openmohaa/code/renderer_gl3/tr_surface.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_surface.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.
==============================================================================
*/
/*
==============
Tess_EndBegin
==============
*/
void Tess_EndBegin()
{
Tess_End();
Tess_Begin(tess.stageIteratorFunc, tess.stageIteratorFunc2, tess.surfaceShader, tess.lightShader, tess.skipTangentSpaces, tess.skipVBO,
tess.lightmapNum, tess.fogNum);
}
/*
==============
Tess_CheckOverflow
==============
*/
void Tess_CheckOverflow(int verts, int indexes)
{
#if defined(USE_D3D10)
// TODO
#else
if((glState.currentVBO != NULL && glState.currentVBO != tess.vbo) ||
(glState.currentIBO != NULL && glState.currentIBO != tess.ibo))
{
Tess_EndBegin();
R_BindVBO(tess.vbo);
R_BindIBO(tess.ibo);
}
#endif
if(tess.numVertexes + verts < SHADER_MAX_VERTEXES && tess.numIndexes + indexes < SHADER_MAX_INDEXES)
{
return;
}
if(r_logFile->integer)
{
// don't just call LogComment, or we will get
// a call to va() every frame!
GLimp_LogComment(va
("--- Tess_CheckOverflow(%i + %i vertices, %i + %i triangles ) ---\n", tess.numVertexes, verts,
(tess.numIndexes / 3), indexes));
}
Tess_End();
if(verts >= SHADER_MAX_VERTEXES)
{
ri.Error(ERR_DROP, "Tess_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES);
}
if(indexes >= SHADER_MAX_INDEXES)
{
ri.Error(ERR_DROP, "Tess_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES);
}
Tess_Begin(tess.stageIteratorFunc, tess.stageIteratorFunc2, tess.surfaceShader, tess.lightShader, tess.skipTangentSpaces, tess.skipVBO,
tess.lightmapNum, tess.fogNum);
}
/*
==============
Tess_AddQuadStampExt
==============
*/
void Tess_AddQuadStampExt(vec3_t origin, vec3_t left, vec3_t up, const vec4_t color, float s1, float t1, float s2, float t2)
{
int i;
vec3_t normal;
int ndx;
GLimp_LogComment("--- Tess_AddQuadStampExt ---\n");
Tess_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][3] = 1;
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 + 1][3] = 1;
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 + 2][3] = 1;
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];
tess.xyz[ndx + 3][3] = 1;
// constant normal all the way around
VectorSubtract(vec3_origin, backEnd.viewParms.orientation.axis[0], normal);
tess.normals[ndx][0] = tess.normals[ndx + 1][0] = tess.normals[ndx + 2][0] = tess.normals[ndx + 3][0] = normal[0];
tess.normals[ndx][1] = tess.normals[ndx + 1][1] = tess.normals[ndx + 2][1] = tess.normals[ndx + 3][1] = normal[1];
tess.normals[ndx][2] = tess.normals[ndx + 1][2] = tess.normals[ndx + 2][2] = tess.normals[ndx + 3][2] = normal[2];
// standard square texture coordinates
tess.texCoords[ndx][0] = s1;
tess.texCoords[ndx][1] = t1;
tess.texCoords[ndx][2] = 0;
tess.texCoords[ndx][3] = 1;
tess.texCoords[ndx + 1][0] = s2;
tess.texCoords[ndx + 1][1] = t1;
tess.texCoords[ndx + 1][2] = 0;
tess.texCoords[ndx + 1][3] = 1;
tess.texCoords[ndx + 2][0] = s2;
tess.texCoords[ndx + 2][1] = t2;
tess.texCoords[ndx + 2][2] = 0;
tess.texCoords[ndx + 2][3] = 1;
tess.texCoords[ndx + 3][0] = s1;
tess.texCoords[ndx + 3][1] = t2;
tess.texCoords[ndx + 3][2] = 0;
tess.texCoords[ndx + 3][3] = 1;
// constant color all the way around
// should this be identity and let the shader specify from entity?
for(i = 0; i < 4; i++)
{
Vector4Copy(color, tess.colors[ndx + i]);
}
tess.numVertexes += 4;
tess.numIndexes += 6;
}
/*
==============
Tess_AddQuadStamp
==============
*/
void Tess_AddQuadStamp(vec3_t origin, vec3_t left, vec3_t up, const vec4_t color)
{
Tess_AddQuadStampExt(origin, left, up, color, 0, 0, 1, 1);
}
/*
==============
Tess_AddQuadStampExt2
==============
*/
void Tess_AddQuadStampExt2(vec4_t quadVerts[4], const vec4_t color, float s1, float t1, float s2, float t2, qboolean calcNormals)
{
int i;
vec4_t plane;
int ndx;
GLimp_LogComment("--- Tess_AddQuadStampExt2 ---\n");
Tess_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;
Vector4Copy(quadVerts[0], tess.xyz[ndx + 0]);
Vector4Copy(quadVerts[1], tess.xyz[ndx + 1]);
Vector4Copy(quadVerts[2], tess.xyz[ndx + 2]);
Vector4Copy(quadVerts[3], tess.xyz[ndx + 3]);
// constant normal all the way around
if(calcNormals)
{
PlaneFromPoints(plane, quadVerts[0], quadVerts[1], quadVerts[2], qtrue);
}
else
{
VectorNegate(backEnd.viewParms.orientation.axis[0], plane);
}
tess.normals[ndx][0] = tess.normals[ndx + 1][0] = tess.normals[ndx + 2][0] = tess.normals[ndx + 3][0] = plane[0];
tess.normals[ndx][1] = tess.normals[ndx + 1][1] = tess.normals[ndx + 2][1] = tess.normals[ndx + 3][1] = plane[1];
tess.normals[ndx][2] = tess.normals[ndx + 1][2] = tess.normals[ndx + 2][2] = tess.normals[ndx + 3][2] = plane[2];
// standard square texture coordinates
tess.texCoords[ndx][0] = s1;
tess.texCoords[ndx][1] = t1;
tess.texCoords[ndx][2] = 0;
tess.texCoords[ndx][3] = 1;
tess.texCoords[ndx + 1][0] = s2;
tess.texCoords[ndx + 1][1] = t1;
tess.texCoords[ndx + 1][2] = 0;
tess.texCoords[ndx + 1][3] = 1;
tess.texCoords[ndx + 2][0] = s2;
tess.texCoords[ndx + 2][1] = t2;
tess.texCoords[ndx + 2][2] = 0;
tess.texCoords[ndx + 2][3] = 1;
tess.texCoords[ndx + 3][0] = s1;
tess.texCoords[ndx + 3][1] = t2;
tess.texCoords[ndx + 3][2] = 0;
tess.texCoords[ndx + 3][3] = 1;
// constant color all the way around
// should this be identity and let the shader specify from entity?
