mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-14 16:31:33 +00:00
c5e2654b54
- Changed model_t::md4 to model_t::modelData - Fix R_ModelBounds for MD4, MDR and IQM models (#4966) - Support Model format fallback similar to image formats in tr_image.c, patch by Zack Middleton (#4967)
1249 lines
34 KiB
C
1249 lines
34 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_surf.c
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#include "tr_local.h"
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#if idppc_altivec && !defined(MACOS_X)
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#include <altivec.h>
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#endif
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/*
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THIS ENTIRE FILE IS BACK END
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backEnd.currentEntity will be valid.
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Tess_Begin has already been called for the surface's shader.
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The modelview matrix will be set.
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It is safe to actually issue drawing commands here if you don't want to
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use the shader system.
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*/
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//============================================================================
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/*
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==============
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RB_CheckOverflow
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==============
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*/
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void RB_CheckOverflow( int verts, int indexes ) {
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if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
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&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
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return;
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}
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RB_EndSurface();
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if ( verts >= SHADER_MAX_VERTEXES ) {
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ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
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}
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if ( indexes >= SHADER_MAX_INDEXES ) {
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ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
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}
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RB_BeginSurface(tess.shader, tess.fogNum );
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}
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/*
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==============
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RB_AddQuadStampExt
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==============
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*/
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void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
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vec3_t normal;
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int ndx;
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RB_CHECKOVERFLOW( 4, 6 );
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ndx = tess.numVertexes;
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// triangle indexes for a simple quad
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tess.indexes[ tess.numIndexes ] = ndx;
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tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
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tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
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tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
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tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
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tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
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tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
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tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
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tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
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tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
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tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
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tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
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tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
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tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
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// constant normal all the way around
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VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
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tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
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tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
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tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
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// standard square texture coordinates
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tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
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tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
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tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
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tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
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tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
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tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
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tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
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tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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* ( unsigned int * ) &tess.vertexColors[ndx] =
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* ( unsigned int * ) &tess.vertexColors[ndx+1] =
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* ( unsigned int * ) &tess.vertexColors[ndx+2] =
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* ( unsigned int * ) &tess.vertexColors[ndx+3] =
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* ( unsigned int * )color;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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}
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/*
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==============
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RB_AddQuadStamp
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==============
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*/
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void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
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RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
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}
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/*
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==============
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RB_SurfaceSprite
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==============
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*/
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static void RB_SurfaceSprite( void ) {
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vec3_t left, up;
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float radius;
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// calculate the xyz locations for the four corners
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radius = backEnd.currentEntity->e.radius;
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if ( backEnd.currentEntity->e.rotation == 0 ) {
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VectorScale( backEnd.viewParms.or.axis[1], radius, left );
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VectorScale( backEnd.viewParms.or.axis[2], radius, up );
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} else {
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float s, c;
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float ang;
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ang = M_PI * backEnd.currentEntity->e.rotation / 180;
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s = sin( ang );
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c = cos( ang );
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VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
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VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
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VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
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VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
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}
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if ( backEnd.viewParms.isMirror ) {
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VectorSubtract( vec3_origin, left, left );
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}
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
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}
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/*
