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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.
===========================================================================
*/
/*
* name: tr_main.c
*
* desc: main control flow for each frame
*
*/
#include "tr_local.h"
#include <string.h> // memcpy
trGlobals_t tr;
static float s_flipMatrix[16] = {
// convert from our coordinate system (looking down X)
// to OpenGL's coordinate system (looking down -Z)
0, 0, -1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1
};
refimport_t ri;
// entities that will have procedurally generated surfaces will just
// point at this for their sorting surface
surfaceType_t entitySurface = SF_ENTITY;
// fog stuff
glfog_t glfogsettings[NUM_FOGS];
glfogType_t glfogNum = FOG_NONE;
qboolean fogIsOn = qfalse;
/*
=================
R_Fog (void)
=================
*/
void R_Fog( glfog_t *curfog ) {
if ( !r_wolffog->integer ) {
R_FogOff();
return;
}
if ( !curfog->registered ) { //----(SA)
R_FogOff();
return;
}
//----(SA) assme values of '0' for these parameters means 'use default'
if ( !curfog->density ) {
curfog->density = 1;
}
if ( !curfog->hint ) {
curfog->hint = GL_DONT_CARE;
}
if ( !curfog->mode ) {
curfog->mode = GL_LINEAR;
}
//----(SA) end
R_FogOn();
// only send changes if necessary
qglFogi( GL_FOG_MODE, curfog->mode );
qglFogfv( GL_FOG_COLOR, curfog->color );
qglFogf( GL_FOG_DENSITY, curfog->density );
qglHint( GL_FOG_HINT, curfog->hint );
qglFogf( GL_FOG_START, curfog->start );
if ( r_zfar->value ) { // (SA) allow override for helping level designers test fog distances
qglFogf( GL_FOG_END, r_zfar->value );
} else {
qglFogf( GL_FOG_END, curfog->end );
}
#ifndef USE_OPENGLES
// TTimo - from SP NV fog code
// NV fog mode
if ( glConfig.NVFogAvailable ) {
qglFogi( GL_FOG_DISTANCE_MODE_NV, glConfig.NVFogMode );
}
// end
#endif
qglClearColor( curfog->color[0], curfog->color[1], curfog->color[2], curfog->color[3] );
}
// Ridah, allow disabling fog temporarily
void R_FogOff( void ) {
if ( !fogIsOn ) {
return;
}
qglDisable( GL_FOG );
fogIsOn = qfalse;
}
void R_FogOn( void ) {
if ( fogIsOn ) {
return;
}
if ( r_uiFullScreen->integer ) { // don't fog in the menu
R_FogOff();
return;
}
if ( !r_wolffog->integer ) {
return;
}
// if(backEnd.viewParms.isGLFogged) {
// if(!(backEnd.viewParms.glFog.registered))
// return;
// }
if ( backEnd.refdef.rdflags & RDF_SKYBOXPORTAL ) { // don't force world fog on portal sky
if ( !( glfogsettings[FOG_PORTALVIEW].registered ) ) {
return;
}
} else if ( !glfogNum ) {
return;
}
qglEnable( GL_FOG );
fogIsOn = qtrue;
}
// done.
//----(SA)
/*
==============
R_SetFog
if fogvar == FOG_CMD_SWITCHFOG {
fogvar is the command
var1 is the fog to switch to
var2 is the time to transition
}
else {
fogvar is the fog that's being set
var1 is the near fog z value
var2 is the far fog z value
rgb = color
density is density, and is used to derive the values of 'mode', 'drawsky', and 'clearscreen'
}
==============
*/
void R_SetFog( int fogvar, int var1, int var2, float r, float g, float b, float density ) {
if ( fogvar != FOG_CMD_SWITCHFOG ) { // just set the parameters and return
if ( var1 == 0 && var2 == 0 ) { // clear this fog
glfogsettings[fogvar].registered = qfalse;
return;
}
glfogsettings[fogvar].color[0] = r;
glfogsettings[fogvar].color[1] = g;
glfogsettings[fogvar].color[2] = b;
glfogsettings[fogvar].color[3] = 1;
glfogsettings[fogvar].start = var1;
glfogsettings[fogvar].end = var2;
if ( density > 1 ) {
glfogsettings[fogvar].mode = GL_LINEAR;
glfogsettings[fogvar].drawsky = qfalse;
glfogsettings[fogvar].clearscreen = qtrue;
glfogsettings[fogvar].density = 1.0;
} else
{
glfogsettings[fogvar].mode = GL_EXP;
glfogsettings[fogvar].drawsky = qtrue;
glfogsettings[fogvar].clearscreen = qfalse;
glfogsettings[fogvar].density = density;
}
glfogsettings[fogvar].hint = GL_DONT_CARE;
glfogsettings[fogvar].registered = qtrue;
return;
}
// don't switch to invalid fogs
if ( glfogsettings[var1].registered != qtrue ) {
return;
}
glfogNum = var1;
// transitioning to new fog, store the current values as the 'from'
if ( glfogsettings[FOG_CURRENT].registered ) {
memcpy( &glfogsettings[FOG_LAST], &glfogsettings[FOG_CURRENT], sizeof( glfog_t ) );
} else {
// if no current fog fall back to world fog
// FIXME: handle transition if there is no FOG_MAP fog
memcpy( &glfogsettings[FOG_LAST], &glfogsettings[FOG_MAP], sizeof( glfog_t ) );
}
memcpy( &glfogsettings[FOG_TARGET], &glfogsettings[glfogNum], sizeof( glfog_t ) );
// setup transition times
glfogsettings[FOG_TARGET].startTime = tr.refdef.time;
glfogsettings[FOG_TARGET].finishTime = tr.refdef.time + var2;
}
//----(SA) end
/*
=================
R_CullLocalBox
Returns CULL_IN, CULL_CLIP, or CULL_OUT
=================
*/
int R_CullLocalBox( vec3_t bounds[2] ) {
int i, j;
vec3_t transformed[8];
float dists[8];
vec3_t v;
cplane_t *frust;
int anyBack;
int front, back;
if ( r_nocull->integer ) {
