ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/renderer/tr_surface.c/
/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_surf.c #include "tr_local.h" /* THIS ENTIRE FILE IS BACK END backEnd.currentEntity will be valid. Tess_Begin has already been called for the surface's shader. The modelview matrix will be set. It is safe to actually issue drawing commands here if you don't want to use the shader system. */ //============================================================================ /* ============== RB_CheckOverflow ============== */ void RB_CheckOverflow( int verts, int indexes ) { if (tess.numVertexes + verts < SHADER_MAX_VERTEXES && tess.numIndexes + indexes < SHADER_MAX_INDEXES) { return; } RB_EndSurface(); if ( verts >= SHADER_MAX_VERTEXES ) { ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES ); } if ( indexes >= SHADER_MAX_INDEXES ) { ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES ); } RB_BeginSurface(tess.shader, tess.fogNum ); } /* ============== RB_AddQuadStampExt ============== */ void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) { vec3_t normal; int ndx; RB_CHECKOVERFLOW( 4, 6 ); ndx = tess.numVertexes; // triangle indexes for a simple quad tess.indexes[ tess.numIndexes ] = ndx; tess.indexes[ tess.numIndexes + 1 ] = ndx + 1; tess.indexes[ tess.numIndexes + 2 ] = ndx + 3; tess.indexes[ tess.numIndexes + 3 ] = ndx + 3; tess.indexes[ tess.numIndexes + 4 ] = ndx + 1; tess.indexes[ tess.numIndexes + 5 ] = ndx + 2; tess.xyz[ndx][0] = origin[0] + left[0] + up[0]; tess.xyz[ndx][1] = origin[1] + left[1] + up[1]; tess.xyz[ndx][2] = origin[2] + left[2] + up[2]; tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0]; tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1]; tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2]; tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0]; tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1]; tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2]; tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0]; tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1]; tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2]; // constant normal all the way around VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal ); tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0]; tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1]; tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2]; // standard square texture coordinates tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1; tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1; tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2; tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1; tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2; tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2; tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1; tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2; // constant color all the way around // should this be identity and let the shader specify from entity? * ( unsigned int * ) &tess.vertexColors[ndx] = * ( unsigned int * ) &tess.vertexColors[ndx+1] = * ( unsigned int * ) &tess.vertexColors[ndx+2] = * ( unsigned int * ) &tess.vertexColors[ndx+3] = * ( unsigned int * )color; tess.numVertexes += 4; tess.numIndexes += 6; } /* ============== RB_AddQuadStamp ============== */ void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) { RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 ); } /* ============== RB_SurfaceSprite ============== */ static void RB_SurfaceSprite( void ) { vec3_t left, up; float radius; // calculate the xyz locations for the four corners radius = backEnd.currentEntity->e.radius; if ( backEnd.currentEntity->e.rotation == 0 ) { VectorScale( backEnd.viewParms.or.axis[1], radius, left ); VectorScale( backEnd.viewParms.or.axis[2], radius, up ); } else { float s, c; float ang; ang = M_PI * backEnd.currentEntity->e.rotation / 180; s = sin( ang ); c = cos( ang ); VectorScale( backEnd.viewParms.or.axis[1], c * radius, left ); VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left ); VectorScale( backEnd.viewParms.or.axis[2], c * radius, up ); VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up ); } if ( backEnd.viewParms.isMirror ) { VectorSubtract( vec3_origin, left, left ); } RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA ); } /* ============= RB_SurfacePolychain ============= */ void RB_SurfacePolychain( srfPoly_t *p ) { int i; int numv; RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) ); // fan triangles into the tess array numv = tess.numVertexes; for ( i = 0; i < p->numVerts; i++ ) { VectorCopy( p->verts[i].xyz, tess.xyz[numv] ); tess.texCoords[numv][0][0] = p->verts[i].st[0]; tess.texCoords[numv][0][1] = p->verts[i].st[1]; *(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate; numv++; } // generate fan indexes into the tess array for ( i = 0; i < p->numVerts-2; i++ ) { tess.indexes[tess.numIndexes + 