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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP 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 3 of the License, or
(at your option) any later version.
RTCW MP 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 RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// tr_cmesh.c: compressed triangle model functions
//
// This is ripped from tr_mesh.c, and converted to use the compressed mesh format
#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( mdcHeader_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
=================
*/
static int R_ComputeLOD( trRefEntity_t *ent ) {
float radius;
float flod, lodscale;
float projectedRadius;
md3Frame_t *frame;
mdrHeader_t *mdr;
mdrFrame_t *mdrframe;
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
if(tr.currentModel->type == MOD_MDR)
{
int frameSize;
mdr = (mdrHeader_t *) tr.currentModel->modelData;
frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
}
else
{
// RF, checked for a forced lowest LOD
if ( ent->e.reFlags & REFLAG_FORCE_LOD ) {
return ( tr.currentModel->numLods - 1 );
}
frame = ( md3Frame_t * )( ( ( unsigned char * ) tr.currentModel->mdc[0] ) + tr.currentModel->mdc[0]->ofsFrames );
frame += ent->e.frame;
radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
//----(SA) testing
if ( ent->e.reFlags & REFLAG_ORIENT_LOD ) {
// right now this is for trees, and pushes the lod distance way in.
// this is not the intended purpose, but is helpful for the new
// terrain level that has loads of trees
// radius = radius/2.0f;
}
//----(SA) end
}
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 = ri.ftol( 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
=================
*/
static int R_ComputeFogNum( mdcHeader_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_AddMDCSurfaces
=================
*/
void R_AddMDCSurfaces( trRefEntity_t *ent ) {
int i;
mdcHeader_t *header = NULL;
mdcSurface_t *surface = NULL;
md3Shader_t *md3Shader = NULL;
shader_t *shader = NULL;
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->mdc[0]->numFrames;
ent->e.oldframe %= tr.currentModel->mdc[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->mdc[0]->numFrames )
|| ( ent->e.frame < 0 )
|| ( ent->e.oldframe >= tr.currentModel->mdc[0]->numFrames )
|| ( ent->e.oldframe < 0 ) ) {
ri.Printf( PRINT_DEVELOPER, "R_AddMDCSurfaces: 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->mdc[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 = ( mdcSurface_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;
//----(SA) added blink
if ( ent->e.renderfx & RF_BLINK ) {
const char *s = va( "%s_b", surface->name ); // append '_b' for 'blink'
for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
if ( !strcmp( skin->surfaces[j].name, s ) ) {
shader = skin->surfaces[j].shader;
break;
}
}
}
if ( shader == tr.defaultShader ) { // blink reference in skin was not found
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;
}
}
}
//----(SA) end
} 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 = ( mdcSurface_t * )( (byte *)surface + surface->ofsEnd );
}
}
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