openmohaa/code/renderer_gl3/tr_mesh.c

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL 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.
XreaL 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 XreaL source code; 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"
/*
=============
R_CullMDV
=============
*/
static void R_CullMDV(mdvModel_t * model, trRefEntity_t * ent)
{
mdvFrame_t *oldFrame, *newFrame;
int i;
vec3_t v;
vec3_t transformed;
// compute frame pointers
newFrame = model->frames + ent->e.frame;
oldFrame = model->frames + ent->e.oldframe;
// calculate a bounding box in the current coordinate system
for(i = 0; i < 3; i++)
{
ent->localBounds[0][i] =
oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
ent->localBounds[1][i] =
oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
}
// setup world bounds for intersection tests
ClearBounds(ent->worldBounds[0], ent->worldBounds[1]);
for(i = 0; i < 8; i++)
{
v[0] = ent->localBounds[i & 1][0];
v[1] = ent->localBounds[(i >> 1) & 1][1];
v[2] = ent->localBounds[(i >> 2) & 1][2];
// transform local bounds vertices into world space
R_LocalPointToWorld(v, transformed);
AddPointToBounds(transformed, ent->worldBounds[0], ent->worldBounds[1]);
}
// 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_mdx_out++;
ent->cull = CULL_OUT;
return;
case CULL_IN:
tr.pc.c_sphere_cull_mdx_in++;
ent->cull = CULL_IN;
return;
case CULL_CLIP:
tr.pc.c_sphere_cull_mdx_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_mdx_out++;
ent->cull = CULL_OUT;
return;
}
else if(sphereCull == CULL_IN)
{
tr.pc.c_sphere_cull_mdx_in++;
ent->cull = CULL_IN;
return;
}
else
{
tr.pc.c_sphere_cull_mdx_clip++;
}
}
}
}
switch (R_CullLocalBox(ent->localBounds))
{
case CULL_IN:
tr.pc.c_box_cull_mdx_in++;
ent->cull = CULL_IN;
return;
case CULL_CLIP:
tr.pc.c_box_cull_mdx_clip++;
ent->cull = CULL_CLIP;
return;
case CULL_OUT:
default:
tr.pc.c_box_cull_mdx_out++;
ent->cull = CULL_OUT;
return;
}
}
/*
=================
R_ComputeLOD
=================
*/
int R_ComputeLOD(trRefEntity_t * ent)
{
float radius;
float flod, lodscale;
float projectedRadius;
mdvFrame_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 = tr.currentModel->mdv[0]->frames;
frame += ent->e.frame;
radius = RadiusFromBounds(frame->bounds[0], frame->bounds[1]);
if((projectedRadius = R_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 = Q_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;
}
static shader_t *GetMDVSurfaceShader(const trRefEntity_t * ent, mdvSurface_t * mdvSurface)
{
shader_t *shader = 0;
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, mdvSurface->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", mdvSurface->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
{
shader = mdvSurface->shader;
}
return shader;
}
/*
=================
R_AddMDVSurfaces
=================
*/
void R_AddMDVSurfaces(trRefEntity_t * ent)
{
int i;
mdvModel_t *model = 0;
mdvSurface_t *mdvSurface = 0;
shader_t *shader = 0;
int lod;
qboolean personalModel;
int fogNum;
// 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->mdv[0]->numFrames;
ent->e.oldframe %= tr.currentModel->mdv[0]->numFrames;
}
// compute LOD
if(ent->e.renderfx & RF_FORCENOLOD)
{
lod = 0;
}
else
{
lod = R_ComputeLOD(ent);
}
// 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->mdv[lod]->numFrames)
|| (ent->e.frame < 0) || (ent->e.oldframe >= tr.currentModel->mdv[lod]->numFrames) || (ent->e.oldframe < 0))
{
ri.Printf(PRINT_DEVELOPER, "R_AddMDVSurfaces: no such frame %d to %d for '%s' (%d)\n",
ent->e.oldframe, ent->e.frame, tr.currentModel->name, tr.currentModel->mdv[lod]->numFrames);
ent->e.frame = 0;
ent->e.oldframe = 0;
}
model = tr.currentModel->mdv[lod];
// cull the entire model if merged bounding box of both frames
// is outside the view frustum.
