mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-10 14:52:00 +00:00
10ed996784
- tidy up top of tr_types.h a bit, change flags to hex representation - make ROM cvar enforcing really work - remove cg_stereoSeparation from cgame as it is obsolete. - Add CG_DrawCrosshair3D so people see crosshair correctly when stereoseparation is enabled
1402 lines
36 KiB
C
1402 lines
36 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_main.c -- main control flow for each frame
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#include "tr_local.h"
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#include <string.h> // memcpy
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trGlobals_t tr;
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static float s_flipMatrix[16] = {
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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0, 0, -1, 0,
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1
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};
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refimport_t ri;
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// entities that will have procedurally generated surfaces will just
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// point at this for their sorting surface
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surfaceType_t entitySurface = SF_ENTITY;
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/*
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=================
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R_CullLocalBox
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Returns CULL_IN, CULL_CLIP, or CULL_OUT
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=================
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*/
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int R_CullLocalBox (vec3_t bounds[2]) {
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int i, j;
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vec3_t transformed[8];
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float dists[8];
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vec3_t v;
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cplane_t *frust;
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int anyBack;
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int front, back;
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if ( r_nocull->integer ) {
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return CULL_CLIP;
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}
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// transform into world space
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for (i = 0 ; i < 8 ; i++) {
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v[0] = bounds[i&1][0];
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v[1] = bounds[(i>>1)&1][1];
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v[2] = bounds[(i>>2)&1][2];
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VectorCopy( tr.or.origin, transformed[i] );
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VectorMA( transformed[i], v[0], tr.or.axis[0], transformed[i] );
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VectorMA( transformed[i], v[1], tr.or.axis[1], transformed[i] );
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VectorMA( transformed[i], v[2], tr.or.axis[2], transformed[i] );
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}
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// check against frustum planes
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anyBack = 0;
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for (i = 0 ; i < 4 ; i++) {
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frust = &tr.viewParms.frustum[i];
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front = back = 0;
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for (j = 0 ; j < 8 ; j++) {
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dists[j] = DotProduct(transformed[j], frust->normal);
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if ( dists[j] > frust->dist ) {
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front = 1;
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if ( back ) {
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break; // a point is in front
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}
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} else {
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back = 1;
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}
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}
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if ( !front ) {
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// all points were behind one of the planes
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return CULL_OUT;
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}
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anyBack |= back;
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}
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if ( !anyBack ) {
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return CULL_IN; // completely inside frustum
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}
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return CULL_CLIP; // partially clipped
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}
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/*
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** R_CullLocalPointAndRadius
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*/
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int R_CullLocalPointAndRadius( vec3_t pt, float radius )
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{
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vec3_t transformed;
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R_LocalPointToWorld( pt, transformed );
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return R_CullPointAndRadius( transformed, radius );
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}
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/*
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** R_CullPointAndRadius
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*/
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int R_CullPointAndRadius( vec3_t pt, float radius )
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{
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int i;
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float dist;
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cplane_t *frust;
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qboolean mightBeClipped = qfalse;
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if ( r_nocull->integer ) {
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return CULL_CLIP;
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}
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// check against frustum planes
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for (i = 0 ; i < 4 ; i++)
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{
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frust = &tr.viewParms.frustum[i];
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dist = DotProduct( pt, frust->normal) - frust->dist;
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if ( dist < -radius )
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{
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return CULL_OUT;
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}
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else if ( dist <= radius )
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{
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mightBeClipped = qtrue;
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}
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}
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if ( mightBeClipped )
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{
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return CULL_CLIP;
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}
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return CULL_IN; // completely inside frustum
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}
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/*
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=================
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R_LocalNormalToWorld
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=================
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*/
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void R_LocalNormalToWorld (vec3_t local, vec3_t world) {
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world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0];
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world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1];
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world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2];
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}
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/*
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=================
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R_LocalPointToWorld
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=================
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*/
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void R_LocalPointToWorld (vec3_t local, vec3_t world) {
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world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0] + tr.or.origin[0];
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world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1] + tr.or.origin[1];
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world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2] + tr.or.origin[2];
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}
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/*
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=================
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R_WorldToLocal
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=================
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*/
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void R_WorldToLocal (vec3_t world, vec3_t local) {
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local[0] = DotProduct(world, tr.or.axis[0]);
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local[1] = DotProduct(world, tr.or.axis[1]);
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local[2] = DotProduct(world, tr.or.axis[2]);
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}
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/*
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==========================
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R_TransformModelToClip
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==========================
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*/
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void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
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vec4_t eye, vec4_t dst ) {
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int i;
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for ( i = 0 ; i < 4 ; i++ ) {
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eye[i] =
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src[0] * modelMatrix[ i + 0 * 4 ] +
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src[1] * modelMatrix[ i + 1 * 4 ] +
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src[2] * modelMatrix[ i + 2 * 4 ] +
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1 * modelMatrix[ i + 3 * 4 ];
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}
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for ( i = 0 ; i < 4 ; i++ ) {
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dst[i] =
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eye[0] * projectionMatrix[ i + 0 * 4 ] +
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eye[1] * projectionMatrix[ i + 1 * 4 ] +
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eye[2] * projectionMatrix[ i + 2 * 4 ] +
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eye[3] * projectionMatrix[ i + 3 * 4 ];
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}
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}
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/*
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==========================
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R_TransformClipToWindow
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==========================
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*/
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void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) {
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normalized[0] = clip[0] / clip[3];
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normalized[1] = clip[1] / clip[3];
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normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
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window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth;
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window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight;
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window[2] = normalized[2];
