Beispiel #1
0
/*
=================
R_AddIQMSurfaces

Add all surfaces of this model
=================
*/
void R_AddIQMSurfaces( trRefEntity_t *ent ) {
	iqmData_t		*data;
	iqmData_t		*skeleton;
	iqmData_t		*oldSkeleton;
	srfIQModel_t		*surface;
	int			i, j;
	qboolean		personalModel;
	int			cull;
	int			fogNum;
	int         cubemapIndex;
	shader_t		*shader;
	skin_t			*skin;
	skinSurface_t	*skinSurf;

	data = tr.currentModel->modelData;
	surface = data->surfaces;

	if ( !data->num_surfaces || !data->num_triangles || !data->num_vertexes ) {
		ri.Printf( PRINT_WARNING, "WARNING: Tried to render IQM '%s' with no surfaces\n", tr.currentModel->name );
		return;
	}

	skeleton = R_GetIQMModelDataByHandle( ent->e.frameModel, data );
	oldSkeleton = R_GetIQMModelDataByHandle( ent->e.oldframeModel, data );

	// don't add mirror only objects if not in a mirror/portal
	personalModel = (ent->e.renderfx & RF_ONLY_MIRROR) && !tr.viewParms.isPortal;

	if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
		ent->e.frame %= skeleton->num_frames;
		ent->e.oldframe %= oldSkeleton->num_frames;
	}

	//
	// Validate the frames so there is no chance of a crash.
	// This will write directly into the entity structure, so
	// when the surfaces are rendered, they don't need to be
	// range checked again.
	//
	if ( (ent->e.frame >= skeleton->num_frames) 
	     || (ent->e.frame < 0)
	     || (ent->e.oldframe >= oldSkeleton->num_frames)
	     || (ent->e.oldframe < 0) ) {
		ri.Printf( PRINT_DEVELOPER, "R_AddIQMSurfaces: no such frame %d to %d for '%s'\n",
			   ent->e.oldframe, ent->e.frame,
			   tr.currentModel->name );
		ent->e.frame = 0;
		ent->e.oldframe = 0;
	}

	//
	// cull the entire model if merged bounding box of both frames
	// is outside the view frustum.
	//
	cull = R_CullIQM ( skeleton, oldSkeleton, ent );
	if ( cull == CULL_OUT ) {
		return;
	}

	//
	// set up lighting now that we know we aren't culled
	//
	if ( !personalModel || r_shadows->integer > 1 ) {
		R_SetupEntityLighting( &tr.refdef, ent );
	}

	//
	// see if we are in a fog volume
	//
	fogNum = R_ComputeIQMFogNum( skeleton, ent );

	cubemapIndex = R_CubemapForPoint(ent->e.origin);

	for ( i = 0 ; i < data->num_surfaces ; i++ ) {
		if(ent->e.customShader)
			shader = R_GetShaderByHandle( ent->e.customShader );
		else if(ent->e.customSkin > 0 && ent->e.customSkin <= tr.refdef.numSkins)
		{
			skin = &tr.refdef.skins[ent->e.customSkin - 1];
			shader = tr.defaultShader;

			for(j = 0 ; j < skin->numSurfaces ; j++)
			{
				skinSurf = &tr.skinSurfaces[ skin->surfaces[ j ] ];

				if (!strcmp(skinSurf->name, surface->name))
				{
					shader = skinSurf->shader;
					break;
				}
			}

			if (shader == tr.nodrawShader) {
				surface++;
				continue;
			}
		} else {
			shader = surface->shader;
		}

		// we will add shadows even if the main object isn't visible in the view

		// stencil shadows can't do personal models unless I polyhedron clip
		if ( !personalModel
			&& r_shadows->integer == 2 
			&& fogNum == 0
			&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) ) 
			&& shader->sort == SS_OPAQUE ) {
			R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, 0, 0, 0 );
		}

