mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-15 00:41:55 +00:00
2988 lines
80 KiB
C
2988 lines
80 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_main.c -- main control flow for each frame
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#include "tr_local.h"
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#include <string.h> // memcpy
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trGlobals_t tr;
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static float s_flipMatrix[16] = {
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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0, 0, -1, 0,
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1
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};
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refimport_t ri;
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// entities that will have procedurally generated surfaces will just
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// point at this for their sorting surface
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surfaceType_t entitySurface = SF_ENTITY;
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/*
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================
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R_CompareVert
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================
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*/
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qboolean R_CompareVert(srfVert_t * v1, srfVert_t * v2, qboolean checkST)
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{
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int i;
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for(i = 0; i < 3; i++)
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{
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if(floor(v1->xyz[i] + 0.1) != floor(v2->xyz[i] + 0.1))
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{
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return qfalse;
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}
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if(checkST && ((v1->st[0] != v2->st[0]) || (v1->st[1] != v2->st[1])))
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{
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return qfalse;
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}
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}
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return qtrue;
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}
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/*
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=============
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R_CalcNormalForTriangle
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=============
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*/
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void R_CalcNormalForTriangle(vec3_t normal, const vec3_t v0, const vec3_t v1, const vec3_t v2)
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{
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vec3_t udir, vdir;
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// compute the face normal based on vertex points
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VectorSubtract(v2, v0, udir);
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VectorSubtract(v1, v0, vdir);
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CrossProduct(udir, vdir, normal);
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VectorNormalize(normal);
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}
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/*
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=============
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R_CalcTangentsForTriangle
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http://members.rogers.com/deseric/tangentspace.htm
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=============
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*/
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void R_CalcTangentsForTriangle(vec3_t tangent, vec3_t bitangent,
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const vec3_t v0, const vec3_t v1, const vec3_t v2,
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const vec2_t t0, const vec2_t t1, const vec2_t t2)
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{
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int i;
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vec3_t planes[3];
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vec3_t u, v;
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for(i = 0; i < 3; i++)
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{
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VectorSet(u, v1[i] - v0[i], t1[0] - t0[0], t1[1] - t0[1]);
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VectorSet(v, v2[i] - v0[i], t2[0] - t0[0], t2[1] - t0[1]);
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VectorNormalize(u);
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VectorNormalize(v);
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CrossProduct(u, v, planes[i]);
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}
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//So your tangent space will be defined by this :
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//Normal = Normal of the triangle or Tangent X Bitangent (careful with the cross product,
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// you have to make sure the normal points in the right direction)
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//Tangent = ( dp(Fx(s,t)) / ds, dp(Fy(s,t)) / ds, dp(Fz(s,t)) / ds ) or ( -Bx/Ax, -By/Ay, - Bz/Az )
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//Bitangent = ( dp(Fx(s,t)) / dt, dp(Fy(s,t)) / dt, dp(Fz(s,t)) / dt ) or ( -Cx/Ax, -Cy/Ay, -Cz/Az )
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// tangent...
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tangent[0] = -planes[0][1] / planes[0][0];
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tangent[1] = -planes[1][1] / planes[1][0];
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tangent[2] = -planes[2][1] / planes[2][0];
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VectorNormalize(tangent);
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// bitangent...
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bitangent[0] = -planes[0][2] / planes[0][0];
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bitangent[1] = -planes[1][2] / planes[1][0];
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bitangent[2] = -planes[2][2] / planes[2][0];
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VectorNormalize(bitangent);
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}
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/*
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=============
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R_CalcTangentSpace
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=============
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*/
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void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2)
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{
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vec3_t cp, u, v;
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vec3_t faceNormal;
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VectorSet(u, v1[0] - v0[0], t1[0] - t0[0], t1[1] - t0[1]);
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VectorSet(v, v2[0] - v0[0], t2[0] - t0[0], t2[1] - t0[1]);
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CrossProduct(u, v, cp);
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if(fabs(cp[0]) > 10e-6)
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{
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tangent[0] = -cp[1] / cp[0];
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bitangent[0] = -cp[2] / cp[0];
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}
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u[0] = v1[1] - v0[1];
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v[0] = v2[1] - v0[1];
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CrossProduct(u, v, cp);
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if(fabs(cp[0]) > 10e-6)
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{
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tangent[1] = -cp[1] / cp[0];
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bitangent[1] = -cp[2] / cp[0];
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}
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u[0] = v1[2] - v0[2];
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v[0] = v2[2] - v0[2];
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CrossProduct(u, v, cp);
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if(fabs(cp[0]) > 10e-6)
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{
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tangent[2] = -cp[1] / cp[0];
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bitangent[2] = -cp[2] / cp[0];
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}
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VectorNormalize(tangent);
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VectorNormalize(bitangent);
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// compute the face normal based on vertex points
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if ( normal[0] == 0.0f && normal[1] == 0.0f && normal[2] == 0.0f )
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{
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VectorSubtract(v2, v0, u);
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VectorSubtract(v1, v0, v);
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CrossProduct(u, v, faceNormal);
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}
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else
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{
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VectorCopy(normal, faceNormal);
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}
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VectorNormalize(faceNormal);
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#if 1
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// Gram-Schmidt orthogonalize
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//tangent[a] = (t - n * Dot(n, t)).Normalize();
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VectorMA(tangent, -DotProduct(faceNormal, tangent), faceNormal, tangent);
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VectorNormalize(tangent);
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// compute the cross product B=NxT
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//CrossProduct(normal, tangent, bitangent);
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#else
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// normal, compute the cross product N=TxB
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CrossProduct(tangent, bitangent, normal);
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VectorNormalize(normal);
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if(DotProduct(normal, faceNormal) < 0)
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{
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//VectorInverse(normal);
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//VectorInverse(tangent);
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//VectorInverse(bitangent);
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// compute the cross product T=BxN
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CrossProduct(bitangent, faceNormal, tangent);
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// compute the cross product B=NxT
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//CrossProduct(normal, tangent, bitangent);
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}
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#endif
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VectorCopy(faceNormal, normal);
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}
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void R_CalcTangentSpaceFast(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2)
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{
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vec3_t cp, u, v;
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vec3_t faceNormal;
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VectorSet(u, v1[0] - v0[0], t1[0] - t0[0], t1[1] - t0[1]);
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VectorSet(v, v2[0] - v0[0], t2[0] - t0[0], t2[1] - t0[1]);
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CrossProduct(u, v, cp);
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if(fabs(cp[0]) > 10e-6)
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{
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tangent[0] = -cp[1] / cp[0];
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bitangent[0] = -cp[2] / cp[0];
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}
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u[0] = v1[1] - v0[1];
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v[0] = v2[1] - v0[1];
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CrossProduct(u, v, cp);
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if(fabs(cp[0]) > 10e-6)
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{
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tangent[1] = -cp[1] / cp[0];
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bitangent[1] = -cp[2] / cp[0];
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}
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u[0] = v1[2] - v0[2];
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v[0] = v2[2] - v0[2];
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CrossProduct(u, v, cp);
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if(fabs(cp[0]) > 10e-6)
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{
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tangent[2] = -cp[1] / cp[0];
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bitangent[2] = -cp[2] / cp[0];
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}
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VectorNormalizeFast(tangent);
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VectorNormalizeFast(bitangent);
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// compute the face normal based on vertex points
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VectorSubtract(v2, v0, u);
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VectorSubtract(v1, v0, v);
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CrossProduct(u, v, faceNormal);
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VectorNormalizeFast(faceNormal);
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#if 0
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// normal, compute the cross product N=TxB
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CrossProduct(tangent, bitangent, normal);
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VectorNormalizeFast(normal);
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if(DotProduct(normal, faceNormal) < 0)
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{
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VectorInverse(normal);
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//VectorInverse(tangent);
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//VectorInverse(bitangent);
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CrossProduct(normal, tangent, bitangent);
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}
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VectorCopy(faceNormal, normal);
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#else
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// Gram-Schmidt orthogonalize
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//tangent[a] = (t - n * Dot(n, t)).Normalize();
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VectorMA(tangent, -DotProduct(faceNormal, tangent), faceNormal, tangent);
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VectorNormalizeFast(tangent);
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#endif
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VectorCopy(faceNormal, normal);
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}
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/*
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http://www.terathon.com/code/tangent.html
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*/
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void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
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const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3)
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{
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float x1, x2, y1, y2, z1, z2;
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float s1, s2, t1, t2, r;
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x1 = v2[0] - v1[0];
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x2 = v3[0] - v1[0];
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y1 = v2[1] - v1[1];
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y2 = v3[1] - v1[1];
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z1 = v2[2] - v1[2];
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z2 = v3[2] - v1[2];
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s1 = w2[0] - w1[0];
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s2 = w3[0] - w1[0];
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t1 = w2[1] - w1[1];
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t2 = w3[1] - w1[1];
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r = 1.0f / (s1 * t2 - s2 * t1);
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VectorSet(sdir, (t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
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VectorSet(tdir, (s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
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}
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void R_CalcTbnFromNormalAndTexDirs(vec3_t tangent, vec3_t bitangent, vec3_t normal, vec3_t sdir, vec3_t tdir)
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{
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vec3_t n_cross_t;
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vec_t n_dot_t, handedness;
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// Gram-Schmidt orthogonalize
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n_dot_t = DotProduct(normal, sdir);
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VectorMA(sdir, -n_dot_t, normal, tangent);
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VectorNormalize(tangent);
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// Calculate handedness
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CrossProduct(normal, sdir, n_cross_t);
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handedness = (DotProduct(n_cross_t, tdir) < 0.0f) ? -1.0f : 1.0f;
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// Calculate bitangent
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CrossProduct(normal, tangent, bitangent);
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VectorScale(bitangent, handedness, bitangent);
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}
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void R_CalcTBN2(vec3_t tangent, vec3_t bitangent, vec3_t normal,
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const vec3_t v1, const vec3_t v2, const vec3_t v3, const vec2_t t1, const vec2_t t2, const vec2_t t3)
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{
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vec3_t v2v1;
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vec3_t v3v1;
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float c2c1_T;
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float c2c1_B;
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float c3c1_T;
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float c3c1_B;
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float denominator;
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float scale1, scale2;
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vec3_t T, B, N, C;
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// Calculate the tangent basis for each vertex of the triangle
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// UPDATE: In the 3rd edition of the accompanying article, the for-loop located here has
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// been removed as it was redundant (the entire TBN matrix was calculated three times
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// instead of just one).
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//
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// Please note, that this function relies on the fact that the input geometry are triangles
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// and the tangent basis for each vertex thus is identical!
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//
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// Calculate the vectors from the current vertex to the two other vertices in the triangle
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VectorSubtract(v2, v1, v2v1);
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VectorSubtract(v3, v1, v3v1);
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// The equation presented in the article states that:
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// c2c1_T = V2.texcoord.x - V1.texcoord.x
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// c2c1_B = V2.texcoord.y - V1.texcoord.y
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// c3c1_T = V3.texcoord.x - V1.texcoord.x
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// c3c1_B = V3.texcoord.y - V1.texcoord.y
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// Calculate c2c1_T and c2c1_B
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c2c1_T = t2[0] - t1[0];
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c2c1_B = t2[1] - t2[1];
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// Calculate c3c1_T and c3c1_B
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c3c1_T = t3[0] - t1[0];
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c3c1_B = t3[1] - t1[1];
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denominator = c2c1_T * c3c1_B - c3c1_T * c2c1_B;
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//if(ROUNDOFF(fDenominator) == 0.0f)
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if(denominator == 0.0f)
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{
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// We won't risk a divide by zero, so set the tangent matrix to the identity matrix
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VectorSet(tangent, 1, 0, 0);
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VectorSet(bitangent, 0, 1, 0);
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VectorSet(normal, 0, 0, 1);
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}
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else
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{
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// Calculate the reciprocal value once and for all (to achieve speed)
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scale1 = 1.0f / denominator;
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// T and B are calculated just as the equation in the article states
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VectorSet(T, (c3c1_B * v2v1[0] - c2c1_B * v3v1[0]) * scale1,
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(c3c1_B * v2v1[1] - c2c1_B * v3v1[1]) * scale1,
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(c3c1_B * v2v1[2] - c2c1_B * v3v1[2]) * scale1);
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VectorSet(B, (-c3c1_T * v2v1[0] + c2c1_T * v3v1[0]) * scale1,
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(-c3c1_T * v2v1[1] + c2c1_T * v3v1[1]) * scale1,
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(-c3c1_T * v2v1[2] + c2c1_T * v3v1[2]) * scale1);
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// The normal N is calculated as the cross product between T and B
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CrossProduct(T, B, N);
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#if 0
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VectorCopy(T, tangent);
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VectorCopy(B, bitangent);
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VectorCopy(N, normal);
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#else
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// Calculate the reciprocal value once and for all (to achieve speed)
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scale2 = 1.0f / ((T[0] * B[1] * N[2] - T[2] * B[1] * N[0]) +
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(B[0] * N[1] * T[2] - B[2] * N[1] * T[0]) +
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(N[0] * T[1] * B[2] - N[2] * T[1] * B[0]));
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// Calculate the inverse if the TBN matrix using the formula described in the article.
