mirror of
https://github.com/DrBeef/ioq3quest.git
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1657 lines
46 KiB
C
1657 lines
46 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_surf.c
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#include "tr_local.h"
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#if idppc_altivec && !defined(MACOS_X)
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#include <altivec.h>
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#endif
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/*
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THIS ENTIRE FILE IS BACK END
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backEnd.currentEntity will be valid.
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Tess_Begin has already been called for the surface's shader.
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The modelview matrix will be set.
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It is safe to actually issue drawing commands here if you don't want to
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use the shader system.
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*/
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//============================================================================
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/*
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==============
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RB_CheckOverflow
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==============
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*/
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void RB_CheckOverflow( int verts, int indexes ) {
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if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
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&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
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return;
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}
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RB_EndSurface();
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if ( verts >= SHADER_MAX_VERTEXES ) {
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ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
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}
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if ( indexes >= SHADER_MAX_INDEXES ) {
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ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
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}
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RB_BeginSurface(tess.shader, tess.fogNum );
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}
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void RB_CheckVBOandIBO(VBO_t *vbo, IBO_t *ibo)
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{
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if (!(vbo == glState.currentVBO && ibo == glState.currentIBO) || tess.multiDrawPrimitives >= MAX_MULTIDRAW_PRIMITIVES)
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{
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RB_EndSurface();
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RB_BeginSurface(tess.shader, tess.fogNum);
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R_BindVBO(vbo);
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R_BindIBO(ibo);
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}
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if (vbo != tess.vbo && ibo != tess.ibo)
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tess.useInternalVBO = qfalse;
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}
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/*
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==============
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RB_AddQuadStampExt
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==============
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*/
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void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 ) {
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vec3_t normal;
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int ndx;
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RB_CHECKOVERFLOW( 4, 6 );
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ndx = tess.numVertexes;
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// triangle indexes for a simple quad
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tess.indexes[ tess.numIndexes ] = ndx;
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tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
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tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
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tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
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tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
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tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
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tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
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tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
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tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
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tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
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tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
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tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
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tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
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tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
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// constant normal all the way around
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VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
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VectorCopy(normal, tess.normal[ndx]);
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VectorCopy(normal, tess.normal[ndx+1]);
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VectorCopy(normal, tess.normal[ndx+2]);
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VectorCopy(normal, tess.normal[ndx+3]);
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// standard square texture coordinates
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VectorSet2(tess.texCoords[ndx ][0], s1, t1);
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VectorSet2(tess.texCoords[ndx ][1], s1, t1);
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VectorSet2(tess.texCoords[ndx+1][0], s2, t1);
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VectorSet2(tess.texCoords[ndx+1][1], s2, t1);
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VectorSet2(tess.texCoords[ndx+2][0], s2, t2);
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VectorSet2(tess.texCoords[ndx+2][1], s2, t2);
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VectorSet2(tess.texCoords[ndx+3][0], s1, t2);
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VectorSet2(tess.texCoords[ndx+3][1], s1, t2);
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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VectorCopy4(color, tess.vertexColors[ndx]);
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VectorCopy4(color, tess.vertexColors[ndx+1]);
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VectorCopy4(color, tess.vertexColors[ndx+2]);
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VectorCopy4(color, tess.vertexColors[ndx+3]);
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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}
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/*
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==============
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RB_AddQuadStamp
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==============
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*/
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void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] ) {
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RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
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}
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/*
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==============
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RB_InstantQuad
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based on Tess_InstantQuad from xreal
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==============
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*/
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void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
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{
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GLimp_LogComment("--- RB_InstantQuad2 ---\n");
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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tess.firstIndex = 0;
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VectorCopy4(quadVerts[0], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes][0]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[1], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes][0]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[2], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes][0]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[3], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes][0]);
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 1;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 3;
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tess.minIndex = 0;
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tess.maxIndex = 3;
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RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.firstIndex = 0;
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tess.minIndex = 0;
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tess.maxIndex = 0;
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}
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void RB_InstantQuad(vec4_t quadVerts[4])
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{
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vec2_t texCoords[4];
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VectorSet2(texCoords[0], 0.0f, 0.0f);
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VectorSet2(texCoords[1], 1.0f, 0.0f);
