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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_surf.c
- #include "tr_local.h"
- /*
- THIS ENTIRE FILE IS BACK END
- backEnd.currentEntity will be valid.
- Tess_Begin has already been called for the surface's shader.
- The modelview matrix will be set.
- It is safe to actually issue drawing commands here if you don't want to
- use the shader system.
- */
- //============================================================================
- /*
- ==============
- RB_CheckOverflow
- ==============
- */
- void RB_CheckOverflow( int verts, int indexes ) {
- if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
- && tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
- return;
- }
- RB_EndSurface();
- if ( verts >= SHADER_MAX_VERTEXES ) {
- ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
- }
- if ( indexes >= SHADER_MAX_INDEXES ) {
- ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
- }
- RB_BeginSurface(tess.shader, tess.fogNum );
- }
- /*
- ==============
- RB_AddQuadStampExt
- ==============
- */
- void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
- vec3_t normal;
- int ndx;
- RB_CHECKOVERFLOW( 4, 6 );
- ndx = tess.numVertexes;
- // triangle indexes for a simple quad
- tess.indexes[ tess.numIndexes ] = ndx;
- tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
- tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
- tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
- tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
- tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
- tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
- tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
- tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
- tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
- tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
- tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
- tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
- tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
- tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
- tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
- tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
- tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
- // constant normal all the way around
- VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
- tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
- tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
- tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
-
- // standard square texture coordinates
- tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
- tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
- tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
- tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
- tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
- tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
- tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
- tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
- // constant color all the way around
- // should this be identity and let the shader specify from entity?
- * ( unsigned int * ) &tess.vertexColors[ndx] =
- * ( unsigned int * ) &tess.vertexColors[ndx+1] =
- * ( unsigned int * ) &tess.vertexColors[ndx+2] =
- * ( unsigned int * ) &tess.vertexColors[ndx+3] =
- * ( unsigned int * )color;
- tess.numVertexes += 4;
- tess.numIndexes += 6;
- }
- /*
- ==============
- RB_AddQuadStamp
- ==============
- */
- void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
- RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
- }
- /*
- ==============
- RB_SurfaceSprite
- ==============
- */
- static void RB_SurfaceSprite( void ) {
- vec3_t left, up;
- float radius;
- // calculate the xyz locations for the four corners
- radius = backEnd.currentEntity->e.radius;
- if ( backEnd.currentEntity->e.rotation == 0 ) {
- VectorScale( backEnd.viewParms.or.axis[1], radius, left );
- VectorScale( backEnd.viewParms.or.axis[2], radius, up );
- } else {
- float s, c;
- float ang;
-
- ang = M_PI * backEnd.currentEntity->e.rotation / 180;
- s = sin( ang );
- c = cos( ang );
- VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
- VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
- VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
- VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
- }
- if ( backEnd.viewParms.isMirror ) {
- VectorSubtract( vec3_origin, left, left );
- }
- RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
- }
- /*
- =============
- RB_SurfacePolychain
- =============
- */
- void RB_SurfacePolychain( srfPoly_t *p ) {
- int i;
- int numv;
- RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
- // fan triangles into the tess array
- numv = tess.numVertexes;
- for ( i = 0; i < p->numVerts; i++ ) {
- VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
- tess.texCoords[numv][0][0] = p->verts[i].st[0];
- tess.texCoords[numv][0][1] = p->verts[i].st[1];
- *(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
- numv++;
- }
- // generate fan indexes into the tess array
- for ( i = 0; i < p->numVerts-2; i++ ) {
- tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
- tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
- tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
- tess.numIndexes += 3;
- }
- tess.numVertexes = numv;
- }
- /*
- =============
- RB_SurfaceTriangles
- =============
- */
- void RB_SurfaceTriangles( srfTriangles_t *srf ) {
- int i;
- drawVert_t *dv;
- float *xyz, *normal, *texCoords;
- byte *color;
- int dlightBits;
- qboolean needsNormal;
- dlightBits = srf->dlightBits[backEnd.smpFrame];
- tess.dlightBits |= dlightBits;
- RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
- for ( i = 0 ; i < srf->numIndexes ; i += 3 ) {
- tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ];
- tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ];
- tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ];
- }
- tess.numIndexes += srf->numIndexes;
- dv = srf->verts;
- xyz = tess.xyz[ tess.numVertexes ];
- normal = tess.normal[ tess.numVertexes ];
- texCoords = tess.texCoords[ tess.numVertexes ][0];
- color = tess.vertexColors[ tess.numVertexes ];
- needsNormal = tess.shader->needsNormal;
- for ( i = 0 ; i < srf->numVerts ; i++, dv++, xyz += 4, normal += 4, texCoords += 4, color += 4 ) {
- xyz[0] = dv->xyz[0];
- xyz[1] = dv->xyz[1];
- xyz[2] = dv->xyz[2];
- if ( needsNormal ) {
- normal[0] = dv->normal[0];
- normal[1] = dv->normal[1];
- normal[2] = dv->normal[2];
- }
- texCoords[0] = dv->st[0];
- texCoords[1] = dv->st[1];
- texCoords[2] = dv->lightmap[0];
- texCoords[3] = dv->lightmap[1];
- *(int *)color = *(int *)dv->color;
- }
- for ( i = 0 ; i < srf->numVerts ; i++ ) {
- tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits;
- }
- tess.numVertexes += srf->numVerts;
- }
- /*
- ==============
- RB_SurfaceBeam
- ==============
- */
- void RB_SurfaceBeam( void )
- {
- #define NUM_BEAM_SEGS 6
- refEntity_t *e;
- int i;
- vec3_t perpvec;
- vec3_t direction, normalized_direction;
- vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
- vec3_t oldorigin, origin;
- e = &backEnd.currentEntity->e;
- oldorigin[0] = e->oldorigin[0];
- oldorigin[1] = e->oldorigin[1];
- oldorigin[2] = e->oldorigin[2];
- origin[0] = e->origin[0];
- origin[1] = e->origin[1];
- origin[2] = e->origin[2];
- normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
- normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
- normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
- if ( VectorNormalize( normalized_direction ) == 0 )
- return;
- PerpendicularVector( perpvec, normalized_direction );
- VectorScale( perpvec, 4, perpvec );
- for ( i = 0; i < NUM_BEAM_SEGS ; i++ )
- {
- RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
- // VectorAdd( start_points[i], origin, start_points[i] );
- VectorAdd( start_points[i], direction, end_points[i] );
- }
- GL_Bind( tr.whiteImage );
- GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
- qglColor3f( 1, 0, 0 );
- qglBegin( GL_TRIANGLE_STRIP );
- for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
- qglVertex3fv( start_points[ i % NUM_BEAM_SEGS] );
- qglVertex3fv( end_points[ i % NUM_BEAM_SEGS] );
- }
- qglEnd();
- }
- //================================================================================
- static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
- {
- float spanWidth2;
- int vbase;
- float t = len / 256.0f;
- vbase = tess.numVertexes;
- spanWidth2 = -spanWidth;
- // FIXME: use quad stamp?
- VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
- tess.texCoords[tess.numVertexes][0][0] = 0;
- tess.texCoords[tess.numVertexes][0][1] = 0;
- tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25;
- tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25;
- tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25;
- tess.numVertexes++;
- VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
- tess.texCoords[tess.numVertexes][0][0] = 0;
- tess.texCoords[tess.numVertexes][0][1] = 1;
- tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
- tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
- tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
- tess.numVertexes++;
- VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
- tess.texCoords[tess.numVertexes][0][0] = t;
- tess.texCoords[tess.numVertexes][0][1] = 0;
- tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
- tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
- tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
- tess.numVertexes++;
- VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
- tess.texCoords[tess.numVertexes][0][0] = t;
- tess.texCoords[tess.numVertexes][0][1] = 1;
- tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
- tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
- tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
- tess.numVertexes++;
- tess.indexes[tess.numIndexes++] = vbase;
- tess.indexes[tess.numIndexes++] = vbase + 1;
- tess.indexes[tess.numIndexes++] = vbase + 2;
- tess.indexes[tess.numIndexes++] = vbase + 2;
- tess.indexes[tess.numIndexes++] = vbase + 1;
- tess.indexes[tess.numIndexes++] = vbase + 3;
- }
- static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up )
- {
- int i;
- vec3_t pos[4];
- vec3_t v;
- int spanWidth = r_railWidth->integer;
- float c, s;
- float scale;
- if ( numSegs > 1 )
- numSegs--;
- if ( !numSegs )
- return;
- scale = 0.25;
- for ( i = 0; i < 4; i++ )
- {
- c = cos( DEG2RAD( 45 + i * 90 ) );
- s = sin( DEG2RAD( 45 + i * 90 ) );
- v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth;
- v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth;
- v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth;
- VectorAdd( start, v, pos[i] );
- if ( numSegs > 1 )
- {
- // offset by 1 segment if we're doing a long distance shot
- VectorAdd( pos[i], dir, pos[i] );
- }
- }
- for ( i = 0; i < numSegs; i++ )
- {
- int j;
- RB_CHECKOVERFLOW( 4, 6 );
- for ( j = 0; j < 4; j++ )
- {
- VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
- tess.texCoords[tess.numVertexes][0][0] = ( j < 2 );
- tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 );
- tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
- tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
- tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
- tess.numVertexes++;
- VectorAdd( pos[j], dir, pos[j] );
- }
- tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 0;
- tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
- tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
- tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
- tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
- tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 2;
- }
- }
- /*
- ** RB_SurfaceRailRinges
- */
- void RB_SurfaceRailRings( void ) {
- refEntity_t *e;
- int numSegs;
- int len;
- vec3_t vec;
- vec3_t right, up;
- vec3_t start, end;
- e = &backEnd.currentEntity->e;
- VectorCopy( e->oldorigin, start );
- VectorCopy( e->origin, end );
- // compute variables
- VectorSubtract( end, start, vec );
- len = VectorNormalize( vec );
- MakeNormalVectors( vec, right, up );
- numSegs = ( len ) / r_railSegmentLength->value;
- if ( numSegs <= 0 ) {
- numSegs = 1;
- }
- VectorScale( vec, r_railSegmentLength->value, vec );
- DoRailDiscs( numSegs, start, vec, right, up );
- }
- /*
- ** RB_SurfaceRailCore
- */
- void RB_SurfaceRailCore( void ) {
- refEntity_t *e;
- int len;
- vec3_t right;
- vec3_t vec;
- vec3_t start, end;
- vec3_t v1, v2;
- e = &backEnd.currentEntity->e;
- VectorCopy( e->oldorigin, start );
- VectorCopy( e->origin, end );
- VectorSubtract( end, start, vec );
- len = VectorNormalize( vec );
- // compute side vector
- VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
- VectorNormalize( v1 );
- VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
- VectorNormalize( v2 );
- CrossProduct( v1, v2, right );
- VectorNormalize( right );
- DoRailCore( start, end, right, len, r_railCoreWidth->integer );
- }
- /*
- ** RB_SurfaceLightningBolt
- */
- void RB_SurfaceLightningBolt( void ) {
- refEntity_t *e;
- int len;
- vec3_t right;
- vec3_t vec;
- vec3_t start, end;
- vec3_t v1, v2;
- int i;
- e = &backEnd.currentEntity->e;
- VectorCopy( e->oldorigin, end );
- VectorCopy( e->origin, start );
- // compute variables
- VectorSubtract( end, start, vec );
- len = VectorNormalize( vec );
- // compute side vector
- VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
- VectorNormalize( v1 );
- VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
- VectorNormalize( v2 );
- CrossProduct( v1, v2, right );
- VectorNormalize( right );
- for ( i = 0 ; i < 4 ; i++ ) {
- vec3_t temp;
- DoRailCore( start, end, right, len, 8 );
- RotatePointAroundVector( temp, vec, right, 45 );
- VectorCopy( temp, right );
- }
- }
- /*
- ** VectorArrayNormalize
- *
- * The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
- * This means that we don't have to worry about zero length or enormously long vectors.