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// We store the basis vectors directly in the provided TBN matrix: pvTBNMatrix
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CrossProduct(B, N, C); tangent[0] = C[0] * scale2;
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CrossProduct(N, T, C); tangent[1] = -C[0] * scale2;
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CrossProduct(T, B, C); tangent[2] = C[0] * scale2;
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VectorNormalize(tangent);
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CrossProduct(B, N, C); bitangent[0] = -C[1] * scale2;
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CrossProduct(N, T, C); bitangent[1] = C[1] * scale2;
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CrossProduct(T, B, C); bitangent[2] = -C[1] * scale2;
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VectorNormalize(bitangent);
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CrossProduct(B, N, C); normal[0] = C[2] * scale2;
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CrossProduct(N, T, C); normal[1] = -C[2] * scale2;
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CrossProduct(T, B, C); normal[2] = C[2] * scale2;
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VectorNormalize(normal);
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#endif
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}
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}
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#ifdef USE_VERT_TANGENT_SPACE
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qboolean R_CalcTangentVectors(srfVert_t * dv[3])
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{
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int i;
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float bb, s, t;
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vec3_t bary;
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/* calculate barycentric basis for the triangle */
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bb = (dv[1]->st[0] - dv[0]->st[0]) * (dv[2]->st[1] - dv[0]->st[1]) - (dv[2]->st[0] - dv[0]->st[0]) * (dv[1]->st[1] - dv[0]->st[1]);
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if(fabs(bb) < 0.00000001f)
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return qfalse;
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/* do each vertex */
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for(i = 0; i < 3; i++)
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{
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vec3_t bitangent, nxt;
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// calculate s tangent vector
|
|
s = dv[i]->st[0] + 10.0f;
|
|
t = dv[i]->st[1];
|
|
bary[0] = ((dv[1]->st[0] - s) * (dv[2]->st[1] - t) - (dv[2]->st[0] - s) * (dv[1]->st[1] - t)) / bb;
|
|
bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb;
|
|
bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb;
|
|
|
|
dv[i]->tangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0];
|
|
dv[i]->tangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1];
|
|
dv[i]->tangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2];
|
|
|
|
VectorSubtract(dv[i]->tangent, dv[i]->xyz, dv[i]->tangent);
|
|
VectorNormalize(dv[i]->tangent);
|
|
|
|
// calculate t tangent vector
|
|
s = dv[i]->st[0];
|
|
t = dv[i]->st[1] + 10.0f;
|
|
bary[0] = ((dv[1]->st[0] - s) * (dv[2]->st[1] - t) - (dv[2]->st[0] - s) * (dv[1]->st[1] - t)) / bb;
|
|
bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb;
|
|
bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb;
|
|
|
|
bitangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0];
|
|
bitangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1];
|
|
bitangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2];
|
|
|
|
VectorSubtract(bitangent, dv[i]->xyz, bitangent);
|
|
VectorNormalize(bitangent);
|
|
|
|
// store bitangent handedness
|
|
CrossProduct(dv[i]->normal, dv[i]->tangent, nxt);
|
|
dv[i]->tangent[3] = (DotProduct(nxt, bitangent) < 0.0f) ? -1.0f : 1.0f;
|
|
|
|
// debug code
|
|
//% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
|
|
//% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
=================
|
|
R_CullLocalBox
|
|
|
|
Returns CULL_IN, CULL_CLIP, or CULL_OUT
|
|
=================
|
|
*/
|
|
int R_CullLocalBox(vec3_t localBounds[2]) {
|
|
#if 0
|
|
int i, j;
|
|
vec3_t transformed[8];
|
|
float dists[8];
|
|
vec3_t v;
|
|
cplane_t *frust;
|
|
int anyBack;
|
|
int front, back;
|
|
|
|
if ( r_nocull->integer ) {
|
|
return CULL_CLIP;
|
|
}
|
|
|
|
// transform into world space
|
|
for (i = 0 ; i < 8 ; i++) {
|
|
v[0] = bounds[i&1][0];
|
|
v[1] = bounds[(i>>1)&1][1];
|
|
v[2] = bounds[(i>>2)&1][2];
|
|
|
|
VectorCopy( tr.or.origin, transformed[i] );
|
|
VectorMA( transformed[i], v[0], tr.or.axis[0], transformed[i] );
|
|
VectorMA( transformed[i], v[1], tr.or.axis[1], transformed[i] );
|
|
VectorMA( transformed[i], v[2], tr.or.axis[2], transformed[i] );
|
|
}
|
|
|
|
// check against frustum planes
|
|
anyBack = 0;
|
|
for (i = 0 ; i < 4 ; i++) {
|
|
frust = &tr.viewParms.frustum[i];
|
|
|
|
front = back = 0;
|
|
for (j = 0 ; j < 8 ; j++) {
|
|
dists[j] = DotProduct(transformed[j], frust->normal);
|
|
if ( dists[j] > frust->dist ) {
|
|
front = 1;
|
|
if ( back ) {
|
|
break; // a point is in front
|
|
}
|
|
} else {
|
|
back = 1;
|
|
}
|
|
}
|
|
if ( !front ) {
|
|
// all points were behind one of the planes
|
|
return CULL_OUT;
|
|
}
|
|
anyBack |= back;
|
|
}
|
|
|
|
if ( !anyBack ) {
|
|
return CULL_IN; // completely inside frustum
|
|
}
|
|
|
|
return CULL_CLIP; // partially clipped
|
|
#else
|
|
int j;
|
|
vec3_t transformed;
|
|
vec3_t v;
|
|
vec3_t worldBounds[2];
|
|
|
|
if(r_nocull->integer)
|
|
{
|
|
return CULL_CLIP;
|
|
}
|
|
|
|
// transform into world space
|
|
ClearBounds(worldBounds[0], worldBounds[1]);
|
|
|
|
for(j = 0; j < 8; j++)
|
|
{
|
|
v[0] = localBounds[j & 1][0];
|
|
v[1] = localBounds[(j >> 1) & 1][1];
|
|
v[2] = localBounds[(j >> 2) & 1][2];
|
|
|
|
R_LocalPointToWorld(v, transformed);
|
|
|
|
AddPointToBounds(transformed, worldBounds[0], worldBounds[1]);
|
|
}
|
|
|
|
return R_CullBox(worldBounds);
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_CullBox
|
|
|
|
Returns CULL_IN, CULL_CLIP, or CULL_OUT
|
|
=================
|
|
*/
|
|
int R_CullBox(vec3_t worldBounds[2]) {
|
|
int i;
|
|
cplane_t *frust;
|
|
qboolean anyClip;
|
|
int r, numPlanes;
|
|
|
|
numPlanes = (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4;
|
|
|
|
// check against frustum planes
|
|
anyClip = qfalse;
|
|
for(i = 0; i < numPlanes; i++)
|
|
{
|
|
frust = &tr.viewParms.frustum[i];
|
|
|
|
r = BoxOnPlaneSide(worldBounds[0], worldBounds[1], frust);
|
|
|
|
if(r == 2)
|
|
{
|
|
// completely outside frustum
|
|
return CULL_OUT;
|
|
}
|
|
if(r == 3)
|
|
{
|
|
anyClip = qtrue;
|
|
}
|
|
}
|
|
|
|
if(!anyClip)
|
|
{
|
|
// completely inside frustum
|
|
return CULL_IN;
|
|
}
|
|
|
|
// partially clipped
|
|
return CULL_CLIP;
|
|
}
|
|
|
|
/*
|
|
** R_CullLocalPointAndRadius
|
|
*/
|
|
int R_CullLocalPointAndRadius( const vec3_t pt, float radius )
|
|
{
|
|
vec3_t transformed;
|
|
|
|
R_LocalPointToWorld( pt, transformed );
|
|
|
|
return R_CullPointAndRadius( transformed, radius );
|
|
}
|
|
|
|
/*
|
|
** R_CullPointAndRadius
|
|
*/
|
|
int R_CullPointAndRadiusEx( const vec3_t pt, float radius, const cplane_t* frustum, int numPlanes )
|
|
{
|
|
int i;
|
|
float dist;
|
|
const cplane_t *frust;
|
|
qboolean mightBeClipped = qfalse;
|
|
|
|
if ( r_nocull->integer ) {
|
|
return CULL_CLIP;
|
|
}
|
|
|
|
// check against frustum planes
|
|
for (i = 0 ; i < numPlanes ; i++)
|
|
{
|
|
frust = &frustum[i];
|
|
|
|
dist = DotProduct( pt, frust->normal) - frust->dist;
|
|
if ( dist < -radius )
|
|
{
|
|
return CULL_OUT;
|
|
}
|
|
else if ( dist <= radius )
|
|
{
|
|
mightBeClipped = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( mightBeClipped )
|
|
{
|
|
return CULL_CLIP;
|
|
}
|
|
|
|
return CULL_IN; // completely inside frustum
|
|
}
|
|
|
|
/*
|
|
** R_CullPointAndRadius
|
|
*/
|
|
int R_CullPointAndRadius( const vec3_t pt, float radius )
|
|
{
|
|
return R_CullPointAndRadiusEx(pt, radius, tr.viewParms.frustum, (tr.viewParms.flags & VPF_FARPLANEFRUSTUM) ? 5 : 4);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_LocalNormalToWorld
|
|
|
|
=================
|
|
*/
|
|
void R_LocalNormalToWorld (const vec3_t local, vec3_t world) {
|
|
world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0];
|
|
world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1];
|
|
world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_LocalPointToWorld
|
|
|
|
=================
|
|
*/
|
|
void R_LocalPointToWorld (const vec3_t local, vec3_t world) {
|
|
world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0] + tr.or.origin[0];
|
|
world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1] + tr.or.origin[1];
|
|
world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2] + tr.or.origin[2];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_WorldToLocal
|
|
|
|
=================
|
|
*/
|
|
void R_WorldToLocal (const vec3_t world, vec3_t local) {
|
|
local[0] = DotProduct(world, tr.or.axis[0]);
|
|
local[1] = DotProduct(world, tr.or.axis[1]);
|
|
local[2] = DotProduct(world, tr.or.axis[2]);
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
R_TransformModelToClip
|
|
|
|
==========================
|
|
*/
|
|
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
|
|
vec4_t eye, vec4_t dst ) {
|
|
int i;
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
eye[i] =
|
|
src[0] * modelMatrix[ i + 0 * 4 ] +
|
|
src[1] * modelMatrix[ i + 1 * 4 ] +
|
|
src[2] * modelMatrix[ i + 2 * 4 ] +
|
|
1 * modelMatrix[ i + 3 * 4 ];
|
|
}
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
dst[i] =
|
|
eye[0] * projectionMatrix[ i + 0 * 4 ] +
|
|
eye[1] * projectionMatrix[ i + 1 * 4 ] +
|
|
eye[2] * projectionMatrix[ i + 2 * 4 ] +
|
|
eye[3] * projectionMatrix[ i + 3 * 4 ];
|
|
}
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
R_TransformClipToWindow
|
|
|
|
==========================
|
|
*/
|
|
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) {
|
|
normalized[0] = clip[0] / clip[3];
|
|
normalized[1] = clip[1] / clip[3];
|
|
normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
|
|
|
|
window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth;
|
|
window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight;
|
|
window[2] = normalized[2];
|
|
|
|
window[0] = (int) ( window[0] + 0.5 );
|
|
window[1] = (int) ( window[1] + 0.5 );
|
|
}
|
|
|
|
|
|
/*
|
|
==========================
|
|
myGlMultMatrix
|
|
|
|
==========================
|
|
*/
|
|