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=============
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RB_SurfacePolychain
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=============
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*/
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static void RB_SurfacePolychain( srfPoly_t *p ) {
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int i;
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int numv;
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RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
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// fan triangles into the tess array
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numv = tess.numVertexes;
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for ( i = 0; i < p->numVerts; i++ ) {
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VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
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tess.texCoords[numv][0][0] = p->verts[i].st[0];
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tess.texCoords[numv][0][1] = p->verts[i].st[1];
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*(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
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numv++;
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}
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// generate fan indexes into the tess array
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for ( i = 0; i < p->numVerts-2; i++ ) {
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tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
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tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
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tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
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tess.numIndexes += 3;
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}
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tess.numVertexes = numv;
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}
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/*
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=============
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RB_SurfaceTriangles
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=============
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*/
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static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
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int i;
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drawVert_t *dv;
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float *xyz, *normal, *texCoords;
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byte *color;
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int dlightBits;
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qboolean needsNormal;
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dlightBits = srf->dlightBits[backEnd.smpFrame];
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tess.dlightBits |= dlightBits;
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RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
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for ( i = 0 ; i < srf->numIndexes ; i += 3 ) {
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tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ];
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tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ];
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tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ];
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}
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tess.numIndexes += srf->numIndexes;
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dv = srf->verts;
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xyz = tess.xyz[ tess.numVertexes ];
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normal = tess.normal[ tess.numVertexes ];
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texCoords = tess.texCoords[ tess.numVertexes ][0];
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color = tess.vertexColors[ tess.numVertexes ];
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needsNormal = tess.shader->needsNormal;
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for ( i = 0 ; i < srf->numVerts ; i++, dv++, xyz += 4, normal += 4, texCoords += 4, color += 4 ) {
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xyz[0] = dv->xyz[0];
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xyz[1] = dv->xyz[1];
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xyz[2] = dv->xyz[2];
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if ( needsNormal ) {
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normal[0] = dv->normal[0];
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normal[1] = dv->normal[1];
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normal[2] = dv->normal[2];
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}
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texCoords[0] = dv->st[0];
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texCoords[1] = dv->st[1];
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texCoords[2] = dv->lightmap[0];
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texCoords[3] = dv->lightmap[1];
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*(int *)color = *(int *)dv->color;
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}
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for ( i = 0 ; i < srf->numVerts ; i++ ) {
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tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits;
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}
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tess.numVertexes += srf->numVerts;
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}
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/*
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==============
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RB_SurfaceBeam
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==============
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*/
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static void RB_SurfaceBeam( void )
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{
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#define NUM_BEAM_SEGS 6
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refEntity_t *e;
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int i;
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vec3_t perpvec;
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vec3_t direction, normalized_direction;
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vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
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vec3_t oldorigin, origin;
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e = &backEnd.currentEntity->e;
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oldorigin[0] = e->oldorigin[0];
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oldorigin[1] = e->oldorigin[1];
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oldorigin[2] = e->oldorigin[2];
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origin[0] = e->origin[0];
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origin[1] = e->origin[1];
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origin[2] = e->origin[2];
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normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
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normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
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normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
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if ( VectorNormalize( normalized_direction ) == 0 )
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return;
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PerpendicularVector( perpvec, normalized_direction );
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VectorScale( perpvec, 4, perpvec );
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for ( i = 0; i < NUM_BEAM_SEGS ; i++ )
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{
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RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
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// VectorAdd( start_points[i], origin, start_points[i] );
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VectorAdd( start_points[i], direction, end_points[i] );
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}
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GL_Bind( tr.whiteImage );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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qglColor3f( 1, 0, 0 );
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qglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
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qglVertex3fv( start_points[ i % NUM_BEAM_SEGS] );
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qglVertex3fv( end_points[ i % NUM_BEAM_SEGS] );
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}
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qglEnd();
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}
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//================================================================================
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static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
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{
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float spanWidth2;
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int vbase;
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float t = len / 256.0f;
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vbase = tess.numVertexes;
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spanWidth2 = -spanWidth;
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// FIXME: use quad stamp?
