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-rwxr-xr-xcode/renderer/tr_surface.c1215
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diff --git a/code/renderer/tr_surface.c b/code/renderer/tr_surface.c
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--- /dev/null
+++ b/code/renderer/tr_surface.c
@@ -0,0 +1,1215 @@
+/*
+===========================================================================
+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_surf.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.
+*/
+
+
+//============================================================================
+
+
+/*
+==============
+RB_CheckOverflow
+==============
+*/
+void RB_CheckOverflow( int verts, int indexes ) {
+ if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
+ && tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
+ return;
+ }
+
+ RB_EndSurface();
+
+ if ( verts >= SHADER_MAX_VERTEXES ) {
+ ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
+ }
+ if ( indexes >= SHADER_MAX_INDEXES ) {
+ ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
+ }
+
+ RB_BeginSurface(tess.shader, tess.fogNum );
+}
+
+
+/*
+==============
+RB_AddQuadStampExt
+==============
+*/
+void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
+ vec3_t normal;
+ int ndx;
+
+ RB_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+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+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+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];
+
+
+ // constant normal all the way around
+ VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
+
+ tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
+ tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
+ tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
+
+ // standard square texture coordinates
+ tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
+ tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
+
+ tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
+ tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
+
+ tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
+ tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
+
+ tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
+ tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
+
+ // constant color all the way around
+ // should this be identity and let the shader specify from entity?
+ * ( unsigned int * ) &tess.vertexColors[ndx] =
+ * ( unsigned int * ) &tess.vertexColors[ndx+1] =
+ * ( unsigned int * ) &tess.vertexColors[ndx+2] =
+ * ( unsigned int * ) &tess.vertexColors[ndx+3] =
+ * ( unsigned int * )color;
+
+
+ tess.numVertexes += 4;
+ tess.numIndexes += 6;
+}
+
+/*
+==============
+RB_AddQuadStamp
+==============
+*/
+void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
+ RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
+}
+
+/*
+==============
+RB_SurfaceSprite
+==============
+*/
+static void RB_SurfaceSprite( void ) {
+ vec3_t left, up;
+ float radius;
+
+ // calculate the xyz locations for the four corners
+ radius = backEnd.currentEntity->e.radius;
+ if ( backEnd.currentEntity->e.rotation == 0 ) {
+ VectorScale( backEnd.viewParms.or.axis[1], radius, left );
+ VectorScale( backEnd.viewParms.or.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.or.axis[1], c * radius, left );
+ VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
+
+ VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
+ VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
+ }
+ if ( backEnd.viewParms.isMirror ) {
+ VectorSubtract( vec3_origin, left, left );
+ }
+
+ RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
+}
+
+
+/*
+=============
+RB_SurfacePolychain
+=============
+*/
+void RB_SurfacePolychain( srfPoly_t *p ) {
+ int i;
+ int numv;
+
+ RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
+
+ // fan triangles into the tess array
+ numv = tess.numVertexes;
+ for ( i = 0; i < p->numVerts; i++ ) {
+ VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
+ tess.texCoords[numv][0][0] = p->verts[i].st[0];
+ tess.texCoords[numv][0][1] = p->verts[i].st[1];
+ *(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
+
+ numv++;
+ }
+
+ // generate fan indexes into the tess array
+ for ( i = 0; i < p->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 = numv;
+}
+
+
+/*
+=============
+RB_SurfaceTriangles
+=============
+*/
