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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- // tr_mesh.c: triangle model functions
- #include "tr_local.h"
- static float ProjectRadius( float r, vec3_t location )
- {
- float pr;
- float dist;
- float c;
- vec3_t p;
- float projected[4];
- c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin );
- dist = DotProduct( tr.viewParms.or.axis[0], location ) - c;
- if ( dist <= 0 )
- return 0;
- p[0] = 0;
- p[1] = fabs( r );
- p[2] = -dist;
- projected[0] = p[0] * tr.viewParms.projectionMatrix[0] +
- p[1] * tr.viewParms.projectionMatrix[4] +
- p[2] * tr.viewParms.projectionMatrix[8] +
- tr.viewParms.projectionMatrix[12];
- projected[1] = p[0] * tr.viewParms.projectionMatrix[1] +
- p[1] * tr.viewParms.projectionMatrix[5] +
- p[2] * tr.viewParms.projectionMatrix[9] +
- tr.viewParms.projectionMatrix[13];
- projected[2] = p[0] * tr.viewParms.projectionMatrix[2] +
- p[1] * tr.viewParms.projectionMatrix[6] +
- p[2] * tr.viewParms.projectionMatrix[10] +
- tr.viewParms.projectionMatrix[14];
- projected[3] = p[0] * tr.viewParms.projectionMatrix[3] +
- p[1] * tr.viewParms.projectionMatrix[7] +
- p[2] * tr.viewParms.projectionMatrix[11] +
- tr.viewParms.projectionMatrix[15];
- pr = projected[1] / projected[3];
- if ( pr > 1.0f )
- pr = 1.0f;
- return pr;
- }
- /*
- =============
- R_CullModel
- =============
- */
- static int R_CullModel( md3Header_t *header, trRefEntity_t *ent ) {
- vec3_t bounds[2];
- md3Frame_t *oldFrame, *newFrame;
- int i;
- // compute frame pointers
- newFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame;
- oldFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.oldframe;
- // cull bounding sphere ONLY if this is not an upscaled entity
- if ( !ent->e.nonNormalizedAxes )
- {
- if ( ent->e.frame == ent->e.oldframe )
- {
- switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
- {
- case CULL_OUT:
- tr.pc.c_sphere_cull_md3_out++;
- return CULL_OUT;
- case CULL_IN:
- tr.pc.c_sphere_cull_md3_in++;
- return CULL_IN;
- case CULL_CLIP:
- tr.pc.c_sphere_cull_md3_clip++;
- break;
- }
- }
- else
- {
- int sphereCull, sphereCullB;
- sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
- if ( newFrame == oldFrame ) {
- sphereCullB = sphereCull;
- } else {
- sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
- }
- if ( sphereCull == sphereCullB )
- {
- if ( sphereCull == CULL_OUT )
- {
- tr.pc.c_sphere_cull_md3_out++;
- return CULL_OUT;
- }
- else if ( sphereCull == CULL_IN )
- {
- tr.pc.c_sphere_cull_md3_in++;
- return CULL_IN;
- }
- else
- {
- tr.pc.c_sphere_cull_md3_clip++;
- }
- }
- }
- }
-
- // calculate a bounding box in the current coordinate system
- for (i = 0 ; i < 3 ; i++) {
- bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
- bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
- }
- switch ( R_CullLocalBox( bounds ) )
- {
- case CULL_IN:
- tr.pc.c_box_cull_md3_in++;
- return CULL_IN;
- case CULL_CLIP:
- tr.pc.c_box_cull_md3_clip++;
- return CULL_CLIP;
- case CULL_OUT:
- default:
- tr.pc.c_box_cull_md3_out++;
- return CULL_OUT;
- }
- }
- /*
- =================
- R_ComputeLOD
- =================
- */
- int R_ComputeLOD( trRefEntity_t *ent ) {
- float radius;
- float flod, lodscale;
- float projectedRadius;
- md3Frame_t *frame;
- int lod;
- if ( tr.currentModel->numLods < 2 )
- {
- // model has only 1 LOD level, skip computations and bias
- lod = 0;
- }
- else
- {
- // multiple LODs exist, so compute projected bounding sphere
- // and use that as a criteria for selecting LOD
- frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
- frame += ent->e.frame;
- radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
- if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
- {
- lodscale = r_lodscale->value;
- if (lodscale > 20) lodscale = 20;
- flod = 1.0f - projectedRadius * lodscale;
- }
- else
- {
- // object intersects near view plane, e.g. view weapon
- flod = 0;
- }
- flod *= tr.currentModel->numLods;
- lod = myftol( flod );
- if ( lod < 0 )
- {
- lod = 0;
- }
- else if ( lod >= tr.currentModel->numLods )
- {
- lod = tr.currentModel->numLods - 1;
- }
- }
- lod += r_lodbias->integer;
-
- if ( lod >= tr.currentModel->numLods )
- lod = tr.currentModel->numLods - 1;
- if ( lod < 0 )
- lod = 0;
- return lod;
- }
- /*
- =================
- R_ComputeFogNum
- =================
- */