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VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25;
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25;
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25;
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tess.numVertexes++;
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VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = t;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = t;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
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tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
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tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = vbase;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 2;
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tess.indexes[tess.numIndexes++] = vbase + 1;
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tess.indexes[tess.numIndexes++] = vbase + 3;
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}
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static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up )
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{
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int i;
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vec3_t pos[4];
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vec3_t v;
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int spanWidth = r_railWidth->integer;
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float c, s;
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float scale;
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if ( numSegs > 1 )
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numSegs--;
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if ( !numSegs )
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return;
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scale = 0.25;
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for ( i = 0; i < 4; i++ )
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{
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c = cos( DEG2RAD( 45 + i * 90 ) );
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s = sin( DEG2RAD( 45 + i * 90 ) );
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v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth;
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v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth;
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v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth;
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VectorAdd( start, v, pos[i] );
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if ( numSegs > 1 )
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{
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// offset by 1 segment if we're doing a long distance shot
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VectorAdd( pos[i], dir, pos[i] );
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}
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}
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for ( i = 0; i < numSegs; i++ )
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{
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int j;
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RB_CHECKOVERFLOW( 4, 6 );
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for ( j = 0; j < 4; j++ )
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{
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VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = ( j < 2 );
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tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 );
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tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
|
|
tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
|
|
tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
|
|
tess.numVertexes++;
|
|
|
|
VectorAdd( pos[j], dir, pos[j] );
|
|
}
|
|
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 0;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
|
|
tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceRailRinges
|
|
*/
|
|
static void RB_SurfaceRailRings( void ) {
|
|
refEntity_t *e;
|
|
int numSegs;
|
|
int len;
|
|
vec3_t vec;
|
|
vec3_t right, up;
|
|
vec3_t start, end;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, start );
|
|
VectorCopy( e->origin, end );
|
|
|
|
// compute variables
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
MakeNormalVectors( vec, right, up );
|
|
numSegs = ( len ) / r_railSegmentLength->value;
|
|
if ( numSegs <= 0 ) {
|
|
numSegs = 1;
|
|
}
|
|
|
|
VectorScale( vec, r_railSegmentLength->value, vec );
|
|
|
|
DoRailDiscs( numSegs, start, vec, right, up );
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceRailCore
|
|
*/
|
|
static void RB_SurfaceRailCore( void ) {
|
|
refEntity_t *e;
|
|
int len;
|
|
vec3_t right;
|
|
vec3_t vec;
|
|
vec3_t start, end;
|
|
vec3_t v1, v2;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, start );
|
|
VectorCopy( e->origin, end );
|
|
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
|
|
// compute side vector
|
|
VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
|
|
VectorNormalize( v1 );
|
|
VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
|
|
VectorNormalize( v2 );
|
|
CrossProduct( v1, v2, right );
|
|
VectorNormalize( right );
|
|
|
|
DoRailCore( start, end, right, len, r_railCoreWidth->integer );
|
|
}
|
|
|
|
/*
|
|
** RB_SurfaceLightningBolt
|
|
*/
|
|
static void RB_SurfaceLightningBolt( void ) {
|
|
refEntity_t *e;
|
|
int len;
|
|
vec3_t right;
|
|
vec3_t vec;
|
|
vec3_t start, end;
|
|
vec3_t v1, v2;
|
|
int i;
|
|
|
|
e = &backEnd.currentEntity->e;
|
|
|
|
VectorCopy( e->oldorigin, end );
|
|
VectorCopy( e->origin, start );
|
|
|
|
// compute variables
|
|
VectorSubtract( end, start, vec );
|
|
len = VectorNormalize( vec );
|
|
|
|
// compute side vector
|
|
VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
|
|
VectorNormalize( v1 );
|
|
VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
|
|
VectorNormalize( v2 );
|
|
CrossProduct( v1, v2, right );
|
|
VectorNormalize( right );
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
vec3_t temp;
|
|
|
|
DoRailCore( start, end, right, len, 8 );
|
|
RotatePointAroundVector( temp, vec, right, 45 );
|
|
VectorCopy( temp, right );
|
|
}
|
|
}
|
|
|
|
/*
|
|
** VectorArrayNormalize
|
|
*
|
|
* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
|
|
* This means that we don't have to worry about zero length or enormously long vectors.
|
|
*/
|
|
static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
|
|
{
|
|
// assert(count);
|
|
|
|
#if idppc
|
|
{
|
|
register float half = 0.5;
|
|
register float one = 1.0;
|
|
float *components = (float *)normals;
|
|
|
|
// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
|
|
// runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
|
|
// refinement step to get a little more precision. This seems to yeild results
|
|
// that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
|
|
// (That is, for the given input range of about 0.6 to 2.0).