		// projection shadows work fine with personal models
		if ( r_shadows->integer == 3
			&& fogNum == 0
			&& (ent->e.renderfx & RF_SHADOW_PLANE )
			&& shader->sort == SS_OPAQUE ) {
			R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, 0, 0, 0 );
		}

		if( !personalModel ) {
			R_AddEntDrawSurf( ent, (void *)surface, shader, fogNum, 0, 0, cubemapIndex );
		}

		surface++;
	}
}
Beispiel #2
0
/*
=================
R_AddDrawSurf
=================
*/
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, 
				   int fogIndex, int dlightMap ) {
	R_AddEntDrawSurf( NULL, surface, shader, fogIndex, dlightMap );
}
Beispiel #3
0
void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
	mdrHeader_t		*header;
	mdrSurface_t	*surface;
	mdrLOD_t		*lod;
	shader_t		*shader;
	skin_t		*skin;
	skinSurface_t	*skinSurf;
	int				i, j;
	int				lodnum = 0;
	int				fogNum = 0;
	int				cull;
	int             cubemapIndex;
	qboolean	personalModel;

	header = (mdrHeader_t *) tr.currentModel->modelData;
	
	// don't add mirror only objects if not in a mirror/portal
	personalModel = (ent->e.renderfx & RF_ONLY_MIRROR) && !(tr.viewParms.isPortal 
	                 || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));
	
	if ( ent->e.renderfx & RF_WRAP_FRAMES )
	{
		ent->e.frame %= header->numFrames;
		ent->e.oldframe %= header->numFrames;
	}	
	
	//
	// Validate the frames so there is no chance of a crash.
	// This will write directly into the entity structure, so
	// when the surfaces are rendered, they don't need to be
	// range checked again.
	//
	if ((ent->e.frame >= header->numFrames) 
		|| (ent->e.frame < 0)
		|| (ent->e.oldframe >= header->numFrames)
		|| (ent->e.oldframe < 0) )
	{
		ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: no such frame %d to %d for '%s'\n",
			   ent->e.oldframe, ent->e.frame, tr.currentModel->name );
		ent->e.frame = 0;
		ent->e.oldframe = 0;
	}

	//
	// cull the entire model if merged bounding box of both frames
	// is outside the view frustum.
	//
	cull = R_MDRCullModel (header, ent);
	if ( cull == CULL_OUT ) {
		return;
	}	

	// figure out the current LOD of the model we're rendering, and set the lod pointer respectively.
	lodnum = R_ComputeLOD(ent);
	// check whether this model has as that many LODs at all. If not, try the closest thing we got.
	if(header->numLODs <= 0)
		return;
	if(header->numLODs <= lodnum)
		lodnum = header->numLODs - 1;

	lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs);
	for(i = 0; i < lodnum; i++)
	{
		lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd);
	}
	
	// set up lighting
	if ( !personalModel || r_shadows->integer > 1 )
	{
		R_SetupEntityLighting( &tr.refdef, ent );
	}

	// fogNum?
	fogNum = R_MDRComputeFogNum( header, ent );

	cubemapIndex = R_CubemapForPoint(ent->e.origin);

	surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );

	for ( i = 0 ; i < lod->numSurfaces ; i++ )
	{
		
		if(ent->e.customShader)
			shader = R_GetShaderByHandle(ent->e.customShader);
		else if(ent->e.customSkin > 0 && ent->e.customSkin <= tr.refdef.numSkins)
		{
			skin = &tr.refdef.skins[ent->e.customSkin - 1];
			shader = tr.defaultShader;

			for(j = 0 ; j < skin->numSurfaces ; j++)
			{
				skinSurf = &tr.skinSurfaces[ skin->surfaces[ j ] ];

				if (!strcmp(skinSurf->name, surface->name))
				{
					shader = skinSurf->shader;
					break;
				}
			}

			if (shader == tr.nodrawShader) {
				surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
				continue;
			}
		}
		else if(surface->shaderIndex > 0)
			shader = R_GetShaderByHandle( surface->shaderIndex );
		else
			shader = tr.defaultShader;

