mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
811 lines
25 KiB
C++
811 lines
25 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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Copyright (C) 2013 Robert Beckebans
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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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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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#include "Model_local.h"
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#include "../idlib/geometry/DrawVert_intrinsics.h"
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/*
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====================
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idRenderModelOverlay::idRenderModelOverlay
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====================
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*/
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idRenderModelOverlay::idRenderModelOverlay() :
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firstOverlay( 0 ),
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nextOverlay( 0 ),
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firstDeferredOverlay( 0 ),
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nextDeferredOverlay( 0 ),
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numOverlayMaterials( 0 )
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{
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memset( overlays, 0, sizeof( overlays ) );
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}
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/*
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====================
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idRenderModelOverlay::~idRenderModelOverlay
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====================
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*/
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idRenderModelOverlay::~idRenderModelOverlay()
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{
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for( unsigned int i = 0; i < MAX_OVERLAYS; i++ )
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{
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FreeOverlay( overlays[i] );
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}
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}
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/*
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=================
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idRenderModelOverlay::ReUse
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=================
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*/
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void idRenderModelOverlay::ReUse()
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{
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firstOverlay = 0;
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nextOverlay = 0;
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firstDeferredOverlay = 0;
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nextDeferredOverlay = 0;
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numOverlayMaterials = 0;
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for( unsigned int i = 0; i < MAX_OVERLAYS; i++ )
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{
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FreeOverlay( overlays[i] );
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}
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}
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/*
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====================
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idRenderModelOverlay::FreeOverlay
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====================
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*/
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void idRenderModelOverlay::FreeOverlay( overlay_t& overlay )
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{
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if( overlay.verts != NULL )
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{
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Mem_Free( overlay.verts );
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}
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if( overlay.indexes != NULL )
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{
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Mem_Free( overlay.indexes );
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}
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memset( &overlay, 0, sizeof( overlay ) );
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}
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/*
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====================
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R_OverlayPointCullStatic
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====================
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*/
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static void R_OverlayPointCullStatic( byte* cullBits, halfFloat_t* texCoordS, halfFloat_t* texCoordT, const idPlane* planes, const idDrawVert* verts, const int numVerts )
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{
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assert_16_byte_aligned( cullBits );
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assert_16_byte_aligned( texCoordS );
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assert_16_byte_aligned( texCoordT );
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assert_16_byte_aligned( verts );
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#if defined(USE_INTRINSICS)
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idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
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const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f };
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const __m128 vector_float_one = { 1.0f, 1.0f, 1.0f, 1.0f };
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const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 );