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VectorSet2(texCoords[2], 1.0f, 1.0f);
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VectorSet2(texCoords[3], 0.0f, 1.0f);
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GLSL_BindProgram(&tr.textureColorShader);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, colorWhite);
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RB_InstantQuad2(quadVerts, texCoords);
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}
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/*
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==============
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RB_SurfaceSprite
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==============
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*/
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static void RB_SurfaceSprite( void ) {
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vec3_t left, up;
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float radius;
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float colors[4];
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trRefEntity_t *ent = backEnd.currentEntity;
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// calculate the xyz locations for the four corners
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radius = ent->e.radius;
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if ( ent->e.rotation == 0 ) {
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VectorScale( backEnd.viewParms.or.axis[1], radius, left );
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VectorScale( backEnd.viewParms.or.axis[2], radius, up );
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} else {
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float s, c;
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float ang;
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ang = M_PI * ent->e.rotation / 180;
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s = sin( ang );
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c = cos( ang );
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VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
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VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
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VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
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VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
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}
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if ( backEnd.viewParms.isMirror ) {
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VectorSubtract( vec3_origin, left, left );
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}
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VectorScale4(ent->e.shaderRGBA, 1.0f / 255.0f, colors);
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RB_AddQuadStamp( ent->e.origin, left, up, colors );
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}
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/*
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=============
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RB_SurfacePolychain
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=============
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*/
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static void RB_SurfacePolychain( srfPoly_t *p ) {
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int i;
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int numv;
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RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
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// fan triangles into the tess array
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numv = tess.numVertexes;
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for ( i = 0; i < p->numVerts; i++ ) {
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VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
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tess.texCoords[numv][0][0] = p->verts[i].st[0];
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tess.texCoords[numv][0][1] = p->verts[i].st[1];
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tess.vertexColors[numv][0] = p->verts[ i ].modulate[0] / 255.0f;
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tess.vertexColors[numv][1] = p->verts[ i ].modulate[1] / 255.0f;
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tess.vertexColors[numv][2] = p->verts[ i ].modulate[2] / 255.0f;
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tess.vertexColors[numv][3] = p->verts[ i ].modulate[3] / 255.0f;
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numv++;
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}
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// generate fan indexes into the tess array
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for ( i = 0; i < p->numVerts-2; i++ ) {
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tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
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tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
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tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
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tess.numIndexes += 3;
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}
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tess.numVertexes = numv;
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}
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static void RB_SurfaceVertsAndTris( int numVerts, srfVert_t *verts, int numTriangles, srfTriangle_t *triangles, int dlightBits, int pshadowBits)
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{
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int i;
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srfTriangle_t *tri;
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srfVert_t *dv;
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float *xyz, *normal, *texCoords, *lightCoords, *lightdir;
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#ifdef USE_VERT_TANGENT_SPACE
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float *tangent, *bitangent;
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#endif
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glIndex_t *index;
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float *color;
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RB_CheckVBOandIBO(tess.vbo, tess.ibo);
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RB_CHECKOVERFLOW( numVerts, numTriangles * 3 );
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tri = triangles;
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index = &tess.indexes[ tess.numIndexes ];
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for ( i = 0 ; i < numTriangles ; i++, tri++ ) {
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*index++ = tess.numVertexes + tri->indexes[0];
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*index++ = tess.numVertexes + tri->indexes[1];
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*index++ = tess.numVertexes + tri->indexes[2];
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}
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tess.numIndexes += numTriangles * 3;
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if ( tess.shader->vertexAttribs & ATTR_POSITION )
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{
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dv = verts;
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xyz = tess.xyz[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, xyz+=4 )
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VectorCopy(dv->xyz, xyz);
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}
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if ( tess.shader->vertexAttribs & ATTR_NORMAL )
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{
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dv = verts;
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normal = tess.normal[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 )
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VectorCopy(dv->normal, normal);
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}
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#ifdef USE_VERT_TANGENT_SPACE
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if ( tess.shader->vertexAttribs & ATTR_TANGENT )
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{
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dv = verts;
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tangent = tess.tangent[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
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VectorCopy(dv->tangent, tangent);
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}
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if ( tess.shader->vertexAttribs & ATTR_BITANGENT )
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{
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dv = verts;
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bitangent = tess.bitangent[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, bitangent+=4 )
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VectorCopy(dv->bitangent, bitangent);
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}
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#endif
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if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
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{
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dv = verts;
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texCoords = tess.texCoords[ tess.numVertexes ][0];
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for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=4 )
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VectorCopy2(dv->st, texCoords);
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}
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if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
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{
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dv = verts;
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lightCoords = tess.texCoords[ tess.numVertexes ][1];
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for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=4 )
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VectorCopy2(dv->lightmap, lightCoords);
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}
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if ( tess.shader->vertexAttribs & ATTR_COLOR )