|
|
do {
|
|
float x, y, z;
|
|
float B, y0, y1;
|
|
|
|
x = components[0];
|
|
y = components[1];
|
|
z = components[2];
|
|
components += 4;
|
|
B = x*x + y*y + z*z;
|
|
|
|
#ifdef __GNUC__
|
|
asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
|
|
#else
|
|
y0 = __frsqrte(B);
|
|
#endif
|
|
y1 = y0 + half*y0*(one - B*y0*y0);
|
|
|
|
x = x * y1;
|
|
y = y * y1;
|
|
components[-4] = x;
|
|
z = z * y1;
|
|
components[-3] = y;
|
|
components[-2] = z;
|
|
} while(count--);
|
|
}
|
|
#else // No assembly version for this architecture, or C_ONLY defined
|
|
// given the input, it's safe to call VectorNormalizeFast
|
|
while (count--) {
|
|
VectorNormalizeFast(normals[0]);
|
|
normals++;
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
** LerpMeshVertexes
|
|
*/
|
|
#if idppc_altivec
|
|
static void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
|
|
{
|
|
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
|
float *outXyz, *outNormal;
|
|
float oldXyzScale QALIGN(16);
|
|
float newXyzScale QALIGN(16);
|
|
float oldNormalScale QALIGN(16);
|
|
float newNormalScale QALIGN(16);
|
|
int vertNum;
|
|
unsigned lat, lng;
|
|
int numVerts;
|
|
|
|
outXyz = tess.xyz[tess.numVertexes];
|
|
outNormal = tess.normal[tess.numVertexes];
|
|
|
|
newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
|
|
newNormals = newXyz + 3;
|
|
|
|
newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
|
|
newNormalScale = 1.0 - backlerp;
|
|
|
|
numVerts = surf->numVerts;
|
|
|
|
if ( backlerp == 0 ) {
|
|
vector signed short newNormalsVec0;
|
|
vector signed short newNormalsVec1;
|
|
vector signed int newNormalsIntVec;
|
|
vector float newNormalsFloatVec;
|
|
vector float newXyzScaleVec;
|
|
vector unsigned char newNormalsLoadPermute;
|
|
vector unsigned char newNormalsStorePermute;
|
|
vector float zero;
|
|
|
|
newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
|
|
newXyzScaleVec = *(vector float *)&newXyzScale;
|
|
newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
|
|
newXyzScaleVec = vec_splat(newXyzScaleVec,0);
|
|
newNormalsLoadPermute = vec_lvsl(0,newXyz);
|
|
newNormalsStorePermute = vec_lvsr(0,outXyz);
|
|
zero = (vector float)vec_splat_s8(0);
|
|
//
|
|
// just copy the vertexes
|
|
//
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
newXyz += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
newNormalsLoadPermute = vec_lvsl(0,newXyz);
|
|
newNormalsStorePermute = vec_lvsr(0,outXyz);
|
|
newNormalsVec0 = vec_ld(0,newXyz);
|
|
newNormalsVec1 = vec_ld(16,newXyz);
|
|
newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
|
|
newNormalsIntVec = vec_unpackh(newNormalsVec0);
|
|
newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
|
|
newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
|
|
newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
|
|
//outXyz[0] = newXyz[0] * newXyzScale;
|
|
//outXyz[1] = newXyz[1] * newXyzScale;
|
|
//outXyz[2] = newXyz[2] * newXyzScale;
|
|
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= (FUNCTABLE_SIZE/256);
|
|
lng *= (FUNCTABLE_SIZE/256);
|
|
|
|
// decode X as cos( lat ) * sin( long )
|
|
// decode Y as sin( lat ) * sin( long )
|
|
// decode Z as cos( long )
|
|
|
|
outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
vec_ste(newNormalsFloatVec,0,outXyz);
|
|
vec_ste(newNormalsFloatVec,4,outXyz);
|
|
vec_ste(newNormalsFloatVec,8,outXyz);
|
|
}
|
|
} else {
|
|
//
|
|
// interpolate and copy the vertex and normal
|
|
//
|
|
oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
|
|
oldNormals = oldXyz + 3;
|
|
|
|
oldXyzScale = MD3_XYZ_SCALE * backlerp;
|
|
oldNormalScale = backlerp;
|
|
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
vec3_t uncompressedOldNormal, uncompressedNewNormal;
|
|
|
|
// interpolate the xyz
|
|
outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
|
|
outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
|
|
outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
|
|
|
|
// FIXME: interpolate lat/long instead?
