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https://github.com/id-Software/DOOM-3-BFG.git
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489 lines
20 KiB
C++
489 lines
20 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __RENDERMATRIX_H__
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#define __RENDERMATRIX_H__
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static const int NUM_FRUSTUM_CORNERS = 8;
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struct frustumCorners_t {
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float x[NUM_FRUSTUM_CORNERS];
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float y[NUM_FRUSTUM_CORNERS];
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float z[NUM_FRUSTUM_CORNERS];
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};
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enum frustumCull_t {
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FRUSTUM_CULL_FRONT = 1,
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FRUSTUM_CULL_BACK = 2,
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FRUSTUM_CULL_CROSS = 3
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};
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/*
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================================================================================================
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idRenderMatrix
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This is a row-major matrix and transforms are applied with left-multiplication.
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================================================================================================
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*/
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class idRenderMatrix {
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public:
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idRenderMatrix() {}
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ID_INLINE idRenderMatrix( float a0, float a1, float a2, float a3,
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float b0, float b1, float b2, float b3,
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float c0, float c1, float c2, float c3,
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float d0, float d1, float d2, float d3 );
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const float * operator[]( int index ) const { assert( index >= 0 && index < 4 ); return &m[index*4]; }
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float * operator[]( int index ) { assert( index >= 0 && index < 4 ); return &m[index*4]; }
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void Zero() { memset( m, 0, sizeof( m ) ); }
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ID_INLINE void Identity();
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// Matrix classification (only meant to be used for asserts).
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ID_INLINE bool IsZero( float epsilon ) const;
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ID_INLINE bool IsIdentity( float epsilon ) const;
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ID_INLINE bool IsAffineTransform( float epsilon ) const;
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ID_INLINE bool IsUniformScale( float epsilon ) const;
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// Transform a point.
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// NOTE: the idVec3 out variant does not divide by W.
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ID_INLINE void TransformPoint( const idVec3 & in, idVec3 & out ) const;
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ID_INLINE void TransformPoint( const idVec3 & in, idVec4 & out ) const;
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ID_INLINE void TransformPoint( const idVec4 & in, idVec4 & out ) const;
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// These assume the matrix has no non-uniform scaling or shearing.
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// NOTE: a direction will only stay normalized if the matrix has no skewing or scaling.
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ID_INLINE void TransformDir( const idVec3 & in, idVec3 & out, bool normalize ) const;
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ID_INLINE void TransformPlane( const idPlane & in, idPlane & out, bool normalize ) const;
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// These transforms work with non-uniform scaling and shearing by multiplying
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// with 'transpose(inverse(M))' where this matrix is assumed to be 'inverse(M)'.
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ID_INLINE void InverseTransformDir( const idVec3 & in, idVec3 & out, bool normalize ) const;
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ID_INLINE void InverseTransformPlane( const idPlane & in, idPlane & out, bool normalize ) const;
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// Project a point.
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static ID_INLINE void TransformModelToClip( const idVec3 & src, const idRenderMatrix & modelMatrix, const idRenderMatrix & projectionMatrix, idVec4 & eye, idVec4 & clip );
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static ID_INLINE void TransformClipToDevice( const idVec4 & clip, idVec3 & ndc );
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// Create a matrix that goes from local space to the space defined by the 'origin' and 'axis'.
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static void CreateFromOriginAxis( const idVec3 & origin, const idMat3 & axis, idRenderMatrix & out );
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static void CreateFromOriginAxisScale( const idVec3 & origin, const idMat3 & axis, const idVec3 & scale, idRenderMatrix & out );
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// Create a matrix that goes from a global coordinate to a view coordinate (OpenGL looking down -Z) based on the given view origin/axis.
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static void CreateViewMatrix( const idVec3 & origin, const idMat3 & axis, idRenderMatrix & out );
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// Create a projection matrix.
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static void CreateProjectionMatrix( float xMin, float xMax, float yMin, float yMax, float zNear, float zFar, idRenderMatrix & out );
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static void CreateProjectionMatrixFov( float xFovDegrees, float yFovDegrees, float zNear, float zFar, float xOffset, float yOffset, idRenderMatrix & out );
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// Apply depth hacks to a projection matrix.