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{
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dv = verts;
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color = tess.vertexColors[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, color+=4 )
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VectorCopy4(dv->vertexColors, color);
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}
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if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
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{
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dv = verts;
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lightdir = tess.lightdir[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, lightdir+=4 )
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VectorCopy(dv->lightdir, lightdir);
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}
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#if 0 // nothing even uses vertex dlightbits
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for ( i = 0 ; i < numVerts ; i++ ) {
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tess.vertexDlightBits[ tess.numVertexes + i ] = dlightBits;
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}
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#endif
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tess.dlightBits |= dlightBits;
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tess.pshadowBits |= pshadowBits;
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tess.numVertexes += numVerts;
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}
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static qboolean RB_SurfaceVbo(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndexes, int firstIndex, int minIndex, int maxIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
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{
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int i, mergeForward, mergeBack;
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GLvoid *firstIndexOffset, *lastIndexOffset;
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if (!vbo || !ibo)
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{
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return qfalse;
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}
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if (shaderCheck && !(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal))
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{
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return qfalse;
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}
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RB_CheckVBOandIBO(vbo, ibo);
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tess.dlightBits |= dlightBits;
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tess.pshadowBits |= pshadowBits;
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// merge this into any existing multidraw primitives
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mergeForward = -1;
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mergeBack = -1;
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firstIndexOffset = BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE));
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lastIndexOffset = BUFFER_OFFSET((firstIndex + numIndexes) * sizeof(GL_INDEX_TYPE));
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if (r_mergeMultidraws->integer)
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{
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i = 0;
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if (r_mergeMultidraws->integer == 1)
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{
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// lazy merge, only check the last primitive
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if (tess.multiDrawPrimitives)
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{
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i = tess.multiDrawPrimitives - 1;
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}
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}
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for (; i < tess.multiDrawPrimitives; i++)
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{
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if (tess.multiDrawLastIndex[i] == firstIndexOffset)
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{
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mergeBack = i;
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}
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if (lastIndexOffset == tess.multiDrawFirstIndex[i])
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{
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mergeForward = i;
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}
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}
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}
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if (mergeBack != -1 && mergeForward == -1)
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{
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tess.multiDrawNumIndexes[mergeBack] += numIndexes;
|
|
tess.multiDrawLastIndex[mergeBack] = tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack];
|
|
tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], minIndex);
|
|
tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], maxIndex);
|
|
backEnd.pc.c_multidrawsMerged++;
|
|
}
|
|
else if (mergeBack == -1 && mergeForward != -1)
|
|
{
|
|
tess.multiDrawNumIndexes[mergeForward] += numIndexes;
|
|
tess.multiDrawFirstIndex[mergeForward] = firstIndexOffset;
|
|
tess.multiDrawLastIndex[mergeForward] = tess.multiDrawFirstIndex[mergeForward] + tess.multiDrawNumIndexes[mergeForward];
|
|
tess.multiDrawMinIndex[mergeForward] = MIN(tess.multiDrawMinIndex[mergeForward], minIndex);
|
|
tess.multiDrawMaxIndex[mergeForward] = MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex);
|
|
backEnd.pc.c_multidrawsMerged++;
|
|
}
|
|
else if (mergeBack != -1 && mergeForward != -1)
|
|
{
|
|
tess.multiDrawNumIndexes[mergeBack] += numIndexes + tess.multiDrawNumIndexes[mergeForward];
|
|
tess.multiDrawLastIndex[mergeBack] = tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack];
|
|
tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], MIN(tess.multiDrawMinIndex[mergeForward], minIndex));
|
|
tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex));
|
|
tess.multiDrawPrimitives--;
|
|
|
|
if (mergeForward != tess.multiDrawPrimitives)
|
|
{
|
|
tess.multiDrawNumIndexes[mergeForward] = tess.multiDrawNumIndexes[tess.multiDrawPrimitives];
|
|
tess.multiDrawFirstIndex[mergeForward] = tess.multiDrawFirstIndex[tess.multiDrawPrimitives];
|
|
}
|
|
backEnd.pc.c_multidrawsMerged += 2;
|
|
}
|
|
else if (mergeBack == -1 && mergeForward == -1)
|
|
{
|
|
tess.multiDrawNumIndexes[tess.multiDrawPrimitives] = numIndexes;
|
|
tess.multiDrawFirstIndex[tess.multiDrawPrimitives] = firstIndexOffset;
|
|
tess.multiDrawLastIndex[tess.multiDrawPrimitives] = lastIndexOffset;
|
|
tess.multiDrawMinIndex[tess.multiDrawPrimitives] = minIndex;
|
|
tess.multiDrawMaxIndex[tess.multiDrawPrimitives] = maxIndex;
|
|
tess.multiDrawPrimitives++;
|
|
}
|
|
|
|
backEnd.pc.c_multidraws++;
|
|
|
|
tess.numIndexes += numIndexes;
|
|
tess.numVertexes += numVerts;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceTriangles
|
|
=============
|
|
*/
|
|
static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
|
|
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
|
|
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
RB_SurfaceVertsAndTris(srf->numVerts, srf->verts, srf->numTriangles,
|
|
srf->triangles, srf->dlightBits, srf->pshadowBits);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============
|
|
RB_SurfaceBeam
|
|
==============
|
|
*/
|
|
static void RB_SurfaceBeam( void )
|
|
{
|
|
#define NUM_BEAM_SEGS 6
|
|
refEntity_t *e;
|
|
shaderProgram_t *sp = &tr.textureColorShader;
|
|
int i;
|
|
vec3_t perpvec;
|
|
vec3_t direction, normalized_direction;
|
|
vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
|
|
vec3_t oldorigin, origin;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
oldorigin[0] = e->oldorigin[0];
|
|
oldorigin[1] = e->oldorigin[1];
|
|
oldorigin[2] = e->oldorigin[2];
|
|
|
|
origin[0] = e->origin[0];
|
|
origin[1] = e->origin[1];
|
|
origin[2] = e->origin[2];
|
|
|
|
normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
|
|
normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
|
|
normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
|
|
|
|
if ( VectorNormalize( normalized_direction ) == 0 )
|
|
return;
|
|
|
|
PerpendicularVector( perpvec, normalized_direction );
|
|
|
|
VectorScale( perpvec, 4, perpvec );
|
|
|
|
for ( i = 0; i < NUM_BEAM_SEGS ; i++ )
|
|
{
|
|
RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
|
|
// VectorAdd( start_points[i], origin, start_points[i] );
|
|
VectorAdd( start_points[i], direction, end_points[i] );
|
|
}
|
|
|
|
GL_Bind( tr.whiteImage );
|
|
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
|
|
// FIXME: Quake3 doesn't use this, so I never tested it
|
|
tess.numVertexes = 0;
|
|
tess.numIndexes = 0;
|
|
tess.firstIndex = 0;
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = 0;
|
|
|
|
for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
|
|
VectorCopy(start_points[ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]);
|
|
VectorCopy(end_points [ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]);
|
|
}
|
|
|
|
for ( i = 0; i < NUM_BEAM_SEGS; i++ ) {
|
|
tess.indexes[tess.numIndexes++] = i * 2;
|
|
tess.indexes[tess.numIndexes++] = (i + 1) * 2;
|
|
tess.indexes[tess.numIndexes++] = 1 + i * 2;
|
|
|
|
tess.indexes[tess.numIndexes++] = 1 + i * 2;
|
|
tess.indexes[tess.numIndexes++] = (i + 1) * 2;
|
|
tess.indexes[tess.numIndexes++] = 1 + (i + 1) * 2;
|
|
}
|
|
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = tess.numVertexes;
|
|
|
|
// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
|
|
RB_UpdateVBOs(ATTR_POSITION);
|
|
|
|
GLSL_VertexAttribsState(ATTR_POSITION);
|
|
GLSL_BindProgram(sp);
|
|
|
|
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
|
|
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, colorRed);
|
|
|
|
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
|
|
|
|
tess.numIndexes = 0;
|
|
tess.numVertexes = 0;
|
|
tess.firstIndex = 0;
|
|
tess.minIndex = 0;
|
|
tess.maxIndex = 0;
|
|
}
|
|
|
|
//================================================================================
|
|
|
|
static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
|
|
{
|
|
float spanWidth2;
|
|
int vbase;
|
|
float t = len / 256.0f;
|
|
|
|
vbase = tess.numVertexes;
|
|
|
|
spanWidth2 = -spanWidth;
|
|
|
|
// FIXME: use quad stamp?