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const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 );
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const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 );
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const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 );
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const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() );
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const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() );
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const __m128 p0X = _mm_splat_ps( p0, 0 );
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const __m128 p0Y = _mm_splat_ps( p0, 1 );
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const __m128 p0Z = _mm_splat_ps( p0, 2 );
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const __m128 p0W = _mm_splat_ps( p0, 3 );
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const __m128 p1X = _mm_splat_ps( p1, 0 );
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const __m128 p1Y = _mm_splat_ps( p1, 1 );
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const __m128 p1Z = _mm_splat_ps( p1, 2 );
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const __m128 p1W = _mm_splat_ps( p1, 3 );
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 4;
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for( ; i <= nextNumVerts; i += 4 )
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{
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const __m128 v0 = _mm_load_ps( vertsODS[i + 0].xyz.ToFloatPtr() );
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const __m128 v1 = _mm_load_ps( vertsODS[i + 1].xyz.ToFloatPtr() );
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const __m128 v2 = _mm_load_ps( vertsODS[i + 2].xyz.ToFloatPtr() );
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const __m128 v3 = _mm_load_ps( vertsODS[i + 3].xyz.ToFloatPtr() );
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const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z
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const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w
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const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z
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const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w
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const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x
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const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y
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const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z
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const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) );
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const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) );
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const __m128 d2 = _mm_sub_ps( vector_float_one, d0 );
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const __m128 d3 = _mm_sub_ps( vector_float_one, d1 );
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__m128i flt16S = FastF32toF16( __m128c( d0 ) );
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__m128i flt16T = FastF32toF16( __m128c( d1 ) );
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_mm_storel_epi64( ( __m128i* )&texCoordS[i], flt16S );
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_mm_storel_epi64( ( __m128i* )&texCoordT[i], flt16T );
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__m128i c0 = __m128c( _mm_cmplt_ps( d0, vector_float_zero ) );
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__m128i c1 = __m128c( _mm_cmplt_ps( d1, vector_float_zero ) );
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__m128i c2 = __m128c( _mm_cmplt_ps( d2, vector_float_zero ) );
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__m128i c3 = __m128c( _mm_cmplt_ps( d3, vector_float_zero ) );
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c0 = _mm_and_si128( c0, vector_int_mask0 );
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c1 = _mm_and_si128( c1, vector_int_mask1 );
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c2 = _mm_and_si128( c2, vector_int_mask2 );
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c3 = _mm_and_si128( c3, vector_int_mask3 );
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c0 = _mm_or_si128( c0, c1 );
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c2 = _mm_or_si128( c2, c3 );
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c0 = _mm_or_si128( c0, c2 );
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c0 = _mm_packs_epi32( c0, c0 );
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c0 = _mm_packus_epi16( c0, c0 );
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*( unsigned int* )&cullBits[i] = _mm_cvtsi128_si32( c0 );
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}
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}
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#else
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idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 1;
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for( ; i <= nextNumVerts; i++ )
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{
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const idVec3& v = vertsODS[i].xyz;
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const float d0 = planes[0].Distance( v );
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const float d1 = planes[1].Distance( v );
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const float d2 = 1.0f - d0;
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const float d3 = 1.0f - d1;
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halfFloat_t s = Scalar_FastF32toF16( d0 );
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halfFloat_t t = Scalar_FastF32toF16( d1 );
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texCoordS[i] = s;
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texCoordT[i] = t;
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byte bits;
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bits = IEEE_FLT_SIGNBITSET( d0 ) << 0;
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bits |= IEEE_FLT_SIGNBITSET( d1 ) << 1;