for(i = 0; i < 4; i++)
{
Vector4Copy(color, tess.colors[ndx + i]);
}
tess.numVertexes += 4;
tess.numIndexes += 6;
}
/*
==============
Tess_AddQuadStamp2
==============
*/
void Tess_AddQuadStamp2(vec4_t quadVerts[4], const vec4_t color)
{
Tess_AddQuadStampExt2(quadVerts, color, 0, 0, 1, 1, qfalse);
}
void Tess_AddQuadStamp2WithNormals(vec4_t quadVerts[4], const vec4_t color)
{
Tess_AddQuadStampExt2(quadVerts, color, 0, 0, 1, 1, qtrue);
}
void Tess_AddTetrahedron(vec4_t tetraVerts[4], const vec4_t color)
{
int k;
Tess_CheckOverflow(12, 12);
// ground triangle
for(k = 0; k < 3; k++)
{
Vector4Copy(tetraVerts[k], tess.xyz[tess.numVertexes]);
Vector4Copy(color, tess.colors[tess.numVertexes]);
tess.indexes[tess.numIndexes++] = tess.numVertexes;
tess.numVertexes++;
}
// side triangles
for(k = 0; k < 3; k++)
{
Vector4Copy(tetraVerts[3], tess.xyz[tess.numVertexes]); // offset
Vector4Copy(color, tess.colors[tess.numVertexes]);
tess.indexes[tess.numIndexes++] = tess.numVertexes;
tess.numVertexes++;
Vector4Copy(tetraVerts[k], tess.xyz[tess.numVertexes]);
Vector4Copy(color, tess.colors[tess.numVertexes]);
tess.indexes[tess.numIndexes++] = tess.numVertexes;
tess.numVertexes++;
Vector4Copy(tetraVerts[(k + 1) % 3], tess.xyz[tess.numVertexes]);
Vector4Copy(color, tess.colors[tess.numVertexes]);
tess.indexes[tess.numIndexes++] = tess.numVertexes;
tess.numVertexes++;
}
}
void Tess_AddCube(const vec3_t position, const vec3_t minSize, const vec3_t maxSize, const vec4_t color)
{
vec4_t quadVerts[4];
vec3_t mins;
vec3_t maxs;
VectorAdd(position, minSize, mins);
VectorAdd(position, maxSize, maxs);
VectorSet4(quadVerts[0], mins[0], mins[1], mins[2], 1);
VectorSet4(quadVerts[1], mins[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[2], mins[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[3], mins[0], mins[1], maxs[2], 1);
Tess_AddQuadStamp2(quadVerts, color);
VectorSet4(quadVerts[0], maxs[0], mins[1], maxs[2], 1);
VectorSet4(quadVerts[1], maxs[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[2], maxs[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[3], maxs[0], mins[1], mins[2], 1);
Tess_AddQuadStamp2(quadVerts, color);
VectorSet4(quadVerts[0], mins[0], mins[1], maxs[2], 1);
VectorSet4(quadVerts[1], mins[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[2], maxs[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[3], maxs[0], mins[1], maxs[2], 1);
Tess_AddQuadStamp2(quadVerts, color);
VectorSet4(quadVerts[0], maxs[0], mins[1], mins[2], 1);
VectorSet4(quadVerts[1], maxs[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[2], mins[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[3], mins[0], mins[1], mins[2], 1);
Tess_AddQuadStamp2(quadVerts, color);
VectorSet4(quadVerts[0], mins[0], mins[1], mins[2], 1);
VectorSet4(quadVerts[1], mins[0], mins[1], maxs[2], 1);
VectorSet4(quadVerts[2], maxs[0], mins[1], maxs[2], 1);
VectorSet4(quadVerts[3], maxs[0], mins[1], mins[2], 1);
Tess_AddQuadStamp2(quadVerts, color);
VectorSet4(quadVerts[0], maxs[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[1], maxs[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[2], mins[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[3], mins[0], maxs[1], mins[2], 1);
Tess_AddQuadStamp2(quadVerts, color);
}
void Tess_AddCubeWithNormals(const vec3_t position, const vec3_t minSize, const vec3_t maxSize, const vec4_t color)
{
vec4_t quadVerts[4];
vec3_t mins;
vec3_t maxs;
VectorAdd(position, minSize, mins);
VectorAdd(position, maxSize, maxs);
VectorSet4(quadVerts[0], mins[0], mins[1], mins[2], 1);
VectorSet4(quadVerts[1], mins[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[2], mins[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[3], mins[0], mins[1], maxs[2], 1);
Tess_AddQuadStamp2WithNormals(quadVerts, color);
VectorSet4(quadVerts[0], maxs[0], mins[1], maxs[2], 1);
VectorSet4(quadVerts[1], maxs[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[2], maxs[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[3], maxs[0], mins[1], mins[2], 1);
Tess_AddQuadStamp2WithNormals(quadVerts, color);
VectorSet4(quadVerts[0], mins[0], mins[1], maxs[2], 1);
VectorSet4(quadVerts[1], mins[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[2], maxs[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[3], maxs[0], mins[1], maxs[2], 1);
Tess_AddQuadStamp2WithNormals(quadVerts, color);
VectorSet4(quadVerts[0], maxs[0], mins[1], mins[2], 1);
VectorSet4(quadVerts[1], maxs[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[2], mins[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[3], mins[0], mins[1], mins[2], 1);
Tess_AddQuadStamp2WithNormals(quadVerts, color);
VectorSet4(quadVerts[0], mins[0], mins[1], mins[2], 1);
VectorSet4(quadVerts[1], mins[0], mins[1], maxs[2], 1);
VectorSet4(quadVerts[2], maxs[0], mins[1], maxs[2], 1);
VectorSet4(quadVerts[3], maxs[0], mins[1], mins[2], 1);
Tess_AddQuadStamp2WithNormals(quadVerts, color);
VectorSet4(quadVerts[0], maxs[0], maxs[1], mins[2], 1);
VectorSet4(quadVerts[1], maxs[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[2], mins[0], maxs[1], maxs[2], 1);
VectorSet4(quadVerts[3], mins[0], maxs[1], mins[2], 1);
Tess_AddQuadStamp2WithNormals(quadVerts, color);
}
/*
==============
Tess_UpdateVBOs
Tr3B: update the default VBO to replace the client side vertex arrays
==============
*/
void Tess_UpdateVBOs(uint32_t attribBits)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("--- Tess_UpdateVBOs( attribBits = %i ) ---\n", attribBits));
}
GL_CheckErrors();
// update the default VBO
if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES)
{
R_BindVBO(tess.vbo);
GL_CheckErrors();
if(!(attribBits & ATTR_BITS))
{
attribBits |= ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR;
if(backEnd.currentEntity != &backEnd.entity2D)
{
attribBits |= ATTR_NORMAL;
if(r_normalMapping->integer)
{
attribBits |= ATTR_TANGENT | ATTR_BINORMAL;
}
}
if(backEnd.currentEntity == &tr.worldEntity)
{
#if defined(COMPAT_Q3A) || defined(COMPAT_ET)
attribBits |= ATTR_LIGHTCOORD;
#else
attribBits |= ATTR_LIGHTCOORD | ATTR_PAINTCOLOR | ATTR_LIGHTDIRECTION;
#endif
}
}
GL_VertexAttribsState(attribBits);
if(attribBits & ATTR_POSITION)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_POSITION, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsXYZ, tess.numVertexes * sizeof(vec4_t), tess.xyz);
}
if(attribBits & ATTR_TEXCOORD)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_TEXCOORD, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsTexCoords, tess.numVertexes * sizeof(vec4_t), tess.texCoords);
}
if(attribBits & ATTR_LIGHTCOORD)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_LIGHTCOORD, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsLightCoords, tess.numVertexes * sizeof(vec4_t), tess.lightCoords);
}
if(attribBits & ATTR_TANGENT)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_TANGENT, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsTangents, tess.numVertexes * sizeof(vec4_t), tess.tangents);
}