return CULL_CLIP;
}
// transform into world space
for ( i = 0 ; i < 8 ; i++ ) {
v[0] = bounds[i & 1][0];
v[1] = bounds[( i >> 1 ) & 1][1];
v[2] = bounds[( i >> 2 ) & 1][2];
VectorCopy( tr.or.origin, transformed[i] );
VectorMA( transformed[i], v[0], tr.or.axis[0], transformed[i] );
VectorMA( transformed[i], v[1], tr.or.axis[1], transformed[i] );
VectorMA( transformed[i], v[2], tr.or.axis[2], transformed[i] );
}
// check against frustum planes
anyBack = 0;
for ( i = 0 ; i < 4 ; i++ ) {
frust = &tr.viewParms.frustum[i];
front = back = 0;
for ( j = 0 ; j < 8 ; j++ ) {
dists[j] = DotProduct( transformed[j], frust->normal );
if ( dists[j] > frust->dist ) {
front = 1;
if ( back ) {
break; // a point is in front
}
} else {
back = 1;
}
}
if ( !front ) {
// all points were behind one of the planes
return CULL_OUT;
}
anyBack |= back;
}
if ( !anyBack ) {
return CULL_IN; // completely inside frustum
}
return CULL_CLIP; // partially clipped
}
/*
** R_CullLocalPointAndRadius
*/
int R_CullLocalPointAndRadius( vec3_t pt, float radius ) {
vec3_t transformed;
R_LocalPointToWorld( pt, transformed );
return R_CullPointAndRadius( transformed, radius );
}
/*
** R_CullPointAndRadius
*/
int R_CullPointAndRadius( vec3_t pt, float radius ) {
int i;
float dist;
cplane_t *frust;
qboolean mightBeClipped = qfalse;
if ( r_nocull->integer ) {
return CULL_CLIP;
}
// check against frustum planes
for ( i = 0 ; i < 4 ; i++ )
{
frust = &tr.viewParms.frustum[i];
dist = DotProduct( pt, frust->normal ) - frust->dist;
if ( dist < -radius ) {
return CULL_OUT;
} else if ( dist <= radius ) {
mightBeClipped = qtrue;
}
}
if ( mightBeClipped ) {
return CULL_CLIP;
}
return CULL_IN; // completely inside frustum
}
/*
=================
R_LocalNormalToWorld
=================
*/
void R_LocalNormalToWorld( vec3_t local, vec3_t world ) {
world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0];
world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1];
world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2];
}
/*
=================
R_LocalPointToWorld
=================
*/
void R_LocalPointToWorld( vec3_t local, vec3_t world ) {
world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0] + tr.or.origin[0];
world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1] + tr.or.origin[1];
world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2] + tr.or.origin[2];
}
/*
=================
R_WorldToLocal
=================
*/
void R_WorldToLocal( vec3_t world, vec3_t local ) {
local[0] = DotProduct( world, tr.or.axis[0] );
local[1] = DotProduct( world, tr.or.axis[1] );
local[2] = DotProduct( world, tr.or.axis[2] );
}
/*
==========================
R_TransformModelToClip
==========================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst ) {
int i;
for ( i = 0 ; i < 4 ; i++ ) {
eye[i] =
src[0] * modelMatrix[ i + 0 * 4 ] +
src[1] * modelMatrix[ i + 1 * 4 ] +
src[2] * modelMatrix[ i + 2 * 4 ] +
1 * modelMatrix[ i + 3 * 4 ];
}
for ( i = 0 ; i < 4 ; i++ ) {
dst[i] =
eye[0] * projectionMatrix[ i + 0 * 4 ] +
eye[1] * projectionMatrix[ i + 1 * 4 ] +
eye[2] * projectionMatrix[ i + 2 * 4 ] +
eye[3] * projectionMatrix[ i + 3 * 4 ];
}
}
/*
==========================
R_TransformClipToWindow
==========================
*/
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) {
normalized[0] = clip[0] / clip[3];
normalized[1] = clip[1] / clip[3];
normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth;
window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight;
window[2] = normalized[2];
window[0] = (int) ( window[0] + 0.5 );
window[1] = (int) ( window[1] + 0.5 );
}
/*
==========================
myGlMultMatrix
==========================
*/
void myGlMultMatrix( const float *a, const float *b, float *out ) {
int i, j;
for ( i = 0 ; i < 4 ; i++ ) {
for ( j = 0 ; j < 4 ; j++ ) {
out[ i * 4 + j ] =
a [ i * 4 + 0 ] * b [ 0 * 4 + j ]
+ a [ i * 4 + 1 ] * b [ 1 * 4 + j ]
+ a [ i * 4 + 2 ] * b [ 2 * 4 + j ]
+ a [ i * 4 + 3 ] * b [ 3 * 4 + j ];
}
}
}
/*
=================
R_RotateForEntity
Generates an orientation for an entity and viewParms
Does NOT produce any GL calls
Called by both the front end and the back end
=================
*/
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
orientationr_t *or ) {
float glMatrix[16];
vec3_t delta;
float axisLength;
if ( ent->e.reType != RT_MODEL ) {
*or = viewParms->world;
return;
}
VectorCopy( ent->e.origin, or->origin );
VectorCopy( ent->e.axis[0], or->axis[0] );
VectorCopy( ent->e.axis[1], or->axis[1] );
VectorCopy( ent->e.axis[2], or->axis[2] );
glMatrix[0] = or->axis[0][0];
glMatrix[4] = or->axis[1][0];
glMatrix[8] = or->axis[2][0];
glMatrix[12] = or->origin[0];
glMatrix[1] = or->axis[0][1];
glMatrix[5] = or->axis[1][1];
glMatrix[9] = or->axis[2][1];
glMatrix[13] = or->origin[1];
glMatrix[2] = or->axis[0][2];
glMatrix[6] = or->axis[1][2];
glMatrix[10] = or->axis[2][2];
glMatrix[14] = or->origin[2];
glMatrix[3] = 0;
