/* ================ EmitSurface ================ */ void idGuiModel::EmitSurface( guiModelSurface_t *surf, float modelMatrix[16], float modelViewMatrix[16], bool depthHack ) { srfTriangles_t *tri; if( surf->numVerts == 0 ) { return; // nothing in the surface } // copy verts and indexes tri = ( srfTriangles_t * )R_ClearedFrameAlloc( sizeof( *tri ) ); tri->numIndexes = surf->numIndexes; tri->numVerts = surf->numVerts; tri->indexes = ( glIndex_t * )R_FrameAlloc( tri->numIndexes * sizeof( tri->indexes[0] ) ); memcpy( tri->indexes, &indexes[surf->firstIndex], tri->numIndexes * sizeof( tri->indexes[0] ) ); // we might be able to avoid copying these and just let them reference the list vars // but some things, like deforms and recursive // guis, need to access the verts in cpu space, not just through the vertex range tri->verts = ( idDrawVert * )R_FrameAlloc( tri->numVerts * sizeof( tri->verts[0] ) ); memcpy( tri->verts, &verts[surf->firstVert], tri->numVerts * sizeof( tri->verts[0] ) ); // move the verts to the vertex cache tri->ambientCache = vertexCache.AllocFrameTemp( tri->verts, tri->numVerts * sizeof( tri->verts[0] ) ); // if we are out of vertex cache, don't create the surface if( !tri->ambientCache ) { return; } renderEntity_t renderEntity; memset( &renderEntity, 0, sizeof( renderEntity ) ); memcpy( renderEntity.shaderParms, surf->color, sizeof( surf->color ) ); viewEntity_t *guiSpace = ( viewEntity_t * )R_ClearedFrameAlloc( sizeof( *guiSpace ) ); memcpy( guiSpace->modelMatrix, modelMatrix, sizeof( guiSpace->modelMatrix ) ); memcpy( guiSpace->modelViewMatrix, modelViewMatrix, sizeof( guiSpace->modelViewMatrix ) ); guiSpace->weaponDepthHack = depthHack; // add the surface, which might recursively create another gui R_AddDrawSurf( tri, guiSpace, &renderEntity, surf->material, tr.viewDef->scissor ); }
/* AddDecalSurface() adds a decal surface to the scene */ void R_AddDecalSurface(decal_t *decal) { int dlightMap; srfDecal_t *srf; srfGeneric_t *gen; /* early outs */ if (decal->shader == NULL || decal->parent->viewCount != tr.viewCount || r_firstSceneDecal + tr.refdef.numDecals >= MAX_DECALS) { return; } /* get decal surface */ srf = &tr.refdef.decals[tr.refdef.numDecals]; tr.refdef.numDecals++; /* set it up */ srf->surfaceType = SF_DECAL; srf->numVerts = decal->numVerts; Com_Memcpy(srf->verts, decal->verts, srf->numVerts * sizeof(*srf->verts)); /* fade colors */ if (decal->fadeStartTime < tr.refdef.time && decal->fadeStartTime < decal->fadeEndTime) { int i; float fade = (float) (decal->fadeEndTime - tr.refdef.time) / (float) (decal->fadeEndTime - decal->fadeStartTime); for (i = 0; i < decal->numVerts; i++) { decal->verts[i].modulate[0] *= fade; decal->verts[i].modulate[1] *= fade; decal->verts[i].modulate[2] *= fade; decal->verts[i].modulate[3] *= fade; } } /* dynamic lights? */ if (decal->parent != NULL) { gen = (srfGeneric_t *) decal->parent->data; dlightMap = (gen->dlightBits != 0); } else { dlightMap = 0; } /* add surface to scene */ R_AddDrawSurf((void *) srf, decal->shader, decal->fogIndex, 0, dlightMap); tr.pc.c_decalSurfaces++; /* free temporary decal */ if (decal->fadeEndTime <= tr.refdef.time) { decal->shader = NULL; } }
/* AddDecalSurface() adds a decal surface to the scene */ void R_AddDecalSurface(decal_t *decal) { int i; //, dlightMap; float fade; srfDecal_t *srf; //srfGeneric_t *gen; // early outs if (decal->shader == NULL || decal->parent->viewCount != tr.viewCountNoReset || tr.refdef.numDecals >= MAX_DECALS) { return; } // get decal surface srf = &tr.refdef.decals[tr.refdef.numDecals]; tr.refdef.numDecals++; // set it up srf->surfaceType = SF_DECAL; srf->numVerts = decal->numVerts; Com_Memcpy(srf->verts, decal->verts, srf->numVerts * sizeof(*srf->verts)); // fade colors if (decal->fadeStartTime < tr.refdef.time && decal->fadeStartTime < decal->fadeEndTime) { fade = (float)(decal->fadeEndTime - tr.refdef.time) / (float)(decal->fadeEndTime - decal->fadeStartTime); for (i = 0; i < decal->numVerts; i++) { decal->verts[i].modulate[0] *= fade; decal->verts[i].modulate[1] *= fade; decal->verts[i].modulate[2] *= fade; decal->verts[i].modulate[3] *= fade; } } // dynamic lights? /* if(decal->parent != NULL) { gen = (srfGeneric_t *) decal->parent->data; dlightMap = (gen->dlightBits[tr.smpFrame] != 0); } else { dlightMap = 0; } */ // add surface to scene //R_AddDrawSurf((void *)srf, decal->shader, decal->fogIndex, 0, dlightMap); R_AddDrawSurf((surfaceType_t *)srf, decal->shader, -1, decal->fogIndex); tr.pc.c_decalSurfaces++; // free temporary decal if (decal->fadeEndTime <= tr.refdef.time) { decal->shader = NULL; } }
/* ===================== idRenderModelDecal::AddDecalDrawSurf ===================== */ void idRenderModelDecal::AddDecalDrawSurf( viewEntity_t *space ) { int i, j, maxTime; float f; decalInfo_t decalInfo; if ( tri.numIndexes == 0 ) { return; } // fade down all the verts with time decalInfo = material->GetDecalInfo(); maxTime = decalInfo.stayTime + decalInfo.fadeTime; // set vertex colors and remove faded triangles for ( i = 0 ; i < tri.numIndexes ; i += 3 ) { int deltaTime = tr.viewDef->renderView.time - indexStartTime[i]; if ( deltaTime > maxTime ) { continue; } if ( deltaTime <= decalInfo.stayTime ) { continue; } deltaTime -= decalInfo.stayTime; f = (float)deltaTime / decalInfo.fadeTime; for ( j = 0; j < 3; j++ ) { int ind = tri.indexes[i+j]; for ( int k = 0; k < 4; k++ ) { float fcolor = decalInfo.start[k] + ( decalInfo.end[k] - decalInfo.start[k] ) * f; int icolor = idMath::FtoiFast( fcolor * vertDepthFade[ind] * 255.0f ); if ( icolor < 0 ) { icolor = 0; } else if ( icolor > 255 ) { icolor = 255; } tri.verts[ind].color[k] = icolor; } } } // copy the tri and indexes to temp heap memory, // because if we are running multi-threaded, we wouldn't // be able to reorganize the index list srfTriangles_t *newTri = (srfTriangles_t *)R_FrameAlloc( sizeof( *newTri ) ); *newTri = tri; // copy the current vertexes to temp vertex cache newTri->ambientCache = vertexCache.AllocFrameTemp( tri.verts, tri.numVerts * sizeof( idDrawVert ) ); // create the drawsurf R_AddDrawSurf( newTri, space, &space->entityDef->parms, material, space->scissorRect ); }
