B)/client/win_resource.o: $(SYSDIR)/win_resource.rc $(SYSDIR)/win_manifest.xml
$(DO_WINDRES)
$(B)/renderergl1/%.o: $(CMDIR)/%.c
$(B)/renderergles3/%.o: $(JPDIR)/%.c
$(DO_REF_CC)
$(B)/renderergl1/%.o: $(SDLDIR)/%.c
$(B)/renderergles3/%.o: $(SDLDIR)/%.c
$(DO_REF_CC)
$(B)/renderergles3/%.o: $(RCOMMONDIR)/%.c
$(DO_REF_CC)
$(B)/renderergl1/%.o: $(JPDIR)/%.c
$(B)/renderergles3/%.o: $(RGL2DIR)/%.c
$(DO_REF_CC)
$(B)/renderergl1/%.o: $(RCOMMONDIR)/%.c
$(DO_REF_CC)
$(B)/renderergl1/%.o: $(RGL1DIR)/%.c
$(DO_REF_CC)
$(B)/renderergl1/tr_altivec.o: $(RGL1DIR)/tr_altivec.c
$(DO_REF_CC_ALTIVEC)
$(B)/renderergl2/glsl/%.c: $(RGL2DIR)/glsl/%.glsl
$(B)/renderergles3/glsl/%.c: $(RGL2DIR)/glsl/%.glsl
$(DO_REF_STR)
$(B)/renderergl2/glsl/%.o: $(B)/renderergl2/glsl/%.c
$(B)/renderergles3/glsl/%.o: $(B)/renderergles3/glsl/%.c
$(DO_REF_CC)
$(B)/renderergl2/%.o: $(RCOMMONDIR)/%.c
$(DO_REF_CC)
$(B)/renderergl2/%.o: $(RGL2DIR)/%.c
$(DO_REF_CC)
$(B)/ded/%.o: $(ASMDIR)/%.s
$(DO_AS)
@ -2946,9 +2872,7 @@ ifneq ($(BUILD_GAME_SO),0)
endif
ifneq ($(BUILD_CLIENT),0)
$(INSTALL) $(STRIP_FLAG) -m 0755 $(BR)/$(CLIENTBIN)$(FULLBINEXT) $(COPYBINDIR)/$(CLIENTBIN)$(FULLBINEXT)
ifneq ($(USE_RENDERER_DLOPEN),0)
$(INSTALL) $(STRIP_FLAG) -m 0755 $(BR)/$(LIBPREFIX)renderer_opengl1_$(SHLIBNAME) $(COPYBINDIR)/$(LIBPREFIX)renderer_opengl1_$(SHLIBNAME)
ifneq ($(BUILD_RENDERER_OPENGL2),0)
$(INSTALL) $(STRIP_FLAG) -m 0755 $(BR)/$(LIBPREFIX)renderer_opengl2_$(SHLIBNAME) $(COPYBINDIR)/$(LIBPREFIX)renderer_opengl2_$(SHLIBNAME)
endif

View file

@ -1,414 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/* This file is only compiled for PowerPC builds with Altivec support.
Altivec intrinsics need to be in a separate file, so GCC's -maltivec
command line can enable them, but give us the option to _not_ use that
on other files, where the compiler might then generate Altivec
instructions for normal floating point, crashing on G3 (etc) processors. */
#include "tr_local.h"
#if idppc_altivec
#if !defined(__APPLE__)
#include <altivec.h>
#endif
void ProjectDlightTexture_altivec( void ) {
int i, l;
vec_t origin0, origin1, origin2;
float texCoords0, texCoords1;
vector float floatColorVec0, floatColorVec1;
vector float modulateVec, colorVec, zero;
vector short colorShort;
vector signed int colorInt;
vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff);
float *texCoords;
byte *colors;
byte clipBits[SHADER_MAX_VERTEXES];
float texCoordsArray[SHADER_MAX_VERTEXES][2];
byte colorArray[SHADER_MAX_VERTEXES][4];
glIndex_t hitIndexes[SHADER_MAX_INDEXES];
int numIndexes;
float scale;
float radius;
vec3_t floatColor;
float modulate = 0.0f;
if ( !backEnd.refdef.num_dlights ) {
return;
}
// There has to be a better way to do this so that floatColor
// and/or modulate are already 16-byte aligned.
floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
modulatePerm = vec_lvsl(0,(float *)&modulate);
modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
zero = (vector float)vec_splat_s8(0);
for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
dlight_t *dl;
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
continue; // this surface definitely doesn't have any of this light
}
texCoords = texCoordsArray[0];
colors = colorArray[0];
dl = &backEnd.refdef.dlights[l];
origin0 = dl->transformed[0];
origin1 = dl->transformed[1];
origin2 = dl->transformed[2];
radius = dl->radius;
scale = 1.0f / radius;
if(r_greyscale->integer)
{
float luminance;
luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
floatColor[0] = floatColor[1] = floatColor[2] = luminance;
}
else if(r_greyscale->value)
{
float luminance;
luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
}
else
{
floatColor[0] = dl->color[0] * 255.0f;
floatColor[1] = dl->color[1] * 255.0f;
floatColor[2] = dl->color[2] * 255.0f;
}
floatColorVec0 = vec_ld(0, floatColor);
floatColorVec1 = vec_ld(11, floatColor);
floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
int clip = 0;
vec_t dist0, dist1, dist2;
dist0 = origin0 - tess.xyz[i][0];
dist1 = origin1 - tess.xyz[i][1];
dist2 = origin2 - tess.xyz[i][2];
backEnd.pc.c_dlightVertexes++;
texCoords0 = 0.5f + dist0 * scale;
texCoords1 = 0.5f + dist1 * scale;
if( !r_dlightBacks->integer &&
// dist . tess.normal[i]
( dist0 * tess.normal[i][0] +
dist1 * tess.normal[i][1] +
dist2 * tess.normal[i][2] ) < 0.0f ) {
clip = 63;
} else {
if ( texCoords0 < 0.0f ) {
clip |= 1;
} else if ( texCoords0 > 1.0f ) {
clip |= 2;
}
if ( texCoords1 < 0.0f ) {
clip |= 4;
} else if ( texCoords1 > 1.0f ) {
clip |= 8;
}
texCoords[0] = texCoords0;
texCoords[1] = texCoords1;
// modulate the strength based on the height and color
if ( dist2 > radius ) {
clip |= 16;
modulate = 0.0f;
} else if ( dist2 < -radius ) {
clip |= 32;
modulate = 0.0f;
} else {
dist2 = Q_fabs(dist2);
if ( dist2 < radius * 0.5f ) {
modulate = 1.0f;
} else {
modulate = 2.0f * (radius - dist2) * scale;
}
}
}
clipBits[i] = clip;
modulateVec = vec_ld(0,(float *)&modulate);
modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
colorVec = vec_madd(floatColorVec0,modulateVec,zero);
colorInt = vec_cts(colorVec,0); // RGBx
colorShort = vec_pack(colorInt,colorInt); // RGBxRGBx
colorChar = vec_packsu(colorShort,colorShort); // RGBxRGBxRGBxRGBx
colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color
}
// build a list of triangles that need light
numIndexes = 0;
for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
int a, b, c;
a = tess.indexes[i];
b = tess.indexes[i+1];
c = tess.indexes[i+2];
if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
continue; // not lighted
}
hitIndexes[numIndexes] = a;
hitIndexes[numIndexes+1] = b;
hitIndexes[numIndexes+2] = c;
numIndexes += 3;
}
if ( !numIndexes ) {
continue;
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
qglEnableClientState( GL_COLOR_ARRAY );
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
GL_Bind( tr.dlightImage );
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
// where they aren't rendered
if ( dl->additive ) {
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
}
else {
GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
}
R_DrawElements( numIndexes, hitIndexes );
backEnd.pc.c_totalIndexes += numIndexes;
backEnd.pc.c_dlightIndexes += numIndexes;
}
}
void RB_CalcDiffuseColor_altivec( unsigned char *colors )
{
int i;
float *v, *normal;
trRefEntity_t *ent;
int ambientLightInt;
vec3_t lightDir;
int numVertexes;
vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff);
vector float ambientLightVec;
vector float directedLightVec;
vector float lightDirVec;
vector float normalVec0, normalVec1;
vector float incomingVec0, incomingVec1, incomingVec2;
vector float zero, jVec;
vector signed int jVecInt;
vector signed short jVecShort;
vector unsigned char jVecChar, normalPerm;
ent = backEnd.currentEntity;
ambientLightInt = ent->ambientLightInt;
// A lot of this could be simplified if we made sure
// entities light info was 16-byte aligned.
jVecChar = vec_lvsl(0, ent->ambientLight);
ambientLightVec = vec_ld(0, (vector float *)ent->ambientLight);
jVec = vec_ld(11, (vector float *)ent->ambientLight);
ambientLightVec = vec_perm(ambientLightVec,jVec,jVecChar);
jVecChar = vec_lvsl(0, ent->directedLight);
directedLightVec = vec_ld(0,(vector float *)ent->directedLight);
jVec = vec_ld(11,(vector float *)ent->directedLight);
directedLightVec = vec_perm(directedLightVec,jVec,jVecChar);
jVecChar = vec_lvsl(0, ent->lightDir);
lightDirVec = vec_ld(0,(vector float *)ent->lightDir);
jVec = vec_ld(11,(vector float *)ent->lightDir);
lightDirVec = vec_perm(lightDirVec,jVec,jVecChar);
zero = (vector float)vec_splat_s8(0);
VectorCopy( ent->lightDir, lightDir );
v = tess.xyz[0];
normal = tess.normal[0];
normalPerm = vec_lvsl(0,normal);
numVertexes = tess.numVertexes;
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
normalVec0 = vec_ld(0,(vector float *)normal);
normalVec1 = vec_ld(11,(vector float *)normal);
normalVec0 = vec_perm(normalVec0,normalVec1,normalPerm);
incomingVec0 = vec_madd(normalVec0, lightDirVec, zero);
incomingVec1 = vec_sld(incomingVec0,incomingVec0,4);
incomingVec2 = vec_add(incomingVec0,incomingVec1);
incomingVec1 = vec_sld(incomingVec1,incomingVec1,4);
incomingVec2 = vec_add(incomingVec2,incomingVec1);
incomingVec0 = vec_splat(incomingVec2,0);
incomingVec0 = vec_max(incomingVec0,zero);
normalPerm = vec_lvsl(12,normal);
jVec = vec_madd(incomingVec0, directedLightVec, ambientLightVec);
jVecInt = vec_cts(jVec,0); // RGBx
jVecShort = vec_pack(jVecInt,jVecInt); // RGBxRGBx
jVecChar = vec_packsu(jVecShort,jVecShort); // RGBxRGBxRGBxRGBx
jVecChar = vec_sel(jVecChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
vec_ste((vector unsigned int)jVecChar,0,(unsigned int *)&colors[i*4]); // store color
}
}
void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
{
short *oldXyz, *newXyz, *oldNormals, *newNormals;
float *outXyz, *outNormal;
float oldXyzScale QALIGN(16);
float newXyzScale QALIGN(16);
float oldNormalScale QALIGN(16);
float newNormalScale QALIGN(16);
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 ) {
vector signed short newNormalsVec0;
vector signed short newNormalsVec1;
vector signed int newNormalsIntVec;
vector float newNormalsFloatVec;
vector float newXyzScaleVec;
vector unsigned char newNormalsLoadPermute;
vector unsigned char newNormalsStorePermute;
vector float zero;
newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
newXyzScaleVec = *(vector float *)&newXyzScale;
newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
newXyzScaleVec = vec_splat(newXyzScaleVec,0);
newNormalsLoadPermute = vec_lvsl(0,newXyz);
newNormalsStorePermute = vec_lvsr(0,outXyz);
zero = (vector float)vec_splat_s8(0);
//
// just copy the vertexes
//
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
newXyz += 4, newNormals += 4,
outXyz += 4, outNormal += 4)
{
newNormalsLoadPermute = vec_lvsl(0,newXyz);
newNormalsStorePermute = vec_lvsr(0,outXyz);
newNormalsVec0 = vec_ld(0,newXyz);
newNormalsVec1 = vec_ld(16,newXyz);
newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
newNormalsIntVec = vec_unpackh(newNormalsVec0);
newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
//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];
vec_ste(newNormalsFloatVec,0,outXyz);
vec_ste(newNormalsFloatVec,4,outXyz);
vec_ste(newNormalsFloatVec,8,outXyz);
}
} else {
//
// interpolate and copy the vertex and normal
//
oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
oldNormals = oldXyz + 3;
oldXyzScale = MD3_XYZ_SCALE * backlerp;
oldNormalScale = backlerp;
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
outXyz += 4, outNormal += 4)
{
vec3_t uncompressedOldNormal, uncompressedNewNormal;
// interpolate the xyz
outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
// FIXME: interpolate lat/long instead?
lat = ( newNormals[0] >> 8 ) & 0xff;
lng = ( newNormals[0] & 0xff );
lat *= 4;
lng *= 4;
uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
lat = ( oldNormals[0] >> 8 ) & 0xff;
lng = ( oldNormals[0] & 0xff );
lat *= 4;
lng *= 4;
uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
// VectorNormalize (outNormal);
}
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
}
}
#endif