void myGlMultMatrix( const float *a, const float *b, float *out ) {
|
|
int i, j;
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
for ( j = 0 ; j < 4 ; j++ ) {
|
|
out[ i * 4 + j ] =
|
|
a [ i * 4 + 0 ] * b [ 0 * 4 + j ]
|
|
+ a [ i * 4 + 1 ] * b [ 1 * 4 + j ]
|
|
+ a [ i * 4 + 2 ] * b [ 2 * 4 + j ]
|
|
+ a [ i * 4 + 3 ] * b [ 3 * 4 + j ];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_RotateForEntity
|
|
|
|
Generates an orientation for an entity and viewParms
|
|
Does NOT produce any GL calls
|
|
Called by both the front end and the back end
|
|
=================
|
|
*/
|
|
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
|
|
orientationr_t *or ) {
|
|
float glMatrix[16];
|
|
vec3_t delta;
|
|
float axisLength;
|
|
|
|
if ( ent->e.reType != RT_MODEL ) {
|
|
*or = viewParms->world;
|
|
return;
|
|
}
|
|
|
|
VectorCopy( ent->e.origin, or->origin );
|
|
|
|
VectorCopy( ent->e.axis[0], or->axis[0] );
|
|
VectorCopy( ent->e.axis[1], or->axis[1] );
|
|
VectorCopy( ent->e.axis[2], or->axis[2] );
|
|
|
|
glMatrix[0] = or->axis[0][0];
|
|
glMatrix[4] = or->axis[1][0];
|
|
glMatrix[8] = or->axis[2][0];
|
|
glMatrix[12] = or->origin[0];
|
|
|
|
glMatrix[1] = or->axis[0][1];
|
|
glMatrix[5] = or->axis[1][1];
|
|
glMatrix[9] = or->axis[2][1];
|
|
glMatrix[13] = or->origin[1];
|
|
|
|
glMatrix[2] = or->axis[0][2];
|
|
glMatrix[6] = or->axis[1][2];
|
|
glMatrix[10] = or->axis[2][2];
|
|
glMatrix[14] = or->origin[2];
|
|
|
|
glMatrix[3] = 0;
|
|
glMatrix[7] = 0;
|
|
glMatrix[11] = 0;
|
|
glMatrix[15] = 1;
|
|
|
|
Mat4Copy(glMatrix, or->transformMatrix);
|
|
myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
|
|
|
|
// calculate the viewer origin in the model's space
|
|
// needed for fog, specular, and environment mapping
|
|
VectorSubtract( viewParms->or.origin, or->origin, delta );
|
|
|
|
// compensate for scale in the axes if necessary
|
|
if ( ent->e.nonNormalizedAxes ) {
|
|
axisLength = VectorLength( ent->e.axis[0] );
|
|
if ( !axisLength ) {
|
|
axisLength = 0;
|
|
} else {
|
|
axisLength = 1.0f / axisLength;
|
|
}
|
|
} else {
|
|
axisLength = 1.0f;
|
|
}
|
|
|
|
or->viewOrigin[0] = DotProduct( delta, or->axis[0] ) * axisLength;
|
|
or->viewOrigin[1] = DotProduct( delta, or->axis[1] ) * axisLength;
|
|
or->viewOrigin[2] = DotProduct( delta, or->axis[2] ) * axisLength;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_RotateForViewer
|
|
|
|
Sets up the modelview matrix for a given viewParm
|
|
=================
|
|
*/
|
|
void R_RotateForViewer (void)
|
|
{
|
|
float viewerMatrix[16];
|
|
vec3_t origin;
|
|
|
|
Com_Memset (&tr.or, 0, sizeof(tr.or));
|
|
tr.or.axis[0][0] = 1;
|
|
tr.or.axis[1][1] = 1;
|
|
tr.or.axis[2][2] = 1;
|
|
VectorCopy (tr.viewParms.or.origin, tr.or.viewOrigin);
|
|
|
|
// transform by the camera placement
|
|
VectorCopy( tr.viewParms.or.origin, origin );
|
|
|
|
viewerMatrix[0] = tr.viewParms.or.axis[0][0];
|
|
viewerMatrix[4] = tr.viewParms.or.axis[0][1];
|
|
viewerMatrix[8] = tr.viewParms.or.axis[0][2];
|
|
viewerMatrix[12] = -origin[0] * viewerMatrix[0] + -origin[1] * viewerMatrix[4] + -origin[2] * viewerMatrix[8];
|
|
|
|
viewerMatrix[1] = tr.viewParms.or.axis[1][0];
|
|
viewerMatrix[5] = tr.viewParms.or.axis[1][1];
|
|
viewerMatrix[9] = tr.viewParms.or.axis[1][2];
|
|
viewerMatrix[13] = -origin[0] * viewerMatrix[1] + -origin[1] * viewerMatrix[5] + -origin[2] * viewerMatrix[9];
|
|
|
|
viewerMatrix[2] = tr.viewParms.or.axis[2][0];
|
|
viewerMatrix[6] = tr.viewParms.or.axis[2][1];
|
|
viewerMatrix[10] = tr.viewParms.or.axis[2][2];
|
|
viewerMatrix[14] = -origin[0] * viewerMatrix[2] + -origin[1] * viewerMatrix[6] + -origin[2] * viewerMatrix[10];
|
|
|
|
viewerMatrix[3] = 0;
|
|
viewerMatrix[7] = 0;
|
|
viewerMatrix[11] = 0;
|
|
viewerMatrix[15] = 1;
|
|
|
|
// convert from our coordinate system (looking down X)
|
|
// to OpenGL's coordinate system (looking down -Z)
|
|
myGlMultMatrix( viewerMatrix, s_flipMatrix, tr.or.modelMatrix );
|
|
|
|
tr.viewParms.world = tr.or;
|
|
|
|
}
|
|
|
|
/*
|
|
** SetFarClip
|
|
*/
|
|
static void R_SetFarClip( void )
|
|
{
|
|
float farthestCornerDistance = 0;
|
|
int i;
|
|
|
|
// if not rendering the world (icons, menus, etc)
|
|
// set a 2k far clip plane
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
tr.viewParms.zFar = 2048;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// set far clipping planes dynamically
|
|
//
|
|
farthestCornerDistance = 0;
|
|
for ( i = 0; i < 8; i++ )
|
|
{
|
|
vec3_t v;
|
|
vec3_t vecTo;
|
|
float distance;
|
|
|
|
if ( i & 1 )
|
|
{
|
|
v[0] = tr.viewParms.visBounds[0][0];
|
|
}
|
|
else
|
|
{
|
|
v[0] = tr.viewParms.visBounds[1][0];
|
|
}
|
|
|
|
if ( i & 2 )
|
|
{
|
|
v[1] = tr.viewParms.visBounds[0][1];
|
|
}
|
|
else
|
|
{
|
|
v[1] = tr.viewParms.visBounds[1][1];
|
|
}
|
|
|
|
if ( i & 4 )
|
|
{
|
|
v[2] = tr.viewParms.visBounds[0][2];
|
|
}
|
|
else
|
|
{
|
|
v[2] = tr.viewParms.visBounds[1][2];
|
|
}
|
|
|
|
VectorSubtract( v, tr.viewParms.or.origin, vecTo );
|
|
|
|
distance = vecTo[0] * vecTo[0] + vecTo[1] * vecTo[1] + vecTo[2] * vecTo[2];
|
|
|
|
if ( distance > farthestCornerDistance )
|
|
{
|
|
farthestCornerDistance = distance;
|
|
}
|
|
}
|
|
tr.viewParms.zFar = sqrt( farthestCornerDistance );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SetupFrustum
|
|
|
|
Set up the culling frustum planes for the current view using the results we got from computing the first two rows of
|
|
the projection matrix.
|
|
=================
|
|
*/
|
|
void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, float zProj, float zFar, float stereoSep)
|
|
{
|
|
vec3_t ofsorigin;
|
|
float oppleg, adjleg, length;
|
|
int i;
|
|
|
|
if(stereoSep == 0 && xmin == -xmax)
|
|
{
|
|
// symmetric case can be simplified
|
|
VectorCopy(dest->or.origin, ofsorigin);
|
|
|
|
length = sqrt(xmax * xmax + zProj * zProj);
|
|
oppleg = xmax / length;
|
|
adjleg = zProj / length;
|
|
|
|
VectorScale(dest->or.axis[0], oppleg, dest->frustum[0].normal);
|
|
VectorMA(dest->frustum[0].normal, adjleg, dest->or.axis[1], dest->frustum[0].normal);
|
|
|
|
VectorScale(dest->or.axis[0], oppleg, dest->frustum[1].normal);
|
|
VectorMA(dest->frustum[1].normal, -adjleg, dest->or.axis[1], dest->frustum[1].normal);
|
|
}
|
|
else
|
|
{
|
|
// In stereo rendering, due to the modification of the projection matrix, dest->or.origin is not the
|
|
// actual origin that we're rendering so offset the tip of the view pyramid.
|
|
VectorMA(dest->or.origin, stereoSep, dest->or.axis[1], ofsorigin);
|
|
|
|
oppleg = xmax + stereoSep;
|
|
length = sqrt(oppleg * oppleg + zProj * zProj);
|
|
VectorScale(dest->or.axis[0], oppleg / length, dest->frustum[0].normal);
|
|
VectorMA(dest->frustum[0].normal, zProj / length, dest->or.axis[1], dest->frustum[0].normal);
|
|
|
|
oppleg = xmin + stereoSep;
|
|
length = sqrt(oppleg * oppleg + zProj * zProj);
|
|
VectorScale(dest->or.axis[0], -oppleg / length, dest->frustum[1].normal);
|
|
VectorMA(dest->frustum[1].normal, -zProj / length, dest->or.axis[1], dest->frustum[1].normal);
|
|
}
|
|
|
|
length = sqrt(ymax * ymax + zProj * zProj);
|
|
oppleg = ymax / length;
|
|
adjleg = zProj / length;
|
|
|
|
VectorScale(dest->or.axis[0], oppleg, dest->frustum[2].normal);
|
|
VectorMA(dest->frustum[2].normal, adjleg, dest->or.axis[2], dest->frustum[2].normal);
|
|
|
|
VectorScale(dest->or.axis[0], oppleg, dest->frustum[3].normal);
|
|
VectorMA(dest->frustum[3].normal, -adjleg, dest->or.axis[2], dest->frustum[3].normal);
|
|
|
|
for (i=0 ; i<4 ; i++) {
|
|
dest->frustum[i].type = PLANE_NON_AXIAL;
|
|
dest->frustum[i].dist = DotProduct (ofsorigin, dest->frustum[i].normal);
|
|
SetPlaneSignbits( &dest->frustum[i] );
|
|
}
|
|
|
|
if (zFar != 0.0f)
|
|
{
|
|
vec3_t farpoint;
|
|
|
|
VectorMA(ofsorigin, zFar, dest->or.axis[0], farpoint);
|
|
VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
|
|
|
|
dest->frustum[4].type = PLANE_NON_AXIAL;
|
|
dest->frustum[4].dist = DotProduct (farpoint, dest->frustum[4].normal);
|
|
SetPlaneSignbits( &dest->frustum[4] );
|
|
dest->flags |= VPF_FARPLANEFRUSTUM;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupProjection
|
|
===============
|
|
*/
|
|
void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum)
|
|
{
|
|
float xmin, xmax, ymin, ymax;
|
|
float width, height, stereoSep = r_stereoSeparation->value;
|
|
|
|
/*
|
|
* offset the view origin of the viewer for stereo rendering
|
|
* by setting the projection matrix appropriately.
|
|
*/
|
|
|
|
if(stereoSep != 0)
|
|
{
|
|
if(dest->stereoFrame == STEREO_LEFT)
|
|
stereoSep = zProj / stereoSep;
|
|
else if(dest->stereoFrame == STEREO_RIGHT)
|
|
stereoSep = zProj / -stereoSep;
|
|
else
|
|
stereoSep = 0;
|
|
}
|
|
|
|
ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
|
|
ymin = -ymax;
|
|
|
|
xmax = zProj * tan(dest->fovX * M_PI / 360.0f);
|
|
xmin = -xmax;
|
|
|
|
width = xmax - xmin;
|
|
height = ymax - ymin;
|
|
|
|
dest->projectionMatrix[0] = 2 * zProj / width;
|
|
dest->projectionMatrix[4] = 0;
|
|
dest->projectionMatrix[8] = (xmax + xmin + 2 * stereoSep) / width;
|
|
dest->projectionMatrix[12] = 2 * zProj * stereoSep / width;
|
|
|
|
dest->projectionMatrix[1] = 0;
|
|
dest->projectionMatrix[5] = 2 * zProj / height;
|
|
dest->projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
|
|
dest->projectionMatrix[13] = 0;
|
|
|
|
dest->projectionMatrix[3] = 0;
|
|
dest->projectionMatrix[7] = 0;
|
|
dest->projectionMatrix[11] = -1;
|
|
dest->projectionMatrix[15] = 0;
|
|
|
|
// Now that we have all the data for the projection matrix we can also setup the view frustum.
|
|
if(computeFrustum)
|
|
R_SetupFrustum(dest, xmin, xmax, ymax, zProj, zFar, stereoSep);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupProjectionZ
|
|
|
|
Sets the z-component transformation part in the projection matrix
|
|
===============
|
|
*/
|
|
void R_SetupProjectionZ(viewParms_t *dest)
|
|
{
|
|
float zNear, zFar, depth;
|
|
|
|
zNear = r_znear->value;
|
|
zFar = dest->zFar;
|
|
|
|
depth = zFar - zNear;
|
|
|
|
dest->projectionMatrix[2] = 0;
|
|
dest->projectionMatrix[6] = 0;
|
|
dest->projectionMatrix[10] = -( zFar + zNear ) / depth;
|
|
dest->projectionMatrix[14] = -2 * zFar * zNear / depth;
|
|
|
|
if (dest->isPortal)
|
|
{
|
|
float plane[4];
|
|
float plane2[4];
|
|
vec4_t q, c;
|
|
|
|
// transform portal plane into camera space
|
|
plane[0] = dest->portalPlane.normal[0];
|
|
plane[1] = dest->portalPlane.normal[1];
|
|
plane[2] = dest->portalPlane.normal[2];
|
|
plane[3] = dest->portalPlane.dist;
|
|
|
|
plane2[0] = -DotProduct (dest->or.axis[1], plane);
|
|
plane2[1] = DotProduct (dest->or.axis[2], plane);
|
|
plane2[2] = -DotProduct (dest->or.axis[0], plane);
|
|
plane2[3] = DotProduct (plane, dest->or.origin) - plane[3];
|
|
|
|
// Lengyel, Eric. "Modifying the Projection Matrix to Perform Oblique Near-plane Clipping".