glMatrix[7] = 0;
glMatrix[11] = 0;
glMatrix[15] = 1;
myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
// calculate the viewer origin in the model's space
// needed for fog, specular, and environment mapping
VectorSubtract( viewParms->or.origin, or->origin, delta );
// compensate for scale in the axes if necessary
if ( ent->e.nonNormalizedAxes ) {
axisLength = VectorLength( ent->e.axis[0] );
if ( !axisLength ) {
axisLength = 0;
} else {
axisLength = 1.0f / axisLength;
}
} else {
axisLength = 1.0f;
}
or->viewOrigin[0] = DotProduct( delta, or->axis[0] ) * axisLength;
or->viewOrigin[1] = DotProduct( delta, or->axis[1] ) * axisLength;
or->viewOrigin[2] = DotProduct( delta, or->axis[2] ) * axisLength;
}
/*
=================
R_RotateForViewer
Sets up the modelview matrix for a given viewParm
=================
*/
void R_RotateForViewer( void ) {
float viewerMatrix[16];
vec3_t origin;
memset( &tr.or, 0, sizeof( tr.or ) );
tr.or.axis[0][0] = 1;
tr.or.axis[1][1] = 1;
tr.or.axis[2][2] = 1;
VectorCopy( tr.viewParms.or.origin, tr.or.viewOrigin );
// transform by the camera placement
VectorCopy( tr.viewParms.or.origin, origin );
viewerMatrix[0] = tr.viewParms.or.axis[0][0];
viewerMatrix[4] = tr.viewParms.or.axis[0][1];
viewerMatrix[8] = tr.viewParms.or.axis[0][2];
viewerMatrix[12] = -origin[0] * viewerMatrix[0] + - origin[1] * viewerMatrix[4] + - origin[2] * viewerMatrix[8];
viewerMatrix[1] = tr.viewParms.or.axis[1][0];
viewerMatrix[5] = tr.viewParms.or.axis[1][1];
viewerMatrix[9] = tr.viewParms.or.axis[1][2];
viewerMatrix[13] = -origin[0] * viewerMatrix[1] + - origin[1] * viewerMatrix[5] + - origin[2] * viewerMatrix[9];
viewerMatrix[2] = tr.viewParms.or.axis[2][0];
viewerMatrix[6] = tr.viewParms.or.axis[2][1];
viewerMatrix[10] = tr.viewParms.or.axis[2][2];
viewerMatrix[14] = -origin[0] * viewerMatrix[2] + - origin[1] * viewerMatrix[6] + - origin[2] * viewerMatrix[10];
viewerMatrix[3] = 0;
viewerMatrix[7] = 0;
viewerMatrix[11] = 0;
viewerMatrix[15] = 1;
// convert from our coordinate system (looking down X)
// to OpenGL's coordinate system (looking down -Z)
myGlMultMatrix( viewerMatrix, s_flipMatrix, tr.or.modelMatrix );
tr.viewParms.world = tr.or;
}
/*
==============
R_SetFrameFog
==============
*/
void R_SetFrameFog( void ) {
if ( r_speeds->integer == 5 ) {
if ( !glfogsettings[FOG_TARGET].registered ) {
ri.Printf( PRINT_ALL, "no fog - calc zFar: %0.1f\n", tr.viewParms.zFar );
return;
}
}
// DHM - Nerve :: If fog is not valid, don't use it
if ( !glfogsettings[FOG_TARGET].registered ) {
return;
}
// still fading
if ( glfogsettings[FOG_TARGET].finishTime && glfogsettings[FOG_TARGET].finishTime >= tr.refdef.time ) {
float lerpPos;
int fadeTime;
// transitioning from density to distance
if ( glfogsettings[FOG_LAST].mode == GL_EXP && glfogsettings[FOG_TARGET].mode == GL_LINEAR ) {
// for now just fast transition to the target when dissimilar fogs are
memcpy( &glfogsettings[FOG_CURRENT], &glfogsettings[FOG_TARGET], sizeof( glfog_t ) );
glfogsettings[FOG_TARGET].finishTime = 0;
}
// transitioning from distance to density
else if ( glfogsettings[FOG_LAST].mode == GL_LINEAR && glfogsettings[FOG_TARGET].mode == GL_EXP ) {
memcpy( &glfogsettings[FOG_CURRENT], &glfogsettings[FOG_TARGET], sizeof( glfog_t ) );
glfogsettings[FOG_TARGET].finishTime = 0;
}
// transitioning like fog modes
else {
fadeTime = glfogsettings[FOG_TARGET].finishTime - glfogsettings[FOG_TARGET].startTime;
if ( fadeTime <= 0 ) {
fadeTime = 1; // avoid divide by zero
}
lerpPos = (float)( tr.refdef.time - glfogsettings[FOG_TARGET].startTime ) / (float)fadeTime;
if ( lerpPos > 1 ) {
lerpPos = 1;
}
// lerp near/far
glfogsettings[FOG_CURRENT].start = glfogsettings[FOG_LAST].start + ( ( glfogsettings[FOG_TARGET].start - glfogsettings[FOG_LAST].start ) * lerpPos );
glfogsettings[FOG_CURRENT].end = glfogsettings[FOG_LAST].end + ( ( glfogsettings[FOG_TARGET].end - glfogsettings[FOG_LAST].end ) * lerpPos );
// lerp color
glfogsettings[FOG_CURRENT].color[0] = glfogsettings[FOG_LAST].color[0] + ( ( glfogsettings[FOG_TARGET].color[0] - glfogsettings[FOG_LAST].color[0] ) * lerpPos );
glfogsettings[FOG_CURRENT].color[1] = glfogsettings[FOG_LAST].color[1] + ( ( glfogsettings[FOG_TARGET].color[1] - glfogsettings[FOG_LAST].color[1] ) * lerpPos );
glfogsettings[FOG_CURRENT].color[2] = glfogsettings[FOG_LAST].color[2] + ( ( glfogsettings[FOG_TARGET].color[2] - glfogsettings[FOG_LAST].color[2] ) * lerpPos );
glfogsettings[FOG_CURRENT].density = glfogsettings[FOG_TARGET].density;
glfogsettings[FOG_CURRENT].mode = glfogsettings[FOG_TARGET].mode;
glfogsettings[FOG_CURRENT].registered = qtrue;
// if either fog in the transition clears the screen, clear the background this frame to avoid hall of mirrors
glfogsettings[FOG_CURRENT].clearscreen = ( glfogsettings[FOG_TARGET].clearscreen || glfogsettings[FOG_LAST].clearscreen );
}
} else {
// probably usually not necessary to copy the whole thing.