- */
- static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
- {
- // assert(count);
-
- #if idppc
- {
- register float half = 0.5;
- register float one = 1.0;
- float *components = (float *)normals;
-
- // Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
- // runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
- // refinement step to get a little more precision. This seems to yeild results
- // that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
- // (That is, for the given input range of about 0.6 to 2.0).
- do {
- float x, y, z;
- float B, y0, y1;
-
- x = components[0];
- y = components[1];
- z = components[2];
- components += 4;
- B = x*x + y*y + z*z;
- #ifdef __GNUC__
- asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
- #else
- y0 = __frsqrte(B);
- #endif
- y1 = y0 + half*y0*(one - B*y0*y0);
- x = x * y1;
- y = y * y1;
- components[-4] = x;
- z = z * y1;
- components[-3] = y;
- components[-2] = z;
- } while(count--);
- }
- #else // No assembly version for this architecture, or C_ONLY defined
- // given the input, it's safe to call VectorNormalizeFast
- while (count--) {
- VectorNormalizeFast(normals[0]);
- normals++;
- }
- #endif
- }
- /*
- ** LerpMeshVertexes
- */
- static void LerpMeshVertexes (md3Surface_t *surf, float backlerp)
- {
- short *oldXyz, *newXyz, *oldNormals, *newNormals;
- float *outXyz, *outNormal;
- float oldXyzScale, newXyzScale;
- float oldNormalScale, newNormalScale;
- int vertNum;
- unsigned lat, lng;
- int numVerts;
- outXyz = tess.xyz[tess.numVertexes];
- outNormal = tess.normal[tess.numVertexes];
- newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
- + (backEnd.currentEntity->e.frame * surf->numVerts * 4);
- newNormals = newXyz + 3;
- newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
- newNormalScale = 1.0 - backlerp;
- numVerts = surf->numVerts;
- if ( backlerp == 0 ) {
- #if idppc_altivec
- vector signed short newNormalsVec0;
- vector signed short newNormalsVec1;
- vector signed int newNormalsIntVec;
- vector float newNormalsFloatVec;
- vector float newXyzScaleVec;
- vector unsigned char newNormalsLoadPermute;
- vector unsigned char newNormalsStorePermute;
- vector float zero;
-
- newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
- newXyzScaleVec = *(vector float *)&newXyzScale;
- newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
- newXyzScaleVec = vec_splat(newXyzScaleVec,0);
- newNormalsLoadPermute = vec_lvsl(0,newXyz);
- newNormalsStorePermute = vec_lvsr(0,outXyz);
- zero = (vector float)vec_splat_s8(0);
- //
- // just copy the vertexes
- //
- for (vertNum=0 ; vertNum < numVerts ; vertNum++,
- newXyz += 4, newNormals += 4,
- outXyz += 4, outNormal += 4)
- {
- newNormalsLoadPermute = vec_lvsl(0,newXyz);
- newNormalsStorePermute = vec_lvsr(0,outXyz);
- newNormalsVec0 = vec_ld(0,newXyz);
- newNormalsVec1 = vec_ld(16,newXyz);
- newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
- newNormalsIntVec = vec_unpackh(newNormalsVec0);
- newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
- newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
- newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
- //outXyz[0] = newXyz[0] * newXyzScale;
- //outXyz[1] = newXyz[1] * newXyzScale;
- //outXyz[2] = newXyz[2] * newXyzScale;
- lat = ( newNormals[0] >> 8 ) & 0xff;
- lng = ( newNormals[0] & 0xff );
- lat *= (FUNCTABLE_SIZE/256);
- lng *= (FUNCTABLE_SIZE/256);
- // decode X as cos( lat ) * sin( long )
- // decode Y as sin( lat ) * sin( long )
- // decode Z as cos( long )
- outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
- outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
- outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
- vec_ste(newNormalsFloatVec,0,outXyz);
- vec_ste(newNormalsFloatVec,4,outXyz);
- vec_ste(newNormalsFloatVec,8,outXyz);
- }
-
- #else
- //
- // just copy the vertexes
- //
- for (vertNum=0 ; vertNum < numVerts ; vertNum++,
- newXyz += 4, newNormals += 4,
- outXyz += 4, outNormal += 4)
- {
- outXyz[0] = newXyz[0] * newXyzScale;
- outXyz[1] = newXyz[1] * newXyzScale;
- outXyz[2] = newXyz[2] * newXyzScale;
- lat = ( newNormals[0] >> 8 ) & 0xff;
- lng = ( newNormals[0] & 0xff );
- lat *= (FUNCTABLE_SIZE/256);
- lng *= (FUNCTABLE_SIZE/256);
- // decode X as cos( lat ) * sin( long )
- // decode Y as sin( lat ) * sin( long )
- // decode Z as cos( long )
- outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
- outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
- outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
- }
- #endif
- } else {
- //
- // interpolate and copy the vertex and normal
- //
- oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
- + (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
- oldNormals = oldXyz + 3;
- oldXyzScale = MD3_XYZ_SCALE * backlerp;
- oldNormalScale = backlerp;
- for (vertNum=0 ; vertNum < numVerts ; vertNum++,
- oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
- outXyz += 4, outNormal += 4)
- {
- vec3_t uncompressedOldNormal, uncompressedNewNormal;
- // interpolate the xyz
- outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
- outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
- outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
- // FIXME: interpolate lat/long instead?
- lat = ( newNormals[0] >> 8 ) & 0xff;
- lng = ( newNormals[0] & 0xff );
- lat *= 4;
- lng *= 4;
- uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
- uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
- uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
- lat = ( oldNormals[0] >> 8 ) & 0xff;
- lng = ( oldNormals[0] & 0xff );
- lat *= 4;
- lng *= 4;
- uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
- uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
- uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
- outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
- outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
- outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
- // VectorNormalize (outNormal);
- }
- VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
- }
- }
- /*
- =============
- RB_SurfaceMesh
- =============
- */
- void RB_SurfaceMesh(md3Surface_t *surface) {
- int j;
- float backlerp;
- int *triangles;
- float *texCoords;
- int indexes;
- int Bob, Doug;
- int numVerts;
- if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
- backlerp = 0;
- } else {
- backlerp = backEnd.currentEntity->e.backlerp;
- }
- RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
- LerpMeshVertexes (surface, backlerp);
- triangles = (int *) ((byte *)surface + surface->ofsTriangles);
- indexes = surface->numTriangles * 3;
- Bob = tess.numIndexes;
- Doug = tess.numVertexes;
- for (j = 0 ; j < indexes ; j++) {
- tess.indexes[Bob + j] = Doug + triangles[j];
- }
- tess.numIndexes += indexes;
- texCoords = (float *) ((byte *)surface + surface->ofsSt);
- numVerts = surface->numVerts;
- for ( j = 0; j < numVerts; j++ ) {
- tess.texCoords[Doug + j][0][0] = texCoords[j*2+0];
- tess.texCoords[Doug + j][0][1] = texCoords[j*2+1];
- // FIXME: fill in lightmapST for completeness?