void R_AddPolygonSurfaces() { tr.currentEntityNum = ENTITYNUM_WORLD; tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT; const srfPoly_t* poly = tr.refdef.polys; for (int i = 0; i < tr.refdef.numPolys; ++i, ++poly) { R_AddDrawSurf( (const surfaceType_t*)poly, R_GetShaderByHandle( poly->hShader ), poly->fogIndex ); } }
/* ===================== R_AddPolygonSurfaces Adds all the scene's polys into this view's drawsurf list ===================== */ void R_AddPolygonSurfaces( void ) { int i; shader_t *sh; srfPoly_t *poly; tr.currentEntityNum = ENTITYNUM_WORLD; tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT; for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) { sh = R_GetShaderByHandle( poly->hShader ); R_AddDrawSurf( ( surfaceType_t * )poly, sh, poly->fogIndex, qfalse ); // ***GREGS_VC9_PORT_MOD*** -- changed typecast; was void * } }
/* ===================== R_AddPolygonSurfaces Adds all the scene's polys into this view's drawsurf list ===================== */ void R_AddPolygonSurfaces( void ) { int i; shader_t *sh; srfPoly_t *poly; tr.currentEntityNum = REFENTITYNUM_WORLD; tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT; for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) { sh = R_GetShaderByHandle( poly->hShader ); R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex, qfalse ); } }
/* ===================== R_AddPolygonSurfaces Adds all the scene's polys into this view's drawsurf list ===================== */ void R_AddPolygonSurfaces( void ) { int i; shader_t *sh; srfPoly_t *poly; tr.currentEntityNum = ENTITYNUM_WORLD; tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT; for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) { sh = R_GetShaderByHandle( poly->hShader ); R_AddDrawSurf( reinterpret_cast<surfaceType_t*>(poly), sh, poly->fogIndex, false ); } }
/* ===================== R_AddPolygonSurfaces Adds all the scene's polys into this view's drawsurf list ===================== */ void R_AddPolygonBufferSurfaces() { int i; shader_t* sh; srfPolyBuffer_t* polybuffer; tr.currentEntity = &tr.worldEntity; for (i = 0, polybuffer = tr.refdef.polybuffers; i < tr.refdef.numPolybuffers; i++, polybuffer++) { sh = R_GetShaderByHandle(polybuffer->pPolyBuffer->shader); R_AddDrawSurf((surfaceType_t*) polybuffer, sh, -1, polybuffer->fogIndex); } }
/* ===================== R_AddPolygonSurfaces Adds all the scene's polys into this view's drawsurf list ===================== */ void R_AddPolygonBufferSurfaces( void ) { int i; shader_t *sh; srfPolyBuffer_t *polybuffer; tr.currentEntityNum = ENTITYNUM_WORLD; tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT; for ( i = 0, polybuffer = tr.refdef.polybuffers; i < tr.refdef.numPolyBuffers ; i++, polybuffer++ ) { sh = R_GetShaderByHandle( polybuffer->pPolyBuffer->shader ); R_AddDrawSurf( ( void * )polybuffer, sh, R_PolyBufferFogNum( polybuffer ), qfalse ); } }
/* ===================== R_AddPolygonSurfaces Adds all the scene's polys into this view's drawsurf list ===================== */ void R_AddPolygonSurfaces( void ) { int i; shader_t *sh; srfPoly_t *poly; int fogMask; tr.currentEntityNum = REFENTITYNUM_WORLD; tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT; fogMask = -((tr.refdef.rdflags & RDF_NOFOG) == 0); for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) { sh = R_GetShaderByHandle( poly->hShader ); R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex & fogMask, qfalse, qfalse, 0 /*cubeMap*/ ); } }
/* ===================== R_AddPolygonSurfaces Adds all the scene's polys into this view's drawsurf list ===================== */ void R_AddPolygonSurfaces() { int i; shader_t* sh; srfPoly_t* poly; if (!r_drawpolies->integer) { return; } tr.currentEntity = &tr.worldEntity; for (i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys; i++, poly++) { sh = R_GetShaderByHandle(poly->hShader); R_AddDrawSurf((surfaceType_t*) poly, sh, -1, poly->fogIndex); } }
/* ============== R_AddAnimSurfaces ============== */ void R_AddAnimSurfaces( trRefEntity_t *ent ) { md4Header_t *header; md4Surface_t *surface; md4LOD_t *lod; shader_t *shader; int i; header = tr.currentModel->md4; lod = (md4LOD_t *)( (byte *)header + header->ofsLODs ); surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces ); for ( i = 0 ; i < lod->numSurfaces ; i++ ) { shader = R_GetShaderByHandle( surface->shaderIndex ); R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse ); surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd ); } }
// adds a decal surface to the scene static void R_AddDecalSurface( mbrush46_decal_t* decal ) { // early outs if ( decal->shader == NULL || decal->parent->viewCount != tr.viewCount || tr.refdef.numDecals >= MAX_DECALS ) { return; } // get decal surface idSurfaceDecal* srf = &tr.refdef.decals[ tr.refdef.numDecals ]; tr.refdef.numDecals++; // set it up srf->surf.numVerts = decal->numVerts; Com_Memcpy( srf->surf.verts, decal->verts, srf->surf.numVerts * sizeof ( *srf->surf.verts ) ); // fade colors if ( decal->fadeStartTime < tr.refdef.time && decal->fadeStartTime < decal->fadeEndTime ) { float fade = ( float )( decal->fadeEndTime - tr.refdef.time ) / ( float )( decal->fadeEndTime - decal->fadeStartTime ); for ( int i = 0; i < decal->numVerts; i++ ) { decal->verts[ i ].modulate[ 0 ] *= fade; decal->verts[ i ].modulate[ 1 ] *= fade; decal->verts[ i ].modulate[ 2 ] *= fade; decal->verts[ i ].modulate[ 3 ] *= fade; } } // dynamic lights? int dlightMap; if ( decal->parent != NULL ) { dlightMap = decal->parent->dlightBits[ tr.smpFrame ] != 0; } else { dlightMap = 0; } // add surface to scene R_AddDrawSurf( srf, decal->shader, decal->fogIndex, dlightMap, 0, 0, 0 ); tr.pc.c_decalSurfaces++; // free temporary decal if ( decal->fadeEndTime <= tr.refdef.time ) { decal->shader = NULL; } }