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bits |= IEEE_FLT_SIGNBITSET( d2 ) << 2;
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bits |= IEEE_FLT_SIGNBITSET( d3 ) << 3;
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cullBits[i] = bits;
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}
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}
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#endif
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}
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/*
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====================
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R_OverlayPointCullSkinned
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====================
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*/
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static void R_OverlayPointCullSkinned( byte* cullBits, halfFloat_t* texCoordS, halfFloat_t* texCoordT, const idPlane* planes, const idDrawVert* verts, const int numVerts, const idJointMat* joints )
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{
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assert_16_byte_aligned( cullBits );
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assert_16_byte_aligned( texCoordS );
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assert_16_byte_aligned( texCoordT );
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assert_16_byte_aligned( verts );
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#if defined(USE_INTRINSICS)
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idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
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const __m128 vector_float_zero = { 0.0f, 0.0f, 0.0f, 0.0f };
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const __m128 vector_float_one = { 1.0f, 1.0f, 1.0f, 1.0f };
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const __m128i vector_int_mask0 = _mm_set1_epi32( 1 << 0 );
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const __m128i vector_int_mask1 = _mm_set1_epi32( 1 << 1 );
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const __m128i vector_int_mask2 = _mm_set1_epi32( 1 << 2 );
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const __m128i vector_int_mask3 = _mm_set1_epi32( 1 << 3 );
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const __m128 p0 = _mm_loadu_ps( planes[0].ToFloatPtr() );
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const __m128 p1 = _mm_loadu_ps( planes[1].ToFloatPtr() );
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const __m128 p0X = _mm_splat_ps( p0, 0 );
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const __m128 p0Y = _mm_splat_ps( p0, 1 );
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const __m128 p0Z = _mm_splat_ps( p0, 2 );
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const __m128 p0W = _mm_splat_ps( p0, 3 );
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const __m128 p1X = _mm_splat_ps( p1, 0 );
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const __m128 p1Y = _mm_splat_ps( p1, 1 );
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const __m128 p1Z = _mm_splat_ps( p1, 2 );
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const __m128 p1W = _mm_splat_ps( p1, 3 );
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 4;
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for( ; i <= nextNumVerts; i += 4 )
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{
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const __m128 v0 = LoadSkinnedDrawVertPosition( vertsODS[i + 0], joints );
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const __m128 v1 = LoadSkinnedDrawVertPosition( vertsODS[i + 1], joints );
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const __m128 v2 = LoadSkinnedDrawVertPosition( vertsODS[i + 2], joints );
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const __m128 v3 = LoadSkinnedDrawVertPosition( vertsODS[i + 3], joints );
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const __m128 r0 = _mm_unpacklo_ps( v0, v2 ); // v0.x, v2.x, v0.z, v2.z
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const __m128 r1 = _mm_unpackhi_ps( v0, v2 ); // v0.y, v2.y, v0.w, v2.w
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const __m128 r2 = _mm_unpacklo_ps( v1, v3 ); // v1.x, v3.x, v1.z, v3.z
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const __m128 r3 = _mm_unpackhi_ps( v1, v3 ); // v1.y, v3.y, v1.w, v3.w
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const __m128 vX = _mm_unpacklo_ps( r0, r2 ); // v0.x, v1.x, v2.x, v3.x
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const __m128 vY = _mm_unpackhi_ps( r0, r2 ); // v0.y, v1.y, v2.y, v3.y
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const __m128 vZ = _mm_unpacklo_ps( r1, r3 ); // v0.z, v1.z, v2.z, v3.z
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const __m128 d0 = _mm_madd_ps( vX, p0X, _mm_madd_ps( vY, p0Y, _mm_madd_ps( vZ, p0Z, p0W ) ) );
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const __m128 d1 = _mm_madd_ps( vX, p1X, _mm_madd_ps( vY, p1Y, _mm_madd_ps( vZ, p1Z, p1W ) ) );
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const __m128 d2 = _mm_sub_ps( vector_float_one, d0 );
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const __m128 d3 = _mm_sub_ps( vector_float_one, d1 );
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__m128i flt16S = FastF32toF16( __m128c( d0 ) );
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__m128i flt16T = FastF32toF16( __m128c( d1 ) );
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_mm_storel_epi64( ( __m128i* )&texCoordS[i], flt16S );
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_mm_storel_epi64( ( __m128i* )&texCoordT[i], flt16T );
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__m128i c0 = __m128c( _mm_cmplt_ps( d0, vector_float_zero ) );
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__m128i c1 = __m128c( _mm_cmplt_ps( d1, vector_float_zero ) );
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__m128i c2 = __m128c( _mm_cmplt_ps( d2, vector_float_zero ) );
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__m128i c3 = __m128c( _mm_cmplt_ps( d3, vector_float_zero ) );
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c0 = _mm_and_si128( c0, vector_int_mask0 );
