mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-27 06:13:01 +00:00
904bbc1a8f
Models don't have a surface limit; skins shouldn't either. Some player models require more than 32 surfaces since vanilla Quake 3 did not enforce the limit. Skins are now limited to 256 surfaces because having no limit would require parsing the skin file twice. The skin surfaces are dynamically allocated so it doesn't increase memory usage when less surfaces are used.
420 lines
10 KiB
C
420 lines
10 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_mesh.c: triangle model functions
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#include "tr_local.h"
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static float ProjectRadius( float r, vec3_t location )
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{
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float pr;
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float dist;
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float c;
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vec3_t p;
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float projected[4];
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c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin );
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dist = DotProduct( tr.viewParms.or.axis[0], location ) - c;
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if ( dist <= 0 )
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return 0;
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p[0] = 0;
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p[1] = fabs( r );
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p[2] = -dist;
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projected[0] = p[0] * tr.viewParms.projectionMatrix[0] +
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p[1] * tr.viewParms.projectionMatrix[4] +
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p[2] * tr.viewParms.projectionMatrix[8] +
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tr.viewParms.projectionMatrix[12];
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projected[1] = p[0] * tr.viewParms.projectionMatrix[1] +
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p[1] * tr.viewParms.projectionMatrix[5] +
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p[2] * tr.viewParms.projectionMatrix[9] +
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tr.viewParms.projectionMatrix[13];
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projected[2] = p[0] * tr.viewParms.projectionMatrix[2] +
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p[1] * tr.viewParms.projectionMatrix[6] +
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p[2] * tr.viewParms.projectionMatrix[10] +
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tr.viewParms.projectionMatrix[14];
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projected[3] = p[0] * tr.viewParms.projectionMatrix[3] +
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p[1] * tr.viewParms.projectionMatrix[7] +
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p[2] * tr.viewParms.projectionMatrix[11] +
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tr.viewParms.projectionMatrix[15];
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pr = projected[1] / projected[3];
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if ( pr > 1.0f )
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pr = 1.0f;
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return pr;
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}
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/*
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=============
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R_CullModel
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=============
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*/
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static int R_CullModel( mdvModel_t *model, trRefEntity_t *ent ) {
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vec3_t bounds[2];
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mdvFrame_t *oldFrame, *newFrame;
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int i;
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// compute frame pointers
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newFrame = model->frames + ent->e.frame;
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oldFrame = model->frames + ent->e.oldframe;
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// cull bounding sphere ONLY if this is not an upscaled entity
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if ( !ent->e.nonNormalizedAxes )
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{
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if ( ent->e.frame == ent->e.oldframe )
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{
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switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
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{
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case CULL_OUT:
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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case CULL_IN:
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_sphere_cull_md3_clip++;
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break;
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}
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}
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else
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{
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int sphereCull, sphereCullB;
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sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
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if ( newFrame == oldFrame ) {
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sphereCullB = sphereCull;
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} else {
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sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
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}
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if ( sphereCull == sphereCullB )
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{
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if ( sphereCull == CULL_OUT )
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{
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tr.pc.c_sphere_cull_md3_out++;
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return CULL_OUT;
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}
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else if ( sphereCull == CULL_IN )
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{
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tr.pc.c_sphere_cull_md3_in++;
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return CULL_IN;
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}
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else
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{
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tr.pc.c_sphere_cull_md3_clip++;
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}
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}
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}
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}
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// calculate a bounding box in the current coordinate system
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for (i = 0 ; i < 3 ; i++) {
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bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
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bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
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}
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switch ( R_CullLocalBox( bounds ) )
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{
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case CULL_IN:
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tr.pc.c_box_cull_md3_in++;
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return CULL_IN;
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case CULL_CLIP:
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tr.pc.c_box_cull_md3_clip++;
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return CULL_CLIP;
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case CULL_OUT:
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default:
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tr.pc.c_box_cull_md3_out++;
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return CULL_OUT;
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}
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}
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/*
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=================
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R_ComputeLOD
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=================
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*/
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int R_ComputeLOD( trRefEntity_t *ent ) {
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float radius;
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float flod, lodscale;
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float projectedRadius;
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mdvFrame_t *frame;
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mdrHeader_t *mdr;
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mdrFrame_t *mdrframe;
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int lod;
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if ( tr.currentModel->numLods < 2 )
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{
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// model has only 1 LOD level, skip computations and bias
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lod = 0;
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}
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else
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{
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// multiple LODs exist, so compute projected bounding sphere
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// and use that as a criteria for selecting LOD
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if(tr.currentModel->type == MOD_MDR)
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{
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int frameSize;
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mdr = (mdrHeader_t *) tr.currentModel->modelData;
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frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
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mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
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radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
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}
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else
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{
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//frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
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frame = tr.currentModel->mdv[0]->frames;
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frame += ent->e.frame;
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radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
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}
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if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
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{
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lodscale = r_lodscale->value;
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if (lodscale > 20) lodscale = 20;
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flod = 1.0f - projectedRadius * lodscale;
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}
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else
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{
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// object intersects near view plane, e.g. view weapon
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flod = 0;
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}
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flod *= tr.currentModel->numLods;
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lod = ri.ftol(flod);
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if ( lod < 0 )
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{
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lod = 0;
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}