/* ===================== R_AddPolygonSurfaces Adds all the scene's polys into this view's drawsurf list ===================== */ void R_AddPolygonSurfaces( void ) { int i; shader_t *sh; srfPoly_t *poly; tr.currentEntityNum = ENTITYNUM_WORLD; tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT; for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) { sh = R_GetShaderByHandle( poly->hShader ); //sortSL{ // a hack to get the SprayLogo-"Level" into the Engine // without changing the vm-interface-functions if(poly->verts->st[0]>=10.0f) poly->lvl = ((int)poly->verts->st[0]/10); else poly->lvl = 0; //sortSL} R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex, qfalse ); } }
// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) { mdrHeader_t *header; mdrSurface_t *surface; mdrLOD_t *lod; shader_t *shader; skin_t *skin; int i, j; int lodnum = 0; int fogNum = 0; int cull; qboolean personalModel; header = (mdrHeader_t *) tr.currentModel->modelData; personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; 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 ); 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.numSkins) { skin = R_GetSkinByHandle(ent->e.customSkin); shader = tr.defaultShader; for(j = 0; j < skin->numSurfaces; j++) { if (!strcmp(skin->surfaces[j]->name, surface->name)) { shader = skin->surfaces[j]->shader; break; } } } 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 ); } // 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 ); } if (!personalModel) R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse ); surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd ); } }
/* ================= 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++; } }
/* ================= 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 third_person objects if not in a portal personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(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++ ) { int j; //----(SA) blink will change to be an overlay rather than replacing the head texture. // think of it like batman's mask. the polygons that have eye texture are duplicated // and the 'lids' rendered with polygonoffset shader parm over the top of the open eyes. this gives // minimal overdraw/alpha blending/texture use without breaking the model and causing seams if ( !Q_stricmp( surface->name, "h_blink" ) ) { if ( !( ent->e.renderfx & RF_BLINK ) ) { //surface = ( md3Surface_t * )( (byte *)surface + surface->ofsEnd ); //surface++; continue; } } //----(SA) end if ( ent->e.customShader ) { shader = R_GetShaderByHandle( ent->e.customShader ); } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) { skin_t *skin; skin = R_GetSkinByHandle( ent->e.customSkin ); // match the surface name to something in the skin file shader = tr.defaultShader; for ( j = 0 ; j < skin->numSurfaces ; j++ ) { // the names have both been lowercased if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) { shader = skin->surfaces[j]->shader; break; } } if ( shader == tr.defaultShader ) { ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name ); } else if ( shader->defaultShader ) { ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name ); } //} else if ( surface->numShaders <= 0 ) { //shader = tr.defaultShader; } else { //md3Shader = ( md3Shader_t * )( (byte *)surface + surface->ofsShaders ); //md3Shader += ent->e.skinNum % surface->numShaders; shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ]; } // don't add third_person objects if not viewing through a portal if ( !personalModel ) { // GR - tessellate according to model capabilities srfVaoMdvMesh_t *vaoSurface = &model->vaoSurfaces[i]; R_AddDrawSurf( (void *)vaoSurface, shader, fogNum, qfalse, qfalse, cubemapIndex, tr.currentModel->ATI_tess ); } surface++; } }
/*============================================================== R_AddMyGhoulSurfaces This is where the system tosses MOD_GLM, surfaces are added here ==============================================================*/ void R_AddMyGhoulSurfaces( trRefEntity_t *ent ) { //model_t *animModel; //glaHeader_t *gla; glmHeader_t *header; // model_t *model_anims; glmHeader_t *anims = 0; //glmSurface_t *surf; glmSurface_t *surface; glmSurfHierarchy_t *surfh; //mg_animstate_t *as = NULL; int animated = 0; glmLOD_t *lod; glmLODSurfOffset_t *lod_surf_ofs; shader_t *shader; int i; //int cull; //int lod; int fogNum = 0; qboolean personalModel; int newQuatDeal = 0; //mygBQArr_t *oldframe; //mygBQArr_t *newframe; //mygBQArr_t *resframe; //mygBoneArr_t *pose; //vec3_t trans; //int bonewatch = 1; // don't add third_person objects if not in a portal personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; if( personalModel ) { //ent->needZFail = qtrue; } header = tr.currentModel->modelData; if( header->animIndex != 0 ) { #if 0 model_anims = R_GetModelByHandle( header->animIndex ); if( model_anims->type == MOD_GLA ) { anims = model_anims->gla; as = RE_AS_Fetch( ent->e.frame ); } if( as->index == 0 ) { anims = 0; animated = 0; } else { if( as->index != 0 ) { animated = 1; } } #endif } else { animated = 0; } // printf( "(GLM) myghoul model is " ); // if(personalModel) printf( "personal model, " ); // if(animated) printf( "animated." ); #if 0 if( animated ) { AnimStateAnimsPop( as, anims ); MG_InheritQuats( anims, (mgQuat_t*)as->resframe->quat, 0 ); if( !newQuatDeal ) MG_MatsPopulate( anims, (mgQuat_t*)as->resframe->quat, as->pose ); } #endif // compute LOD //lod = R_ComputeLOD( ent ); // cull the entire model if