View file

@ -1,521 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
/*
All bones should be an identity orientation to display the mesh exactly
as it is specified.
For all other frames, the bones represent the transformation from the
orientation of the bone in the base frame to the orientation in this
frame.
*/
// copied and adapted from tr_mesh.c
/*
=============
R_MDRCullModel
=============
*/
static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) {
vec3_t bounds[2];
mdrFrame_t *oldFrame, *newFrame;
int i, frameSize;
frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
// compute frame pointers
newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * 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 ) )
{
// Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend
// we do. After all, the purpose of mdrs are not that different, are they?
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_MDRComputeFogNum
=================
*/
int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) {
int i, j;
fog_t *fog;
mdrFrame_t *mdrFrame;
vec3_t localOrigin;
int frameSize;
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return 0;
}
frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
// FIXME: non-normalized axis issues
mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin );
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
fog = &tr.world->fogs[i];
for ( j = 0 ; j < 3 ; j++ ) {
if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) {
break;
}
if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) {
break;
}
}
if ( j == 3 ) {
return i;
}
}
return 0;
}
/*
==============
R_MDRAddAnimSurfaces
==============
*/
// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c
void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
mdrHeader_t *header;
mdrSurface_t *surface;
mdrLOD_t *lod;
shader_t *shader;
skin_t *skin;
int i, j;
int lodnum = 0;
int fogNum = 0;
int cull;
qboolean personalModel;
header = (mdrHeader_t *) tr.currentModel->modelData;
personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
if ( ent->e.renderfx & RF_WRAP_FRAMES )
{
ent->e.frame %= header->numFrames;
ent->e.oldframe %= header->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 >= header->numFrames)
|| (ent->e.frame < 0)
|| (ent->e.oldframe >= header->numFrames)
|| (ent->e.oldframe < 0) )
{
ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: 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;
}
//
// cull the entire model if merged bounding box of both frames
// is outside the view frustum.
//
cull = R_MDRCullModel (header, ent);
if ( cull == CULL_OUT ) {
return;
}
// figure out the current LOD of the model we're rendering, and set the lod pointer respectively.
lodnum = R_ComputeLOD(ent);
// check whether this model has as that many LODs at all. If not, try the closest thing we got.
if(header->numLODs <= 0)
return;
if(header->numLODs <= lodnum)
lodnum = header->numLODs - 1;
lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs);
for(i = 0; i < lodnum; i++)
{
lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd);
}
// set up lighting
if ( !personalModel || r_shadows->integer > 1 )
{
R_SetupEntityLighting( &tr.refdef, ent );
}
// fogNum?
fogNum = R_MDRComputeFogNum( header, ent );
surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );
for ( i = 0 ; i < lod->numSurfaces ; i++ )
{
if(ent->e.customShader)
shader = R_GetShaderByHandle(ent->e.customShader);
else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins)
{
skin = R_GetSkinByHandle(ent->e.customSkin);
shader = tr.defaultShader;
for(j = 0; j < skin->numSurfaces; j++)
{
if (!strcmp(skin->surfaces[j].name, surface->name))
{
shader = skin->surfaces[j].shader;
break;
}
}
}
else if(surface->shaderIndex > 0)
shader = R_GetShaderByHandle( surface->shaderIndex );
else
shader = tr.defaultShader;
// 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( (void *)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( (void *)surface, tr.projectionShadowShader, 0, qfalse );
}
if (!personalModel)
R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse );
surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
}
}
/*
==============
RB_MDRSurfaceAnim
==============
*/
void RB_MDRSurfaceAnim( mdrSurface_t *surface )
{
int i, j, k;
float frontlerp, backlerp;
int *triangles;
int indexes;
int baseIndex, baseVertex;
int numVerts;
mdrVertex_t *v;
mdrHeader_t *header;
mdrFrame_t *frame;
mdrFrame_t *oldFrame;
mdrBone_t bones[MDR_MAX_BONES], *bonePtr, *bone;
int frameSize;
// don't lerp if lerping off, or this is the only frame, or the last frame...
//
if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame)
{
backlerp = 0; // if backlerp is 0, lerping is off and frontlerp is never used
frontlerp = 1;
}
else
{
backlerp = backEnd.currentEntity->e.backlerp;
frontlerp = 1.0f - backlerp;
}
header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader);
frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
frame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
backEnd.currentEntity->e.frame * frameSize );
oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
backEnd.currentEntity->e.oldframe * frameSize );
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles * 3 );
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
indexes = surface->numTriangles * 3;
baseIndex = tess.numIndexes;
baseVertex = tess.numVertexes;
// Set up all triangles.
for (j = 0 ; j < indexes ; j++)
{
tess.indexes[baseIndex + j] = baseVertex + triangles[j];
}
tess.numIndexes += indexes;
//
// lerp all the needed bones
//
if ( !backlerp )
{
// no lerping needed
bonePtr = frame->bones;
}
else
{
bonePtr = bones;
for ( i = 0 ; i < header->numBones*12 ; i++ )
{
((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i];
}
}
//
// deform the vertexes by the lerped bones
//
numVerts = surface->numVerts;
v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts);
for ( j = 0; j < numVerts; j++ )
{
vec3_t tempVert, tempNormal;
mdrWeight_t *w;
VectorClear( tempVert );
VectorClear( tempNormal );
w = v->weights;
for ( k = 0 ; k < v->numWeights ; k++, w++ )
{
bone = bonePtr + w->boneIndex;
tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
}
tess.xyz[baseVertex + j][0] = tempVert[0];
tess.xyz[baseVertex + j][1] = tempVert[1];
tess.xyz[baseVertex + j][2] = tempVert[2];
tess.normal[baseVertex + j][0] = tempNormal[0];
tess.normal[baseVertex + j][1] = tempNormal[1];
tess.normal[baseVertex + j][2] = tempNormal[2];
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
v = (mdrVertex_t *)&v->weights[v->numWeights];
}
tess.numVertexes += surface->numVerts;
}
#define MC_MASK_X ((1<<(MC_BITS_X))-1)
#define MC_MASK_Y ((1<<(MC_BITS_Y))-1)
#define MC_MASK_Z ((1<<(MC_BITS_Z))-1)
#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1)
#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2))
#define MC_POS_X (0)
#define MC_SHIFT_X (0)
#define MC_POS_Y ((((MC_BITS_X))/8))
#define MC_SHIFT_Y ((((MC_BITS_X)%8)))
#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8))
#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8)))
#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8))
#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8)))
#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8))
#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8)))
#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8))
#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8)))
#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8))
#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8)))
#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8))
#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8)))
#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8))
#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8)))
#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8))
#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8)))
#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8))
#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8)))
#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8))
#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8)))
void MC_UnCompress(float mat[3][4],const unsigned char * comp)
{
int val;
val=(int)((unsigned short *)(comp))[0];
val-=1<<(MC_BITS_X-1);
mat[0][3]=((float)(val))*MC_SCALE_X;
val=(int)((unsigned short *)(comp))[1];
val-=1<<(MC_BITS_Y-1);
mat[1][3]=((float)(val))*MC_SCALE_Y;
val=(int)((unsigned short *)(comp))[2];
val-=1<<(MC_BITS_Z-1);
mat[2][3]=((float)(val))*MC_SCALE_Z;
val=(int)((unsigned short *)(comp))[3];
val-=1<<(MC_BITS_VECT-1);
mat[0][0]=((float)(val))*MC_SCALE_VECT;
val=(int)((unsigned short *)(comp))[4];
val-=1<<(MC_BITS_VECT-1);
mat[0][1]=((float)(val))*MC_SCALE_VECT;
val=(int)((unsigned short *)(comp))[5];
val-=1<<(MC_BITS_VECT-1);
mat[0][2]=((float)(val))*MC_SCALE_VECT;
val=(int)((unsigned short *)(comp))[6];
val-=1<<(MC_BITS_VECT-1);
mat[1][0]=((float)(val))*MC_SCALE_VECT;
val=(int)((unsigned short *)(comp))[7];
val-=1<<(MC_BITS_VECT-1);
mat[1][1]=((float)(val))*MC_SCALE_VECT;
val=(int)((unsigned short *)(comp))[8];
val-=1<<(MC_BITS_VECT-1);
mat[1][2]=((float)(val))*MC_SCALE_VECT;
val=(int)((unsigned short *)(comp))[9];
val-=1<<(MC_BITS_VECT-1);
mat[2][0]=((float)(val))*MC_SCALE_VECT;
val=(int)((unsigned short *)(comp))[10];
val-=1<<(MC_BITS_VECT-1);
mat[2][1]=((float)(val))*MC_SCALE_VECT;
val=(int)((unsigned short *)(comp))[11];
val-=1<<(MC_BITS_VECT-1);
mat[2][2]=((float)(val))*MC_SCALE_VECT;
}

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@ -1,514 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
/*
=====================
R_PerformanceCounters
=====================
*/
void R_PerformanceCounters( void ) {
if ( !r_speeds->integer ) {
// clear the counters even if we aren't printing
Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
return;
}
if (r_speeds->integer == 1) {
ri.Printf (PRINT_ALL, "%i/%i shaders/surfs %i leafs %i verts %i/%i tris %.2f mtex %.2f dc\n",
backEnd.pc.c_shaders, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes,
backEnd.pc.c_indexes/3, backEnd.pc.c_totalIndexes/3,
R_SumOfUsedImages()/(1000000.0f), backEnd.pc.c_overDraw / (float)(glConfig.vidWidth * glConfig.vidHeight) );
} else if (r_speeds->integer == 2) {
ri.Printf (PRINT_ALL, "(patch) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out,
tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out );
ri.Printf (PRINT_ALL, "(md3) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out,
tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out );
} else if (r_speeds->integer == 3) {
ri.Printf (PRINT_ALL, "viewcluster: %i\n", tr.viewCluster );
} else if (r_speeds->integer == 4) {
if ( backEnd.pc.c_dlightVertexes ) {
ri.Printf (PRINT_ALL, "dlight srf:%i culled:%i verts:%i tris:%i\n",
tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled,
backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 );
}
}
else if (r_speeds->integer == 5 )
{
ri.Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar );
}
else if (r_speeds->integer == 6 )
{
ri.Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n",
backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders );
}
Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
}
/*
====================
R_IssueRenderCommands
====================
*/
void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
renderCommandList_t *cmdList;
cmdList = &backEndData->commands;
assert(cmdList);
// add an end-of-list command
*(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST;
// clear it out, in case this is a sync and not a buffer flip
cmdList->used = 0;
if ( runPerformanceCounters ) {
R_PerformanceCounters();
}
// actually start the commands going
if ( !r_skipBackEnd->integer ) {
// let it start on the new batch
RB_ExecuteRenderCommands( cmdList->cmds );
}
}
/*
====================
R_IssuePendingRenderCommands
Issue any pending commands and wait for them to complete.
====================
*/
void R_IssuePendingRenderCommands( void ) {
if ( !tr.registered ) {
return;
}
R_IssueRenderCommands( qfalse );
}
/*
============
R_GetCommandBufferReserved
make sure there is enough command space
============
*/
void *R_GetCommandBufferReserved( int bytes, int reservedBytes ) {
renderCommandList_t *cmdList;
cmdList = &backEndData->commands;
bytes = PAD(bytes, sizeof(void *));
// always leave room for the end of list command
if ( cmdList->used + bytes + sizeof( int ) + reservedBytes > MAX_RENDER_COMMANDS ) {
if ( bytes > MAX_RENDER_COMMANDS - sizeof( int ) ) {
ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
}
// if we run out of room, just start dropping commands
return NULL;
}
cmdList->used += bytes;
return cmdList->cmds + cmdList->used - bytes;
}
/*
=============
R_GetCommandBuffer
returns NULL if there is not enough space for important commands
=============
*/
void *R_GetCommandBuffer( int bytes ) {
return R_GetCommandBufferReserved( bytes, PAD( sizeof( swapBuffersCommand_t ), sizeof(void *) ) );
}
/*
=============
R_AddDrawSurfCmd
=============
*/
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) {
drawSurfsCommand_t *cmd;
cmd = R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_DRAW_SURFS;
cmd->drawSurfs = drawSurfs;
cmd->numDrawSurfs = numDrawSurfs;
cmd->refdef = tr.refdef;
cmd->viewParms = tr.viewParms;
}
/*
=============
RE_SetColor
Passing NULL will set the color to white
=============
*/
void RE_SetColor( const float *rgba ) {
setColorCommand_t *cmd;
if ( !tr.registered ) {
return;
}
cmd = R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_SET_COLOR;
if ( !rgba ) {
static float colorWhite[4] = { 1, 1, 1, 1 };
rgba = colorWhite;
}
cmd->color[0] = rgba[0];
cmd->color[1] = rgba[1];
cmd->color[2] = rgba[2];
cmd->color[3] = rgba[3];
}
/*
=============
RE_StretchPic
=============
*/
void RE_StretchPic ( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader ) {
stretchPicCommand_t *cmd;
if (!tr.registered) {
return;
}
cmd = R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_STRETCH_PIC;
cmd->shader = R_GetShaderByHandle( hShader );
cmd->x = x;
cmd->y = y;
cmd->w = w;
cmd->h = h;
cmd->s1 = s1;
cmd->t1 = t1;
cmd->s2 = s2;
cmd->t2 = t2;
}
#define MODE_RED_CYAN 1
#define MODE_RED_BLUE 2
#define MODE_RED_GREEN 3
#define MODE_GREEN_MAGENTA 4
#define MODE_MAX MODE_GREEN_MAGENTA
void R_SetColorMode(GLboolean *rgba, stereoFrame_t stereoFrame, int colormode)
{
rgba[0] = rgba[1] = rgba[2] = rgba[3] = GL_TRUE;
if(colormode > MODE_MAX)
{
if(stereoFrame == STEREO_LEFT)
stereoFrame = STEREO_RIGHT;
else if(stereoFrame == STEREO_RIGHT)
stereoFrame = STEREO_LEFT;
colormode -= MODE_MAX;
}
if(colormode == MODE_GREEN_MAGENTA)
{
if(stereoFrame == STEREO_LEFT)
rgba[0] = rgba[2] = GL_FALSE;
else if(stereoFrame == STEREO_RIGHT)
rgba[1] = GL_FALSE;
}
else
{
if(stereoFrame == STEREO_LEFT)
rgba[1] = rgba[2] = GL_FALSE;
else if(stereoFrame == STEREO_RIGHT)
{
rgba[0] = GL_FALSE;
if(colormode == MODE_RED_BLUE)
rgba[1] = GL_FALSE;
else if(colormode == MODE_RED_GREEN)
rgba[2] = GL_FALSE;
}
}
}
/*
====================
RE_BeginFrame
If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
drawBufferCommand_t *cmd = NULL;
colorMaskCommand_t *colcmd = NULL;
if ( !tr.registered ) {
return;
}
glState.finishCalled = qfalse;
tr.frameCount++;
tr.frameSceneNum = 0;
//
// do overdraw measurement
//
if ( r_measureOverdraw->integer )
{
if ( glConfig.stencilBits < 4 )
{
ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
ri.Cvar_Set( "r_measureOverdraw", "0" );
r_measureOverdraw->modified = qfalse;
}
else if ( r_shadows->integer == 2 )
{
ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
ri.Cvar_Set( "r_measureOverdraw", "0" );
r_measureOverdraw->modified = qfalse;
}
else
{
R_IssuePendingRenderCommands();
qglEnable( GL_STENCIL_TEST );
qglStencilMask( ~0U );
qglClearStencil( 0U );
qglStencilFunc( GL_ALWAYS, 0U, ~0U );
qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
}
r_measureOverdraw->modified = qfalse;
}
else
{
// this is only reached if it was on and is now off
if ( r_measureOverdraw->modified ) {
R_IssuePendingRenderCommands();
qglDisable( GL_STENCIL_TEST );
}
r_measureOverdraw->modified = qfalse;
}
//
// texturemode stuff
//
if ( r_textureMode->modified ) {
R_IssuePendingRenderCommands();
GL_TextureMode( r_textureMode->string );
r_textureMode->modified = qfalse;
}
//
// gamma stuff
//
if ( r_gamma->modified ) {
r_gamma->modified = qfalse;
R_IssuePendingRenderCommands();
R_SetColorMappings();
}
// check for errors
if ( !r_ignoreGLErrors->integer )
{
int err;
R_IssuePendingRenderCommands();
if ((err = qglGetError()) != GL_NO_ERROR)
ri.Error(ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!", err);
}
if (glConfig.stereoEnabled) {
if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
return;
cmd->commandId = RC_DRAW_BUFFER;
if ( stereoFrame == STEREO_LEFT ) {
cmd->buffer = (int)GL_BACK_LEFT;
} else if ( stereoFrame == STEREO_RIGHT ) {
cmd->buffer = (int)GL_BACK_RIGHT;
} else {
ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
}
}
else
{
if(r_anaglyphMode->integer)
{
if(r_anaglyphMode->modified)
{
// clear both, front and backbuffer.
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
qglDrawBuffer(GL_FRONT);
qglClear(GL_COLOR_BUFFER_BIT);
qglDrawBuffer(GL_BACK);
qglClear(GL_COLOR_BUFFER_BIT);
r_anaglyphMode->modified = qfalse;
}
if(stereoFrame == STEREO_LEFT)
{
if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
return;
if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
return;
}
else if(stereoFrame == STEREO_RIGHT)
{
clearDepthCommand_t *cldcmd;
if( !(cldcmd = R_GetCommandBuffer(sizeof(*cldcmd))) )
return;
cldcmd->commandId = RC_CLEARDEPTH;
if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
return;
}
else
ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
R_SetColorMode(colcmd->rgba, stereoFrame, r_anaglyphMode->integer);
colcmd->commandId = RC_COLORMASK;
}
else
{
if(stereoFrame != STEREO_CENTER)
ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
return;
}
if(cmd)
{
cmd->commandId = RC_DRAW_BUFFER;
if(r_anaglyphMode->modified)
{
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
r_anaglyphMode->modified = qfalse;
}
if (!Q_stricmp(r_drawBuffer->string, "GL_FRONT"))
cmd->buffer = (int)GL_FRONT;
else
cmd->buffer = (int)GL_BACK;
}
}
tr.refdef.stereoFrame = stereoFrame;
}
/*
=============
RE_EndFrame
Returns the number of msec spent in the back end
=============
*/
void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) {
swapBuffersCommand_t *cmd;
if ( !tr.registered ) {
return;
}
cmd = R_GetCommandBufferReserved( sizeof( *cmd ), 0 );
if ( !cmd ) {
return;
}
cmd->commandId = RC_SWAP_BUFFERS;
R_IssueRenderCommands( qtrue );
R_InitNextFrame();
if ( frontEndMsec ) {
*frontEndMsec = tr.frontEndMsec;
}
tr.frontEndMsec = 0;
if ( backEndMsec ) {
*backEndMsec = backEnd.pc.msec;
}
backEnd.pc.msec = 0;
}
/*
=============
RE_TakeVideoFrame
=============
*/
void RE_TakeVideoFrame( int width, int height,
byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg )
{
videoFrameCommand_t *cmd;
if( !tr.registered ) {
return;
}
cmd = R_GetCommandBuffer( sizeof( *cmd ) );
if( !cmd ) {
return;
}
cmd->commandId = RC_VIDEOFRAME;
cmd->width = width;
cmd->height = height;
cmd->captureBuffer = captureBuffer;
cmd->encodeBuffer = encodeBuffer;
cmd->motionJpeg = motionJpeg;
}