- int R_ComputeFogNum( md3Header_t *header, trRefEntity_t *ent ) {
- int i, j;
- fog_t *fog;
- md3Frame_t *md3Frame;
- vec3_t localOrigin;
- if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
- return 0;
- }
- // FIXME: non-normalized axis issues
- md3Frame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame;
- VectorAdd( ent->e.origin, md3Frame->localOrigin, localOrigin );
- for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
- fog = &tr.world->fogs[i];
- for ( j = 0 ; j < 3 ; j++ ) {
- if ( localOrigin[j] - md3Frame->radius >= fog->bounds[1][j] ) {
- break;
- }
- if ( localOrigin[j] + md3Frame->radius <= fog->bounds[0][j] ) {
- break;
- }
- }
- if ( j == 3 ) {
- return i;
- }
- }
- return 0;
- }
- /*
- =================
- R_AddMD3Surfaces
- =================
- */
- void R_AddMD3Surfaces( trRefEntity_t *ent ) {
- int i;
- md3Header_t *header = 0;
- md3Surface_t *surface = 0;
- md3Shader_t *md3Shader = 0;
- shader_t *shader = 0;
- int cull;
- int lod;
- int fogNum;
- qboolean personalModel;
- // don't add third_person objects if not in a portal
- personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
- if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
- ent->e.frame %= tr.currentModel->md3[0]->numFrames;
- ent->e.oldframe %= tr.currentModel->md3[0]->numFrames;
- }
- //
- // Validate the frames so there is no chance of a crash.
- // This will write directly into the entity structure, so
- // when the surfaces are rendered, they don't need to be
- // range checked again.
- //
- if ( (ent->e.frame >= tr.currentModel->md3[0]->numFrames)
- || (ent->e.frame < 0)
- || (ent->e.oldframe >= tr.currentModel->md3[0]->numFrames)
- || (ent->e.oldframe < 0) ) {
- ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
- ent->e.oldframe, ent->e.frame,
- tr.currentModel->name );
- ent->e.frame = 0;
- ent->e.oldframe = 0;
- }
- //
- // compute LOD
- //
- lod = R_ComputeLOD( ent );
- header = tr.currentModel->md3[lod];
- //
- // cull the entire model if merged bounding box of both frames
- // is outside the view frustum.
- //
- cull = R_CullModel ( header, ent );
- if ( cull == CULL_OUT ) {
- return;
- }
- //
- // set up lighting now that we know we aren't culled
- //
- if ( !personalModel || r_shadows->integer > 1 ) {
- R_SetupEntityLighting( &tr.refdef, ent );
- }
- //
- // see if we are in a fog volume
- //
- fogNum = R_ComputeFogNum( header, ent );
- //
- // draw all surfaces
- //
- surface = (md3Surface_t *)( (byte *)header + header->ofsSurfaces );
- for ( i = 0 ; i < header->numSurfaces ; i++ ) {
- if ( ent->e.customShader ) {
- shader = R_GetShaderByHandle( ent->e.customShader );
- } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
- skin_t *skin;
- int j;
- skin = R_GetSkinByHandle( ent->e.customSkin );
- // match the surface name to something in the skin file
- shader = tr.defaultShader;
- for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
- // the names have both been lowercased
- if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) {
- shader = skin->surfaces[j]->shader;
- break;
- }
- }
- if (shader == tr.defaultShader) {
- ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
- }
- else if (shader->defaultShader) {
- ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
- }
- } else if ( surface->numShaders <= 0 ) {
- shader = tr.defaultShader;
- } else {
- md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
- md3Shader += ent->e.skinNum % surface->numShaders;
- shader = tr.shaders[ md3Shader->shaderIndex ];
- }
- // we will add shadows even if the main object isn't visible in the view
- // stencil shadows can't do personal models unless I polyhedron clip
- if ( !personalModel
- && r_shadows->integer == 2
- && fogNum == 0
- && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
- && shader->sort == SS_OPAQUE ) {
- R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse );
- }
- // projection shadows work fine with personal models
- if ( r_shadows->integer == 3
- && fogNum == 0
- && (ent->e.renderfx & RF_SHADOW_PLANE )
- && shader->sort == SS_OPAQUE ) {
- R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse );
- }
- // don't add third_person objects if not viewing through a portal
- if ( !personalModel ) {
- R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse );
- }
- surface = (md3Surface_t *)( (byte *)surface + surface->ofsEnd );
- }
- }
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