|
|
VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = 0;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0;
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25 / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25 / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25 / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = 0;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1;
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
|
|
|
|
tess.texCoords[tess.numVertexes][0][0] = t;
|
|
tess.texCoords[tess.numVertexes][0][1] = 0;
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = t;
|
|
tess.texCoords[tess.numVertexes][0][1] = 1;
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
tess.indexes[tess.numIndexes++] = vbase;
|
|
tess.indexes[tess.numIndexes++] = vbase + 1;
|
|
tess.indexes[tess.numIndexes++] = vbase + 2;
|
|
|
|
tess.indexes[tess.numIndexes++] = vbase + 2;
|
|
tess.indexes[tess.numIndexes++] = vbase + 1;
|
|
tess.indexes[tess.numIndexes++] = vbase + 3;
|
|
}
|
|
|
|
static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up )
|
|
{
|
|
int i;
|
|
vec3_t pos[4];
|
|
vec3_t v;
|
|
int spanWidth = r_railWidth->integer;
|
|
float c, s;
|
|
float scale;
|
|
|
|
if ( numSegs > 1 )
|
|
numSegs--;
|
|
if ( !numSegs )
|
|
return;
|
|
|
|
scale = 0.25;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
c = cos( DEG2RAD( 45 + i * 90 ) );
|
|
s = sin( DEG2RAD( 45 + i * 90 ) );
|
|
v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth;
|
|
v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth;
|
|
v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth;
|
|
VectorAdd( start, v, pos[i] );
|
|
|
|
if ( numSegs > 1 )
|
|
{
|
|
// offset by 1 segment if we're doing a long distance shot
|
|
VectorAdd( pos[i], dir, pos[i] );
|
|
}
|
|
}
|
|
|
|
for ( i = 0; i < numSegs; i++ )
|
|
{
|
|
int j;
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
|
|
for ( j = 0; j < 4; j++ )
|
|
{
|
|
VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
|
|
tess.texCoords[tess.numVertexes][0][0] = ( j < 2 );
|
|
tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 );
|
|
tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f;
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f;
|
|
tess.numVertexes++;
|
|
|
|
VectorAdd( pos[j], dir, pos[j] );
|
|
}
|
|
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 0;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceRailRinges
|
|
*/
|
|
static void RB_SurfaceRailRings( void ) {
|
|
refEntity_t *e;
|
|
int numSegs;
|
|
int len;
|
|
vec3_t vec;
|
|
vec3_t right, up;
|
|
vec3_t start, end;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, start );
|
|
VectorCopy( e->origin, end );
|
|
|
|
// compute variables
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
MakeNormalVectors( vec, right, up );
|
|
numSegs = ( len ) / r_railSegmentLength->value;
|
|
if ( numSegs <= 0 ) {
|
|
numSegs = 1;
|
|
}
|
|
|
|
VectorScale( vec, r_railSegmentLength->value, vec );
|
|
|
|
DoRailDiscs( numSegs, start, vec, right, up );
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceRailCore
|
|
*/
|
|
static void RB_SurfaceRailCore( void ) {
|
|
refEntity_t *e;
|
|
int len;
|
|
vec3_t right;
|
|
vec3_t vec;
|
|
vec3_t start, end;
|
|
vec3_t v1, v2;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, start );
|
|
VectorCopy( e->origin, end );
|
|
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
|
|
// compute side vector
|
|
VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
|
|
VectorNormalize( v1 );
|
|
VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
|
|
VectorNormalize( v2 );
|
|
CrossProduct( v1, v2, right );
|
|
VectorNormalize( right );
|
|
|
|
DoRailCore( start, end, right, len, r_railCoreWidth->integer );
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceLightningBolt
|
|
*/
|
|
static void RB_SurfaceLightningBolt( void ) {
|
|
refEntity_t *e;
|
|
int len;
|
|
vec3_t right;
|
|
vec3_t vec;
|
|
vec3_t start, end;
|
|
vec3_t v1, v2;
|
|
int i;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, end );
|
|
VectorCopy( e->origin, start );
|
|
|
|
// compute variables
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
|
|
// compute side vector
|
|
VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
|
|
VectorNormalize( v1 );
|
|
VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
|
|
VectorNormalize( v2 );
|
|
CrossProduct( v1, v2, right );
|
|
VectorNormalize( right );
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
vec3_t temp;
|
|
|
|
DoRailCore( start, end, right, len, 8 );
|
|
RotatePointAroundVector( temp, vec, right, 45 );
|
|
VectorCopy( temp, right );
|
|
}
|
|
}
|
|
|
|
/*
|
|
** VectorArrayNormalize
|
|
*
|
|
* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
|
|
* This means that we don't have to worry about zero length or enormously long vectors.