+void RB_SurfaceTriangles( srfTriangles_t *srf ) {
+ int i;
+ drawVert_t *dv;
+ float *xyz, *normal, *texCoords;
+ byte *color;
+ int dlightBits;
+ qboolean needsNormal;
+
+ dlightBits = srf->dlightBits[backEnd.smpFrame];
+ tess.dlightBits |= dlightBits;
+
+ RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
+
+ for ( i = 0 ; i < srf->numIndexes ; i += 3 ) {
+ tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ];
+ tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ];
+ tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ];
+ }
+ tess.numIndexes += srf->numIndexes;
+
+ dv = srf->verts;
+ xyz = tess.xyz[ tess.numVertexes ];
+ normal = tess.normal[ tess.numVertexes ];
+ texCoords = tess.texCoords[ tess.numVertexes ][0];
+ color = tess.vertexColors[ tess.numVertexes ];
+ needsNormal = tess.shader->needsNormal;
+
+ for ( i = 0 ; i < srf->numVerts ; i++, dv++, xyz += 4, normal += 4, texCoords += 4, color += 4 ) {
+ xyz[0] = dv->xyz[0];
+ xyz[1] = dv->xyz[1];
+ xyz[2] = dv->xyz[2];
+
+ if ( needsNormal ) {
+ 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] = dv->lightmap[0];
+ texCoords[3] = dv->lightmap[1];
+
+ *(int *)color = *(int *)dv->color;
+ }
+
+ for ( i = 0 ; i < srf->numVerts ; i++ ) {
+ tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits;
+ }
+
+ tess.numVertexes += srf->numVerts;
+}
+
+
+
+/*
+==============
+RB_SurfaceBeam
+==============
+*/
+void RB_SurfaceBeam( void )
+{
+#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;
+
+ 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_Bind( tr.whiteImage );
+
+ GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+
+ qglColor3f( 1, 0, 0 );
+
+ qglBegin( GL_TRIANGLE_STRIP );
+ for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
+ qglVertex3fv( start_points[ i % NUM_BEAM_SEGS] );
+ qglVertex3fv( end_points[ i % NUM_BEAM_SEGS] );
+ }
+ qglEnd();
+}
+
+//================================================================================
+
+static void 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.texCoords[tess.numVertexes][0][0] = 0;
+ tess.texCoords[tess.numVertexes][0][1] = 0;
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25;
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25;
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25;
+ tess.numVertexes++;
+
+ VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = 0;
+ tess.texCoords[tess.numVertexes][0][1] = 1;
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
+ tess.numVertexes++;
+
+ VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
+
+ tess.texCoords[tess.numVertexes][0][0] = t;
+ tess.texCoords[tess.numVertexes][0][1] = 0;
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
+ tess.numVertexes++;
+
+ VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = t;
+ tess.texCoords[tess.numVertexes][0][1] = 1;
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
+ 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 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;
+
+ RB_CHECKOVERFLOW( 4, 6 );
+
+ for ( j = 0; j < 4; j++ )
+ {
+ VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
+ tess.texCoords[tess.numVertexes][0][0] = ( j < 2 );
+ tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 );
+ tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
+ tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
+ tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
+ 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;
+ }
+}
+
+/*
+** RB_SurfaceRailRinges
+*/
+void RB_SurfaceRailRings( void ) {
+ refEntity_t *e;
+ int numSegs;
+ int len;
+ vec3_t vec;
+ vec3_t right, up;
+ vec3_t start, end;
+
+ 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 );
+
+ DoRailDiscs( numSegs, start, vec, right, up );
+}
+
+/*
+** RB_SurfaceRailCore
+*/
+void RB_SurfaceRailCore( void ) {
+ refEntity_t *e;
+ int len;
+ vec3_t right;
+ vec3_t vec;
+ vec3_t start, end;
+ vec3_t v1, v2;
+
+ 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.or.origin, v1 );
+ VectorNormalize( v1 );
+ VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
+ VectorNormalize( v2 );
+ CrossProduct( v1, v2, right );
+ VectorNormalize( right );
+
+ DoRailCore( start, end, right, len, r_railCoreWidth->integer );
+}
+
+/*
+** RB_SurfaceLightningBolt
+*/
+void RB_SurfaceLightningBolt( void ) {
+ refEntity_t *e;
+ int len;
+ vec3_t right;
+ vec3_t vec;
+ vec3_t start, end;
+ vec3_t v1, v2;
