summaryrefslogtreecommitdiff
path: root/src/rend2/tr_surface.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/rend2/tr_surface.c')
-rw-r--r--src/rend2/tr_surface.c1698
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
-};