View file

@ -1,625 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
/*
This file does all of the processing necessary to turn a raw grid of points
read from the map file into a srfGridMesh_t ready for rendering.
The level of detail solution is direction independent, based only on subdivided
distance from the true curve.
Only a single entry point:
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
*/
/*
============
LerpDrawVert
============
*/
static void LerpDrawVert( drawVert_t *a, drawVert_t *b, drawVert_t *out ) {
out->xyz[0] = 0.5f * (a->xyz[0] + b->xyz[0]);
out->xyz[1] = 0.5f * (a->xyz[1] + b->xyz[1]);
out->xyz[2] = 0.5f * (a->xyz[2] + b->xyz[2]);
out->st[0] = 0.5f * (a->st[0] + b->st[0]);
out->st[1] = 0.5f * (a->st[1] + b->st[1]);
out->lightmap[0] = 0.5f * (a->lightmap[0] + b->lightmap[0]);
out->lightmap[1] = 0.5f * (a->lightmap[1] + b->lightmap[1]);
out->color[0] = (a->color[0] + b->color[0]) >> 1;
out->color[1] = (a->color[1] + b->color[1]) >> 1;
out->color[2] = (a->color[2] + b->color[2]) >> 1;
out->color[3] = (a->color[3] + b->color[3]) >> 1;
}
/*
============
Transpose
============
*/
static void Transpose( int width, int height, drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
int i, j;
drawVert_t temp;
if ( width > height ) {
for ( i = 0 ; i < height ; i++ ) {
for ( j = i + 1 ; j < width ; j++ ) {
if ( j < height ) {
// swap the value
temp = ctrl[j][i];
ctrl[j][i] = ctrl[i][j];
ctrl[i][j] = temp;
} else {
// just copy
ctrl[j][i] = ctrl[i][j];
}
}
}
} else {
for ( i = 0 ; i < width ; i++ ) {
for ( j = i + 1 ; j < height ; j++ ) {
if ( j < width ) {
// swap the value
temp = ctrl[i][j];
ctrl[i][j] = ctrl[j][i];
ctrl[j][i] = temp;
} else {
// just copy
ctrl[i][j] = ctrl[j][i];
}
}
}
}
}
/*
=================
MakeMeshNormals
Handles all the complicated wrapping and degenerate cases
=================
*/
static void MakeMeshNormals( int width, int height, drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
int i, j, k, dist;
vec3_t normal;
vec3_t sum;
int count = 0;
vec3_t base;
vec3_t delta;
int x, y;
drawVert_t *dv;
vec3_t around[8], temp;
qboolean good[8];
qboolean wrapWidth, wrapHeight;
float len;
static int neighbors[8][2] = {
{0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
};
wrapWidth = qfalse;
for ( i = 0 ; i < height ; i++ ) {
VectorSubtract( ctrl[i][0].xyz, ctrl[i][width-1].xyz, delta );
len = VectorLengthSquared( delta );
if ( len > 1.0 ) {
break;
}
}
if ( i == height ) {
wrapWidth = qtrue;
}
wrapHeight = qfalse;
for ( i = 0 ; i < width ; i++ ) {
VectorSubtract( ctrl[0][i].xyz, ctrl[height-1][i].xyz, delta );
len = VectorLengthSquared( delta );
if ( len > 1.0 ) {
break;
}
}
if ( i == width) {
wrapHeight = qtrue;
}
for ( i = 0 ; i < width ; i++ ) {
for ( j = 0 ; j < height ; j++ ) {
count = 0;
dv = &ctrl[j][i];
VectorCopy( dv->xyz, base );
for ( k = 0 ; k < 8 ; k++ ) {
VectorClear( around[k] );
good[k] = qfalse;
for ( dist = 1 ; dist <= 3 ; dist++ ) {
x = i + neighbors[k][0] * dist;
y = j + neighbors[k][1] * dist;
if ( wrapWidth ) {
if ( x < 0 ) {
x = width - 1 + x;
} else if ( x >= width ) {
x = 1 + x - width;
}
}
if ( wrapHeight ) {
if ( y < 0 ) {
y = height - 1 + y;
} else if ( y >= height ) {
y = 1 + y - height;
}
}
if ( x < 0 || x >= width || y < 0 || y >= height ) {
break; // edge of patch
}
VectorSubtract( ctrl[y][x].xyz, base, temp );
if ( VectorNormalize2( temp, temp ) == 0 ) {
continue; // degenerate edge, get more dist
} else {
good[k] = qtrue;
VectorCopy( temp, around[k] );
break; // good edge
}
}
}
VectorClear( sum );
for ( k = 0 ; k < 8 ; k++ ) {
if ( !good[k] || !good[(k+1)&7] ) {
continue; // didn't get two points
}
CrossProduct( around[(k+1)&7], around[k], normal );
if ( VectorNormalize2( normal, normal ) == 0 ) {
continue;
}
VectorAdd( normal, sum, sum );
count++;
}
//if ( count == 0 ) {
// printf("bad normal\n");
//}
VectorNormalize2( sum, dv->normal );
}
}
}
/*
============
InvertCtrl
============
*/
static void InvertCtrl( int width, int height, drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
int i, j;
drawVert_t temp;
for ( i = 0 ; i < height ; i++ ) {
for ( j = 0 ; j < width/2 ; j++ ) {
temp = ctrl[i][j];
ctrl[i][j] = ctrl[i][width-1-j];
ctrl[i][width-1-j] = temp;
}
}
}
/*
=================
InvertErrorTable
=================
*/
static void InvertErrorTable( float errorTable[2][MAX_GRID_SIZE], int width, int height ) {
int i;
float copy[2][MAX_GRID_SIZE];
Com_Memcpy( copy, errorTable, sizeof( copy ) );
for ( i = 0 ; i < width ; i++ ) {
errorTable[1][i] = copy[0][i]; //[width-1-i];
}
for ( i = 0 ; i < height ; i++ ) {
errorTable[0][i] = copy[1][height-1-i];
}
}
/*
==================
PutPointsOnCurve
==================
*/
static void PutPointsOnCurve( drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
int width, int height ) {
int i, j;
drawVert_t prev, next;
for ( i = 0 ; i < width ; i++ ) {
for ( j = 1 ; j < height ; j += 2 ) {
LerpDrawVert( &ctrl[j][i], &ctrl[j+1][i], &prev );
LerpDrawVert( &ctrl[j][i], &ctrl[j-1][i], &next );
LerpDrawVert( &prev, &next, &ctrl[j][i] );
}
}
for ( j = 0 ; j < height ; j++ ) {
for ( i = 1 ; i < width ; i += 2 ) {
LerpDrawVert( &ctrl[j][i], &ctrl[j][i+1], &prev );
LerpDrawVert( &ctrl[j][i], &ctrl[j][i-1], &next );
LerpDrawVert( &prev, &next, &ctrl[j][i] );
}
}
}
/*
=================
R_CreateSurfaceGridMesh
=================
*/
srfGridMesh_t *R_CreateSurfaceGridMesh(int width, int height,
drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE] ) {
int i, j, size;
drawVert_t *vert;
vec3_t tmpVec;
srfGridMesh_t *grid;
// copy the results out to a grid
size = (width * height - 1) * sizeof( drawVert_t ) + sizeof( *grid );
#ifdef PATCH_STITCHING
grid = /*ri.Hunk_Alloc*/ ri.Malloc( size );
Com_Memset(grid, 0, size);
grid->widthLodError = /*ri.Hunk_Alloc*/ ri.Malloc( width * 4 );
Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
grid->heightLodError = /*ri.Hunk_Alloc*/ ri.Malloc( height * 4 );
Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
#else
grid = ri.Hunk_Alloc( size );
Com_Memset(grid, 0, size);
grid->widthLodError = ri.Hunk_Alloc( width * 4 );
Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
grid->heightLodError = ri.Hunk_Alloc( height * 4 );
Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
#endif
grid->width = width;
grid->height = height;
grid->surfaceType = SF_GRID;
ClearBounds( grid->meshBounds[0], grid->meshBounds[1] );
for ( i = 0 ; i < width ; i++ ) {
for ( j = 0 ; j < height ; j++ ) {
vert = &grid->verts[j*width+i];
*vert = ctrl[j][i];
AddPointToBounds( vert->xyz, grid->meshBounds[0], grid->meshBounds[1] );
}
}
// compute local origin and bounds
VectorAdd( grid->meshBounds[0], grid->meshBounds[1], grid->localOrigin );
VectorScale( grid->localOrigin, 0.5f, grid->localOrigin );
VectorSubtract( grid->meshBounds[0], grid->localOrigin, tmpVec );
grid->meshRadius = VectorLength( tmpVec );
VectorCopy( grid->localOrigin, grid->lodOrigin );
grid->lodRadius = grid->meshRadius;
//
return grid;
}
/*
=================
R_FreeSurfaceGridMesh
=================
*/
void R_FreeSurfaceGridMesh( srfGridMesh_t *grid ) {
ri.Free(grid->widthLodError);
ri.Free(grid->heightLodError);
ri.Free(grid);
}
/*
=================
R_SubdividePatchToGrid
=================
*/
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
int i, j, k, l;
drawVert_t_cleared( prev );
drawVert_t_cleared( next );
drawVert_t_cleared( mid );
float len, maxLen;
int dir;
int t;
drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
for ( i = 0 ; i < width ; i++ ) {
for ( j = 0 ; j < height ; j++ ) {
ctrl[j][i] = points[j*width+i];
}
}
for ( dir = 0 ; dir < 2 ; dir++ ) {
for ( j = 0 ; j < MAX_GRID_SIZE ; j++ ) {
errorTable[dir][j] = 0;
}
// horizontal subdivisions
for ( j = 0 ; j + 2 < width ; j += 2 ) {
// check subdivided midpoints against control points
// FIXME: also check midpoints of adjacent patches against the control points
// this would basically stitch all patches in the same LOD group together.
maxLen = 0;
for ( i = 0 ; i < height ; i++ ) {
vec3_t midxyz;
vec3_t midxyz2;
vec3_t dir;
vec3_t projected;
float d;
// calculate the point on the curve
for ( l = 0 ; l < 3 ; l++ ) {
midxyz[l] = (ctrl[i][j].xyz[l] + ctrl[i][j+1].xyz[l] * 2
+ ctrl[i][j+2].xyz[l] ) * 0.25f;
}
// see how far off the line it is
// using dist-from-line will not account for internal
// texture warping, but it gives a lot less polygons than
// dist-from-midpoint
VectorSubtract( midxyz, ctrl[i][j].xyz, midxyz );
VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dir );
VectorNormalize( dir );
d = DotProduct( midxyz, dir );
VectorScale( dir, d, projected );
VectorSubtract( midxyz, projected, midxyz2);
len = VectorLengthSquared( midxyz2 ); // we will do the sqrt later
if ( len > maxLen ) {
maxLen = len;
}
}
maxLen = sqrt(maxLen);
// if all the points are on the lines, remove the entire columns
if ( maxLen < 0.1f ) {
errorTable[dir][j+1] = 999;
continue;
}
// see if we want to insert subdivided columns
if ( width + 2 > MAX_GRID_SIZE ) {
errorTable[dir][j+1] = 1.0f/maxLen;
continue; // can't subdivide any more
}
if ( maxLen <= r_subdivisions->value ) {
errorTable[dir][j+1] = 1.0f/maxLen;
continue; // didn't need subdivision
}
errorTable[dir][j+2] = 1.0f/maxLen;
// insert two columns and replace the peak
width += 2;
for ( i = 0 ; i < height ; i++ ) {
LerpDrawVert( &ctrl[i][j], &ctrl[i][j+1], &prev );
LerpDrawVert( &ctrl[i][j+1], &ctrl[i][j+2], &next );
LerpDrawVert( &prev, &next, &mid );
for ( k = width - 1 ; k > j + 3 ; k-- ) {
ctrl[i][k] = ctrl[i][k-2];
}
ctrl[i][j + 1] = prev;
ctrl[i][j + 2] = mid;
ctrl[i][j + 3] = next;
}
// back up and recheck this set again, it may need more subdivision
j -= 2;
}
Transpose( width, height, ctrl );
t = width;
width = height;
height = t;
}
// put all the aproximating points on the curve
PutPointsOnCurve( ctrl, width, height );
// cull out any rows or columns that are colinear
for ( i = 1 ; i < width-1 ; i++ ) {
if ( errorTable[0][i] != 999 ) {
continue;
}
for ( j = i+1 ; j < width ; j++ ) {
for ( k = 0 ; k < height ; k++ ) {
ctrl[k][j-1] = ctrl[k][j];
}
errorTable[0][j-1] = errorTable[0][j];
}
width--;
}
for ( i = 1 ; i < height-1 ; i++ ) {
if ( errorTable[1][i] != 999 ) {
continue;
}
for ( j = i+1 ; j < height ; j++ ) {
for ( k = 0 ; k < width ; k++ ) {
ctrl[j-1][k] = ctrl[j][k];
}
errorTable[1][j-1] = errorTable[1][j];
}
height--;
}
#if 1
// flip for longest tristrips as an optimization
// the results should be visually identical with or
// without this step
if ( height > width ) {
Transpose( width, height, ctrl );
InvertErrorTable( errorTable, width, height );
t = width;
width = height;
height = t;
InvertCtrl( width, height, ctrl );
}
#endif
// calculate normals
MakeMeshNormals( width, height, ctrl );
return R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
}
/*
===============
R_GridInsertColumn
===============
*/
srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror ) {
int i, j;
int width, height, oldwidth;
drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
oldwidth = 0;
width = grid->width + 1;
if (width > MAX_GRID_SIZE)
return NULL;
height = grid->height;
for (i = 0; i < width; i++) {
if (i == column) {
//insert new column
for (j = 0; j < grid->height; j++) {
LerpDrawVert( &grid->verts[j * grid->width + i-1], &grid->verts[j * grid->width + i], &ctrl[j][i] );
if (j == row)
VectorCopy(point, ctrl[j][i].xyz);
}
errorTable[0][i] = loderror;
continue;
}
errorTable[0][i] = grid->widthLodError[oldwidth];
for (j = 0; j < grid->height; j++) {
ctrl[j][i] = grid->verts[j * grid->width + oldwidth];
}
oldwidth++;
}
for (j = 0; j < grid->height; j++) {
errorTable[1][j] = grid->heightLodError[j];
}
// put all the aproximating points on the curve
//PutPointsOnCurve( ctrl, width, height );
// calculate normals
MakeMeshNormals( width, height, ctrl );
VectorCopy(grid->lodOrigin, lodOrigin);
lodRadius = grid->lodRadius;
// free the old grid
R_FreeSurfaceGridMesh(grid);
// create a new grid
grid = R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;
}
/*
===============
R_GridInsertRow
===============
*/
srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror ) {
int i, j;
int width, height, oldheight;
drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
oldheight = 0;
width = grid->width;
height = grid->height + 1;
if (height > MAX_GRID_SIZE)
return NULL;
for (i = 0; i < height; i++) {
if (i == row) {
//insert new row
for (j = 0; j < grid->width; j++) {
LerpDrawVert( &grid->verts[(i-1) * grid->width + j], &grid->verts[i * grid->width + j], &ctrl[i][j] );
if (j == column)
VectorCopy(point, ctrl[i][j].xyz);
}
errorTable[1][i] = loderror;
continue;
}
errorTable[1][i] = grid->heightLodError[oldheight];
for (j = 0; j < grid->width; j++) {
ctrl[i][j] = grid->verts[oldheight * grid->width + j];
}
oldheight++;
}
for (j = 0; j < grid->width; j++) {
errorTable[0][j] = grid->widthLodError[j];
}
// put all the aproximating points on the curve
//PutPointsOnCurve( ctrl, width, height );
// calculate normals
MakeMeshNormals( width, height, ctrl );
VectorCopy(grid->lodOrigin, lodOrigin);
lodRadius = grid->lodRadius;
// free the old grid
R_FreeSurfaceGridMesh(grid);
// create a new grid
grid = R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;
}