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static ID_INLINE void ApplyDepthHack( idRenderMatrix & src );
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static ID_INLINE void ApplyModelDepthHack( idRenderMatrix & src, float value );
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// Offset and scale the given matrix such that the result matrix transforms the unit-cube to exactly cover the given bounds (and the inverse).
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static void OffsetScaleForBounds( const idRenderMatrix & src, const idBounds & bounds, idRenderMatrix & out );
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static void InverseOffsetScaleForBounds( const idRenderMatrix & src, const idBounds & bounds, idRenderMatrix & out );
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// Basic matrix operations.
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static void Transpose( const idRenderMatrix & src, idRenderMatrix & out );
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static void Multiply( const idRenderMatrix & a, const idRenderMatrix & b, idRenderMatrix & out );
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static bool Inverse( const idRenderMatrix & src, idRenderMatrix & out );
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static void InverseByTranspose( const idRenderMatrix & src, idRenderMatrix & out );
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static bool InverseByDoubles( const idRenderMatrix & src, idRenderMatrix & out );
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// Copy or create a matrix that is stored directly into four float4 vectors which is useful for directly setting vertex program uniforms.
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static void CopyMatrix( const idRenderMatrix & matrix, idVec4 & row0, idVec4 & row1, idVec4 & row2, idVec4 & row3 );
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static void SetMVP( const idRenderMatrix & mvp, idVec4 & row0, idVec4 & row1, idVec4 & row2, idVec4 & row3, bool & negativeDeterminant );
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static void SetMVPForBounds( const idRenderMatrix & mvp, const idBounds & bounds, idVec4 & row0, idVec4 & row1, idVec4 & row2, idVec4 & row3, bool & negativeDeterminant );
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static void SetMVPForInverseProject( const idRenderMatrix & mvp, const idRenderMatrix & inverseProject, idVec4 & row0, idVec4 & row1, idVec4 & row2, idVec4 & row3, bool & negativeDeterminant );
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// Cull to a Model-View-Projection (MVP) matrix.
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static bool CullPointToMVP( const idRenderMatrix & mvp, const idVec3 & point, bool zeroToOne = false );
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static bool CullPointToMVPbits( const idRenderMatrix & mvp, const idVec3 & point, byte * outBits, bool zeroToOne = false );
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static bool CullBoundsToMVP( const idRenderMatrix & mvp, const idBounds & bounds, bool zeroToOne = false );
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static bool CullBoundsToMVPbits( const idRenderMatrix & mvp, const idBounds & bounds, byte * outBits, bool zeroToOne = false );
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static bool CullExtrudedBoundsToMVP( const idRenderMatrix & mvp, const idBounds & bounds, const idVec3 & extrudeDirection, const idPlane & clipPlane, bool zeroToOne = false );
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static bool CullExtrudedBoundsToMVPbits( const idRenderMatrix & mvp, const idBounds & bounds, const idVec3 & extrudeDirection, const idPlane & clipPlane, byte * outBits, bool zeroToOne = false );
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// Calculate the projected bounds.
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static void ProjectedBounds( idBounds & projected, const idRenderMatrix & mvp, const idBounds & bounds, bool windowSpace = true );
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static void ProjectedNearClippedBounds( idBounds & projected, const idRenderMatrix & mvp, const idBounds & bounds, bool windowSpace = true );
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static void ProjectedFullyClippedBounds( idBounds & projected, const idRenderMatrix & mvp, const idBounds & bounds, bool windowSpace = true );
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// Calculate the projected depth bounds.
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static void DepthBoundsForBounds( float & min, float & max, const idRenderMatrix & mvp, const idBounds & bounds, bool windowSpace = true );
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static void DepthBoundsForExtrudedBounds( float & min, float & max, const idRenderMatrix & mvp, const idBounds & bounds, const idVec3 & extrudeDirection, const idPlane & clipPlane, bool windowSpace = true );
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static void DepthBoundsForShadowBounds( float & min, float & max, const idRenderMatrix & mvp, const idBounds & bounds, const idVec3 & localLightOrigin, bool windowSpace = true );
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// Create frustum planes and corners from a matrix.