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c1 = _mm_and_si128( c1, vector_int_mask1 );
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c2 = _mm_and_si128( c2, vector_int_mask2 );
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c3 = _mm_and_si128( c3, vector_int_mask3 );
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c0 = _mm_or_si128( c0, c1 );
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c2 = _mm_or_si128( c2, c3 );
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c0 = _mm_or_si128( c0, c2 );
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c0 = _mm_packs_epi32( c0, c0 );
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c0 = _mm_packus_epi16( c0, c0 );
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*( unsigned int* )&cullBits[i] = _mm_cvtsi128_si32( c0 );
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}
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}
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#else
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idODSStreamedArray< idDrawVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
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for( int i = 0; i < numVerts; )
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{
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const int nextNumVerts = vertsODS.FetchNextBatch() - 1;
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for( ; i <= nextNumVerts; i++ )
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{
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const idVec3 transformed = Scalar_LoadSkinnedDrawVertPosition( vertsODS[i], joints );
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const float d0 = planes[0].Distance( transformed );
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const float d1 = planes[1].Distance( transformed );
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const float d2 = 1.0f - d0;
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const float d3 = 1.0f - d1;
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halfFloat_t s = Scalar_FastF32toF16( d0 );
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halfFloat_t t = Scalar_FastF32toF16( d1 );
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texCoordS[i] = s;
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texCoordT[i] = t;
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byte bits;
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bits = IEEE_FLT_SIGNBITSET( d0 ) << 0;
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bits |= IEEE_FLT_SIGNBITSET( d1 ) << 1;
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bits |= IEEE_FLT_SIGNBITSET( d2 ) << 2;
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bits |= IEEE_FLT_SIGNBITSET( d3 ) << 3;
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cullBits[i] = bits;
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}
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}
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#endif
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}
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/*
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=====================
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idRenderModelOverlay::CreateOverlay
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This projects on both front and back sides to avoid seams
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The material should be clamped, because entire triangles are added, some of which
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may extend well past the 0.0 to 1.0 texture range
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=====================
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*/
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void idRenderModelOverlay::CreateOverlay( const idRenderModel* model, const idPlane localTextureAxis[2], const idMaterial* material )
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{
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// count up the maximum possible vertices and indexes per surface
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int maxVerts = 0;
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int maxIndexes = 0;
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for( int surfNum = 0; surfNum < model->NumSurfaces(); surfNum++ )
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{
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const modelSurface_t* surf = model->Surface( surfNum );
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if( surf->geometry->numVerts > maxVerts )
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{
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maxVerts = surf->geometry->numVerts;
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}
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if( surf->geometry->numIndexes > maxIndexes )
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{
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maxIndexes = surf->geometry->numIndexes;
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}
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}
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maxIndexes += 3 * 16 / sizeof( triIndex_t ); // to allow the index size to be a multiple of 16 bytes
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// make temporary buffers for the building process
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idTempArray< byte > cullBits( maxVerts );
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idTempArray< halfFloat_t > texCoordS( maxVerts );
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idTempArray< halfFloat_t > texCoordT( maxVerts );
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idTempArray< triIndex_t > vertexRemap( maxVerts );
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idTempArray< overlayVertex_t > overlayVerts( maxVerts );
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idTempArray< triIndex_t > overlayIndexes( maxIndexes );
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// pull out the triangles we need from the base surfaces
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for( int surfNum = 0; surfNum < model->NumBaseSurfaces(); surfNum++ )
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{
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const modelSurface_t* surf = model->Surface( surfNum );