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else if ( lod >= tr.currentModel->numLods )
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{
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lod = tr.currentModel->numLods - 1;
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}
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}
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lod += r_lodbias->integer;
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if ( lod >= tr.currentModel->numLods )
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lod = tr.currentModel->numLods - 1;
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if ( lod < 0 )
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lod = 0;
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return lod;
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}
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/*
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=================
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R_ComputeFogNum
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=================
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*/
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int R_ComputeFogNum( mdvModel_t *model, trRefEntity_t *ent ) {
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int i, j;
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fog_t *fog;
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mdvFrame_t *mdvFrame;
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vec3_t localOrigin;
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if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
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return 0;
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}
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// FIXME: non-normalized axis issues
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mdvFrame = model->frames + ent->e.frame;
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VectorAdd( ent->e.origin, mdvFrame->localOrigin, localOrigin );
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for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
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fog = &tr.world->fogs[i];
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( localOrigin[j] - mdvFrame->radius >= fog->bounds[1][j] ) {
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break;
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}
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if ( localOrigin[j] + mdvFrame->radius <= fog->bounds[0][j] ) {
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break;
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}
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}
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if ( j == 3 ) {
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return i;
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}
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}
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return 0;
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}
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/*
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=================
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R_AddMD3Surfaces
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=================
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*/
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void R_AddMD3Surfaces( trRefEntity_t *ent ) {
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int i;
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mdvModel_t *model = NULL;
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mdvSurface_t *surface = NULL;
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shader_t *shader = NULL;
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int cull;
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int lod;
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int fogNum;
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int cubemapIndex;
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qboolean personalModel;
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// don't add third_person objects if not in a portal
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personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal
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|| (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));
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if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
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ent->e.frame %= tr.currentModel->mdv[0]->numFrames;
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ent->e.oldframe %= tr.currentModel->mdv[0]->numFrames;
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}
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//
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// Validate the frames so there is no chance of a crash.
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// This will write directly into the entity structure, so
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// when the surfaces are rendered, they don't need to be
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// range checked again.
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//
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if ( (ent->e.frame >= tr.currentModel->mdv[0]->numFrames)
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|| (ent->e.frame < 0)
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|| (ent->e.oldframe >= tr.currentModel->mdv[0]->numFrames)
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|| (ent->e.oldframe < 0) ) {
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ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
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ent->e.oldframe, ent->e.frame,
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tr.currentModel->name );
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ent->e.frame = 0;
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ent->e.oldframe = 0;
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}
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//
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// compute LOD
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//
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lod = R_ComputeLOD( ent );
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model = tr.currentModel->mdv[lod];
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//
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// cull the entire model if merged bounding box of both frames
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// is outside the view frustum.
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//
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cull = R_CullModel ( model, ent );
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if ( cull == CULL_OUT ) {
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return;
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}
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//
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// set up lighting now that we know we aren't culled
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//
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if ( !personalModel || r_shadows->integer > 1 ) {
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R_SetupEntityLighting( &tr.refdef, ent );
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}
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//
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// see if we are in a fog volume
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//
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fogNum = R_ComputeFogNum( model, ent );
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cubemapIndex = R_CubemapForPoint(ent->e.origin);
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//
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// draw all surfaces
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//
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surface = model->surfaces;
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for ( i = 0 ; i < model->numSurfaces ; i++ ) {
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if ( ent->e.customShader ) {
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shader = R_GetShaderByHandle( ent->e.customShader );
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} else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
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skin_t *skin;
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int j;
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skin = R_GetSkinByHandle( ent->e.customSkin );
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// match the surface name to something in the skin file
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shader = tr.defaultShader;
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for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
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// the names have both been lowercased
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if ( !strcmp( skin->surfaces[j].name, surface->name ) ) {
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shader = skin->surfaces[j].shader;
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break;
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}
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}
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if (shader == tr.defaultShader) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
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}
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else if (shader->defaultShader) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
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}
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//} else if ( surface->numShaders <= 0 ) {
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//shader = tr.defaultShader;
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} else {
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//md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
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//md3Shader += ent->e.skinNum % surface->numShaders;
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//shader = tr.shaders[ md3Shader->shaderIndex ];
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shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
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}
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// we will add shadows even if the main object isn't visible in the view
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// stencil shadows can't do personal models unless I polyhedron clip
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if ( !personalModel
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&& r_shadows->integer == 2
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&& fogNum == 0
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&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
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&& shader->sort == SS_OPAQUE ) {
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R_AddDrawSurf( (void *)&model->vaoSurfaces[i], tr.shadowShader, 0, qfalse, qfalse, 0 );
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}
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// projection shadows work fine with personal models
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if ( r_shadows->integer == 3
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&& fogNum == 0
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&& (ent->e.renderfx & RF_SHADOW_PLANE )
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&& shader->sort == SS_OPAQUE ) {
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R_AddDrawSurf( (void *)&model->vaoSurfaces[i], tr.projectionShadowShader, 0, qfalse, qfalse, 0 );
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}
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// don't add third_person objects if not viewing through a portal
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if ( !personalModel ) {
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R_AddDrawSurf((void *)&model->vaoSurfaces[i], shader, fogNum, qfalse, qfalse, cubemapIndex );
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}
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surface++;
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}
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}
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