0] = tess.numVertexes; tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1; tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2; tess.numIndexes += 3; } tess.numVertexes = numv; } /* ============= RB_SurfaceTriangles ============= */ void RB_SurfaceTriangles( srfTriangles_t *srf ) { int i; drawVert_t *dv; float *xyz, *normal, *texCoords; byte *color; int dlightBits; qboolean needsNormal; dlightBits = srf->dlightBits[backEnd.smpFrame]; tess.dlightBits |= dlightBits; RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes ); for ( i = 0 ; i < srf->numIndexes ; i += 3 ) { tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ]; tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ]; tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ]; } tess.numIndexes += srf->numIndexes; dv = srf->verts; xyz = tess.xyz[ tess.numVertexes ]; normal = tess.normal[ tess.numVertexes ]; texCoords = tess.texCoords[ tess.numVertexes ][0]; color = tess.vertexColors[ tess.numVertexes ]; needsNormal = tess.shader->needsNormal; for ( i = 0 ; i < srf->numVerts ; i++, dv++, xyz += 4, normal += 4, texCoords += 4, color += 4 ) { xyz[0] = dv->xyz[0]; xyz[1] = dv->xyz[1]; xyz[2] = dv->xyz[2]; if ( needsNormal ) { normal[0] = dv->normal[0]; normal[1] = dv->normal[1]; normal[2] = dv->normal[2]; } texCoords[0] = dv->st[0]; texCoords[1] = dv->st[1]; texCoords[2] = dv->lightmap[0]; texCoords[3] = dv->lightmap[1]; *(int *)color = *(int *)dv->color; } for ( i = 0 ; i < srf->numVerts ; i++ ) { tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits; } tess.numVertexes += srf->numVerts; } /* ============== RB_SurfaceBeam ============== */ void RB_SurfaceBeam( void ) { #define NUM_BEAM_SEGS 6 refEntity_t *e; int i; vec3_t perpvec; vec3_t direction, normalized_direction; vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS]; vec3_t oldorigin, origin; e = &backEnd.currentEntity->e; oldorigin[0] = e->oldorigin[0]; oldorigin[1] = e->oldorigin[1]; oldorigin[2] = e->oldorigin[2]; origin[0] = e->origin[0]; origin[1] = e->origin[1]; origin[2] = e->origin[2]; normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; if ( VectorNormalize( normalized_direction ) == 0 ) return; PerpendicularVector( perpvec, normalized_direction ); VectorScale( perpvec, 4, perpvec ); for ( i = 0; i < NUM_BEAM_SEGS ; i++ ) { RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); // VectorAdd( start_points[i], origin, start_points[i] ); VectorAdd( start_points[i], direction, end_points[i] ); } GL_Bind( tr.whiteImage ); GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ); qglColor3f( 1, 0, 0 ); qglBegin( GL_TRIANGLE_STRIP ); for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) { qglVertex3fv( start_points[ i % NUM_BEAM_SEGS] ); qglVertex3fv( end_points[ i % NUM_BEAM_SEGS] ); } qglEnd(); } //================================================================================ static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth ) { float spanWidth2; int vbase; float t = len / 256.0f; vbase = tess.numVertexes; spanWidth2 = -spanWidth; // FIXME: use quad stamp? VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 0; tess.texCoords[tess.numVertexes][0][1] = 0; tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25; tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25; tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25; tess.numVertexes++; VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = 0; tess.texCoords[tess.numVertexes][0][1] = 1; tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0]; tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1]; tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2]; tess.numVertexes++; VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = t; tess.texCoords[tess.numVertexes][0][1] = 0; tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0]; tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1]; tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2]; tess.numVertexes++; VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = t; tess.texCoords[tess.numVertexes][0][1] = 1; tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0]; tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1]; tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2]; tess.numVertexes++; tess.indexes[tess.numIndexes++] = vbase; tess.indexes[tess.numIndexes++] = vbase + 1; tess.indexes[tess.numIndexes++] = vbase + 2; tess.indexes[tess.numIndexes++] = vbase + 2; tess.indexes[tess.numIndexes++] = vbase + 1; tess.indexes[tess.numIndexes++] = vbase + 3; } static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up ) { int i; vec3_t pos[4]; vec3_t v; int spanWidth = r_railWidth->integer; float c, s; float scale; if ( numSegs > 1 ) numSegs--; if ( !numSegs ) return; scale = 0.25; for ( i = 0; i < 4; i++ ) { c = cos( DEG2RAD( 45 + i * 90 ) ); s = sin( DEG2RAD( 45 + i * 90 ) ); v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth; v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth; v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth; VectorAdd( start, v, pos[i] ); if ( numSegs > 1 ) { // offset by 1 segment