|
|
// Terathon Software 3D Graphics Library, 2004. http://www.terathon.com/code/oblique.html
|
|
q[0] = (SGN(plane2[0]) + dest->projectionMatrix[8]) / dest->projectionMatrix[0];
|
|
q[1] = (SGN(plane2[1]) + dest->projectionMatrix[9]) / dest->projectionMatrix[5];
|
|
q[2] = -1.0f;
|
|
q[3] = (1.0f + dest->projectionMatrix[10]) / dest->projectionMatrix[14];
|
|
|
|
VectorScale4(plane2, 2.0f / DotProduct4(plane2, q), c);
|
|
|
|
dest->projectionMatrix[2] = c[0];
|
|
dest->projectionMatrix[6] = c[1];
|
|
dest->projectionMatrix[10] = c[2] + 1.0f;
|
|
dest->projectionMatrix[14] = c[3];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupProjectionOrtho
|
|
===============
|
|
*/
|
|
void R_SetupProjectionOrtho(viewParms_t *dest, vec3_t viewBounds[2])
|
|
{
|
|
float xmin, xmax, ymin, ymax, znear, zfar;
|
|
//viewParms_t *dest = &tr.viewParms;
|
|
int i;
|
|
vec3_t pop;
|
|
|
|
// Quake3: Projection:
|
|
//
|
|
// Z X Y Z
|
|
// | / | /
|
|
// |/ |/
|
|
// Y--+ +--X
|
|
|
|
xmin = viewBounds[0][1];
|
|
xmax = viewBounds[1][1];
|
|
ymin = -viewBounds[1][2];
|
|
ymax = -viewBounds[0][2];
|
|
znear = viewBounds[0][0];
|
|
zfar = viewBounds[1][0];
|
|
|
|
dest->projectionMatrix[0] = 2 / (xmax - xmin);
|
|
dest->projectionMatrix[4] = 0;
|
|
dest->projectionMatrix[8] = 0;
|
|
dest->projectionMatrix[12] = (xmax + xmin) / (xmax - xmin);
|
|
|
|
dest->projectionMatrix[1] = 0;
|
|
dest->projectionMatrix[5] = 2 / (ymax - ymin);
|
|
dest->projectionMatrix[9] = 0;
|
|
dest->projectionMatrix[13] = (ymax + ymin) / (ymax - ymin);
|
|
|
|
dest->projectionMatrix[2] = 0;
|
|
dest->projectionMatrix[6] = 0;
|
|
dest->projectionMatrix[10] = -2 / (zfar - znear);
|
|
dest->projectionMatrix[14] = -(zfar + znear) / (zfar - znear);
|
|
|
|
dest->projectionMatrix[3] = 0;
|
|
dest->projectionMatrix[7] = 0;
|
|
dest->projectionMatrix[11] = 0;
|
|
dest->projectionMatrix[15] = 1;
|
|
|
|
VectorScale(dest->or.axis[1], 1.0f, dest->frustum[0].normal);
|
|
VectorMA(dest->or.origin, viewBounds[0][1], dest->frustum[0].normal, pop);
|
|
dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal);
|
|
|
|
VectorScale(dest->or.axis[1], -1.0f, dest->frustum[1].normal);
|
|
VectorMA(dest->or.origin, -viewBounds[1][1], dest->frustum[1].normal, pop);
|
|
dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal);
|
|
|
|
VectorScale(dest->or.axis[2], 1.0f, dest->frustum[2].normal);
|
|
VectorMA(dest->or.origin, viewBounds[0][2], dest->frustum[2].normal, pop);
|
|
dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal);
|
|
|
|
VectorScale(dest->or.axis[2], -1.0f, dest->frustum[3].normal);
|
|
VectorMA(dest->or.origin, -viewBounds[1][2], dest->frustum[3].normal, pop);
|
|
dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal);
|
|
|
|
VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
|
|
VectorMA(dest->or.origin, -viewBounds[1][0], dest->frustum[4].normal, pop);
|
|
dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal);
|
|
|
|
for (i = 0; i < 5; i++)
|
|
{
|
|
dest->frustum[i].type = PLANE_NON_AXIAL;
|
|
SetPlaneSignbits (&dest->frustum[i]);
|
|
}
|
|
|
|
dest->flags |= VPF_FARPLANEFRUSTUM;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_MirrorPoint
|
|
=================
|
|
*/
|
|
void R_MirrorPoint (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
|
|
int i;
|
|
vec3_t local;
|
|
vec3_t transformed;
|
|
float d;
|
|
|
|
VectorSubtract( in, surface->origin, local );
|
|
|
|
VectorClear( transformed );
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
d = DotProduct(local, surface->axis[i]);
|
|
VectorMA( transformed, d, camera->axis[i], transformed );
|
|
}
|
|
|
|
VectorAdd( transformed, camera->origin, out );
|
|
}
|
|
|
|
void R_MirrorVector (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
|
|
int i;
|
|
float d;
|
|
|
|
VectorClear( out );
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
d = DotProduct(in, surface->axis[i]);
|
|
VectorMA( out, d, camera->axis[i], out );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_PlaneForSurface
|
|
=============
|
|
*/
|
|
void R_PlaneForSurface (surfaceType_t *surfType, cplane_t *plane) {
|
|
srfBspSurface_t *tri;
|
|
srfPoly_t *poly;
|
|
srfVert_t *v1, *v2, *v3;
|
|
vec4_t plane4;
|
|
|
|
if (!surfType) {
|
|
Com_Memset (plane, 0, sizeof(*plane));
|
|
plane->normal[0] = 1;
|
|
return;
|
|
}
|
|
switch (*surfType) {
|
|
case SF_FACE:
|
|
*plane = ((srfBspSurface_t *)surfType)->cullPlane;
|
|
return;
|
|
case SF_TRIANGLES:
|
|
tri = (srfBspSurface_t *)surfType;
|
|
v1 = tri->verts + tri->indexes[0];
|
|
v2 = tri->verts + tri->indexes[1];
|
|
v3 = tri->verts + tri->indexes[2];
|
|
PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz );
|
|
VectorCopy( plane4, plane->normal );
|
|
plane->dist = plane4[3];
|
|
return;
|
|
case SF_POLY:
|
|
poly = (srfPoly_t *)surfType;
|
|
PlaneFromPoints( plane4, poly->verts[0].xyz, poly->verts[1].xyz, poly->verts[2].xyz );
|
|
VectorCopy( plane4, plane->normal );
|
|
plane->dist = plane4[3];
|
|
return;
|
|
default:
|
|
Com_Memset (plane, 0, sizeof(*plane));
|
|
plane->normal[0] = 1;
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_GetPortalOrientation
|
|
|
|
entityNum is the entity that the portal surface is a part of, which may
|
|
be moving and rotating.
|
|
|
|
Returns qtrue if it should be mirrored
|
|
=================
|
|
*/
|
|
qboolean R_GetPortalOrientations( drawSurf_t *drawSurf, int entityNum,
|
|
orientation_t *surface, orientation_t *camera,
|
|
vec3_t pvsOrigin, qboolean *mirror ) {
|
|
int i;
|
|
cplane_t originalPlane, plane;
|
|
trRefEntity_t *e;
|
|
float d;
|
|
vec3_t transformed;
|
|
|
|
// create plane axis for the portal we are seeing
|
|
R_PlaneForSurface( drawSurf->surface, &originalPlane );
|
|
|
|
// rotate the plane if necessary
|
|
if ( entityNum != REFENTITYNUM_WORLD ) {
|
|
tr.currentEntityNum = entityNum;
|
|
tr.currentEntity = &tr.refdef.entities[entityNum];
|
|
|
|
// get the orientation of the entity
|
|
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
|
|
|
|
// rotate the plane, but keep the non-rotated version for matching
|
|
// against the portalSurface entities
|
|
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
|
|
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
|
|
|
|
// translate the original plane
|
|
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
|
|
} else {
|
|
plane = originalPlane;
|
|
}
|
|
|
|
VectorCopy( plane.normal, surface->axis[0] );
|
|
PerpendicularVector( surface->axis[1], surface->axis[0] );
|
|
CrossProduct( surface->axis[0], surface->axis[1], surface->axis[2] );
|
|
|
|
// locate the portal entity closest to this plane.
|
|
// origin will be the origin of the portal, origin2 will be
|
|
// the origin of the camera
|
|
for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) {
|
|
e = &tr.refdef.entities[i];
|
|
if ( e->e.reType != RT_PORTALSURFACE ) {
|
|
continue;
|
|
}
|
|
|
|
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
|
|
if ( d > 64 || d < -64) {
|
|
continue;
|
|
}
|
|
|
|
// get the pvsOrigin from the entity
|
|
VectorCopy( e->e.oldorigin, pvsOrigin );
|
|
|
|
// if the entity is just a mirror, don't use as a camera point
|
|
if ( e->e.oldorigin[0] == e->e.origin[0] &&
|
|
e->e.oldorigin[1] == e->e.origin[1] &&
|
|
e->e.oldorigin[2] == e->e.origin[2] ) {
|
|
VectorScale( plane.normal, plane.dist, surface->origin );
|
|
VectorCopy( surface->origin, camera->origin );
|
|
VectorSubtract( vec3_origin, surface->axis[0], camera->axis[0] );
|
|
VectorCopy( surface->axis[1], camera->axis[1] );
|
|
VectorCopy( surface->axis[2], camera->axis[2] );
|
|
|
|
*mirror = qtrue;
|
|
return qtrue;
|
|
}
|
|
|
|
// project the origin onto the surface plane to get
|
|
// an origin point we can rotate around
|
|
d = DotProduct( e->e.origin, plane.normal ) - plane.dist;
|
|
VectorMA( e->e.origin, -d, surface->axis[0], surface->origin );
|
|
|
|
// now get the camera origin and orientation
|
|
VectorCopy( e->e.oldorigin, camera->origin );
|
|
AxisCopy( e->e.axis, camera->axis );
|
|
VectorSubtract( vec3_origin, camera->axis[0], camera->axis[0] );
|
|
VectorSubtract( vec3_origin, camera->axis[1], camera->axis[1] );
|
|
|
|
// optionally rotate
|
|
if ( e->e.oldframe ) {
|
|
// if a speed is specified
|
|
if ( e->e.frame ) {
|
|
// continuous rotate
|
|
d = (tr.refdef.time/1000.0f) * e->e.frame;
|
|
VectorCopy( camera->axis[1], transformed );
|
|
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
|
|
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
|
|
} else {
|
|
// bobbing rotate, with skinNum being the rotation offset
|
|
d = sin( tr.refdef.time * 0.003f );
|
|
d = e->e.skinNum + d * 4;
|
|
VectorCopy( camera->axis[1], transformed );
|
|
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
|
|
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
|
|
}
|
|
}
|
|
else if ( e->e.skinNum ) {
|
|
d = e->e.skinNum;
|
|
VectorCopy( camera->axis[1], transformed );
|
|
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
|
|
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
|
|
}
|
|
*mirror = qfalse;
|
|
return qtrue;
|
|
}
|
|
|
|
// if we didn't locate a portal entity, don't render anything.
|
|
// We don't want to just treat it as a mirror, because without a
|
|
// portal entity the server won't have communicated a proper entity set
|
|
// in the snapshot
|
|
|
|
// unfortunately, with local movement prediction it is easily possible
|
|
// to see a surface before the server has communicated the matching
|
|
// portal surface entity, so we don't want to print anything here...
|
|
|
|
//ri.Printf( PRINT_ALL, "Portal surface without a portal entity\n" );
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
static qboolean IsMirror( const drawSurf_t *drawSurf, int entityNum )
|
|
{
|
|
int i;
|
|
cplane_t originalPlane, plane;
|
|
trRefEntity_t *e;
|
|
float d;
|
|
|
|
// create plane axis for the portal we are seeing
|
|
R_PlaneForSurface( drawSurf->surface, &originalPlane );
|
|
|
|
// rotate the plane if necessary
|
|
if ( entityNum != REFENTITYNUM_WORLD )
|
|
{
|
|
tr.currentEntityNum = entityNum;
|
|
tr.currentEntity = &tr.refdef.entities[entityNum];
|
|
|
|
// get the orientation of the entity
|
|
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
|
|
|
|
// rotate the plane, but keep the non-rotated version for matching
|
|
// against the portalSurface entities
|
|
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
|
|
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
|
|
|
|
// translate the original plane
|
|
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
|
|
}
|
|
|
|
// locate the portal entity closest to this plane.
