mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-28 14:53:04 +00:00
f9fbe4797f
removed the r_maplight* cvars removed dead code (RB_StageIteratorGeneric)
479 lines
13 KiB
C++
479 lines
13 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_shade.c
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#include "tr_local.h"
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/*
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THIS ENTIRE FILE IS BACK END
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This file deals with applying shaders to surface data in the tess struct.
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*/
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static void ID_INLINE R_DrawElements( int numIndexes, const glIndex_t* indexes )
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{
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qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes );
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}
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// draw triangle outlines for debugging
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static void DrawTris( const shaderCommands_t* input )
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{
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GL_Bind( tr.whiteImage );
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qglColor3f( 1, 1, 1 );
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GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
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qglDepthRange( 0, 0 );
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qglDisableClientState( GL_COLOR_ARRAY );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglVertexPointer( 3, GL_FLOAT, 16, input->xyz ); // padded for SIMD
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qglLockArraysEXT( 0, input->numVertexes );
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R_DrawElements( input->numIndexes, input->indexes );
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qglUnlockArraysEXT();
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qglDepthRange( 0, 1 );
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}
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// draw vertex normals for debugging
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static void DrawNormals( const shaderCommands_t* input )
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{
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GL_Bind( tr.whiteImage );
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GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
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qglDepthRange( 0, 0 );
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qglColor3f( 0, 0, 1 );
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qglBegin( GL_LINES );
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for (int i = 0; i < input->numVertexes; ++i) {
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vec3_t temp;
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qglVertex3fv( input->xyz[i] );
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VectorMA( input->xyz[i], 2, input->normal[i], temp );
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qglVertex3fv( temp );
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}
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qglEnd();
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qglDepthRange( 0, 1 );
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}
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///////////////////////////////////////////////////////////////
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void R_BindAnimatedImage( const textureBundle_t* bundle )
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{
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if ( bundle->isVideoMap ) {
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ri.CIN_RunCinematic(bundle->videoMapHandle);
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ri.CIN_UploadCinematic(bundle->videoMapHandle);
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return;
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}
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if ( bundle->numImageAnimations <= 1 ) {
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GL_Bind( bundle->image[0] );
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return;
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}
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// it is necessary to do this messy calc to make sure animations line up
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// exactly with waveforms of the same frequency
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double v = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
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long long int index = v; //myftol( tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE );
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index >>= FUNCTABLE_SHIFT;
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if ( index < 0 ) // may happen with shader time offsets
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index = 0;
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index %= bundle->numImageAnimations;
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GL_Bind( bundle->image[ index ] );
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}
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/*
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=============================================================
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SURFACE SHADERS
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=============================================================
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*/
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shaderCommands_t tess;
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// we must set some things up before beginning any tesselation
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// because a surface may be forced to perform a RB_End due to overflow
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void RB_BeginSurface( const shader_t* shader, int fogNum )
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{
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.shader = shader;
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tess.fogNum = fogNum;
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tess.xstages = (const shaderStage_t**)shader->stages;
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tess.siFunc = shader->siFunc;
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tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
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if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) {
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tess.shaderTime = tess.shader->clampTime;
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}
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}
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void RB_EndSurface()
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{
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shaderCommands_t* input = &tess;
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if (!input->numIndexes)
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return;
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if (input->indexes[SHADER_MAX_INDEXES-1] != 0) {
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ri.Error( ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit" );
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}
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if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) {
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ri.Error( ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit" );
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}
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// for debugging of sort order issues, stop rendering after a given sort value
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if ( r_debugSort->integer && r_debugSort->integer < tess.shader->sort ) {
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return;
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}
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// update performance counters
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if (tess.pass == shaderCommands_t::TP_LIGHT) {
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backEnd.pc[RB_LIT_BATCHES]++;
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backEnd.pc[RB_LIT_VERTICES] += tess.numVertexes;
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backEnd.pc[RB_LIT_INDICES] += tess.numIndexes;
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} else {
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backEnd.pc[RB_BATCHES]++;
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backEnd.pc[RB_VERTICES] += tess.numVertexes;
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backEnd.pc[RB_INDICES] += tess.numIndexes;
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}
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// call off to shader specific tess end function
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tess.siFunc();
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// draw debugging stuff
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if (!backEnd.projection2D && (tess.pass == shaderCommands_t::TP_BASE)) {
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if (r_showtris->integer) DrawTris( input );
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if (r_shownormals->integer) DrawNormals( input );
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}
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// clear shader so we can tell we don't have any unclosed surfaces