if(attribBits & ATTR_BINORMAL)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_BINORMAL, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsBinormals, tess.numVertexes * sizeof(vec4_t), tess.binormals);
}
if(attribBits & ATTR_NORMAL)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_NORMAL, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsNormals, tess.numVertexes * sizeof(vec4_t), tess.normals);
}
if(attribBits & ATTR_COLOR)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_COLOR, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsColors, tess.numVertexes * sizeof(vec4_t), tess.colors);
}
#if !defined(COMPAT_Q3A) && !defined(COMPAT_ET)
if(attribBits & ATTR_PAINTCOLOR)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_PAINTCOLOR, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsPaintColors, tess.numVertexes * sizeof(vec4_t), tess.paintColors);
}
if(attribBits & ATTR_LIGHTDIRECTION)
{
if(r_logFile->integer)
{
GLimp_LogComment(va("glBufferSubDataARB( ATTR_LIGHTDIRECTION, vbo = '%s', numVertexes = %i )\n", tess.vbo->name, tess.numVertexes));
}
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofsLightDirections, tess.numVertexes * sizeof(vec4_t), tess.lightDirections);
}
#endif
}
GL_CheckErrors();
// update the default IBO
if(tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
{
R_BindIBO(tess.ibo);
glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, tess.numIndexes * sizeof(glIndex_t), tess.indexes);
}
GL_CheckErrors();
}
/*
==============
Tess_InstantQuad
==============
*/
void Tess_InstantQuad(vec4_t quadVerts[4])
{
GLimp_LogComment("--- Tess_InstantQuad ---\n");
tess.multiDrawPrimitives = 0;
tess.numVertexes = 0;
tess.numIndexes = 0;
Vector4Copy(quadVerts[0], tess.xyz[tess.numVertexes]);
tess.texCoords[tess.numVertexes][0] = 0;
tess.texCoords[tess.numVertexes][1] = 0;
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = 1;
tess.colors[tess.numVertexes][1] = 1;
tess.colors[tess.numVertexes][2] = 1;
tess.colors[tess.numVertexes][3] = 1;
tess.numVertexes++;
Vector4Copy(quadVerts[1], tess.xyz[tess.numVertexes]);
tess.texCoords[tess.numVertexes][0] = 1;
tess.texCoords[tess.numVertexes][1] = 0;
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = 1;
tess.colors[tess.numVertexes][1] = 1;
tess.colors[tess.numVertexes][2] = 1;
tess.colors[tess.numVertexes][3] = 1;
tess.numVertexes++;
Vector4Copy(quadVerts[2], tess.xyz[tess.numVertexes]);
tess.texCoords[tess.numVertexes][0] = 1;
tess.texCoords[tess.numVertexes][1] = 1;
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = 1;
tess.colors[tess.numVertexes][1] = 1;
tess.colors[tess.numVertexes][2] = 1;
tess.colors[tess.numVertexes][3] = 1;
tess.numVertexes++;
Vector4Copy(quadVerts[3], tess.xyz[tess.numVertexes]);
tess.texCoords[tess.numVertexes][0] = 0;
tess.texCoords[tess.numVertexes][1] = 1;
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = 1;
tess.colors[tess.numVertexes][1] = 1;
tess.colors[tess.numVertexes][2] = 1;
tess.colors[tess.numVertexes][3] = 1;
tess.numVertexes++;
tess.indexes[tess.numIndexes++] = 0;
tess.indexes[tess.numIndexes++] = 1;
tess.indexes[tess.numIndexes++] = 2;
tess.indexes[tess.numIndexes++] = 0;
tess.indexes[tess.numIndexes++] = 2;
tess.indexes[tess.numIndexes++] = 3;
Tess_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR);
Tess_DrawElements();
tess.multiDrawPrimitives = 0;
tess.numVertexes = 0;
tess.numIndexes = 0;
GL_CheckErrors();
}
/*
==============
Tess_SurfaceSplash
==============
*/
static void Tess_SurfaceSplash(void)
{
vec3_t left, up;
float radius;
vec4_t color;
GLimp_LogComment("--- Tess_SurfaceSplash ---\n");
// calculate the xyz locations for the four corners
radius = backEnd.currentEntity->e.radius;
VectorSet(left, -radius, 0, 0);
VectorSet(up, 0, radius, 0);
if(backEnd.viewParms.isMirror)
{
VectorSubtract(vec3_origin, left, left);
}
color[0] = backEnd.currentEntity->e.shaderRGBA[0] * (1.0 / 255.0);
color[1] = backEnd.currentEntity->e.shaderRGBA[1] * (1.0 / 255.0);
color[2] = backEnd.currentEntity->e.shaderRGBA[2] * (1.0 / 255.0);
color[3] = backEnd.currentEntity->e.shaderRGBA[3] * (1.0 / 255.0);
Tess_AddQuadStamp(backEnd.currentEntity->e.origin, left, up, color);
}
/*
==============
Tess_SurfaceSprite
==============
*/
static void Tess_SurfaceSprite(void)
{
vec3_t left, up;
float radius;
vec4_t color;
GLimp_LogComment("--- Tess_SurfaceSprite ---\n");
// calculate the xyz locations for the four corners
radius = backEnd.currentEntity->e.radius;
if(backEnd.currentEntity->e.rotation == 0)
{
VectorScale(backEnd.viewParms.orientation.axis[1], radius, left);
VectorScale(backEnd.viewParms.orientation.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.orientation.axis[1], c * radius, left);
VectorMA(left, -s * radius, backEnd.viewParms.orientation.axis[2], left);
VectorScale(backEnd.viewParms.orientation.axis[2], c * radius, up);
VectorMA(up, s * radius, backEnd.viewParms.orientation.axis[1], up);
}
if(backEnd.viewParms.isMirror)
{
VectorSubtract(vec3_origin, left, left);
}
color[0] = backEnd.currentEntity->e.shaderRGBA[0] * (1.0 / 255.0);
color[1] = backEnd.currentEntity->e.shaderRGBA[1] * (1.0 / 255.0);
color[2] = backEnd.currentEntity->e.shaderRGBA[2] * (1.0 / 255.0);
color[3] = backEnd.currentEntity->e.shaderRGBA[3] * (1.0 / 255.0);
Tess_AddQuadStamp(backEnd.currentEntity->e.origin, left, up, color);
}
/*
==============
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
}
/*
=============
Tess_SurfacePolychain
=============
*/
static void Tess_SurfacePolychain(srfPoly_t * p)
{
int i;
int numVertexes;
int numIndexes;
GLimp_LogComment("--- Tess_SurfacePolychain ---\n");
Tess_CheckOverflow(p->numVerts, 3 * (p->numVerts - 2));
// fan triangles into the tess array
numVertexes = 0;
for(i = 0; i < p->numVerts; i++)
{
VectorCopy(p->verts[i].xyz, tess.xyz[tess.numVertexes + i]);
tess.xyz[tess.numVertexes + i][3] = 1;
tess.texCoords[tess.numVertexes + i][0] = p->verts[i].st[0];
tess.texCoords[tess.numVertexes + i][1] = p->verts[i].st[1];
tess.texCoords[tess.numVertexes + i][2] = 0;
tess.texCoords[tess.numVertexes + i][3] = 1;
tess.colors[tess.numVertexes + i][0] = p->verts[i].modulate[0] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][1] = p->verts[i].modulate[1] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][2] = p->verts[i].modulate[2] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][3] = p->verts[i].modulate[3] * (1.0 / 255.0);
numVertexes++;
}
// generate fan indexes into the tess array
numIndexes = 0;
for(i = 0; i < p->numVerts - 2; i++)
{
tess.indexes[tess.numIndexes + i * 3 + 0] = tess.numVertexes;
tess.indexes[tess.numIndexes + i * 3 + 1] = tess.numVertexes + i + 1;
tess.indexes[tess.numIndexes + i * 3 + 2] = tess.numVertexes + i + 2;
numIndexes += 3;
}
#if 0
// calc tangent spaces
if(tess.surfaceShader->interactLight && !tess.skipTangentSpaces)
{
int i;
float *v;
const float *v0, *v1, *v2;
const float *t0, *t1, *t2;
vec3_t tangent;
vec3_t binormal;
vec3_t normal;
int *indices;
for(i = 0; i < numVertexes; i++)
{
VectorClear(tess.tangents[tess.numVertexes + i]);