|
|
// origin will be the origin of the portal, origin2 will be
|
|
// the origin of the camera
|
|
for ( i = 0 ; i < tr.refdef.num_entities ; i++ )
|
|
{
|
|
e = &tr.refdef.entities[i];
|
|
if ( e->e.reType != RT_PORTALSURFACE ) {
|
|
continue;
|
|
}
|
|
|
|
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
|
|
if ( d > 64 || d < -64) {
|
|
continue;
|
|
}
|
|
|
|
// if the entity is just a mirror, don't use as a camera point
|
|
if ( e->e.oldorigin[0] == e->e.origin[0] &&
|
|
e->e.oldorigin[1] == e->e.origin[1] &&
|
|
e->e.oldorigin[2] == e->e.origin[2] )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
** SurfIsOffscreen
|
|
**
|
|
** Determines if a surface is completely offscreen.
|
|
*/
|
|
static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128] ) {
|
|
float shortest = 100000000;
|
|
int entityNum;
|
|
int numTriangles;
|
|
shader_t *shader;
|
|
int fogNum;
|
|
int dlighted;
|
|
int pshadowed;
|
|
vec4_t clip, eye;
|
|
int i;
|
|
unsigned int pointOr = 0;
|
|
unsigned int pointAnd = (unsigned int)~0;
|
|
|
|
R_RotateForViewer();
|
|
|
|
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
|
|
RB_BeginSurface( shader, fogNum, drawSurf->cubemapIndex);
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
|
|
assert( tess.numVertexes < 128 );
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
int j;
|
|
unsigned int pointFlags = 0;
|
|
|
|
R_TransformModelToClip( tess.xyz[i], tr.or.modelMatrix, tr.viewParms.projectionMatrix, eye, clip );
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
if ( clip[j] >= clip[3] )
|
|
{
|
|
pointFlags |= (1 << (j*2));
|
|
}
|
|
else if ( clip[j] <= -clip[3] )
|
|
{
|
|
pointFlags |= ( 1 << (j*2+1));
|
|
}
|
|
}
|
|
pointAnd &= pointFlags;
|
|
pointOr |= pointFlags;
|
|
}
|
|
|
|
// trivially reject
|
|
if ( pointAnd )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
// determine if this surface is backfaced and also determine the distance
|
|
// to the nearest vertex so we can cull based on portal range. Culling
|
|
// based on vertex distance isn't 100% correct (we should be checking for
|
|
// range to the surface), but it's good enough for the types of portals
|
|
// we have in the game right now.
|
|
numTriangles = tess.numIndexes / 3;
|
|
|
|
for ( i = 0; i < tess.numIndexes; i += 3 )
|
|
{
|
|
vec3_t normal, tNormal;
|
|
|
|
float len;
|
|
|
|
VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.or.origin, normal );
|
|
|
|
len = VectorLengthSquared( normal ); // lose the sqrt
|
|
if ( len < shortest )
|
|
{
|
|
shortest = len;
|
|
}
|
|
|
|
R_VaoUnpackNormal(tNormal, tess.normal[tess.indexes[i]]);
|
|
|
|
if ( DotProduct( normal, tNormal ) >= 0 )
|
|
{
|
|
numTriangles--;
|
|
}
|
|
}
|
|
if ( !numTriangles )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
// mirrors can early out at this point, since we don't do a fade over distance
|
|
// with them (although we could)
|
|
if ( IsMirror( drawSurf, entityNum ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( shortest > (tess.shader->portalRange*tess.shader->portalRange) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
R_MirrorViewBySurface
|
|
|
|
Returns qtrue if another view has been rendered
|
|
========================
|
|
*/
|
|
qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
|
|
vec4_t clipDest[128];
|
|
viewParms_t newParms;
|
|
viewParms_t oldParms;
|
|
orientation_t surface, camera;
|
|
|
|
// don't recursively mirror
|
|
if (tr.viewParms.isPortal) {
|
|
ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( r_noportals->integer || (r_fastsky->integer == 1) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// trivially reject portal/mirror
|
|
if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// save old viewParms so we can return to it after the mirror view
|
|
oldParms = tr.viewParms;
|
|
|
|
newParms = tr.viewParms;
|
|
newParms.isPortal = qtrue;
|
|
newParms.zFar = 0.0f;
|
|
newParms.flags &= ~VPF_FARPLANEFRUSTUM;
|
|
if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera,
|
|
newParms.pvsOrigin, &newParms.isMirror ) ) {
|
|
return qfalse; // bad portal, no portalentity
|
|
}
|
|
|
|
if (newParms.isMirror)
|
|
newParms.flags |= VPF_NOVIEWMODEL;
|
|
|
|
R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );
|
|
|
|
VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
|
|
newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
|
|
|
|
R_MirrorVector (oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0]);
|
|
R_MirrorVector (oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1]);
|
|
R_MirrorVector (oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2]);
|
|
|
|
// OPTIMIZE: restrict the viewport on the mirrored view
|
|
|
|
// render the mirror view
|
|
R_RenderView (&newParms);
|
|
|
|
tr.viewParms = oldParms;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SpriteFogNum
|
|
|
|
See if a sprite is inside a fog volume
|
|
=================
|
|
*/
|
|
int R_SpriteFogNum( trRefEntity_t *ent ) {
|
|
int i, j;
|
|
fog_t *fog;
|
|
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( ent->e.renderfx & RF_CROSSHAIR ) {
|
|
return 0;
|
|
}
|
|
|
|
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
|
|
fog = &tr.world->fogs[i];
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) {
|
|
break;
|
|
}
|
|
if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j == 3 ) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
==========================================================================================
|
|
|
|
DRAWSURF SORTING
|
|
|
|
==========================================================================================
|
|
*/
|
|
|
|
/*
|
|
===============
|
|
R_Radix
|
|
===============
|
|
*/
|
|
static ID_INLINE void R_Radix( int byte, int size, drawSurf_t *source, drawSurf_t *dest )
|
|
{
|
|
int count[ 256 ] = { 0 };
|
|
int index[ 256 ];
|
|
int i;
|
|
unsigned char *sortKey = NULL;
|
|
unsigned char *end = NULL;
|
|
|
|
sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
|
|
end = sortKey + ( size * sizeof( drawSurf_t ) );
|
|
for( ; sortKey < end; sortKey += sizeof( drawSurf_t ) )
|
|
++count[ *sortKey ];
|
|
|
|
index[ 0 ] = 0;
|
|
|
|
for( i = 1; i < 256; ++i )
|
|
index[ i ] = index[ i - 1 ] + count[ i - 1 ];
|
|
|
|
sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
|
|
for( i = 0; i < size; ++i, sortKey += sizeof( drawSurf_t ) )
|
|
dest[ index[ *sortKey ]++ ] = source[ i ];
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_RadixSort
|
|
|
|
Radix sort with 4 byte size buckets
|
|
===============
|
|
*/
|
|
static void R_RadixSort( drawSurf_t *source, int size )
|
|
{
|
|
static drawSurf_t scratch[ MAX_DRAWSURFS ];
|
|
#ifdef Q3_LITTLE_ENDIAN
|
|
R_Radix( 0, size, source, scratch );
|
|
R_Radix( 1, size, scratch, source );
|
|
R_Radix( 2, size, source, scratch );
|
|
R_Radix( 3, size, scratch, source );
|
|
#else
|
|
R_Radix( 3, size, source, scratch );
|
|
R_Radix( 2, size, scratch, source );
|
|
R_Radix( 1, size, source, scratch );
|
|
R_Radix( 0, size, scratch, source );
|
|
#endif //Q3_LITTLE_ENDIAN
|
|
}
|
|
|
|
//==========================================================================================
|
|
|
|
/*
|
|
=================
|
|
R_AddDrawSurf
|
|
=================
|
|
*/
|
|
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
|
|
int fogIndex, int dlightMap, int pshadowMap, int cubemap ) {
|
|
int index;
|
|
|
|
// instead of checking for overflow, we just mask the index
|
|
// so it wraps around
|
|
index = tr.refdef.numDrawSurfs & DRAWSURF_MASK;
|
|
// the sort data is packed into a single 32 bit value so it can be
|
|
// compared quickly during the qsorting process
|
|
tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
|
|
| tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT )
|
|
| ((int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap;
|
|
tr.refdef.drawSurfs[index].cubemapIndex = cubemap;
|
|
tr.refdef.drawSurfs[index].surface = surface;
|
|
tr.refdef.numDrawSurfs++;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DecomposeSort
|
|
=================
|
|
*/
|
|
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
|
|
int *fogNum, int *dlightMap, int *pshadowMap ) {
|
|
*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
|
|
*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
|
|
*entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
|
|
*pshadowMap = (sort >> QSORT_PSHADOW_SHIFT ) & 1;
|
|
*dlightMap = sort & 1;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SortDrawSurfs
|
|
=================
|
|
*/
|
|
void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|
shader_t *shader;
|
|
int fogNum;
|
|
int entityNum;
|
|
int dlighted;
|
|
int pshadowed;
|
|
int i;
|
|
|
|
//ri.Printf(PRINT_ALL, "firstDrawSurf %d numDrawSurfs %d\n", (int)(drawSurfs - tr.refdef.drawSurfs), numDrawSurfs);
|
|
|
|
// it is possible for some views to not have any surfaces
|
|
if ( numDrawSurfs < 1 ) {
|
|
// we still need to add it for hyperspace cases
|
|
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
|
|
return;
|
|
}
|
|
|
|
// sort the drawsurfs by sort type, then orientation, then shader
|
|
R_RadixSort( drawSurfs, numDrawSurfs );
|
|
|
|
// skip pass through drawing if rendering a shadow map
|
|
if (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))
|
|
{
|
|
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
|
|
return;
|
|
}
|
|
|
|
// check for any pass through drawing, which
|
|
// may cause another view to be rendered first
|
|
for ( i = 0 ; i < numDrawSurfs ; i++ ) {
|
|
R_DecomposeSort( (drawSurfs+i)->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
|
|
|
|
if ( shader->sort > SS_PORTAL ) {
|
|
break;
|
|
}
|
|
|
|
// no shader should ever have this sort type
|
|
if ( shader->sort == SS_BAD ) {
|
|
ri.Error (ERR_DROP, "Shader '%s'with sort == SS_BAD", shader->name );
|
|
}
|
|
|
|
// if the mirror was completely clipped away, we may need to check another surface
|
|
if ( R_MirrorViewBySurface( (drawSurfs+i), entityNum) ) {
|
|
// this is a debug option to see exactly what is being mirrored
|
|
if ( r_portalOnly->integer ) {
|
|
return;
|
|
}
|
|
break; // only one mirror view at a time
|
|
}
|
|
}
|
|
|
|
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
|
|
}
|
|
|
|
static void R_AddEntitySurface (int entityNum)
|
|
{
|
|
trRefEntity_t *ent;
|
|
shader_t *shader;
|
|
|
|
tr.currentEntityNum = entityNum;
|
|
|
|
ent = tr.currentEntity = &tr.refdef.entities[tr.currentEntityNum];
|
|
|
|
ent->needDlights = qfalse;
|
|
|
|
// preshift the value we are going to OR into the drawsurf sort
|
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
|
|
|
|
//
|
|
// the weapon model must be handled special --
|
|
// we don't want the hacked weapon position showing in
|
|
// mirrors, because the true body position will already be drawn
|
|
//
|
|
if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.flags & VPF_NOVIEWMODEL)) {
|
|
return;
|
|
}
|
|
|
|
// simple generated models, like sprites and beams, are not culled
|
|
switch ( ent->e.reType ) {
|
|
case RT_PORTALSURFACE:
|
|
break; // don't draw anything
|
|
case RT_SPRITE:
|
|
case RT_BEAM:
|
|
case RT_LIGHTNING:
|
|
case RT_RAIL_CORE:
|
|
case RT_RAIL_RINGS:
|
|
// self blood sprites, talk balloons, etc should not be drawn in the primary
|
|
// view. We can't just do this check for all entities, because md3
|
|
// entities may still want to cast shadows from them
|
|
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
|
|
return;
|
|
}
|
|
shader = R_GetShaderByHandle( ent->e.customShader );
|
|
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0, 0 /*cubeMap*/ );
|
|
break;
|
|
|
|
case RT_MODEL:
|
|
// we must set up parts of tr.or for model culling
|
|
R_RotateForEntity( ent, &tr.viewParms, &tr.or );
|
|
|
|
tr.currentModel = R_GetModelByHandle( ent->e.hModel );
|
|
if (!tr.currentModel) {
|
|
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 /*cubeMap*/ );
|
|
} else {
|
|
switch ( tr.currentModel->type ) {
|
|
case MOD_MESH:
|
|
R_AddMD3Surfaces( ent );
|
|
break;
|
|
case MOD_MDR:
|
|
R_MDRAddAnimSurfaces( ent );
|
|
break;
|
|
case MOD_IQM:
|
|
R_AddIQMSurfaces( ent );
|
|
break;
|
|
case MOD_BRUSH:
|
|
R_AddBrushModelSurfaces( ent );
|
|
break;
|
|
case MOD_BAD: // null model axis
|
|
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
|
|
break;
|
|
}
|
|
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 );
|
|
break;
|
|
default:
|
|
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_AddEntitySurfaces
|
|
=============
|
|
*/
|
|
void R_AddEntitySurfaces (void) {
|
|
int i;
|
|
|
|
if ( !r_drawentities->integer ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0; i < tr.refdef.num_entities; i++)
|
|
R_AddEntitySurface(i);
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
R_GenerateDrawSurfs
|
|
====================
|
|
*/
|
|
void R_GenerateDrawSurfs( void ) {
|
|
R_AddWorldSurfaces ();
|
|
|
|
R_AddPolygonSurfaces();
|
|
|
|
// set the projection matrix with the minimum zfar
|
|
// now that we have the world bounded
|
|
// this needs to be done before entities are
|
|
// added, because they use the projection
|
|
// matrix for lod calculation
|
|
|
|
// dynamically compute far clip plane distance
|
|
if (!(tr.viewParms.flags & VPF_SHADOWMAP))
|
|
{
|
|
R_SetFarClip();
|
|
}
|
|
|
|
// we know the size of the clipping volume. Now set the rest of the projection matrix.