+ int i;
+
+ 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.or.origin, v1 );
+ VectorNormalize( v1 );
+ VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
+ VectorNormalize( v2 );
+ CrossProduct( v1, v2, right );
+ VectorNormalize( right );
+
+ for ( i = 0 ; i < 4 ; i++ ) {
+ vec3_t temp;
+
+ DoRailCore( start, end, right, len, 8 );
+ RotatePointAroundVector( temp, vec, right, 45 );
+ VectorCopy( temp, right );
+ }
+}
+
+/*
+** 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
+
+}
+
+
+
+/*
+** LerpMeshVertexes
+*/
+static void LerpMeshVertexes (md3Surface_t *surf, float backlerp)
+{
+ short *oldXyz, *newXyz, *oldNormals, *newNormals;
+ float *outXyz, *outNormal;
+ float oldXyzScale, newXyzScale;
+ float oldNormalScale, newNormalScale;
+ int vertNum;
+ unsigned lat, lng;
+ int numVerts;
+
+ outXyz = tess.xyz[tess.numVertexes];
+ outNormal = tess.normal[tess.numVertexes];
+
+ newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ + (backEnd.currentEntity->e.frame * surf->numVerts * 4);
+ newNormals = newXyz + 3;
+
+ newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
+ newNormalScale = 1.0 - backlerp;
+
+ numVerts = surf->numVerts;
+
+ if ( backlerp == 0 ) {
+#if idppc_altivec
+ vector signed short newNormalsVec0;
+ vector signed short newNormalsVec1;
+ vector signed int newNormalsIntVec;
+ vector float newNormalsFloatVec;
+ vector float newXyzScaleVec;
+ vector unsigned char newNormalsLoadPermute;
+ vector unsigned char newNormalsStorePermute;
+ vector float zero;
+
+ newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
+ newXyzScaleVec = *(vector float *)&newXyzScale;
+ newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
+ newXyzScaleVec = vec_splat(newXyzScaleVec,0);
+ newNormalsLoadPermute = vec_lvsl(0,newXyz);
+ newNormalsStorePermute = vec_lvsr(0,outXyz);
+ zero = (vector float)vec_splat_s8(0);
+ //
+ // just copy the vertexes
+ //
+ for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+ newXyz += 4, newNormals += 4,
+ outXyz += 4, outNormal += 4)
+ {
+ newNormalsLoadPermute = vec_lvsl(0,newXyz);
+ newNormalsStorePermute = vec_lvsr(0,outXyz);
+ newNormalsVec0 = vec_ld(0,newXyz);
+ newNormalsVec1 = vec_ld(16,newXyz);
+ newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
+ newNormalsIntVec = vec_unpackh(newNormalsVec0);
+ newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
+ newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
+ newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
+ //outXyz[0] = newXyz[0] * newXyzScale;
+ //outXyz[1] = newXyz[1] * newXyzScale;
+ //outXyz[2] = newXyz[2] * newXyzScale;
+
+ lat = ( newNormals[0] >> 8 ) & 0xff;
+ lng = ( newNormals[0] & 0xff );
+ lat *= (FUNCTABLE_SIZE/256);
+ lng *= (FUNCTABLE_SIZE/256);
+
+ // decode X as cos( lat ) * sin( long )
+ // decode Y as sin( lat ) * sin( long )
+ // decode Z as cos( long )
+
+ outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ vec_ste(newNormalsFloatVec,0,outXyz);
+ vec_ste(newNormalsFloatVec,4,outXyz);
+ vec_ste(newNormalsFloatVec,8,outXyz);
+ }
+
+#else
+ //
+ // just copy the vertexes
+ //
+ for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+ newXyz += 4, newNormals += 4,
+ outXyz += 4, outNormal += 4)
+ {
+
+ outXyz[0] = newXyz[0] * newXyzScale;
+ outXyz[1] = newXyz[1] * newXyzScale;
+ outXyz[2] = newXyz[2] * newXyzScale;
+
+ lat = ( newNormals[0] >> 8 ) & 0xff;
+ lng = ( newNormals[0] & 0xff );
+ lat *= (FUNCTABLE_SIZE/256);
+ lng *= (FUNCTABLE_SIZE/256);
+
+ // decode X as cos( lat ) * sin( long )
+ // decode Y as sin( lat ) * sin( long )
+ // decode Z as cos( long )
+
+ outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+ }
+#endif
+ } else {
+ //
+ // interpolate and copy the vertex and normal
+ //
+ oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+ + (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
+ oldNormals = oldXyz + 3;
+
+ oldXyzScale = MD3_XYZ_SCALE * backlerp;
+ oldNormalScale = backlerp;
+
+ for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+ oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
+ outXyz += 4, outNormal += 4)
+ {
+ vec3_t uncompressedOldNormal, uncompressedNewNormal;
+
+ // interpolate the xyz
+ outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
+ outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
+ outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
+
+ // FIXME: interpolate lat/long instead?