merged bounding box of both frames // is outside the view frustum. /*cull = R_CullModel ( header, 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( header, ent ); //ri.Printf( PRINT_DEVELOPER, "(I) Adding this MG Model\n" ); lod = (glmLOD_t *)( (byte *)header + header->ofsLODs ); lod_surf_ofs = ( glmLODSurfOffset_t *) ((byte *)lod + 4 ); surfh = (glmSurfHierarchy_t *) ( (byte *)header + header->ofsSurfHierarchy ); surface = (glmSurface_t *)( (byte *)lod_surf_ofs + lod_surf_ofs->offsets[0] ); for ( i = 0 ; i < header->numSurfaces ; i++ ) { if( surfh->name[0] != '*' && strcmp( "stupidtriangle_off", surfh->name ) ) { if ( ent->e.customShader ) { shader = R_GetShaderByHandle( ent->e.customShader ); } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) { skin_t *skin; int j; skin = R_GetSkinByHandle( ent->e.customSkin ); // match the surface name to something in the skin file shader = tr.defaultShader; for ( j = 0 ; j < skin->numSurfaces ; j++ ) { // the names have both been lowercased if ( !strcmp( skin->surfaces[j]->name, surfh->name ) ) { shader = skin->surfaces[j]->shader; break; } } if (shader == tr.defaultShader) { //ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surfh->name, skin->name); } else if (shader->defaultShader) { //ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name); } } else { shader = R_GetShaderByHandle( surfh->shaderIndex ); } // 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_AddDrawSurf( (void *)surface, shader, 0, qfalse ); } 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 ); } if ( r_shadows->integer == 4 && fogNum == 0 && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) ) && shader->sort == SS_OPAQUE ) { R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse ); } // 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 ); } } surface = (glmSurface_t *)( (byte *)surface + surface->ofsEnd ); surfh = (glmSurfHierarchy_t *) ( (byte *)&surfh->childIndexes[surfh->numChildren] ); } }
/* ============== R_AddMD5Surfaces ============== */ void R_AddMD5Surfaces( trRefEntity_t *ent ) { md5Model_t *model; md5Surface_t *surface; shader_t *shader; int i; qboolean personalModel; int fogNum; model = tr.currentModel->model.md5; // don't add third_person objects if not in a portal personalModel = ( ent->e.renderfx & RF_THIRD_PERSON ) && !tr.viewParms.isPortal; // cull the entire model if merged bounding box of both frames // is outside the view frustum if ( R_CullMD5( ent ) == CULL_OUT ) { return; } // set up lighting now that we know we aren't culled if ( !personalModel || r_shadows->integer > SHADOWING_BLOB ) { R_SetupEntityLighting( &tr.refdef, ent ); } // see if we are in a fog volume fogNum = 0; //R_FogWorldBox(ent->worldBounds); // finally add surfaces for ( i = 0, surface = model->surfaces; i < model->numSurfaces; i++, surface++ ) { if ( ent->e.customShader ) { shader = R_GetShaderByHandle( ent->e.customShader ); } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) { skin_t *skin; skin = R_GetSkinByHandle( ent->e.customSkin ); // match the surface name to something in the skin file shader = tr.defaultShader; // FIXME: replace MD3_MAX_SURFACES for skin_t::surfaces if ( i >= 0 && i < skin->numSurfaces && skin->surfaces[ i ] ) { shader = skin->surfaces[ i ]->shader; } if ( shader == tr.defaultShader ) { ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %i in skin %s\n", i, skin->name ); } else if ( shader->defaultShader ) { ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name ); } } else { shader = R_GetShaderByHandle( surface->shaderIndex ); if ( ent->e.altShaderIndex > 0 && ent->e.altShaderIndex < MAX_ALTSHADERS && shader->altShader[ ent->e.altShaderIndex ].index ) { shader = R_GetShaderByHandle( shader->altShader[ ent->e.altShaderIndex ].index ); } } // we will add shadows even if the main object isn't visible in the view // don't add third_person objects if not viewing through a portal if ( !personalModel ) { R_AddDrawSurf( ( surfaceType_t * ) surface, shader, fogNum, 0, 0 ); } } }
/* ============== R_AddAnimSurfaces ============== */ void R_AddAnimSurfaces(trRefEntity_t *ent) { mdsHeader_t *header = tr.currentModel->model.mds; mdsSurface_t *surface; shader_t *shader = 0; int i, fogNum, cull; qboolean personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; // don't add third_person objects if not in a portal // cull the entire model if merged bounding box of both frames // is outside the view frustum. cull = R_CullModel(header, 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(header, ent); surface = ( mdsSurface_t * )((byte *)header + header->ofsSurfaces); for (i = 0 ; i < header->numSurfaces ; i++) { if (ent->e.customShader) { shader = R_GetShaderByHandle(ent->e.customShader); } else if (ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) { skin_t *skin; int hash; int j; skin = R_GetSkinByHandle(ent->e.customSkin); // match the surface name to something in the skin file shader = tr.defaultShader; if (ent->e.renderfx & RF_BLINK) { char *s = va("%s_b", surface->name); // append '_b' for 'blink' hash = Com_HashKey(s, strlen(s)); for (j = 0 ; j < skin->numSurfaces ; j++) { if (hash != skin->surfaces[j]->hash) { continue; } if (!strcmp(skin->surfaces[j]->name, s)) { shader = skin->surfaces[j]->shader; break; } } } if (shader == tr.defaultShader) // blink reference in skin was not found { hash = Com_HashKey(surface->name, sizeof(surface->name)); for (j = 0 ; j < skin->numSurfaces ; j++) { // the names have both been lowercased if (hash != skin->surfaces[j]->hash) { continue; } if (!strcmp(skin->surfaces[j]->name, surface->name)) { shader = skin->surfaces[j]->shader; break; } } } if (shader == tr.defaultShader) { Ren_Developer("WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name); } else if (shader->defaultShader) { Ren_Developer("WARNING: shader %s in skin %s not found\n", shader->name, skin->name); } } else { shader = R_GetShaderByHandle(surface->shaderIndex); } // don't add third_person objects if not viewing through a portal if (!personalModel) { R_AddDrawSurf((void *)surface, shader, fogNum, 0, 0); } surface = ( mdsSurface_t * )((byte *)surface + surface->ofsEnd); } }