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window[0] = (int) ( window[0] + 0.5 );
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window[1] = (int) ( window[1] + 0.5 );
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}
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/*
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==========================
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myGlMultMatrix
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==========================
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*/
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void myGlMultMatrix( const float *a, const float *b, float *out ) {
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int i, j;
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for ( i = 0 ; i < 4 ; i++ ) {
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for ( j = 0 ; j < 4 ; j++ ) {
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out[ i * 4 + j ] =
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a [ i * 4 + 0 ] * b [ 0 * 4 + j ]
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+ a [ i * 4 + 1 ] * b [ 1 * 4 + j ]
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+ a [ i * 4 + 2 ] * b [ 2 * 4 + j ]
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+ a [ i * 4 + 3 ] * b [ 3 * 4 + j ];
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}
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}
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}
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/*
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=================
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R_RotateForEntity
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Generates an orientation for an entity and viewParms
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Does NOT produce any GL calls
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Called by both the front end and the back end
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=================
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*/
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void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
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orientationr_t *or ) {
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float glMatrix[16];
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vec3_t delta;
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float axisLength;
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if ( ent->e.reType != RT_MODEL ) {
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*or = viewParms->world;
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return;
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}
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VectorCopy( ent->e.origin, or->origin );
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VectorCopy( ent->e.axis[0], or->axis[0] );
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VectorCopy( ent->e.axis[1], or->axis[1] );
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VectorCopy( ent->e.axis[2], or->axis[2] );
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glMatrix[0] = or->axis[0][0];
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glMatrix[4] = or->axis[1][0];
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glMatrix[8] = or->axis[2][0];
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glMatrix[12] = or->origin[0];
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glMatrix[1] = or->axis[0][1];
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glMatrix[5] = or->axis[1][1];
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glMatrix[9] = or->axis[2][1];
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glMatrix[13] = or->origin[1];
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glMatrix[2] = or->axis[0][2];
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glMatrix[6] = or->axis[1][2];
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glMatrix[10] = or->axis[2][2];
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glMatrix[14] = or->origin[2];
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glMatrix[3] = 0;
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glMatrix[7] = 0;
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glMatrix[11] = 0;
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glMatrix[15] = 1;
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myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
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// calculate the viewer origin in the model's space
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// needed for fog, specular, and environment mapping
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VectorSubtract( viewParms->or.origin, or->origin, delta );
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// compensate for scale in the axes if necessary
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if ( ent->e.nonNormalizedAxes ) {
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axisLength = VectorLength( ent->e.axis[0] );
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if ( !axisLength ) {
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axisLength = 0;
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} else {
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axisLength = 1.0f / axisLength;
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}
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} else {
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axisLength = 1.0f;
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}
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or->viewOrigin[0] = DotProduct( delta, or->axis[0] ) * axisLength;
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or->viewOrigin[1] = DotProduct( delta, or->axis[1] ) * axisLength;
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or->viewOrigin[2] = DotProduct( delta, or->axis[2] ) * axisLength;
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}
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/*
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=================
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R_RotateForViewer
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Sets up the modelview matrix for a given viewParm
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=================
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*/
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void R_RotateForViewer (void)
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{
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float viewerMatrix[16];
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vec3_t origin;
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Com_Memset (&tr.or, 0, sizeof(tr.or));
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tr.or.axis[0][0] = 1;
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tr.or.axis[1][1] = 1;
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tr.or.axis[2][2] = 1;
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VectorCopy (tr.viewParms.or.origin, tr.or.viewOrigin);
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// transform by the camera placement
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VectorCopy( tr.viewParms.or.origin, origin );
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viewerMatrix[0] = tr.viewParms.or.axis[0][0];
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viewerMatrix[4] = tr.viewParms.or.axis[0][1];
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viewerMatrix[8] = tr.viewParms.or.axis[0][2];
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viewerMatrix[12] = -origin[0] * viewerMatrix[0] + -origin[1] * viewerMatrix[4] + -origin[2] * viewerMatrix[8];
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viewerMatrix[1] = tr.viewParms.or.axis[1][0];
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viewerMatrix[5] = tr.viewParms.or.axis[1][1];
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viewerMatrix[9] = tr.viewParms.or.axis[1][2];
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viewerMatrix[13] = -origin[0] * viewerMatrix[1] + -origin[1] * viewerMatrix[5] + -origin[2] * viewerMatrix[9];
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viewerMatrix[2] = tr.viewParms.or.axis[2][0];
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viewerMatrix[6] = tr.viewParms.or.axis[2][1];
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viewerMatrix[10] = tr.viewParms.or.axis[2][2];
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viewerMatrix[14] = -origin[0] * viewerMatrix[2] + -origin[1] * viewerMatrix[6] + -origin[2] * viewerMatrix[10];
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viewerMatrix[3] = 0;
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viewerMatrix[7] = 0;
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viewerMatrix[11] = 0;
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viewerMatrix[15] = 1;
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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myGlMultMatrix( viewerMatrix, s_flipMatrix, tr.or.modelMatrix );
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tr.viewParms.world = tr.or;
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}
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/*
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** SetFarClip
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*/
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static void R_SetFarClip( void )
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{
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float farthestCornerDistance = 0;
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int i;
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// if not rendering the world (icons, menus, etc)
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// set a 2k far clip plane
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if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
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tr.viewParms.zFar = 2048;
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return;
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}
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//
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// set far clipping planes dynamically
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//
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farthestCornerDistance = 0;
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for ( i = 0; i < 8; i++ )
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{
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vec3_t v;
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vec3_t vecTo;
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float distance;
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if ( i & 1 )
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{
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v[0] = tr.viewParms.visBounds[0][0];
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}
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else
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{
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v[0] = tr.viewParms.visBounds[1][0];
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}
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if ( i & 2 )
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{
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v[1] = tr.viewParms.visBounds[0][1];
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}
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else
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{
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v[1] = tr.viewParms.visBounds[1][1];
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}
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if ( i & 4 )
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{
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v[2] = tr.viewParms.visBounds[0][2];
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}
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else
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{
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v[2] = tr.viewParms.visBounds[1][2];
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}
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VectorSubtract( v, tr.viewParms.or.origin, vecTo );
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distance = vecTo[0] * vecTo[0] + vecTo[1] * vecTo[1] + vecTo[2] * vecTo[2];
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if ( distance > farthestCornerDistance )
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{
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farthestCornerDistance = distance;
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}
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}
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tr.viewParms.zFar = sqrt( farthestCornerDistance );
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}
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/*
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=================
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R_SetupFrustum
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Set up the culling frustum planes for the current view using the results we got from computing the first two rows of
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the projection matrix.