VectorClear(tess.binormals[tess.numVertexes + i]);
VectorClear(tess.normals[tess.numVertexes + i]);
}
for(i = 0, indices = tess.indexes + tess.numIndexes; i < numIndexes; i += 3, indices += 3)
{
v0 = tess.xyz[indices[0]];
v1 = tess.xyz[indices[1]];
v2 = tess.xyz[indices[2]];
t0 = tess.texCoords[indices[0]];
t1 = tess.texCoords[indices[1]];
t2 = tess.texCoords[indices[2]];
R_CalcTangentSpaceFast(tangent, binormal, normal, v0, v1, v2, t0, t1, t2);
for(j = 0; j < 3; j++)
{
v = tess.tangents[indices[j]];
VectorAdd(v, tangent, v);
v = tess.binormals[indices[j]];
VectorAdd(v, binormal, v);
v = tess.normals[indices[j]];
VectorAdd(v, normal, v);
}
}
VectorArrayNormalize((vec4_t *) tess.tangents[tess.numVertexes], numVertexes);
VectorArrayNormalize((vec4_t *) tess.binormals[tess.numVertexes], numVertexes);
VectorArrayNormalize((vec4_t *) tess.normals[tess.numVertexes], numVertexes);
}
#endif
tess.numIndexes += numIndexes;
tess.numVertexes += numVertexes;
}
void Tess_SurfacePolybuffer(srfPolyBuffer_t * surf)
{
int i;
int numIndexes;
int numVertexes;
int *indices;
float *xyzw;
float *st;
byte *color;
GLimp_LogComment("--- Tess_SurfacePolybuffer ---\n");
Tess_CheckOverflow(surf->pPolyBuffer->numVerts, surf->pPolyBuffer->numIndicies);
numIndexes = Q_min(surf->pPolyBuffer->numIndicies, MAX_PB_INDICIES);
indices = surf->pPolyBuffer->indicies;
for(i = 0; i < numIndexes; i++)
{
tess.indexes[tess.numIndexes + i] = tess.numVertexes + indices[i];
}
tess.numIndexes += numIndexes;
numVertexes = Q_min(surf->pPolyBuffer->numVerts, MAX_PB_VERTS);
xyzw = &surf->pPolyBuffer->xyz[0][0];
st = &surf->pPolyBuffer->st[0][0];
color = &surf->pPolyBuffer->color[0][0];
for(i = 0; i < numVertexes; i++, xyzw += 4, st += 2, color += 4)
{
VectorCopy(xyzw, tess.xyz[tess.numVertexes + i]);
tess.xyz[tess.numVertexes + i][3] = 1;
tess.texCoords[tess.numVertexes + i][0] = st[0];
tess.texCoords[tess.numVertexes + i][1] = st[1];
tess.texCoords[tess.numVertexes + i][2] = 0;
tess.texCoords[tess.numVertexes + i][3] = 1;
tess.colors[tess.numVertexes + i][0] = color[0] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][1] = color[1] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][2] = color[2] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][3] = color[3] * (1.0 / 255.0);
}
tess.numVertexes += numVertexes;
}
// ydnar: decal surfaces
void Tess_SurfaceDecal(srfDecal_t * srf)
{
int i;
GLimp_LogComment("--- Tess_SurfaceDecal ---\n");
Tess_CheckOverflow(srf->numVerts, 3 * (srf->numVerts - 2));
// fan triangles into the tess array
for(i = 0; i < srf->numVerts; i++)
{
VectorCopy(srf->verts[i].xyz, tess.xyz[tess.numVertexes + i]);
tess.xyz[tess.numVertexes + i][3] = 1;
tess.texCoords[tess.numVertexes + i][0] = srf->verts[i].st[0];
tess.texCoords[tess.numVertexes + i][1] = srf->verts[i].st[1];
tess.texCoords[tess.numVertexes + i][2] = 0;
tess.texCoords[tess.numVertexes + i][3] = 1;
tess.colors[tess.numVertexes + i][0] = srf->verts[i].modulate[0] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][1] = srf->verts[i].modulate[1] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][2] = srf->verts[i].modulate[2] * (1.0 / 255.0);
tess.colors[tess.numVertexes + i][3] = srf->verts[i].modulate[3] * (1.0 / 255.0);
}
// generate fan indexes into the tess array
for(i = 0; i < srf->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 += srf->numVerts;
}
/*
==============
Tess_SurfaceFace
==============
*/
static void Tess_SurfaceFace(srfSurfaceFace_t * srf)
{
int i;
srfTriangle_t *tri;
srfVert_t *dv;
float *xyz, *tangent, *binormal, *normal, *texCoords, *lightCoords, *color, *paintColor, *lightDirection;
GLimp_LogComment("--- Tess_SurfaceFace ---\n");
if(r_vboFaces->integer && srf->vbo && srf->ibo &&
!tess.skipVBO &&
!ShaderRequiresCPUDeforms(tess.surfaceShader) &&
tess.stageIteratorFunc != &Tess_StageIteratorSky)
{
if(tess.multiDrawPrimitives >= MAX_MULTIDRAW_PRIMITIVES)
{
Tess_EndBegin();
}
R_BindVBO(srf->vbo);
R_BindIBO(srf->ibo);
tess.multiDrawIndexes[tess.multiDrawPrimitives] = (glIndex_t*) BUFFER_OFFSET(srf->firstTriangle * 3 * sizeof(glIndex_t));
tess.multiDrawCounts[tess.multiDrawPrimitives] = srf->numTriangles * 3;
tess.multiDrawPrimitives++;
return;
}
Tess_CheckOverflow(srf->numVerts, srf->numTriangles * 3);
for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
{
tess.indexes[tess.numIndexes + i * 3 + 0] = tess.numVertexes + tri->indexes[0];
tess.indexes[tess.numIndexes + i * 3 + 1] = tess.numVertexes + tri->indexes[1];
tess.indexes[tess.numIndexes + i * 3 + 2] = tess.numVertexes + tri->indexes[2];
}
tess.numIndexes += srf->numTriangles * 3;
dv = srf->verts;
xyz = tess.xyz[tess.numVertexes];
tangent = tess.tangents[tess.numVertexes];
binormal = tess.binormals[tess.numVertexes];
normal = tess.normals[tess.numVertexes];
texCoords = tess.texCoords[tess.numVertexes];
lightCoords = tess.lightCoords[tess.numVertexes];
color = tess.colors[tess.numVertexes];
#if defined(COMPAT_Q3A) || defined(COMPAT_ET)
for(i = 0; i < srf->numVerts;
i++, dv++, xyz += 4, tangent += 4, binormal += 4, normal += 4, texCoords += 4, lightCoords += 4, color += 4)
{
xyz[0] = dv->xyz[0];
xyz[1] = dv->xyz[1];
xyz[2] = dv->xyz[2];
xyz[3] = 1;
//if(!tess.skipTangentSpaces)
{
tangent[0] = dv->tangent[0];
tangent[1] = dv->tangent[1];
tangent[2] = dv->tangent[2];
binormal[0] = dv->binormal[0];
binormal[1] = dv->binormal[1];
binormal[2] = dv->binormal[2];
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] = 0;
texCoords[3] = 1;
lightCoords[0] = dv->lightmap[0];
lightCoords[1] = dv->lightmap[1];
lightCoords[2] = 0;
lightCoords[3] = 1;
color[0] = dv->lightColor[0];
color[1] = dv->lightColor[1];
color[2] = dv->lightColor[2];
color[3] = dv->lightColor[3];
}
#else
paintColor = tess.paintColors[tess.numVertexes];
lightDirection = tess.lightDirections[tess.numVertexes];
for(i = 0; i < srf->numVerts;
i++, dv++, xyz += 4, tangent += 4, binormal += 4, normal += 4, texCoords += 4, lightCoords += 4, color += 4, paintColor += 4, lightDirection += 4)
{
xyz[0] = dv->xyz[0];
xyz[1] = dv->xyz[1];
xyz[2] = dv->xyz[2];
xyz[3] = 1;
//if(!tess.skipTangentSpaces)
{
tangent[0] = dv->tangent[0];
tangent[1] = dv->tangent[1];
tangent[2] = dv->tangent[2];
binormal[0] = dv->binormal[0];
binormal[1] = dv->binormal[1];
binormal[2] = dv->binormal[2];
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] = 0;
texCoords[3] = 1;
lightCoords[0] = dv->lightmap[0];
lightCoords[1] = dv->lightmap[1];
lightCoords[2] = 0;
lightCoords[3] = 1;
color[0] = dv->lightColor[0];
color[1] = dv->lightColor[1];
color[2] = dv->lightColor[2];
color[3] = dv->lightColor[3];
paintColor[0] = dv->paintColor[0];
paintColor[1] = dv->paintColor[1];
paintColor[2] = dv->paintColor[2];
paintColor[3] = dv->paintColor[3];
lightDirection[0] = dv->lightDirection[0];
lightDirection[1] = dv->lightDirection[1];
lightDirection[2] = dv->lightDirection[2];
lightDirection[3] = 1;
}
#endif
tess.numVertexes += srf->numVerts;
}
/*
=============
Tess_SurfaceGrid
=============
*/
static void Tess_SurfaceGrid(srfGridMesh_t * srf)
{
int i;
