mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-26 22:11:51 +00:00
the new demo player now has smoother animations at low time scales
This commit is contained in:
parent
f401f742ee
commit
0be40a60a7
6 changed files with 114 additions and 136 deletions
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@ -319,7 +319,7 @@ static void RB_RenderDrawSurfList( const drawSurf_t* drawSurfs, int numDrawSurfs
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if ( entityNum != ENTITYNUM_WORLD ) {
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backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
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if (backEnd.currentEntity->intShaderTime)
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backEnd.refdef.floatTime = originalTime - (double)(backEnd.currentEntity->e.shaderTime.iShaderTime) / 1000.0;
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backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime.iShaderTime / 1000.0;
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else
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backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime.fShaderTime;
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// we have to reset the shaderTime as well otherwise image animations start
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@ -446,7 +446,7 @@ static void RB_RenderLitSurfList( dlight_t* dl, qbool opaque )
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if ( entityNum != ENTITYNUM_WORLD ) {
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backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
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if (backEnd.currentEntity->intShaderTime)
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backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime.iShaderTime;
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backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime.iShaderTime / 1000.0;
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else
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backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime.fShaderTime;
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// we have to reset the shaderTime as well otherwise image animations start
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@ -565,23 +565,6 @@ void R_Init()
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if ((intptr_t)tess.xyz & 15)
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Com_Printf( "WARNING: tess.xyz not 16 byte aligned\n" );
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// init function tables
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//
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for (int i = 0; i < FUNCTABLE_SIZE; ++i)
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{
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tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) );
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tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f;
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tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE;
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tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i];
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if ( i < FUNCTABLE_SIZE / 4 )
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tr.triangleTable[i] = (float)i / (FUNCTABLE_SIZE / 4);
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else if ( i < FUNCTABLE_SIZE / 2 )
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tr.triangleTable[i] = 1.0f - tr.triangleTable[i - FUNCTABLE_SIZE / 4];
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else
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tr.triangleTable[i] = -tr.triangleTable[i - FUNCTABLE_SIZE / 2];
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}
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R_InitFogTable();
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R_NoiseInit();
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@ -111,7 +111,6 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
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for ( i = 0 ; i < 8 ; i++ ) {
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float factor;
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byte *data;
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int lat, lng;
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vec3_t normal;
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#if idppc
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float d0, d1, d2, d3, d4, d5;
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@ -151,18 +150,16 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
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ent->directedLight[1] += factor * data[4];
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ent->directedLight[2] += factor * data[5];
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#endif
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lat = data[7];
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lng = data[6];
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lat *= (FUNCTABLE_SIZE/256);
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lng *= (FUNCTABLE_SIZE/256);
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// decode X as cos( lat ) * sin( long )
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// decode Y as sin( lat ) * sin( long )
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// decode Z as cos( long )
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normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
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normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
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normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
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const float lat = (float)data[7] * (2.0f * M_PI / 256.0f);
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const float lon = (float)data[6] * (2.0f * M_PI / 256.0f);
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const float cosLat = cos( lat );
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const float sinLat = sin( lat );
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const float cosLon = cos( lon );
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const float sinLon = sin( lon );
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normal[0] = cosLat * sinLon;
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normal[1] = sinLat * sinLon;
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normal[2] = cosLon;
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VectorMA( direction, factor, normal, direction );
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}
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@ -141,7 +141,8 @@ typedef enum {
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GF_TRIANGLE,
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GF_SAWTOOTH,
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GF_INVERSE_SAWTOOTH,
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GF_NOISE
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GF_NOISE,
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GF_COUNT
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} genFunc_t;
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typedef enum {
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@ -913,11 +914,6 @@ typedef struct {
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int numSkins;
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skin_t* skins[MAX_SKINS];
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float sinTable[FUNCTABLE_SIZE];
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float squareTable[FUNCTABLE_SIZE];
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float triangleTable[FUNCTABLE_SIZE];
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float sawToothTable[FUNCTABLE_SIZE];
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float inverseSawToothTable[FUNCTABLE_SIZE];
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float fogTable[FOG_TABLE_SIZE];
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float mipFilter[4]; // only used by the GPU generators
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@ -24,45 +24,81 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "tr_local.h"
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static double WaveValue( const float* table, double base, double amplitude, double phase, double freq )
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// input's in the [0;1] range
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typedef double (*waveGenFunc_t)( double );
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static double WaveGenSine( double x )
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{
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// the original code did a double to 32-bit int conversion of x
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const double x = (phase + tess.shaderTime * freq) * FUNCTABLE_SIZE;
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const int i = (int)((int64_t)x & (int64_t)FUNCTABLE_MASK);
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const double r = base + table[i] * amplitude;
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return sin(x * 2.0 * M_PI);
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}
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static double WaveGenSquare( double x )
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{
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return x < 0.5 ? 1.0 : -1.0;
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}
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static double WaveGenTriangle( double xs )
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{
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// the original table shifts the triangle for whatever reason...