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=================
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*/
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void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, float zProj, float stereoSep)
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{
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vec3_t ofsorigin;
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float oppleg, adjleg, length;
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int i;
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if(stereoSep == 0 && xmin != -xmax)
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{
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// symmetric case can be simplified
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VectorCopy(dest->or.origin, ofsorigin);
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length = sqrt(xmax * xmax + zProj * zProj);
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oppleg = xmax / length;
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adjleg = zProj / length;
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VectorScale(dest->or.axis[0], oppleg, dest->frustum[0].normal);
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VectorMA(dest->frustum[0].normal, adjleg, dest->or.axis[1], dest->frustum[0].normal);
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VectorScale(dest->or.axis[0], oppleg, dest->frustum[1].normal);
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VectorMA(dest->frustum[1].normal, -adjleg, dest->or.axis[1], dest->frustum[1].normal);
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}
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else
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{
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// In stereo rendering, due to the modification of the projection matrix, dest->or.origin is not the
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// actual origin that we're rendering so offset the tip of the view pyramid.
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VectorMA(dest->or.origin, stereoSep, dest->or.axis[1], ofsorigin);
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oppleg = xmax + stereoSep;
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length = sqrt(oppleg * oppleg + zProj * zProj);
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VectorScale(dest->or.axis[0], oppleg / length, dest->frustum[0].normal);
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VectorMA(dest->frustum[0].normal, zProj / length, dest->or.axis[1], dest->frustum[0].normal);
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oppleg = xmin + stereoSep;
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length = sqrt(oppleg * oppleg + zProj * zProj);
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VectorScale(dest->or.axis[0], -oppleg / length, dest->frustum[1].normal);
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VectorMA(dest->frustum[1].normal, -zProj / length, dest->or.axis[1], dest->frustum[1].normal);
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}
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length = sqrt(ymax * ymax + zProj * zProj);
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oppleg = ymax / length;
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adjleg = zProj / length;
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VectorScale(dest->or.axis[0], oppleg, dest->frustum[2].normal);
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VectorMA(dest->frustum[2].normal, adjleg, dest->or.axis[2], dest->frustum[2].normal);
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VectorScale(dest->or.axis[0], oppleg, dest->frustum[3].normal);
|
|
VectorMA(dest->frustum[3].normal, -adjleg, dest->or.axis[2], dest->frustum[3].normal);
|
|
|
|
for (i=0 ; i<4 ; i++) {
|
|
dest->frustum[i].type = PLANE_NON_AXIAL;
|
|
dest->frustum[i].dist = DotProduct (ofsorigin, dest->frustum[i].normal);
|
|
SetPlaneSignbits( &dest->frustum[i] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupProjection
|
|
===============
|
|
*/
|
|
void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum)
|
|
{
|
|
float xmin, xmax, ymin, ymax;
|
|
float width, height, stereoSep = r_stereoSeparation->value;
|
|
|
|
/*
|
|
* offset the view origin of the viewer for stereo rendering
|
|
* by setting the projection matrix appropriately.