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tess.numIndexes = 0;
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}
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///////////////////////////////////////////////////////////////
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// blend a fog texture on top of everything else
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void RB_FogPass()
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{
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qglEnableClientState( GL_COLOR_ARRAY );
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qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
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qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
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const fog_t* fog = tr.world->fogs + tess.fogNum;
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for (int i = 0; i < tess.numVertexes; ++i ) {
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*(int*)&tess.svars.colors[i] = fog->colorInt;
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}
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RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] );
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GL_Bind( tr.fogImage );
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if ( tess.shader->fogPass == FP_EQUAL ) {
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
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} else {
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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}
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R_DrawElements( tess.numIndexes, tess.indexes );
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}
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void R_ComputeColors( const shaderStage_t* pStage, stageVars_t& svars )
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{
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int i;
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//
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// rgbGen
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//
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switch ( pStage->rgbGen )
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{
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case CGEN_IDENTITY:
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Com_Memset( svars.colors, 0xff, tess.numVertexes * 4 );
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break;
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default:
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case CGEN_IDENTITY_LIGHTING:
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Com_Memset( svars.colors, tr.identityLightByte, tess.numVertexes * 4 );
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break;
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case CGEN_LIGHTING_DIFFUSE:
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RB_CalcDiffuseColor( ( unsigned char * ) svars.colors );
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break;
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case CGEN_CONST:
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for (i = 0; i < tess.numVertexes; i++) {
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*(int *)svars.colors[i] = *(int *)pStage->constantColor;
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}
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break;
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case CGEN_VERTEX:
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if ( tr.identityLight == 1 )
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{
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Com_Memcpy( svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) );
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}
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else
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{
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for ( i = 0; i < tess.numVertexes; i++ )
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{
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svars.colors[i][0] = tess.vertexColors[i][0] * tr.identityLight;
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svars.colors[i][1] = tess.vertexColors[i][1] * tr.identityLight;
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svars.colors[i][2] = tess.vertexColors[i][2] * tr.identityLight;
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svars.colors[i][3] = tess.vertexColors[i][3];
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}
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}
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break;
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case CGEN_EXACT_VERTEX:
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Com_Memcpy( svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) );
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break;
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case CGEN_ONE_MINUS_VERTEX:
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if ( tr.identityLight == 1 )
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{
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for ( i = 0; i < tess.numVertexes; i++ )
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{
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svars.colors[i][0] = 255 - tess.vertexColors[i][0];
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svars.colors[i][1] = 255 - tess.vertexColors[i][1];
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svars.colors[i][2] = 255 - tess.vertexColors[i][2];
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}
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}
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else
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{
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for ( i = 0; i < tess.numVertexes; i++ )
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{
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svars.colors[i][0] = ( 255 - tess.vertexColors[i][0] ) * tr.identityLight;
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svars.colors[i][1] = ( 255 - tess.vertexColors[i][1] ) * tr.identityLight;
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svars.colors[i][2] = ( 255 - tess.vertexColors[i][2] ) * tr.identityLight;
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}
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}
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break;
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case CGEN_FOG:
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{
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const fog_t* fog = tr.world->fogs + tess.fogNum;
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for ( i = 0; i < tess.numVertexes; i++ ) {
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*(int*)&svars.colors[i] = fog->colorInt;
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}
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}
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break;
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case CGEN_WAVEFORM:
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RB_CalcWaveColor( &pStage->rgbWave, ( unsigned char * ) svars.colors );
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break;
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case CGEN_ENTITY:
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RB_CalcColorFromEntity( ( unsigned char * ) svars.colors );
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break;
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case CGEN_ONE_MINUS_ENTITY:
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RB_CalcColorFromOneMinusEntity( ( unsigned char * ) svars.colors );
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break;
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}
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//
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// alphaGen
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//
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switch ( pStage->alphaGen )
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{
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case AGEN_SKIP:
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break;
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case AGEN_IDENTITY:
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if ( pStage->rgbGen != CGEN_IDENTITY ) {
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if ( ( pStage->rgbGen == CGEN_VERTEX && tr.identityLight != 1 ) ||
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pStage->rgbGen != CGEN_VERTEX ) {
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for ( i = 0; i < tess.numVertexes; i++ ) {
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svars.colors[i][3] = 0xff;
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}
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}
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}
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break;
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case AGEN_CONST:
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if ( pStage->rgbGen != CGEN_CONST ) {
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for ( i = 0; i < tess.numVertexes; i++ ) {
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svars.colors[i][3] = pStage->constantColor[3];
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}
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}
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break;
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case AGEN_WAVEFORM:
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RB_CalcWaveAlpha( &pStage->alphaWave, ( unsigned char * ) svars.colors );
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break;
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case AGEN_LIGHTING_SPECULAR:
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RB_CalcSpecularAlpha( ( unsigned char * ) svars.colors );
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break;
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case AGEN_ENTITY:
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RB_CalcAlphaFromEntity( ( unsigned char * ) svars.colors );
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break;
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case AGEN_ONE_MINUS_ENTITY:
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RB_CalcAlphaFromOneMinusEntity( ( unsigned char * ) svars.colors );
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break;
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case AGEN_VERTEX:
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if ( pStage->rgbGen != CGEN_VERTEX ) {
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for ( i = 0; i < tess.numVertexes; i++ ) {
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svars.colors[i][3] = tess.vertexColors[i][3];
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}
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}
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break;
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case AGEN_ONE_MINUS_VERTEX:
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for ( i = 0; i < tess.numVertexes; i++ )
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{
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svars.colors[i][3] = 255 - tess.vertexColors[i][3];
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}
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break;
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case AGEN_PORTAL:
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{
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for ( i = 0; i < tess.numVertexes; i++ )
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{
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vec3_t v;
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VectorSubtract( tess.xyz[i], backEnd.viewParms.orient.origin, v );
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float len = VectorLength( v ) / tess.shader->portalRange;
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svars.colors[i][3] = (byte)Com_Clamp( 0, 255, len * 255 );
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}
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}
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break;
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}
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//
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// fog adjustment for colors to fade out as fog increases
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//
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if ( tess.fogNum )
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{
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switch ( pStage->adjustColorsForFog )
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{
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case ACFF_MODULATE_RGB:
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RB_CalcModulateColorsByFog( ( unsigned char * ) svars.colors );
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break;
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case ACFF_MODULATE_ALPHA:
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RB_CalcModulateAlphasByFog( ( unsigned char * ) svars.colors );
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break;
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case ACFF_MODULATE_RGBA:
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RB_CalcModulateRGBAsByFog( ( unsigned char * ) svars.colors );
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break;
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case ACFF_NONE:
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break;
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}
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}
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}
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void R_ComputeTexCoords( const shaderStage_t* pStage, stageVars_t& svars )
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{
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int i;
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// generate the base texture coordinates
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switch ( pStage->tcGen )
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{
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case TCGEN_IDENTITY:
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Com_Memset( svars.texcoords, 0, sizeof( float ) * 2 * tess.numVertexes );
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break;
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case TCGEN_TEXTURE:
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for ( i = 0 ; i < tess.numVertexes ; i++ ) {
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svars.texcoords[i][0] = tess.texCoords[i][0][0];
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svars.texcoords[i][1] = tess.texCoords[i][0][1];
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}
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break;
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case TCGEN_LIGHTMAP:
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for ( i = 0 ; i < tess.numVertexes ; i++ ) {
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svars.texcoords[i][0] = tess.texCoords[i][1][0];
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svars.texcoords[i][1] = tess.texCoords[i][1][1];
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}
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break;
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case TCGEN_VECTOR:
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for ( i = 0 ; i < tess.numVertexes ; i++ ) {
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svars.texcoords[i][0] = DotProduct( tess.xyz[i], pStage->tcGenVectors[0] );
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svars.texcoords[i][1] = DotProduct( tess.xyz[i], pStage->tcGenVectors[1] );
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}
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break;
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case TCGEN_FOG:
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RB_CalcFogTexCoords( ( float * ) svars.texcoords );
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break;
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case TCGEN_ENVIRONMENT_MAPPED:
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RB_CalcEnvironmentTexCoords( ( float * ) svars.texcoords );
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break;
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case TCGEN_BAD:
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return;
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}
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// then alter for any tcmods
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for ( i = 0; i < pStage->numTexMods; ++i ) {
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switch ( pStage->texMods[i].type )
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{
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case TMOD_NONE:
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i = TR_MAX_TEXMODS; // break out of for loop
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break;
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case TMOD_TURBULENT:
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RB_CalcTurbulentTexCoords( &pStage->texMods[i].wave, (float*)svars.texcoords );
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break;
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case TMOD_ENTITY_TRANSLATE:
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RB_CalcScrollTexCoords( backEnd.currentEntity->e.shaderTexCoord, (float*)svars.texcoords );
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break;
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case TMOD_SCROLL:
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RB_CalcScrollTexCoords( pStage->texMods[i].scroll, (float*)svars.texcoords );
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break;
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case TMOD_SCALE:
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RB_CalcScaleTexCoords( pStage->texMods[i].scale, (float*)svars.texcoords );
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break;
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case TMOD_STRETCH:
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RB_CalcStretchTexCoords( &pStage->texMods[i].wave, (float*)svars.texcoords );
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break;
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case TMOD_TRANSFORM:
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RB_CalcTransformTexCoords( &pStage->texMods[i], (float*)svars.texcoords );
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break;
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case TMOD_ROTATE:
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RB_CalcRotateTexCoords( pStage->texMods[i].rotateSpeed, (float*)svars.texcoords );
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break;
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default:
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ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'\n", pStage->texMods[i].type, tess.shader->name );
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break;
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}
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}
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}
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