/* ================= 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 third_person objects if not in a portal personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(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) { shader = R_GetShaderByHandle(ent->e.customShader); } else if (ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) { skin_t *skin; int j; skin = R_GetSkinByHandle(ent->e.customSkin); // match the surface name to something in the skin file shader = tr.defaultShader; //----(SA) added blink if (ent->e.renderfx & RF_BLINK) { const char *s = va("%s_b", surface->name); // append '_b' for 'blink' for (j = 0 ; j < skin->numSurfaces ; j++) { if (!strcmp(skin->surfaces[j]->name, s)) { shader = skin->surfaces[j]->shader; break; } } } if (shader == tr.defaultShader) { // blink reference in skin was not found for (j = 0 ; j < skin->numSurfaces ; j++) { // the names have both been lowercased if (!strcmp(skin->surfaces[j]->name, surface->name)) { shader = skin->surfaces[j]->shader; break; } } } //----(SA) end if (shader == tr.defaultShader) { ri.Printf(PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name); } else if (shader->defaultShader) { ri.Printf(PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name); } //} else 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 ] ]; } // for testing polygon shadows (on /all/ models) if (r_shadows->integer == 4) { R_AddDrawSurf((void *)surface, tr.projectionShadowShader, 0, qfalse, qfalse, 0); } // don't add third_person objects if not viewing through a portal if(!personalModel) { srfVaoMdvMesh_t *vaoSurface = &model->vaoSurfaces[i]; R_AddDrawSurf((void *)vaoSurface, shader, fogNum, qfalse, qfalse, cubemapIndex); } surface++; } }
/* ================= R_AddMDCSurfaces ================= */ void R_AddMDCSurfaces( trRefEntity_t *ent ) { int i; mdcHeader_t *header = 0; mdcSurface_t *surface = 0; md3Shader_t *md3Shader = 0; shader_t *shader = 0; int cull; int lod; int fogNum; qboolean personalModel; // don't add third_person objects if not in a portal personalModel = ( ent->e.renderfx & RF_THIRD_PERSON ) && !tr.viewParms.isPortal; if ( ent->e.renderfx & RF_WRAP_FRAMES ) { ent->e.frame %= tr.currentModel->mdc[0]->numFrames; ent->e.oldframe %= tr.currentModel->mdc[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->mdc[0]->numFrames ) || ( ent->e.frame < 0 ) || ( ent->e.oldframe >= tr.currentModel->mdc[0]->numFrames ) || ( ent->e.oldframe < 0 ) ) { ri.Printf( PRINT_DEVELOPER, "R_AddMDCSurfaces: 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 ); header = tr.currentModel->mdc[lod]; // // cull the entire model if merged bounding box of both frames // is outside the view frustum. // cull = R_CullModel( header, 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( header, ent ); // // draw all surfaces // surface = ( mdcSurface_t * )( (byte *)header + header->ofsSurfaces ); for ( i = 0 ; i < header->numSurfaces ; i++ ) { int j; //----(SA) blink will change to be an overlay rather than replacing the head texture. // think of it like batman's mask. the polygons that have eye texture are duplicated // and the 'lids' rendered with polygonoffset over the top of the open eyes. this gives // minimal overdraw/alpha blending/texture use without breaking the model and causing seams if ( !Q_stricmp( surface->name, "h_blink" ) ) { if ( !( ent->e.renderfx & RF_BLINK ) ) { surface = ( mdcSurface_t * )( (byte *)surface + surface->ofsEnd ); continue; } } //----(SA) end if ( ent->e.customShader ) { shader = R_GetShaderByHandle( ent->e.customShader ); } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) { skin_t *skin; skin = R_GetSkinByHandle( ent->e.customSkin ); // match the surface name to something in the skin file shader = tr.defaultShader; for ( j = 0 ; j < skin->numSurfaces ; j++ ) { // the names have both been lowercased if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) { shader = skin->surfaces[j]->shader; break; } } } 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 ]; } // 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 ) { // GR - tessellate according to model capabilities R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse, tr.currentModel->ATI_tess ); } //----(SA) // 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 ); // } //----(SA) for testing polygon shadows (on /all/ models) // if ( r_shadows->integer == 4) // R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse ); //----(SA) done testing // don't add third_person objects if not viewing through a portal if ( !personalModel ) { // GR - tessellate according to model capabilities R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse, tr.currentModel->ATI_tess ); } surface = ( mdcSurface_t * )( (byte *)surface + surface->ofsEnd ); } }