srfTriangle_t *tri;
srfVert_t *dv;
float *xyz, *tangent, *binormal, *normal, *texCoords, *lightCoords, *color, *paintColor, *lightDirection;
GLimp_LogComment("--- Tess_SurfaceGrid ---\n");
if(r_vboCurves->integer && srf->vbo && srf->ibo && !ShaderRequiresCPUDeforms(tess.surfaceShader))
{
if(tess.multiDrawPrimitives >= MAX_MULTIDRAW_PRIMITIVES)
{
Tess_EndBegin();
}
R_BindVBO(srf->vbo);
R_BindIBO(srf->ibo);
tess.multiDrawIndexes[tess.multiDrawPrimitives] = (glIndex_t*) BUFFER_OFFSET(srf->firstTriangle * 3 * sizeof(glIndex_t));
tess.multiDrawCounts[tess.multiDrawPrimitives] = srf->numTriangles * 3;
tess.multiDrawPrimitives++;
return;
}
Tess_CheckOverflow(srf->numVerts, srf->numTriangles * 3);
for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
{
tess.indexes[tess.numIndexes + i * 3 + 0] = tess.numVertexes + tri->indexes[0];
tess.indexes[tess.numIndexes + i * 3 + 1] = tess.numVertexes + tri->indexes[1];
tess.indexes[tess.numIndexes + i * 3 + 2] = tess.numVertexes + tri->indexes[2];
}
tess.numIndexes += srf->numTriangles * 3;
dv = srf->verts;
xyz = tess.xyz[tess.numVertexes];
tangent = tess.tangents[tess.numVertexes];
binormal = tess.binormals[tess.numVertexes];
normal = tess.normals[tess.numVertexes];
texCoords = tess.texCoords[tess.numVertexes];
lightCoords = tess.lightCoords[tess.numVertexes];
color = tess.colors[tess.numVertexes];
#if defined(COMPAT_Q3A) || defined(COMPAT_ET)
for(i = 0; i < srf->numVerts;
i++, dv++, xyz += 4, tangent += 4, binormal += 4, normal += 4, texCoords += 4, lightCoords += 4, color += 4)
{
xyz[0] = dv->xyz[0];
xyz[1] = dv->xyz[1];
xyz[2] = dv->xyz[2];
xyz[3] = 1;
//if(!tess.skipTangentSpaces)
{
tangent[0] = dv->tangent[0];
tangent[1] = dv->tangent[1];
tangent[2] = dv->tangent[2];
binormal[0] = dv->binormal[0];
binormal[1] = dv->binormal[1];
binormal[2] = dv->binormal[2];
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] = 0;
texCoords[3] = 1;
lightCoords[0] = dv->lightmap[0];
lightCoords[1] = dv->lightmap[1];
lightCoords[2] = 0;
lightCoords[3] = 1;
color[0] = dv->lightColor[0];
color[1] = dv->lightColor[1];
color[2] = dv->lightColor[2];
color[3] = dv->lightColor[3];
}
#else
paintColor = tess.paintColors[tess.numVertexes];
lightDirection = tess.lightDirections[tess.numVertexes];
for(i = 0; i < srf->numVerts;
i++, dv++, xyz += 4, tangent += 4, binormal += 4, normal += 4, texCoords += 4, lightCoords += 4, color += 4, paintColor += 4, lightDirection += 4)
{
xyz[0] = dv->xyz[0];
xyz[1] = dv->xyz[1];
xyz[2] = dv->xyz[2];
xyz[3] = 1;
//if(!tess.skipTangentSpaces)
{
tangent[0] = dv->tangent[0];
tangent[1] = dv->tangent[1];
tangent[2] = dv->tangent[2];
binormal[0] = dv->binormal[0];
binormal[1] = dv->binormal[1];
binormal[2] = dv->binormal[2];
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] = 0;
texCoords[3] = 1;
lightCoords[0] = dv->lightmap[0];
lightCoords[1] = dv->lightmap[1];
lightCoords[2] = 0;
lightCoords[3] = 1;
color[0] = dv->lightColor[0];
color[1] = dv->lightColor[1];
color[2] = dv->lightColor[2];
color[3] = dv->lightColor[3];
paintColor[0] = dv->paintColor[0];
paintColor[1] = dv->paintColor[1];
paintColor[2] = dv->paintColor[2];
paintColor[3] = dv->paintColor[3];
lightDirection[0] = dv->lightDirection[0];
lightDirection[1] = dv->lightDirection[1];
lightDirection[2] = dv->lightDirection[2];
lightDirection[3] = 1;
}
#endif
tess.numVertexes += srf->numVerts;
}
/*
=============
Tess_SurfaceTriangles
=============
*/
static void Tess_SurfaceTriangles(srfTriangles_t * srf)
{
int i;
srfTriangle_t *tri;
srfVert_t *dv;
float *xyz, *tangent, *binormal, *normal, *texCoords, *lightCoords, *color, *paintColor, *lightDirection;
GLimp_LogComment("--- Tess_SurfaceTriangles ---\n");
if(r_vboTriangles->integer && srf->vbo && srf->ibo && !ShaderRequiresCPUDeforms(tess.surfaceShader))
{
if(tess.multiDrawPrimitives >= MAX_MULTIDRAW_PRIMITIVES)
{
Tess_EndBegin();
}
R_BindVBO(srf->vbo);
R_BindIBO(srf->ibo);
tess.multiDrawIndexes[tess.multiDrawPrimitives] = (glIndex_t*) BUFFER_OFFSET(srf->firstTriangle * 3 * sizeof(glIndex_t));
tess.multiDrawCounts[tess.multiDrawPrimitives] = srf->numTriangles * 3;
tess.multiDrawPrimitives++;
return;
}
Tess_CheckOverflow(srf->numVerts, srf->numTriangles * 3);
for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
{
tess.indexes[tess.numIndexes + i * 3 + 0] = tess.numVertexes + tri->indexes[0];
tess.indexes[tess.numIndexes + i * 3 + 1] = tess.numVertexes + tri->indexes[1];
tess.indexes[tess.numIndexes + i * 3 + 2] = tess.numVertexes + tri->indexes[2];
}
tess.numIndexes += srf->numTriangles * 3;
dv = srf->verts;
xyz = tess.xyz[tess.numVertexes];
tangent = tess.tangents[tess.numVertexes];
binormal = tess.binormals[tess.numVertexes];
normal = tess.normals[tess.numVertexes];
texCoords = tess.texCoords[tess.numVertexes];
lightCoords = tess.lightCoords[tess.numVertexes];
color = tess.colors[tess.numVertexes];
#if defined(COMPAT_Q3A) || defined(COMPAT_ET)
for(i = 0; i < srf->numVerts;
i++, dv++, xyz += 4, tangent += 4, binormal += 4, normal += 4, texCoords += 4, lightCoords += 4, color += 4)
{
xyz[0] = dv->xyz[0];
xyz[1] = dv->xyz[1];
xyz[2] = dv->xyz[2];
xyz[3] = 1;
//if(!tess.skipTangentSpaces)
{
tangent[0] = dv->tangent[0];
tangent[1] = dv->tangent[1];
tangent[2] = dv->tangent[2];
binormal[0] = dv->binormal[0];
binormal[1] = dv->binormal[1];
binormal[2] = dv->binormal[2];
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] = 0;
texCoords[3] = 1;
lightCoords[0] = dv->lightmap[0];
lightCoords[1] = dv->lightmap[1];
lightCoords[2] = 0;
lightCoords[3] = 1;
color[0] = dv->lightColor[0];
color[1] = dv->lightColor[1];
color[2] = dv->lightColor[2];
color[3] = dv->lightColor[3];
}
#else
paintColor = tess.paintColors[tess.numVertexes];
lightDirection = tess.lightDirections[tess.numVertexes];
for(i = 0; i < srf->numVerts;
i++, dv++, xyz += 4, tangent += 4, binormal += 4, normal += 4, texCoords += 4, lightCoords += 4, color += 4, paintColor += 4, lightDirection += 4)
{
xyz[0] = dv->xyz[0];
xyz[1] = dv->xyz[1];
xyz[2] = dv->xyz[2];
xyz[3] = 1;
//if(!tess.skipTangentSpaces)
{
tangent[0] = dv->tangent[0];
tangent[1] = dv->tangent[1];
tangent[2] = dv->tangent[2];
binormal[0] = dv->binormal[0];
binormal[1] = dv->binormal[1];
binormal[2] = dv->binormal[2];
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] = 0;
texCoords[3] = 1;
lightCoords[0] = dv->lightmap[0];
lightCoords[1] = dv->lightmap[1];
lightCoords[2] = 0;
lightCoords[3] = 1;
color[0] = dv->lightColor[0];
color[1] = dv->lightColor[1];
color[2] = dv->lightColor[2];
color[3] = dv->lightColor[3];
paintColor[0] = dv->paintColor[0];
paintColor[1] = dv->paintColor[1];
paintColor[2] = dv->paintColor[2];
paintColor[3] = dv->paintColor[3];
lightDirection[0] = dv->lightDirection[0];
lightDirection[1] = dv->lightDirection[1];
lightDirection[2] = dv->lightDirection[2];
lightDirection[3] = 1;
}
#endif
tess.numVertexes += srf->numVerts;
}
/*
==============
Tess_SurfaceBeam
==============
*/
static void Tess_SurfaceBeam(void)
{
#if 1
GLimp_LogComment("--- Tess_SurfaceBeam ---\n");