		// we will add shadows even if the main object isn't visible in the view

		// stencil shadows can't do personal models unless I polyhedron clip
		if ( !personalModel
		        && r_shadows->integer == 2
			&& fogNum == 0
			&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
			&& shader->sort == SS_OPAQUE )
		{
			R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse, qfalse, 0 );
		}

		// projection shadows work fine with personal models
		if ( r_shadows->integer == 3
			&& fogNum == 0
			&& (ent->e.renderfx & RF_SHADOW_PLANE )
			&& shader->sort == SS_OPAQUE )
		{
			R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse, qfalse, 0 );
		}

		if (!personalModel)
			R_AddEntDrawSurf( ent, (void *)surface, shader, fogNum, qfalse, qfalse, cubemapIndex );

		surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
	}
}
Beispiel #4
0
/*
=================
R_AddMD3Surfaces

=================
*/
void R_AddMD3Surfaces( trRefEntity_t *ent ) {
	int				i;
	mdvModel_t		*model = NULL;
	mdvSurface_t	*surface = NULL;
	shader_t		*shader = NULL;
	int				cull;
	int				lod;
	int				fogNum;
	int             cubemapIndex;
	qboolean		personalModel;

	// don't add mirror only objects if not in a mirror/portal
	personalModel = (ent->e.renderfx & RF_ONLY_MIRROR) && !(tr.viewParms.isPortal 
	                 || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));

	if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
		ent->e.frame %= tr.currentModel->mdv[0]->numFrames;
		ent->e.oldframe %= tr.currentModel->mdv[0]->numFrames;
	}

	//
	// Validate the frames so there is no chance of a crash.
	// This will write directly into the entity structure, so
	// when the surfaces are rendered, they don't need to be
	// range checked again.
	//
	if ( (ent->e.frame >= tr.currentModel->mdv[0]->numFrames) 
		|| (ent->e.frame < 0)
		|| (ent->e.oldframe >= tr.currentModel->mdv[0]->numFrames)
		|| (ent->e.oldframe < 0) ) {
			ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
				ent->e.oldframe, ent->e.frame,
				tr.currentModel->name );
			ent->e.frame = 0;
			ent->e.oldframe = 0;
	}

	//
	// compute LOD
	//
	lod = R_ComputeLOD( ent );

	model = tr.currentModel->mdv[lod];

	//
	// cull the entire model if merged bounding box of both frames
	// is outside the view frustum.
	//
	cull = R_CullModel ( model, ent );
	if ( cull == CULL_OUT ) {
		return;
	}

	//
	// set up lighting now that we know we aren't culled
	//
	if ( !personalModel || r_shadows->integer > 1 ) {
		R_SetupEntityLighting( &tr.refdef, ent );
	}

	//
	// see if we are in a fog volume
	//
	fogNum = R_ComputeFogNum( model, ent );

	cubemapIndex = R_CubemapForPoint(ent->e.origin);

	//
	// draw all surfaces
	//
	surface = model->surfaces;
	for ( i = 0 ; i < model->numSurfaces ; i++ ) {

		if ( ent->e.customShader || ent->e.customSkin ) {
			shader = R_CustomSurfaceShader( surface->name, ent->e.customShader, ent->e.customSkin );
			if ( shader == tr.nodrawShader ) {
				surface++;
				continue;
			}
		//} else if ( surface->numShaders <= 0 ) {
			//shader = tr.defaultShader;
		} else {
			//md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
			//md3Shader += ent->e.skinNum % surface->numShaders;
			//shader = tr.shaders[ md3Shader->shaderIndex ];
			shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
		}

		// don't add third_person objects if not viewing through a portal
		if(!personalModel)
		{
			srfVaoMdvMesh_t *vaoSurface = &model->vaoSurfaces[i];

			R_AddEntDrawSurf( ent, (void *)vaoSurface, shader, fogNum, qfalse, 0, qfalse, cubemapIndex );
		}

		surface++;
	}

}