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Model bounding box and sphere computation.
git-svn-id: https://svn.eduke32.com/eduke32@1237 1a8010ca-5511-0410-912e-c29ae57300e0
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4daa93c453
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2 changed files with 126 additions and 3 deletions
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@ -1534,6 +1534,98 @@ static md3model_t *md3load(int32_t fil)
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return(m);
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}
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static void md3postload(md3model_t* m)
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{
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int framei, surfi, verti;
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md3xyzn_t *frameverts;
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float dist;
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// apparently we can't trust loaded models bounding box/sphere information,
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// so let's compute it ourselves
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framei = 0;
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while (framei < m->head.numframes)
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{
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m->head.frames[framei].min.x = 0.0f;
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m->head.frames[framei].min.y = 0.0f;
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m->head.frames[framei].min.z = 0.0f;
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m->head.frames[framei].max.x = 0.0f;
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m->head.frames[framei].max.y = 0.0f;
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m->head.frames[framei].max.z = 0.0f;
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m->head.frames[framei].r = 0.0f;
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surfi = 0;
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while (surfi < m->head.numsurfs)
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{
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frameverts = &m->head.surfs[surfi].xyzn[framei * m->head.surfs[surfi].numverts];
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verti = 0;
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while (verti < m->head.surfs[surfi].numverts)
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{
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if (!verti && !surfi)
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{
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m->head.frames[framei].min.x = frameverts[verti].x;
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m->head.frames[framei].min.y = frameverts[verti].y;
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m->head.frames[framei].min.z = frameverts[verti].z;
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m->head.frames[framei].max.x = frameverts[verti].x;
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m->head.frames[framei].max.y = frameverts[verti].y;
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m->head.frames[framei].max.z = frameverts[verti].z;
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} else {
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if (m->head.frames[framei].min.x > frameverts[verti].x)
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m->head.frames[framei].min.x = frameverts[verti].x;
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if (m->head.frames[framei].max.x < frameverts[verti].x)
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m->head.frames[framei].max.x = frameverts[verti].x;
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if (m->head.frames[framei].min.y > frameverts[verti].y)
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m->head.frames[framei].min.y = frameverts[verti].y;
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if (m->head.frames[framei].max.y < frameverts[verti].y)
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m->head.frames[framei].max.y = frameverts[verti].y;
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if (m->head.frames[framei].min.z > frameverts[verti].z)
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m->head.frames[framei].min.z = frameverts[verti].z;
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if (m->head.frames[framei].max.z < frameverts[verti].z)
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m->head.frames[framei].max.z = frameverts[verti].z;
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}
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verti++;
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}
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surfi++;
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}
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m->head.frames[framei].cen.x = (m->head.frames[framei].min.x + m->head.frames[framei].max.x) / 2.0f;
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m->head.frames[framei].cen.y = (m->head.frames[framei].min.y + m->head.frames[framei].max.y) / 2.0f;
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m->head.frames[framei].cen.z = (m->head.frames[framei].min.z + m->head.frames[framei].max.z) / 2.0f;
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surfi = 0;
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while (surfi < m->head.numsurfs)
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{
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frameverts = &m->head.surfs[surfi].xyzn[framei * m->head.surfs[surfi].numverts];
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verti = 0;
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while (verti < m->head.surfs[surfi].numverts)
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{
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dist = m->head.frames[framei].cen.x * frameverts[verti].x +
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m->head.frames[framei].cen.y * frameverts[verti].y +
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m->head.frames[framei].cen.z * frameverts[verti].z;
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if (dist > m->head.frames[framei].r)
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m->head.frames[framei].r = dist;
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verti++;
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}
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surfi++;
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}
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m->head.frames[framei].r = sqrt(m->head.frames[framei].r);
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framei++;
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}
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}
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static int32_t md3draw(md3model_t *m, spritetype *tspr)
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{
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point3d fp, fp1, fp2, m0, m1, a0;
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@ -2950,9 +3042,13 @@ mdmodel_t *mdload(const char *filnam)
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{
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case 0x32504449:
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// initprintf("Warning: model '%s' is version IDP2; wanted version IDP3\n",filnam);
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vm = (mdmodel_t*)md2load(fil,filnam); break; //IDP2
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vm = (mdmodel_t*)md2load(fil,filnam);
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md3postload((md3model_t*)vm);
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break; //IDP2
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case 0x33504449:
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vm = (mdmodel_t*)md3load(fil); break; //IDP3
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vm = (mdmodel_t*)md3load(fil);
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md3postload((md3model_t*)vm);
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break; //IDP3
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default:
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vm = (mdmodel_t*)0; break;
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}
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@ -273,7 +273,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" }\n"
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" result += diffuseTexel * vec4(lightAttenuation * dotNormalLightDir * lightDiffuse, 0.0);\n"
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" float specular = pow( max(dot(reflect(-normalize(lightVector), fragmentNormal), normalize(-vertexPos)), 0.0), 60.0);\n"
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" result += vec4(lightAttenuation * specular * vec3(1.0, 1.0, 1.0), 0.0);\n"
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" result += diffuseTexel * vec4(lightAttenuation * specular * lightDiffuse * 10, 0.0);\n"
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" }\n"
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"\n"
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" l++;\n"
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@ -2484,6 +2484,33 @@ static void polymer_drawmdsprite(spritetype *tspr)
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bglScalef(scale * tspr->xrepeat, scale * tspr->xrepeat, scale * tspr->yrepeat);
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bglTranslatef(0.0f, 0.0, m->zadd * 64);
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// debug code for drawing the model bounding sphere
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// bglDisable(GL_TEXTURE_2D);
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// bglBegin(GL_LINES);
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// bglColor4f(1.0, 0.0, 0.0, 1.0);
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// bglVertex3f(m->head.frames[m->cframe].cen.x,
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// m->head.frames[m->cframe].cen.y,
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// m->head.frames[m->cframe].cen.z);
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// bglVertex3f(m->head.frames[m->cframe].cen.x + m->head.frames[m->cframe].r,
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// m->head.frames[m->cframe].cen.y,
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// m->head.frames[m->cframe].cen.z);
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// bglColor4f(0.0, 1.0, 0.0, 1.0);
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// bglVertex3f(m->head.frames[m->cframe].cen.x,
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// m->head.frames[m->cframe].cen.y,
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// m->head.frames[m->cframe].cen.z);
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// bglVertex3f(m->head.frames[m->cframe].cen.x,
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// m->head.frames[m->cframe].cen.y + m->head.frames[m->cframe].r,
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// m->head.frames[m->cframe].cen.z);
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// bglColor4f(0.0, 0.0, 1.0, 1.0);
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// bglVertex3f(m->head.frames[m->cframe].cen.x,
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// m->head.frames[m->cframe].cen.y,
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// m->head.frames[m->cframe].cen.z);
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// bglVertex3f(m->head.frames[m->cframe].cen.x,
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// m->head.frames[m->cframe].cen.y,
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// m->head.frames[m->cframe].cen.z + m->head.frames[m->cframe].r);
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// bglEnd();
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// bglEnable(GL_TEXTURE_2D);
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polymer_getscratchmaterial(&mdspritematerial);
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color = mdspritematerial.diffusemodulation;
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