mirror of https://github.com/FWGS/xash3d-fwgs
274 lines
7.3 KiB
C
274 lines
7.3 KiB
C
#include "r_local.h"
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// not really draw alias models here, but use this to draw triangles
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affinetridesc_t r_affinetridesc;
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int r_aliasblendcolor;
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float aliastransform[3][4];
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float aliasworldtransform[3][4];
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float aliasoldworldtransform[3][4];
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float s_ziscale;
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static vec3_t s_alias_forward, s_alias_right, s_alias_up;
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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void R_AliasSetUpTransform (void);
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void R_AliasProjectAndClipTestFinalVert (finalvert_t *fv);
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void R_AliasTransformFinalVerts( int numpoints, finalvert_t *fv, dtrivertx_t *oldv, dtrivertx_t *newv );
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/*
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================
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R_AliasCheckBBox
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================
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*/
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#define BBOX_TRIVIAL_ACCEPT 0
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#define BBOX_MUST_CLIP_XY 1
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#define BBOX_MUST_CLIP_Z 2
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#define BBOX_TRIVIAL_REJECT 8
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void VectorInverse (vec3_t v)
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{
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v[0] = -v[0];
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v[1] = -v[1];
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v[2] = -v[2];
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}
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/*
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================
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R_SetUpWorldTransform
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================
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*/
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void R_SetUpWorldTransform (void)
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{
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int i;
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static float viewmatrix[3][4];
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vec3_t angles;
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// TODO: should really be stored with the entity instead of being reconstructed
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// TODO: should use a look-up table
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// TODO: could cache lazily, stored in the entity
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//
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s_ziscale = (float)0x8000 * (float)0x10000;
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angles[ROLL] = 0;
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angles[PITCH] = 0;
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angles[YAW] = 0;
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AngleVectors( angles, s_alias_forward, s_alias_right, s_alias_up );
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// TODO: can do this with simple matrix rearrangement
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memset( aliasworldtransform, 0, sizeof( aliasworldtransform ) );
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memset( aliasoldworldtransform, 0, sizeof( aliasworldtransform ) );
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for (i=0 ; i<3 ; i++)
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{
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aliasoldworldtransform[i][0] = aliasworldtransform[i][0] = s_alias_forward[i];
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aliasoldworldtransform[i][0] = aliasworldtransform[i][1] = -s_alias_right[i];
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aliasoldworldtransform[i][0] = aliasworldtransform[i][2] = s_alias_up[i];
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}
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aliasworldtransform[0][3] = -RI.vieworg[0];
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aliasworldtransform[1][3] = -RI.vieworg[1];
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aliasworldtransform[2][3] = -RI.vieworg[2];
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//aliasoldworldtransform[0][3] = RI.currententity->oldorigin[0]-r_origin[0];
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//aliasoldworldtransform[1][3] = RI.currententity->oldorigin[1]-r_origin[1];
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//aliasoldworldtransform[2][3] = RI.currententity->oldorigin[2]-r_origin[2];
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// FIXME: can do more efficiently than full concatenation
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// memcpy( rotationmatrix, t2matrix, sizeof( rotationmatrix ) );
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// R_ConcatTransforms (t2matrix, tmatrix, rotationmatrix);
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// TODO: should be global, set when vright, etc., set
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VectorCopy (RI.vright, viewmatrix[0]);
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VectorCopy (RI.vup, viewmatrix[1]);
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VectorInverse (viewmatrix[1]);
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//VectorScale(viewmatrix[1], -1, viewmatrix[1]);
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VectorCopy (RI.vforward, viewmatrix[2]);
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viewmatrix[0][3] = 0;
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viewmatrix[1][3] = 0;
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viewmatrix[2][3] = 0;
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// memcpy( aliasworldtransform, rotationmatrix, sizeof( aliastransform ) );
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//R_ConcatTransforms (viewmatrix, aliasworldtransform, aliastransform);
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Matrix3x4_ConcatTransforms(aliastransform, viewmatrix, aliasworldtransform );
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aliasworldtransform[0][3] = 0;
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aliasworldtransform[1][3] = 0;
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aliasworldtransform[2][3] = 0;
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//aliasoldworldtransform[0][3] = RI.currententity->oldorigin[0];
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//aliasoldworldtransform[1][3] = RI.currententity->oldorigin[1];
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//aliasoldworldtransform[2][3] = RI.currententity->oldorigin[2];
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}
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/*
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================
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R_AliasSetUpTransform
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================
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*/
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void R_AliasSetUpTransform (void)
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{
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int i;
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static float viewmatrix[3][4];
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vec3_t angles;
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// TODO: should really be stored with the entity instead of being reconstructed
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// TODO: should use a look-up table
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// TODO: could cache lazily, stored in the entity
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//
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s_ziscale = (float)0x8000 * (float)0x10000;
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angles[ROLL] = RI.currententity->angles[ROLL];
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angles[PITCH] = RI.currententity->angles[PITCH];
