Xash3D FWGS engine.
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#include "r_local.h"
// not really draw alias models here, but use this to draw triangles
affinetridesc_t r_affinetridesc;
int r_aliasblendcolor;
float aliastransform[3][4];
float aliasworldtransform[3][4];
float aliasoldworldtransform[3][4];
float s_ziscale;
static vec3_t s_alias_forward, s_alias_right, s_alias_up;
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
void R_AliasSetUpTransform (void);
void R_AliasTransformVector (vec3_t in, vec3_t out, float m[3][4] );
void R_AliasProjectAndClipTestFinalVert (finalvert_t *fv);
void R_AliasTransformFinalVerts( int numpoints, finalvert_t *fv, dtrivertx_t *oldv, dtrivertx_t *newv );
/*
================
R_AliasCheckBBox
================
*/
#define BBOX_TRIVIAL_ACCEPT 0
#define BBOX_MUST_CLIP_XY 1
#define BBOX_MUST_CLIP_Z 2
#define BBOX_TRIVIAL_REJECT 8
/*
================
R_AliasTransformVector
================
*/
void R_AliasTransformVector(vec3_t in, vec3_t out, float xf[3][4] )
{
out[0] = DotProduct(in, xf[0]) + xf[0][3];
out[1] = DotProduct(in, xf[1]) + xf[1][3];
out[2] = DotProduct(in, xf[2]) + xf[2][3];
}
void VectorInverse (vec3_t v)
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
/*
================
R_SetUpWorldTransform
================
*/
void R_SetUpWorldTransform (void)
{
int i;
static float viewmatrix[3][4];
vec3_t angles;
// TODO: should really be stored with the entity instead of being reconstructed
// TODO: should use a look-up table
// TODO: could cache lazily, stored in the entity
//
s_ziscale = (float)0x8000 * (float)0x10000;
angles[ROLL] = 0;
angles[PITCH] = 0;
angles[YAW] = 0;
AngleVectors( angles, s_alias_forward, s_alias_right, s_alias_up );
// TODO: can do this with simple matrix rearrangement
memset( aliasworldtransform, 0, sizeof( aliasworldtransform ) );
memset( aliasoldworldtransform, 0, sizeof( aliasworldtransform ) );
for (i=0 ; i<3 ; i++)
{
aliasoldworldtransform[i][0] = aliasworldtransform[i][0] = s_alias_forward[i];
aliasoldworldtransform[i][0] = aliasworldtransform[i][1] = -s_alias_right[i];
aliasoldworldtransform[i][0] = aliasworldtransform[i][2] = s_alias_up[i];
}
aliasworldtransform[0][3] = -r_origin[0];
aliasworldtransform[1][3] = -r_origin[1];
aliasworldtransform[2][3] = -r_origin[2];
//aliasoldworldtransform[0][3] = RI.currententity->oldorigin[0]-r_origin[0];
//aliasoldworldtransform[1][3] = RI.currententity->oldorigin[1]-r_origin[1];
//aliasoldworldtransform[2][3] = RI.currententity->oldorigin[2]-r_origin[2];
// FIXME: can do more efficiently than full concatenation
// memcpy( rotationmatrix, t2matrix, sizeof( rotationmatrix ) );
// R_ConcatTransforms (t2matrix, tmatrix, rotationmatrix);
// TODO: should be global, set when vright, etc., set
VectorCopy (vright, viewmatrix[0]);
VectorCopy (vup, viewmatrix[1]);
VectorInverse (viewmatrix[1]);
//VectorScale(viewmatrix[1], -1, viewmatrix[1]);
VectorCopy (vpn, viewmatrix[2]);
viewmatrix[0][3] = 0;
viewmatrix[1][3] = 0;
viewmatrix[2][3] = 0;
// memcpy( aliasworldtransform, rotationmatrix, sizeof( aliastransform ) );
//R_ConcatTransforms (viewmatrix, aliasworldtransform, aliastransform);
Matrix3x4_ConcatTransforms(aliastransform, viewmatrix, aliasworldtransform );
aliasworldtransform[0][3] = 0;
aliasworldtransform[1][3] = 0;
aliasworldtransform[2][3] = 0;
//aliasoldworldtransform[0][3] = RI.currententity->oldorigin[0];
//aliasoldworldtransform[1][3] = RI.currententity->oldorigin[1];
//aliasoldworldtransform[2][3] = RI.currententity->oldorigin[2];
}
/*
================
R_AliasSetUpTransform
================
*/
void R_AliasSetUpTransform (void)
{
int i;
static float viewmatrix[3][4];
vec3_t angles;
// TODO: should really be stored with the entity instead of being reconstructed
// TODO: should use a look-up table