|
|
R_SetupProjectionZ (&tr.viewParms);
|
|
|
|
R_AddEntitySurfaces ();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DebugPolygon
|
|
================
|
|
*/
|
|
void R_DebugPolygon( int color, int numPoints, float *points ) {
|
|
// FIXME: implement this
|
|
#if 0
|
|
int i;
|
|
|
|
GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
|
|
// draw solid shade
|
|
|
|
qglColor3f( color&1, (color>>1)&1, (color>>2)&1 );
|
|
qglBegin( GL_POLYGON );
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
qglVertex3fv( points + i * 3 );
|
|
}
|
|
qglEnd();
|
|
|
|
// draw wireframe outline
|
|
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
qglDepthRange( 0, 0 );
|
|
qglColor3f( 1, 1, 1 );
|
|
qglBegin( GL_POLYGON );
|
|
for ( i = 0 ; i < numPoints ; i++ ) {
|
|
qglVertex3fv( points + i * 3 );
|
|
}
|
|
qglEnd();
|
|
qglDepthRange( 0, 1 );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_DebugGraphics
|
|
|
|
Visualization aid for movement clipping debugging
|
|
====================
|
|
*/
|
|
void R_DebugGraphics( void ) {
|
|
if ( !r_debugSurface->integer ) {
|
|
return;
|
|
}
|
|
|
|
R_IssuePendingRenderCommands();
|
|
|
|
GL_BindToTMU(tr.whiteImage, TB_COLORMAP);
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
ri.CM_DrawDebugSurface( R_DebugPolygon );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
A view may be either the actual camera view,
|
|
or a mirror / remote location
|
|
================
|
|
*/
|
|
void R_RenderView (viewParms_t *parms) {
|
|
int firstDrawSurf;
|
|
int numDrawSurfs;
|
|
|
|
if ( parms->viewportWidth <= 0 || parms->viewportHeight <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
tr.viewCount++;
|
|
|
|
tr.viewParms = *parms;
|
|
tr.viewParms.frameSceneNum = tr.frameSceneNum;
|
|
tr.viewParms.frameCount = tr.frameCount;
|
|
|
|
firstDrawSurf = tr.refdef.numDrawSurfs;
|
|
|
|
tr.viewCount++;
|
|
|
|
// set viewParms.world
|
|
R_RotateForViewer ();
|
|
|
|
R_SetupProjection(&tr.viewParms, r_zproj->value, tr.viewParms.zFar, qtrue);
|
|
|
|
R_GenerateDrawSurfs();
|
|
|
|
// if we overflowed MAX_DRAWSURFS, the drawsurfs
|
|
// wrapped around in the buffer and we will be missing
|
|
// the first surfaces, not the last ones
|
|
numDrawSurfs = tr.refdef.numDrawSurfs;
|
|
if ( numDrawSurfs > MAX_DRAWSURFS ) {
|
|
numDrawSurfs = MAX_DRAWSURFS;
|
|
}
|
|
|
|
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, numDrawSurfs - firstDrawSurf );
|
|
|
|
// draw main system development information (surface outlines, etc)
|
|
R_DebugGraphics();
|
|
}
|
|
|
|
|
|
void R_RenderDlightCubemaps(const refdef_t *fd)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < tr.refdef.num_dlights; i++)
|
|
{
|
|
viewParms_t shadowParms;
|
|
int j;
|
|
|
|
// use previous frame to determine visible dlights
|
|
if ((1 << i) & tr.refdef.dlightMask)
|
|
continue;
|
|
|
|
Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
|
|
|
|
shadowParms.viewportX = tr.refdef.x;
|
|
shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + PSHADOW_MAP_SIZE );
|
|
shadowParms.viewportWidth = PSHADOW_MAP_SIZE;
|
|
shadowParms.viewportHeight = PSHADOW_MAP_SIZE;
|
|
shadowParms.isPortal = qfalse;
|
|
shadowParms.isMirror = qtrue; // because it is
|
|
|
|
shadowParms.fovX = 90;
|
|
shadowParms.fovY = 90;
|
|
|
|
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL;
|
|
shadowParms.zFar = tr.refdef.dlights[i].radius;
|
|
|
|
VectorCopy( tr.refdef.dlights[i].origin, shadowParms.or.origin );
|
|
|
|
for (j = 0; j < 6; j++)
|
|
{
|
|
switch(j)
|
|
{
|
|
case 0:
|
|
// -X
|
|
VectorSet( shadowParms.or.axis[0], -1, 0, 0);
|
|
VectorSet( shadowParms.or.axis[1], 0, 0, -1);
|
|
VectorSet( shadowParms.or.axis[2], 0, 1, 0);
|
|
break;
|
|
case 1:
|
|
// +X
|
|
VectorSet( shadowParms.or.axis[0], 1, 0, 0);
|
|
VectorSet( shadowParms.or.axis[1], 0, 0, 1);
|
|
VectorSet( shadowParms.or.axis[2], 0, 1, 0);
|
|
break;
|
|
case 2:
|
|
// -Y
|
|
VectorSet( shadowParms.or.axis[0], 0, -1, 0);
|
|
VectorSet( shadowParms.or.axis[1], 1, 0, 0);
|
|
VectorSet( shadowParms.or.axis[2], 0, 0, -1);
|
|
break;
|
|
case 3:
|
|
// +Y
|
|
VectorSet( shadowParms.or.axis[0], 0, 1, 0);
|
|
VectorSet( shadowParms.or.axis[1], 1, 0, 0);
|
|
VectorSet( shadowParms.or.axis[2], 0, 0, 1);
|
|
break;
|
|
case 4:
|
|
// -Z
|
|
VectorSet( shadowParms.or.axis[0], 0, 0, -1);
|
|
VectorSet( shadowParms.or.axis[1], 1, 0, 0);
|
|
VectorSet( shadowParms.or.axis[2], 0, 1, 0);
|
|
break;
|
|
case 5:
|
|
// +Z
|
|
VectorSet( shadowParms.or.axis[0], 0, 0, 1);
|
|
VectorSet( shadowParms.or.axis[1], -1, 0, 0);
|
|
VectorSet( shadowParms.or.axis[2], 0, 1, 0);
|
|
break;
|
|
}
|
|
|
|
R_RenderView(&shadowParms);
|
|
R_AddCapShadowmapCmd( i, j );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void R_RenderPshadowMaps(const refdef_t *fd)
|
|
{
|
|
viewParms_t shadowParms;
|
|
int i;
|
|
|
|
// first, make a list of shadows
|
|
for ( i = 0; i < tr.refdef.num_entities; i++)
|
|
{
|
|
trRefEntity_t *ent = &tr.refdef.entities[i];
|
|
|
|
if((ent->e.renderfx & (RF_FIRST_PERSON | RF_NOSHADOW)))
|
|
continue;
|
|
|
|
//if((ent->e.renderfx & RF_THIRD_PERSON))
|
|
//continue;
|
|
|
|
if (ent->e.reType == RT_MODEL)
|
|
{
|
|
model_t *model = R_GetModelByHandle( ent->e.hModel );
|
|
pshadow_t shadow;
|
|
float radius = 0.0f;
|
|
float scale = 1.0f;
|
|
vec3_t diff;
|
|
int j;
|
|
|
|
if (!model)
|
|
continue;
|
|
|
|
if (ent->e.nonNormalizedAxes)
|
|
{
|
|
scale = VectorLength( ent->e.axis[0] );
|
|
}
|
|
|
|
switch (model->type)
|
|
{
|
|
case MOD_MESH:
|
|
{
|
|
mdvFrame_t *frame = &model->mdv[0]->frames[ent->e.frame];
|
|
|
|
radius = frame->radius * scale;
|
|
}
|
|
break;
|
|
|
|
case MOD_MDR:
|
|
{
|
|
// FIXME: never actually tested this
|
|
mdrHeader_t *header = model->modelData;
|
|
int frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
|
|
mdrFrame_t *frame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
|
|
|
|
radius = frame->radius;
|
|
}
|
|
break;
|
|
case MOD_IQM:
|
|
{
|
|
// FIXME: never actually tested this
|
|
iqmData_t *data = model->modelData;
|
|
vec3_t diag;
|
|
float *framebounds;
|
|
|
|
framebounds = data->bounds + 6*ent->e.frame;
|
|
VectorSubtract( framebounds+3, framebounds, diag );
|
|
radius = 0.5f * VectorLength( diag );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (!radius)
|
|
continue;
|
|
|
|
// Cull entities that are behind the viewer by more than lightRadius
|
|
VectorSubtract(ent->e.origin, fd->vieworg, diff);
|
|
if (DotProduct(diff, fd->viewaxis[0]) < -r_pshadowDist->value)
|
|
continue;
|
|
|
|
memset(&shadow, 0, sizeof(shadow));
|
|
|
|
shadow.numEntities = 1;
|
|
shadow.entityNums[0] = i;
|
|
shadow.viewRadius = radius;
|
|
shadow.lightRadius = r_pshadowDist->value;
|
|
VectorCopy(ent->e.origin, shadow.viewOrigin);
|
|
shadow.sort = DotProduct(diff, diff) / (radius * radius);
|
|
VectorCopy(ent->e.origin, shadow.entityOrigins[0]);
|
|
shadow.entityRadiuses[0] = radius;
|
|
|
|
for (j = 0; j < MAX_CALC_PSHADOWS; j++)
|
|
{
|
|
pshadow_t swap;
|
|
|
|
if (j + 1 > tr.refdef.num_pshadows)
|
|
{
|
|
tr.refdef.num_pshadows = j + 1;
|
|
tr.refdef.pshadows[j] = shadow;
|
|
break;
|
|
}
|
|
|
|
// sort shadows by distance from camera divided by radius
|
|
// FIXME: sort better
|
|
if (tr.refdef.pshadows[j].sort <= shadow.sort)
|
|
continue;
|
|
|
|
swap = tr.refdef.pshadows[j];
|
|
tr.refdef.pshadows[j] = shadow;
|
|
shadow = swap;
|
|
}
|
|
}
|
|
}
|
|
|
|
// next, merge touching pshadows
|
|
for ( i = 0; i < tr.refdef.num_pshadows; i++)
|
|
{
|
|
pshadow_t *ps1 = &tr.refdef.pshadows[i];
|
|
int j;
|
|
|
|
for (j = i + 1; j < tr.refdef.num_pshadows; j++)
|
|
{
|
|
pshadow_t *ps2 = &tr.refdef.pshadows[j];
|
|
int k;
|
|
qboolean touch;
|
|
|
|
if (ps1->numEntities == 8)
|
|
break;
|
|
|
|
touch = qfalse;
|
|
if (SpheresIntersect(ps1->viewOrigin, ps1->viewRadius, ps2->viewOrigin, ps2->viewRadius))
|
|
{
|
|
for (k = 0; k < ps1->numEntities; k++)
|
|
{
|
|
if (SpheresIntersect(ps1->entityOrigins[k], ps1->entityRadiuses[k], ps2->viewOrigin, ps2->viewRadius))
|
|
{
|
|
touch = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (touch)
|
|
{
|
|
vec3_t newOrigin;
|
|
float newRadius;
|
|
|
|
BoundingSphereOfSpheres(ps1->viewOrigin, ps1->viewRadius, ps2->viewOrigin, ps2->viewRadius, newOrigin, &newRadius);
|
|
VectorCopy(newOrigin, ps1->viewOrigin);
|
|
ps1->viewRadius = newRadius;
|
|
|
|
ps1->entityNums[ps1->numEntities] = ps2->entityNums[0];
|
|
VectorCopy(ps2->viewOrigin, ps1->entityOrigins[ps1->numEntities]);
|
|
ps1->entityRadiuses[ps1->numEntities] = ps2->viewRadius;
|
|
|
|
ps1->numEntities++;
|
|
|
|
for (k = j; k < tr.refdef.num_pshadows - 1; k++)
|
|
{
|
|
tr.refdef.pshadows[k] = tr.refdef.pshadows[k + 1];
|
|
}
|
|
|
|
j--;
|
|
tr.refdef.num_pshadows--;
|
|
}
|
|
}
|
|
}
|
|
|
|
// cap number of drawn pshadows
|
|
if (tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS)
|
|
{
|
|
tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS;
|
|
}
|
|
|
|
// next, fill up the rest of the shadow info
|
|
for ( i = 0; i < tr.refdef.num_pshadows; i++)
|
|
{
|
|
pshadow_t *shadow = &tr.refdef.pshadows[i];
|
|
vec3_t up;
|
|
vec3_t ambientLight, directedLight, lightDir;
|
|
|
|
VectorSet(lightDir, 0.57735f, 0.57735f, 0.57735f);
|
|
#if 1
|
|
R_LightForPoint(shadow->viewOrigin, ambientLight, directedLight, lightDir);
|
|
|
|
// sometimes there's no light
|
|
if (DotProduct(lightDir, lightDir) < 0.9f)
|
|
VectorSet(lightDir, 0.0f, 0.0f, 1.0f);
|
|
#endif
|
|
|
|
if (shadow->viewRadius * 3.0f > shadow->lightRadius)
|
|
{
|
|
shadow->lightRadius = shadow->viewRadius * 3.0f;
|
|
}
|
|
|
|
VectorMA(shadow->viewOrigin, shadow->viewRadius, lightDir, shadow->lightOrigin);
|
|
|
|