|
|
*/
|
|
static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
|
|
{
|
|
// assert(count);
|
|
|
|
#if idppc
|
|
{
|
|
register float half = 0.5;
|
|
register float one = 1.0;
|
|
float *components = (float *)normals;
|
|
|
|
// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
|
|
// runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
|
|
// refinement step to get a little more precision. This seems to yeild results
|
|
// that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
|
|
// (That is, for the given input range of about 0.6 to 2.0).
|
|
do {
|
|
float x, y, z;
|
|
float B, y0, y1;
|
|
|
|
x = components[0];
|
|
y = components[1];
|
|
z = components[2];
|
|
components += 4;
|
|
B = x*x + y*y + z*z;
|
|
|
|
#ifdef __GNUC__
|
|
asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
|
|
#else
|
|
y0 = __frsqrte(B);
|
|
#endif
|
|
y1 = y0 + half*y0*(one - B*y0*y0);
|
|
|
|
x = x * y1;
|
|
y = y * y1;
|
|
components[-4] = x;
|
|
z = z * y1;
|
|
components[-3] = y;
|
|
components[-2] = z;
|
|
} while(count--);
|
|
}
|
|
#else // No assembly version for this architecture, or C_ONLY defined
|
|
// given the input, it's safe to call VectorNormalizeFast
|
|
while (count--) {
|
|
VectorNormalizeFast(normals[0]);
|
|
normals++;
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
** LerpMeshVertexes
|
|
*/
|
|
#if idppc_altivec
|
|
static 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
|
|
|
|
static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
|
|
{
|
|
#if 0
|
|
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
|
float *outXyz, *outNormal;
|
|
float oldXyzScale, newXyzScale;
|
|
float oldNormalScale, newNormalScale;
|
|
int vertNum;
|
|
unsigned lat, lng;
|
|
int numVerts;
|
|
|
|
outXyz = tess.xyz[tess.numVertexes];
|
|
outNormal = tess.normal[tess.numVertexes];
|
|
|
|
newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
|
|
newNormals = newXyz + 3;
|
|
|
|
newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
|
|
newNormalScale = 1.0 - backlerp;
|
|
|
|
numVerts = surf->numVerts;
|
|
|
|
if ( backlerp == 0 ) {
|
|
//
|
|
// just copy the vertexes
|
|
//
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
newXyz += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
|
|
outXyz[0] = newXyz[0] * newXyzScale;
|
|
outXyz[1] = newXyz[1] * newXyzScale;
|
|
outXyz[2] = newXyz[2] * newXyzScale;
|
|
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= (FUNCTABLE_SIZE/256);
|
|
lng *= (FUNCTABLE_SIZE/256);
|
|
|
|
// decode X as cos( lat ) * sin( long )
|
|
// decode Y as sin( lat ) * sin( long )
|
|
// decode Z as cos( long )
|
|
|
|
outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
}
|
|
} else {
|
|
//
|
|
// interpolate and copy the vertex and normal
|
|
//
|
|
oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
|
|
oldNormals = oldXyz + 3;
|
|
|
|
oldXyzScale = MD3_XYZ_SCALE * backlerp;
|
|
oldNormalScale = backlerp;
|
|
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
vec3_t uncompressedOldNormal, uncompressedNewNormal;
|
|
|
|
// interpolate the xyz
|
|
outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
|
|
outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
|
|
outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
|
|
|
|
// FIXME: interpolate lat/long instead?
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= 4;
|
|
lng *= 4;
|
|
uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
lat = ( oldNormals[0] >> 8 ) & 0xff;
|
|
lng = ( oldNormals[0] & 0xff );
|
|
lat *= 4;
|
|
lng *= 4;
|
|
|
|
uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
|
|
outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
|
|
outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
|
|
|
|
// VectorNormalize (outNormal);
|
|
}
|
|
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
|
|
}
|
|
#endif
|
|
float *outXyz, *outNormal;
|
|
mdvVertex_t *newVerts;
|
|
int vertNum;
|
|
|
|
newVerts = surf->verts + backEnd.currentEntity->e.frame * surf->numVerts;
|
|
|
|
outXyz = tess.xyz[tess.numVertexes];
|
|
outNormal = tess.normal[tess.numVertexes];
|
|
|
|
if (backlerp == 0)
|
|
{
|
|
//
|
|
// just copy the vertexes
|
|
//
|
|
|
|
for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++)
|
|
{
|
|
VectorCopy(newVerts->xyz, outXyz);
|
|
VectorCopy(newVerts->normal, outNormal);
|
|
newVerts++;
|
|
outXyz += 4;
|
|
outNormal += 4;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// interpolate and copy the vertex and normal
|
|
//
|
|
|
|
mdvVertex_t *oldVerts;
|
|
|
|
oldVerts = surf->verts + backEnd.currentEntity->e.oldframe * surf->numVerts;
|
|
|
|
for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++)
|
|
{
|
|
VectorLerp(newVerts->xyz, oldVerts->xyz, backlerp, outXyz);
|
|
VectorLerp(newVerts->normal, oldVerts->normal, backlerp, outNormal);
|
|
//VectorNormalize(outNormal);
|
|
newVerts++;
|
|
oldVerts++;
|
|
outXyz += 4;
|
|
outNormal += 4;
|
|
}
|
|
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], surf->numVerts);
|
|
}
|
|
|
|
}
|
|
|
|
static void LerpMeshVertexes(mdvSurface_t *surf, float backlerp)
|
|
{
|
|
#if 0
|
|
#if idppc_altivec
|
|
if (com_altivec->integer) {
|
|
// must be in a seperate function or G3 systems will crash.