// TODO: could cache lazily, stored in the entity
//
s_ziscale = (float)0x8000 * (float)0x10000;
angles[ROLL] = RI.currententity->angles[ROLL];
angles[PITCH] = RI.currententity->angles[PITCH];
angles[YAW] = RI.currententity->angles[YAW];
AngleVectors( angles, s_alias_forward, s_alias_right, s_alias_up );
// TODO: can do this with simple matrix rearrangement
memset( aliasworldtransform, 0, sizeof( aliasworldtransform ) );
memset( aliasoldworldtransform, 0, sizeof( aliasworldtransform ) );
for (i=0 ; i<3 ; i++)
{
aliasoldworldtransform[i][0] = aliasworldtransform[i][0] = s_alias_forward[i];
aliasoldworldtransform[i][0] = aliasworldtransform[i][1] = -s_alias_right[i];
aliasoldworldtransform[i][0] = aliasworldtransform[i][2] = s_alias_up[i];
}
aliasworldtransform[0][3] = RI.currententity->origin[0]-r_origin[0];
aliasworldtransform[1][3] = RI.currententity->origin[1]-r_origin[1];
aliasworldtransform[2][3] = RI.currententity->origin[2]-r_origin[2];
//aliasoldworldtransform[0][3] = RI.currententity->oldorigin[0]-r_origin[0];
//aliasoldworldtransform[1][3] = RI.currententity->oldorigin[1]-r_origin[1];
//aliasoldworldtransform[2][3] = RI.currententity->oldorigin[2]-r_origin[2];
// FIXME: can do more efficiently than full concatenation
// memcpy( rotationmatrix, t2matrix, sizeof( rotationmatrix ) );
// R_ConcatTransforms (t2matrix, tmatrix, rotationmatrix);
// TODO: should be global, set when vright, etc., set
VectorCopy (vright, viewmatrix[0]);
VectorCopy (vup, viewmatrix[1]);
VectorInverse (viewmatrix[1]);
//VectorScale(viewmatrix[1], -1, viewmatrix[1]);
VectorCopy (vpn, viewmatrix[2]);
viewmatrix[0][3] = 0;
viewmatrix[1][3] = 0;
viewmatrix[2][3] = 0;
// memcpy( aliasworldtransform, rotationmatrix, sizeof( aliastransform ) );
//R_ConcatTransforms (viewmatrix, aliasworldtransform, aliastransform);
Matrix3x4_ConcatTransforms(aliastransform, viewmatrix, aliasworldtransform );
aliasworldtransform[0][3] = RI.currententity->origin[0];
aliasworldtransform[1][3] = RI.currententity->origin[1];
aliasworldtransform[2][3] = RI.currententity->origin[2];
//aliasoldworldtransform[0][3] = RI.currententity->oldorigin[0];
//aliasoldworldtransform[1][3] = RI.currententity->oldorigin[1];
//aliasoldworldtransform[2][3] = RI.currententity->oldorigin[2];
}
/*
================
R_AliasProjectAndClipTestFinalVert
================
*/
void R_AliasProjectAndClipTestFinalVert( finalvert_t *fv )
{
float zi;
float x, y, z;
// project points
x = fv->xyz[0];
y = fv->xyz[1];
z = fv->xyz[2];
zi = 1.0 / z;
fv->zi = zi * s_ziscale;
fv->u = (x * aliasxscale * zi) + aliasxcenter;
fv->v = (y * aliasyscale * zi) + aliasycenter;
if (fv->u < RI.aliasvrect.x)
fv->flags |= ALIAS_LEFT_CLIP;
if (fv->v < RI.aliasvrect.y)
fv->flags |= ALIAS_TOP_CLIP;
if (fv->u > RI.aliasvrectright)
fv->flags |= ALIAS_RIGHT_CLIP;
if (fv->v > RI.aliasvrectbottom)
fv->flags |= ALIAS_BOTTOM_CLIP;
}
void R_SetupFinalVert( finalvert_t *fv, float x, float y, float z, int light, int s, int t )
{
vec3_t v = {x, y, z};
fv->xyz[0] = DotProduct(v, aliastransform[0]) + aliastransform[0][3];
fv->xyz[1] = DotProduct(v, aliastransform[1]) + aliastransform[1][3];
fv->xyz[2] = DotProduct(v, aliastransform[2]) + aliastransform[2][3];
fv->flags = 0;
fv->l = light;
if ( fv->xyz[2] < ALIAS_Z_CLIP_PLANE )
{
fv->flags |= ALIAS_Z_CLIP;
}
else
{
R_AliasProjectAndClipTestFinalVert( fv );
}
fv->s = s << 16;
fv->t = t << 16;
}
void R_RenderTriangle( finalvert_t *fv1, finalvert_t *fv2, finalvert_t *fv3 )
{
if ( fv1->flags & fv2->flags & fv3->flags )
return ; // completely clipped
if ( ! (fv1->flags | fv2->flags | fv3->flags) )
{ // totally unclipped
aliastriangleparms.a = fv1;
aliastriangleparms.b = fv2;
aliastriangleparms.c = fv3;
R_DrawTriangle();
}
else
{ // partially clipped
R_AliasClipTriangle (fv1, fv2, fv3);
}
}