View file

@ -1,539 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_flares.c
#include "tr_local.h"
/*
=============================================================================
LIGHT FLARES
A light flare is an effect that takes place inside the eye when bright light
sources are visible. The size of the flare relative to the screen is nearly
constant, irrespective of distance, but the intensity should be proportional to the
projected area of the light source.
A surface that has been flagged as having a light flare will calculate the depth
buffer value that its midpoint should have when the surface is added.
After all opaque surfaces have been rendered, the depth buffer is read back for
each flare in view. If the point has not been obscured by a closer surface, the
flare should be drawn.
Surfaces that have a repeated texture should never be flagged as flaring, because
there will only be a single flare added at the midpoint of the polygon.
To prevent abrupt popping, the intensity of the flare is interpolated up and
down as it changes visibility. This involves scene to scene state, unlike almost
all other aspects of the renderer, and is complicated by the fact that a single
frame may have multiple scenes.
RB_RenderFlares() will be called once per view (twice in a mirrored scene, potentially
up to five or more times in a frame with 3D status bar icons).
=============================================================================
*/
// flare states maintain visibility over multiple frames for fading
// layers: view, mirror, menu
typedef struct flare_s {
struct flare_s *next; // for active chain
int addedFrame;
qboolean inPortal; // true if in a portal view of the scene
int frameSceneNum;
void *surface;
int fogNum;
int fadeTime;
qboolean visible; // state of last test
float drawIntensity; // may be non 0 even if !visible due to fading
int windowX, windowY;
float eyeZ;
vec3_t origin;
vec3_t color;
} flare_t;
#define MAX_FLARES 256
flare_t r_flareStructs[MAX_FLARES];
flare_t *r_activeFlares, *r_inactiveFlares;
int flareCoeff;
/*
==================
R_SetFlareCoeff
==================
*/
static void R_SetFlareCoeff( void ) {
if(r_flareCoeff->value == 0.0f)
flareCoeff = atof(FLARE_STDCOEFF);
else
flareCoeff = r_flareCoeff->value;
}
/*
==================
R_ClearFlares
==================
*/
void R_ClearFlares( void ) {
int i;
Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) );
r_activeFlares = NULL;
r_inactiveFlares = NULL;
for ( i = 0 ; i < MAX_FLARES ; i++ ) {
r_flareStructs[i].next = r_inactiveFlares;
r_inactiveFlares = &r_flareStructs[i];
}
R_SetFlareCoeff();
}
/*
==================
RB_AddFlare
This is called at surface tesselation time
==================
*/
void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {
int i;
flare_t *f;
vec3_t local;
float d = 1;
vec4_t eye, clip, normalized, window;
backEnd.pc.c_flareAdds++;
if(normal && (normal[0] || normal[1] || normal[2]))
{
VectorSubtract( backEnd.viewParms.or.origin, point, local );
VectorNormalizeFast(local);
d = DotProduct(local, normal);
// If the viewer is behind the flare don't add it.
if(d < 0)
return;
}
// 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;
}
}
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; // shouldn't happen, since we check the clip[] above, except for FP rounding
}
// see if a flare with a matching surface, scene, and view exists
for ( f = r_activeFlares ; f ; f = f->next ) {
if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum
&& f->inPortal == backEnd.viewParms.isPortal ) {
break;
}
}
// allocate a new one
if (!f ) {
if ( !r_inactiveFlares ) {
// the list is completely full
return;
}
f = r_inactiveFlares;
r_inactiveFlares = r_inactiveFlares->next;
f->next = r_activeFlares;
r_activeFlares = f;
f->surface = surface;
f->frameSceneNum = backEnd.viewParms.frameSceneNum;
f->inPortal = backEnd.viewParms.isPortal;
f->addedFrame = -1;
}
if ( f->addedFrame != backEnd.viewParms.frameCount - 1 ) {
f->visible = qfalse;
f->fadeTime = backEnd.refdef.time - 2000;
}
f->addedFrame = backEnd.viewParms.frameCount;
f->fogNum = fogNum;
VectorCopy(point, f->origin);
VectorCopy( color, f->color );
// fade the intensity of the flare down as the
// light surface turns away from the viewer
VectorScale( f->color, d, f->color );
// save info needed to test
f->windowX = backEnd.viewParms.viewportX + window[0];
f->windowY = backEnd.viewParms.viewportY + window[1];
f->eyeZ = eye[2];
}
/*
==================
RB_AddDlightFlares
==================
*/
void RB_AddDlightFlares( void ) {
dlight_t *l;
int i, j, k;
fog_t *fog = NULL;
if ( !r_flares->integer ) {
return;
}
l = backEnd.refdef.dlights;
if(tr.world)
fog = tr.world->fogs;
for (i=0 ; i<backEnd.refdef.num_dlights ; i++, l++) {
if(fog)
{
// find which fog volume the light is in
for ( j = 1 ; j < tr.world->numfogs ; j++ ) {
fog = &tr.world->fogs[j];
for ( k = 0 ; k < 3 ; k++ ) {
if ( l->origin[k] < fog->bounds[0][k] || l->origin[k] > fog->bounds[1][k] ) {
break;
}
}
if ( k == 3 ) {
break;
}
}
if ( j == tr.world->numfogs ) {
j = 0;
}
}
else
j = 0;
RB_AddFlare( (void *)l, j, l->origin, l->color, NULL );
}
}
/*
===============================================================================
FLARE BACK END
===============================================================================
*/
/*
==================
RB_TestFlare
==================
*/
void RB_TestFlare( flare_t *f ) {
float depth;
qboolean visible;
float fade;
float screenZ;
backEnd.pc.c_flareTests++;
// 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( f->windowX, f->windowY, 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 = ( -f->eyeZ - -screenZ ) < 24;
if ( visible ) {
if ( !f->visible ) {
f->visible = qtrue;
f->fadeTime = backEnd.refdef.time - 1;
}
fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value;
} else {
if ( f->visible ) {
f->visible = qfalse;
f->fadeTime = backEnd.refdef.time - 1;
}
fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value;
}
if ( fade < 0 ) {
fade = 0;
}
if ( fade > 1 ) {
fade = 1;
}
f->drawIntensity = fade;
}
/*
==================
RB_RenderFlare
==================
*/
void RB_RenderFlare( flare_t *f ) {
float size;
vec3_t color;
int iColor[3];
float distance, intensity, factor;
byte fogFactors[3] = {255, 255, 255};
backEnd.pc.c_flareRenders++;
// We don't want too big values anyways when dividing by distance.
if(f->eyeZ > -1.0f)
distance = 1.0f;
else
distance = -f->eyeZ;
// calculate the flare size..
size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / distance );
/*
* This is an alternative to intensity scaling. It changes the size of the flare on screen instead
* with growing distance. See in the description at the top why this is not the way to go.
// size will change ~ 1/r.
size = backEnd.viewParms.viewportWidth * (r_flareSize->value / (distance * -2.0f));
*/
/*
* As flare sizes stay nearly constant with increasing distance we must decrease the intensity
* to achieve a reasonable visual result. The intensity is ~ (size^2 / distance^2) which can be
* got by considering the ratio of
* (flaresurface on screen) : (Surface of sphere defined by flare origin and distance from flare)
* An important requirement is:
* intensity <= 1 for all distances.
*
* The formula used here to compute the intensity is as follows:
* intensity = flareCoeff * size^2 / (distance + size*sqrt(flareCoeff))^2
* As you can see, the intensity will have a max. of 1 when the distance is 0.
* The coefficient flareCoeff will determine the falloff speed with increasing distance.
*/
factor = distance + size * sqrt(flareCoeff);
intensity = flareCoeff * size * size / (factor * factor);
VectorScale(f->color, f->drawIntensity * intensity, color);
// Calculations for fogging
if(tr.world && f->fogNum > 0 && f->fogNum < tr.world->numfogs)
{
tess.numVertexes = 1;
VectorCopy(f->origin, tess.xyz[0]);
tess.fogNum = f->fogNum;
RB_CalcModulateColorsByFog(fogFactors);
// We don't need to render the flare if colors are 0 anyways.
if(!(fogFactors[0] || fogFactors[1] || fogFactors[2]))
return;
}
iColor[0] = color[0] * fogFactors[0];
iColor[1] = color[1] * fogFactors[1];
iColor[2] = color[2] * fogFactors[2];
RB_BeginSurface( tr.flareShader, f->fogNum );
// FIXME: use quadstamp?
tess.xyz[tess.numVertexes][0] = f->windowX - size;
tess.xyz[tess.numVertexes][1] = f->windowY - size;
tess.texCoords[tess.numVertexes][0][0] = 0;
tess.texCoords[tess.numVertexes][0][1] = 0;
tess.vertexColors[tess.numVertexes][0] = iColor[0];
tess.vertexColors[tess.numVertexes][1] = iColor[1];
tess.vertexColors[tess.numVertexes][2] = iColor[2];
tess.vertexColors[tess.numVertexes][3] = 255;
tess.numVertexes++;
tess.xyz[tess.numVertexes][0] = f->windowX - size;
tess.xyz[tess.numVertexes][1] = f->windowY + size;
tess.texCoords[tess.numVertexes][0][0] = 0;
tess.texCoords[tess.numVertexes][0][1] = 1;
tess.vertexColors[tess.numVertexes][0] = iColor[0];
tess.vertexColors[tess.numVertexes][1] = iColor[1];
tess.vertexColors[tess.numVertexes][2] = iColor[2];
tess.vertexColors[tess.numVertexes][3] = 255;
tess.numVertexes++;
tess.xyz[tess.numVertexes][0] = f->windowX + size;
tess.xyz[tess.numVertexes][1] = f->windowY + size;
tess.texCoords[tess.numVertexes][0][0] = 1;
tess.texCoords[tess.numVertexes][0][1] = 1;
tess.vertexColors[tess.numVertexes][0] = iColor[0];
tess.vertexColors[tess.numVertexes][1] = iColor[1];
tess.vertexColors[tess.numVertexes][2] = iColor[2];
tess.vertexColors[tess.numVertexes][3] = 255;
tess.numVertexes++;
tess.xyz[tess.numVertexes][0] = f->windowX + size;
tess.xyz[tess.numVertexes][1] = f->windowY - size;
tess.texCoords[tess.numVertexes][0][0] = 1;
tess.texCoords[tess.numVertexes][0][1] = 0;
tess.vertexColors[tess.numVertexes][0] = iColor[0];
tess.vertexColors[tess.numVertexes][1] = iColor[1];
tess.vertexColors[tess.numVertexes][2] = iColor[2];
tess.vertexColors[tess.numVertexes][3] = 255;
tess.numVertexes++;
tess.indexes[tess.numIndexes++] = 0;
tess.indexes[tess.numIndexes++] = 1;
tess.indexes[tess.numIndexes++] = 2;
tess.indexes[tess.numIndexes++] = 0;
tess.indexes[tess.numIndexes++] = 2;
tess.indexes[tess.numIndexes++] = 3;
RB_EndSurface();
}
/*
==================
RB_RenderFlares
Because flares are simulating an occular effect, they should be drawn after
everything (all views) in the entire frame has been drawn.
Because of the way portals use the depth buffer to mark off areas, the
needed information would be lost after each view, so we are forced to draw
flares after each view.
The resulting artifact is that flares in mirrors or portals don't dim properly
when occluded by something in the main view, and portal flares that should
extend past the portal edge will be overwritten.
==================
*/
void RB_RenderFlares (void) {
flare_t *f;
flare_t **prev;
qboolean draw;
if ( !r_flares->integer ) {
return;
}
if(r_flareCoeff->modified)
{
R_SetFlareCoeff();
r_flareCoeff->modified = qfalse;
}
// Reset currentEntity to world so that any previously referenced entities
// don't have influence on the rendering of these flares (i.e. RF_ renderer flags).
backEnd.currentEntity = &tr.worldEntity;
backEnd.or = backEnd.viewParms.world;
// RB_AddDlightFlares();
// perform z buffer readback on each flare in this view
draw = qfalse;
prev = &r_activeFlares;
while ( ( f = *prev ) != NULL ) {
// throw out any flares that weren't added last frame
if ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) {
*prev = f->next;
f->next = r_inactiveFlares;
r_inactiveFlares = f;
continue;
}
// don't draw any here that aren't from this scene / portal
f->drawIntensity = 0;
if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
&& f->inPortal == backEnd.viewParms.isPortal ) {
RB_TestFlare( f );
if ( f->drawIntensity ) {
draw = qtrue;
} else {
// this flare has completely faded out, so remove it from the chain
*prev = f->next;
f->next = r_inactiveFlares;
r_inactiveFlares = f;
continue;
}
}
prev = &f->next;
}
if ( !draw ) {
return; // none visible
}
if ( backEnd.viewParms.isPortal ) {
qglDisable (GL_CLIP_PLANE0);
}
qglPushMatrix();
qglLoadIdentity();
qglMatrixMode( GL_PROJECTION );
qglPushMatrix();
qglLoadIdentity();
qglOrtho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
-99999, 99999 );
for ( f = r_activeFlares ; f ; f = f->next ) {
if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
&& f->inPortal == backEnd.viewParms.isPortal
&& f->drawIntensity ) {
RB_RenderFlare( f );
}
}
qglPopMatrix();
qglMatrixMode( GL_MODELVIEW );
qglPopMatrix();
}

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_light.c
#include "tr_local.h"
#define DLIGHT_AT_RADIUS 16
// at the edge of a dlight's influence, this amount of light will be added
#define DLIGHT_MINIMUM_RADIUS 16
// never calculate a range less than this to prevent huge light numbers
/*
===============
R_TransformDlights
Transforms the origins of an array of dlights.
Used by both the front end (for DlightBmodel) and
the back end (before doing the lighting calculation)
===============
*/
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or) {
int i;
vec3_t temp;
for ( i = 0 ; i < count ; i++, dl++ ) {
VectorSubtract( dl->origin, or->origin, temp );
dl->transformed[0] = DotProduct( temp, or->axis[0] );
dl->transformed[1] = DotProduct( temp, or->axis[1] );
dl->transformed[2] = DotProduct( temp, or->axis[2] );
}
}
/*
=============
R_DlightBmodel
Determine which dynamic lights may effect this bmodel
=============
*/
void R_DlightBmodel( bmodel_t *bmodel ) {
int i, j;
dlight_t *dl;
int mask;
msurface_t *surf;
// transform all the lights
R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.or );
mask = 0;
for ( i=0 ; i<tr.refdef.num_dlights ; i++ ) {
dl = &tr.refdef.dlights[i];
// see if the point is close enough to the bounds to matter
for ( j = 0 ; j < 3 ; j++ ) {
if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
break;
}
if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
break;
}
}
if ( j < 3 ) {
continue;
}
// we need to check this light
mask |= 1 << i;
}
tr.currentEntity->needDlights = (mask != 0);
// set the dlight bits in all the surfaces
for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
surf = bmodel->firstSurface + i;
if ( *surf->data == SF_FACE ) {
((srfSurfaceFace_t *)surf->data)->dlightBits = mask;
} else if ( *surf->data == SF_GRID ) {
((srfGridMesh_t *)surf->data)->dlightBits = mask;
} else if ( *surf->data == SF_TRIANGLES ) {
((srfTriangles_t *)surf->data)->dlightBits = mask;
}
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
extern cvar_t *r_ambientScale;
extern cvar_t *r_directedScale;
extern cvar_t *r_debugLight;
/*
=================
R_SetupEntityLightingGrid
=================
*/
static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
vec3_t lightOrigin;
int pos[3];
int i, j;
byte *gridData;
float frac[3];
int gridStep[3];
vec3_t direction;
float totalFactor;
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );
} else {
VectorCopy( ent->e.origin, lightOrigin );
}
VectorSubtract( lightOrigin, tr.world->lightGridOrigin, lightOrigin );
for ( i = 0 ; i < 3 ; i++ ) {
float v;
v = lightOrigin[i]*tr.world->lightGridInverseSize[i];
pos[i] = floor( v );
frac[i] = v - pos[i];
if ( pos[i] < 0 ) {
pos[i] = 0;
} else if ( pos[i] > tr.world->lightGridBounds[i] - 1 ) {
pos[i] = tr.world->lightGridBounds[i] - 1;
}
}
VectorClear( ent->ambientLight );
VectorClear( ent->directedLight );
VectorClear( direction );
assert( tr.world->lightGridData ); // NULL with -nolight maps
// trilerp the light value
gridStep[0] = 8;
gridStep[1] = 8 * tr.world->lightGridBounds[0];
gridStep[2] = 8 * tr.world->lightGridBounds[0] * tr.world->lightGridBounds[1];
gridData = tr.world->lightGridData + pos[0] * gridStep[0]
+ pos[1] * gridStep[1] + pos[2] * gridStep[2];
totalFactor = 0;
for ( i = 0 ; i < 8 ; i++ ) {
float factor;
byte *data;
int lat, lng;
vec3_t normal;
#if idppc
float d0, d1, d2, d3, d4, d5;
#endif
factor = 1.0;
data = gridData;
for ( j = 0 ; j < 3 ; j++ ) {
if ( i & (1<<j) ) {
if ( pos[j] + 1 > tr.world->lightGridBounds[j] - 1 ) {
break; // ignore values outside lightgrid
}
factor *= frac[j];
data += gridStep[j];
} else {
factor *= (1.0f - frac[j]);
}
}
if ( j != 3 ) {
continue;
}
if ( !(data[0]+data[1]+data[2]) ) {
continue; // ignore samples in walls
}
totalFactor += factor;
#if idppc
d0 = data[0]; d1 = data[1]; d2 = data[2];
d3 = data[3]; d4 = data[4]; d5 = data[5];
ent->ambientLight[0] += factor * d0;
ent->ambientLight[1] += factor * d1;
ent->ambientLight[2] += factor * d2;
ent->directedLight[0] += factor * d3;
ent->directedLight[1] += factor * d4;
ent->directedLight[2] += factor * d5;
#else
ent->ambientLight[0] += factor * data[0];
ent->ambientLight[1] += factor * data[1];
ent->ambientLight[2] += factor * data[2];
ent->directedLight[0] += factor * data[3];
ent->directedLight[1] += factor * data[4];
ent->directedLight[2] += factor * data[5];
#endif
lat = data[7];
lng = data[6];
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 )
normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
VectorMA( direction, factor, normal, direction );
}
if ( totalFactor > 0 && totalFactor < 0.99 ) {
totalFactor = 1.0f / totalFactor;
VectorScale( ent->ambientLight, totalFactor, ent->ambientLight );
VectorScale( ent->directedLight, totalFactor, ent->directedLight );
}
VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight );
VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight );
VectorNormalize2( direction, ent->lightDir );
}
/*
===============
LogLight
===============
*/
static void LogLight( trRefEntity_t *ent ) {
int max1, max2;
if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
return;
}
max1 = ent->ambientLight[0];
if ( ent->ambientLight[1] > max1 ) {
max1 = ent->ambientLight[1];
} else if ( ent->ambientLight[2] > max1 ) {
max1 = ent->ambientLight[2];
}
max2 = ent->directedLight[0];
if ( ent->directedLight[1] > max2 ) {
max2 = ent->directedLight[1];
} else if ( ent->directedLight[2] > max2 ) {
max2 = ent->directedLight[2];
}
ri.Printf( PRINT_ALL, "amb:%i dir:%i\n", max1, max2 );
}
/*
=================
R_SetupEntityLighting
Calculates all the lighting values that will be used
by the Calc_* functions
=================
*/
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
int i;
dlight_t *dl;
float power;
vec3_t dir;
float d;
vec3_t lightDir;
vec3_t lightOrigin;
// lighting calculations
if ( ent->lightingCalculated ) {
return;
}
ent->lightingCalculated = qtrue;
//
// trace a sample point down to find ambient light
//
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );
} else {
VectorCopy( ent->e.origin, lightOrigin );
}
// if NOWORLDMODEL, only use dynamic lights (menu system, etc)
if ( !(refdef->rdflags & RDF_NOWORLDMODEL )
&& tr.world->lightGridData ) {
R_SetupEntityLightingGrid( ent );
} else {
ent->ambientLight[0] = ent->ambientLight[1] =
ent->ambientLight[2] = tr.identityLight * 150;
ent->directedLight[0] = ent->directedLight[1] =
ent->directedLight[2] = tr.identityLight * 150;
VectorCopy( tr.sunDirection, ent->lightDir );
}
// bonus items and view weapons have a fixed minimum add
if ( 1 /* ent->e.renderfx & RF_MINLIGHT */ ) {
// give everything a minimum light add
ent->ambientLight[0] += tr.identityLight * 32;
ent->ambientLight[1] += tr.identityLight * 32;
ent->ambientLight[2] += tr.identityLight * 32;
}
//
// modify the light by dynamic lights
//
d = VectorLength( ent->directedLight );
VectorScale( ent->lightDir, d, lightDir );
for ( i = 0 ; i < refdef->num_dlights ; i++ ) {
dl = &refdef->dlights[i];
VectorSubtract( dl->origin, lightOrigin, dir );
d = VectorNormalize( dir );
power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
if ( d < DLIGHT_MINIMUM_RADIUS ) {
d = DLIGHT_MINIMUM_RADIUS;
}
d = power / ( d * d );
VectorMA( ent->directedLight, d, dl->color, ent->directedLight );
VectorMA( lightDir, d, dir, lightDir );
}
// clamp ambient
for ( i = 0 ; i < 3 ; i++ ) {
if ( ent->ambientLight[i] > tr.identityLightByte ) {
ent->ambientLight[i] = tr.identityLightByte;
}
}
if ( r_debugLight->integer ) {
LogLight( ent );
}
// save out the byte packet version
((byte *)&ent->ambientLightInt)[0] = ri.ftol(ent->ambientLight[0]);
((byte *)&ent->ambientLightInt)[1] = ri.ftol(ent->ambientLight[1]);
((byte *)&ent->ambientLightInt)[2] = ri.ftol(ent->ambientLight[2]);
((byte *)&ent->ambientLightInt)[3] = 0xff;
// transform the direction to local space
VectorNormalize( lightDir );
ent->lightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
ent->lightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
ent->lightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
}
/*
=================
R_LightForPoint
=================
*/
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
{
trRefEntity_t ent;
if ( tr.world->lightGridData == NULL )
return qfalse;
Com_Memset(&ent, 0, sizeof(ent));
VectorCopy( point, ent.e.origin );
R_SetupEntityLightingGrid( &ent );
VectorCopy(ent.ambientLight, ambientLight);
VectorCopy(ent.directedLight, directedLight);
VectorCopy(ent.lightDir, lightDir);
return qtrue;
}

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_marks.c -- polygon projection on the world polygons
#include "tr_local.h"
//#include "assert.h"
#define MAX_VERTS_ON_POLY 64
#define MARKER_OFFSET 0 // 1
/*
=============
R_ChopPolyBehindPlane
Out must have space for two more vertexes than in
=============
*/
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
static void R_ChopPolyBehindPlane( int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY],
int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY],
vec3_t normal, vec_t dist, vec_t epsilon) {
float dists[MAX_VERTS_ON_POLY+4] = { 0 };
int sides[MAX_VERTS_ON_POLY+4] = { 0 };
int counts[3];
float dot;
int i, j;
float *p1, *p2, *clip;
float d;
// don't clip if it might overflow
if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) {
*numOutPoints = 0;
return;
}
counts[0] = counts[1] = counts[2] = 0;
// determine sides for each point
for ( i = 0 ; i < numInPoints ; i++ ) {
dot = DotProduct( inPoints[i], normal );
dot -= dist;
dists[i] = dot;
if ( dot > epsilon ) {
sides[i] = SIDE_FRONT;
} else if ( dot < -epsilon ) {
sides[i] = SIDE_BACK;
} else {
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
dists[i] = dists[0];
*numOutPoints = 0;
if ( !counts[0] ) {
return;
}
if ( !counts[1] ) {
*numOutPoints = numInPoints;
Com_Memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) );
return;
}
for ( i = 0 ; i < numInPoints ; i++ ) {
p1 = inPoints[i];
clip = outPoints[ *numOutPoints ];
if ( sides[i] == SIDE_ON ) {
VectorCopy( p1, clip );
(*numOutPoints)++;
continue;
}
if ( sides[i] == SIDE_FRONT ) {
VectorCopy( p1, clip );
(*numOutPoints)++;
clip = outPoints[ *numOutPoints ];
}
if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
continue;
}
// generate a split point
p2 = inPoints[ (i+1) % numInPoints ];
d = dists[i] - dists[i+1];
if ( d == 0 ) {
dot = 0;
} else {
dot = dists[i] / d;
}
// clip xyz
for (j=0 ; j<3 ; j++) {
clip[j] = p1[j] + dot * ( p2[j] - p1[j] );
}
(*numOutPoints)++;
}
}
/*
=================
R_BoxSurfaces_r
=================
*/
void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) {
int s, c;
msurface_t *surf, **mark;
// do the tail recursion in a loop
while ( node->contents == -1 ) {
s = BoxOnPlaneSide( mins, maxs, node->plane );
if (s == 1) {
node = node->children[0];
} else if (s == 2) {
node = node->children[1];
} else {
R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
node = node->children[1];
}
}
// add the individual surfaces
mark = node->firstmarksurface;
c = node->nummarksurfaces;
while (c--) {
//
if (*listlength >= listsize) break;
//
surf = *mark;
// check if the surface has NOIMPACT or NOMARKS set
if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) )
|| ( surf->shader->contentFlags & CONTENTS_FOG ) ) {
surf->viewCount = tr.viewCount;
}
// extra check for surfaces to avoid list overflows
else if (*(surf->data) == SF_FACE) {
// the face plane should go through the box
s = BoxOnPlaneSide( mins, maxs, &(( srfSurfaceFace_t * ) surf->data)->plane );
if (s == 1 || s == 2) {
surf->viewCount = tr.viewCount;
} else if (DotProduct((( srfSurfaceFace_t * ) surf->data)->plane.normal, dir) > -0.5) {
// don't add faces that make sharp angles with the projection direction
surf->viewCount = tr.viewCount;
}
}
else if (*(surfaceType_t *) (surf->data) != SF_GRID &&
*(surfaceType_t *) (surf->data) != SF_TRIANGLES)
surf->viewCount = tr.viewCount;
// check the viewCount because the surface may have
// already been added if it spans multiple leafs
if (surf->viewCount != tr.viewCount) {
surf->viewCount = tr.viewCount;
list[*listlength] = (surfaceType_t *) surf->data;
(*listlength)++;
}
mark++;
}
}
/*
=================
R_AddMarkFragments
=================
*/
void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
int numPlanes, vec3_t *normals, float *dists,
int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t *fragmentBuffer,
int *returnedPoints, int *returnedFragments,
vec3_t mins, vec3_t maxs) {
int pingPong, i;
markFragment_t *mf;
// chop the surface by all the bounding planes of the to be projected polygon
pingPong = 0;
for ( i = 0 ; i < numPlanes ; i++ ) {
R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong],
&numClipPoints, clipPoints[!pingPong],
normals[i], dists[i], 0.5 );
pingPong ^= 1;
if ( numClipPoints == 0 ) {
break;
}
}
// completely clipped away?
if ( numClipPoints == 0 ) {
return;
}
// add this fragment to the returned list
if ( numClipPoints + (*returnedPoints) > maxPoints ) {
return; // not enough space for this polygon
}
/*
// all the clip points should be within the bounding box
for ( i = 0 ; i < numClipPoints ; i++ ) {
int j;
for ( j = 0 ; j < 3 ; j++ ) {
if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break;
if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break;
}
if (j < 3) break;
}
if (i < numClipPoints) return;
*/
mf = fragmentBuffer + (*returnedFragments);
mf->firstPoint = (*returnedPoints);
mf->numPoints = numClipPoints;
Com_Memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
(*returnedPoints) += numClipPoints;
(*returnedFragments)++;
}
/*
=================
R_MarkFragments
=================
*/
int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) {
int numsurfaces, numPlanes;
int i, j, k, m, n;
surfaceType_t *surfaces[64];
vec3_t mins, maxs;
int returnedFragments;
int returnedPoints;
vec3_t normals[MAX_VERTS_ON_POLY+2];
float dists[MAX_VERTS_ON_POLY+2];
vec3_t clipPoints[2][MAX_VERTS_ON_POLY];
int numClipPoints;
float *v;
srfGridMesh_t *cv;
drawVert_t *dv;
vec3_t normal;
vec3_t projectionDir;
vec3_t v1, v2;
int *indexes;
if (numPoints <= 0) {
return 0;
}
//increment view count for double check prevention
tr.viewCount++;
//
VectorNormalize2( projection, projectionDir );
// find all the brushes that are to be considered
ClearBounds( mins, maxs );
for ( i = 0 ; i < numPoints ; i++ ) {
vec3_t temp;
AddPointToBounds( points[i], mins, maxs );
VectorAdd( points[i], projection, temp );
AddPointToBounds( temp, mins, maxs );
// make sure we get all the leafs (also the one(s) in front of the hit surface)
VectorMA( points[i], -20, projectionDir, temp );
AddPointToBounds( temp, mins, maxs );
}
if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY;
// create the bounding planes for the to be projected polygon
for ( i = 0 ; i < numPoints ; i++ ) {
VectorSubtract(points[(i+1)%numPoints], points[i], v1);
VectorAdd(points[i], projection, v2);
VectorSubtract(points[i], v2, v2);
CrossProduct(v1, v2, normals[i]);
VectorNormalizeFast(normals[i]);
dists[i] = DotProduct(normals[i], points[i]);
}
// add near and far clipping planes for projection
VectorCopy(projectionDir, normals[numPoints]);
dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32;
VectorCopy(projectionDir, normals[numPoints+1]);
VectorInverse(normals[numPoints+1]);
dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - 20;
numPlanes = numPoints + 2;
numsurfaces = 0;
R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir);
//assert(numsurfaces <= 64);
//assert(numsurfaces != 64);
returnedPoints = 0;
returnedFragments = 0;
for ( i = 0 ; i < numsurfaces ; i++ ) {
if (*surfaces[i] == SF_GRID) {
cv = (srfGridMesh_t *) surfaces[i];
for ( m = 0 ; m < cv->height - 1 ; m++ ) {
for ( n = 0 ; n < cv->width - 1 ; n++ ) {
// We triangulate the grid and chop all triangles within
// the bounding planes of the to be projected polygon.
// LOD is not taken into account, not such a big deal though.
//
// It's probably much nicer to chop the grid itself and deal
// with this grid as a normal SF_GRID surface so LOD will
// be applied. However the LOD of that chopped grid must
// be synced with the LOD of the original curve.
// One way to do this; the chopped grid shares vertices with
// the original curve. When LOD is applied to the original
// curve the unused vertices are flagged. Now the chopped curve
// should skip the flagged vertices. This still leaves the
// problems with the vertices at the chopped grid edges.
//
// To avoid issues when LOD applied to "hollow curves" (like
// the ones around many jump pads) we now just add a 2 unit
// offset to the triangle vertices.
// The offset is added in the vertex normal vector direction
// so all triangles will still fit together.
// The 2 unit offset should avoid pretty much all LOD problems.
numClipPoints = 3;
dv = cv->verts + m * cv->width + n;
VectorCopy(dv[0].xyz, clipPoints[0][0]);
VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
VectorCopy(dv[1].xyz, clipPoints[0][2]);
VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
// check the normal of this triangle
VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
CrossProduct(v1, v2, normal);
VectorNormalizeFast(normal);
if (DotProduct(normal, projectionDir) < -0.1) {
// add the fragments of this triangle
R_AddMarkFragments(numClipPoints, clipPoints,
numPlanes, normals, dists,
maxPoints, pointBuffer,
maxFragments, fragmentBuffer,
&returnedPoints, &returnedFragments, mins, maxs);
if ( returnedFragments == maxFragments ) {
return returnedFragments; // not enough space for more fragments
}
}
VectorCopy(dv[1].xyz, clipPoints[0][0]);
VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]);
VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]);
// check the normal of this triangle
VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
CrossProduct(v1, v2, normal);
VectorNormalizeFast(normal);
if (DotProduct(normal, projectionDir) < -0.05) {
// add the fragments of this triangle
R_AddMarkFragments(numClipPoints, clipPoints,
numPlanes, normals, dists,
maxPoints, pointBuffer,
maxFragments, fragmentBuffer,
&returnedPoints, &returnedFragments, mins, maxs);
if ( returnedFragments == maxFragments ) {
return returnedFragments; // not enough space for more fragments
}
}
}
}
}
else if (*surfaces[i] == SF_FACE) {
srfSurfaceFace_t *surf = ( srfSurfaceFace_t * ) surfaces[i];
// check the normal of this face
if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
continue;
}
indexes = (int *)( (byte *)surf + surf->ofsIndices );
for ( k = 0 ; k < surf->numIndices ; k += 3 ) {
for ( j = 0 ; j < 3 ; j++ ) {
v = &surf->points[0][0] + VERTEXSIZE * indexes[k+j];
VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
}
// add the fragments of this face
R_AddMarkFragments( 3 , clipPoints,
numPlanes, normals, dists,
maxPoints, pointBuffer,
maxFragments, fragmentBuffer,
&returnedPoints, &returnedFragments, mins, maxs);
if ( returnedFragments == maxFragments ) {
return returnedFragments; // not enough space for more fragments
}
}
}
else if(*surfaces[i] == SF_TRIANGLES && r_marksOnTriangleMeshes->integer) {
srfTriangles_t *surf = (srfTriangles_t *) surfaces[i];
for (k = 0; k < surf->numIndexes; k += 3)
{
for(j = 0; j < 3; j++)
{
v = surf->verts[surf->indexes[k + j]].xyz;
VectorMA(v, MARKER_OFFSET, surf->verts[surf->indexes[k + j]].normal, clipPoints[0][j]);
}
// add the fragments of this face
R_AddMarkFragments(3, clipPoints,
numPlanes, normals, dists,
maxPoints, pointBuffer,
maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);
if(returnedFragments == maxFragments)
{
return returnedFragments; // not enough space for more fragments
}
}
}
}
return returnedFragments;
}

View file

@ -1,412 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_mesh.c: triangle model functions
#include "tr_local.h"
static 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;
mdrHeader_t *mdr;
mdrFrame_t *mdrframe;
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
if(tr.currentModel->type == MOD_MDR)
{
int frameSize;
mdr = (mdrHeader_t *) tr.currentModel->modelData;
frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
}
else
{
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 = ri.ftol(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 = NULL;
md3Surface_t *surface = NULL;
md3Shader_t *md3Shader = NULL;
shader_t *shader = NULL;
int cull;
int lod;
int fogNum;
qboolean personalModel;
// don't add third_person objects if not in a portal
personalModel = (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( (void *)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( (void *)surface, tr.projectionShadowShader, 0, qfalse );
}
// don't add third_person objects if not viewing through a portal
if ( !personalModel ) {
R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse );
}
surface = (md3Surface_t *)( (byte *)surface + surface->ofsEnd );
}
}

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@ -1,411 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
int r_firstSceneDrawSurf;
int r_numdlights;
int r_firstSceneDlight;
int r_numentities;
int r_firstSceneEntity;
int r_numpolys;
int r_firstScenePoly;
int r_numpolyverts;
/*
====================
R_InitNextFrame
====================
*/
void R_InitNextFrame( void ) {
backEndData->commands.used = 0;
r_firstSceneDrawSurf = 0;
r_numdlights = 0;
r_firstSceneDlight = 0;
r_numentities = 0;
r_firstSceneEntity = 0;
r_numpolys = 0;
r_firstScenePoly = 0;
r_numpolyverts = 0;
}
/*
====================
RE_ClearScene
====================
*/
void RE_ClearScene( void ) {
r_firstSceneDlight = r_numdlights;
r_firstSceneEntity = r_numentities;
r_firstScenePoly = r_numpolys;
}
/*
===========================================================================
DISCRETE POLYS
===========================================================================
*/
/*
=====================
R_AddPolygonSurfaces
Adds all the scene's polys into this view's drawsurf list
=====================
*/
void R_AddPolygonSurfaces( void ) {
int i;
shader_t *sh;
srfPoly_t *poly;
tr.currentEntityNum = REFENTITYNUM_WORLD;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
sh = R_GetShaderByHandle( poly->hShader );
R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex, qfalse );
}
}
/*
=====================
RE_AddPolyToScene
=====================
*/
void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
srfPoly_t *poly;
int i, j;
int fogIndex;
fog_t *fog;
vec3_t bounds[2];
if ( !tr.registered ) {
return;
}
if ( !hShader ) {
ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
return;
}
for ( j = 0; j < numPolys; j++ ) {
if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
/*
NOTE TTimo this was initially a PRINT_WARNING
but it happens a lot with high fighting scenes and particles
since we don't plan on changing the const and making for room for those effects
simply cut this message to developer only
*/
ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
return;
}
poly = &backEndData->polys[r_numpolys];
poly->surfaceType = SF_POLY;
poly->hShader = hShader;
poly->numVerts = numVerts;
poly->verts = &backEndData->polyVerts[r_numpolyverts];
Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
poly->verts->modulate[0] = 255;
poly->verts->modulate[1] = 255;
poly->verts->modulate[2] = 255;
poly->verts->modulate[3] = 255;
}
// done.
r_numpolys++;
r_numpolyverts += numVerts;
// if no world is loaded
if ( tr.world == NULL ) {
fogIndex = 0;
}
// see if it is in a fog volume
else if ( tr.world->numfogs == 1 ) {
fogIndex = 0;
} else {
// find which fog volume the poly is in
VectorCopy( poly->verts[0].xyz, bounds[0] );
VectorCopy( poly->verts[0].xyz, bounds[1] );
for ( i = 1 ; i < poly->numVerts ; i++ ) {
AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
}
for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
fog = &tr.world->fogs[fogIndex];
if ( bounds[1][0] >= fog->bounds[0][0]
&& bounds[1][1] >= fog->bounds[0][1]
&& bounds[1][2] >= fog->bounds[0][2]
&& bounds[0][0] <= fog->bounds[1][0]
&& bounds[0][1] <= fog->bounds[1][1]
&& bounds[0][2] <= fog->bounds[1][2] ) {
break;
}
}
if ( fogIndex == tr.world->numfogs ) {
fogIndex = 0;
}
}
poly->fogIndex = fogIndex;
}
}
//=================================================================================
/*
=====================
RE_AddRefEntityToScene
=====================
*/
void RE_AddRefEntityToScene( const refEntity_t *ent ) {
if ( !tr.registered ) {
return;
}
if ( r_numentities >= MAX_REFENTITIES ) {
ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n");
return;
}
if ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) {
static qboolean firstTime = qtrue;
if (firstTime) {
firstTime = qfalse;
ri.Printf( PRINT_WARNING, "RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n");
}
return;
}
if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
}
backEndData->entities[r_numentities].e = *ent;
backEndData->entities[r_numentities].lightingCalculated = qfalse;
r_numentities++;
}
/*
=====================
RE_AddDynamicLightToScene
=====================
*/
void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
dlight_t *dl;
if ( !tr.registered ) {
return;
}
if ( r_numdlights >= MAX_DLIGHTS ) {
return;
}
if ( intensity <= 0 ) {
return;
}
// these cards don't have the correct blend mode
if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
return;
}
dl = &backEndData->dlights[r_numdlights++];
VectorCopy (org, dl->origin);
dl->radius = intensity;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
dl->additive = additive;
}
/*
=====================
RE_AddLightToScene
=====================
*/
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
}
/*
=====================
RE_AddAdditiveLightToScene
=====================
*/
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
}
/*
@@@@@@@@@@@@@@@@@@@@@
RE_RenderScene
Draw a 3D view into a part of the window, then return
to 2D drawing.
Rendering a scene may require multiple views to be rendered
to handle mirrors,
@@@@@@@@@@@@@@@@@@@@@
*/
void RE_RenderScene( const refdef_t *fd ) {
viewParms_t parms;
int startTime;
if ( !tr.registered ) {
return;
}
GLimp_LogComment( "====== RE_RenderScene =====\n" );
if ( r_norefresh->integer ) {
return;
}
startTime = ri.Milliseconds();
if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
}
Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
tr.refdef.x = fd->x;
tr.refdef.y = fd->y;
tr.refdef.width = fd->width;
tr.refdef.height = fd->height;
tr.refdef.fov_x = fd->fov_x;
tr.refdef.fov_y = fd->fov_y;
VectorCopy( fd->vieworg, tr.refdef.vieworg );
VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
tr.refdef.time = fd->time;
tr.refdef.rdflags = fd->rdflags;
// copy the areamask data over and note if it has changed, which
// will force a reset of the visible leafs even if the view hasn't moved
tr.refdef.areamaskModified = qfalse;
if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
int areaDiff;
int i;
// compare the area bits
areaDiff = 0;
for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
}
if ( areaDiff ) {
// a door just opened or something
tr.refdef.areamaskModified = qtrue;
}
}
// derived info
tr.refdef.floatTime = tr.refdef.time * 0.001;
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs;
tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
// turn off dynamic lighting globally by clearing all the
// dlights if it needs to be disabled or if vertex lighting is enabled
if ( r_dynamiclight->integer == 0 ||
r_vertexLight->integer == 1 ||
glConfig.hardwareType == GLHW_PERMEDIA2 ) {
tr.refdef.num_dlights = 0;
}
// a single frame may have multiple scenes draw inside it --
// a 3D game view, 3D status bar renderings, 3D menus, etc.
// They need to be distinguished by the light flare code, because
// the visibility state for a given surface may be different in
// each scene / view.
tr.frameSceneNum++;
tr.sceneCount++;
// setup view parms for the initial view
//
// set up viewport
// The refdef takes 0-at-the-top y coordinates, so
// convert to GL's 0-at-the-bottom space
//
Com_Memset( &parms, 0, sizeof( parms ) );
parms.viewportX = tr.refdef.x;
parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
parms.viewportWidth = tr.refdef.width;
parms.viewportHeight = tr.refdef.height;
parms.isPortal = qfalse;
parms.fovX = tr.refdef.fov_x;
parms.fovY = tr.refdef.fov_y;
parms.stereoFrame = tr.refdef.stereoFrame;
VectorCopy( fd->vieworg, parms.or.origin );
VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
VectorCopy( fd->vieworg, parms.pvsOrigin );
R_RenderView( &parms );
// the next scene rendered in this frame will tack on after this one
r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
r_firstSceneEntity = r_numentities;
r_firstSceneDlight = r_numdlights;
r_firstScenePoly = r_numpolys;
tr.frontEndMsec += ri.Milliseconds() - startTime;
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

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@ -1,325 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
/*
for a projection shadow:
point[x] += light vector * ( z - shadow plane )
point[y] +=
point[z] = shadow plane
1 0 light[x] / light[z]
*/
typedef struct {
int i2;
int facing;
} edgeDef_t;
#define MAX_EDGE_DEFS 32
static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
static int numEdgeDefs[SHADER_MAX_VERTEXES];
static int facing[SHADER_MAX_INDEXES/3];
static vec3_t shadowXyz[SHADER_MAX_VERTEXES];
void R_AddEdgeDef( int i1, int i2, int facing ) {
int c;
c = numEdgeDefs[ i1 ];
if ( c == MAX_EDGE_DEFS ) {
return; // overflow
}
edgeDefs[ i1 ][ c ].i2 = i2;
edgeDefs[ i1 ][ c ].facing = facing;
numEdgeDefs[ i1 ]++;
}
void R_RenderShadowEdges( void ) {
int i;
#if 0
int numTris;
// dumb way -- render every triangle's edges
numTris = tess.numIndexes / 3;
for ( i = 0 ; i < numTris ; i++ ) {
int i1, i2, i3;
if ( !facing[i] ) {
continue;
}
i1 = tess.indexes[ i*3 + 0 ];
i2 = tess.indexes[ i*3 + 1 ];
i3 = tess.indexes[ i*3 + 2 ];
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i1 ] );
qglVertex3fv( shadowXyz[ i1 ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( shadowXyz[ i2 ] );
qglVertex3fv( tess.xyz[ i3 ] );
qglVertex3fv( shadowXyz[ i3 ] );
qglVertex3fv( tess.xyz[ i1 ] );
qglVertex3fv( shadowXyz[ i1 ] );
qglEnd();
}
#else
int c, c2;
int j, k;
int i2;
int c_edges, c_rejected;
int hit[2];
// an edge is NOT a silhouette edge if its face doesn't face the light,
// or if it has a reverse paired edge that also faces the light.
// A well behaved polyhedron would have exactly two faces for each edge,
// but lots of models have dangling edges or overfanned edges
c_edges = 0;
c_rejected = 0;
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
c = numEdgeDefs[ i ];
for ( j = 0 ; j < c ; j++ ) {
if ( !edgeDefs[ i ][ j ].facing ) {
continue;
}
hit[0] = 0;
hit[1] = 0;
i2 = edgeDefs[ i ][ j ].i2;
c2 = numEdgeDefs[ i2 ];
for ( k = 0 ; k < c2 ; k++ ) {
if ( edgeDefs[ i2 ][ k ].i2 == i ) {
hit[ edgeDefs[ i2 ][ k ].facing ]++;
}
}
// if it doesn't share the edge with another front facing
// triangle, it is a sil edge
if ( hit[ 1 ] == 0 ) {
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i ] );
qglVertex3fv( shadowXyz[ i ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( shadowXyz[ i2 ] );
qglEnd();
c_edges++;
} else {
c_rejected++;
}
}
}
#endif
}
/*
=================
RB_ShadowTessEnd
triangleFromEdge[ v1 ][ v2 ]
set triangle from edge( v1, v2, tri )
if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
}
=================
*/
void RB_ShadowTessEnd( void ) {
int i;
int numTris;
vec3_t lightDir;
GLboolean rgba[4];
if ( glConfig.stencilBits < 4 ) {
return;
}
VectorCopy( backEnd.currentEntity->lightDir, lightDir );
// project vertexes away from light direction
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
VectorMA( tess.xyz[i], -512, lightDir, shadowXyz[i] );
}
// decide which triangles face the light
Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );
numTris = tess.numIndexes / 3;
for ( i = 0 ; i < numTris ; i++ ) {
int i1, i2, i3;
vec3_t d1, d2, normal;
float *v1, *v2, *v3;
float d;
i1 = tess.indexes[ i*3 + 0 ];
i2 = tess.indexes[ i*3 + 1 ];
i3 = tess.indexes[ i*3 + 2 ];
v1 = tess.xyz[ i1 ];
v2 = tess.xyz[ i2 ];
v3 = tess.xyz[ i3 ];
VectorSubtract( v2, v1, d1 );
VectorSubtract( v3, v1, d2 );
CrossProduct( d1, d2, normal );
d = DotProduct( normal, lightDir );
if ( d > 0 ) {
facing[ i ] = 1;
} else {
facing[ i ] = 0;
}
// create the edges
R_AddEdgeDef( i1, i2, facing[ i ] );
R_AddEdgeDef( i2, i3, facing[ i ] );
R_AddEdgeDef( i3, i1, facing[ i ] );
}
// draw the silhouette edges
GL_Bind( tr.whiteImage );
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
qglColor3f( 0.2f, 0.2f, 0.2f );
// don't write to the color buffer
qglGetBooleanv(GL_COLOR_WRITEMASK, rgba);
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
qglEnable( GL_STENCIL_TEST );
qglStencilFunc( GL_ALWAYS, 1, 255 );
GL_Cull( CT_BACK_SIDED );
qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
R_RenderShadowEdges();
GL_Cull( CT_FRONT_SIDED );
qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
R_RenderShadowEdges();
// reenable writing to the color buffer
qglColorMask(rgba[0], rgba[1], rgba[2], rgba[3]);
}
/*
=================
RB_ShadowFinish
Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
if ( r_shadows->integer != 2 ) {
return;
}
if ( glConfig.stencilBits < 4 ) {
return;
}
qglEnable( GL_STENCIL_TEST );
qglStencilFunc( GL_NOTEQUAL, 0, 255 );
qglDisable (GL_CLIP_PLANE0);
GL_Cull( CT_TWO_SIDED );
GL_Bind( tr.whiteImage );
qglLoadIdentity ();
qglColor3f( 0.6f, 0.6f, 0.6f );
GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
// qglColor3f( 1, 0, 0 );
// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
qglBegin( GL_QUADS );
qglVertex3f( -100, 100, -10 );
qglVertex3f( 100, 100, -10 );
qglVertex3f( 100, -100, -10 );
qglVertex3f( -100, -100, -10 );
qglEnd ();
qglColor4f(1,1,1,1);
qglDisable( GL_STENCIL_TEST );
}
/*
=================
RB_ProjectionShadowDeform
=================
*/
void RB_ProjectionShadowDeform( void ) {
float *xyz;
int i;
float h;
vec3_t ground;
vec3_t light;
float groundDist;
float d;
vec3_t lightDir;
xyz = ( float * ) tess.xyz;
ground[0] = backEnd.or.axis[0][2];
ground[1] = backEnd.or.axis[1][2];
ground[2] = backEnd.or.axis[2][2];
groundDist = backEnd.or.origin[2] - backEnd.currentEntity->e.shadowPlane;
VectorCopy( backEnd.currentEntity->lightDir, lightDir );
d = DotProduct( lightDir, ground );
// don't let the shadows get too long or go negative
if ( d < 0.5 ) {
VectorMA( lightDir, (0.5 - d), ground, lightDir );
d = DotProduct( lightDir, ground );
}
d = 1.0 / d;
light[0] = lightDir[0] * d;
light[1] = lightDir[1] * d;
light[2] = lightDir[2] * d;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
h = DotProduct( xyz, ground ) + groundDist;
xyz[0] -= light[0] * h;
xyz[1] -= light[1] * h;
xyz[2] -= light[2] * h;
}
}

