diff options
Diffstat (limited to 'code/renderer/tr_main.c')
-rwxr-xr-x | code/renderer/tr_main.c | 2970 |
1 files changed, 1485 insertions, 1485 deletions
diff --git a/code/renderer/tr_main.c b/code/renderer/tr_main.c index 7b054ca..1c92579 100755 --- a/code/renderer/tr_main.c +++ b/code/renderer/tr_main.c @@ -1,1485 +1,1485 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-// tr_main.c -- main control flow for each frame
-
-#include "tr_local.h"
-
-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;
-
-/*
-=================
-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;
-
- Com_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;
-
-}
-
-/*
-** SetFarClip
-*/
-static void 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;
- }
-
- //
- // 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_SetupProjection
-===============
-*/
-void R_SetupProjection( void ) {
- float xmin, xmax, ymin, ymax;
- float width, height, depth;
- float zNear, zFar;
-
- // dynamically compute far clip plane distance
- SetFarClip();
-
- //
- // set up projection matrix
- //
- zNear = r_znear->value;
- zFar = tr.viewParms.zFar;
-
- ymax = zNear * tan( tr.refdef.fov_y * M_PI / 360.0f );
- ymin = -ymax;
-
- xmax = zNear * tan( tr.refdef.fov_x * M_PI / 360.0f );
- xmin = -xmax;
-
- width = xmax - xmin;
- height = ymax - ymin;
- depth = zFar - zNear;
-
- tr.viewParms.projectionMatrix[0] = 2 * zNear / width;
- tr.viewParms.projectionMatrix[4] = 0;
- tr.viewParms.projectionMatrix[8] = ( xmax + xmin ) / width; // normally 0
- tr.viewParms.projectionMatrix[12] = 0;
-
- tr.viewParms.projectionMatrix[1] = 0;
- tr.viewParms.projectionMatrix[5] = 2 * zNear / height;
- tr.viewParms.projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
- tr.viewParms.projectionMatrix[13] = 0;
-
- tr.viewParms.projectionMatrix[2] = 0;
- tr.viewParms.projectionMatrix[6] = 0;
- tr.viewParms.projectionMatrix[10] = -( zFar + zNear ) / depth;
- tr.viewParms.projectionMatrix[14] = -2 * zFar * zNear / depth;
-
- tr.viewParms.projectionMatrix[3] = 0;
- tr.viewParms.projectionMatrix[7] = 0;
- tr.viewParms.projectionMatrix[11] = -1;
- tr.viewParms.projectionMatrix[15] = 0;
-}
-
-/*
-=================
-R_SetupFrustum
-
-Setup that culling frustum planes for the current view
-=================
-*/
-void R_SetupFrustum (void) {
- int i;
- float xs, xc;
- float ang;
-
- ang = tr.viewParms.fovX / 180 * M_PI * 0.5f;
- xs = sin( ang );
- xc = cos( ang );
-
- VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[0].normal );
- VectorMA( tr.viewParms.frustum[0].normal, xc, tr.viewParms.or.axis[1], tr.viewParms.frustum[0].normal );
-
- VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[1].normal );
- VectorMA( tr.viewParms.frustum[1].normal, -xc, tr.viewParms.or.axis[1], tr.viewParms.frustum[1].normal );
-
- ang = tr.viewParms.fovY / 180 * M_PI * 0.5f;
- xs = sin( ang );
- xc = cos( ang );
-
- VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[2].normal );
- VectorMA( tr.viewParms.frustum[2].normal, xc, tr.viewParms.or.axis[2], tr.viewParms.frustum[2].normal );
-
- VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[3].normal );
- VectorMA( tr.viewParms.frustum[3].normal, -xc, tr.viewParms.or.axis[2], tr.viewParms.frustum[3].normal );
-
- for (i=0 ; i<4 ; i++) {
- tr.viewParms.frustum[i].type = PLANE_NON_AXIAL;
- tr.viewParms.frustum[i].dist = DotProduct (tr.viewParms.or.origin, tr.viewParms.frustum[i].normal);
- SetPlaneSignbits( &tr.viewParms.frustum[i] );
- }
-}
-
-
-/*
-=================
-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) {
- Com_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:
- Com_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 != ENTITYNUM_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 != ENTITYNUM_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;
- }
-
- // 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;
-
- if ( glConfig.smpActive ) { // FIXME! we can't do RB_BeginSurface/RB_EndSurface stuff with smp!