+ lat = ( newNormals[0] >> 8 ) & 0xff;
+ lng = ( newNormals[0] & 0xff );
+ lat *= 4;
+ lng *= 4;
+ uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ lat = ( oldNormals[0] >> 8 ) & 0xff;
+ lng = ( oldNormals[0] & 0xff );
+ lat *= 4;
+ lng *= 4;
+
+ uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+ uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+ uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+ outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
+ outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
+ outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
+
+// VectorNormalize (outNormal);
+ }
+ VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
+ }
+}
+
+/*
+=============
+RB_SurfaceMesh
+=============
+*/
+void RB_SurfaceMesh(md3Surface_t *surface) {
+ int j;
+ float backlerp;
+ int *triangles;
+ float *texCoords;
+ int indexes;
+ int Bob, Doug;
+ int numVerts;
+
+ if ( backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
+ backlerp = 0;
+ } else {
+ backlerp = backEnd.currentEntity->e.backlerp;
+ }
+
+ RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
+
+ LerpMeshVertexes (surface, backlerp);
+
+ triangles = (int *) ((byte *)surface + surface->ofsTriangles);
+ indexes = surface->numTriangles * 3;
+ Bob = tess.numIndexes;
+ Doug = tess.numVertexes;
+ for (j = 0 ; j < indexes ; j++) {
+ tess.indexes[Bob + j] = Doug + triangles[j];
+ }
+ tess.numIndexes += indexes;
+
+ texCoords = (float *) ((byte *)surface + surface->ofsSt);
+
+ numVerts = surface->numVerts;
+ for ( j = 0; j < numVerts; j++ ) {
+ tess.texCoords[Doug + j][0][0] = texCoords[j*2+0];
+ tess.texCoords[Doug + j][0][1] = texCoords[j*2+1];
+ // FIXME: fill in lightmapST for completeness?
