Пример #1
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);
	}
}
Пример #2
0
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;
	int             cubemapIndex;
	bool	personalModel;

	header = (mdrHeader_t *) tr.currentModel->modelData;
	
	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 %= 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.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( (surfaceType_t*)surface, tr.shadowShader, 0, false, false, 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, false, false, 0 );
		}

		if (!personalModel)
			R_AddDrawSurf( (surfaceType_t*)surface, shader, fogNum, false, false, cubemapIndex );

		surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
	}
}
Пример #3
0
/*
=================
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 );
	}

}
Пример #4
0
/*
=================
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 = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal; // don't add third_person objects if not in a portal

	if (ent->e.renderfx & RF_WRAP_FRAMES)
	{
		ent->e.frame    %= tr.currentModel->model.mdc[0]->numFrames;
		ent->e.oldframe %= tr.currentModel->model.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->model.mdc[0]->numFrames)
	    || (ent->e.frame < 0)
	    || (ent->e.oldframe >= tr.currentModel->model.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
	if (ent->e.renderfx & RF_FORCENOLOD)
	{
		lod = 0;
	}
	else
	{
		lod = R_ComputeLOD(ent);
	}

	header = tr.currentModel->model.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++)
	{
		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;
			// 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;
					}
				}
			}
		}
		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((void *)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((void *)surface, tr.projectionShadowShader, 0, 0, 0);
		}

		// for testing polygon shadows (on /all/ models)
		if (r_shadows->integer == 4)
		{
			R_AddDrawSurf((void *)surface, tr.projectionShadowShader, 0, 0, 0);
		}

		// don't add third_person objects if not viewing through a portal
		if (!personalModel)
		{
			R_AddDrawSurf((void *)surface, shader, fogNum, 0, 0);
		}

		surface = ( mdcSurface_t * )((byte *)surface + surface->ofsEnd);
	}
}
Пример #5
0
/*
==============
R_AddMD5Surfaces
==============
*/
void R_AddMD5Surfaces(trRefEntity_t* ent) {
    md5Model_t* model;
    md5Surface_t* surface;
    shader_t* shader;
    int i;
    bool 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, nullptr);
    }

    // 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);

                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, -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 (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((surfaceType_t*) vboSurface, shader, -1, fogNum);
            }
        }
    }
}
Пример #6
0
/*
=================
R_AddMD5Interactions
=================
*/
void R_AddMD5Interactions(trRefEntity_t* ent, trRefLight_t* light, interactionType_t iaType) {
    int i;
    md5Model_t* model;
    md5Surface_t* surface;
    shader_t* shader = 0;
    bool personalModel;
    byte cubeSideBits = CUBESIDE_CLIPALL;

    // cull the entire model if merged bounding box of both frames
    // is outside the view frustum and we don't care about proper shadowing
    if (ent->cull == CULL_OUT) {
        iaType = (interactionType_t)(iaType & ~IA_LIGHT);
    }

    if (!iaType) {
        return;
    }

// avoid drawing of certain objects
#if defined(USE_REFENTITY_NOSHADOWID)

    if (light->l.inverseShadows) {
        if ((iaType & IA_SHADOW) &&
            (light->l.noShadowID && (light->l.noShadowID != ent->e.noShadowID))) {
            return;
        }
    } else {
        if ((iaType & IA_SHADOW) &&
            (light->l.noShadowID && (light->l.noShadowID == ent->e.noShadowID))) {
            return;
        }
    }

#endif

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

    model = tr.currentModel->md5;

    // do a quick AABB cull
    if (!BoundsIntersect(light->worldBounds[0], light->worldBounds[1], ent->worldBounds[0], ent->worldBounds[1])) {
        tr.pc.c_dlightSurfacesCulled += model->numSurfaces;
        return;
    }

    // do a more expensive and precise light frustum cull
    if (!r_noLightFrustums->integer) {
        if (R_CullLightWorldBounds(light, ent->worldBounds) == CULL_OUT) {
            tr.pc.c_dlightSurfacesCulled += model->numSurfaces;
            return;
        }
    }

    cubeSideBits = R_CalcLightCubeSideBits(light, ent->worldBounds);

    if (!r_vboModels->integer || !model->numVBOSurfaces ||
        (!glConfig2.vboVertexSkinningAvailable &&
         ent->e.skeleton.type == SK_ABSOLUTE)) {
        // generate interactions with all 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);
            }

            // skip all surfaces that don't matter for lighting only pass
            if (shader->isSky || (!shader->interactLight && shader->noShadows)) {
                continue;
            }

            // 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_AddLightInteraction(light, (surfaceType_t*) surface, shader, cubeSideBits, iaType);
                tr.pc.c_dlightSurfaces++;
            }
        }
    } 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]) {
                    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 = vboSurface->shader;
            }

            // skip all surfaces that don't matter for lighting only pass
            if (shader->isSky || (!shader->interactLight && shader->noShadows)) {
                continue;
            }

            // don't add third_person objects if not viewing through a portal
            if (!personalModel) {
                R_AddLightInteraction(light, (surfaceType_t*) vboSurface, shader, cubeSideBits, iaType);
                tr.pc.c_dlightSurfaces++;
            }
        }
    }
}
Пример #7
0
/*
=================
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++;
	}
}
Пример #8
0
/*
=================
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++;
	}
}
Пример #9
0
/*
==============
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 );
		}

		// 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, fogNum, 0, 0 );
		}
	}
}
Пример #10
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 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++;
	}

}
Пример #11
0
/*==============================================================
  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] );
	}
}
Пример #12
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 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++;
	}

}
Пример #13
0
/*
==============
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 );
	}
}