/* ================= R_AddIQMSurfaces Add all surfaces of this model ================= */ void R_AddIQMSurfaces( trRefEntity_t *ent ) { IQModel_t *IQModel; srfIQModel_t *surface; int i, j; bool personalModel; int fogNum; shader_t *shader; skin_t *skin; IQModel = tr.currentModel->iqm; surface = IQModel->surfaces; // don't add third_person objects if not in a portal personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && tr.viewParms.portalLevel == 0; // // cull the entire model if merged bounding box of both frames // is outside the view frustum. // R_CullIQM( ent ); if ( ent->cull == cullResult_t::CULL_OUT ) { return; } // // set up lighting now that we know we aren't culled // if ( !personalModel || r_shadows->integer > Util::ordinal(shadowingMode_t::SHADOWING_BLOB) ) { R_SetupEntityLighting( &tr.refdef, ent, nullptr ); } // // see if we are in a fog volume // fogNum = R_FogWorldBox( ent->worldBounds ); for ( i = 0 ; i < IQModel->num_surfaces ; i++ ) { if(ent->e.customShader) shader = R_GetShaderByHandle( ent->e.customShader ); else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) { skin = R_GetSkinByHandle(ent->e.customSkin); shader = tr.defaultShader; if (surface->name && *surface->name) { for(j = 0; j < skin->numSurfaces; j++) { if (!strcmp(skin->surfaces[j]->name, surface->name)) { shader = skin->surfaces[j]->shader; break; } } } if ( shader == tr.defaultShader && i >= 0 && i < skin->numSurfaces && skin->surfaces[ i ] ) { shader = skin->surfaces[ i ]->shader; } } else { shader = surface->shader; if ( ent->e.altShaderIndex > 0 && ent->e.altShaderIndex < MAX_ALTSHADERS && shader->altShader[ ent->e.altShaderIndex ].index ) { shader = R_GetShaderByHandle( shader->altShader[ ent->e.altShaderIndex ].index ); } } // we will add shadows even if the main object isn't visible in the view if( !personalModel ) { R_AddDrawSurf( ( surfaceType_t *)surface, shader, -1, fogNum ); } surface++; } }
/* ================= R_AddIQMSurfaces Add all surfaces of this model ================= */ void R_AddIQMSurfaces(trRefEntity_t* ent) { iqmData_t* data; srfIQModel_t* surface; int i, j; qboolean personalModel; int cull; int fogNum; shader_t* shader; skin_t* skin; data = tr.currentModel->modelData; surface = data->surfaces; // don't add third_person objects if not in a portal personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; if (ent->e.renderfx & RF_WRAP_FRAMES) { ent->e.frame %= data->num_frames; ent->e.oldframe %= data->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 >= data->num_frames) || (ent->e.frame < 0) || (ent->e.oldframe >= data->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(data, 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(data, ent); 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.numSkins) { skin = R_GetSkinByHandle(ent->e.customSkin); shader = tr.defaultShader; for (j = 0; j < skin->numSurfaces; j++) { if (!strcmp(skin->surfaces[j]->name, surface->name)) { shader = skin->surfaces[j]->shader; break; } } } 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); } // 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); } if (!personalModel) { R_AddDrawSurf((void*)surface, shader, fogNum, 0); } surface++; } }
/* ================= R_AddMD3Surfaces ================= */ void R_AddMD3Surfaces( trRefEntity_t *ent ) { int i; md3Header_t *header = 0; md3Surface_t *surface = 0; md3Shader_t *md3Shader = 0; shader_t *shader = 0; shader_t *main_shader = 0; int cull; int lod; int fogNum; qboolean personalModel; // don't add third_person objects if not in a portal personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; if ( ent->e.renderfx & RF_CAP_FRAMES) { if (ent->e.frame > tr.currentModel->md3[0]->numFrames-1) ent->e.frame = tr.currentModel->md3[0]->numFrames-1; if (ent->e.oldframe > tr.currentModel->md3[0]->numFrames-1) ent->e.oldframe = tr.currentModel->md3[0]->numFrames-1; } else if ( ent->e.renderfx & RF_WRAP_FRAMES ) { ent->e.frame %= tr.currentModel->md3[0]->numFrames; ent->e.oldframe %= tr.currentModel->md3[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->md3[0]->numFrames) || (ent->e.frame < 0) || (ent->e.oldframe >= tr.currentModel->md3[0]->numFrames) || (ent->e.oldframe < 0) ) { VID_Printf (PRINT_ALL, "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 ); header = tr.currentModel->md3[lod]; // // cull the entire model if merged bounding box of both frames // is outside the view frustum. // cull = R_CullModel ( header, ent ); if ( cull == CULL_OUT ) { return; } // // set up lighting now that we know we aren't culled // #ifdef VV_LIGHTING if ( !personalModel ) { VVLightMan.R_SetupEntityLighting( &tr.refdef, ent ); #else if ( !personalModel || r_shadows->integer > 1 ) { R_SetupEntityLighting( &tr.refdef, ent ); #endif } // // see if we are in a fog volume // fogNum = R_ComputeFogNum( header, ent ); // // draw all surfaces // main_shader = R_GetShaderByHandle( ent->e.customShader ); surface = (md3Surface_t *)( (byte *)header + header->ofsSurfaces ); for ( i = 0 ; i < header->numSurfaces ; i++ ) { if ( ent->e.customShader ) {// a little more efficient shader = main_shader; } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) { skin_t *skin; int j; skin = R_GetSkinByHandle( ent->e.customSkin ); // match the surface name to something in the skin file shader = tr.defaultShader; for ( j = 0 ; j < skin->numSurfaces ; j++ ) { // the names have both been lowercased if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) { shader = skin->surfaces[j]->shader; break; } } } 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 ]; } // 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 #ifndef VV_LIGHTING && fogNum == 0 #endif && (ent->e.renderfx & RF_SHADOW_PLANE ) && !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) ) && shader->sort == SS_OPAQUE ) { R_AddDrawSurf( (surfaceType_t *)surface, tr.shadowShader, 0, qfalse ); } // 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( (surfaceType_t *)surface, tr.projectionShadowShader, 0, qfalse ); } // don't add third_person objects if not viewing through a portal if ( !personalModel ) { #ifdef VV_LIGHTING int dlightBits = ( ent->dlightBits != 0 ); R_AddDrawSurf( (surfaceType_t *)surface, shader, fogNum, dlightBits ); #else R_AddDrawSurf( (surfaceType_t *)surface, shader, fogNum, qfalse ); #endif } surface = (md3Surface_t *)( (byte *)surface + surface->ofsEnd ); } }