// potential FIXME: since this is the most common occurance, diff first and only set changes
memcpy( &glfogsettings[FOG_CURRENT], &glfogsettings[FOG_TARGET], sizeof( glfog_t ) );
}
// shorten the far clip if the fog opaque distance is closer than the procedural farcip dist
if ( glfogsettings[FOG_CURRENT].mode == GL_LINEAR ) {
if ( glfogsettings[FOG_CURRENT].end < tr.viewParms.zFar ) {
tr.viewParms.zFar = glfogsettings[FOG_CURRENT].end;
}
}
// else
// glfogsettings[FOG_CURRENT].end = 5;
if ( r_speeds->integer == 5 ) {
if ( glfogsettings[FOG_CURRENT].mode == GL_LINEAR ) {
ri.Printf( PRINT_ALL, "farclip fog - den: %0.1f calc zFar: %0.1f fog zfar: %0.1f\n", glfogsettings[FOG_CURRENT].density, tr.viewParms.zFar, glfogsettings[FOG_CURRENT].end );
} else {
ri.Printf( PRINT_ALL, "density fog - den: %0.4f calc zFar: %0.1f fog zFar: %0.1f\n", glfogsettings[FOG_CURRENT].density, tr.viewParms.zFar, glfogsettings[FOG_CURRENT].end );
}
}
}
/*
==============
SetFarClip
==============
*/
static void R_SetFarClip( void ) {
float farthestCornerDistance = 0;
int i;
// if not rendering the world (icons, menus, etc)
// set a 2k far clip plane
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
tr.viewParms.zFar = 2048;
return;
}
//----(SA) this lets you use r_zfar from the command line to experiment with different
// distances, but setting it back to 0 uses the map (or procedurally generated) default
if ( r_zfar->value ) {
tr.viewParms.zFar = r_zfar->integer;
R_SetFrameFog();
if ( r_speeds->integer == 5 ) {
ri.Printf( PRINT_ALL, "r_zfar value forcing farclip at: %f\n", tr.viewParms.zFar );
}
return;
}
//
// set far clipping planes dynamically
//
farthestCornerDistance = 0;
for ( i = 0; i < 8; i++ )
{
vec3_t v;
vec3_t vecTo;
float distance;
if ( i & 1 ) {
v[0] = tr.viewParms.visBounds[0][0];
} else
{
v[0] = tr.viewParms.visBounds[1][0];
}
if ( i & 2 ) {
v[1] = tr.viewParms.visBounds[0][1];
} else
{
v[1] = tr.viewParms.visBounds[1][1];
}
if ( i & 4 ) {
v[2] = tr.viewParms.visBounds[0][2];
} else
{
v[2] = tr.viewParms.visBounds[1][2];
}
VectorSubtract( v, tr.viewParms.or.origin, vecTo );
distance = vecTo[0] * vecTo[0] + vecTo[1] * vecTo[1] + vecTo[2] * vecTo[2];
if ( distance > farthestCornerDistance ) {
farthestCornerDistance = distance;
}
}
tr.viewParms.zFar = sqrt( farthestCornerDistance );
R_SetFrameFog();
}
/*
=================
R_SetupFrustum
Set up the culling frustum planes for the current view using the results we got from computing the first two rows of
the projection matrix.
=================
*/
void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, float zProj, float stereoSep)
{
vec3_t ofsorigin;
float oppleg, adjleg, length;
int i;
if(stereoSep == 0 && xmin == -xmax)
{
// symmetric case can be simplified
VectorCopy(dest->or.origin, ofsorigin);
length = sqrt(xmax * xmax + zProj * zProj);
oppleg = xmax / length;
adjleg = zProj / length;
VectorScale(dest->or.axis[0], oppleg, dest->frustum[0].normal);
VectorMA(dest->frustum[0].normal, adjleg, dest->or.axis[1], dest->frustum[0].normal);
VectorScale(dest->or.axis[0], oppleg, dest->frustum[1].normal);
VectorMA(dest->frustum[1].normal, -adjleg, dest->or.axis[1], dest->frustum[1].normal);
}
else
{
// In stereo rendering, due to the modification of the projection matrix, dest->or.origin is not the
// actual origin that we're rendering so offset the tip of the view pyramid.
VectorMA(dest->or.origin, stereoSep, dest->or.axis[1], ofsorigin);
oppleg = xmax + stereoSep;
length = sqrt(oppleg * oppleg + zProj * zProj);
VectorScale(dest->or.axis[0], oppleg / length, dest->frustum[0].normal);
VectorMA(dest->frustum[0].normal, zProj / length, dest->or.axis[1], dest->frustum[0].normal);
oppleg = xmin + stereoSep;
length = sqrt(oppleg * oppleg + zProj * zProj);
VectorScale(dest->or.axis[0], -oppleg / length, dest->frustum[1].normal);
VectorMA(dest->frustum[1].normal, -zProj / length, dest->or.axis[1], dest->frustum[1].normal);
}
length = sqrt(ymax * ymax + zProj * zProj);
oppleg = ymax / length;
adjleg = zProj / length;
VectorScale(dest->or.axis[0], oppleg, dest->frustum[2].normal);
VectorMA(dest->frustum[2].normal, adjleg, dest->or.axis[2], dest->frustum[2].normal);
VectorScale(dest->or.axis[0], oppleg, dest->frustum[3].normal);
VectorMA(dest->frustum[3].normal, -adjleg, dest->or.axis[2], dest->frustum[3].normal);
for (i=0 ; i<4 ; i++) {
dest->frustum[i].type = PLANE_NON_AXIAL;
dest->frustum[i].dist = DotProduct (ofsorigin, dest->frustum[i].normal);
SetPlaneSignbits( &dest->frustum[i] );
}
}
/*
===============
R_SetupProjection
===============
*/
void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum)
{
float xmin, xmax, ymin, ymax;
float width, height, stereoSep = r_stereoSeparation->value;
/*
* offset the view origin of the viewer for stereo rendering
* by setting the projection matrix appropriately.