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angles[YAW] = RI.currententity->angles[YAW];
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AngleVectors( angles, s_alias_forward, s_alias_right, s_alias_up );
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// TODO: can do this with simple matrix rearrangement
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memset( aliasworldtransform, 0, sizeof( aliasworldtransform ) );
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memset( aliasoldworldtransform, 0, sizeof( aliasworldtransform ) );
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for (i=0 ; i<3 ; i++)
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{
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aliasoldworldtransform[i][0] = aliasworldtransform[i][0] = s_alias_forward[i];
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aliasoldworldtransform[i][0] = aliasworldtransform[i][1] = -s_alias_right[i];
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aliasoldworldtransform[i][0] = aliasworldtransform[i][2] = s_alias_up[i];
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}
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aliasworldtransform[0][3] = RI.currententity->origin[0]-RI.vieworg[0];
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aliasworldtransform[1][3] = RI.currententity->origin[1]-RI.vieworg[1];
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aliasworldtransform[2][3] = RI.currententity->origin[2]-RI.vieworg[2];
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//aliasoldworldtransform[0][3] = RI.currententity->oldorigin[0]-r_origin[0];
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//aliasoldworldtransform[1][3] = RI.currententity->oldorigin[1]-r_origin[1];
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//aliasoldworldtransform[2][3] = RI.currententity->oldorigin[2]-r_origin[2];
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// FIXME: can do more efficiently than full concatenation
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// memcpy( rotationmatrix, t2matrix, sizeof( rotationmatrix ) );
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// R_ConcatTransforms (t2matrix, tmatrix, rotationmatrix);
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// TODO: should be global, set when vright, etc., set
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VectorCopy (RI.vright, viewmatrix[0]);
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VectorCopy (RI.vup, viewmatrix[1]);
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VectorInverse (viewmatrix[1]);
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//VectorScale(viewmatrix[1], -1, viewmatrix[1]);
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VectorCopy (RI.vforward, viewmatrix[2]);
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viewmatrix[0][3] = 0;
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viewmatrix[1][3] = 0;
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viewmatrix[2][3] = 0;
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// memcpy( aliasworldtransform, rotationmatrix, sizeof( aliastransform ) );
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//R_ConcatTransforms (viewmatrix, aliasworldtransform, aliastransform);
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Matrix3x4_ConcatTransforms(aliastransform, viewmatrix, aliasworldtransform );
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aliasworldtransform[0][3] = RI.currententity->origin[0];
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aliasworldtransform[1][3] = RI.currententity->origin[1];
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aliasworldtransform[2][3] = RI.currententity->origin[2];
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//aliasoldworldtransform[0][3] = RI.currententity->oldorigin[0];
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//aliasoldworldtransform[1][3] = RI.currententity->oldorigin[1];
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//aliasoldworldtransform[2][3] = RI.currententity->oldorigin[2];
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}
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/*
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================
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R_AliasProjectAndClipTestFinalVert
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================
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*/
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void R_AliasProjectAndClipTestFinalVert( finalvert_t *fv )
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{
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float zi;
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float x, y, z;
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// project points
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x = fv->xyz[0];
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y = fv->xyz[1];
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z = fv->xyz[2];
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zi = 1.0f / z;
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fv->zi = zi * s_ziscale;
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fv->u = (x * aliasxscale * zi) + aliasxcenter;
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fv->v = (y * aliasyscale * zi) + aliasycenter;
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if (fv->u < RI.aliasvrect.x)
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fv->flags |= ALIAS_LEFT_CLIP;
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if (fv->v < RI.aliasvrect.y)
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fv->flags |= ALIAS_TOP_CLIP;
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if (fv->u > RI.aliasvrectright)
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fv->flags |= ALIAS_RIGHT_CLIP;
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if (fv->v > RI.aliasvrectbottom)
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fv->flags |= ALIAS_BOTTOM_CLIP;
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}
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void R_SetupFinalVert( finalvert_t *fv, float x, float y, float z, int light, int s, int t )
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{
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vec3_t v = {x, y, z};
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fv->xyz[0] = DotProduct(v, aliastransform[0]) + aliastransform[0][3];
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fv->xyz[1] = DotProduct(v, aliastransform[1]) + aliastransform[1][3];
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fv->xyz[2] = DotProduct(v, aliastransform[2]) + aliastransform[2][3];
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fv->flags = 0;
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fv->l = light;
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if ( fv->xyz[2] < ALIAS_Z_CLIP_PLANE )
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{
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fv->flags |= ALIAS_Z_CLIP;
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}
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else
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{
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R_AliasProjectAndClipTestFinalVert( fv );
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}
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fv->s = s << 16;
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fv->t = t << 16;
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}
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void R_RenderTriangle( finalvert_t *fv1, finalvert_t *fv2, finalvert_t *fv3 )
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{
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if ( fv1->flags & fv2->flags & fv3->flags )
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return ; // completely clipped
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if ( ! (fv1->flags | fv2->flags | fv3->flags) )
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{ // totally unclipped
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aliastriangleparms.a = fv1;
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aliastriangleparms.b = fv2;
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aliastriangleparms.c = fv3;
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R_DrawTriangle();
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}
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else
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{ // partially clipped
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R_AliasClipTriangle (fv1, fv2, fv3);
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}
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}
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