- }
- tess.numVertexes += surface->numVerts;
- }
- /*
- ==============
- RB_SurfaceFace
- ==============
- */
- void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
- int i;
- unsigned *indices, *tessIndexes;
- float *v;
- float *normal;
- int ndx;
- int Bob;
- int numPoints;
- int dlightBits;
- RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices );
- dlightBits = surf->dlightBits[backEnd.smpFrame];
- tess.dlightBits |= dlightBits;
- indices = ( unsigned * ) ( ( ( char * ) surf ) + surf->ofsIndices );
- Bob = tess.numVertexes;
- tessIndexes = tess.indexes + tess.numIndexes;
- for ( i = surf->numIndices-1 ; i >= 0 ; i-- ) {
- tessIndexes[i] = indices[i] + Bob;
- }
- tess.numIndexes += surf->numIndices;
- v = surf->points[0];
- ndx = tess.numVertexes;
- numPoints = surf->numPoints;
- if ( tess.shader->needsNormal ) {
- normal = surf->plane.normal;
- for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) {
- VectorCopy( normal, tess.normal[ndx] );
- }
- }
- for ( i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++ ) {
- VectorCopy( v, tess.xyz[ndx]);
- tess.texCoords[ndx][0][0] = v[3];
- tess.texCoords[ndx][0][1] = v[4];
- tess.texCoords[ndx][1][0] = v[5];
- tess.texCoords[ndx][1][1] = v[6];
- * ( unsigned int * ) &tess.vertexColors[ndx] = * ( unsigned int * ) &v[7];
- tess.vertexDlightBits[ndx] = dlightBits;
- }
- tess.numVertexes += surf->numPoints;
- }
- static float LodErrorForVolume( vec3_t local, float radius ) {
- vec3_t world;
- float d;
- // never let it go negative
- if ( r_lodCurveError->value < 0 ) {
- return 0;
- }
- world[0] = local[0] * backEnd.or.axis[0][0] + local[1] * backEnd.or.axis[1][0] +
- local[2] * backEnd.or.axis[2][0] + backEnd.or.origin[0];
- world[1] = local[0] * backEnd.or.axis[0][1] + local[1] * backEnd.or.axis[1][1] +
- local[2] * backEnd.or.axis[2][1] + backEnd.or.origin[1];
- world[2] = local[0] * backEnd.or.axis[0][2] + local[1] * backEnd.or.axis[1][2] +
- local[2] * backEnd.or.axis[2][2] + backEnd.or.origin[2];
- VectorSubtract( world, backEnd.viewParms.or.origin, world );
- d = DotProduct( world, backEnd.viewParms.or.axis[0] );
- if ( d < 0 ) {
- d = -d;
- }
- d -= radius;
- if ( d < 1 ) {
- d = 1;
- }
- return r_lodCurveError->value / d;
- }
- /*
- =============
- RB_SurfaceGrid
- Just copy the grid of points and triangulate
- =============
- */
- void RB_SurfaceGrid( srfGridMesh_t *cv ) {
- int i, j;
- float *xyz;
- float *texCoords;
- float *normal;
- unsigned char *color;
- drawVert_t *dv;
- int rows, irows, vrows;
- int used;
- int widthTable[MAX_GRID_SIZE];
- int heightTable[MAX_GRID_SIZE];
- float lodError;
- int lodWidth, lodHeight;
- int numVertexes;
- int dlightBits;
- int *vDlightBits;
- qboolean needsNormal;
- dlightBits = cv->dlightBits[backEnd.smpFrame];
- tess.dlightBits |= dlightBits;
- // determine the allowable discrepance
- lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
- // determine which rows and columns of the subdivision
- // we are actually going to use
- widthTable[0] = 0;
- lodWidth = 1;
- for ( i = 1 ; i < cv->width-1 ; i++ ) {
- if ( cv->widthLodError[i] <= lodError ) {
- widthTable[lodWidth] = i;