|
|
*/
|
|
|
|
if(stereoSep != 0)
|
|
{
|
|
if(dest->stereoFrame == STEREO_LEFT)
|
|
stereoSep = zProj / r_stereoSeparation->value;
|
|
else if(dest->stereoFrame == STEREO_RIGHT)
|
|
stereoSep = zProj / -r_stereoSeparation->value;
|
|
else
|
|
stereoSep = 0;
|
|
}
|
|
|
|
ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
|
|
ymin = -ymax;
|
|
|
|
xmax = zProj * tan(dest->fovX * M_PI / 360.0f);
|
|
xmin = -xmax;
|
|
|
|
width = xmax - xmin;
|
|
height = ymax - ymin;
|
|
|
|
dest->projectionMatrix[0] = 2 * zProj / width;
|
|
dest->projectionMatrix[4] = 0;
|
|
dest->projectionMatrix[8] = (xmax + xmin + 2 * stereoSep) / width;
|
|
dest->projectionMatrix[12] = 2 * zProj * stereoSep / width;
|
|
|
|
dest->projectionMatrix[1] = 0;
|
|
dest->projectionMatrix[5] = 2 * zProj / height;
|
|
dest->projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
|
|
dest->projectionMatrix[13] = 0;
|
|
|
|
dest->projectionMatrix[3] = 0;
|
|
dest->projectionMatrix[7] = 0;
|
|
dest->projectionMatrix[11] = -1;
|
|
dest->projectionMatrix[15] = 0;
|
|
|
|
// Now that we have all the data for the projection matrix we can also setup the view frustum.
|
|
if(computeFrustum)
|
|
R_SetupFrustum(dest, xmin, xmax, ymax, zProj, stereoSep);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupProjectionZ
|
|
|
|
Sets the z-component transformation part in the projection matrix
|
|
===============
|
|
*/
|
|
void R_SetupProjectionZ(viewParms_t *dest)
|
|
{
|
|
float zNear, zFar, depth;
|
|
|
|
zNear = r_znear->value;
|
|
zFar = dest->zFar;
|
|
depth = zFar - zNear;
|
|
|
|
dest->projectionMatrix[2] = 0;
|
|
dest->projectionMatrix[6] = 0;
|
|
dest->projectionMatrix[10] = -( zFar + zNear ) / depth;
|
|
dest->projectionMatrix[14] = -2 * zFar * zNear / depth;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_MirrorPoint
|
|
=================
|
|
*/
|
|
void R_MirrorPoint (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
|
|
int i;
|
|
vec3_t local;
|
|
vec3_t transformed;
|
|
float d;
|
|
|
|
VectorSubtract( in, surface->origin, local );
|
|
|
|
VectorClear( transformed );
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
d = DotProduct(local, surface->axis[i]);
|
|
VectorMA( transformed, d, camera->axis[i], transformed );
|
|
}
|
|
|
|
VectorAdd( transformed, camera->origin, out );
|
|
}
|
|
|
|
void R_MirrorVector (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
|
|
int i;
|
|
float d;
|
|
|
|
VectorClear( out );
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
d = DotProduct(in, surface->axis[i]);
|
|
VectorMA( out, d, camera->axis[i], out );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_PlaneForSurface
|
|
=============
|
|
*/
|
|
void R_PlaneForSurface (surfaceType_t *surfType, cplane_t *plane) {
|
|
srfTriangles_t *tri;
|
|
srfPoly_t *poly;
|
|
drawVert_t *v1, *v2, *v3;
|
|
vec4_t plane4;
|
|
|
|
if (!surfType) {
|
|
Com_Memset (plane, 0, sizeof(*plane));
|
|
plane->normal[0] = 1;
|
|
return;
|
|
}
|
|
switch (*surfType) {
|
|
case SF_FACE:
|
|
*plane = ((srfSurfaceFace_t *)surfType)->plane;
|
|
return;
|
|
case SF_TRIANGLES:
|
|
tri = (srfTriangles_t *)surfType;
|
|
v1 = tri->verts + tri->indexes[0];
|
|
v2 = tri->verts + tri->indexes[1];
|
|
v3 = tri->verts + tri->indexes[2];
|
|
PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz );
|
|
VectorCopy( plane4, plane->normal );
|
|
plane->dist = plane4[3];
|
|
return;
|
|
case SF_POLY:
|
|
poly = (srfPoly_t *)surfType;
|
|
PlaneFromPoints( plane4, poly->verts[0].xyz, poly->verts[1].xyz, poly->verts[2].xyz );
|
|
VectorCopy( plane4, plane->normal );
|
|
plane->dist = plane4[3];
|
|
return;
|
|
default:
|
|
Com_Memset (plane, 0, sizeof(*plane));
|
|
plane->normal[0] = 1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_GetPortalOrientation
|
|
|
|
entityNum is the entity that the portal surface is a part of, which may
|
|
be moving and rotating.
|
|
|
|
Returns qtrue if it should be mirrored
|
|
=================
|
|
*/
|
|
qboolean R_GetPortalOrientations( drawSurf_t *drawSurf, int entityNum,
|
|
orientation_t *surface, orientation_t *camera,
|
|
vec3_t pvsOrigin, qboolean *mirror ) {
|
|
int i;
|
|
cplane_t originalPlane, plane;
|
|
trRefEntity_t *e;
|
|
float d;
|
|
vec3_t transformed;
|
|
|
|
// create plane axis for the portal we are seeing
|
|
R_PlaneForSurface( drawSurf->surface, &originalPlane );
|
|
|
|
// rotate the plane if necessary
|
|
if ( entityNum != ENTITYNUM_WORLD ) {
|
|
tr.currentEntityNum = entityNum;
|
|
tr.currentEntity = &tr.refdef.entities[entityNum];
|
|
|
|
// get the orientation of the entity
|
|
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
|
|
|
|
// rotate the plane, but keep the non-rotated version for matching
|
|
// against the portalSurface entities
|
|
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
|
|
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
|
|
|
|
// translate the original plane
|
|
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
|
|
} else {
|
|
plane = originalPlane;
|
|
}
|
|
|
|
VectorCopy( plane.normal, surface->axis[0] );
|
|
PerpendicularVector( surface->axis[1], surface->axis[0] );
|
|
CrossProduct( surface->axis[0], surface->axis[1], surface->axis[2] );
|
|
|
|
// locate the portal entity closest to this plane.