/* ============== R_AddMD5Surfaces ============== */ void R_AddMD5Surfaces(trRefEntity_t * ent) { md5Model_t *model; md5Surface_t *surface; shader_t *shader; int i; qboolean personalModel; int fogNum; model = tr.currentModel->md5; // don't add third_person objects if not in a portal personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; // cull the entire model if merged bounding box of both frames // is outside the view frustum R_CullMD5(ent); if(ent->cull == CULL_OUT) { return; } // set up world bounds for light intersection tests R_SetupEntityWorldBounds(ent); // set up lighting now that we know we aren't culled if(!personalModel || r_shadows->integer > SHADOWING_BLOB) { R_SetupEntityLighting(&tr.refdef, ent, NULL); } // see if we are in a fog volume fogNum = R_FogWorldBox(ent->worldBounds); if(!r_vboModels->integer || !model->numVBOSurfaces || (!glConfig2.vboVertexSkinningAvailable && ent->e.skeleton.type == SK_ABSOLUTE)) { // finally add surfaces for(i = 0, surface = model->surfaces; i < model->numSurfaces; i++, surface++) { if(ent->e.customShader) { shader = R_GetShaderByHandle(ent->e.customShader); } else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) { skin_t *skin; skin = R_GetSkinByHandle(ent->e.customSkin); // match the surface name to something in the skin file shader = tr.defaultShader; // FIXME: replace MD3_MAX_SURFACES for skin_t::surfaces if(i >= 0 && i < skin->numSurfaces && skin->surfaces[i]) { shader = skin->surfaces[i]->shader; } if(shader == tr.defaultShader) { ri.Printf(PRINT_DEVELOPER, "WARNING: no shader for surface %i in skin %s\n", i, skin->name); } else if(shader->defaultShader) { ri.Printf(PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name); } } else { shader = R_GetShaderByHandle(surface->shaderIndex); } // we will add shadows even if the main object isn't visible in the view // don't add third_person objects if not viewing through a portal if(!personalModel) { R_AddDrawSurf((void *)surface, shader, -1, fogNum); } } } else { int i; srfVBOMD5Mesh_t *vboSurface; shader_t *shader; for(i = 0; i < model->numVBOSurfaces; i++) { vboSurface = model->vboSurfaces[i]; if(ent->e.customShader) { shader = R_GetShaderByHandle(ent->e.customShader); } else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) { skin_t *skin; skin = R_GetSkinByHandle(ent->e.customSkin); // match the surface name to something in the skin file shader = tr.defaultShader; // FIXME: replace MD3_MAX_SURFACES for skin_t::surfaces //if(i >= 0 && i < skin->numSurfaces && skin->surfaces[i]) if(vboSurface->skinIndex >= 0 && vboSurface->skinIndex < skin->numSurfaces && skin->surfaces[vboSurface->skinIndex]) { shader = skin->surfaces[vboSurface->skinIndex]->shader; } if(shader == tr.defaultShader) { ri.Printf(PRINT_DEVELOPER, "WARNING: no shader for surface %i in skin %s\n", i, skin->name); } else if(shader->defaultShader) { ri.Printf(PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name); } } else { shader = vboSurface->shader; } // don't add third_person objects if not viewing through a portal if(!personalModel) { R_AddDrawSurf((void *)vboSurface, shader, -1, fogNum); } } } }
/* =============== R_AddAmbientDrawsurfs Adds surfaces for the given viewEntity Walks through the viewEntitys list and creates drawSurf_t for each surface of each viewEntity that has a non-empty scissorRect =============== */ static void R_AddAmbientDrawsurfs( viewEntity_t *vEntity ) { int i, total; idRenderEntityLocal *def; srfTriangles_t *tri; idRenderModel *model; const idMaterial *shader; def = vEntity->entityDef; if( def->dynamicModel ) { model = def->dynamicModel; } else { model = def->parms.hModel; } // add all the surfaces total = model->NumSurfaces(); for( i = 0; i < total; i++ ) { const modelSurface_t *surf = model->Surface( i ); // for debugging, only show a single surface at a time if( r_singleSurface.GetInteger() >= 0 && i != r_singleSurface.GetInteger() ) { continue; } tri = surf->geometry; if( !tri ) { continue; } if( !tri->numIndexes ) { continue; } shader = surf->shader; shader = R_RemapShaderBySkin( shader, def->parms.customSkin, def->parms.customShader ); R_GlobalShaderOverride( &shader ); if( !shader ) { continue; } if( !shader->IsDrawn() ) { continue; } // debugging tool to make sure we are have the correct pre-calculated bounds if( r_checkBounds.GetBool() ) { int j, k; for( j = 0; j < tri->numVerts; j++ ) { for( k = 0; k < 3; k++ ) { if( tri->verts[j].xyz[k] > tri->bounds[1][k] + CHECK_BOUNDS_EPSILON || tri->verts[j].xyz[k] < tri->bounds[0][k] - CHECK_BOUNDS_EPSILON ) { common->Printf( "bad tri->bounds on %s:%s\n", def->parms.hModel->Name(), shader->GetName() ); break; } if( tri->verts[j].xyz[k] > def->referenceBounds[1][k] + CHECK_BOUNDS_EPSILON || tri->verts[j].xyz[k] < def->referenceBounds[0][k] - CHECK_BOUNDS_EPSILON ) { common->Printf( "bad referenceBounds on %s:%s\n", def->parms.hModel->Name(), shader->GetName() ); break; } } if( k != 3 ) { break; } } } if( !R_CullLocalBox( tri->bounds, vEntity->modelMatrix, 5, tr.viewDef->frustum ) ) { def->visibleCount = tr.viewCount; // make sure we have an ambient cache if( !R_CreateAmbientCache( tri, shader->ReceivesLighting() ) ) { // don't add anything if the vertex cache was too full to give us an ambient cache return; } // touch it so it won't get purged vertexCache.Touch( tri->ambientCache ); if( !tri->indexCache ) { vertexCache.Alloc( tri->indexes, tri->numIndexes * sizeof( tri->indexes[0] ), &tri->indexCache, true ); } if( tri->indexCache ) { vertexCache.Touch( tri->indexCache ); } // add the surface for drawing R_AddDrawSurf( tri, vEntity, &vEntity->entityDef->parms, shader, vEntity->scissorRect ); // ambientViewCount is used to allow light interactions to be rejected // if the ambient surface isn't visible at all tri->ambientViewCount = tr.viewCount; } } // add the lightweight decal surfaces for( idRenderModelDecal *decal = def->decals; decal; decal = decal->Next() ) { decal->AddDecalDrawSurf( vEntity ); } }