*/
if(stereoSep != 0)
{
if(dest->stereoFrame == STEREO_LEFT)
stereoSep = zProj / stereoSep;
else if(dest->stereoFrame == STEREO_RIGHT)
stereoSep = zProj / -stereoSep;
else
stereoSep = 0;
}
ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
ymin = -ymax;
xmax = zProj * tan(dest->fovX * M_PI / 360.0f);
xmin = -xmax;
width = xmax - xmin;
height = ymax - ymin;
dest->projectionMatrix[0] = 2 * zProj / width;
dest->projectionMatrix[4] = 0;
dest->projectionMatrix[8] = (xmax + xmin + 2 * stereoSep) / width;
dest->projectionMatrix[12] = 2 * zProj * stereoSep / width;
dest->projectionMatrix[1] = 0;
dest->projectionMatrix[5] = 2 * zProj / height;
dest->projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
dest->projectionMatrix[13] = 0;
dest->projectionMatrix[3] = 0;
dest->projectionMatrix[7] = 0;
dest->projectionMatrix[11] = -1;
dest->projectionMatrix[15] = 0;
// Now that we have all the data for the projection matrix we can also setup the view frustum.
if(computeFrustum)
R_SetupFrustum(dest, xmin, xmax, ymax, zProj, stereoSep);
}
/*
===============
R_SetupProjectionZ
Sets the z-component transformation part in the projection matrix
===============
*/
void R_SetupProjectionZ(viewParms_t *dest)
{
float zNear, zFar, depth;
zNear = r_znear->value;
zFar = dest->zFar;
depth = zFar - zNear;
dest->projectionMatrix[2] = 0;
dest->projectionMatrix[6] = 0;
dest->projectionMatrix[10] = -( zFar + zNear ) / depth;
dest->projectionMatrix[14] = -2 * zFar * zNear / depth;
}
/*
=================
R_MirrorPoint
=================
*/
void R_MirrorPoint( vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out ) {
int i;
vec3_t local;
vec3_t transformed;
float d;
VectorSubtract( in, surface->origin, local );
VectorClear( transformed );
for ( i = 0 ; i < 3 ; i++ ) {
d = DotProduct( local, surface->axis[i] );
VectorMA( transformed, d, camera->axis[i], transformed );
}
VectorAdd( transformed, camera->origin, out );
}
void R_MirrorVector( vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out ) {
int i;
float d;
VectorClear( out );
for ( i = 0 ; i < 3 ; i++ ) {
d = DotProduct( in, surface->axis[i] );
VectorMA( out, d, camera->axis[i], out );
}
}
/*
=============
R_PlaneForSurface
=============
*/
void R_PlaneForSurface( surfaceType_t *surfType, cplane_t *plane ) {
srfTriangles_t *tri;
srfPoly_t *poly;
drawVert_t *v1, *v2, *v3;
vec4_t plane4;
if ( !surfType ) {
memset( plane, 0, sizeof( *plane ) );
plane->normal[0] = 1;
return;
}
switch ( *surfType ) {
case SF_FACE:
*plane = ( (srfSurfaceFace_t *)surfType )->plane;
return;
case SF_TRIANGLES:
tri = (srfTriangles_t *)surfType;
v1 = tri->verts + tri->indexes[0];
v2 = tri->verts + tri->indexes[1];
v3 = tri->verts + tri->indexes[2];
PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz );
VectorCopy( plane4, plane->normal );
plane->dist = plane4[3];
return;
case SF_POLY:
poly = (srfPoly_t *)surfType;
PlaneFromPoints( plane4, poly->verts[0].xyz, poly->verts[1].xyz, poly->verts[2].xyz );
VectorCopy( plane4, plane->normal );
plane->dist = plane4[3];
return;
default:
memset( plane, 0, sizeof( *plane ) );
plane->normal[0] = 1;
return;
}
}
/*
=================
R_GetPortalOrientation
entityNum is the entity that the portal surface is a part of, which may
be moving and rotating.
Returns qtrue if it should be mirrored
=================
*/
qboolean R_GetPortalOrientations( drawSurf_t *drawSurf, int entityNum,
orientation_t *surface, orientation_t *camera,
vec3_t pvsOrigin, qboolean *mirror ) {
int i;
cplane_t originalPlane, plane;
trRefEntity_t *e;
float d;
vec3_t transformed;
// create plane axis for the portal we are seeing
R_PlaneForSurface( drawSurf->surface, &originalPlane );
// rotate the plane if necessary
if ( entityNum != REFENTITYNUM_WORLD ) {
tr.currentEntityNum = entityNum;
tr.currentEntity = &tr.refdef.entities[entityNum];
// get the orientation of the entity
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
// rotate the plane, but keep the non-rotated version for matching
// against the portalSurface entities
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
// translate the original plane
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
} else {
plane = originalPlane;
}
VectorCopy( plane.normal, surface->axis[0] );
PerpendicularVector( surface->axis[1], surface->axis[0] );
CrossProduct( surface->axis[0], surface->axis[1], surface->axis[2] );
// locate the portal entity closest to this plane.
