diff options
Diffstat (limited to 'src/rend2/tr_surface.c')
-rw-r--r-- | src/rend2/tr_surface.c | 1698 |
1 files changed, 0 insertions, 1698 deletions
diff --git a/src/rend2/tr_surface.c b/src/rend2/tr_surface.c deleted file mode 100644 index ad7f5a5f..00000000 --- a/src/rend2/tr_surface.c +++ /dev/null @@ -1,1698 +0,0 @@ -/* -=========================================================================== -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 Quake III Arena source code; 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" -#if idppc_altivec && !defined(MACOS_X) -#include <altivec.h> -#endif - -/* - - 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 ); -} - -void RB_CheckVBOandIBO(VBO_t *vbo, IBO_t *ibo) -{ - if (!(vbo == glState.currentVBO && ibo == glState.currentIBO) || tess.multiDrawPrimitives >= MAX_MULTIDRAW_PRIMITIVES) - { - RB_EndSurface(); - RB_BeginSurface(tess.shader, tess.fogNum); - - R_BindVBO(vbo); - R_BindIBO(ibo); - } - - if (vbo != tess.vbo && ibo != tess.ibo) - tess.useInternalVBO = qfalse; -} - - -/* -============== -RB_AddQuadStampExt -============== -*/ -void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], 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? - tess.vertexColors[ndx][0] = color[0]; - tess.vertexColors[ndx][1] = color[1]; - tess.vertexColors[ndx][2] = color[2]; - tess.vertexColors[ndx][3] = color[3]; - - tess.vertexColors[ndx+1][0] = color[0]; - tess.vertexColors[ndx+1][1] = color[1]; - tess.vertexColors[ndx+1][2] = color[2]; - tess.vertexColors[ndx+1][3] = color[3]; - - tess.vertexColors[ndx+2][0] = color[0]; - tess.vertexColors[ndx+2][1] = color[1]; - tess.vertexColors[ndx+2][2] = color[2]; - tess.vertexColors[ndx+2][3] = color[3]; - - tess.vertexColors[ndx+3][0] = color[0]; - tess.vertexColors[ndx+3][1] = color[1]; - tess.vertexColors[ndx+3][2] = color[2]; - tess.vertexColors[ndx+3][3] = color[3]; - - tess.numVertexes += 4; - tess.numIndexes += 6; -} - -/* -============== -RB_AddQuadStamp -============== -*/ -void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] ) { - RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 ); -} - - -/* -============== -RB_InstantQuad - -based on Tess_InstantQuad from xreal -============== -*/ -void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]) -{ - GLimp_LogComment("--- RB_InstantQuad2 ---\n"); - - tess.numVertexes = 0; - tess.numIndexes = 0; - tess.firstIndex = 0; - - VectorCopy4(quadVerts[0], tess.xyz[tess.numVertexes]); - VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes][0]); - tess.numVertexes++; - - VectorCopy4(quadVerts[1], tess.xyz[tess.numVertexes]); - VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes][0]); - tess.numVertexes++; - - VectorCopy4(quadVerts[2], tess.xyz[tess.numVertexes]); - VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes][0]); - tess.numVertexes++; - - VectorCopy4(quadVerts[3], tess.xyz[tess.numVertexes]); - VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes][0]); - tess.numVertexes++; - - tess.indexes[tess.numIndexes++] = 0; - tess.indexes[tess.numIndexes++] = 1; - tess.indexes[tess.numIndexes++] = 2; - tess.indexes[tess.numIndexes++] = 0; - tess.indexes[tess.numIndexes++] = 2; - tess.indexes[tess.numIndexes++] = 3; - tess.minIndex = 0; - tess.maxIndex = 3; - - RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD); - - GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD); - - R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex); - - tess.numIndexes = 0; - tess.numVertexes = 0; - tess.firstIndex = 0; - tess.minIndex = 0; - tess.maxIndex = 0; -} - - -void RB_InstantQuad(vec4_t quadVerts[4]) -{ - vec4_t color; - vec2_t texCoords[4]; - vec2_t