- lodWidth++;
- }
- }
- widthTable[lodWidth] = cv->width-1;
- lodWidth++;
- heightTable[0] = 0;
- lodHeight = 1;
- for ( i = 1 ; i < cv->height-1 ; i++ ) {
- if ( cv->heightLodError[i] <= lodError ) {
- heightTable[lodHeight] = i;
- lodHeight++;
- }
- }
- heightTable[lodHeight] = cv->height-1;
- lodHeight++;
- // very large grids may have more points or indexes than can be fit
- // in the tess structure, so we may have to issue it in multiple passes
- used = 0;
- rows = 0;
- while ( used < lodHeight - 1 ) {
- // see how many rows of both verts and indexes we can add without overflowing
- do {
- vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
- irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
- // if we don't have enough space for at least one strip, flush the buffer
- if ( vrows < 2 || irows < 1 ) {
- RB_EndSurface();
- RB_BeginSurface(tess.shader, tess.fogNum );
- } else {
- break;
- }
- } while ( 1 );
-
- rows = irows;
- if ( vrows < irows + 1 ) {
- rows = vrows - 1;
- }
- if ( used + rows > lodHeight ) {
- rows = lodHeight - used;
- }
- numVertexes = tess.numVertexes;
- xyz = tess.xyz[numVertexes];
- normal = tess.normal[numVertexes];
- texCoords = tess.texCoords[numVertexes][0];
- color = ( unsigned char * ) &tess.vertexColors[numVertexes];
- vDlightBits = &tess.vertexDlightBits[numVertexes];
- needsNormal = tess.shader->needsNormal;
- for ( i = 0 ; i < rows ; i++ ) {
- for ( j = 0 ; j < lodWidth ; j++ ) {
- dv = cv->verts + heightTable[ used + i ] * cv->width
- + widthTable[ j ];
- xyz[0] = dv->xyz[0];
- xyz[1] = dv->xyz[1];
- xyz[2] = dv->xyz[2];
- texCoords[0] = dv->st[0];
- texCoords[1] = dv->st[1];
- texCoords[2] = dv->lightmap[0];
- texCoords[3] = dv->lightmap[1];
- if ( needsNormal ) {
- normal[0] = dv->normal[0];
- normal[1] = dv->normal[1];
- normal[2] = dv->normal[2];
- }
- * ( unsigned int * ) color = * ( unsigned int * ) dv->color;
- *vDlightBits++ = dlightBits;
- xyz += 4;
- normal += 4;
- texCoords += 4;
- color += 4;
- }
- }
- // add the indexes
- {
- int numIndexes;
- int w, h;
- h = rows - 1;
- w = lodWidth - 1;
- numIndexes = tess.numIndexes;
- for (i = 0 ; i < h ; i++) {
- for (j = 0 ; j < w ; j++) {
- int v1, v2, v3, v4;
-
- // vertex order to be reckognized as tristrips
- v1 = numVertexes + i*lodWidth + j + 1;
- v2 = v1 - 1;
- v3 = v2 + lodWidth;
- v4 = v3 + 1;
- tess.indexes[numIndexes] = v2;
- tess.indexes[numIndexes+1] = v3;
- tess.indexes[numIndexes+2] = v1;
-
- tess.indexes[numIndexes+3] = v1;
- tess.indexes[numIndexes+4] = v3;
- tess.indexes[numIndexes+5] = v4;
- numIndexes += 6;
- }
- }
- tess.numIndexes = numIndexes;
- }
- tess.numVertexes += rows * lodWidth;
- used += rows - 1;
- }
- }
- /*
- ===========================================================================
- NULL MODEL
- ===========================================================================
- */
- /*
- ===================
- RB_SurfaceAxis
- Draws x/y/z lines from the origin for orientation debugging
- ===================
- */
- void RB_SurfaceAxis( void ) {
- GL_Bind( tr.whiteImage );
- qglLineWidth( 3 );
- qglBegin( GL_LINES );
- qglColor3f( 1,0,0 );
- qglVertex3f( 0,0,0 );