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const double x = (xs < 0.75) ? (xs + 0.25) : (xs - 0.75);
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const double l = x * 4.0 - 1.0;
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const double r = 1.0 - (x - 0.5) * 4.0;
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const double f = (x < 0.5) ? l : r;
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return f;
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}
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static double WaveGenSawTooth( double x )
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{
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return x;
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}
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static double WaveGenInverseSawTooth( double x )
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{
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return 1.0 - x;
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}
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static double WaveGenInvalid( double x )
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{
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ri.Error( ERR_DROP, "WaveGenInvalid called in shader '%s'\n", tess.shader->name );
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return 0.0;
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}
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static double WaveValue( genFunc_t func , double base, double amplitude, double phase, double freq )
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{
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static const waveGenFunc_t waveGenFunctions[GF_COUNT] =
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{
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WaveGenInvalid, // GF_NULL
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WaveGenSine,
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WaveGenSquare,
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WaveGenTriangle,
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WaveGenSawTooth,
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WaveGenInverseSawTooth,
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WaveGenInvalid // GF_NOISE
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};
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// fmod doesn't behave how we want with negative numerators
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// fmod(-2.25, 1) returns -0.25 but we really want 0.75
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const double xo = phase + tess.shaderTime * freq;
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const double xr = (double)(int)xo; // rounded towards 0
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const double x = xo >= 0.0 ? (xo - xr) : (xo - xr + 1.0);
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const double r = base + (waveGenFunctions[func])(x) * amplitude;
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return r;
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}
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static const float* TableForFunc( genFunc_t func )
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{
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switch ( func )
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{
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case GF_SIN:
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return tr.sinTable;
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case GF_TRIANGLE:
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return tr.triangleTable;
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case GF_SQUARE:
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return tr.squareTable;
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case GF_SAWTOOTH:
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return tr.sawToothTable;
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case GF_INVERSE_SAWTOOTH:
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return tr.inverseSawToothTable;
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case GF_NONE:
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default:
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break;
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}
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ri.Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'\n", func, tess.shader->name );
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return NULL;
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}
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// Evaluates a given waveForm_t, referencing backEnd.refdef.time directly
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static float EvalWaveForm( const waveForm_t *wf )
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static float EvalWaveForm( const waveForm_t *wf )
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{
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return WaveValue( TableForFunc( wf->func ), wf->base, wf->amplitude, wf->phase, wf->frequency );
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return WaveValue( wf->func, wf->base, wf->amplitude, wf->phase, wf->frequency );
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}
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@ -139,12 +175,10 @@ static void RB_CalcDeformVertexes( const deformStage_t* ds, int firstVertex, int
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}
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else
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{
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const float* table = TableForFunc(ds->deformationWave.func);
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for ( int i = 0; i < numVertexes; i++, xyz += 4, normal += 4 )
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{
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const float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;
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const float scale = WaveValue( table, ds->deformationWave.base,
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const float scale = WaveValue( ds->deformationWave.func, ds->deformationWave.base,
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ds->deformationWave.amplitude,
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ds->deformationWave.phase + off,
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ds->deformationWave.frequency );
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@ -190,21 +224,14 @@ static void RB_CalcDeformNormals( const deformStage_t* ds, int firstVertex, int
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static void RB_CalcBulgeVertexes( const deformStage_t* ds, int firstVertex, int numVertexes )
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{
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int i;
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const float *st = ( const float * ) &tess.texCoords[firstVertex];
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float *xyz = ( float * ) &tess.xyz[firstVertex];
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float *normal = ( float * ) &tess.normal[firstVertex];
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float now;
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const float* st = (const float*)&tess.texCoords[firstVertex];
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float* xyz = (float*)&tess.xyz[firstVertex];
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float* normal = (float*)&tess.normal[firstVertex];
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now = backEnd.refdef.time * ds->bulgeSpeed / 1000.0f;
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const float now = (backEnd.refdef.time / 1000.0f) * ds->bulgeSpeed;
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for ( i = 0; i < numVertexes; i++, xyz += 4, st += 2, normal += 4 ) {
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int off;
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float scale;
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off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
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scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight;
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for ( int i = 0; i < numVertexes; i++, xyz += 4, st += 2, normal += 4 ) {
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const float scale = ds->bulgeHeight * sin(st[0] * ds->bulgeWidth + now);
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xyz[0] += normal[0] * scale;
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xyz[1] += normal[1] * scale;
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@ -216,8 +243,9 @@ static void RB_CalcBulgeVertexes( const deformStage_t* ds, int firstVertex, int
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// a deformation that can move an entire surface along a wave path
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static void RB_CalcMoveVertexes( const deformStage_t* ds, int firstVertex, int numVertexes )
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{
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const float* table = TableForFunc( ds->deformationWave.func );
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const double scale = WaveValue( table, ds->deformationWave.base,
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const double scale = WaveValue(
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ds->deformationWave.func,
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ds->deformationWave.base,