|
|
LerpMeshVertexes_altivec( surf, backlerp );
|
|
return;
|
|
}
|
|
#endif // idppc_altivec
|
|
#endif
|
|
LerpMeshVertexes_scalar( surf, backlerp );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceMesh
|
|
=============
|
|
*/
|
|
static void RB_SurfaceMesh(mdvSurface_t *surface) {
|
|
int j;
|
|
float backlerp;
|
|
srfTriangle_t *triangles;
|
|
mdvSt_t *texCoords;
|
|
int indexes;
|
|
int Bob, Doug;
|
|
int numVerts;
|
|
|
|
if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
|
|
backlerp = 0;
|
|
} else {
|
|
backlerp = backEnd.currentEntity->e.backlerp;
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
|
|
|
|
LerpMeshVertexes (surface, backlerp);
|
|
|
|
triangles = surface->triangles;
|
|
indexes = surface->numTriangles * 3;
|
|
Bob = tess.numIndexes;
|
|
Doug = tess.numVertexes;
|
|
for (j = 0 ; j < surface->numTriangles ; j++) {
|
|
tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0];
|
|
tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1];
|
|
tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2];
|
|
}
|
|
tess.numIndexes += indexes;
|
|
|
|
texCoords = surface->st;
|
|
|
|
numVerts = surface->numVerts;
|
|
for ( j = 0; j < numVerts; j++ ) {
|
|
tess.texCoords[Doug + j][0][0] = texCoords[j].st[0];
|
|
tess.texCoords[Doug + j][0][1] = texCoords[j].st[1];
|
|
// FIXME: fill in lightmapST for completeness?
|
|
}
|
|
|
|
tess.numVertexes += surface->numVerts;
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
RB_SurfaceFace
|
|
==============
|
|
*/
|
|
static void RB_SurfaceFace( srfSurfaceFace_t *srf ) {
|
|
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
|
|
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
RB_SurfaceVertsAndTris(srf->numVerts, srf->verts, srf->numTriangles,
|
|
srf->triangles, srf->dlightBits, srf->pshadowBits);
|
|
}
|
|
|
|
|
|
static float LodErrorForVolume( vec3_t local, float radius ) {
|
|
vec3_t world;
|
|
float d;
|
|
|
|
// never let it go negative
|
|
if ( r_lodCurveError->value < 0 ) {
|
|
return 0;
|
|
}
|
|
|
|
world[0] = local[0] * backEnd.or.axis[0][0] + local[1] * backEnd.or.axis[1][0] +
|
|
local[2] * backEnd.or.axis[2][0] + backEnd.or.origin[0];
|
|
world[1] = local[0] * backEnd.or.axis[0][1] + local[1] * backEnd.or.axis[1][1] +
|
|
local[2] * backEnd.or.axis[2][1] + backEnd.or.origin[1];
|
|
world[2] = local[0] * backEnd.or.axis[0][2] + local[1] * backEnd.or.axis[1][2] +
|
|
local[2] * backEnd.or.axis[2][2] + backEnd.or.origin[2];
|
|
|
|
VectorSubtract( world, backEnd.viewParms.or.origin, world );
|
|
d = DotProduct( world, backEnd.viewParms.or.axis[0] );
|
|
|
|
if ( d < 0 ) {
|
|
d = -d;
|
|
}
|
|
d -= radius;
|
|
if ( d < 1 ) {
|
|
d = 1;
|
|
}
|
|
|
|
return r_lodCurveError->value / d;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceGrid
|
|
|
|
Just copy the grid of points and triangulate
|
|
=============
|
|
*/
|
|
static void RB_SurfaceGrid( srfGridMesh_t *srf ) {
|
|
int i, j;
|
|
float *xyz;
|
|
float *texCoords, *lightCoords;
|
|
float *normal;
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
float *tangent, *bitangent;
|
|
#endif
|
|
float *color, *lightdir;
|
|
srfVert_t *dv;
|
|
int rows, irows, vrows;
|
|
int used;
|
|
int widthTable[MAX_GRID_SIZE];
|
|
int heightTable[MAX_GRID_SIZE];
|
|
float lodError;
|
|
int lodWidth, lodHeight;
|
|
int numVertexes;
|
|
int dlightBits;
|
|
int pshadowBits;
|
|
//int *vDlightBits;
|
|
|
|
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
|
|
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
dlightBits = srf->dlightBits;
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
pshadowBits = srf->pshadowBits;
|
|
tess.pshadowBits |= pshadowBits;
|
|
|
|
// determine the allowable discrepance
|
|
lodError = LodErrorForVolume( srf->lodOrigin, srf->lodRadius );
|
|
|
|
// determine which rows and columns of the subdivision
|
|
// we are actually going to use
|
|
widthTable[0] = 0;
|
|
lodWidth = 1;
|
|
for ( i = 1 ; i < srf->width-1 ; i++ ) {
|
|
if ( srf->widthLodError[i] <= lodError ) {
|
|