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static void GetFrustumPlanes( idPlane planes[6], const idRenderMatrix & frustum, bool zeroToOne, bool normalize );
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static void GetFrustumCorners( frustumCorners_t & corners, const idRenderMatrix & frustumTransform, const idBounds & frustumBounds );
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static frustumCull_t CullFrustumCornersToPlane( const frustumCorners_t & corners, const idPlane & plane );
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private:
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float m[16];
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};
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extern const idRenderMatrix renderMatrix_identity;
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extern const idRenderMatrix renderMatrix_flipToOpenGL;
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extern const idRenderMatrix renderMatrix_windowSpaceToClipSpace;
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/*
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========================
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idRenderMatrix::idRenderMatrix
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========================
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*/
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ID_INLINE idRenderMatrix::idRenderMatrix( float a0, float a1, float a2, float a3,
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float b0, float b1, float b2, float b3,
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float c0, float c1, float c2, float c3,
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float d0, float d1, float d2, float d3 ) {
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m[0*4+0] = a0; m[0*4+1] = a1; m[0*4+2] = a2; m[0*4+3] = a3;
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m[1*4+0] = b0; m[1*4+1] = b1; m[1*4+2] = b2; m[1*4+3] = b3;
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m[2*4+0] = c0; m[2*4+1] = c1; m[2*4+2] = c2; m[2*4+3] = c3;
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m[3*4+0] = d0; m[3*4+1] = d1; m[3*4+2] = d2; m[3*4+3] = d3;
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}
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/*
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========================
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idRenderMatrix::Identity
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========================
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*/
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ID_INLINE void idRenderMatrix::Identity() {
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m[0*4+0] = 1.0f;
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m[0*4+1] = 0.0f;
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m[0*4+2] = 0.0f;
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m[0*4+3] = 0.0f;
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m[1*4+0] = 0.0f;
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m[1*4+1] = 1.0f;
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m[1*4+2] = 0.0f;
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m[1*4+3] = 0.0f;
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m[2*4+0] = 0.0f;
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m[2*4+1] = 0.0f;
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m[2*4+2] = 1.0f;
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m[2*4+3] = 0.0f;
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m[3*4+0] = 0.0f;
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m[3*4+1] = 0.0f;
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m[3*4+2] = 0.0f;
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m[3*4+3] = 1.0f;
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}
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/*
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========================
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idRenderMatrix::IsZero
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========================
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*/
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ID_INLINE bool idRenderMatrix::IsZero( float epsilon ) const {
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for ( int i = 0; i < 16; i++ ) {
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if ( idMath::Fabs( m[i] ) > epsilon ) {
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return false;
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}
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}
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return true;
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}
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/*
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========================
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idRenderMatrix::IsIdentity
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========================
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*/
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ID_INLINE bool idRenderMatrix::IsIdentity( float epsilon ) const {
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for ( int i = 0; i < 4; i++ ) {
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for ( int j = 0; j < 4; j++ ) {
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if ( i == j ) {
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if ( idMath::Fabs( m[i * 4 + j] - 1.0f ) > epsilon ) {
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return false;
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}