|
|
// origin will be the origin of the portal, origin2 will be
|
|
// the origin of the camera
|
|
for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) {
|
|
e = &tr.refdef.entities[i];
|
|
if ( e->e.reType != RT_PORTALSURFACE ) {
|
|
continue;
|
|
}
|
|
|
|
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
|
|
if ( d > 64 || d < -64) {
|
|
continue;
|
|
}
|
|
|
|
// get the pvsOrigin from the entity
|
|
VectorCopy( e->e.oldorigin, pvsOrigin );
|
|
|
|
// if the entity is just a mirror, don't use as a camera point
|
|
if ( e->e.oldorigin[0] == e->e.origin[0] &&
|
|
e->e.oldorigin[1] == e->e.origin[1] &&
|
|
e->e.oldorigin[2] == e->e.origin[2] ) {
|
|
VectorScale( plane.normal, plane.dist, surface->origin );
|
|
VectorCopy( surface->origin, camera->origin );
|
|
VectorSubtract( vec3_origin, surface->axis[0], camera->axis[0] );
|
|
VectorCopy( surface->axis[1], camera->axis[1] );
|
|
VectorCopy( surface->axis[2], camera->axis[2] );
|
|
|
|
*mirror = qtrue;
|
|
return qtrue;
|
|
}
|
|
|
|
// project the origin onto the surface plane to get
|
|
// an origin point we can rotate around
|
|
d = DotProduct( e->e.origin, plane.normal ) - plane.dist;
|
|
VectorMA( e->e.origin, -d, surface->axis[0], surface->origin );
|
|
|
|
// now get the camera origin and orientation
|
|
VectorCopy( e->e.oldorigin, camera->origin );
|
|
AxisCopy( e->e.axis, camera->axis );
|
|
VectorSubtract( vec3_origin, camera->axis[0], camera->axis[0] );
|
|
VectorSubtract( vec3_origin, camera->axis[1], camera->axis[1] );
|
|
|
|
// optionally rotate
|
|
if ( e->e.oldframe ) {
|
|
// if a speed is specified
|
|
if ( e->e.frame ) {
|
|
// continuous rotate
|
|
d = (tr.refdef.time/1000.0f) * e->e.frame;
|
|
VectorCopy( camera->axis[1], transformed );
|
|
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
|
|
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
|
|
} else {
|
|
// bobbing rotate, with skinNum being the rotation offset
|
|
d = sin( tr.refdef.time * 0.003f );
|
|
d = e->e.skinNum + d * 4;
|
|
VectorCopy( camera->axis[1], transformed );
|
|
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
|
|
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
|
|
}
|
|
}
|
|
else if ( e->e.skinNum ) {
|
|
d = e->e.skinNum;
|
|
VectorCopy( camera->axis[1], transformed );
|
|
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
|
|
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
|
|
}
|
|
*mirror = qfalse;
|
|
return qtrue;
|
|
}
|
|
|
|
// if we didn't locate a portal entity, don't render anything.
|
|
// We don't want to just treat it as a mirror, because without a
|
|
// portal entity the server won't have communicated a proper entity set
|
|
// in the snapshot
|
|
|
|
// unfortunately, with local movement prediction it is easily possible
|
|
// to see a surface before the server has communicated the matching
|
|
// portal surface entity, so we don't want to print anything here...
|
|
|
|
//ri.Printf( PRINT_ALL, "Portal surface without a portal entity\n" );
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
static qboolean IsMirror( const drawSurf_t *drawSurf, int entityNum )
|
|
{
|
|
int i;
|
|
cplane_t originalPlane, plane;
|
|
trRefEntity_t *e;
|
|
float d;
|
|
|
|
// create plane axis for the portal we are seeing
|
|
R_PlaneForSurface( drawSurf->surface, &originalPlane );
|
|
|
|
// rotate the plane if necessary
|
|
if ( entityNum != ENTITYNUM_WORLD )
|
|
{
|
|
tr.currentEntityNum = entityNum;
|
|
tr.currentEntity = &tr.refdef.entities[entityNum];
|
|
|
|
// get the orientation of the entity
|
|
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
|
|
|
|
// rotate the plane, but keep the non-rotated version for matching
|
|
// against the portalSurface entities
|
|
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
|
|
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
|
|
|
|
// translate the original plane
|
|
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
|
|
}
|
|
else
|
|
{
|
|
plane = originalPlane;
|
|
}
|
|
|
|
// locate the portal entity closest to this plane.