// make up a projection, up doesn't matter
|
|
VectorScale(lightDir, -1.0f, shadow->lightViewAxis[0]);
|
|
VectorSet(up, 0, 0, -1);
|
|
|
|
if ( abs(DotProduct(up, shadow->lightViewAxis[0])) > 0.9f )
|
|
{
|
|
VectorSet(up, -1, 0, 0);
|
|
}
|
|
|
|
CrossProduct(shadow->lightViewAxis[0], up, shadow->lightViewAxis[1]);
|
|
VectorNormalize(shadow->lightViewAxis[1]);
|
|
CrossProduct(shadow->lightViewAxis[0], shadow->lightViewAxis[1], shadow->lightViewAxis[2]);
|
|
|
|
VectorCopy(shadow->lightViewAxis[0], shadow->cullPlane.normal);
|
|
shadow->cullPlane.dist = DotProduct(shadow->cullPlane.normal, shadow->lightOrigin);
|
|
shadow->cullPlane.type = PLANE_NON_AXIAL;
|
|
SetPlaneSignbits(&shadow->cullPlane);
|
|
}
|
|
|
|
// next, render shadowmaps
|
|
for ( i = 0; i < tr.refdef.num_pshadows; i++)
|
|
{
|
|
int firstDrawSurf;
|
|
pshadow_t *shadow = &tr.refdef.pshadows[i];
|
|
int j;
|
|
|
|
Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
shadowParms.viewportX = 0;
|
|
shadowParms.viewportY = 0;
|
|
}
|
|
else
|
|
{
|
|
shadowParms.viewportX = tr.refdef.x;
|
|
shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + PSHADOW_MAP_SIZE );
|
|
}
|
|
shadowParms.viewportWidth = PSHADOW_MAP_SIZE;
|
|
shadowParms.viewportHeight = PSHADOW_MAP_SIZE;
|
|
shadowParms.isPortal = qfalse;
|
|
shadowParms.isMirror = qfalse;
|
|
|
|
shadowParms.fovX = 90;
|
|
shadowParms.fovY = 90;
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
shadowParms.targetFbo = tr.pshadowFbos[i];
|
|
|
|
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL;
|
|
shadowParms.zFar = shadow->lightRadius;
|
|
|
|
VectorCopy(shadow->lightOrigin, shadowParms.or.origin);
|
|
|
|
VectorCopy(shadow->lightViewAxis[0], shadowParms.or.axis[0]);
|
|
VectorCopy(shadow->lightViewAxis[1], shadowParms.or.axis[1]);
|
|
VectorCopy(shadow->lightViewAxis[2], shadowParms.or.axis[2]);
|
|
|
|
{
|
|
tr.viewCount++;
|
|
|
|
tr.viewParms = shadowParms;
|
|
tr.viewParms.frameSceneNum = tr.frameSceneNum;
|
|
tr.viewParms.frameCount = tr.frameCount;
|
|
|
|
firstDrawSurf = tr.refdef.numDrawSurfs;
|
|
|
|
tr.viewCount++;
|
|
|
|
// set viewParms.world
|
|
R_RotateForViewer ();
|
|
|
|
{
|
|
float xmin, xmax, ymin, ymax, znear, zfar;
|
|
viewParms_t *dest = &tr.viewParms;
|
|
vec3_t pop;
|
|
|
|
xmin = ymin = -shadow->viewRadius;
|
|
xmax = ymax = shadow->viewRadius;
|
|
znear = 0;
|
|
zfar = shadow->lightRadius;
|
|
|
|
dest->projectionMatrix[0] = 2 / (xmax - xmin);
|
|
dest->projectionMatrix[4] = 0;
|
|
dest->projectionMatrix[8] = (xmax + xmin) / (xmax - xmin);
|
|
dest->projectionMatrix[12] =0;
|
|
|
|
dest->projectionMatrix[1] = 0;
|
|
dest->projectionMatrix[5] = 2 / (ymax - ymin);
|
|
dest->projectionMatrix[9] = ( ymax + ymin ) / (ymax - ymin); // normally 0
|
|
dest->projectionMatrix[13] = 0;
|
|
|
|
dest->projectionMatrix[2] = 0;
|
|
dest->projectionMatrix[6] = 0;
|
|
dest->projectionMatrix[10] = 2 / (zfar - znear);
|
|
dest->projectionMatrix[14] = 0;
|
|
|
|
dest->projectionMatrix[3] = 0;
|
|
dest->projectionMatrix[7] = 0;
|
|
dest->projectionMatrix[11] = 0;
|
|
dest->projectionMatrix[15] = 1;
|
|
|
|
VectorScale(dest->or.axis[1], 1.0f, dest->frustum[0].normal);
|
|
VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[0].normal, pop);
|
|
dest->frustum[0].dist = DotProduct(pop, dest->frustum[0].normal);
|
|
|
|
VectorScale(dest->or.axis[1], -1.0f, dest->frustum[1].normal);
|
|
VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[1].normal, pop);
|
|
dest->frustum[1].dist = DotProduct(pop, dest->frustum[1].normal);
|
|
|
|
VectorScale(dest->or.axis[2], 1.0f, dest->frustum[2].normal);
|
|
VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[2].normal, pop);
|
|
dest->frustum[2].dist = DotProduct(pop, dest->frustum[2].normal);
|
|
|
|
VectorScale(dest->or.axis[2], -1.0f, dest->frustum[3].normal);
|
|
VectorMA(dest->or.origin, -shadow->viewRadius, dest->frustum[3].normal, pop);
|
|
dest->frustum[3].dist = DotProduct(pop, dest->frustum[3].normal);
|
|
|
|
VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
|
|
VectorMA(dest->or.origin, -shadow->lightRadius, dest->frustum[4].normal, pop);
|
|
dest->frustum[4].dist = DotProduct(pop, dest->frustum[4].normal);
|
|
|
|
for (j = 0; j < 5; j++)
|
|
{
|
|
dest->frustum[j].type = PLANE_NON_AXIAL;
|
|
SetPlaneSignbits (&dest->frustum[j]);
|
|
}
|
|
|
|
dest->flags |= VPF_FARPLANEFRUSTUM;
|
|
}
|
|
|
|
for (j = 0; j < shadow->numEntities; j++)
|
|
{
|
|
R_AddEntitySurface(shadow->entityNums[j]);
|
|
}
|
|
|
|
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
|
|
|
|
if (!glRefConfig.framebufferObject)
|
|
R_AddCapShadowmapCmd( i, -1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
static float CalcSplit(float n, float f, float i, float m)
|
|
{
|
|
return (n * pow(f / n, i / m) + (f - n) * i / m) / 2.0f;
|
|
}
|
|
|
|
|
|
void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|
{
|
|
viewParms_t shadowParms;
|
|
vec4_t lightDir, lightCol;
|
|
vec3_t lightViewAxis[3];
|
|
vec3_t lightOrigin;
|
|
float splitZNear, splitZFar, splitBias;
|
|
float viewZNear, viewZFar;
|
|
vec3_t lightviewBounds[2];
|
|
qboolean lightViewIndependentOfCameraView = qfalse;
|
|
|
|
if (r_forceSun->integer == 2)
|
|
{
|
|
int scale = 32768;
|
|
float angle = (fd->time % scale) / (float)scale * M_PI;
|
|
lightDir[0] = cos(angle);
|
|
lightDir[1] = sin(35.0f * M_PI / 180.0f);
|
|
lightDir[2] = sin(angle) * cos(35.0f * M_PI / 180.0f);
|
|
lightDir[3] = 0.0f;
|
|
|
|
if (1) //((fd->time % (scale * 2)) < scale)
|
|
{
|
|
lightCol[0] =
|
|
lightCol[1] =
|
|
lightCol[2] = CLAMP(sin(angle) * 2.0f, 0.0f, 1.0f) * 2.0f;
|
|
lightCol[3] = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
lightCol[0] =
|
|
lightCol[1] =
|
|
lightCol[2] = CLAMP(sin(angle) * 2.0f * 0.1f, 0.0f, 0.1f);
|
|
lightCol[3] = 1.0f;
|
|
}
|
|
|
|
VectorCopy4(lightDir, tr.refdef.sunDir);
|
|
VectorCopy4(lightCol, tr.refdef.sunCol);
|
|
VectorScale4(lightCol, 0.2f, tr.refdef.sunAmbCol);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy4(tr.refdef.sunDir, lightDir);
|
|
}
|
|
|
|
viewZNear = r_shadowCascadeZNear->value;
|
|
viewZFar = r_shadowCascadeZFar->value;
|
|
splitBias = r_shadowCascadeZBias->value;
|
|
|
|
switch(level)
|
|
{
|
|
case 0:
|
|
default:
|
|
//splitZNear = r_znear->value;
|
|
//splitZFar = 256;
|
|
splitZNear = viewZNear;
|
|
splitZFar = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias;
|
|
break;
|
|
case 1:
|
|
splitZNear = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias;
|
|
splitZFar = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias;
|
|
//splitZNear = 256;
|
|
//splitZFar = 896;
|
|
break;
|
|
case 2:
|
|
splitZNear = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias;
|
|
splitZFar = viewZFar;
|
|
//splitZNear = 896;
|
|
//splitZFar = 3072;
|
|
break;
|
|
}
|
|
|
|
if (level != 3)
|
|
VectorCopy(fd->vieworg, lightOrigin);
|
|
else
|
|
VectorCopy(tr.world->lightGridOrigin, lightOrigin);
|
|
|
|
// Make up a projection
|
|
VectorScale(lightDir, -1.0f, lightViewAxis[0]);
|
|
|
|
if (level == 3 || lightViewIndependentOfCameraView)
|
|
{
|
|
// Use world up as light view up
|
|
VectorSet(lightViewAxis[2], 0, 0, 1);
|
|
}
|
|
else if (level == 0)
|
|
{
|
|
// Level 0 tries to use a diamond texture orientation relative to camera view
|
|
// Use halfway between camera view forward and left for light view up
|
|
VectorAdd(fd->viewaxis[0], fd->viewaxis[1], lightViewAxis[2]);
|
|
}
|
|
else
|
|
{
|
|
// Use camera view up as light view up
|
|
VectorCopy(fd->viewaxis[2], lightViewAxis[2]);
|
|
}
|
|
|
|
// Check if too close to parallel to light direction
|
|
if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
|
|
{
|
|
if (level == 3 || lightViewIndependentOfCameraView)
|
|
{
|
|
// Use world left as light view up
|
|
VectorSet(lightViewAxis[2], 0, 1, 0);
|
|
}
|
|
else if (level == 0)
|
|
{
|
|
// Level 0 tries to use a diamond texture orientation relative to camera view
|
|
// Use halfway between camera view forward and up for light view up
|
|
VectorAdd(fd->viewaxis[0], fd->viewaxis[2], lightViewAxis[2]);
|
|
}
|
|
else
|
|
{
|
|
// Use camera view left as light view up
|
|
VectorCopy(fd->viewaxis[1], lightViewAxis[2]);
|
|
}
|
|
}
|
|
|
|
// clean axes
|
|
CrossProduct(lightViewAxis[2], lightViewAxis[0], lightViewAxis[1]);
|
|
VectorNormalize(lightViewAxis[1]);
|
|
CrossProduct(lightViewAxis[0], lightViewAxis[1], lightViewAxis[2]);
|
|
|
|
// Create bounds for light projection using slice of view projection
|
|
{
|
|
mat4_t lightViewMatrix;
|
|
vec4_t point, base, lightViewPoint;
|
|
float lx, ly;
|
|
|
|
base[3] = 1;
|
|
point[3] = 1;
|
|
lightViewPoint[3] = 1;
|
|
|
|
Mat4View(lightViewAxis, lightOrigin, lightViewMatrix);
|
|
|
|
ClearBounds(lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
if (level != 3)
|
|
{
|
|
// add view near plane
|
|
lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
|
|
ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
|
|
VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
|
|
|
|
VectorMA(base, lx, fd->viewaxis[1], point);
|
|
VectorMA(point, ly, fd->viewaxis[2], point);
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
VectorMA(base, -lx, fd->viewaxis[1], point);
|
|
VectorMA(point, ly, fd->viewaxis[2], point);
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
VectorMA(base, lx, fd->viewaxis[1], point);
|
|
VectorMA(point, -ly, fd->viewaxis[2], point);
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
VectorMA(base, -lx, fd->viewaxis[1], point);
|
|
VectorMA(point, -ly, fd->viewaxis[2], point);
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
|
|
// add view far plane
|
|
lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
|
|
ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
|
|
VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
|
|
|
|
VectorMA(base, lx, fd->viewaxis[1], point);
|
|
VectorMA(point, ly, fd->viewaxis[2], point);
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
VectorMA(base, -lx, fd->viewaxis[1], point);
|
|
VectorMA(point, ly, fd->viewaxis[2], point);
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
VectorMA(base, lx, fd->viewaxis[1], point);
|
|
VectorMA(point, -ly, fd->viewaxis[2], point);
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
VectorMA(base, -lx, fd->viewaxis[1], point);
|
|
VectorMA(point, -ly, fd->viewaxis[2], point);
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
}
|
|
else
|
|
{
|
|
// use light grid size as level size
|
|
// FIXME: could be tighter
|
|
vec3_t bounds;
|
|
|
|
bounds[0] = tr.world->lightGridSize[0] * tr.world->lightGridBounds[0];
|
|
bounds[1] = tr.world->lightGridSize[1] * tr.world->lightGridBounds[1];
|
|
bounds[2] = tr.world->lightGridSize[2] * tr.world->lightGridBounds[2];
|
|
|
|
point[0] = tr.world->lightGridOrigin[0];
|
|
point[1] = tr.world->lightGridOrigin[1];
|
|
point[2] = tr.world->lightGridOrigin[2];
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
|
|
point[1] = tr.world->lightGridOrigin[1];
|
|
point[2] = tr.world->lightGridOrigin[2];
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
point[0] = tr.world->lightGridOrigin[0];
|
|
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
|
|
point[2] = tr.world->lightGridOrigin[2];
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
|
|
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
|
|
point[2] = tr.world->lightGridOrigin[2];
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
point[0] = tr.world->lightGridOrigin[0];
|
|
point[1] = tr.world->lightGridOrigin[1];
|
|
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
|
|
point[1] = tr.world->lightGridOrigin[1];
|
|
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
point[0] = tr.world->lightGridOrigin[0];
|
|
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
|
|
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
|
|
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
|
|
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
|
|
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
|
|
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
|
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
|
}
|
|
|
|
if (!glRefConfig.depthClamp)
|
|
lightviewBounds[0][0] = lightviewBounds[1][0] - 8192;
|
|
|
|
// Moving the Light in Texel-Sized Increments
|
|
// from http://msdn.microsoft.com/en-us/library/windows/desktop/ee416324%28v=vs.85%29.aspx
|
|
//
|
|
if (lightViewIndependentOfCameraView)
|
|
{
|
|
float cascadeBound, worldUnitsPerTexel, invWorldUnitsPerTexel;
|
|
|
|
cascadeBound = MAX(lightviewBounds[1][0] - lightviewBounds[0][0], lightviewBounds[1][1] - lightviewBounds[0][1]);
|
|
cascadeBound = MAX(cascadeBound, lightviewBounds[1][2] - lightviewBounds[0][2]);
|
|
worldUnitsPerTexel = cascadeBound / tr.sunShadowFbo[level]->width;
|
|
invWorldUnitsPerTexel = 1.0f / worldUnitsPerTexel;
|
|
|
|
VectorScale(lightviewBounds[0], invWorldUnitsPerTexel, lightviewBounds[0]);
|
|
lightviewBounds[0][0] = floor(lightviewBounds[0][0]);
|
|
lightviewBounds[0][1] = floor(lightviewBounds[0][1]);
|
|
lightviewBounds[0][2] = floor(lightviewBounds[0][2]);
|
|
VectorScale(lightviewBounds[0], worldUnitsPerTexel, lightviewBounds[0]);
|
|
|
|
VectorScale(lightviewBounds[1], invWorldUnitsPerTexel, lightviewBounds[1]);
|
|
lightviewBounds[1][0] = floor(lightviewBounds[1][0]);
|
|
lightviewBounds[1][1] = floor(lightviewBounds[1][1]);
|
|
lightviewBounds[1][2] = floor(lightviewBounds[1][2]);
|
|
VectorScale(lightviewBounds[1], worldUnitsPerTexel, lightviewBounds[1]);
|
|
}
|
|
|
|
//ri.Printf(PRINT_ALL, "level %d znear %f zfar %f\n", level, lightviewBounds[0][0], lightviewBounds[1][0]);
|
|
//ri.Printf(PRINT_ALL, "xmin %f xmax %f ymin %f ymax %f\n", lightviewBounds[0][1], lightviewBounds[1][1], -lightviewBounds[1][2], -lightviewBounds[0][2]);
|
|
}
|
|
|
|
{
|
|
int firstDrawSurf;
|
|
|
|
Com_Memset( &shadowParms, 0, sizeof( shadowParms ) );
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
{
|
|
shadowParms.viewportX = 0;
|
|
shadowParms.viewportY = 0;
|
|
}
|
|
else
|
|
{
|
|
shadowParms.viewportX = tr.refdef.x;
|
|
shadowParms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.sunShadowFbo[level]->height );
|
|
}
|
|
shadowParms.viewportWidth = tr.sunShadowFbo[level]->width;
|
|
shadowParms.viewportHeight = tr.sunShadowFbo[level]->height;
|
|
shadowParms.isPortal = qfalse;
|
|
shadowParms.isMirror = qfalse;
|
|
|
|
shadowParms.fovX = 90;
|
|
shadowParms.fovY = 90;
|
|
|
|
if (glRefConfig.framebufferObject)
|
|
shadowParms.targetFbo = tr.sunShadowFbo[level];
|
|
|
|
shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC | VPF_NOVIEWMODEL;
|
|
shadowParms.zFar = lightviewBounds[1][0];
|
|
|
|
VectorCopy(lightOrigin, shadowParms.or.origin);
|
|
|
|
VectorCopy(lightViewAxis[0], shadowParms.or.axis[0]);
|
|
VectorCopy(lightViewAxis[1], shadowParms.or.axis[1]);
|
|
VectorCopy(lightViewAxis[2], shadowParms.or.axis[2]);
|
|
|
|
VectorCopy(lightOrigin, shadowParms.pvsOrigin );
|
|
|
|
{
|
|
tr.viewCount++;
|
|
|
|
tr.viewParms = shadowParms;
|
|
tr.viewParms.frameSceneNum = tr.frameSceneNum;
|
|
tr.viewParms.frameCount = tr.frameCount;
|
|
|
|
firstDrawSurf = tr.refdef.numDrawSurfs;
|
|
|
|
tr.viewCount++;
|
|
|
|
// set viewParms.world
|
|
R_RotateForViewer ();
|
|
|
|
R_SetupProjectionOrtho(&tr.viewParms, lightviewBounds);
|
|
|
|
R_AddWorldSurfaces ();
|
|
|
|
R_AddPolygonSurfaces();
|
|
|
|
R_AddEntitySurfaces ();
|
|
|
|
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
|
|
}
|
|
|
|
Mat4Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
|
|
}
|
|
}
|
|
|
|
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
|
|
{
|
|
refdef_t refdef;
|
|
viewParms_t parms;
|
|
float oldColorScale = tr.refdef.colorScale;
|
|
|
|
memset( &refdef, 0, sizeof( refdef ) );
|
|
refdef.rdflags = 0;
|
|
VectorCopy(tr.cubemaps[cubemapIndex].origin, refdef.vieworg);
|
|
|
|
switch(cubemapSide)
|
|
{
|
|
case 0:
|
|
// -X
|
|
VectorSet( refdef.viewaxis[0], -1, 0, 0);
|
|
VectorSet( refdef.viewaxis[1], 0, 0, -1);
|
|
VectorSet( refdef.viewaxis[2], 0, 1, 0);
|
|
break;
|
|
case 1:
|
|
// +X
|
|
VectorSet( refdef.viewaxis[0], 1, 0, 0);
|
|
VectorSet( refdef.viewaxis[1], 0, 0, 1);
|
|
VectorSet( refdef.viewaxis[2], 0, 1, 0);
|
|
break;
|
|
case 2:
|
|
// -Y
|
|
VectorSet( refdef.viewaxis[0], 0, -1, 0);
|
|
VectorSet( refdef.viewaxis[1], 1, 0, 0);
|
|
VectorSet( refdef.viewaxis[2], 0, 0, -1);
|
|
break;
|
|
case 3:
|
|
// +Y
|
|
VectorSet( refdef.viewaxis[0], 0, 1, 0);
|
|
VectorSet( refdef.viewaxis[1], 1, 0, 0);
|
|
VectorSet( refdef.viewaxis[2], 0, 0, 1);
|
|
break;
|
|
case 4:
|
|
// -Z
|
|
VectorSet( refdef.viewaxis[0], 0, 0, -1);
|
|
VectorSet( refdef.viewaxis[1], 1, 0, 0);
|
|
VectorSet( refdef.viewaxis[2], 0, 1, 0);
|
|
break;
|
|
case 5:
|
|
// +Z
|
|
VectorSet( refdef.viewaxis[0], 0, 0, 1);
|
|
VectorSet( refdef.viewaxis[1], -1, 0, 0);
|
|
VectorSet( refdef.viewaxis[2], 0, 1, 0);
|
|
break;
|
|
}
|
|
|
|
refdef.fov_x = 90;
|
|
refdef.fov_y = 90;
|
|
|
|
refdef.x = 0;
|
|
refdef.y = 0;
|
|
refdef.width = tr.renderCubeFbo->width;
|
|
refdef.height = tr.renderCubeFbo->height;
|
|
|
|
refdef.time = 0;
|
|
|
|
if (!subscene)
|
|
{
|
|
RE_BeginScene(&refdef);
|
|
|
|
// FIXME: sun shadows aren't rendered correctly in cubemaps
|
|
// fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first
|
|
if(0) //(glRefConfig.framebufferObject && r_sunlightMode->integer && (r_forceSun->integer || tr.sunShadows))
|
|
{
|
|
R_RenderSunShadowMaps(&refdef, 0);
|
|
R_RenderSunShadowMaps(&refdef, 1);
|
|
R_RenderSunShadowMaps(&refdef, 2);
|
|
R_RenderSunShadowMaps(&refdef, 3);
|
|
}
|
|
}
|
|
|
|
{
|
|
vec3_t ambient, directed, lightDir;
|
|
float scale;
|
|
|
|
R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
|
|
scale = directed[0] + directed[1] + directed[2] + ambient[0] + ambient[1] + ambient[2] + 1.0f;
|
|
|
|
tr.refdef.colorScale = 1.0f; //766.0f / scale;
|
|
// only print message for first side
|
|
if (scale < 1.0001f && cubemapSide == 0)
|
|
{
|
|
ri.Printf(PRINT_ALL, "cubemap %d %s (%f, %f, %f) is outside the lightgrid or inside a wall!\n", cubemapIndex, tr.cubemaps[cubemapIndex].name, tr.refdef.vieworg[0], tr.refdef.vieworg[1], tr.refdef.vieworg[2]);
|
|
}
|
|
}
|
|
|
|
Com_Memset( &parms, 0, sizeof( parms ) );
|
|
|
|
parms.viewportX = 0;
|
|
parms.viewportY = 0;
|
|
parms.viewportWidth = tr.renderCubeFbo->width;
|
|
parms.viewportHeight = tr.renderCubeFbo->height;
|
|
parms.isPortal = qfalse;
|
|
parms.isMirror = qtrue;
|
|
parms.flags = VPF_NOVIEWMODEL | VPF_NOCUBEMAPS;
|
|
|
|
parms.fovX = 90;
|
|
parms.fovY = 90;
|
|
|
|
VectorCopy( refdef.vieworg, parms.or.origin );
|
|
VectorCopy( refdef.viewaxis[0], parms.or.axis[0] );
|
|
VectorCopy( refdef.viewaxis[1], parms.or.axis[1] );
|
|
VectorCopy( refdef.viewaxis[2], parms.or.axis[2] );
|
|
|
|
VectorCopy( refdef.vieworg, parms.pvsOrigin );
|
|
|
|
// FIXME: sun shadows aren't rendered correctly in cubemaps
|
|
// fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first
|
|
if (0) //(r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
|
|
{
|
|
parms.flags = VPF_USESUNLIGHT;
|
|
}
|
|
|
|
parms.targetFbo = tr.renderCubeFbo;
|
|
parms.targetFboLayer = cubemapSide;
|
|
parms.targetFboCubemapIndex = cubemapIndex;
|
|
|
|
R_RenderView(&parms);
|
|
|
|
if (subscene)
|
|
{
|
|
tr.refdef.colorScale = oldColorScale;
|
|
}
|
|
else
|
|
{
|
|
RE_EndScene();
|
|
}
|
|
}
|