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= 4;
|
|
lng *= 4;
|
|
uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
lat = ( oldNormals[0] >> 8 ) & 0xff;
|
|
lng = ( oldNormals[0] & 0xff );
|
|
lat *= 4;
|
|
lng *= 4;
|
|
|
|
uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
|
|
outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
|
|
outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
|
|
|
|
// VectorNormalize (outNormal);
|
|
}
|
|
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void LerpMeshVertexes_scalar(md3Surface_t *surf, float backlerp)
|
|
{
|
|
short *oldXyz, *newXyz, *oldNormals, *newNormals;
|
|
float *outXyz, *outNormal;
|
|
float oldXyzScale, newXyzScale;
|
|
float oldNormalScale, newNormalScale;
|
|
int vertNum;
|
|
unsigned lat, lng;
|
|
int numVerts;
|
|
|
|
outXyz = tess.xyz[tess.numVertexes];
|
|
outNormal = tess.normal[tess.numVertexes];
|
|
|
|
newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
|
|
newNormals = newXyz + 3;
|
|
|
|
newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
|
|
newNormalScale = 1.0 - backlerp;
|
|
|
|
numVerts = surf->numVerts;
|
|
|
|
if ( backlerp == 0 ) {
|
|
//
|
|
// just copy the vertexes
|
|
//
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
newXyz += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
|
|
outXyz[0] = newXyz[0] * newXyzScale;
|
|
outXyz[1] = newXyz[1] * newXyzScale;
|
|
outXyz[2] = newXyz[2] * newXyzScale;
|
|
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= (FUNCTABLE_SIZE/256);
|
|
lng *= (FUNCTABLE_SIZE/256);
|
|
|
|
// decode X as cos( lat ) * sin( long )
|
|
// decode Y as sin( lat ) * sin( long )
|
|
// decode Z as cos( long )
|
|
|
|
outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
}
|
|
} else {
|
|
//
|
|
// interpolate and copy the vertex and normal
|
|
//
|
|
oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
|
|
+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
|
|
oldNormals = oldXyz + 3;
|
|
|
|
oldXyzScale = MD3_XYZ_SCALE * backlerp;
|
|
oldNormalScale = backlerp;
|
|
|
|
for (vertNum=0 ; vertNum < numVerts ; vertNum++,
|
|
oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
|
|
outXyz += 4, outNormal += 4)
|
|
{
|
|
vec3_t uncompressedOldNormal, uncompressedNewNormal;
|
|
|
|
// interpolate the xyz
|
|
outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
|
|
outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
|
|
outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
|
|
|
|
// FIXME: interpolate lat/long instead?
|
|
lat = ( newNormals[0] >> 8 ) & 0xff;
|
|
lng = ( newNormals[0] & 0xff );
|
|
lat *= 4;
|
|
lng *= 4;
|
|
uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
lat = ( oldNormals[0] >> 8 ) & 0xff;
|
|
lng = ( oldNormals[0] & 0xff );
|
|
lat *= 4;
|
|
lng *= 4;
|
|
|
|
uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
|
|
uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
|
|
uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
|
|
|
|
outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
|
|
outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
|
|
outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
|
|
|
|
// VectorNormalize (outNormal);
|
|
}
|
|
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
|
|
}
|
|
}
|
|
|
|
static void LerpMeshVertexes(md3Surface_t *surf, float backlerp)
|
|
{
|
|
#if idppc_altivec
|
|
if (com_altivec->integer) {
|
|
// must be in a seperate function or G3 systems will crash.
|
|
LerpMeshVertexes_altivec( surf, backlerp );
|
|
return;
|
|
}
|
|
#endif // idppc_altivec
|
|
LerpMeshVertexes_scalar( surf, backlerp );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceMesh
|
|
=============
|
|
*/
|
|
static void RB_SurfaceMesh(md3Surface_t *surface) {
|
|
int j;
|
|
float backlerp;
|
|
int *triangles;
|
|
float *texCoords;
|
|
int indexes;
|
|
int Bob, Doug;
|
|
int numVerts;
|
|
|
|
if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
|
|
backlerp = 0;
|
|
} else {
|
|
backlerp = backEnd.currentEntity->e.backlerp;
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
|
|
|
|
LerpMeshVertexes (surface, backlerp);
|
|
|
|
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
|
|
indexes = surface->numTriangles * 3;
|
|
Bob = tess.numIndexes;
|
|
Doug = tess.numVertexes;
|
|
for (j = 0 ; j < indexes ; j++) {
|
|
tess.indexes[Bob + j] = Doug + triangles[j];
|
|
}
|
|
tess.numIndexes += indexes;
|
|
|
|
texCoords = (float *) ((byte *)surface + surface->ofsSt);
|
|
|
|
numVerts = surface->numVerts;
|
|
for ( j = 0; j < numVerts; j++ ) {
|
|
tess.texCoords[Doug + j][0][0] = texCoords[j*2+0];
|
|
tess.texCoords[Doug + j][0][1] = texCoords[j*2+1];
|
|
// FIXME: fill in lightmapST for completeness?