// TODO rewrite without glBegin/glEnd
#else
#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;
GLimp_LogComment("--- Tess_SurfaceBeam ---\n");
if(glState.currentVBO != tess.vbo || glState.currentIBO != tess.ibo)
{
Tess_EndBegin();
R_BindVBO(tess.vbo);
R_BindIBO(tess.ibo);
}
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_BindProgram(0);
GL_SelectTexture(0);
GL_Bind(tr.whiteImage);
GL_State(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
glColor3f(1, 0, 0);
glBegin(GL_TRIANGLE_STRIP);
for(i = 0; i <= NUM_BEAM_SEGS; i++)
{
glVertex3fv(start_points[i % NUM_BEAM_SEGS]);
glVertex3fv(end_points[i % NUM_BEAM_SEGS]);
}
glEnd();
#endif
}
//================================================================================
static void Tess_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.xyz[tess.numVertexes][3] = 1;
tess.texCoords[tess.numVertexes][0] = 0;
tess.texCoords[tess.numVertexes][1] = 0;
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25 * (1.0 / 255.0);
tess.colors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25 * (1.0 / 255.0);
tess.colors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25 * (1.0 / 255.0);
tess.numVertexes++;
VectorMA(start, spanWidth2, up, tess.xyz[tess.numVertexes]);
tess.xyz[tess.numVertexes][3] = 1;
tess.texCoords[tess.numVertexes][0] = 0;
tess.texCoords[tess.numVertexes][1] = 1;
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * (1.0 / 255.0);
tess.colors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * (1.0 / 255.0);
tess.colors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * (1.0 / 255.0);
tess.numVertexes++;
VectorMA(end, spanWidth, up, tess.xyz[tess.numVertexes]);
tess.xyz[tess.numVertexes][3] = 1;
tess.texCoords[tess.numVertexes][0] = t;
tess.texCoords[tess.numVertexes][1] = 0;
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * (1.0 / 255.0);
tess.colors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * (1.0 / 255.0);
tess.colors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * (1.0 / 255.0);
tess.numVertexes++;
VectorMA(end, spanWidth2, up, tess.xyz[tess.numVertexes]);
tess.xyz[tess.numVertexes][3] = 1;
tess.texCoords[tess.numVertexes][0] = t;
tess.texCoords[tess.numVertexes][1] = 1;
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * (1.0 / 255.0);
tess.colors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * (1.0 / 255.0);
tess.colors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * (1.0 / 255.0);
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 Tess_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;
Tess_CheckOverflow(4, 6);
for(j = 0; j < 4; j++)
{
VectorCopy(pos[j], tess.xyz[tess.numVertexes]);
tess.xyz[tess.numVertexes][3] = 1;
tess.texCoords[tess.numVertexes][0] = (j < 2);
tess.texCoords[tess.numVertexes][1] = (j && j != 3);
tess.texCoords[tess.numVertexes][2] = 0;
tess.texCoords[tess.numVertexes][3] = 1;
tess.colors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * (1.0 / 255.0);
tess.colors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * (1.0 / 255.0);
tess.colors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * (1.0 / 255.0);
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;
}
}
/*
==============
Tess_SurfaceRailRings
==============
*/
static void Tess_SurfaceRailRings(void)
{
refEntity_t *e;
int numSegs;
int len;
vec3_t vec;
vec3_t right, up;
vec3_t start, end;
GLimp_LogComment("--- Tess_SurfaceRailRings ---\n");
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);
Tess_DoRailDiscs(numSegs, start, vec, right, up);
}
/*
==============
Tess_SurfaceRailCore
==============
*/
static void Tess_SurfaceRailCore(void)
{
refEntity_t *e;
int len;
vec3_t right;
vec3_t vec;
vec3_t start, end;
vec3_t v1, v2;
GLimp_LogComment("--- Tess_SurfaceRailCore ---\n");
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.orientation.origin, v1);
VectorNormalize(v1);
VectorSubtract(end, backEnd.viewParms.orientation.origin, v2);
VectorNormalize(v2);
CrossProduct(v1, v2, right);
VectorNormalize(right);
Tess_DoRailCore(start, end, right, len, r_railCoreWidth->integer);
}
/*
==============
Tess_SurfaceLightningBolt
==============
*/
static void Tess_SurfaceLightningBolt(void)
{
refEntity_t *e;
int len;
vec3_t right;
vec3_t vec;
vec3_t start, end;
vec3_t v1, v2;
int i;
GLimp_LogComment("--- Tess_SurfaceLightningBolt ---\n");
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.orientation.origin, v1);
VectorNormalize(v1);
VectorSubtract(end, backEnd.viewParms.orientation.origin, v2);
VectorNormalize(v2);
CrossProduct(v1, v2, right);
VectorNormalize(right);
for(i = 0; i < 4; i++)
{
vec3_t temp;
Tess_DoRailCore(start, end, right, len, 8);
RotatePointAroundVector(temp, vec, right, 45);
VectorCopy(temp, right);
}
}
/*
=============
Tess_SurfaceMDV
=============
*/
static void Tess_SurfaceMDV(mdvSurface_t * srf)
{
int i, j;
int numIndexes = 0;
int numVertexes;
mdvModel_t *model;
mdvVertex_t *oldVert, *newVert;
mdvSt_t *st;
srfTriangle_t *tri;
vec3_t lightOrigin;
float backlerp;
float oldXyzScale, newXyzScale;
GLimp_LogComment("--- Tess_SurfaceMDV ---\n");
if(backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame)
{
backlerp = 0;
}
else
{
backlerp = backEnd.currentEntity->e.backlerp;
}
newXyzScale = (1.0 - backlerp);
oldXyzScale = backlerp;
Tess_CheckOverflow(srf->numVerts, srf->numTriangles * 3);
model = srf->model;
numIndexes = srf->numTriangles * 3;
for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
{
tess.indexes[tess.numIndexes + i * 3 + 0] = tess.numVertexes + tri->indexes[0];
tess.indexes[tess.numIndexes + i * 3 + 1] = tess.numVertexes + tri->indexes[1];
tess.indexes[tess.numIndexes + i * 3 + 2] = tess.numVertexes + tri->indexes[2];
}
newVert = srf->verts + (backEnd.currentEntity->e.frame * srf->numVerts);
oldVert = srf->verts + (backEnd.currentEntity->e.oldframe * srf->numVerts);
st = srf->st;
numVertexes = srf->numVerts;
for(j = 0; j < numVertexes; j++, newVert++, oldVert++, st++)
{
vec3_t tmpVert;
if(backlerp == 0)
{
// just copy
tmpVert[0] = newVert->xyz[0] * newXyzScale;
tmpVert[1] = newVert->xyz[1] * newXyzScale;
tmpVert[2] = newVert->xyz[2] * newXyzScale;
}
else
{
// interpolate the xyz
tmpVert[0] = oldVert->xyz[0] * oldXyzScale + newVert->xyz[0] * newXyzScale;
tmpVert[1] = oldVert->xyz[1] * oldXyzScale + newVert->xyz[1] * newXyzScale;
tmpVert[2] = oldVert->xyz[2] * oldXyzScale + newVert->xyz[2] * newXyzScale;
}
tess.xyz[tess.numVertexes + j][0] = tmpVert[0];
tess.xyz[tess.numVertexes + j][1] = tmpVert[1];
tess.xyz[tess.numVertexes + j][2] = tmpVert[2];
tess.xyz[tess.numVertexes + j][3] = 1;
tess.texCoords[tess.numVertexes + j][0] = st->st[0];
tess.texCoords[tess.numVertexes + j][1] = st->st[1];
tess.texCoords[tess.numVertexes + j][2] = 0;
tess.texCoords[tess.numVertexes + j][3] = 1;
}
// calc tangent spaces
if(!tess.skipTangentSpaces)
{
int i;
float *v;
const float *v0, *v1, *v2;
const float *t0, *t1, *t2;
vec3_t tangent;
vec3_t binormal;
vec3_t normal;
int *indices;
for(i = 0; i < numVertexes; i++)
{
VectorClear(tess.tangents[tess.numVertexes + i]);