// origin will be the origin of the portal, origin2 will be
// the origin of the camera
for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) {
e = &tr.refdef.entities[i];
if ( e->e.reType != RT_PORTALSURFACE ) {
continue;
}
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
if ( d > 64 || d < -64 ) {
continue;
}
// get the pvsOrigin from the entity
VectorCopy( e->e.oldorigin, pvsOrigin );
// if the entity is just a mirror, don't use as a camera point
if ( e->e.oldorigin[0] == e->e.origin[0] &&
e->e.oldorigin[1] == e->e.origin[1] &&
e->e.oldorigin[2] == e->e.origin[2] ) {
VectorScale( plane.normal, plane.dist, surface->origin );
VectorCopy( surface->origin, camera->origin );
VectorSubtract( vec3_origin, surface->axis[0], camera->axis[0] );
VectorCopy( surface->axis[1], camera->axis[1] );
VectorCopy( surface->axis[2], camera->axis[2] );
*mirror = qtrue;
return qtrue;
}
// project the origin onto the surface plane to get
// an origin point we can rotate around
d = DotProduct( e->e.origin, plane.normal ) - plane.dist;
VectorMA( e->e.origin, -d, surface->axis[0], surface->origin );
// now get the camera origin and orientation
VectorCopy( e->e.oldorigin, camera->origin );
AxisCopy( e->e.axis, camera->axis );
VectorSubtract( vec3_origin, camera->axis[0], camera->axis[0] );
VectorSubtract( vec3_origin, camera->axis[1], camera->axis[1] );
// optionally rotate
if ( e->e.oldframe ) {
// if a speed is specified
if ( e->e.frame ) {
// continuous rotate
d = ( tr.refdef.time / 1000.0f ) * e->e.frame;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
} else {
// bobbing rotate, with skinNum being the rotation offset
d = sin( tr.refdef.time * 0.003f );
d = e->e.skinNum + d * 4;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
}
} else if ( e->e.skinNum ) {
d = e->e.skinNum;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
}
*mirror = qfalse;
return qtrue;
}
// if we didn't locate a portal entity, don't render anything.
// We don't want to just treat it as a mirror, because without a
// portal entity the server won't have communicated a proper entity set
// in the snapshot
// unfortunately, with local movement prediction it is easily possible
// to see a surface before the server has communicated the matching
// portal surface entity, so we don't want to print anything here...
//ri.Printf( PRINT_ALL, "Portal surface without a portal entity\n" );
return qfalse;
}
static qboolean IsMirror( const drawSurf_t *drawSurf, int entityNum ) {
int i;
cplane_t originalPlane, plane;
trRefEntity_t *e;
float d;
// create plane axis for the portal we are seeing
R_PlaneForSurface( drawSurf->surface, &originalPlane );
// rotate the plane if necessary
if ( entityNum != REFENTITYNUM_WORLD ) {
tr.currentEntityNum = entityNum;
tr.currentEntity = &tr.refdef.entities[entityNum];
// get the orientation of the entity
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
// rotate the plane, but keep the non-rotated version for matching
// against the portalSurface entities
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
// translate the original plane
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
}
// locate the portal entity closest to this plane.
// origin will be the origin of the portal, origin2 will be
// the origin of the camera
for ( i = 0 ; i < tr.refdef.num_entities ; i++ )
{
e = &tr.refdef.entities[i];
if ( e->e.reType != RT_PORTALSURFACE ) {
continue;
}
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
if ( d > 64 || d < -64 ) {
continue;
}
// if the entity is just a mirror, don't use as a camera point
if ( e->e.oldorigin[0] == e->e.origin[0] &&
e->e.oldorigin[1] == e->e.origin[1] &&
e->e.oldorigin[2] == e->e.origin[2] ) {
return qtrue;
}
return qfalse;
}
return qfalse;
}
/*
** SurfIsOffscreen
**
** Determines if a surface is completely offscreen.
*/
static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128] ) {
float shortest = 100000000;
int entityNum;
int numTriangles;
shader_t *shader;
int fogNum;
int dlighted;
vec4_t clip, eye;
int i;
unsigned int pointOr = 0;
unsigned int pointAnd = (unsigned int)~0;
R_RotateForViewer();
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );
RB_BeginSurface( shader, fogNum );
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
assert( tess.numVertexes < 128 );
for ( i = 0; i < tess.numVertexes; i++ )
{
int j;
unsigned int pointFlags = 0;
R_TransformModelToClip( tess.xyz[i], tr.or.modelMatrix, tr.viewParms.projectionMatrix, eye, clip );
for ( j = 0; j < 3; j++ )
{
if ( clip[j] >= clip[3] ) {
pointFlags |= ( 1 << ( j * 2 ) );
} else if ( clip[j] <= -clip[3] ) {
pointFlags |= ( 1 << ( j * 2 + 1 ) );
}
}
pointAnd &= pointFlags;
pointOr |= pointFlags;
}
// trivially reject
if ( pointAnd ) {
return qtrue;
}
// determine if this surface is backfaced and also determine the distance
// to the nearest vertex so we can cull based on portal range. Culling
// based on vertex distance isn't 100% correct (we should be checking for
// range to the surface), but it's good enough for the types of portals
// we have in the game right now.