invTexRes; - - VectorSet4(color, 1, 1, 1, 1); - - texCoords[0][0] = 0; - texCoords[0][1] = 0; - - texCoords[1][0] = 1; - texCoords[1][1] = 0; - - texCoords[2][0] = 1; - texCoords[2][1] = 1; - - texCoords[3][0] = 0; - texCoords[3][1] = 1; - - invTexRes[0] = 1.0f / 256.0f; - invTexRes[1] = 1.0f / 256.0f; - - GLSL_BindProgram(&tr.textureColorShader); - - GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color); - GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes); - GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); - GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); - - RB_InstantQuad2(quadVerts, texCoords); //, color, &tr.textureColorShader, invTexRes); -} - - -/* -============== -RB_SurfaceSprite -============== -*/ -static void RB_SurfaceSprite( void ) { - vec3_t left, up; - float radius; - float colors[4]; - trRefEntity_t *ent = backEnd.currentEntity; - - // calculate the xyz locations for the four corners - radius = ent->e.radius; - if ( ent->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 * ent->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 ); - } - - VectorScale4(ent->e.shaderRGBA, 1.0f / 255.0f, colors); - - RB_AddQuadStamp( ent->e.origin, left, up, colors ); -} - - -/* -============= -RB_SurfacePolychain -============= -*/ -static 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]; - tess.vertexColors[numv][0] = p->verts[ i ].modulate[0] / 255.0f; - tess.vertexColors[numv][1] = p->verts[ i ].modulate[1] / 255.0f; - tess.vertexColors[numv][2] = p->verts[ i ].modulate[2] / 255.0f; - tess.vertexColors[numv][3] = p->verts[ i ].modulate[3] / 255.0f; - - 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; -} - -static void RB_SurfaceHelper( int numVerts, srfVert_t *verts, int numTriangles, srfTriangle_t *triangles, int dlightBits, int pshadowBits) -{ - int i; - srfTriangle_t *tri; - srfVert_t *dv; - float *xyz, *normal, *texCoords, *lightCoords, *lightdir; -#ifdef USE_VERT_TANGENT_SPACE - float *tangent, *bitangent; -#endif - glIndex_t *index; - float *color; - - RB_CheckVBOandIBO(tess.vbo, tess.ibo); - - RB_CHECKOVERFLOW( numVerts, numTriangles * 3 ); - - tri = triangles; - index = &tess.indexes[ tess.numIndexes ]; - for ( i = 0 ; i < numTriangles ; i++, tri++ ) { - *index++ = tess.numVertexes + tri->indexes[0]; - *index++ = tess.numVertexes + tri->indexes[1]; - *index++ = tess.numVertexes + tri->indexes[2]; - } - tess.numIndexes += numTriangles * 3; - - if ( tess.shader->vertexAttribs & ATTR_POSITION ) - { - dv = verts; - xyz = tess.xyz[ tess.numVertexes ]; - for ( i = 0 ; i < numVerts ; i++, dv++, xyz+=4 ) - VectorCopy(dv->xyz, xyz); - } - - if ( tess.shader->vertexAttribs & ATTR_NORMAL ) - { - dv = verts; - normal = tess.normal[ tess.numVertexes ]; - for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 ) - VectorCopy(dv->normal, normal); - } - -#ifdef USE_VERT_TANGENT_SPACE - if ( tess.shader->vertexAttribs & ATTR_TANGENT ) - { - dv = verts; - tangent = tess.tangent[ tess.numVertexes ]; - for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 ) - VectorCopy(dv->tangent, tangent); - } - - if ( tess.shader->vertexAttribs & ATTR_BITANGENT ) - { - dv = verts; - bitangent = tess.bitangent[ tess.numVertexes ]; - for ( i = 0 ; i < numVerts ; i++, dv++, bitangent+=4 ) - VectorCopy(dv->bitangent, bitangent); - } -#endif - - if ( tess.shader->vertexAttribs & ATTR_TEXCOORD ) - { - dv = verts; - texCoords = tess.texCoords[ tess.numVertexes ][0]; - for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=4 ) - VectorCopy2(dv->st, texCoords); - } - - if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD ) - { - dv = verts; - lightCoords = tess.texCoords[ tess.numVertexes ][1]; - for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=4 ) - VectorCopy2(dv->lightmap, lightCoords); - } - - if ( tess.shader->vertexAttribs & ATTR_COLOR ) - { - dv = verts; - color = tess.vertexColors[ tess.numVertexes ]; - for ( i = 0 ; i < numVerts ; i++, dv++, color+=4 ) - VectorCopy4(dv->vertexColors, color); - } - - if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION ) - { - dv = verts; - lightdir = tess.lightdir[ tess.numVertexes ]; - for ( i = 0 ; i < numVerts ; i++, dv++, lightdir+=4 ) - VectorCopy(dv->lightdir, lightdir); - } - -#if 0 // nothing even uses vertex dlightbits - for ( i = 0 ; i < numVerts ; i++ ) { - tess.vertexDlightBits[ tess.numVertexes + i ] = dlightBits; - } -#endif - - tess.dlightBits |= dlightBits; - tess.pshadowBits |= pshadowBits; - - tess.numVertexes += numVerts; -} - -static qboolean RB_SurfaceHelperVBO(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndexes, int firstIndex, int minIndex, int maxIndex, int dlightBits, int pshadowBits, qboolean shaderCheck) -{ - int i, mergeForward, mergeBack; - GLvoid *firstIndexOffset, *lastIndexOffset; - - if (!vbo || !ibo) - { - return qfalse; - } - - if (shaderCheck && !(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal)) - { - return qfalse; - } - - RB_CheckVBOandIBO(vbo, ibo); - - tess.dlightBits |= dlightBits; - tess.pshadowBits |= pshadowBits; - - // merge this into any existing multidraw primitives - mergeForward = -1; - mergeBack = -1; - firstIndexOffset = BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE)); - lastIndexOffset = BUFFER_OFFSET((firstIndex + numIndexes) * sizeof(GL_INDEX_TYPE)); - - if (r_mergeMultidraws->integer) - { - i = 0; - - if (r_mergeMultidraws->integer == 1) - { - // lazy merge, only check the last primitive - if (tess.multiDrawPrimitives) - { - i = tess.multiDrawPrimitives - 1; - } - } - - for (; i < tess.multiDrawPrimitives; i++) - { - if (tess.multiDrawLastIndex[i] == firstIndexOffset) - { - mergeBack = i; - } - - if (lastIndexOffset == tess.multiDrawFirstIndex[i]) - { - mergeForward = i; - } - } - } - - if (mergeBack != -1 && mergeForward == -1) - { - tess.multiDrawNumIndexes[mergeBack] += numIndexes; - tess.multiDrawLastIndex[mergeBack] = tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack]; - tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], minIndex); - tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], maxIndex); - backEnd.pc.c_multidrawsMerged++; - } - else if (mergeBack == -1 && mergeForward != -1) - { - tess.multiDrawNumIndexes[mergeForward] += numIndexes; - tess.multiDrawFirstIndex[mergeForward] = firstIndexOffset; - tess.multiDrawLastIndex[mergeForward] = tess.multiDrawFirstIndex[mergeForward] + tess.multiDrawNumIndexes[mergeForward]; - tess.multiDrawMinIndex[mergeForward] = MIN(tess.multiDrawMinIndex[mergeForward], minIndex); - tess.multiDrawMaxIndex[mergeForward] = MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex); - backEnd.pc.c_multidrawsMerged++; - } - else if (mergeBack != -1 && mergeForward != -1) - { - tess.multiDrawNumIndexes[mergeBack] += numIndexes + tess.multiDrawNumIndexes[mergeForward]; - tess.multiDrawLastIndex[mergeBack] = tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack]; - tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], MIN(tess.multiDrawMinIndex[mergeForward], minIndex)); - tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex)); - tess.multiDrawPrimitives--; - - if (mergeForward != tess.multiDrawPrimitives) - { - tess.multiDrawNumIndexes[mergeForward] = tess.multiDrawNumIndexes[tess.multiDrawPrimitives]; - tess.multiDrawFirstIndex[mergeForward] = tess.multiDrawFirstIndex[tess.multiDrawPrimitives]; - } - backEnd.pc.c_multidrawsMerged += 2; - } - else if (mergeBack == -1 && mergeForward == -1) - { - tess.multiDrawNumIndexes[tess.multiDrawPrimitives] = numIndexes; - tess.multiDrawFirstIndex[tess.multiDrawPrimitives] = firstIndexOffset; - tess.multiDrawLastIndex[tess.multiDrawPrimitives] = lastIndexOffset; - tess.multiDrawMinIndex[tess.multiDrawPrimitives] = minIndex; - tess.multiDrawMaxIndex[tess.multiDrawPrimitives] = maxIndex; - tess.multiDrawPrimitives++; - } - - backEnd.pc.c_multidraws++; - - tess.numIndexes += numIndexes; - tess.numVertexes += numVerts; - - return qtrue; -} - -/* -============= -RB_SurfaceTriangles -============= -*/ -static void RB_SurfaceTriangles( srfTriangles_t *srf ) { - if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, - srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) ) - { - return; - } - - RB_SurfaceHelper(srf->numVerts, srf->verts, srf->numTriangles, - srf->triangles, srf->dlightBits, srf->pshadowBits); -} - - - -/* -============== -RB_SurfaceBeam -============== -*/ -static 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 ); - - // FIXME: Quake3 doesn't use this, so I never tested it - tess.numVertexes = 0; - tess.numIndexes = 0; - tess.firstIndex = 0; - tess.minIndex = 0; - tess.maxIndex = 0; - - for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) { - VectorCopy(start_points[ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]); - VectorCopy(end_points [ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]); - } - - for ( i = 0; i < NUM_BEAM_SEGS; i++ ) { - tess.indexes[tess.numIndexes++] = i * 2; - tess.indexes[tess.numIndexes++] = (i + 1) * 2; - tess.indexes[tess.numIndexes++] = 1 + i * 2; - - tess.indexes[tess.numIndexes++] = 1 + i * 2; - tess.indexes[tess.numIndexes++] = (i + 1) * 2; - tess.indexes[tess.numIndexes++] = 1 + (i + 1) * 2; - } - - tess.minIndex = 0; - tess.maxIndex = tess.numVertexes; - - // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function - RB_UpdateVBOs(ATTR_POSITION); - - { - shaderProgram_t *sp = &tr.textureColorShader; - vec4_t color; - - GLSL_VertexAttribsState(ATTR_POSITION); - GLSL_BindProgram(sp); - - GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - - color[0] = 1.0f; - color[1] = 0.0f; - color[2] = 0.0f; - color[3] = 1.0f; - GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color); - } - - R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex); - - tess.numIndexes = 0; - tess.numVertexes = 0; - tess.firstIndex = 0; - tess.minIndex = 0; - tess.maxIndex = 0; -} - -//================================================================================ - -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 / 255.0f; - tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25 / 255.0f; - tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25 / 255.0f; - 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] / 255.0f; - tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f; - tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f; - 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] / 255.0f; - tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f; - tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f; - 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] / 255.0f; - tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f; - tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f; - 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] / 255.0f; - tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] / 255.0f; - tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] / 255.0f; - 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(mdvSurface_t *surf, float backlerp) -{ -#if 0 - 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); - } -#endif - float *outXyz, *outNormal; - mdvVertex_t *newVerts; - int vertNum; - - newVerts = surf->verts + backEnd.currentEntity->e.frame * surf->numVerts; - - outXyz = tess.xyz[tess.numVertexes]; - outNormal = tess.normal[tess.numVertexes]; - - if (backlerp == 0) - { - // - // just copy the vertexes - // - - for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++) - { - VectorCopy(newVerts->xyz, outXyz); - VectorCopy(newVerts->normal, outNormal); - newVerts++; - outXyz += 4; - outNormal += 4; - } - } - else - { - // - // interpolate and copy the vertex and normal - // - - mdvVertex_t *oldVerts; - - oldVerts = surf->verts + backEnd.currentEntity->e.oldframe * surf->numVerts; - - for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++) - { - VectorLerp(backlerp, newVerts->xyz, oldVerts->xyz, outXyz); - VectorLerp(backlerp, newVerts->normal, oldVerts->normal, outNormal); - //VectorNormalize(outNormal); - newVerts++; - oldVerts++; - outXyz += 4; - outNormal += 4; - } - VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], surf->numVerts); - } - -} - -static void LerpMeshVertexes(mdvSurface_t *surf, float backlerp) -{ -#if 0 -#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 -#endif - LerpMeshVertexes_scalar( surf, backlerp ); -} - - -/* -============= -RB_SurfaceMesh -============= -*/ -static void RB_SurfaceMesh(mdvSurface_t *surface) { - int j; - float backlerp; - srfTriangle_t *triangles; - mdvSt_t *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 = surface->triangles; - indexes = surface->numTriangles * 3; - Bob = tess.numIndexes; - Doug = tess.numVertexes; - for (j = 0 ; j < surface->numTriangles ; j++) { - tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0]; - tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1]; - tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2]; - } - tess.numIndexes += indexes; - - texCoords = surface->st; - - numVerts = surface->numVerts; - for ( j = 0; j < numVerts; j++ ) { - tess.texCoords[Doug + j][0][0] = texCoords[j].st[0]; - tess.texCoords[Doug + j][0][1] = texCoords[j].st[1]; - // FIXME: fill in lightmapST for completeness? - } - - tess.numVertexes += surface->numVerts; - -} - - -/* -============== -RB_SurfaceFace -============== -*/ -static void RB_SurfaceFace( srfSurfaceFace_t *srf ) { - if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, - srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) ) - { - return; - } - - RB_SurfaceHelper(srf->numVerts, srf->verts, srf->numTriangles, - srf->triangles, srf->dlightBits, srf->pshadowBits); -} - - -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 -============= -*/ -static void RB_SurfaceGrid( srfGridMesh_t *srf ) { - int i, j; - float *xyz; - float *texCoords, *lightCoords; - float *normal; -#ifdef USE_VERT_TANGENT_SPACE - float *tangent, *bitangent; -#endif - float *color, *lightdir; - srfVert_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 pshadowBits; - //int *vDlightBits; - - if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, - srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) ) - { - return; - } - - dlightBits = srf->dlightBits; - tess.dlightBits |= dlightBits; - - pshadowBits = srf->pshadowBits; - tess.pshadowBits |= pshadowBits; - - // determine the allowable discrepance - lodError = LodErrorForVolume( srf->lodOrigin, srf->lodRadius ); - - // determine which rows and columns of the subdivision - // we are actually going to use - widthTable[0] = 0; - lodWidth = 1; - for ( i = 1 ; i < srf->width-1 ; i++ ) { - if ( srf->widthLodError[i] <= lodError ) { - widthTable[lodWidth] = i; - lodWidth++; - } - } - widthTable[lodWidth] = srf->width-1; - lodWidth++; - - heightTable[0] = 