VectorClear(tess.binormals[tess.numVertexes + i]);
VectorClear(tess.normals[tess.numVertexes + i]);
}
for(i = 0, indices = tess.indexes + tess.numIndexes; i < numIndexes; i += 3, indices += 3)
{
v0 = tess.xyz[indices[0]];
v1 = tess.xyz[indices[1]];
v2 = tess.xyz[indices[2]];
t0 = tess.texCoords[indices[0]];
t1 = tess.texCoords[indices[1]];
t2 = tess.texCoords[indices[2]];
R_CalcTangentSpaceFast(tangent, binormal, normal, v0, v1, v2, t0, t1, t2);
for(j = 0; j < 3; j++)
{
v = tess.tangents[indices[j]];
VectorAdd(v, tangent, v);
v = tess.binormals[indices[j]];
VectorAdd(v, binormal, v);
v = tess.normals[indices[j]];
VectorAdd(v, normal, v);
}
}
#if 1
VectorArrayNormalize((vec4_t *) tess.tangents[tess.numVertexes], numVertexes);
VectorArrayNormalize((vec4_t *) tess.binormals[tess.numVertexes], numVertexes);
VectorArrayNormalize((vec4_t *) tess.normals[tess.numVertexes], numVertexes);
#else
for(i = 0; i < numVertexes; i++)
{
VectorNormalize(tess.tangents[tess.numVertexes + i]);
VectorNormalize(tess.binormals[tess.numVertexes + i]);
VectorNormalize(tess.normals[tess.numVertexes + i]);
}
#endif
// TEST
/*
for(i = 0; i < numVertexes; i++)
{
VectorSet(tess.normals[tess.numVertexes + i], 0, 0, 1);
}
*/
}
tess.numIndexes += numIndexes;
tess.numVertexes += numVertexes;
}
/*
==============
Tess_SurfaceMD5
==============
*/
static void Tess_SurfaceMD5(md5Surface_t * srf)
{
int i, j, k;
int numIndexes = 0;
int numVertexes;
md5Model_t *model;
md5Vertex_t *v;
md5Bone_t *bone;
srfTriangle_t *tri;
vec3_t lightOrigin;
float *xyzw, *xyzw2;
static matrix_t boneMatrices[MAX_BONES];
GLimp_LogComment("--- Tess_SurfaceMD5 ---\n");
Tess_CheckOverflow(srf->numVerts, srf->numTriangles * 3);
model = srf->model;
numIndexes = srf->numTriangles * 3;
for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
{
tess.indexes[tess.numIndexes + i * 3 + 0] = tess.numVertexes + tri->indexes[0];
tess.indexes[tess.numIndexes + i * 3 + 1] = tess.numVertexes + tri->indexes[1];
tess.indexes[tess.numIndexes + i * 3 + 2] = tess.numVertexes + tri->indexes[2];
}
if(tess.skipTangentSpaces)
{
vec3_t tmpVert;
vec3_t tmpPosition;
md5Weight_t *w;
// convert bones back to matrices
for(i = 0; i < model->numBones; i++)
{
matrix_t m, m2;
#if defined(USE_REFENTITY_ANIMATIONSYSTEM)
if(backEnd.currentEntity->e.skeleton.type == SK_ABSOLUTE)
{
MatrixSetupScale(m,
backEnd.currentEntity->e.skeleton.scale[0],
backEnd.currentEntity->e.skeleton.scale[1], backEnd.currentEntity->e.skeleton.scale[2]);
MatrixSetupTransformFromQuat(m2, backEnd.currentEntity->e.skeleton.bones[i].rotation,
backEnd.currentEntity->e.skeleton.bones[i].origin);
Matrix4x4Multiply(m2, m, boneMatrices[i]);
}
else
#endif
{
MatrixSetupTransformFromQuat(boneMatrices[i], model->bones[i].rotation, model->bones[i].origin);
}
}
// deform the vertices by the lerped bones
numVertexes = srf->numVerts;
for(j = 0, v = srf->verts; j < numVertexes; j++, v++)
{
VectorClear(tmpPosition);
for(k = 0, w = v->weights[0]; k < v->numWeights; k++, w++)
{
bone = &model->bones[w->boneIndex];
MatrixTransformPoint(boneMatrices[w->boneIndex], w->offset, tmpVert);
VectorMA(tmpPosition, w->boneWeight, tmpVert, tmpPosition);
}
tess.xyz[tess.numVertexes + j][0] = tmpPosition[0];
tess.xyz[tess.numVertexes + j][1] = tmpPosition[1];
tess.xyz[tess.numVertexes + j][2] = tmpPosition[2];
tess.xyz[tess.numVertexes + j][3] = 1;
tess.texCoords[tess.numVertexes + j][0] = v->texCoords[0];
tess.texCoords[tess.numVertexes + j][1] = v->texCoords[1];
tess.texCoords[tess.numVertexes + j][2] = 0;
tess.texCoords[tess.numVertexes + j][3] = 1;
}
}
else
{
vec3_t tmpVert;
vec3_t tmpPosition;
vec3_t tmpNormal;
vec3_t tmpTangent;
vec3_t tmpBinormal;
md5Weight_t *w;
// convert bones back to matrices
for(i = 0; i < model->numBones; i++)
{
matrix_t m, m2; //, m3;
#if defined(USE_REFENTITY_ANIMATIONSYSTEM)
if(backEnd.currentEntity->e.skeleton.type == SK_ABSOLUTE)
{
MatrixSetupScale(m,
backEnd.currentEntity->e.skeleton.scale[0],
backEnd.currentEntity->e.skeleton.scale[1], backEnd.currentEntity->e.skeleton.scale[2]);
MatrixSetupTransformFromQuat(m2, backEnd.currentEntity->e.skeleton.bones[i].rotation,
backEnd.currentEntity->e.skeleton.bones[i].origin);
Matrix4x4Multiply(m2, m, boneMatrices[i]);
MatrixMultiply2(boneMatrices[i], model->bones[i].inverseTransform);
}
else
#endif
{
MatrixIdentity(boneMatrices[i]);
}
}
// deform the vertices by the lerped bones
numVertexes = srf->numVerts;
for(j = 0, v = srf->verts; j < numVertexes; j++, v++)
{
VectorClear(tmpPosition);
VectorClear(tmpTangent);
VectorClear(tmpBinormal);
VectorClear(tmpNormal);
for(k = 0, w = v->weights[0]; k < v->numWeights; k++, w++)
{
//MatrixTransformPoint(boneMatrices[w->boneIndex], w->offset, tmpVert);
MatrixTransformPoint(boneMatrices[w->boneIndex], v->position, tmpVert);
VectorMA(tmpPosition, w->boneWeight, tmpVert, tmpPosition);
MatrixTransformNormal(boneMatrices[w->boneIndex], v->tangent, tmpVert);
VectorMA(tmpTangent, w->boneWeight, tmpVert, tmpTangent);
MatrixTransformNormal(boneMatrices[w->boneIndex], v->binormal, tmpVert);
VectorMA(tmpBinormal, w->boneWeight, tmpVert, tmpBinormal);
MatrixTransformNormal(boneMatrices[w->boneIndex], v->normal, tmpVert);
VectorMA(tmpNormal, w->boneWeight, tmpVert, tmpNormal);
}
//VectorNormalize(tmpTangent);
//VectorNormalize(tmpBinormal);
//VectorNormalize(tmpNormal);
//VectorCopy(v->tangent, tmpTangent);
//VectorCopy(v->binormal, tmpBinormal);
//VectorCopy(v->normal, tmpNormal);
tess.xyz[tess.numVertexes + j][0] = tmpPosition[0];
tess.xyz[tess.numVertexes + j][1] = tmpPosition[1];
tess.xyz[tess.numVertexes + j][2] = tmpPosition[2];
tess.xyz[tess.numVertexes + j][3] = 1;
tess.texCoords[tess.numVertexes + j][0] = v->texCoords[0];
tess.texCoords[tess.numVertexes + j][1] = v->texCoords[1];
tess.texCoords[tess.numVertexes + j][2] = 0;
tess.texCoords[tess.numVertexes + j][3] = 1;
tess.tangents[tess.numVertexes + j][0] = tmpTangent[0];
tess.tangents[tess.numVertexes + j][1] = tmpTangent[1];
tess.tangents[tess.numVertexes + j][2] = tmpTangent[2];
tess.tangents[tess.numVertexes + j][3] = 1;
tess.binormals[tess.numVertexes + j][0] = tmpBinormal[0];
tess.binormals[tess.numVertexes + j][1] = tmpBinormal[1];
tess.binormals[tess.numVertexes + j][2] = tmpBinormal[2];
tess.binormals[tess.numVertexes + j][3] = 1;
tess.normals[tess.numVertexes + j][0] = tmpNormal[0];
tess.normals[tess.numVertexes + j][1] = tmpNormal[1];
tess.normals[tess.numVertexes + j][2] = tmpNormal[2];
tess.normals[tess.numVertexes + j][3] = 1;
}
}
tess.numIndexes += numIndexes;
tess.numVertexes += numVertexes;
}
/*
===========================================================================
NULL MODEL
===========================================================================
*/
/*
===================
Tess_SurfaceAxis
Draws x/y/z lines from the origin for orientation debugging
===================
*/
static void Tess_SurfaceAxis(void)
{
//int k;
//vec4_t verts[3];
//vec3_t forward, right, up;
GLimp_LogComment("--- Tess_SurfaceAxis ---\n");
#if 0
Tess_CheckOverflow(9, 9);