|
|
}
|
|
|
|
tess.numVertexes += surface->numVerts;
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
RB_SurfaceFace
|
|
==============
|
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*/
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static void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
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int i;
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unsigned *indices, *tessIndexes;
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float *v;
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float *normal;
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int ndx;
|
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int Bob;
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int numPoints;
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int dlightBits;
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RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices );
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dlightBits = surf->dlightBits[backEnd.smpFrame];
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tess.dlightBits |= dlightBits;
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indices = ( unsigned * ) ( ( ( char * ) surf ) + surf->ofsIndices );
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Bob = tess.numVertexes;
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tessIndexes = tess.indexes + tess.numIndexes;
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for ( i = surf->numIndices-1 ; i >= 0 ; i-- ) {
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tessIndexes[i] = indices[i] + Bob;
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}
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tess.numIndexes += surf->numIndices;
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v = surf->points[0];
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ndx = tess.numVertexes;
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numPoints = surf->numPoints;
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if ( tess.shader->needsNormal ) {
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normal = surf->plane.normal;
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for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) {
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VectorCopy( normal, tess.normal[ndx] );
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}
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}
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|
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for ( i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++ ) {
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VectorCopy( v, tess.xyz[ndx]);
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tess.texCoords[ndx][0][0] = v[3];
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tess.texCoords[ndx][0][1] = v[4];
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tess.texCoords[ndx][1][0] = v[5];
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tess.texCoords[ndx][1][1] = v[6];
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* ( unsigned int * ) &tess.vertexColors[ndx] = * ( unsigned int * ) &v[7];
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tess.vertexDlightBits[ndx] = dlightBits;
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}
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tess.numVertexes += surf->numPoints;
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}
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static float LodErrorForVolume( vec3_t local, float radius ) {
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vec3_t world;
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float d;
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// never let it go negative
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if ( r_lodCurveError->value < 0 ) {
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return 0;
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}
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world[0] = local[0] * backEnd.or.axis[0][0] + local[1] * backEnd.or.axis[1][0] +