- return qfalse;
- }
-
- 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 dot;
- 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 ( ( dot = 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 == 1) ) {
- 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;
- }
-
- 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
-
-==========================================================================================
-*/
-
-/*
-=================
-qsort replacement
-
-=================
-*/
-#define SWAP_DRAW_SURF(a,b) temp=((int *)a)[0];((int *)a)[0]=((int *)b)[0];((int *)b)[0]=temp; temp=((int *)a)[1];((int *)a)[1]=((int *)b)[1];((int *)b)[1]=temp;
-
-/* this parameter defines the cutoff between using quick sort and
- insertion sort for arrays; arrays with lengths shorter or equal to the
- below value use insertion sort */
-
-#define CUTOFF 8 /* testing shows that this is good value */
-
-static void shortsort( drawSurf_t *lo, drawSurf_t *hi ) {
- drawSurf_t *p, *max;
- int temp;
-
- while (hi > lo) {
- max = lo;
- for (p = lo + 1; p <= hi; p++ ) {
- if ( p->sort > max->sort ) {
- max = p;
- }
- }
- SWAP_DRAW_SURF(max, hi);
- hi--;
- }
-}
-
-
-/* sort the array between lo and hi (inclusive)
-FIXME: this was lifted and modified from the microsoft lib source...
- */
-
-void qsortFast (
- void *base,
- unsigned num,
- unsigned width
- )
-{
- char *lo, *hi; /* ends of sub-array currently sorting */
- char *mid; /* points to middle of subarray */
- char *loguy, *higuy; /* traveling pointers for partition step */
- unsigned size; /* size of the sub-array */
- char *lostk[30], *histk[30];
- int stkptr; /* stack for saving sub-array to be processed */
- int temp;
-
- if ( sizeof(drawSurf_t) != 8 ) {
- ri.Error( ERR_DROP, "change SWAP_DRAW_SURF macro" );
- }
-
- /* Note: the number of stack entries required is no more than
- 1 + log2(size), so 30 is sufficient for any array */
-
- if (num < 2 || width == 0)
- return; /* nothing to do */
-
- stkptr = 0; /* initialize stack */
-
- lo = base;
- hi = (char *)base + width * (num-1); /* initialize limits */
-
- /* this entry point is for pseudo-recursion calling: setting
- lo and hi and jumping to here is like recursion, but stkptr is
- prserved, locals aren't, so we preserve stuff on the stack */
-recurse:
-
- size = (hi - lo) / width + 1; /* number of el's to sort */
-
- /* below a certain size, it is faster to use a O(n^2) sorting method */
- if (size <= CUTOFF) {
- shortsort((drawSurf_t *)lo, (drawSurf_t *)hi);
- }
- else {
- /* First we pick a partititioning element. The efficiency of the
- algorithm demands that we find one that is approximately the
- median of the values, but also that we select one fast. Using
- the first one produces bad performace if the array is already
- sorted, so we use the middle one, which would require a very
- wierdly arranged array for worst case performance. Testing shows
- that a median-of-three algorithm does not, in general, increase
- performance. */
-
- mid = lo + (size / 2) * width; /* find middle element */
- SWAP_DRAW_SURF(mid, lo); /* swap it to beginning of array */
-
- /* We now wish to partition the array into three pieces, one
- consisiting of elements <= partition element, one of elements
- equal to the parition element, and one of element >= to it. This
- is done below; comments indicate conditions established at every
- step. */
-
- loguy = lo;
- higuy = hi + width;
-
- /* Note that higuy decreases and loguy increases on every iteration,
- so loop must terminate. */
- for (;;) {
- /* lo <= loguy < hi, lo < higuy <= hi + 1,
- A[i] <= A[lo] for lo <= i <= loguy,
- A[i] >= A[lo] for higuy <= i <= hi */
-
- do {
- loguy += width;
- } while (loguy <= hi &&
- ( ((drawSurf_t *)loguy)->sort <= ((drawSurf_t *)lo)->sort ) );
-
- /* lo < loguy <= hi+1, A[i] <= A[lo] for lo <= i < loguy,
- either loguy > hi or A[loguy] > A[lo] */
-
- do {
- higuy -= width;
- } while (higuy > lo &&
- ( ((drawSurf_t *)higuy)->sort >= ((drawSurf_t *)lo)->sort ) );
-
- /* lo-1 <= higuy <= hi, A[i] >= A[lo] for higuy < i <= hi,