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} else {
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if ( idMath::Fabs( m[i * 4 + j] ) > epsilon ) {
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return false;
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}
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}
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}
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}
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return true;
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}
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/*
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========================
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idRenderMatrix::IsAffineTransform
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========================
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*/
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ID_INLINE bool idRenderMatrix::IsAffineTransform( float epsilon ) const {
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if ( idMath::Fabs( m[3 * 4 + 0] ) > epsilon ||
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idMath::Fabs( m[3 * 4 + 1] ) > epsilon ||
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idMath::Fabs( m[3 * 4 + 2] ) > epsilon ||
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idMath::Fabs( m[3 * 4 + 3] - 1.0f ) > epsilon ) {
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return false;
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}
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return true;
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}
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/*
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========================
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idRenderMatrix::IsUniformScale
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========================
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*/
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ID_INLINE bool idRenderMatrix::IsUniformScale( float epsilon ) const {
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float d0 = idMath::InvSqrt( m[0*4+0] * m[0*4+0] + m[1*4+0] * m[1*4+0] + m[2*4+0] * m[2*4+0] );
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float d1 = idMath::InvSqrt( m[0*4+1] * m[0*4+1] + m[1*4+1] * m[1*4+1] + m[2*4+1] * m[2*4+1] );
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float d2 = idMath::InvSqrt( m[0*4+2] * m[0*4+2] + m[1*4+2] * m[1*4+2] + m[2*4+2] * m[2*4+2] );
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if ( idMath::Fabs( d0 - d1 ) > epsilon ) { return false; }
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if ( idMath::Fabs( d1 - d2 ) > epsilon ) { return false; }
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if ( idMath::Fabs( d0 - d2 ) > epsilon ) { return false; }
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return true;
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}
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/*
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========================
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idRenderMatrix::TransformPoint
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========================
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*/
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ID_INLINE void idRenderMatrix::TransformPoint( const idVec3 & in, idVec3 & out ) const {
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assert( in.ToFloatPtr() != out.ToFloatPtr() );
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const idRenderMatrix & matrix = *this;
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out[0] = in[0] * matrix[0][0] + in[1] * matrix[0][1] + in[2] * matrix[0][2] + matrix[0][3];
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out[1] = in[0] * matrix[1][0] + in[1] * matrix[1][1] + in[2] * matrix[1][2] + matrix[1][3];
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out[2] = in[0] * matrix[2][0] + in[1] * matrix[2][1] + in[2] * matrix[2][2] + matrix[2][3];
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assert( idMath::Fabs( in[0] * matrix[3][0] + in[1] * matrix[3][1] + in[2] * matrix[3][2] + matrix[3][3] - 1.0f ) < 0.01f );
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}
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/*
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========================
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idRenderMatrix::TransformPoint
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========================
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*/
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ID_INLINE void idRenderMatrix::TransformPoint( const idVec3 & in, idVec4 & out ) const {
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assert( in.ToFloatPtr() != out.ToFloatPtr() );
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const idRenderMatrix & matrix = *this;
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out[0] = in[0] * matrix[0][0] + in[1] * matrix[0][1] + in[2] * matrix[0][2] + matrix[0][3];
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out[1] = in[0] * matrix[1][0] + in[1] * matrix[1][1] + in[2] * matrix[1][2] + matrix[1][3];
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out[2] = in[0] * matrix[2][0] + in[1] * matrix[2][1] + in[2] * matrix[2][2] + matrix[2][3];
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out[3] = in[0] * matrix[3][0] + in[1] * matrix[3][1] + in[2] * matrix[3][2] + matrix[3][3];
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}
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/*
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========================