View file

@ -1,799 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_sky.c
#include "tr_local.h"
#define SKY_SUBDIVISIONS 8
#define HALF_SKY_SUBDIVISIONS (SKY_SUBDIVISIONS/2)
static float s_cloudTexCoords[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
static float s_cloudTexP[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
/*
===================================================================================
POLYGON TO BOX SIDE PROJECTION
===================================================================================
*/
static vec3_t sky_clip[6] =
{
{1,1,0},
{1,-1,0},
{0,-1,1},
{0,1,1},
{1,0,1},
{-1,0,1}
};
static float sky_mins[2][6], sky_maxs[2][6];
static float sky_min, sky_max;
/*
================
AddSkyPolygon
================
*/
static void AddSkyPolygon (int nump, vec3_t vecs)
{
int i,j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
// s = [0]/[2], t = [1]/[2]
static int vec_to_st[6][3] =
{
{-2,3,1},
{2,3,-1},
{1,3,2},
{-1,3,-2},
{-2,-1,3},
{-2,1,-3}
// {-1,2,3},
// {1,2,-3}
};
// decide which face it maps to
VectorCopy (vec3_origin, v);
for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
{
VectorAdd (vp, v, v);
}
av[0] = fabs(v[0]);
av[1] = fabs(v[1]);
av[2] = fabs(v[2]);
if (av[0] > av[1] && av[0] > av[2])
{
if (v[0] < 0)
axis = 1;
else
axis = 0;
}
else if (av[1] > av[2] && av[1] > av[0])
{
if (v[1] < 0)
axis = 3;
else
axis = 2;
}
else
{
if (v[2] < 0)
axis = 5;
else
axis = 4;
}
// project new texture coords
for (i=0 ; i<nump ; i++, vecs+=3)
{
j = vec_to_st[axis][2];
if (j > 0)
dv = vecs[j - 1];
else
dv = -vecs[-j - 1];
if (dv < 0.001)
continue; // don't divide by zero
j = vec_to_st[axis][0];
if (j < 0)
s = -vecs[-j -1] / dv;
else
s = vecs[j-1] / dv;
j = vec_to_st[axis][1];
if (j < 0)
t = -vecs[-j -1] / dv;
else
t = vecs[j-1] / dv;
if (s < sky_mins[0][axis])
sky_mins[0][axis] = s;
if (t < sky_mins[1][axis])
sky_mins[1][axis] = t;
if (s > sky_maxs[0][axis])
sky_maxs[0][axis] = s;
if (t > sky_maxs[1][axis])
sky_maxs[1][axis] = t;
}
}
#define ON_EPSILON 0.1f // point on plane side epsilon
#define MAX_CLIP_VERTS 64
/*
================
ClipSkyPolygon
================
*/
static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
{
float *norm;
float *v;
qboolean front, back;
float d, e;
float dists[MAX_CLIP_VERTS];
int sides[MAX_CLIP_VERTS];
vec3_t newv[2][MAX_CLIP_VERTS];
int newc[2];
int i, j;
if (nump > MAX_CLIP_VERTS-2)
ri.Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
if (stage == 6)
{ // fully clipped, so draw it
AddSkyPolygon (nump, vecs);
return;
}
front = back = qfalse;
norm = sky_clip[stage];
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
d = DotProduct (v, norm);
if (d > ON_EPSILON)
{
front = qtrue;
sides[i] = SIDE_FRONT;
}
else if (d < -ON_EPSILON)
{
back = qtrue;
sides[i] = SIDE_BACK;
}
else
sides[i] = SIDE_ON;
dists[i] = d;
}
if (!front || !back)
{ // not clipped
ClipSkyPolygon (nump, vecs, stage+1);
return;
}
// clip it
sides[i] = sides[0];
dists[i] = dists[0];
VectorCopy (vecs, (vecs+(i*3)) );
newc[0] = newc[1] = 0;
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
switch (sides[i])
{
case SIDE_FRONT:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
break;
case SIDE_BACK:
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
case SIDE_ON:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
}
if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
continue;
d = dists[i] / (dists[i] - dists[i+1]);
for (j=0 ; j<3 ; j++)
{
e = v[j] + d*(v[j+3] - v[j]);
newv[0][newc[0]][j] = e;
newv[1][newc[1]][j] = e;
}
newc[0]++;
newc[1]++;
}
// continue
ClipSkyPolygon (newc[0], newv[0][0], stage+1);
ClipSkyPolygon (newc[1], newv[1][0], stage+1);
}
/*
==============
ClearSkyBox
==============
*/
static void ClearSkyBox (void) {
int i;
for (i=0 ; i<6 ; i++) {
sky_mins[0][i] = sky_mins[1][i] = 9999;
sky_maxs[0][i] = sky_maxs[1][i] = -9999;
}
}
/*
================
RB_ClipSkyPolygons
================
*/
void RB_ClipSkyPolygons( shaderCommands_t *input )
{
vec3_t p[5]; // need one extra point for clipping
int i, j;
ClearSkyBox();
for ( i = 0; i < input->numIndexes; i += 3 )
{
for (j = 0 ; j < 3 ; j++)
{
VectorSubtract( input->xyz[input->indexes[i+j]],
backEnd.viewParms.or.origin,
p[j] );
}
ClipSkyPolygon( 3, p[0], 0 );
}
}
/*
===================================================================================
CLOUD VERTEX GENERATION
===================================================================================
*/
/*
** MakeSkyVec
**
** Parms: s, t range from -1 to 1
*/
static void MakeSkyVec( float s, float t, int axis, float outSt[2], vec3_t outXYZ )
{
// 1 = s, 2 = t, 3 = 2048
static int st_to_vec[6][3] =
{
{3,-1,2},
{-3,1,2},
{1,3,2},
{-1,-3,2},
{-2,-1,3}, // 0 degrees yaw, look straight up
{2,-1,-3} // look straight down
};
vec3_t b;
int j, k;
float boxSize;
boxSize = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
b[0] = s*boxSize;
b[1] = t*boxSize;
b[2] = boxSize;
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
{
outXYZ[j] = -b[-k - 1];
}
else
{
outXYZ[j] = b[k - 1];
}
}
// avoid bilerp seam
s = (s+1)*0.5;
t = (t+1)*0.5;
if (s < sky_min)
{
s = sky_min;
}
else if (s > sky_max)
{
s = sky_max;
}
if (t < sky_min)
{
t = sky_min;
}
else if (t > sky_max)
{
t = sky_max;
}
t = 1.0 - t;
if ( outSt )
{
outSt[0] = s;
outSt[1] = t;
}
}
static int sky_texorder[6] = {0,2,1,3,4,5};
static vec3_t s_skyPoints[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
static float s_skyTexCoords[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
{
int s, t;
GL_Bind( image );
for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
{
qglBegin( GL_TRIANGLE_STRIP );
for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
{
qglTexCoord2fv( s_skyTexCoords[t][s] );
qglVertex3fv( s_skyPoints[t][s] );
qglTexCoord2fv( s_skyTexCoords[t+1][s] );
qglVertex3fv( s_skyPoints[t+1][s] );
}
qglEnd();
}
}
static void DrawSkyBox( shader_t *shader )
{
int i;
sky_min = 0;
sky_max = 1;
Com_Memset( s_skyTexCoords, 0, sizeof( s_skyTexCoords ) );
for (i=0 ; i<6 ; i++)
{
int sky_mins_subd[2], sky_maxs_subd[2];
int s, t;
sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) ||
( sky_mins[1][i] >= sky_maxs[1][i] ) )
{
continue;
}
sky_mins_subd[0] = sky_mins[0][i] * HALF_SKY_SUBDIVISIONS;
sky_mins_subd[1] = sky_mins[1][i] * HALF_SKY_SUBDIVISIONS;
sky_maxs_subd[0] = sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS;
sky_maxs_subd[1] = sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS;
if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS )
sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS )
sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
if ( sky_mins_subd[1] < -HALF_SKY_SUBDIVISIONS )
sky_mins_subd[1] = -HALF_SKY_SUBDIVISIONS;
else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS )
sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS )
sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS )
sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
if ( sky_maxs_subd[1] < -HALF_SKY_SUBDIVISIONS )
sky_maxs_subd[1] = -HALF_SKY_SUBDIVISIONS;
else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS )
sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
//
// iterate through the subdivisions
//
for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
{
for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
{
MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
i,
s_skyTexCoords[t][s],
s_skyPoints[t][s] );
}
}
DrawSkySide( shader->sky.outerbox[sky_texorder[i]],
sky_mins_subd,
sky_maxs_subd );
}
}
static void FillCloudySkySide( const int mins[2], const int maxs[2], qboolean addIndexes )
{
int s, t;
int vertexStart = tess.numVertexes;
int tHeight, sWidth;
tHeight = maxs[1] - mins[1] + 1;
sWidth = maxs[0] - mins[0] + 1;
for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
{
for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
{
VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0][0] = s_skyTexCoords[t][s][0];
tess.texCoords[tess.numVertexes][0][1] = s_skyTexCoords[t][s][1];
tess.numVertexes++;
if ( tess.numVertexes >= SHADER_MAX_VERTEXES )
{
ri.Error( ERR_DROP, "SHADER_MAX_VERTEXES hit in FillCloudySkySide()" );
}
}
}
// only add indexes for one pass, otherwise it would draw multiple times for each pass
if ( addIndexes ) {
for ( t = 0; t < tHeight-1; t++ )
{
for ( s = 0; s < sWidth-1; s++ )
{
tess.indexes[tess.numIndexes] = vertexStart + s + t * ( sWidth );
tess.numIndexes++;
tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
tess.numIndexes++;
tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
tess.numIndexes++;
tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
tess.numIndexes++;
tess.indexes[tess.numIndexes] = vertexStart + s + 1 + ( t + 1 ) * ( sWidth );
tess.numIndexes++;
tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
tess.numIndexes++;
}
}
}
}
static void FillCloudBox( const shader_t *shader, int stage )
{
int i;
for ( i =0; i < 6; i++ )
{
int sky_mins_subd[2], sky_maxs_subd[2];
int s, t;
float MIN_T;
if ( 1 ) // FIXME? shader->sky.fullClouds )
{
MIN_T = -HALF_SKY_SUBDIVISIONS;
// still don't want to draw the bottom, even if fullClouds
if ( i == 5 )
continue;
}
else
{
switch( i )
{
case 0:
case 1:
case 2:
case 3:
MIN_T = -1;
break;
case 5:
// don't draw clouds beneath you
continue;
case 4: // top
default:
MIN_T = -HALF_SKY_SUBDIVISIONS;
break;
}
}
sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) ||
( sky_mins[1][i] >= sky_maxs[1][i] ) )
{
continue;
}
sky_mins_subd[0] = ri.ftol(sky_mins[0][i] * HALF_SKY_SUBDIVISIONS);
sky_mins_subd[1] = ri.ftol(sky_mins[1][i] * HALF_SKY_SUBDIVISIONS);
sky_maxs_subd[0] = ri.ftol(sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS);
sky_maxs_subd[1] = ri.ftol(sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS);
if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS )
sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS )
sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
if ( sky_mins_subd[1] < MIN_T )
sky_mins_subd[1] = MIN_T;
else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS )
sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS )
sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS )
sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
if ( sky_maxs_subd[1] < MIN_T )
sky_maxs_subd[1] = MIN_T;
else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS )
sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
//
// iterate through the subdivisions
//
for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
{
for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
{
MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
i,
NULL,
s_skyPoints[t][s] );
s_skyTexCoords[t][s][0] = s_cloudTexCoords[i][t][s][0];
s_skyTexCoords[t][s][1] = s_cloudTexCoords[i][t][s][1];
}
}
// only add indexes for first stage
FillCloudySkySide( sky_mins_subd, sky_maxs_subd, ( stage == 0 ) );
}
}
/*
** R_BuildCloudData
*/
void R_BuildCloudData( shaderCommands_t *input )
{
int i;
shader_t *shader;
shader = input->shader;
assert( shader->isSky );
sky_min = 1.0 / 256.0f; // FIXME: not correct?
sky_max = 255.0 / 256.0f;
// set up for drawing
tess.numIndexes = 0;
tess.numVertexes = 0;
if ( shader->sky.cloudHeight )
{
for ( i = 0; i < MAX_SHADER_STAGES; i++ )
{
if ( !tess.xstages[i] ) {
break;
}
FillCloudBox( shader, i );
}
}
}
/*
** R_InitSkyTexCoords
** Called when a sky shader is parsed
*/
#define SQR( a ) ((a)*(a))
void R_InitSkyTexCoords( float heightCloud )
{
int i, s, t;
float radiusWorld = 4096;
float p;
float sRad, tRad;
vec3_t skyVec;
vec3_t v;
// init zfar so MakeSkyVec works even though
// a world hasn't been bounded
backEnd.viewParms.zFar = 1024;
for ( i = 0; i < 6; i++ )
{
for ( t = 0; t <= SKY_SUBDIVISIONS; t++ )
{
for ( s = 0; s <= SKY_SUBDIVISIONS; s++ )
{
// compute vector from view origin to sky side integral point
MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS,
i,
NULL,
skyVec );
// compute parametric value 'p' that intersects with cloud layer
p = ( 1.0f / ( 2 * DotProduct( skyVec, skyVec ) ) ) *
( -2 * skyVec[2] * radiusWorld +
2 * sqrt( SQR( skyVec[2] ) * SQR( radiusWorld ) +
2 * SQR( skyVec[0] ) * radiusWorld * heightCloud +
SQR( skyVec[0] ) * SQR( heightCloud ) +
2 * SQR( skyVec[1] ) * radiusWorld * heightCloud +
SQR( skyVec[1] ) * SQR( heightCloud ) +
2 * SQR( skyVec[2] ) * radiusWorld * heightCloud +
SQR( skyVec[2] ) * SQR( heightCloud ) ) );
s_cloudTexP[i][t][s] = p;
// compute intersection point based on p
VectorScale( skyVec, p, v );
v[2] += radiusWorld;
// compute vector from world origin to intersection point 'v'
VectorNormalize( v );
sRad = Q_acos( v[0] );
tRad = Q_acos( v[1] );
s_cloudTexCoords[i][t][s][0] = sRad;
s_cloudTexCoords[i][t][s][1] = tRad;
}
}
}
}
//======================================================================================
/*
** RB_DrawSun
*/
void RB_DrawSun( float scale, shader_t *shader ) {
float size;
float dist;
vec3_t origin, vec1, vec2;
byte sunColor[4] = { 255, 255, 255, 255 };
if ( !backEnd.skyRenderedThisView ) {
return;
}
qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
#ifndef __ANDROID__
qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
#endif
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
size = dist * scale;
VectorScale( tr.sunDirection, dist, origin );
PerpendicularVector( vec1, tr.sunDirection );
CrossProduct( tr.sunDirection, vec1, vec2 );
VectorScale( vec1, size, vec1 );
VectorScale( vec2, size, vec2 );
// farthest depth range
qglDepthRange( 1.0, 1.0 );
RB_BeginSurface( shader, 0 );
RB_AddQuadStamp(origin, vec1, vec2, sunColor);
RB_EndSurface();
// back to normal depth range
qglDepthRange( 0.0, 1.0 );
}
/*
================
RB_StageIteratorSky
All of the visible sky triangles are in tess
Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void ) {
if ( r_fastsky->integer ) {
return;
}
// go through all the polygons and project them onto
// the sky box to see which blocks on each side need
// to be drawn
RB_ClipSkyPolygons( &tess );
// r_showsky will let all the sky blocks be drawn in
// front of everything to allow developers to see how
// much sky is getting sucked in
if ( r_showsky->integer ) {
qglDepthRange( 0.0, 0.0 );
} else {
qglDepthRange( 1.0, 1.0 );
}
// draw the outer skybox
if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
qglPushMatrix ();
GL_State( 0 );
GL_Cull( CT_FRONT_SIDED );
#ifndef __ANDROID__
qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
#endif
DrawSkyBox( tess.shader );
qglPopMatrix();
}
// generate the vertexes for all the clouds, which will be drawn
// by the generic shader routine
R_BuildCloudData( &tess );
RB_StageIteratorGeneric();
// draw the inner skybox
// back to normal depth range
qglDepthRange( 0.0, 1.0 );
// note that sky was drawn so we will draw a sun later
backEnd.skyRenderedThisView = qtrue;
}