if we're doing a long distance shot VectorAdd( pos[i], dir, pos[i] ); } } for ( i = 0; i < numSegs; i++ ) { int j; RB_CHECKOVERFLOW( 4, 6 ); for ( j = 0; j < 4; j++ ) { VectorCopy( pos[j], tess.xyz[tess.numVertexes] ); tess.texCoords[tess.numVertexes][0][0] = ( j < 2 ); tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 ); tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0]; 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 */ 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 */ 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 */ 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 */ static void LerpMeshVertexes (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 ) { #if idppc_altivec 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 // // 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]; } #endif } 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); } } /* ============= RB_SurfaceMesh ============= */ 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 ============== */ void RB_SurfaceFace( srfSurfaceFace_t *surf ) { int i; unsigned *indices, *tessIndexes; float *v; float *normal; int ndx; int Bob; int numPoints; int dlightBits; RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices ); dlightBits = surf->dlightBits[backEnd.smpFrame]; tess.dlightBits |= dlightBits; indices = ( unsigned * ) ( ( ( char * ) surf ) + surf->ofsIndices ); Bob = tess.numVertexes; tessIndexes = tess.indexes + tess.numIndexes; for ( i = surf->numIndices-1 ; i >= 0 ; i-- ) { tessIndexes[i] = indices[i] + Bob; } tess.numIndexes += surf->numIndices; v = surf->points[0]; ndx = tess.numVertexes; numPoints = surf->numPoints; if ( tess.shader->needsNormal ) { normal = surf->plane.normal; for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) { VectorCopy( normal, tess.normal[ndx] ); } } for ( i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++ ) { VectorCopy( v, tess.xyz[ndx]); tess.texCoords[ndx][0][0] = v[3]; tess.texCoords[ndx][0][1] = v[4]; tess.texCoords[ndx][1][0] = v[5]; tess.texCoords[ndx][1][1] = v[6]; * ( unsigned int * ) &tess.vertexColors[ndx] = * ( unsigned int * ) &v[7]; tess.vertexDlightBits[ndx] = dlightBits; } tess.numVertexes += surf->numPoints; } static float LodErrorForVolume( vec3_t local, float radius ) { vec3_t world; float d; // never let it go negative if ( r_lodCurveError->value < 0 ) { return 0; } world[0] = local[0] * backEnd.or.axis[0][0] + local[1] * backEnd.or.axis[1][0] + local[2] * backEnd.or.axis[2][0] + backEnd.or.origin[0]; world[1] = local[0] * backEnd.or.axis[0][1] + local[1] * backEnd.or.axis[1][1] + local[2] * backEnd.or.axis[2][1] + backEnd.or.origin[1]; world[2] = local[0] * backEnd.or.axis[0][2] + local[1] * backEnd.or.axis[1][2] + local[2] * backEnd.or.axis[2][2] + backEnd.or.origin[2]; VectorSubtract( world, backEnd.viewParms.or.origin, world ); d = DotProduct( world, backEnd.viewParms.or.axis[0] ); if ( d < 0 ) { d = -d; } d -= radius; if ( d < 1 ) { d = 1; } return r_lodCurveError->value / d; } /* ============= RB_SurfaceGrid Just copy the grid of points and triangulate ============= */ void RB_SurfaceGrid( srfGridMesh_t *cv ) { 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 =================== */ 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 ==================== */ 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; } void RB_SurfaceBad( surfaceType_t *surfType ) { ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" ); } #if 0 void RB_SurfaceFlare( srfFlare_t *surf ) { vec3_t left, up; float radius; byte color[4]; vec3_t dir; vec3_t origin; float d; // calculate the xyz locations for the four corners radius = 30; VectorScale( backEnd.viewParms.or.axis[1], radius, left ); VectorScale( backEnd.viewParms.or.axis[2], radius, up ); if ( backEnd.viewParms.isMirror ) { VectorSubtract( vec3_origin, left, left ); } color[0] = color[1] = color[2] = color[3] = 255; VectorMA( surf->origin, 3, surf->normal, origin ); VectorSubtract( origin, backEnd.viewParms.or.origin, dir ); VectorNormalize( dir ); VectorMA( origin, r_ignore->value, dir, origin ); d = -DotProduct( dir, surf->normal ); if ( d < 0 ) { return; } #if 0 color[0] *= d; color[1] *= d; color[2] *= d; #endif RB_AddQuadStamp( origin, left, up, color ); } #else void RB_SurfaceFlare( srfFlare_t *surf ) { #if 0 vec3_t left, up; byte color[4]; color[0] = surf->color[0] * 255; color[1] = surf->color[1] * 255; color[2] = surf->color[2] * 255; color[3] = 255; VectorClear( left ); VectorClear( up ); left[0] = r_ignore->value; up[1] = r_ignore->value; RB_AddQuadStampExt( surf->origin, left, up, color, 0, 0, 1, 1 ); #endif } #endif void RB_SurfaceDisplayList( srfDisplayList_t *surf ) { // all apropriate state must be set in RB_BeginSurface // this isn't implemented yet... qglCallList( surf->listNum ); } 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, (void(*)(void*))RB_SurfaceFlare, // SF_FLARE, (void(*)(void*))RB_SurfaceEntity, // SF_ENTITY (void(*)(void*))RB_SurfaceDisplayList // SF_DISPLAY_LIST };