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idRenderMatrix::TransformPoint
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========================
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*/
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ID_INLINE void idRenderMatrix::TransformPoint( const idVec4 & in, idVec4 & out ) const {
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assert( in.ToFloatPtr() != out.ToFloatPtr() );
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const idRenderMatrix & matrix = *this;
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out[0] = in[0] * matrix[0][0] + in[1] * matrix[0][1] + in[2] * matrix[0][2] + in[3] * matrix[0][3];
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out[1] = in[0] * matrix[1][0] + in[1] * matrix[1][1] + in[2] * matrix[1][2] + in[3] * matrix[1][3];
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out[2] = in[0] * matrix[2][0] + in[1] * matrix[2][1] + in[2] * matrix[2][2] + in[3] * matrix[2][3];
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out[3] = in[0] * matrix[3][0] + in[1] * matrix[3][1] + in[2] * matrix[3][2] + in[3] * matrix[3][3];
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}
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/*
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========================
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idRenderMatrix::TransformDir
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========================
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*/
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ID_INLINE void idRenderMatrix::TransformDir( const idVec3 & in, idVec3 & out, bool normalize ) const {
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const idRenderMatrix & matrix = *this;
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float p0 = in[0] * matrix[0][0] + in[1] * matrix[0][1] + in[2] * matrix[0][2];
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float p1 = in[0] * matrix[1][0] + in[1] * matrix[1][1] + in[2] * matrix[1][2];
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float p2 = in[0] * matrix[2][0] + in[1] * matrix[2][1] + in[2] * matrix[2][2];
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if ( normalize ) {
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float r = idMath::InvSqrt( p0 * p0 + p1 * p1 + p2 * p2 );
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p0 *= r;
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p1 *= r;
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p2 *= r;
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}
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out[0] = p0;
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out[1] = p1;
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out[2] = p2;
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}
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/*
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========================
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idRenderMatrix::TransformPlane
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========================
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*/
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ID_INLINE void idRenderMatrix::TransformPlane( const idPlane & in, idPlane & out, bool normalize ) const {
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assert( IsUniformScale( 0.01f ) );
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const idRenderMatrix & matrix = *this;
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float p0 = in[0] * matrix[0][0] + in[1] * matrix[0][1] + in[2] * matrix[0][2];
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float p1 = in[0] * matrix[1][0] + in[1] * matrix[1][1] + in[2] * matrix[1][2];
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float p2 = in[0] * matrix[2][0] + in[1] * matrix[2][1] + in[2] * matrix[2][2];
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float d0 = matrix[0][3] - p0 * in[3];
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float d1 = matrix[1][3] - p1 * in[3];
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float d2 = matrix[2][3] - p2 * in[3];
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if ( normalize ) {
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float r = idMath::InvSqrt( p0 * p0 + p1 * p1 + p2 * p2 );
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p0 *= r;
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p1 *= r;
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p2 *= r;
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}
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out[0] = p0;
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out[1] = p1;
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out[2] = p2;
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out[3] = - p0 * d0 - p1 * d1 - p2 * d2;
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}
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/*
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========================
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idRenderMatrix::InverseTransformDir
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========================
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*/
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ID_INLINE void idRenderMatrix::InverseTransformDir( const idVec3 & in, idVec3 & out, bool normalize ) const {
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assert( in.ToFloatPtr() != out.ToFloatPtr() );
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const idRenderMatrix & matrix = *this;
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float p0 = in[0] * matrix[0][0] + in[1] * matrix[1][0] + in[2] * matrix[2][0];