- either higuy <= lo or A[higuy] < A[lo] */
-
- if (higuy < loguy)
- break;
-
- /* if loguy > hi or higuy <= lo, then we would have exited, so
- A[loguy] > A[lo], A[higuy] < A[lo],
- loguy < hi, highy > lo */
-
- SWAP_DRAW_SURF(loguy, higuy);
-
- /* A[loguy] < A[lo], A[higuy] > A[lo]; so condition at top
- of loop is re-established */
- }
-
- /* A[i] >= A[lo] for higuy < i <= hi,
- A[i] <= A[lo] for lo <= i < loguy,
- higuy < loguy, lo <= higuy <= hi
- implying:
- A[i] >= A[lo] for loguy <= i <= hi,
- A[i] <= A[lo] for lo <= i <= higuy,
- A[i] = A[lo] for higuy < i < loguy */
-
- SWAP_DRAW_SURF(lo, higuy); /* put partition element in place */
-
- /* OK, now we have the following:
- A[i] >= A[higuy] for loguy <= i <= hi,
- A[i] <= A[higuy] for lo <= i < higuy
- A[i] = A[lo] for higuy <= i < loguy */
-
- /* We've finished the partition, now we want to sort the subarrays
- [lo, higuy-1] and [loguy, hi].
- We do the smaller one first to minimize stack usage.
- We only sort arrays of length 2 or more.*/
-
- if ( higuy - 1 - lo >= hi - loguy ) {
- if (lo + width < higuy) {
- lostk[stkptr] = lo;
- histk[stkptr] = higuy - width;
- ++stkptr;
- } /* save big recursion for later */
-
- if (loguy < hi) {
- lo = loguy;
- goto recurse; /* do small recursion */
- }
- }
- else {
- if (loguy < hi) {
- lostk[stkptr] = loguy;
- histk[stkptr] = hi;
- ++stkptr; /* save big recursion for later */
- }
-
- if (lo + width < higuy) {
- hi = higuy - width;
- goto recurse; /* do small recursion */
- }
- }
- }
-
- /* We have sorted the array, except for any pending sorts on the stack.
- Check if there are any, and do them. */
-
- --stkptr;
- if (stkptr >= 0) {
- lo = lostk[stkptr];
- hi = histk[stkptr];
- goto recurse; /* pop subarray from stack */
- }
- else
- return; /* all subarrays done */
-}
-
-
-//==========================================================================================
-
-/*
-=================
-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 ) & 1023;
- *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;
- }
-
- // if we overflowed MAX_DRAWSURFS, the drawsurfs
- // wrapped around in the buffer and we will be missing
- // the first surfaces, not the last ones
- if ( numDrawSurfs > MAX_DRAWSURFS ) {
- numDrawSurfs = MAX_DRAWSURFS;
- }
-
- // sort the drawsurfs by sort type, then orientation, then shader
- qsortFast (drawSurfs, numDrawSurfs, sizeof(drawSurf_t) );
-
- // 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_ENTITYNUM_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_BEAM:
- case RT_LIGHTNING:
- case RT_RAIL_CORE:
- 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;
- case MOD_MD4:
- R_AddAnimSurfaces( 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;
- }
- shader = R_GetShaderByHandle( ent->e.customShader );
- 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
- R_SetupProjection ();
-
- R_AddEntitySurfaces ();
-}
-
-/*
-================
-R_DebugPolygon
-================
-*/
-void R_DebugPolygon( int color, int numPoints, float *points ) {
- int i;
-
- GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
-
- // draw solid shade
-
- qglColor3f( color&1, (color>>1)&1, (color>>2)&1 );
- qglBegin( GL_POLYGON );
- for ( i = 0 ; i < numPoints ; i++ ) {
- qglVertex3fv( points + i * 3 );
- }
- qglEnd();
-
- // draw wireframe outline
- GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
- qglDepthRange( 0, 0 );
- qglColor3f( 1, 1, 1 );
- qglBegin( GL_POLYGON );
- for ( i = 0 ; i < numPoints ; i++ ) {
- qglVertex3fv( points + i * 3 );
- }
- qglEnd();
- qglDepthRange( 0, 1 );
-}
-
-/*
-====================
-R_DebugGraphics
-
-Visualization aid for movement clipping debugging
-====================
-*/
-void R_DebugGraphics( void ) {
- if ( !r_debugSurface->integer ) {
- return;
- }
-
- // the render thread can't make callbacks to the main thread
- R_SyncRenderThread();
-
- 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;
-
- 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_SetupFrustum ();
-