|
|
// origin will be the origin of the portal, origin2 will be
|
|
// the origin of the camera
|
|
for ( i = 0 ; i < tr.refdef.num_entities ; i++ )
|
|
{
|
|
e = &tr.refdef.entities[i];
|
|
if ( e->e.reType != RT_PORTALSURFACE ) {
|
|
continue;
|
|
}
|
|
|
|
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
|
|
if ( d > 64 || d < -64) {
|
|
continue;
|
|
}
|
|
|
|
// if the entity is just a mirror, don't use as a camera point
|
|
if ( e->e.oldorigin[0] == e->e.origin[0] &&
|
|
e->e.oldorigin[1] == e->e.origin[1] &&
|
|
e->e.oldorigin[2] == e->e.origin[2] )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
** SurfIsOffscreen
|
|
**
|
|
** Determines if a surface is completely offscreen.
|
|
*/
|
|
static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128] ) {
|
|
float shortest = 100000000;
|
|
int entityNum;
|
|
int numTriangles;
|
|
shader_t *shader;
|
|
int fogNum;
|
|
int dlighted;
|
|
vec4_t clip, eye;
|
|
int i;
|
|
unsigned int pointOr = 0;
|
|
unsigned int pointAnd = (unsigned int)~0;
|
|
|
|
if ( glConfig.smpActive ) { // FIXME! we can't do RB_BeginSurface/RB_EndSurface stuff with smp!
|
|
return qfalse;
|
|
}
|
|
|
|
R_RotateForViewer();
|
|
|
|
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );
|
|
RB_BeginSurface( shader, fogNum );
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
|
|
assert( tess.numVertexes < 128 );
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
int j;
|
|
unsigned int pointFlags = 0;
|
|
|
|
R_TransformModelToClip( tess.xyz[i], tr.or.modelMatrix, tr.viewParms.projectionMatrix, eye, clip );
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
if ( clip[j] >= clip[3] )
|
|
{
|
|
pointFlags |= (1 << (j*2));
|
|
}
|
|
else if ( clip[j] <= -clip[3] )
|
|
{
|
|
pointFlags |= ( 1 << (j*2+1));
|
|
}
|
|
}
|
|
pointAnd &= pointFlags;
|
|
pointOr |= pointFlags;
|
|
}
|
|
|
|
// trivially reject
|
|
if ( pointAnd )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
// determine if this surface is backfaced and also determine the distance
|
|
// to the nearest vertex so we can cull based on portal range. Culling
|
|
// based on vertex distance isn't 100% correct (we should be checking for
|
|
// range to the surface), but it's good enough for the types of portals
|
|
// we have in the game right now.
|
|
numTriangles = tess.numIndexes / 3;
|
|
|
|
for ( i = 0; i < tess.numIndexes; i += 3 )
|
|
{
|
|
vec3_t normal;
|
|
float dot;
|
|
float len;
|
|
|
|
VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.or.origin, normal );
|
|
|
|
len = VectorLengthSquared( normal ); // lose the sqrt
|
|
if ( len < shortest )
|
|
{
|
|
shortest = len;
|
|
}
|
|
|
|
if ( ( dot = DotProduct( normal, tess.normal[tess.indexes[i]] ) ) >= 0 )
|
|
{
|
|
numTriangles--;
|
|
}
|
|
}
|
|
if ( !numTriangles )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
// mirrors can early out at this point, since we don't do a fade over distance
|
|
// with them (although we could)
|
|
if ( IsMirror( drawSurf, entityNum ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( shortest > (tess.shader->portalRange*tess.shader->portalRange) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
R_MirrorViewBySurface
|
|
|
|
Returns qtrue if another view has been rendered
|
|
========================
|
|
*/
|
|
qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
|
|
vec4_t clipDest[128];
|
|
viewParms_t newParms;
|
|
viewParms_t oldParms;
|
|
orientation_t surface, camera;
|
|
|
|
// don't recursively mirror
|
|
if (tr.viewParms.isPortal) {
|
|
ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( r_noportals->integer || (r_fastsky->integer == 1) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// trivially reject portal/mirror
|
|
if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// save old viewParms so we can return to it after the mirror view
|
|
oldParms = tr.viewParms;
|
|
|
|
newParms = tr.viewParms;
|
|
newParms.isPortal = qtrue;
|
|
if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera,
|
|
newParms.pvsOrigin, &newParms.isMirror ) ) {
|
|
return qfalse; // bad portal, no portalentity
|
|
}
|
|
|
|
R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );
|
|
|
|
VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
|
|
newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
|
|
|
|
R_MirrorVector (oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0]);
|
|
R_MirrorVector (oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1]);
|
|
R_MirrorVector (oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2]);
|
|
|
|
// OPTIMIZE: restrict the viewport on the mirrored view
|
|
|
|
// render the mirror view
|
|
R_RenderView (&newParms);
|
|
|
|
tr.viewParms = oldParms;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SpriteFogNum
|
|
|
|
See if a sprite is inside a fog volume
|
|
=================
|
|
*/
|
|
int R_SpriteFogNum( trRefEntity_t *ent ) {
|
|
int i, j;
|
|
fog_t *fog;
|
|
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
return 0;
|
|
}
|
|
|