- qglVertex3f( 16,0,0 );
- qglColor3f( 0,1,0 );
- qglVertex3f( 0,0,0 );
- qglVertex3f( 0,16,0 );
- qglColor3f( 0,0,1 );
- qglVertex3f( 0,0,0 );
- qglVertex3f( 0,0,16 );
- qglEnd();
- qglLineWidth( 1 );
- }
- //===========================================================================
- /*
- ====================
- RB_SurfaceEntity
- Entities that have a single procedurally generated surface
- ====================
- */
- void RB_SurfaceEntity( surfaceType_t *surfType ) {
- switch( backEnd.currentEntity->e.reType ) {
- case RT_SPRITE:
- RB_SurfaceSprite();
- break;
- case RT_BEAM:
- RB_SurfaceBeam();
- break;
- case RT_RAIL_CORE:
- RB_SurfaceRailCore();
- break;
- case RT_RAIL_RINGS:
- RB_SurfaceRailRings();
- break;
- case RT_LIGHTNING:
- RB_SurfaceLightningBolt();
- break;
- default:
- RB_SurfaceAxis();
- break;
- }
- return;
- }
- void RB_SurfaceBad( surfaceType_t *surfType ) {
- ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
- }
- #if 0
- void RB_SurfaceFlare( srfFlare_t *surf ) {
- vec3_t left, up;
- float radius;
- byte color[4];
- vec3_t dir;
- vec3_t origin;
- float d;
- // calculate the xyz locations for the four corners
- radius = 30;
- VectorScale( backEnd.viewParms.or.axis[1], radius, left );
- VectorScale( backEnd.viewParms.or.axis[2], radius, up );
- if ( backEnd.viewParms.isMirror ) {
- VectorSubtract( vec3_origin, left, left );
- }
- color[0] = color[1] = color[2] = color[3] = 255;
- VectorMA( surf->origin, 3, surf->normal, origin );
- VectorSubtract( origin, backEnd.viewParms.or.origin, dir );
- VectorNormalize( dir );
- VectorMA( origin, r_ignore->value, dir, origin );
- d = -DotProduct( dir, surf->normal );
- if ( d < 0 ) {
- return;
- }
- #if 0
- color[0] *= d;
- color[1] *= d;
- color[2] *= d;
- #endif
- RB_AddQuadStamp( origin, left, up, color );
- }
- #else
- void RB_SurfaceFlare( srfFlare_t *surf ) {
- #if 0
- vec3_t left, up;
- byte color[4];
- color[0] = surf->color[0] * 255;
- color[1] = surf->color[1] * 255;
- color[2] = surf->color[2] * 255;
- color[3] = 255;
- VectorClear( left );
- VectorClear( up );
- left[0] = r_ignore->value;
- up[1] = r_ignore->value;
-
- RB_AddQuadStampExt( surf->origin, left, up, color, 0, 0, 1, 1 );
- #endif
- }
- #endif
- void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
- // all apropriate state must be set in RB_BeginSurface
- // this isn't implemented yet...
- qglCallList( surf->listNum );
- }
- void RB_SurfaceSkip( void *surf ) {
- }
- void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
- (void(*)(void*))RB_SurfaceBad, // SF_BAD,
- (void(*)(void*))RB_SurfaceSkip, // SF_SKIP,
- (void(*)(void*))RB_SurfaceFace, // SF_FACE,
- (void(*)(void*))RB_SurfaceGrid, // SF_GRID,
- (void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
- (void(*)(void*))RB_SurfacePolychain, // SF_POLY,
- (void(*)(void*))RB_SurfaceMesh, // SF_MD3,
- (void(*)(void*))RB_SurfaceAnim, // SF_MD4,
- (void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
- (void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
- (void(*)(void*))RB_SurfaceDisplayList // SF_DISPLAY_LIST
- };
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