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local[2] * backEnd.or.axis[2][0] + backEnd.or.origin[0];
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world[1] = local[0] * backEnd.or.axis[0][1] + local[1] * backEnd.or.axis[1][1] +
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local[2] * backEnd.or.axis[2][1] + backEnd.or.origin[1];
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world[2] = local[0] * backEnd.or.axis[0][2] + local[1] * backEnd.or.axis[1][2] +
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local[2] * backEnd.or.axis[2][2] + backEnd.or.origin[2];
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VectorSubtract( world, backEnd.viewParms.or.origin, world );
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d = DotProduct( world, backEnd.viewParms.or.axis[0] );
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|
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if ( d < 0 ) {
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d = -d;
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}
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d -= radius;
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if ( d < 1 ) {
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d = 1;
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}
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|
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return r_lodCurveError->value / d;
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}
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|
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/*
|
|
=============
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RB_SurfaceGrid
|
|
|
|
Just copy the grid of points and triangulate
|
|
=============
|
|
*/
|
|
static void RB_SurfaceGrid( srfGridMesh_t *cv ) {
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|
int i, j;
|
|
float *xyz;
|
|
float *texCoords;
|
|
float *normal;
|
|
unsigned char *color;
|
|
drawVert_t *dv;
|
|
int rows, irows, vrows;
|
|
int used;
|
|
int widthTable[MAX_GRID_SIZE];
|
|
int heightTable[MAX_GRID_SIZE];
|
|
float lodError;
|
|
int lodWidth, lodHeight;
|
|
int numVertexes;
|
|
int dlightBits;
|
|
int *vDlightBits;
|
|
qboolean needsNormal;
|
|
|
|
dlightBits = cv->dlightBits[backEnd.smpFrame];
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
// determine the allowable discrepance
|
|
lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
|
|
|
|
// determine which rows and columns of the subdivision
|
|
// we are actually going to use
|
|
widthTable[0] = 0;
|
|
lodWidth = 1;
|
|
for ( i = 1 ; i < cv->width-1 ; i++ ) {
|
|
if ( cv->widthLodError[i] <= lodError ) {
|
|
widthTable[lodWidth] = i;
|
|
lodWidth++;
|
|
}
|
|
}
|
|
widthTable[lodWidth] = cv->width-1;
|
|
lodWidth++;
|
|
|
|
heightTable[0] = 0;
|
|
lodHeight = 1;
|
|
for ( i = 1 ; i < cv->height-1 ; i++ ) {
|
|
if ( cv->heightLodError[i] <= lodError ) {
|
|
heightTable[lodHeight] = i;
|
|
lodHeight++;
|
|
}
|
|
}
|
|
heightTable[lodHeight] = cv->height-1;
|
|
lodHeight++;
|
|
|
|
|
|
// very large grids may have more points or indexes than can be fit
|
|
// in the tess structure, so we may have to issue it in multiple passes
|
|
|
|
used = 0;
|
|
rows = 0;
|
|
while ( used < lodHeight - 1 ) {
|
|
// see how many rows of both verts and indexes we can add without overflowing
|
|
do {
|
|
vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
|
|
irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
|
|
|
|
// if we don't have enough space for at least one strip, flush the buffer
|
|
if ( vrows < 2 || irows < 1 ) {
|
|
RB_EndSurface();
|
|
RB_BeginSurface(tess.shader, tess.fogNum );
|
|
} else {
|
|
break;
|
|
}
|
|
} while ( 1 );
|
|
|
|
rows = irows;
|
|
if ( vrows < irows + 1 ) {
|
|
rows = vrows - 1;
|
|
}
|
|
if ( used + rows > lodHeight ) {
|
|
rows = lodHeight - used;
|
|
}
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
xyz = tess.xyz[numVertexes];
|
|
normal = tess.normal[numVertexes];
|
|
texCoords = tess.texCoords[numVertexes][0];
|
|
color = ( unsigned char * ) &tess.vertexColors[numVertexes];
|
|
vDlightBits = &tess.vertexDlightBits[numVertexes];
|
|
needsNormal = tess.shader->needsNormal;