widthTable[lodWidth] = i;
|
|
lodWidth++;
|
|
}
|
|
}
|
|
widthTable[lodWidth] = srf->width-1;
|
|
lodWidth++;
|
|
|
|
heightTable[0] = 0;
|
|
lodHeight = 1;
|
|
for ( i = 1 ; i < srf->height-1 ; i++ ) {
|
|
if ( srf->heightLodError[i] <= lodError ) {
|
|
heightTable[lodHeight] = i;
|
|
lodHeight++;
|
|
}
|
|
}
|
|
heightTable[lodHeight] = srf->height-1;
|
|
lodHeight++;
|
|
|
|
|
|
// very large grids may have more points or indexes than can be fit
|
|
// in the tess structure, so we may have to issue it in multiple passes
|
|
|
|
used = 0;
|
|
while ( used < lodHeight - 1 ) {
|
|
// see how many rows of both verts and indexes we can add without overflowing
|
|
do {
|
|
vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
|
|
irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
|
|
|
|
// if we don't have enough space for at least one strip, flush the buffer
|
|
if ( vrows < 2 || irows < 1 ) {
|
|
RB_EndSurface();
|
|
RB_BeginSurface(tess.shader, tess.fogNum );
|
|
} else {
|
|
break;
|
|
}
|
|
} while ( 1 );
|
|
|
|
rows = irows;
|
|
if ( vrows < irows + 1 ) {
|
|
rows = vrows - 1;
|
|
}
|
|
if ( used + rows > lodHeight ) {
|
|
rows = lodHeight - used;
|
|
}
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
xyz = tess.xyz[numVertexes];
|
|
normal = tess.normal[numVertexes];
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
tangent = tess.tangent[numVertexes];
|
|
bitangent = tess.bitangent[numVertexes];
|
|
#endif
|
|
texCoords = tess.texCoords[numVertexes][0];
|
|
lightCoords = tess.texCoords[numVertexes][1];
|
|
color = tess.vertexColors[numVertexes];
|
|
lightdir = tess.lightdir[numVertexes];
|
|
//vDlightBits = &tess.vertexDlightBits[numVertexes];
|
|
|
|
for ( i = 0 ; i < rows ; i++ ) {
|
|
for ( j = 0 ; j < lodWidth ; j++ ) {
|
|
dv = srf->verts + heightTable[ used + i ] * srf->width
|
|
+ widthTable[ j ];
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_POSITION )
|
|
{
|
|
VectorCopy(dv->xyz, xyz);
|
|
xyz += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_NORMAL )
|
|
{
|
|
VectorCopy(dv->normal, normal);
|
|
normal += 4;
|
|
}
|
|
|
|
#ifdef USE_VERT_TANGENT_SPACE
|
|
if ( tess.shader->vertexAttribs & ATTR_TANGENT )
|
|
{
|
|
VectorCopy(dv->tangent, tangent);
|
|
tangent += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_BITANGENT )
|
|
{
|
|
VectorCopy(dv->bitangent, bitangent);
|
|
bitangent += 4;
|
|
}
|
|
#endif
|
|
if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
|
|
{
|
|
VectorCopy2(dv->st, texCoords);
|
|
texCoords += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
|
|
{
|
|
VectorCopy2(dv->lightmap, lightCoords);
|
|
lightCoords += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_COLOR )
|
|
{
|
|
VectorCopy4(dv->vertexColors, color);
|
|
color += 4;
|
|
}
|
|
|
|
if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
|
|
{
|
|
VectorCopy(dv->lightdir, lightdir);
|
|
lightdir += 4;
|
|
}
|
|
|
|
//*vDlightBits++ = dlightBits;
|
|
}
|
|
}
|
|
|
|
|
|
// add the indexes
|
|
{
|
|
int numIndexes;
|
|
int w, h;
|
|
|
|
h = rows - 1;
|
|
w = lodWidth - 1;
|
|
numIndexes = tess.numIndexes;
|
|
for (i = 0 ; i < h ; i++) {
|
|
for (j = 0 ; j < w ; j++) {
|
|
int v1, v2, v3, v4;
|
|
|
|
// vertex order to be reckognized as tristrips
|
|
v1 = numVertexes + i*lodWidth + j + 1;
|
|
v2 = v1 - 1;
|
|
v3 = v2 + lodWidth;
|
|
v4 = v3 + 1;
|
|
|
|
tess.indexes[numIndexes] = v2;
|
|
tess.indexes[numIndexes+1] = v3;
|
|
tess.indexes[numIndexes+2] = v1;
|
|
|
|
tess.indexes[numIndexes+3] = v1;
|
|
tess.indexes[numIndexes+4] = v3;
|
|
tess.indexes[numIndexes+5] = v4;
|
|
numIndexes += 6;
|
|
}
|
|
}
|
|
|
|
tess.numIndexes = numIndexes;
|
|
}
|
|
|
|
tess.numVertexes += rows * lodWidth;
|
|
|
|
used += rows - 1;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===========================================================================
|
|
|
|
NULL MODEL
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
RB_SurfaceAxis
|
|
|
|
Draws x/y/z lines from the origin for orientation debugging
|
|
===================