MatrixToVectorsFRU(backEnd.orientation.transformMatrix, forward, right, up);
VectorClear(verts[0]);
VectorScale(forward, 1, verts[1]);
VectorScale(up, 0.2, verts[2]);
for(k = 0; k < 3; k++)
{
verts[k][3] = 1;
Vector4Copy(verts[k], tess.xyz[tess.numVertexes]);
Vector4Copy(colorRed, tess.colors[tess.numVertexes]);
tess.indexes[tess.numIndexes++] = tess.numVertexes;
tess.numVertexes++;
}
VectorScale(right, 1, verts[1]);
VectorScale(up, 0.2, verts[2]);
for(k = 0; k < 3; k++)
{
verts[k][3] = 1;
Vector4Copy(verts[k], tess.xyz[tess.numVertexes]);
Vector4Copy(colorGreen, tess.colors[tess.numVertexes]);
tess.indexes[tess.numIndexes++] = tess.numVertexes;
tess.numVertexes++;
}
VectorScale(up, 1, verts[1]);
VectorScale(forward, 0.2, verts[2]);
for(k = 0; k < 3; k++)
{
verts[k][3] = 1;
Vector4Copy(verts[k], tess.xyz[tess.numVertexes]);
Vector4Copy(colorBlue, tess.colors[tess.numVertexes]);
tess.indexes[tess.numIndexes++] = tess.numVertexes;
tess.numVertexes++;
}
#endif
/*
GL_BindProgram(0);
GL_SelectTexture(0);
GL_Bind(tr.whiteImage);
glLineWidth(3);
glBegin(GL_LINES);
glColor3f(1, 0, 0);
glVertex3f(0, 0, 0);
glVertex3f(16, 0, 0);
glColor3f(0, 1, 0);
glVertex3f(0, 0, 0);
glVertex3f(0, 16, 0);
glColor3f(0, 0, 1);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, 16);
glEnd();
glLineWidth(1);
*/
}
//===========================================================================
/*
====================
Tess_SurfaceEntity
Entities that have a single procedurally generated surface
====================
*/
static void Tess_SurfaceEntity(surfaceType_t * surfType)
{
GLimp_LogComment("--- Tess_SurfaceEntity ---\n");
if(glState.currentVBO != tess.vbo || glState.currentIBO != tess.ibo)
{
Tess_EndBegin();
R_BindVBO(tess.vbo);
R_BindIBO(tess.ibo);
}
switch (backEnd.currentEntity->e.reType)
{
case RT_SPLASH:
Tess_SurfaceSplash();
break;
case RT_SPRITE:
Tess_SurfaceSprite();
break;
case RT_BEAM:
Tess_SurfaceBeam();
break;
case RT_RAIL_CORE:
Tess_SurfaceRailCore();
break;
case RT_RAIL_RINGS:
Tess_SurfaceRailRings();
break;
case RT_LIGHTNING:
Tess_SurfaceLightningBolt();
break;
default:
Tess_SurfaceAxis();
break;
}
return;
}
static void Tess_SurfaceBad(surfaceType_t * surfType)
{
GLimp_LogComment("--- Tess_SurfaceBad ---\n");
ri.Printf(PRINT_ALL, "Bad surface tesselated.\n");
}
static void Tess_SurfaceFlare(srfFlare_t * surf)
{
vec3_t dir;
vec3_t origin;
float d;
GLimp_LogComment("--- Tess_SurfaceFlare ---\n");
if(glState.currentVBO != tess.vbo || glState.currentIBO != tess.ibo)
{
Tess_EndBegin();
R_BindVBO(tess.vbo);
R_BindIBO(tess.ibo);
}
VectorMA(surf->origin, 2.0, surf->normal, origin);
VectorSubtract(origin, backEnd.viewParms.orientation.origin, dir);
VectorNormalize(dir);
d = -DotProduct(dir, surf->normal);
VectorMA(origin, r_ignore->value, dir, origin);
if(d < 0)
return;
RB_AddFlare((void *)surf, tess.fogNum, origin, surf->color, surf->normal);
}
/*
==============
Tess_SurfaceVBOMesh
==============
*/
static void Tess_SurfaceVBOMesh(srfVBOMesh_t * srf)
{
GLimp_LogComment("--- Tess_SurfaceVBOMesh ---\n");
if(!srf->vbo || !srf->ibo)
return;
Tess_EndBegin();
R_BindVBO(srf->vbo);
R_BindIBO(srf->ibo);
tess.numIndexes = srf->numIndexes;
tess.numVertexes = srf->numVerts;
Tess_End();
}
/*
==============
Tess_SurfaceVBOMDVMesh
==============
*/
void Tess_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface)
{
int i;
mdvModel_t *mdvModel;
mdvSurface_t *mdvSurface;
matrix_t m, m2; //, m3
refEntity_t *refEnt;
GLimp_LogComment("--- Tess_SurfaceVBOMDVMesh ---\n");
if(!surface->vbo || !surface->ibo)
return;
Tess_EndBegin();
R_BindVBO(surface->vbo);
R_BindIBO(surface->ibo);
tess.numIndexes = surface->numIndexes;
tess.numVertexes = surface->numVerts;
mdvModel = surface->mdvModel;
mdvSurface = surface->mdvSurface;
refEnt = &backEnd.currentEntity->e;
if(refEnt->oldframe == refEnt->frame)
{
glState.vertexAttribsInterpolation = 0;
}
else
{
glState.vertexAttribsInterpolation = (1.0 - refEnt->backlerp);
}
glState.vertexAttribsOldFrame = refEnt->oldframe;
glState.vertexAttribsNewFrame = refEnt->frame;
//glState.vertexAttribPointersSet = 0;
//GL_VertexAttribPointers(ATTR_BITS | ATTR_POSITION2 | ATTR_TANGENT2 | ATTR_BINORMAL2 | ATTR_NORMAL2);
Tess_End();
}
/*
==============
Tess_SurfaceVBOMD5Mesh
==============
*/
static void Tess_SurfaceVBOMD5Mesh(srfVBOMD5Mesh_t * srf)
{
int i;
md5Model_t *model;
matrix_t m, m2; //, m3;
GLimp_LogComment("--- Tess_SurfaceVBOMD5Mesh ---\n");
if(!srf->vbo || !srf->ibo)
return;
Tess_EndBegin();
R_BindVBO(srf->vbo);
R_BindIBO(srf->ibo);
tess.numIndexes = srf->numIndexes;
tess.numVertexes = srf->numVerts;
model = srf->md5Model;
#if defined(USE_REFENTITY_ANIMATIONSYSTEM)
if(backEnd.currentEntity->e.skeleton.type == SK_ABSOLUTE)
{
tess.vboVertexSkinning = qtrue;
MatrixSetupScale(m,
backEnd.currentEntity->e.skeleton.scale[0],
backEnd.currentEntity->e.skeleton.scale[1], backEnd.currentEntity->e.skeleton.scale[2]);
#if 0
// convert bones back to matrices
for(i = 0; i < model->numBones; i++)
{
MatrixSetupScale(m,
backEnd.currentEntity->e.skeleton.scale[0],
backEnd.currentEntity->e.skeleton.scale[1], backEnd.currentEntity->e.skeleton.scale[2]);
MatrixSetupTransformFromQuat(m2, backEnd.currentEntity->e.skeleton.bones[i].rotation,
backEnd.currentEntity->e.skeleton.bones[i].origin);
Matrix4x4Multiply(m2, m, tess.boneMatrices[i]);
MatrixMultiply2(tess.boneMatrices[i], model->bones[i].inverseTransform);
}
#else
for(i = 0; i < srf->numBoneRemap; i++)
{
MatrixSetupTransformFromQuat(m2, backEnd.currentEntity->e.skeleton.bones[srf->boneRemapInverse[i]].rotation,
backEnd.currentEntity->e.skeleton.bones[srf->boneRemapInverse[i]].origin);
Matrix4x4Multiply(m2, m, tess.boneMatrices[i]);
MatrixMultiply2(tess.boneMatrices[i], model->bones[srf->boneRemapInverse[i]].inverseTransform);
}
#endif
}
else
#endif
{
tess.vboVertexSkinning = qfalse;
}
//GL_VertexAttribPointers(ATTR_BITS | ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS);
Tess_End();
}
static void Tess_SurfaceSkip(void *surf)
{
}
// *INDENT-OFF*
void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES]) (void *) =
{
(void (*)(void *))Tess_SurfaceBad, // SF_BAD,
(void (*)(void *))Tess_SurfaceSkip, // SF_SKIP,
(void (*)(void *))Tess_SurfaceFace, // SF_FACE,
(void (*)(void *))Tess_SurfaceGrid, // SF_GRID,
(void (*)(void *))Tess_SurfaceTriangles, // SF_TRIANGLES,
(void (*)(void *))Tess_SurfacePolychain, // SF_POLY,
(void (*)(void *))Tess_SurfacePolybuffer, // SF_POLYBUFFER,
(void (*)(void *))Tess_SurfaceDecal, // SF_DECAL
(void (*)(void *))Tess_SurfaceMDV, // SF_MDV,
#if defined(COMPAT_ET)
(void (*)(void *))Tess_MDM_SurfaceAnim, // SF_MDM,
#endif
(void (*)(void *))Tess_SurfaceMD5, // SF_MD5,
(void (*)(void *))Tess_SurfaceFlare, // SF_FLARE,
(void (*)(void *))Tess_SurfaceEntity, // SF_ENTITY
(void (*)(void *))Tess_SurfaceVBOMesh, // SF_VBO_MESH
(void (*)(void *))Tess_SurfaceVBOMD5Mesh, // SF_VBO_MD5MESH
#if defined(COMPAT_ET)
(void (*)(void *))Tess_SurfaceVBOMDMMesh, // SF_VBO_MD5MESH
#endif
(void (*)(void *))Tess_SurfaceVBOMDVMesh // SF_VBO_MDVMESH
};