|
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
|
|
fog = &tr.world->fogs[i];
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) {
|
|
break;
|
|
}
|
|
if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j == 3 ) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==========================================================================================
|
|
|
|
DRAWSURF SORTING
|
|
|
|
==========================================================================================
|
|
*/
|
|
|
|
/*
|
|
===============
|
|
R_Radix
|
|
===============
|
|
*/
|
|
static ID_INLINE void R_Radix( int byte, int size, drawSurf_t *source, drawSurf_t *dest )
|
|
{
|
|
int count[ 256 ] = { 0 };
|
|
int index[ 256 ];
|
|
int i;
|
|
unsigned char *sortKey = NULL;
|
|
unsigned char *end = NULL;
|
|
|
|
sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
|
|
end = sortKey + ( size * sizeof( drawSurf_t ) );
|
|
for( ; sortKey < end; sortKey += sizeof( drawSurf_t ) )
|
|
++count[ *sortKey ];
|
|
|
|
index[ 0 ] = 0;
|
|
|
|
for( i = 1; i < 256; ++i )
|
|
index[ i ] = index[ i - 1 ] + count[ i - 1 ];
|
|
|
|
sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
|
|
for( i = 0; i < size; ++i, sortKey += sizeof( drawSurf_t ) )
|
|
dest[ index[ *sortKey ]++ ] = source[ i ];
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_RadixSort
|
|
|
|
Radix sort with 4 byte size buckets
|
|
===============
|
|
*/
|
|
static void R_RadixSort( drawSurf_t *source, int size )
|
|
{
|
|
static drawSurf_t scratch[ MAX_DRAWSURFS ];
|
|
#ifdef Q3_LITTLE_ENDIAN
|
|
R_Radix( 0, size, source, scratch );
|
|
R_Radix( 1, size, scratch, source );
|
|
R_Radix( 2, size, source, scratch );
|
|
R_Radix( 3, size, scratch, source );
|
|
#else
|
|
R_Radix( 3, size, source, scratch );
|
|
R_Radix( 2, size, scratch, source );
|
|
R_Radix( 1, size, source, scratch );
|
|
R_Radix( 0, size, scratch, source );
|
|
#endif //Q3_LITTLE_ENDIAN
|
|
}
|
|
|
|
//==========================================================================================
|
|
|
|
/*
|
|
=================
|
|
R_AddDrawSurf
|
|
=================
|
|
*/
|
|
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
|
|
int fogIndex, int dlightMap ) {
|
|
int index;
|
|
|
|
// instead of checking for overflow, we just mask the index
|
|
// so it wraps around
|
|
index = tr.refdef.numDrawSurfs & DRAWSURF_MASK;
|
|
// the sort data is packed into a single 32 bit value so it can be
|
|
// compared quickly during the qsorting process
|
|
tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
|
|
| tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT ) | (int)dlightMap;
|
|
tr.refdef.drawSurfs[index].surface = surface;
|
|
tr.refdef.numDrawSurfs++;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DecomposeSort
|
|
=================
|
|
*/
|
|
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
|
|
int *fogNum, int *dlightMap ) {
|
|
*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
|
|
*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
|
|
*entityNum = ( sort >> QSORT_ENTITYNUM_SHIFT ) & 1023;
|
|
*dlightMap = sort & 3;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SortDrawSurfs
|
|
=================
|
|
*/
|
|
void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|
shader_t *shader;
|
|
int fogNum;
|
|
int entityNum;
|
|
int dlighted;
|
|
int i;
|
|
|
|
// it is possible for some views to not have any surfaces
|
|
if ( numDrawSurfs < 1 ) {
|
|
// we still need to add it for hyperspace cases
|
|
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
|
|
return;
|
|
}
|
|
|
|
// if we overflowed MAX_DRAWSURFS, the drawsurfs
|
|
// wrapped around in the buffer and we will be missing
|
|
// the first surfaces, not the last ones
|
|
if ( numDrawSurfs > MAX_DRAWSURFS ) {
|
|
numDrawSurfs = MAX_DRAWSURFS;
|
|
}
|
|
|
|
// sort the drawsurfs by sort type, then orientation, then shader
|
|
R_RadixSort( drawSurfs, numDrawSurfs );
|
|
|
|
// check for any pass through drawing, which
|
|
// may cause another view to be rendered first
|
|
for ( i = 0 ; i < numDrawSurfs ; i++ ) {
|
|
R_DecomposeSort( (drawSurfs+i)->sort, &entityNum, &shader, &fogNum, &dlighted );
|
|
|
|
if ( shader->sort > SS_PORTAL ) {
|
|
break;
|
|
}
|
|
|
|
// no shader should ever have this sort type
|
|
if ( shader->sort == SS_BAD ) {
|
|
ri.Error (ERR_DROP, "Shader '%s'with sort == SS_BAD", shader->name );
|
|
}
|
|
|
|
// if the mirror was completely clipped away, we may need to check another surface
|
|
if ( R_MirrorViewBySurface( (drawSurfs+i), entityNum) ) {
|
|
// this is a debug option to see exactly what is being mirrored
|
|
if ( r_portalOnly->integer ) {
|
|
return;
|
|
}
|
|
break; // only one mirror view at a time
|
|
}
|
|
}
|
|
|
|
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_AddEntitySurfaces
|
|
=============
|
|
*/
|
|
void R_AddEntitySurfaces (void) {
|
|
trRefEntity_t *ent;
|
|
shader_t *shader;
|
|
|
|
if ( !r_drawentities->integer ) {
|
|
return;
|
|
}
|
|
|
|