|
|
*/
|
|
static void RB_SurfaceAxis( void ) {
|
|
// FIXME: implement this
|
|
#if 0
|
|
GL_Bind( tr.whiteImage );
|
|
qglLineWidth( 3 );
|
|
qglBegin( GL_LINES );
|
|
qglColor3f( 1,0,0 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 16,0,0 );
|
|
qglColor3f( 0,1,0 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 0,16,0 );
|
|
qglColor3f( 0,0,1 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 0,0,16 );
|
|
qglEnd();
|
|
qglLineWidth( 1 );
|
|
#endif
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
====================
|
|
RB_SurfaceEntity
|
|
|
|
Entities that have a single procedurally generated surface
|
|
====================
|
|
*/
|
|
static void RB_SurfaceEntity( surfaceType_t *surfType ) {
|
|
switch( backEnd.currentEntity->e.reType ) {
|
|
case RT_SPRITE:
|
|
RB_SurfaceSprite();
|
|
break;
|
|
case RT_BEAM:
|
|
RB_SurfaceBeam();
|
|
break;
|
|
case RT_RAIL_CORE:
|
|
RB_SurfaceRailCore();
|
|
break;
|
|
case RT_RAIL_RINGS:
|
|
RB_SurfaceRailRings();
|
|
break;
|
|
case RT_LIGHTNING:
|
|
RB_SurfaceLightningBolt();
|
|
break;
|
|
default:
|
|
RB_SurfaceAxis();
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
static void RB_SurfaceBad( surfaceType_t *surfType ) {
|
|
ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
|
|
}
|
|
|
|
static void RB_SurfaceFlare(srfFlare_t *surf)
|
|
{
|
|
if (r_flares->integer)
|
|
RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
|
|
}
|
|
|
|
static void RB_SurfaceVBOMesh(srfVBOMesh_t * srf)
|
|
{
|
|
RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex,
|
|
srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qfalse );
|
|
}
|
|
|
|
void RB_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface)
|
|
{
|
|
//mdvModel_t *mdvModel;
|
|
//mdvSurface_t *mdvSurface;
|
|
refEntity_t *refEnt;
|
|
|
|
GLimp_LogComment("--- RB_SurfaceVBOMDVMesh ---\n");
|
|
|
|
if(!surface->vbo || !surface->ibo)
|
|
return;
|
|
|
|
//RB_CheckVBOandIBO(surface->vbo, surface->ibo);
|
|
RB_EndSurface();
|
|
RB_BeginSurface(tess.shader, tess.fogNum);
|
|
|
|
R_BindVBO(surface->vbo);
|
|
R_BindIBO(surface->ibo);
|
|
|
|
tess.useInternalVBO = qfalse;
|
|
|
|
tess.numIndexes += surface->numIndexes;
|
|
tess.numVertexes += surface->numVerts;
|
|
tess.minIndex = surface->minIndex;
|
|
tess.maxIndex = surface->maxIndex;
|
|
|
|
//mdvModel = surface->mdvModel;
|
|
//mdvSurface = surface->mdvSurface;
|
|
|
|
refEnt = &backEnd.currentEntity->e;
|
|
|
|
if(refEnt->oldframe == refEnt->frame)
|
|
{
|
|
glState.vertexAttribsInterpolation = 0;
|
|
}
|
|
else
|
|
{
|
|
glState.vertexAttribsInterpolation = refEnt->backlerp;
|
|
}
|
|
|
|
glState.vertexAttribsOldFrame = refEnt->oldframe;
|
|
glState.vertexAttribsNewFrame = refEnt->frame;
|
|
|
|
RB_EndSurface();
|
|
|
|
// So we don't lerp surfaces that shouldn't be lerped
|
|
glState.vertexAttribsInterpolation = 0;
|
|
}
|
|
|
|
static void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
|
|
// all apropriate state must be set in RB_BeginSurface
|
|
// this isn't implemented yet...
|
|
qglCallList( surf->listNum );
|
|
}
|
|
|
|
static void RB_SurfaceSkip( void *surf ) {
|
|
}
|
|
|
|
|
|
void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
|
|
(void(*)(void*))RB_SurfaceBad, // SF_BAD,
|
|
(void(*)(void*))RB_SurfaceSkip, // SF_SKIP,
|
|
(void(*)(void*))RB_SurfaceFace, // SF_FACE,
|
|
(void(*)(void*))RB_SurfaceGrid, // SF_GRID,
|
|
(void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
|
|
(void(*)(void*))RB_SurfacePolychain, // SF_POLY,
|
|
(void(*)(void*))RB_SurfaceMesh, // SF_MDV,
|
|
(void(*)(void*))RB_SurfaceAnim, // SF_MD4,
|
|
(void(*)(void*))RB_MDRSurfaceAnim, // SF_MDR,
|
|
(void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM,
|
|
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
|
|
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
|
|
(void(*)(void*))RB_SurfaceDisplayList, // SF_DISPLAY_LIST
|
|
(void(*)(void*))RB_SurfaceVBOMesh, // SF_VBO_MESH,
|
|
(void(*)(void*))RB_SurfaceVBOMDVMesh, // SF_VBO_MDVMESH
|
|
};
|