0; - lodHeight = 1; - for ( i = 1 ; i < srf->height-1 ; i++ ) { - if ( srf->heightLodError[i] <= lodError ) { - heightTable[lodHeight] = i; - lodHeight++; - } - } - heightTable[lodHeight] = srf->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; - 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]; -#ifdef USE_VERT_TANGENT_SPACE - tangent = tess.tangent[numVertexes]; - bitangent = tess.bitangent[numVertexes]; -#endif - texCoords = tess.texCoords[numVertexes][0]; - lightCoords = tess.texCoords[numVertexes][1]; - color = tess.vertexColors[numVertexes]; - lightdir = tess.lightdir[numVertexes]; - //vDlightBits = &tess.vertexDlightBits[numVertexes]; - - for ( i = 0 ; i < rows ; i++ ) { - for ( j = 0 ; j < lodWidth ; j++ ) { - dv = srf->verts + heightTable[ used + i ] * srf->width - + widthTable[ j ]; - - if ( tess.shader->vertexAttribs & ATTR_POSITION ) - { - VectorCopy(dv->xyz, xyz); - xyz += 4; - } - - if ( tess.shader->vertexAttribs & ATTR_NORMAL ) - { - VectorCopy(dv->normal, normal); - normal += 4; - } - -#ifdef USE_VERT_TANGENT_SPACE - if ( tess.shader->vertexAttribs & ATTR_TANGENT ) - { - VectorCopy(dv->tangent, tangent); - tangent += 4; - } - - if ( tess.shader->vertexAttribs & ATTR_BITANGENT ) - { - VectorCopy(dv->bitangent, bitangent); - bitangent += 4; - } -#endif - if ( tess.shader->vertexAttribs & ATTR_TEXCOORD ) - { - VectorCopy2(dv->st, texCoords); - texCoords += 4; - } - - if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD ) - { - VectorCopy2(dv->lightmap, lightCoords); - lightCoords += 4; - } - - if ( tess.shader->vertexAttribs & ATTR_COLOR ) - { - VectorCopy4(dv->vertexColors, color); - color += 4; - } - - if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION ) - { - VectorCopy(dv->lightdir, lightdir); - lightdir += 4; - } - - //*vDlightBits++ = dlightBits; - } - } - - - // 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 ) { - // FIXME: implement this -#if 0 - 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 ); -#endif -} - -//=========================================================================== - -/* -==================== -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_SurfaceVBOMesh(srfVBOMesh_t * srf) -{ - RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex, - srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qfalse ); -} - -void RB_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface) -{ - //mdvModel_t *mdvModel; - //mdvSurface_t *mdvSurface; - refEntity_t *refEnt; - - GLimp_LogComment("--- RB_SurfaceVBOMDVMesh ---\n"); - - if(!surface->vbo || !surface->ibo) - return; - - //RB_CheckVBOandIBO(surface->vbo, surface->ibo); - RB_EndSurface(); - RB_BeginSurface(tess.shader, tess.fogNum); - - R_BindVBO(surface->vbo); - R_BindIBO(surface->ibo); - - tess.useInternalVBO = qfalse; - - tess.numIndexes += surface->numIndexes; - tess.numVertexes += surface->numVerts; - tess.minIndex = surface->minIndex; - tess.maxIndex = surface->maxIndex; - - //mdvModel = surface->mdvModel; - //mdvSurface = surface->mdvSurface; - - refEnt = &backEnd.currentEntity->e; - - if(refEnt->oldframe == refEnt->frame) - { - glState.vertexAttribsInterpolation = 0; - } - else - { - glState.vertexAttribsInterpolation = refEnt->backlerp; - } - - glState.vertexAttribsOldFrame = refEnt->oldframe; - glState.vertexAttribsNewFrame = refEnt->frame; - - RB_EndSurface(); - - // So we don't lerp surfaces that shouldn't be lerped - glState.vertexAttribsInterpolation = 0; -} - -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_MDV, - (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 - (void(*)(void*))RB_SurfaceVBOMesh, // SF_VBO_MESH, - (void(*)(void*))RB_SurfaceVBOMDVMesh, // SF_VBO_MDVMESH -}; |