/* ================= R_AddMD3Surfaces ================= */ void R_AddMD3Surfaces(trRefEntity_t * ent) { int i; md3Header_t *header = 0; md3Surface_t *surface = 0; md3Shader_t *md3Shader = 0; shader_t *shader = 0; int cull; int lod; int fogNum; bool personalModel; // don't add third_person objects if not in a portal personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; if(ent->e.renderfx & RF_WRAP_FRAMES) { ent->e.frame %= tr.currentModel->model.md3[0]->numFrames; ent->e.oldframe %= tr.currentModel->model.md3[0]->numFrames; } // // compute LOD // if(ent->e.renderfx & RF_FORCENOLOD) { lod = 0; } else { lod = R_ComputeLOD(ent); } // // Validate the frames so there is no chance of a crash. // This will write directly into the entity structure, so // when the surfaces are rendered, they don't need to be // range checked again. // if((ent->e.frame >= tr.currentModel->model.md3[lod]->numFrames) || (ent->e.frame < 0) || (ent->e.oldframe >= tr.currentModel->model.md3[lod]->numFrames) || (ent->e.oldframe < 0)) { ri.Printf(PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s' (%d)\n", ent->e.oldframe, ent->e.frame, tr.currentModel->name, tr.currentModel->model.md3[lod]->numFrames); ent->e.frame = 0; ent->e.oldframe = 0; } header = tr.currentModel->model.md3[lod]; // // cull the entire model if merged bounding box of both frames // is outside the view frustum. // cull = R_CullModel(header, 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(header, ent); // // draw all surfaces // surface = (md3Surface_t *) ((byte *) header + header->ofsSurfaces); for(i = 0; i < header->numSurfaces; i++) { if(ent->e.customShader) { shader = R_GetShaderByHandle(ent->e.customShader); } else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins) { skin_t *skin; int hash; int j; skin = R_GetSkinByHandle(ent->e.customSkin); // match the surface name to something in the skin file shader = tr.defaultShader; //----(SA) added blink if(ent->e.renderfx & RF_BLINK) { char *s = va("%s_b", surface->name); // append '_b' for 'blink' hash = Com_HashKey(s, strlen(s)); for(j = 0; j < skin->numSurfaces; j++) { if(hash != skin->surfaces[j]->hash) { continue; } if(!strcmp(skin->surfaces[j]->name, s)) { shader = skin->surfaces[j]->shader; break; } } } if(shader == tr.defaultShader) { // blink reference in skin was not found hash = Com_HashKey(surface->name, sizeof(surface->name)); for(j = 0; j < skin->numSurfaces; j++) { // the names have both been lowercased if(hash != skin->surfaces[j]->hash) { continue; } if(!strcmp(skin->surfaces[j]->name, surface->name)) { shader = skin->surfaces[j]->shader; break; } } } //----(SA) end if(shader == tr.defaultShader) { ri.Printf(PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name); } else if(shader->defaultShader) { ri.Printf(PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name); } } else 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]; } // 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((surfaceType_t *)surface, tr.shadowShader, 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((surfaceType_t *)surface, tr.projectionShadowShader, 0, 0, 0); } // for testing polygon shadows (on /all/ models) if(r_shadows->integer == 4) { R_AddDrawSurf((surfaceType_t *)surface, tr.projectionShadowShader, 0, 0, 0); } // don't add third_person objects if not viewing through a portal if(!personalModel) { R_AddDrawSurf((surfaceType_t *)surface, shader, fogNum, 0, 0); } surface = (md3Surface_t *) ((byte *) surface + surface->ofsEnd); } }
/* ============== R_AddAnimSurfaces ============== */ void R_AddAnimSurfaces( trRefEntity_t *ent ) { mdsHeader_t *header; mdsSurface_t *surface; shader_t *shader = 0; int i, fogNum, cull; qboolean personalModel; // don't add third_person objects if not in a portal personalModel = ( ent->e.renderfx & RF_THIRD_PERSON ) && !tr.viewParms.isPortal; header = tr.currentModel->mds; // // cull the entire model if merged bounding box of both frames // is outside the view frustum. // cull = R_CullModel( header, 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( header, ent ); surface = ( mdsSurface_t * )( (byte *)header + header->ofsSurfaces ); for ( i = 0 ; i < header->numSurfaces ; i++ ) { int j; //----(SA) blink will change to be an overlay rather than replacing the head texture. // think of it like batman's mask. the polygons that have eye texture are duplicated // and the 'lids' rendered with polygonoffset over the top of the open eyes. this gives // minimal overdraw/alpha blending/texture use without breaking the model and causing seams if ( !Q_stricmp( surface->name, "h_blink" ) ) { if ( !( ent->e.renderfx & RF_BLINK ) ) { surface = ( mdsSurface_t * )( (byte *)surface + surface->ofsEnd ); continue; } } //----(SA) end if ( ent->e.customShader ) { shader = R_GetShaderByHandle( ent->e.customShader ); } else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) { skin_t *skin; skin = R_GetSkinByHandle( ent->e.customSkin ); // match the surface name to something in the skin file shader = tr.defaultShader; for ( j = 0 ; j < skin->numSurfaces ; j++ ) { // the names have both been lowercased if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) { shader = skin->surfaces[j]->shader; break; } } if ( shader == tr.defaultShader ) { ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name ); } else if ( shader->defaultShader ) { ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name ); } } else { shader = R_GetShaderByHandle( surface->shaderIndex ); } // don't add third_person objects if not viewing through a portal if ( !personalModel ) { // GR - always tessellate these objects R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse, ATI_TESS_TRUFORM ); } surface = ( mdsSurface_t * )( (byte *)surface + surface->ofsEnd ); } }