R_CullMDV(model, ent);
if(ent->cull == CULL_OUT)
{
return;
}
// set up lighting now that we know we aren't culled
if(!personalModel || r_shadows->integer > SHADOWING_BLOB)
{
R_SetupEntityLighting(&tr.refdef, ent, NULL);
}
// see if we are in a fog volume
fogNum = R_FogWorldBox(ent->worldBounds);
// draw all surfaces
if(r_vboModels->integer && model->numVBOSurfaces)
{
int i;
srfVBOMDVMesh_t *vboSurface;
shader_t *shader;
for(i = 0; i < model->numVBOSurfaces; i++)
{
vboSurface = model->vboSurfaces[i];
mdvSurface = vboSurface->mdvSurface;
shader = GetMDVSurfaceShader(ent, mdvSurface);
// don't add third_person objects if not viewing through a portal
if(!personalModel)
{
R_AddDrawSurf((void *)vboSurface, shader, -1, fogNum);
}
}
}
else
{
for(i = 0, mdvSurface = model->surfaces; i < model->numSurfaces; i++, mdvSurface++)
{
shader = GetMDVSurfaceShader(ent, mdvSurface);
// we will add shadows even if the main object isn't visible in the view
// don't add third_person objects if not viewing through a portal
if(!personalModel)
{
R_AddDrawSurf((void *)mdvSurface, shader, -1, fogNum);
}
}
}
}
/*
=================
R_AddMDVInteractions
=================
*/
void R_AddMDVInteractions(trRefEntity_t * ent, trRefLight_t * light)
{
int i;
mdvModel_t *model = 0;
mdvSurface_t *mdvSurface = 0;
shader_t *shader = 0;
int lod;
qboolean personalModel;
byte cubeSideBits;
interactionType_t iaType = IA_DEFAULT;
// cull the entire model if merged bounding box of both frames
// is outside the view frustum and we don't care about proper shadowing
if(ent->cull == CULL_OUT)
{
if(r_shadows->integer <= SHADOWING_BLOB || light->l.noShadows)
return;
else
iaType = IA_SHADOWONLY;
}
// avoid drawing of certain objects
#if defined(USE_REFENTITY_NOSHADOWID)
if(light->l.inverseShadows)
{
if(iaType != IA_LIGHTONLY && (light->l.noShadowID && (light->l.noShadowID != ent->e.noShadowID)))
return;
}
else
{
if(iaType != IA_LIGHTONLY && (light->l.noShadowID && (light->l.noShadowID == ent->e.noShadowID)))
return;
}
#endif
// don't add third_person objects if not in a portal
personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
// compute LOD
lod = R_ComputeLOD(ent);
model = tr.currentModel->mdv[lod];
// do a quick AABB cull
if(!BoundsIntersect(light->worldBounds[0], light->worldBounds[1], ent->worldBounds[0], ent->worldBounds[1]))
{
tr.pc.c_dlightSurfacesCulled += model->numSurfaces;
return;
}
// do a more expensive and precise light frustum cull
if(!r_noLightFrustums->integer)
{
if(R_CullLightWorldBounds(light, ent->worldBounds) == CULL_OUT)
{
tr.pc.c_dlightSurfacesCulled += model->numSurfaces;
return;
}
}
cubeSideBits = R_CalcLightCubeSideBits(light, ent->worldBounds);
// generate interactions with all surfaces
if(r_vboModels->integer && model->numVBOSurfaces)
{
// new brute force method: just render everthing with static VBOs
int i;
srfVBOMDVMesh_t *vboSurface;
shader_t *shader;
// static VBOs are fine for lighting and shadow mapping
for(i = 0; i < model->numVBOSurfaces; i++)
{
vboSurface = model->vboSurfaces[i];
mdvSurface = vboSurface->mdvSurface;
shader = GetMDVSurfaceShader(ent, mdvSurface);
// skip all surfaces that don't matter for lighting only pass
if(shader->isSky || (!shader->interactLight && shader->noShadows))
continue;
// we will add shadows even if the main object isn't visible in the view
// don't add third_person objects if not viewing through a portal
if(!personalModel)
{
R_AddLightInteraction(light, (void *)vboSurface, shader, cubeSideBits, iaType);
tr.pc.c_dlightSurfaces++;
}
}
}
else
{
for(i = 0, mdvSurface = model->surfaces; i < model->numSurfaces; i++, mdvSurface++)
{
shader = GetMDVSurfaceShader(ent, mdvSurface);
// skip all surfaces that don't matter for lighting only pass
if(shader->isSky || (!shader->interactLight && shader->noShadows))
continue;
// we will add shadows even if the main object isn't visible in the view
// don't add third_person objects if not viewing through a portal
if(!personalModel)
{
R_AddLightInteraction(light, (void *)mdvSurface, shader, cubeSideBits, iaType);
tr.pc.c_dlightSurfaces++;
}
}
}
}