numTriangles = tess.numIndexes / 3;
for ( i = 0; i < tess.numIndexes; i += 3 )
{
vec3_t normal;
float len;
VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.or.origin, normal );
len = VectorLengthSquared( normal ); // lose the sqrt
if ( len < shortest ) {
shortest = len;
}
if ( DotProduct( normal, tess.normal[tess.indexes[i]] ) >= 0 )
{
numTriangles--;
}
}
if ( !numTriangles ) {
return qtrue;
}
// mirrors can early out at this point, since we don't do a fade over distance
// with them (although we could)
if ( IsMirror( drawSurf, entityNum ) ) {
return qfalse;
}
if ( shortest > ( tess.shader->portalRange * tess.shader->portalRange ) ) {
return qtrue;
}
return qfalse;
}
/*
========================
R_MirrorViewBySurface
Returns qtrue if another view has been rendered
========================
*/
qboolean R_MirrorViewBySurface( drawSurf_t *drawSurf, int entityNum ) {
vec4_t clipDest[128];
viewParms_t newParms;
viewParms_t oldParms;
orientation_t surface, camera;
// don't recursively mirror
if ( tr.viewParms.isPortal ) {
ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" );
return qfalse;
}
// if ( r_noportals->integer || r_fastsky->integer || tr.levelGLFog) {
if ( r_noportals->integer || r_fastsky->integer ) {
return qfalse;
}
// trivially reject portal/mirror
if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
return qfalse;
}
// save old viewParms so we can return to it after the mirror view
oldParms = tr.viewParms;
newParms = tr.viewParms;
newParms.isPortal = qtrue;
if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera,
newParms.pvsOrigin, &newParms.isMirror ) ) {
return qfalse; // bad portal, no portalentity
}
R_MirrorPoint( oldParms.or.origin, &surface, &camera, newParms.or.origin );
VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
R_MirrorVector( oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0] );
R_MirrorVector( oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1] );
R_MirrorVector( oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2] );
// OPTIMIZE: restrict the viewport on the mirrored view
// render the mirror view
R_RenderView( &newParms );
tr.viewParms = oldParms;
return qtrue;
}
/*
=================
R_SpriteFogNum
See if a sprite is inside a fog volume
=================
*/
int R_SpriteFogNum( trRefEntity_t *ent ) {
int i, j;
fog_t *fog;
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return 0;
}
if ( ent->e.renderfx & RF_CROSSHAIR ) {
return 0;
}
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
fog = &tr.world->fogs[i];
for ( j = 0 ; j < 3 ; j++ ) {
if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) {
break;
}
if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) {
break;
}
}
if ( j == 3 ) {
return i;
}
}
return 0;
}
/*
==========================================================================================
DRAWSURF SORTING
==========================================================================================
*/
/*
===============
R_Radix
===============
*/
static ID_INLINE void R_Radix( int byte, int size, drawSurf_t *source, drawSurf_t *dest )
{
int count[ 256 ] = { 0 };
int index[ 256 ];
int i;
unsigned char *sortKey = NULL;
unsigned char *end = NULL;
sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
end = sortKey + ( size * sizeof( drawSurf_t ) );
for( ; sortKey < end; sortKey += sizeof( drawSurf_t ) )
++count[ *sortKey ];
index[ 0 ] = 0;
for( i = 1; i < 256; ++i )
index[ i ] = index[ i - 1 ] + count[ i - 1 ];
sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
for( i = 0; i < size; ++i, sortKey += sizeof( drawSurf_t ) )
dest[ index[ *sortKey ]++ ] = source[ i ];
}
/*
===============
R_RadixSort
Radix sort with 4 byte size buckets
===============
*/
static void R_RadixSort( drawSurf_t *source, int size )
{
static drawSurf_t scratch[ MAX_DRAWSURFS ];
#ifdef Q3_LITTLE_ENDIAN
R_Radix( 0, size, source, scratch );
R_Radix( 1, size, scratch, source );
R_Radix( 2, size, source, scratch );
R_Radix( 3, size, scratch, source );
#else
R_Radix( 3, size, source, scratch );
R_Radix( 2, size, scratch, source );
R_Radix( 1, size, source, scratch );
R_Radix( 0, size, scratch, source );
#endif //Q3_LITTLE_ENDIAN
}
//==========================================================================================
/*
=================
R_AddDrawSurf
=================
*/
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
int fogIndex, int dlightMap ) {
int index;
// instead of checking for overflow, we just mask the index
// so it wraps around
index = tr.refdef.numDrawSurfs & DRAWSURF_MASK;
// the sort data is packed into a single 32 bit value so it can be
// compared quickly during the qsorting process
tr.refdef.drawSurfs[index].sort = ( shader->sortedIndex << QSORT_SHADERNUM_SHIFT )
| tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT ) | (int)dlightMap;
tr.refdef.drawSurfs[index].surface = surface;
tr.refdef.numDrawSurfs++;
}
/*
=================
R_DecomposeSort
=================
*/
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
int *fogNum, int *dlightMap ) {
*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & ( MAX_SHADERS - 1 ) ];
// *entityNum = ( sort >> QSORT_ENTITYNUM_SHIFT ) & ( MAX_GENTITIES - 1 ); // (SA) uppded entity count for Wolf to 11 bits
*entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
*dlightMap = sort & 3;
}
/*
=================
R_SortDrawSurfs
=================
*/
void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
shader_t *shader;
int fogNum;
int entityNum;
int dlighted;
int i;
// it is possible for some views to not have any surfaces
if ( numDrawSurfs < 1 ) {
// we still need to add it for hyperspace cases
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
return;
}
// sort the drawsurfs by sort type, then orientation, then shader
R_RadixSort( drawSurfs, numDrawSurfs );
// check for any pass through drawing, which
// may cause another view to be rendered first
for ( i = 0 ; i < numDrawSurfs ; i++ ) {
R_DecomposeSort( ( drawSurfs + i )->sort, &entityNum, &shader, &fogNum, &dlighted );
if ( shader->sort > SS_PORTAL ) {
break;
}
// no shader should ever have this sort type
if ( shader->sort == SS_BAD ) {
ri.Error( ERR_DROP, "Shader '%s'with sort == SS_BAD", shader->name );
}
// if the mirror was completely clipped away, we may need to check another surface
if ( R_MirrorViewBySurface( ( drawSurfs + i ), entityNum ) ) {
// this is a debug option to see exactly what is being mirrored
if ( r_portalOnly->integer ) {
return;
}
break; // only one mirror view at a time
}
}
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
}
/*
=============
R_AddEntitySurfaces
=============
*/
void R_AddEntitySurfaces( void ) {
trRefEntity_t *ent;
shader_t *shader;
if ( !r_drawentities->integer ) {
return;
}
for ( tr.currentEntityNum = 0;
tr.currentEntityNum < tr.refdef.num_entities;
tr.currentEntityNum++ ) {
ent = tr.currentEntity = &tr.refdef.entities[tr.currentEntityNum];
ent->needDlights = qfalse;
// preshift the value we are going to OR into the drawsurf sort
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
//
// the weapon model must be handled special --
// we don't want the hacked weapon position showing in
// mirrors, because the true body position will already be drawn
//
if ( ( ent->e.renderfx & RF_FIRST_PERSON ) && tr.viewParms.isPortal ) {
continue;
}
// simple generated models, like sprites and beams, are not culled
switch ( ent->e.reType ) {
case RT_PORTALSURFACE:
break; // don't draw anything
case RT_SPRITE:
case RT_SPLASH:
case RT_BEAM:
case RT_LIGHTNING:
case RT_RAIL_CORE:
case RT_RAIL_CORE_TAPER:
case RT_RAIL_RINGS:
// self blood sprites, talk balloons, etc should not be drawn in the primary
// view. We can't just do this check for all entities, because md3
// entities may still want to cast shadows from them
if ( ( ent->e.renderfx & RF_THIRD_PERSON ) && !tr.viewParms.isPortal ) {
continue;
}
shader = R_GetShaderByHandle( ent->e.customShader );
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0 );
break;
case RT_MODEL:
// we must set up parts of tr.or for model culling
R_RotateForEntity( ent, &tr.viewParms, &tr.or );
tr.currentModel = R_GetModelByHandle( ent->e.hModel );
if ( !tr.currentModel ) {
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0 );
} else {
switch ( tr.currentModel->type ) {
case MOD_MESH:
R_AddMD3Surfaces( ent );
break;
// Ridah
case MOD_MDC:
R_AddMDCSurfaces( ent );
break;
// done.