View file

@ -1,48 +0,0 @@
/*
===========================================================================
Copyright (C) 2010 James Canete (use.less01@gmail.com)
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_subs.c - common function replacements for modular renderer
#include "tr_local.h"
void QDECL Com_Printf( const char *msg, ... )
{
va_list argptr;
char text[1024];
va_start(argptr, msg);
Q_vsnprintf(text, sizeof(text), msg, argptr);
va_end(argptr);
ri.Printf(PRINT_ALL, "%s", text);
}
void QDECL Com_Error( int level, const char *error, ... )
{
va_list argptr;
char text[1024];
va_start(argptr, error);
Q_vsnprintf(text, sizeof(text), error, argptr);
va_end(argptr);
ri.Error(level, "%s", text);
}

File diff suppressed because it is too large Load diff

View file

@ -1,668 +0,0 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
/*
=================
R_CullTriSurf
Returns true if the grid is completely culled away.
Also sets the clipped hint bit in tess
=================
*/
static qboolean R_CullTriSurf( srfTriangles_t *cv ) {
int boxCull;
boxCull = R_CullLocalBox( cv->bounds );
if ( boxCull == CULL_OUT ) {
return qtrue;
}
return qfalse;
}
/*
=================
R_CullGrid
Returns true if the grid is completely culled away.
Also sets the clipped hint bit in tess
=================
*/
static qboolean R_CullGrid( srfGridMesh_t *cv ) {
int boxCull;
int sphereCull;
if ( r_nocurves->integer ) {
return qtrue;
}
if ( tr.currentEntityNum != REFENTITYNUM_WORLD ) {
sphereCull = R_CullLocalPointAndRadius( cv->localOrigin, cv->meshRadius );
} else {
sphereCull = R_CullPointAndRadius( cv->localOrigin, cv->meshRadius );
}
// check for trivial reject
if ( sphereCull == CULL_OUT )
{
tr.pc.c_sphere_cull_patch_out++;
return qtrue;
}
// check bounding box if necessary
else if ( sphereCull == CULL_CLIP )
{
tr.pc.c_sphere_cull_patch_clip++;
boxCull = R_CullLocalBox( cv->meshBounds );
if ( boxCull == CULL_OUT )
{
tr.pc.c_box_cull_patch_out++;
return qtrue;
}
else if ( boxCull == CULL_IN )
{
tr.pc.c_box_cull_patch_in++;
}
else
{
tr.pc.c_box_cull_patch_clip++;
}
}
else
{
tr.pc.c_sphere_cull_patch_in++;
}
return qfalse;
}
/*
================
R_CullSurface
Tries to back face cull surfaces before they are lighted or
added to the sorting list.
This will also allow mirrors on both sides of a model without recursion.
================
*/
static qboolean R_CullSurface( surfaceType_t *surface, shader_t *shader ) {
srfSurfaceFace_t *sface;
float d;
if ( r_nocull->integer ) {
return qfalse;
}
if ( *surface == SF_GRID ) {
return R_CullGrid( (srfGridMesh_t *)surface );
}
if ( *surface == SF_TRIANGLES ) {
return R_CullTriSurf( (srfTriangles_t *)surface );
}
if ( *surface != SF_FACE ) {
return qfalse;
}
if ( shader->cullType == CT_TWO_SIDED ) {
return qfalse;
}
// face culling
if ( !r_facePlaneCull->integer ) {
return qfalse;
}
sface = ( srfSurfaceFace_t * ) surface;
d = DotProduct (tr.or.viewOrigin, sface->plane.normal);
// don't cull exactly on the plane, because there are levels of rounding
// through the BSP, ICD, and hardware that may cause pixel gaps if an
// epsilon isn't allowed here
if ( shader->cullType == CT_FRONT_SIDED ) {
if ( d < sface->plane.dist - 8 ) {
return qtrue;
}
} else {
if ( d > sface->plane.dist + 8 ) {
return qtrue;
}
}
return qfalse;
}
static int R_DlightFace( srfSurfaceFace_t *face, int dlightBits ) {
float d;
int i;
dlight_t *dl;
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
}
dl = &tr.refdef.dlights[i];
d = DotProduct( dl->origin, face->plane.normal ) - face->plane.dist;
if ( d < -dl->radius || d > dl->radius ) {
// dlight doesn't reach the plane
dlightBits &= ~( 1 << i );
}
}
if ( !dlightBits ) {
tr.pc.c_dlightSurfacesCulled++;
}
face->dlightBits = dlightBits;
return dlightBits;
}
static int R_DlightGrid( srfGridMesh_t *grid, int dlightBits ) {
int i;
dlight_t *dl;
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
}
dl = &tr.refdef.dlights[i];
if ( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
|| dl->origin[0] + dl->radius < grid->meshBounds[0][0]
|| dl->origin[1] - dl->radius > grid->meshBounds[1][1]
|| dl->origin[1] + dl->radius < grid->meshBounds[0][1]
|| dl->origin[2] - dl->radius > grid->meshBounds[1][2]
|| dl->origin[2] + dl->radius < grid->meshBounds[0][2] ) {
// dlight doesn't reach the bounds
dlightBits &= ~( 1 << i );
}
}
if ( !dlightBits ) {
tr.pc.c_dlightSurfacesCulled++;
}
grid->dlightBits = dlightBits;
return dlightBits;
}
static int R_DlightTrisurf( srfTriangles_t *surf, int dlightBits ) {
// FIXME: more dlight culling to trisurfs...
surf->dlightBits = dlightBits;
return dlightBits;
#if 0
int i;
dlight_t *dl;
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
}
dl = &tr.refdef.dlights[i];
if ( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
|| dl->origin[0] + dl->radius < grid->meshBounds[0][0]
|| dl->origin[1] - dl->radius > grid->meshBounds[1][1]
|| dl->origin[1] + dl->radius < grid->meshBounds[0][1]
|| dl->origin[2] - dl->radius > grid->meshBounds[1][2]
|| dl->origin[2] + dl->radius < grid->meshBounds[0][2] ) {
// dlight doesn't reach the bounds
dlightBits &= ~( 1 << i );
}
}
if ( !dlightBits ) {
tr.pc.c_dlightSurfacesCulled++;
}
grid->dlightBits = dlightBits;
return dlightBits;
#endif
}
/*
====================
R_DlightSurface
The given surface is going to be drawn, and it touches a leaf
that is touched by one or more dlights, so try to throw out
more dlights if possible.
====================
*/
static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
if ( *surf->data == SF_FACE ) {
dlightBits = R_DlightFace( (srfSurfaceFace_t *)surf->data, dlightBits );
} else if ( *surf->data == SF_GRID ) {
dlightBits = R_DlightGrid( (srfGridMesh_t *)surf->data, dlightBits );
} else if ( *surf->data == SF_TRIANGLES ) {
dlightBits = R_DlightTrisurf( (srfTriangles_t *)surf->data, dlightBits );
} else {
dlightBits = 0;
}
if ( dlightBits ) {
tr.pc.c_dlightSurfaces++;
}
return dlightBits;
}
/*
======================
R_AddWorldSurface
======================
*/
static void R_AddWorldSurface( msurface_t *surf, int dlightBits ) {
if ( surf->viewCount == tr.viewCount ) {
return; // already in this view
}
surf->viewCount = tr.viewCount;
// FIXME: bmodel fog?
// try to cull before dlighting or adding
if ( R_CullSurface( surf->data, surf->shader ) ) {
return;
}
// check for dlighting
if ( dlightBits ) {
dlightBits = R_DlightSurface( surf, dlightBits );
dlightBits = ( dlightBits != 0 );
}
R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits );
}
/*
=============================================================
BRUSH MODELS
=============================================================
*/
/*
=================
R_AddBrushModelSurfaces
=================
*/
void R_AddBrushModelSurfaces ( trRefEntity_t *ent ) {
bmodel_t *bmodel;
int clip;
model_t *pModel;
int i;
pModel = R_GetModelByHandle( ent->e.hModel );
bmodel = pModel->bmodel;
clip = R_CullLocalBox( bmodel->bounds );
if ( clip == CULL_OUT ) {
return;
}
R_SetupEntityLighting( &tr.refdef, ent );
R_DlightBmodel( bmodel );
for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
R_AddWorldSurface( bmodel->firstSurface + i, tr.currentEntity->needDlights );
}
}
/*
=============================================================
WORLD MODEL
=============================================================
*/
/*
================
R_RecursiveWorldNode
================
*/
static void R_RecursiveWorldNode( mnode_t *node, unsigned int planeBits, unsigned int dlightBits ) {
do {
unsigned int newDlights[2];
// if the node wasn't marked as potentially visible, exit
if (node->visframe != tr.visCount) {
return;
}
// if the bounding volume is outside the frustum, nothing
// inside can be visible OPTIMIZE: don't do this all the way to leafs?
if ( !r_nocull->integer ) {
int r;
if ( planeBits & 1 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~1; // all descendants will also be in front
}
}
if ( planeBits & 2 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~2; // all descendants will also be in front
}
}
if ( planeBits & 4 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~4; // all descendants will also be in front
}
}
if ( planeBits & 8 ) {
r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
if (r == 2) {
return; // culled
}
if ( r == 1 ) {
planeBits &= ~8; // all descendants will also be in front
}
}
}
if ( node->contents != -1 ) {
break;
}
// node is just a decision point, so go down both sides
// since we don't care about sort orders, just go positive to negative
// determine which dlights are needed
newDlights[0] = 0;
newDlights[1] = 0;
if ( dlightBits ) {
int i;
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
dlight_t *dl;
float dist;
if ( dlightBits & ( 1 << i ) ) {
dl = &tr.refdef.dlights[i];
dist = DotProduct( dl->origin, node->plane->normal ) - node->plane->dist;
if ( dist > -dl->radius ) {
newDlights[0] |= ( 1 << i );
}
if ( dist < dl->radius ) {
newDlights[1] |= ( 1 << i );
}
}
}
}
// recurse down the children, front side first
R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0] );
// tail recurse
node = node->children[1];
dlightBits = newDlights[1];
} while ( 1 );
{
// leaf node, so add mark surfaces
int c;
msurface_t *surf, **mark;
tr.pc.c_leafs++;
// add to z buffer bounds
if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
tr.viewParms.visBounds[0][0] = node->mins[0];
}
if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) {
tr.viewParms.visBounds[0][1] = node->mins[1];
}
if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) {
tr.viewParms.visBounds[0][2] = node->mins[2];
}
if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) {
tr.viewParms.visBounds[1][0] = node->maxs[0];
}
if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) {
tr.viewParms.visBounds[1][1] = node->maxs[1];
}
if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) {
tr.viewParms.visBounds[1][2] = node->maxs[2];
}
// add the individual surfaces
mark = node->firstmarksurface;
c = node->nummarksurfaces;
while (c--) {
// the surface may have already been added if it
// spans multiple leafs
surf = *mark;
R_AddWorldSurface( surf, dlightBits );
mark++;
}
}
}
/*
===============
R_PointInLeaf
===============
*/
static mnode_t *R_PointInLeaf( const vec3_t p ) {
mnode_t *node;
float d;
cplane_t *plane;
if ( !tr.world ) {
ri.Error (ERR_DROP, "R_PointInLeaf: bad model");
}
node = tr.world->nodes;
while( 1 ) {
if (node->contents != -1) {
break;
}
plane = node->plane;
d = DotProduct (p,plane->normal) - plane->dist;
if (d > 0) {
node = node->children[0];
} else {
node = node->children[1];
}
}
return node;
}
/*
==============
R_ClusterPVS
==============
*/
static const byte *R_ClusterPVS (int cluster) {
if (!tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters ) {
return tr.world->novis;
}
return tr.world->vis + cluster * tr.world->clusterBytes;
}
/*
=================
R_inPVS
=================
*/
qboolean R_inPVS( const vec3_t p1, const vec3_t p2 ) {
mnode_t *leaf;
byte *vis;
leaf = R_PointInLeaf( p1 );
vis = ri.CM_ClusterPVS( leaf->cluster ); // why not R_ClusterPVS ??
leaf = R_PointInLeaf( p2 );
if ( !(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7))) ) {
return qfalse;
}
return qtrue;
}
/*
===============
R_MarkLeaves
Mark the leaves and nodes that are in the PVS for the current
cluster
===============
*/
static void R_MarkLeaves (void) {
const byte *vis;
mnode_t *leaf, *parent;
int i;
int cluster;
// lockpvs lets designers walk around to determine the
// extent of the current pvs
if ( r_lockpvs->integer ) {
return;
}
// current viewcluster
leaf = R_PointInLeaf( tr.viewParms.pvsOrigin );
cluster = leaf->cluster;
// if the cluster is the same and the area visibility matrix
// hasn't changed, we don't need to mark everything again
// if r_showcluster was just turned on, remark everything
if ( tr.viewCluster == cluster && !tr.refdef.areamaskModified
&& !r_showcluster->modified ) {
return;
}
if ( r_showcluster->modified || r_showcluster->integer ) {
r_showcluster->modified = qfalse;
if ( r_showcluster->integer ) {
ri.Printf( PRINT_ALL, "cluster:%i area:%i\n", cluster, leaf->area );
}
}
tr.visCount++;
tr.viewCluster = cluster;
if ( r_novis->integer || tr.viewCluster == -1 ) {
for (i=0 ; i<tr.world->numnodes ; i++) {
if (tr.world->nodes[i].contents != CONTENTS_SOLID) {
tr.world->nodes[i].visframe = tr.visCount;
}
}
return;
}
vis = R_ClusterPVS (tr.viewCluster);
for (i=0,leaf=tr.world->nodes ; i<tr.world->numnodes ; i++, leaf++) {
cluster = leaf->cluster;
if ( cluster < 0 || cluster >= tr.world->numClusters ) {
continue;
}
// check general pvs
if ( !(vis[cluster>>3] & (1<<(cluster&7))) ) {
continue;
}
// check for door connection
if ( (tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) {
continue; // not visible
}
parent = leaf;
do {
if (parent->visframe == tr.visCount)
break;
parent->visframe = tr.visCount;
parent = parent->parent;
} while (parent);
}
}
/*
=============
R_AddWorldSurfaces
=============
*/
void R_AddWorldSurfaces (void) {
if ( !r_drawworld->integer ) {
return;
}
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return;
}
tr.currentEntityNum = REFENTITYNUM_WORLD;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
// determine which leaves are in the PVS / areamask
R_MarkLeaves ();
// clear out the visible min/max
ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
// perform frustum culling and add all the potentially visible surfaces
if ( tr.refdef.num_dlights > MAX_DLIGHTS ) {
tr.refdef.num_dlights = MAX_DLIGHTS ;
}
R_RecursiveWorldNode( tr.world->nodes, 15, ( 1ULL << tr.refdef.num_dlights ) - 1 );
}

View file

@ -3,7 +3,7 @@
setlocal
set BUILD_TYPE=release
set VERSION=0.28.0
set VERSION=0.28.1
@REM Define the following environment variables to sign a release build
@REM set KEYSTORE=