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float p1 = in[0] * matrix[0][1] + in[1] * matrix[1][1] + in[2] * matrix[2][1];
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float p2 = in[0] * matrix[0][2] + in[1] * matrix[1][2] + in[2] * matrix[2][2];
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if ( normalize ) {
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float r = idMath::InvSqrt( p0 * p0 + p1 * p1 + p2 * p2 );
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p0 *= r;
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p1 *= r;
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p2 *= r;
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}
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out[0] = p0;
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out[1] = p1;
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out[2] = p2;
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}
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/*
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========================
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idRenderMatrix::InverseTransformPlane
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========================
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|
*/
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|
ID_INLINE void idRenderMatrix::InverseTransformPlane( const idPlane & in, idPlane & out, bool normalize ) const {
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assert( in.ToFloatPtr() != out.ToFloatPtr() );
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const idRenderMatrix & matrix = *this;
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float p0 = in[0] * matrix[0][0] + in[1] * matrix[1][0] + in[2] * matrix[2][0] + in[3] * matrix[3][0];
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float p1 = in[0] * matrix[0][1] + in[1] * matrix[1][1] + in[2] * matrix[2][1] + in[3] * matrix[3][1];
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float p2 = in[0] * matrix[0][2] + in[1] * matrix[1][2] + in[2] * matrix[2][2] + in[3] * matrix[3][2];
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float p3 = in[0] * matrix[0][3] + in[1] * matrix[1][3] + in[2] * matrix[2][3] + in[3] * matrix[3][3];
|
|
if ( normalize ) {
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|
float r = idMath::InvSqrt( p0 * p0 + p1 * p1 + p2 * p2 );
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|
p0 *= r;
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|
p1 *= r;
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|
p2 *= r;
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|
p3 *= r;
|
|
}
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|
out[0] = p0;
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|
out[1] = p1;
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|
out[2] = p2;
|
|
out[3] = p3;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idRenderMatrix::TransformModelToClip
|
|
========================
|
|
*/
|
|
ID_INLINE void idRenderMatrix::TransformModelToClip( const idVec3 & src, const idRenderMatrix & modelMatrix, const idRenderMatrix & projectionMatrix, idVec4 & eye, idVec4 & clip ) {
|
|
for ( int i = 0; i < 4; i++ ) {
|
|
eye[i] = modelMatrix[i][0] * src[0] +
|
|
modelMatrix[i][1] * src[1] +
|
|
modelMatrix[i][2] * src[2] +
|
|
modelMatrix[i][3];
|
|
}
|
|
for ( int i = 0; i < 4; i++ ) {
|
|
clip[i] = projectionMatrix[i][0] * eye[0] +
|
|
projectionMatrix[i][1] * eye[1] +
|
|
projectionMatrix[i][2] * eye[2] +
|
|
projectionMatrix[i][3] * eye[3];
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idRenderMatrix::TransformClipToDevice
|
|
|
|
Clip to normalized device coordinates.
|
|
========================
|
|
*/
|
|
ID_INLINE void idRenderMatrix::TransformClipToDevice( const idVec4 & clip, idVec3 & ndc ) {
|
|
assert( idMath::Fabs( clip[3] ) > idMath::FLT_SMALLEST_NON_DENORMAL );
|
|
float r = 1.0f / clip[3];
|
|
ndc[0] = clip[0] * r;
|
|
ndc[1] = clip[1] * r;
|
|
ndc[2] = clip[2] * r;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idRenderMatrix::ApplyDepthHack
|
|
========================
|
|
*/
|
|
ID_INLINE void idRenderMatrix::ApplyDepthHack( idRenderMatrix & src ) {
|
|
// scale projected z by 25%
|
|
src.m[2*4+0] *= 0.25f;
|
|
src.m[2*4+1] *= 0.25f;
|
|
src.m[2*4+2] *= 0.25f;
|
|
src.m[2*4+3] *= 0.25f;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idRenderMatrix::ApplyModelDepthHack
|
|
========================
|
|
*/
|
|
ID_INLINE void idRenderMatrix::ApplyModelDepthHack( idRenderMatrix & src, float value ) {
|
|
// offset projected z
|
|
src.m[2*4+3] -= value;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idRenderMatrix::CullPointToMVP
|
|
========================
|
|
*/
|
|
ID_INLINE bool idRenderMatrix::CullPointToMVP( const idRenderMatrix & mvp, const idVec3 & point, bool zeroToOne ) {
|
|
byte bits;
|
|
return CullPointToMVPbits( mvp, point, &bits, zeroToOne );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idRenderMatrix::CullBoundsToMVP
|
|
========================
|
|
*/
|
|
ID_INLINE bool idRenderMatrix::CullBoundsToMVP( const idRenderMatrix & mvp, const idBounds & bounds, bool zeroToOne ) {
|
|
byte bits;
|
|
return CullBoundsToMVPbits( mvp, bounds, &bits, zeroToOne );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idRenderMatrix::CullExtrudedBoundsToMVP
|
|
========================
|
|
*/
|
|
ID_INLINE bool idRenderMatrix::CullExtrudedBoundsToMVP( const idRenderMatrix & mvp, const idBounds & bounds, const idVec3 & extrudeDirection, const idPlane & clipPlane, bool zeroToOne ) {
|
|
byte bits;
|
|
return CullExtrudedBoundsToMVPbits( mvp, bounds, extrudeDirection, clipPlane, &bits, zeroToOne );
|
|
}
|
|
|
|
#endif // !__RENDERMATRIX_H__
|