- R_GenerateDrawSurfs();
-
- R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
-
- // draw main system development information (surface outlines, etc)
- R_DebugGraphics();
-}
-
-
-
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// tr_main.c -- main control flow for each frame + +#include "tr_local.h" + +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; + +/* +================= +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; + + Com_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; + +} + +/* +** SetFarClip +*/ +static void 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; + } + + // + // 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_SetupProjection +=============== +*/ +void R_SetupProjection( void ) { + float xmin, xmax, ymin, ymax; + float width, height, depth; + float zNear, zFar; + + // dynamically compute far clip plane distance + SetFarClip(); + + // + // set up projection matrix + // + zNear = r_znear->value; + zFar = tr.viewParms.zFar; + + ymax = zNear * tan( tr.refdef.fov_y * M_PI / 360.0f ); + ymin = -ymax; + + xmax = zNear * tan( tr.refdef.fov_x * M_PI / 360.0f ); + xmin = -xmax; + + width = xmax - xmin; + height = ymax - ymin; + depth = zFar - zNear; + + tr.viewParms.projectionMatrix[0] = 2 * zNear / width; + tr.viewParms.projectionMatrix[4] = 0; + tr.viewParms.projectionMatrix[8] = ( xmax + xmin ) / width; // normally 0 + tr.viewParms.projectionMatrix[12] = 0; + + tr.viewParms.projectionMatrix[1] = 0; + tr.viewParms.projectionMatrix[5] = 2 * zNear / height; + tr.viewParms.projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0 + tr.viewParms.projectionMatrix[13] = 0; + + tr.viewParms.projectionMatrix[2] = 0; + tr.viewParms.projectionMatrix[6] = 0; + tr.viewParms.projectionMatrix[10] = -( zFar + zNear ) / depth; + tr.viewParms.projectionMatrix[14] = -2 * zFar * zNear / depth; + + tr.viewParms.projectionMatrix[3] = 0; + tr.viewParms.projectionMatrix[7] = 0; + tr.viewParms.projectionMatrix[11] = -1; + tr.viewParms.projectionMatrix[15] = 0; +} + +/* +================= +R_SetupFrustum + +Setup that culling frustum planes for the current view +================= +*/ +void R_SetupFrustum (void) { + int i; + float xs, xc; + float ang; + + ang = tr.viewParms.fovX / 180 * M_PI * 0.5f; + xs = sin( ang ); + xc = cos( ang ); + + VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[0].normal ); + VectorMA( tr.viewParms.frustum[0].normal, xc, tr.viewParms.or.axis[1], tr.viewParms.frustum[0].normal ); + + VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[1].normal ); + VectorMA( tr.viewParms.frustum[1].normal, -xc, tr.viewParms.or.axis[1], tr.viewParms.frustum[1].normal ); + + ang = tr.viewParms.fovY / 180 * M_PI * 0.5f; + xs = sin( ang ); + xc = cos( ang ); + + VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[2].normal ); + VectorMA( tr.viewParms.frustum[2].normal, xc, tr.viewParms.or.axis[2], tr.viewParms.frustum[2].normal ); + + VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[3].normal ); + VectorMA( tr.viewParms.frustum[3].normal, -xc, tr.viewParms.or.axis[2], tr.viewParms.frustum[3].normal ); + + for (i=0 ; i<4 ; i++) { + tr.viewParms.frustum[i].type = PLANE_NON_AXIAL; + tr.viewParms.frustum[i].dist = DotProduct (tr.viewParms.or.origin, tr.viewParms.frustum[i].normal); + SetPlaneSignbits( &tr.viewParms.frustum[i] ); + } +} + + +/* +================= +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) { + Com_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: + Com_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 != ENTITYNUM_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 != ENTITYNUM_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; + } + + // 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; + + if ( glConfig.smpActive ) { // FIXME! we can't do RB_BeginSurface/RB_EndSurface stuff with smp! + return qfalse; + } + + 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 dot; + 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 ( ( dot = 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 == 1) ) { + 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; + } + + 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 + +========================================================================================== +*/ + +/* +================= +qsort replacement + +================= +*/ +#define SWAP_DRAW_SURF(a,b) temp=((int *)a)[0];((int *)a)[0]=((int *)b)[0];((int *)b)[0]=temp; temp=((int *)a)[1];((int *)a)[1]=((int *)b)[1];((int *)b)[1]=temp; + +/* this parameter defines the cutoff between using quick sort and + insertion sort for arrays; arrays with lengths shorter or equal to the + below value use insertion sort */ + +#define CUTOFF 8 /* testing shows that this is good value */ + +static void shortsort( drawSurf_t *lo, drawSurf_t *hi ) { + drawSurf_t *p, *max; + int temp; + + while (hi > lo) { + max = lo; + for (p = lo + 1; p <= hi; p++ ) { + if ( p->sort > max->sort ) { + max = p; + } + } + SWAP_DRAW_SURF(max, hi); + hi--; + } +} + + +/* sort the array between lo and hi (inclusive) +FIXME: this was lifted and modified from the microsoft lib source... + */ + +void qsortFast ( + void *base, + unsigned num, + unsigned width + ) +{ + char *lo, *hi; /* ends of sub-array currently sorting */ + char *mid; /* points to middle of subarray */ + char *loguy, *higuy; /* traveling pointers for partition step */ + unsigned size; /* size of the sub-array */ + char *lostk[30], *histk[30]; + int stkptr; /* stack for saving sub-array to be processed */ + int temp; + + if ( sizeof(drawSurf_t) != 8 ) { + ri.Error( ERR_DROP, "change SWAP_DRAW_SURF macro" ); + } + + /* Note: the number of stack entries required is no more than + 1 + log2(size), so 30 is sufficient for any array */ + + if (num < 2 || width == 0) + return; /* nothing to do */ + + stkptr = 0; /* initialize stack */ + + lo = base; + hi = (char *)base + width * (num-1); /* initialize limits */ + + /* this entry point is for pseudo-recursion calling: setting + lo and hi and jumping to here is like recursion, but stkptr is + prserved, locals aren't, so we preserve stuff on the stack */ +recurse: + + size = (hi - lo) / width + 1; /* number of el's to sort */ + + /* below a certain size, it is faster to use a O(n^2) sorting method */ + if (size <= CUTOFF) { + shortsort((drawSurf_t *)lo, (drawSurf_t *)hi); + } + else { + /* First we pick a partititioning element. The efficiency of the + algorithm demands that we find one that is approximately the + median of the values, but also that we select one fast. Using + the first one produces bad performace if the array is already + sorted, so we use the middle one, which would require a very + wierdly arranged array for worst case performance. Testing shows + that a median-of-three algorithm does not, in general, increase + performance. */ + + mid = lo + (size / 2) * width; /* find middle element */ + SWAP_DRAW_SURF(mid, lo); /* swap it to beginning of array */ + + /* We now wish to partition the array into three pieces, one + consisiting of elements <= partition element, one of elements + equal to the parition element, and one of element >= to it. This + is done below; comments indicate conditions established at every + step. */ + + loguy = lo; + higuy = hi + width; + + /* Note that higuy decreases and loguy increases on every iteration, + so loop must terminate. */ + for (;;) { + /* lo <= loguy < hi, lo < higuy <= hi + 1, + A[i] <= A[lo] for lo <= i <= loguy, + A[i] >= A[lo] for higuy <= i <= hi */ + + do { + loguy += width; + } while (loguy <= hi && + ( ((drawSurf_t *)loguy)->sort <= ((drawSurf_t *)lo)->sort ) ); + + /* lo < loguy <= hi+1, A[i] <= A[lo] for lo <= i < loguy, + either loguy > hi or A[loguy] > A[lo] */ + + do { + higuy -= width; + } while (higuy > lo && + ( ((drawSurf_t *)higuy)->sort >= ((drawSurf_t *)lo)->sort ) ); + + /* lo-1 <= higuy <= hi, A[i] >= A[lo] for higuy < i <= hi, + either higuy <= lo or A[higuy] < A[lo] */ + + if (higuy < loguy) + break; + + /* if loguy > hi or higuy <= lo, then we would have exited, so + A[loguy] > A[lo], A[higuy] < A[lo], + loguy < hi, highy > lo */ + + SWAP_DRAW_SURF(loguy, higuy); + + /* A[loguy] < A[lo], A[higuy] > A[lo]; so condition at top + of loop is re-established */ + } + + /* A[i] >= A[lo] for higuy < i <= hi, + A[i] <= A[lo] for lo <= i < loguy, + higuy < loguy, lo <= higuy <= hi + implying: + A[i] >= A[lo] for loguy <= i <= hi, + A[i] <= A[lo] for lo <= i <= higuy, + A[i] = A[lo] for higuy < i < loguy */ + + SWAP_DRAW_SURF(lo, higuy); /* put partition element in place */ + + /* OK, now we have the following: + A[i] >= A[higuy] for loguy <= i <= hi, + A[i] <= A[higuy] for lo <= i < higuy + A[i] = A[lo] for higuy <= i < loguy */ + + /* We've finished the partition, now we want to sort the subarrays + [lo, higuy-1] and [loguy, hi]. + We do the smaller one first to minimize stack usage. + We only sort arrays of length 2 or more.*/ + + if ( higuy - 1 - lo >= hi - loguy ) { + if (lo + width < higuy) { + lostk[stkptr] = lo; + histk[stkptr] = higuy - width; + ++stkptr; + } /* save big recursion for later */ + + if (loguy < hi) { + lo = loguy; + goto recurse; /* do small recursion */ + } + } + else { + if (loguy < hi) { + lostk[stkptr] = loguy; + histk[stkptr] = hi; + ++stkptr; /* save big recursion for later */ + } + + if (lo + width < higuy) { + hi = higuy - width; + goto recurse; /* do small recursion */ + } + } + } + + /* We have sorted the array, except for any pending sorts on the stack. + Check if there are any, and do them. */ + + --stkptr; + if (stkptr >= 0) { + lo = lostk[stkptr]; + hi = histk[stkptr]; + goto recurse; /* pop subarray from stack */ + } + else + return; /* all subarrays done */ +} + + +//========================================================================================== + +/* +================= +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 ) & 1023; + *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; + } + + // if we overflowed MAX_DRAWSURFS, the drawsurfs + // wrapped around in the buffer and we will be missing + // the first surfaces, not the last ones + if ( numDrawSurfs > MAX_DRAWSURFS ) { + numDrawSurfs = MAX_DRAWSURFS; + } + + // sort the drawsurfs by sort type, then orientation, then shader + qsortFast (drawSurfs, numDrawSurfs, sizeof(drawSurf_t) ); + + // 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_ENTITYNUM_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_BEAM: + case RT_LIGHTNING: + case RT_RAIL_CORE: + 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; + case MOD_MD4: + R_AddAnimSurfaces( 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; + } + shader = R_GetShaderByHandle( ent->e.customShader ); + 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 + R_SetupProjection (); + + R_AddEntitySurfaces (); +} + +/* +================ +R_DebugPolygon +================ +*/ +void R_DebugPolygon( int color, int numPoints, float *points ) { + int i; + + GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ); + + // draw solid shade + + qglColor3f( color&1, (color>>1)&1, (color>>2)&1 ); + qglBegin( GL_POLYGON ); + for ( i = 0 ; i < numPoints ; i++ ) { + qglVertex3fv( points + i * 3 ); + } + qglEnd(); + + // draw wireframe outline + GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ); + qglDepthRange( 0, 0 ); + qglColor3f( 1, 1, 1 ); + qglBegin( GL_POLYGON ); + for ( i = 0 ; i < numPoints ; i++ ) { + qglVertex3fv( points + i * 3 ); + } + qglEnd(); + qglDepthRange( 0, 1 ); +} + +/* +==================== +R_DebugGraphics + +Visualization aid for movement clipping debugging +==================== +*/ +void R_DebugGraphics( void ) { + if ( !r_debugSurface->integer ) { + return; + } + + // the render thread can't make callbacks to the main thread + R_SyncRenderThread(); + + 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; + + 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_SetupFrustum (); + + R_GenerateDrawSurfs(); + + R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf ); + + // draw main system development information (surface outlines, etc) + R_DebugGraphics(); +} + + + |