case MOD_MDS:
R_AddAnimSurfaces( ent );
break;
case MOD_MDR:
R_MDRAddAnimSurfaces( ent );
break;
case MOD_IQM:
R_AddIQMSurfaces( ent );
break;
case MOD_BRUSH:
R_AddBrushModelSurfaces( ent );
break;
case MOD_BAD: // null model axis
if ( ( ent->e.renderfx & RF_THIRD_PERSON ) && !tr.viewParms.isPortal ) {
break;
}
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0 );
break;
default:
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
break;
}
}
break;
default:
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" );
}
}
}
/*
====================
R_GenerateDrawSurfs
====================
*/
void R_GenerateDrawSurfs( void ) {
R_AddWorldSurfaces();
R_AddPolygonSurfaces();
// set the projection matrix with the minimum zfar
// now that we have the world bounded
// this needs to be done before entities are
// added, because they use the projection
// matrix for lod calculation
// dynamically compute far clip plane distance
R_SetFarClip();
// we know the size of the clipping volume. Now set the rest of the projection matrix.
R_SetupProjectionZ (&tr.viewParms);
R_AddEntitySurfaces();
}
/*
================
R_DebugPolygon
================
*/
void R_DebugPolygon( int color, int numPoints, float *points ) {
#ifndef USE_OPENGLES
int i;
#endif
GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
// draw solid shade
#ifdef USE_OPENGLES
qglColor4f( color&1, (color>>1)&1, (color>>2)&1, 1.0f );
qglVertexPointer ( 3, GL_FLOAT, 0, points );
qglDrawArrays( GL_TRIANGLE_FAN, 0, numPoints );
#else
qglColor3f( color & 1, ( color >> 1 ) & 1, ( color >> 2 ) & 1 );
qglBegin( GL_POLYGON );
for ( i = 0 ; i < numPoints ; i++ ) {
qglVertex3fv( points + i * 3 );
}
qglEnd();
#endif
// draw wireframe outline
#ifndef USE_OPENGLES
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
#endif
qglDepthRange( 0, 0 );
#ifdef USE_OPENGLES
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglVertexPointer ( 3, GL_FLOAT, 0, points );
qglDrawArrays( GL_LINES, 0, numPoints );
#else
qglColor3f( 1, 1, 1 );
qglBegin( GL_POLYGON );
for ( i = 0 ; i < numPoints ; i++ ) {
qglVertex3fv( points + i * 3 );
}
qglEnd();
#endif
qglDepthRange( 0, 1 );
}
/*
====================
R_DebugGraphics
Visualization aid for movement clipping debugging
====================
*/
void R_DebugGraphics( void ) {
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return;
}
if ( !r_debugSurface->integer ) {
return;
}
R_FogOff(); // moved this in here to keep from /always/ doing the fog state change
R_IssuePendingRenderCommands();
GL_Bind( tr.whiteImage );
GL_Cull( CT_FRONT_SIDED );
ri.CM_DrawDebugSurface( R_DebugPolygon );
}
/*
================
R_RenderView
A view may be either the actual camera view,
or a mirror / remote location
================
*/
void R_RenderView( viewParms_t *parms ) {
int firstDrawSurf;
int numDrawSurfs;
if ( parms->viewportWidth <= 0 || parms->viewportHeight <= 0 ) {
return;
}
tr.viewCount++;
tr.viewParms = *parms;
tr.viewParms.frameSceneNum = tr.frameSceneNum;
tr.viewParms.frameCount = tr.frameCount;
firstDrawSurf = tr.refdef.numDrawSurfs;
tr.viewCount++;
// set viewParms.world
R_RotateForViewer();
R_SetupProjection(&tr.viewParms, r_zproj->value, qtrue);
R_GenerateDrawSurfs();
// if we overflowed MAX_DRAWSURFS, the drawsurfs
// wrapped around in the buffer and we will be missing
// the first surfaces, not the last ones
numDrawSurfs = tr.refdef.numDrawSurfs;
if ( numDrawSurfs > MAX_DRAWSURFS ) {
numDrawSurfs = MAX_DRAWSURFS;
}
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, numDrawSurfs - firstDrawSurf );
// draw main system development information (surface outlines, etc)
R_FogOff();
R_DebugGraphics();
R_FogOn();
}
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