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ds->deformationWave.amplitude,
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ds->deformationWave.phase,
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ds->deformationWave.frequency );
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@ -832,19 +860,13 @@ static void RB_CalcEnvironmentTexCoords( float *st, int firstVertex, int numVert
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static void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st, int firstVertex, int numVertexes )
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{
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int i;
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double now;
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vec4_t* const v = &tess.xyz[firstVertex];
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const double now = ( wf->phase + tess.shaderTime * wf->frequency );
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now = ( wf->phase + tess.shaderTime * wf->frequency );
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for ( i = 0; i < numVertexes; i++, st += 2 )
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for ( int i = 0; i < numVertexes; i++, st += 2 )
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{
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float s = st[0];
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float t = st[1];
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st[0] = s + tr.sinTable[ ( ( int ) ( ( ( v[i][0] + v[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
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st[1] = t + tr.sinTable[ ( ( int ) ( ( v[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
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st[0] += sin( ( ( v[i][0] + v[i][2] )* 1.0 / 128 * 0.125 + now ) * 2.0 * M_PI ) * wf->amplitude;
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st[1] += sin( ( v[i][1] * 1.0 / 128 * 0.125 + now ) * 2.0 * M_PI ) * wf->amplitude;
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}
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}
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@ -885,13 +907,9 @@ static void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st, int n
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static void RB_CalcRotateTexCoords( float degsPerSecond, float *st, int numVertexes )
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{
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double timeScale = tess.shaderTime;
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double degs = -degsPerSecond * timeScale;
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int index = degs * ( FUNCTABLE_SIZE / 360.0f );
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float sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
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float cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
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const double x = -degsPerSecond * (tess.shaderTime / 360.0) * 2.0 * M_PI;
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const double sinValue = sin(x);
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const double cosValue = cos(x);
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texModInfo_t tmi;
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tmi.matrix[0][0] = cosValue;
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@ -375,6 +375,20 @@ static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
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}
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static void DecompressNormalVector( vec3_t output, const short* input )
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{
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const float lat = ((input[0] >> 8) & 0xFF) * ((2.0f * M_PI) / 256.0f);
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const float lon = ( input[0] & 0xFF) * ((2.0f * M_PI) / 256.0f);
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const float cosLat = cos( lat );
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const float sinLat = sin( lat );
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const float cosLon = cos( lon );
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const float sinLon = sin( lon );
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output[0] = cosLat * sinLon;
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output[1] = sinLat * sinLon;
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output[2] = cosLon;
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}
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static void LerpMeshVertexes( md3Surface_t* surf, float backlerp )
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{
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short *oldXyz, *newXyz, *oldNormals, *newNormals;
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@ -382,7 +396,6 @@ static void LerpMeshVertexes( md3Surface_t* surf, float backlerp )
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float oldXyzScale, newXyzScale;
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float oldNormalScale, newNormalScale;
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int vertNum;
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unsigned lat, lng;
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int numVerts;
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outXyz = tess.xyz[tess.numVertexes];
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@ -405,23 +418,11 @@ static void LerpMeshVertexes( md3Surface_t* surf, float backlerp )
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newXyz += 4, newNormals += 4,
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outXyz += 4, outNormal += 4)
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{
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outXyz[0] = newXyz[0] * newXyzScale;
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outXyz[1] = newXyz[1] * newXyzScale;
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outXyz[2] = newXyz[2] * newXyzScale;
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lat = ( newNormals[0] >> 8 ) & 0xff;
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lng = ( newNormals[0] & 0xff );
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lat *= (FUNCTABLE_SIZE/256);
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lng *= (FUNCTABLE_SIZE/256);
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// decode X as cos( lat ) * sin( long )
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// decode Y as sin( lat ) * sin( long )
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// decode Z as cos( long )
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outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
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outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
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outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
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DecompressNormalVector( outNormal, newNormals );
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}
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} else {
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//
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@ -446,28 +447,11 @@ static void LerpMeshVertexes( md3Surface_t* surf, float backlerp )
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outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
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// FIXME: interpolate lat/long instead?
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lat = ( newNormals[0] >> 8 ) & 0xff;
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lng = ( newNormals[0] & 0xff );
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lat *= 4;
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lng *= 4;
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uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
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uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
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uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
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lat = ( oldNormals[0] >> 8 ) & 0xff;
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lng = ( oldNormals[0] & 0xff );
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lat *= 4;
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lng *= 4;
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uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
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uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
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uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
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DecompressNormalVector( uncompressedNewNormal, newNormals );
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DecompressNormalVector( uncompressedOldNormal, oldNormals );
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outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
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outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
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outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
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// VectorNormalize (outNormal);
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}
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VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue