Should now calculate and animate vertex normals on skeletal models, and apply that for the q1-style lighting.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3231 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2009-06-30 22:05:18 +00:00
parent ca7a6224a4
commit 2f848fa7b0
4 changed files with 173 additions and 42 deletions

View file

@ -44,7 +44,7 @@ extern int nanmask;
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorSubtract(a,b,c) do{(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}while(0)
#define VectorAdd(a,b,c) do{(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}while(0)
#define VectorCopy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}while(0)
@ -116,6 +116,8 @@ void Matrix4_Transform3 (float *matrix, float *vector, float *product);
void Matrix4_Transform4 (float *matrix, float *vector, float *product);
void Matrix4_UnProject (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
void Matrix3x4_InvertTo3x3(float *in, float *result);
fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
int Q_log2 (int val);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);