|
|
|
|
for ( i = 0 ; i < rows ; i++ ) {
|
|
for ( j = 0 ; j < lodWidth ; j++ ) {
|
|
dv = cv->verts + heightTable[ used + i ] * cv->width
|
|
+ widthTable[ j ];
|
|
|
|
xyz[0] = dv->xyz[0];
|
|
xyz[1] = dv->xyz[1];
|
|
xyz[2] = dv->xyz[2];
|
|
texCoords[0] = dv->st[0];
|
|
texCoords[1] = dv->st[1];
|
|
texCoords[2] = dv->lightmap[0];
|
|
texCoords[3] = dv->lightmap[1];
|
|
if ( needsNormal ) {
|
|
normal[0] = dv->normal[0];
|
|
normal[1] = dv->normal[1];
|
|
normal[2] = dv->normal[2];
|
|
}
|
|
* ( unsigned int * ) color = * ( unsigned int * ) dv->color;
|
|
*vDlightBits++ = dlightBits;
|
|
xyz += 4;
|
|
normal += 4;
|
|
texCoords += 4;
|
|
color += 4;
|
|
}
|
|
}
|
|
|
|
|
|
// add the indexes
|
|
{
|
|
int numIndexes;
|
|
int w, h;
|
|
|
|
h = rows - 1;
|
|
w = lodWidth - 1;
|
|
numIndexes = tess.numIndexes;
|
|
for (i = 0 ; i < h ; i++) {
|
|
for (j = 0 ; j < w ; j++) {
|
|
int v1, v2, v3, v4;
|
|
|
|
// vertex order to be reckognized as tristrips
|
|
v1 = numVertexes + i*lodWidth + j + 1;
|
|
v2 = v1 - 1;
|
|
v3 = v2 + lodWidth;
|
|
v4 = v3 + 1;
|
|
|
|
tess.indexes[numIndexes] = v2;
|
|
tess.indexes[numIndexes+1] = v3;
|
|
tess.indexes[numIndexes+2] = v1;
|
|
|
|
tess.indexes[numIndexes+3] = v1;
|
|
tess.indexes[numIndexes+4] = v3;
|
|
tess.indexes[numIndexes+5] = v4;
|
|
numIndexes += 6;
|
|
}
|
|
}
|
|
|
|
tess.numIndexes = numIndexes;
|
|
}
|
|
|
|
tess.numVertexes += rows * lodWidth;
|
|
|
|
used += rows - 1;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===========================================================================
|
|
|
|
NULL MODEL
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
RB_SurfaceAxis
|
|
|
|
Draws x/y/z lines from the origin for orientation debugging
|
|
===================
|
|
*/
|
|
static void RB_SurfaceAxis( void ) {
|
|
GL_Bind( tr.whiteImage );
|
|
qglLineWidth( 3 );
|
|
qglBegin( GL_LINES );
|
|
qglColor3f( 1,0,0 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 16,0,0 );
|
|
qglColor3f( 0,1,0 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 0,16,0 );
|
|
qglColor3f( 0,0,1 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 0,0,16 );
|
|
qglEnd();
|
|
qglLineWidth( 1 );
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
====================
|
|
RB_SurfaceEntity
|
|
|
|
Entities that have a single procedurally generated surface
|
|
====================
|
|
*/
|
|
static void RB_SurfaceEntity( surfaceType_t *surfType ) {
|
|
switch( backEnd.currentEntity->e.reType ) {
|
|
case RT_SPRITE:
|
|
RB_SurfaceSprite();
|
|
break;
|
|
case RT_BEAM:
|
|
RB_SurfaceBeam();
|
|
break;
|
|
case RT_RAIL_CORE:
|
|
RB_SurfaceRailCore();
|
|
break;
|
|
case RT_RAIL_RINGS:
|
|
RB_SurfaceRailRings();
|
|
break;
|
|
case RT_LIGHTNING:
|
|
RB_SurfaceLightningBolt();
|
|
break;
|
|
default:
|
|
RB_SurfaceAxis();
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
static void RB_SurfaceBad( surfaceType_t *surfType ) {
|
|
ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
|
|
}
|
|
|
|
static void RB_SurfaceFlare(srfFlare_t *surf)
|
|
{
|
|
if (r_flares->integer)
|
|
RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
|
|
}
|
|
|
|
static void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
|
|
// all apropriate state must be set in RB_BeginSurface
|
|
// this isn't implemented yet...
|
|
qglCallList( surf->listNum );
|
|
}
|
|
|
|
static void RB_SurfaceSkip( void *surf ) {
|
|
}
|
|
|
|
|
|
void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
|
|
(void(*)(void*))RB_SurfaceBad, // SF_BAD,
|
|
(void(*)(void*))RB_SurfaceSkip, // SF_SKIP,
|
|
(void(*)(void*))RB_SurfaceFace, // SF_FACE,
|
|
(void(*)(void*))RB_SurfaceGrid, // SF_GRID,
|
|
(void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
|
|
(void(*)(void*))RB_SurfacePolychain, // SF_POLY,
|
|
(void(*)(void*))RB_SurfaceMesh, // SF_MD3,
|
|
(void(*)(void*))RB_SurfaceAnim, // SF_MD4,
|
|
#ifdef RAVENMD4
|
|
(void(*)(void*))RB_MDRSurfaceAnim, // SF_MDR,
|
|
#endif
|
|
(void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM,
|
|
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
|
|
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
|
|
(void(*)(void*))RB_SurfaceDisplayList // SF_DISPLAY_LIST
|
|
};
|