+ }
+
+ tess.numVertexes += surface->numVerts;
+
+}
+
+
+/*
+==============
+RB_SurfaceFace
+==============
+*/
+void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
+ int i;
+ unsigned *indices, *tessIndexes;
+ float *v;
+ float *normal;
+ int ndx;
+ int Bob;
+ int numPoints;
+ int dlightBits;
+
+ RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices );
+
+ dlightBits = surf->dlightBits[backEnd.smpFrame];
+ tess.dlightBits |= dlightBits;
+
+ indices = ( unsigned * ) ( ( ( char * ) surf ) + surf->ofsIndices );
+
+ Bob = tess.numVertexes;
+ tessIndexes = tess.indexes + tess.numIndexes;
+ for ( i = surf->numIndices-1 ; i >= 0 ; i-- ) {
+ tessIndexes[i] = indices[i] + Bob;
+ }
+
+ tess.numIndexes += surf->numIndices;
+
+ v = surf->points[0];
+
+ ndx = tess.numVertexes;
+
+ numPoints = surf->numPoints;
+
+ if ( tess.shader->needsNormal ) {
+ normal = surf->plane.normal;
+ for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) {
+ VectorCopy( normal, tess.normal[ndx] );
+ }
+ }
+
+ for ( i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++ ) {
+ VectorCopy( v, tess.xyz[ndx]);
+ tess.texCoords[ndx][0][0] = v[3];
+ tess.texCoords[ndx][0][1] = v[4];
+ tess.texCoords[ndx][1][0] = v[5];
+ tess.texCoords[ndx][1][1] = v[6];
+ * ( unsigned int * ) &tess.vertexColors[ndx] = * ( unsigned int * ) &v[7];
+ tess.vertexDlightBits[ndx] = dlightBits;
+ }
+
+
+ tess.numVertexes += surf->numPoints;
+}
+
+
+static float LodErrorForVolume( vec3_t local, float radius ) {
+ vec3_t world;
+ float d;
+
+ // never let it go negative
+ if ( r_lodCurveError->value < 0 ) {
+ return 0;
+ }
+
+ world[0] = local[0] * backEnd.or.axis[0][0] + local[1] * backEnd.or.axis[1][0] +
+ local[2] * backEnd.or.axis[2][0] + backEnd.or.origin[0];
+ world[1] = local[0] * backEnd.or.axis[0][1] + local[1] * backEnd.or.axis[1][1] +
+ local[2] * backEnd.or.axis[2][1] + backEnd.or.origin[1];
+ world[2] = local[0] * backEnd.or.axis[0][2] + local[1] * backEnd.or.axis[1][2] +
+ local[2] * backEnd.or.axis[2][2] + backEnd.or.origin[2];
+
+ VectorSubtract( world, backEnd.viewParms.or.origin, world );
+ d = DotProduct( world, backEnd.viewParms.or.axis[0] );
+
+ if ( d < 0 ) {
+ d = -d;
+ }
+ d -= radius;
+ if ( d < 1 ) {
+ d = 1;
+ }
+
+ return r_lodCurveError->value / d;
+}
+
+/*
+=============
+RB_SurfaceGrid
+
+Just copy the grid of points and triangulate
+=============
+*/
+void RB_SurfaceGrid( srfGridMesh_t *cv ) {
+ int i, j;
+ float *xyz;
+ float *texCoords;
+ float *normal;
+ unsigned char *color;
+ drawVert_t *dv;
+ int rows, irows, vrows;
+ int used;
+ int widthTable[MAX_GRID_SIZE];
+ int heightTable[MAX_GRID_SIZE];
+ float lodError;
+ int lodWidth, lodHeight;
+ int numVertexes;
+ int dlightBits;
+ int *vDlightBits;
+ qboolean needsNormal;
+
+ dlightBits = cv->dlightBits[backEnd.smpFrame];
+ tess.dlightBits |= dlightBits;
+
+ // determine the allowable discrepance
+ lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
+
+ // determine which rows and columns of the subdivision
+ // we are actually going to use
+ widthTable[0] = 0;
+ lodWidth = 1;
+ for ( i = 1 ; i < cv->width-1 ; i++ ) {
+ if ( cv->widthLodError[i] <= lodError ) {