for ( tr.currentEntityNum = 0;
|
|
tr.currentEntityNum < tr.refdef.num_entities;
|
|
tr.currentEntityNum++ ) {
|
|
ent = tr.currentEntity = &tr.refdef.entities[tr.currentEntityNum];
|
|
|
|
ent->needDlights = qfalse;
|
|
|
|
// preshift the value we are going to OR into the drawsurf sort
|
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
|
|
|
|
//
|
|
// the weapon model must be handled special --
|
|
// we don't want the hacked weapon position showing in
|
|
// mirrors, because the true body position will already be drawn
|
|
//
|
|
if ( (ent->e.renderfx & RF_FIRST_PERSON) && tr.viewParms.isPortal) {
|
|
continue;
|
|
}
|
|
|
|
// simple generated models, like sprites and beams, are not culled
|
|
switch ( ent->e.reType ) {
|
|
case RT_PORTALSURFACE:
|
|
break; // don't draw anything
|
|
case RT_SPRITE:
|
|
case RT_BEAM:
|
|
case RT_LIGHTNING:
|
|
case RT_RAIL_CORE:
|
|
case RT_RAIL_RINGS:
|
|
// self blood sprites, talk balloons, etc should not be drawn in the primary
|
|
// view. We can't just do this check for all entities, because md3
|
|
// entities may still want to cast shadows from them
|
|
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
|
|
continue;
|
|
}
|
|
shader = R_GetShaderByHandle( ent->e.customShader );
|
|
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0 );
|
|
break;
|
|
|
|
case RT_MODEL:
|
|
// we must set up parts of tr.or for model culling
|
|
R_RotateForEntity( ent, &tr.viewParms, &tr.or );
|
|
|
|
tr.currentModel = R_GetModelByHandle( ent->e.hModel );
|
|
if (!tr.currentModel) {
|
|
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0 );
|
|
} else {
|
|
switch ( tr.currentModel->type ) {
|
|
case MOD_MESH:
|
|
R_AddMD3Surfaces( ent );
|
|
break;
|
|
case MOD_MD4:
|
|
R_AddAnimSurfaces( ent );
|
|
break;
|
|
#ifdef RAVENMD4
|
|
case MOD_MDR:
|
|
R_MDRAddAnimSurfaces( ent );
|
|
break;
|
|
#endif
|
|
case MOD_BRUSH:
|
|
R_AddBrushModelSurfaces( ent );
|
|
break;
|
|
case MOD_BAD: // null model axis
|
|
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
|
|
break;
|
|
}
|
|
shader = R_GetShaderByHandle( ent->e.customShader );
|
|
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0 );
|
|
break;
|
|
default:
|
|
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
R_GenerateDrawSurfs
|
|
====================
|
|
*/
|
|
void R_GenerateDrawSurfs( void ) {
|
|
R_AddWorldSurfaces ();
|
|
|
|
R_AddPolygonSurfaces();
|
|
|
|
// set the projection matrix with the minimum zfar
|
|
// now that we have the world bounded
|
|
// this needs to be done before entities are
|
|
// added, because they use the projection
|
|
// matrix for lod calculation
|
|
|
|
// dynamically compute far clip plane distance
|
|
R_SetFarClip();
|
|
|
|
// we know the size of the clipping volume. Now set the rest of the projection matrix.
|
|
R_SetupProjectionZ (&tr.viewParms);
|
|
|
|
R_AddEntitySurfaces ();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DebugPolygon
|
|
================
|
|
*/
|
|
void R_DebugPolygon( int color, int numPoints, float *points ) {
|
|
int i;
|
|
|
|
GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
|
|
// draw solid shade
|
|
|
|
qglColor3f( color&1, (color>>1)&1, (color>>2)&1 );
|
|
qglBegin( GL_POLYGON );
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
qglVertex3fv( points + i * 3 );
|
|
}
|
|
qglEnd();
|
|
|
|
// draw wireframe outline
|
|
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
qglDepthRange( 0, 0 );
|
|
qglColor3f( 1, 1, 1 );
|
|
qglBegin( GL_POLYGON );
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
qglVertex3fv( points + i * 3 );
|
|
}
|
|
qglEnd();
|
|
qglDepthRange( 0, 1 );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_DebugGraphics
|
|
|
|
Visualization aid for movement clipping debugging
|
|
====================
|
|
*/
|
|
void R_DebugGraphics( void ) {
|
|
if ( !r_debugSurface->integer ) {
|
|
return;
|
|
}
|
|
|
|
// the render thread can't make callbacks to the main thread
|
|
R_SyncRenderThread();
|
|
|
|
GL_Bind( tr.whiteImage);
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
ri.CM_DrawDebugSurface( R_DebugPolygon );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
A view may be either the actual camera view,
|
|
or a mirror / remote location
|
|
================
|
|
*/
|
|
void R_RenderView (viewParms_t *parms) {
|
|
int firstDrawSurf;
|
|
|
|
if ( parms->viewportWidth <= 0 || parms->viewportHeight <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
tr.viewCount++;
|
|
|
|
tr.viewParms = *parms;
|
|
tr.viewParms.frameSceneNum = tr.frameSceneNum;
|
|
tr.viewParms.frameCount = tr.frameCount;
|
|
|
|
firstDrawSurf = tr.refdef.numDrawSurfs;
|
|
|
|
tr.viewCount++;
|
|
|
|
// set viewParms.world
|
|
R_RotateForViewer ();
|
|
|
|
R_SetupProjection(&tr.viewParms, r_zproj->value, qtrue);
|
|
|
|
R_GenerateDrawSurfs();
|
|
|
|
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
|
|
|
|
// draw main system development information (surface outlines, etc)
|
|
R_DebugGraphics();
|
|
}
|
|
|
|
|
|
|