+ widthTable[lodWidth] = i;
+ lodWidth++;
+ }
+ }
+ widthTable[lodWidth] = cv->width-1;
+ lodWidth++;
+
+ heightTable[0] = 0;
+ lodHeight = 1;
+ for ( i = 1 ; i < cv->height-1 ; i++ ) {
+ if ( cv->heightLodError[i] <= lodError ) {
+ heightTable[lodHeight] = i;
+ lodHeight++;
+ }
+ }
+ heightTable[lodHeight] = cv->height-1;
+ lodHeight++;
+
+
+ // very large grids may have more points or indexes than can be fit
+ // in the tess structure, so we may have to issue it in multiple passes
+
+ used = 0;
+ rows = 0;
+ while ( used < lodHeight - 1 ) {
+ // see how many rows of both verts and indexes we can add without overflowing
+ do {
+ vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
+ irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
+
+ // if we don't have enough space for at least one strip, flush the buffer
+ if ( vrows < 2 || irows < 1 ) {
+ RB_EndSurface();
+ RB_BeginSurface(tess.shader, tess.fogNum );
+ } else {
+ break;
+ }
+ } while ( 1 );
+
+ rows = irows;
+ if ( vrows < irows + 1 ) {
+ rows = vrows - 1;
+ }
+ if ( used + rows > lodHeight ) {
+ rows = lodHeight - used;
+ }
+
+ numVertexes = tess.numVertexes;
+
+ xyz = tess.xyz[numVertexes];
+ normal = tess.normal[numVertexes];
+ texCoords = tess.texCoords[numVertexes][0];
+ color = ( unsigned char * ) &tess.vertexColors[numVertexes];
+ vDlightBits = &tess.vertexDlightBits[numVertexes];
+ needsNormal = tess.shader->needsNormal;
+
+ for ( i = 0 ; i < rows ; i++ ) {
+ for ( j = 0 ; j < lodWidth ; j++ ) {
+ dv = cv->verts + heightTable[ used + i ] * cv->width
+ + widthTable[ j ];
+
+ xyz[0] = dv->xyz[0];
+ xyz[1] = dv->xyz[1];
+ xyz[2] = dv->xyz[2];
+ texCoords[0] = dv->st[0];
+ texCoords[1] = dv->st[1];
+ texCoords[2] = dv->lightmap[0];
+ texCoords[3] = dv->lightmap[1];
+ if ( needsNormal ) {
+ normal[0] = dv->normal[0];
+ normal[1] = dv->normal[1];
+ normal[2] = dv->normal[2];
+ }
+ * ( unsigned int * ) color = * ( unsigned int * ) dv->color;
+ *vDlightBits++ = dlightBits;
+ xyz += 4;
+ normal += 4;
+ texCoords += 4;
+ color += 4;
+ }
+ }
+
+
+ // add the indexes
+ {
+ int numIndexes;
+ int w, h;
+
+ h = rows - 1;
+ w = lodWidth - 1;
+ numIndexes = tess.numIndexes;
+ for (i = 0 ; i < h ; i++) {
+ for (j = 0 ; j < w ; j++) {
+ int v1, v2, v3, v4;
+
+ // vertex order to be reckognized as tristrips
+ v1 = numVertexes + i*lodWidth + j + 1;
+ v2 = v1 - 1;
+ v3 = v2 + lodWidth;
+ v4 = v3 + 1;
+
+ tess.indexes[numIndexes] = v2;
+ tess.indexes[numIndexes+1] = v3;
+ tess.indexes[numIndexes+2] = v1;
+
+ tess.indexes[numIndexes+3] = v1;
+ tess.indexes[numIndexes+4] = v3;
+ tess.indexes[numIndexes+5] = v4;
+ numIndexes += 6;
+ }
+ }
+
+ tess.numIndexes = numIndexes;
+ }
+
+ tess.numVertexes += rows * lodWidth;
+
+ used += rows - 1;
+ }
+}
+
+
+/*
+===========================================================================
+
+NULL MODEL
+
+===========================================================================
+*/
+
+/*
+===================
+RB_SurfaceAxis
+
+Draws x/y/z lines from the origin for orientation debugging
+===================
+*/
+void RB_SurfaceAxis( void ) {
+ GL_Bind( tr.whiteImage );
+ qglLineWidth( 3 );
+ qglBegin( GL_LINES );
+ qglColor3f( 1,0,0 );
+ qglVertex3f( 0,0,0 );
+ qglVertex3f( 16,0,0 );
+ qglColor3f( 0,1,0 );
+ qglVertex3f( 0,0,0 );
+ qglVertex3f( 0,16,0 );
+ qglColor3f( 0,0,1 );
+ qglVertex3f( 0,0,0 );
+ qglVertex3f( 0,0,16 );
+ qglEnd();
+ qglLineWidth( 1 );
+}
+
+//===========================================================================
+
+/*
+====================
+RB_SurfaceEntity
+
+Entities that have a single procedurally generated surface
+====================
+*/
+void RB_SurfaceEntity( surfaceType_t *surfType ) {
+ switch( backEnd.currentEntity->e.reType ) {
+ case RT_SPRITE:
+ RB_SurfaceSprite();
+ break;
+ case RT_BEAM:
+ RB_SurfaceBeam();
+ break;
+ case RT_RAIL_CORE:
+ RB_SurfaceRailCore();
+ break;
+ case RT_RAIL_RINGS:
+ RB_SurfaceRailRings();
+ break;
+ case RT_LIGHTNING:
+ RB_SurfaceLightningBolt();
+ break;
+ default:
+ RB_SurfaceAxis();
+ break;
+ }
+ return;
+}
+
+void RB_SurfaceBad( surfaceType_t *surfType ) {
+ ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
+}
+
+#if 0
+
+void RB_SurfaceFlare( srfFlare_t *surf ) {
+ vec3_t left, up;
+ float radius;
+ byte color[4];
+ vec3_t dir;
+ vec3_t origin;
+ float d;
+
+ // calculate the xyz locations for the four corners
+ radius = 30;
+ VectorScale( backEnd.viewParms.or.axis[1], radius, left );
+ VectorScale( backEnd.viewParms.or.axis[2], radius, up );
+ if ( backEnd.viewParms.isMirror ) {
+ VectorSubtract( vec3_origin, left, left );
+ }
+
+ color[0] = color[1] = color[2] = color[3] = 255;
+
+ VectorMA( surf->origin, 3, surf->normal, origin );
+ VectorSubtract( origin, backEnd.viewParms.or.origin, dir );
+ VectorNormalize( dir );
+ VectorMA( origin, r_ignore->value, dir, origin );
+
+ d = -DotProduct( dir, surf->normal );
+ if ( d < 0 ) {
+ return;
+ }
+#if 0
+ color[0] *= d;
+ color[1] *= d;
+ color[2] *= d;
+#endif
+
+ RB_AddQuadStamp( origin, left, up, color );
+}
+
+#else
+
+void RB_SurfaceFlare( srfFlare_t *surf ) {
+#if 0
+ vec3_t left, up;
+ byte color[4];
+
+ color[0] = surf->color[0] * 255;
+ color[1] = surf->color[1] * 255;
+ color[2] = surf->color[2] * 255;
+ color[3] = 255;
+
+ VectorClear( left );
+ VectorClear( up );
+
+ left[0] = r_ignore->value;
+
+ up[1] = r_ignore->value;
+
+ RB_AddQuadStampExt( surf->origin, left, up, color, 0, 0, 1, 1 );
+#endif
+}
+
+#endif
+
+
+
+void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
+ // all apropriate state must be set in RB_BeginSurface
+ // this isn't implemented yet...
+ qglCallList( surf->listNum );
+}
+
+void RB_SurfaceSkip( void *surf ) {
+}
+
+
+void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
+ (void(*)(void*))RB_SurfaceBad, // SF_BAD,
+ (void(*)(void*))RB_SurfaceSkip, // SF_SKIP,
+ (void(*)(void*))RB_SurfaceFace, // SF_FACE,
+ (void(*)(void*))RB_SurfaceGrid, // SF_GRID,
+ (void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
+ (void(*)(void*))RB_SurfacePolychain, // SF_POLY,
+ (void(*)(void*))RB_SurfaceMesh, // SF_MD3,
+ (void(*)(void*))RB_SurfaceAnim, // SF_MD4,
+ (void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
+ (void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
+ (void(*)(void*))RB_SurfaceDisplayList // SF_DISPLAY_LIST
+};