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if( surf->geometry == NULL || surf->shader == NULL )
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{
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continue;
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}
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// some surfaces can explicitly disallow overlays
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if( !surf->shader->AllowOverlays() )
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{
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continue;
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}
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const srfTriangles_t* tri = surf->geometry;
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// try to cull the whole surface along the first texture axis
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const float d0 = tri->bounds.PlaneDistance( localTextureAxis[0] );
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if( d0 < 0.0f || d0 > 1.0f )
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{
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continue;
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}
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// try to cull the whole surface along the second texture axis
|
|
const float d1 = tri->bounds.PlaneDistance( localTextureAxis[1] );
|
|
if( d1 < 0.0f || d1 > 1.0f )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// RB: added check wether GPU skinning is available at all
|
|
if( tri->staticModelWithJoints != NULL && r_useGPUSkinning.GetBool() && glConfig.gpuSkinningAvailable )
|
|
{
|
|
R_OverlayPointCullSkinned( cullBits.Ptr(), texCoordS.Ptr(), texCoordT.Ptr(), localTextureAxis, tri->verts, tri->numVerts, tri->staticModelWithJoints->jointsInverted );
|
|
}
|
|
else
|
|
{
|
|
R_OverlayPointCullStatic( cullBits.Ptr(), texCoordS.Ptr(), texCoordT.Ptr(), localTextureAxis, tri->verts, tri->numVerts );
|
|
}
|
|
// RB end
|
|
|
|
// start streaming the indexes
|
|
idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 3 > indexesODS( tri->indexes, tri->numIndexes );
|
|
|
|
memset( vertexRemap.Ptr(), -1, vertexRemap.Size() );
|
|
int numIndexes = 0;
|
|
int numVerts = 0;
|
|
int maxReferencedVertex = 0;
|
|
|
|
// find triangles that need the overlay
|
|
for( int i = 0; i < tri->numIndexes; )
|
|
{
|
|
|
|
const int nextNumIndexes = indexesODS.FetchNextBatch() - 3;
|
|
|
|
for( ; i <= nextNumIndexes; i += 3 )
|
|
{
|
|
const int i0 = indexesODS[i + 0];
|
|
const int i1 = indexesODS[i + 1];
|
|
const int i2 = indexesODS[i + 2];
|
|
|
|
// skip triangles completely off one side
|
|
if( cullBits[i0] & cullBits[i1] & cullBits[i2] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// we could do more precise triangle culling, like a light interaction does, but it's not worth it
|
|
|
|
// keep this triangle
|
|
for( int j = 0; j < 3; j++ )
|
|
{
|
|
int index = tri->indexes[i + j];
|
|
if( vertexRemap[index] == ( triIndex_t ) - 1 )
|
|
{
|
|
vertexRemap[index] = numVerts;
|
|
|
|
overlayVerts[numVerts].vertexNum = index;
|
|
overlayVerts[numVerts].st[0] = texCoordS[index];
|
|
overlayVerts[numVerts].st[1] = texCoordT[index];
|
|
numVerts++;
|
|
|
|
maxReferencedVertex = Max( maxReferencedVertex, index );
|
|
}
|
|
overlayIndexes[numIndexes] = vertexRemap[index];
|
|
numIndexes++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( numIndexes == 0 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// add degenerate triangles until the index size is a multiple of 16 bytes
|
|
for( ; ( ( ( numIndexes * sizeof( triIndex_t ) ) & 15 ) != 0 ); numIndexes += 3 )
|
|
{
|
|
overlayIndexes[numIndexes + 0] = 0;
|
|
overlayIndexes[numIndexes + 1] = 0;
|
|
overlayIndexes[numIndexes + 2] = 0;
|
|
}
|
|
|
|
// allocate a new overlay
|
|
overlay_t& overlay = overlays[nextOverlay++ & ( MAX_OVERLAYS - 1 )];
|
|
FreeOverlay( overlay );
|
|
overlay.material = material;
|
|
overlay.surfaceNum = surfNum;
|
|
overlay.surfaceId = surf->id;
|
|
overlay.numIndexes = numIndexes;
|
|
overlay.indexes = ( triIndex_t* )Mem_Alloc( numIndexes * sizeof( overlay.indexes[0] ), TAG_MODEL );
|
|
memcpy( overlay.indexes, overlayIndexes.Ptr(), numIndexes * sizeof( overlay.indexes[0] ) );
|
|
overlay.numVerts = numVerts;
|
|
overlay.verts = ( overlayVertex_t* )Mem_Alloc( numVerts * sizeof( overlay.verts[0] ), TAG_MODEL );
|
|
memcpy( overlay.verts, overlayVerts.Ptr(), numVerts * sizeof( overlay.verts[0] ) );
|
|
overlay.maxReferencedVertex = maxReferencedVertex;
|
|
|
|
if( nextOverlay - firstOverlay > MAX_OVERLAYS )
|
|
{
|
|
firstOverlay = nextOverlay - MAX_OVERLAYS;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelOverlay::CreateDeferredOverlays
|
|
====================
|
|
*/
|
|
void idRenderModelOverlay::CreateDeferredOverlays( const idRenderModel* model )
|
|
{
|
|
for( unsigned int i = firstDeferredOverlay; i < nextDeferredOverlay; i++ )
|
|
{
|
|
const overlayProjectionParms_t& parms = deferredOverlays[i & ( MAX_DEFERRED_OVERLAYS - 1 )];
|
|
if( parms.startTime > tr.viewDef->renderView.time[0] - DEFFERED_OVERLAY_TIMEOUT )
|
|
{
|
|
CreateOverlay( model, parms.localTextureAxis, parms.material );
|
|
}
|
|
}
|
|
firstDeferredOverlay = 0;
|
|
nextDeferredOverlay = 0;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelOverlay::AddDeferredOverlay
|
|
====================
|
|
*/
|
|
void idRenderModelOverlay::AddDeferredOverlay( const overlayProjectionParms_t& localParms )
|
|
{
|
|
deferredOverlays[nextDeferredOverlay++ & ( MAX_DEFERRED_OVERLAYS - 1 )] = localParms;
|
|
if( nextDeferredOverlay - firstDeferredOverlay > MAX_DEFERRED_OVERLAYS )
|
|
{
|
|
firstDeferredOverlay = nextDeferredOverlay - MAX_DEFERRED_OVERLAYS;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_CopyOverlaySurface
|
|
====================
|
|
*/
|
|
static void R_CopyOverlaySurface( idDrawVert* verts, int numVerts, triIndex_t* indexes, int numIndexes, const overlay_t* overlay, const idDrawVert* sourceVerts )
|
|
{
|
|
assert_16_byte_aligned( &verts[numVerts] );
|
|
assert_16_byte_aligned( &indexes[numIndexes] );
|
|
assert_16_byte_aligned( overlay->verts );
|
|
assert_16_byte_aligned( overlay->indexes );
|
|
assert( ( ( overlay->numVerts * sizeof( idDrawVert ) ) & 15 ) == 0 );
|
|
assert( ( ( overlay->numIndexes * sizeof( triIndex_t ) ) & 15 ) == 0 );
|
|
|
|
#if defined(USE_INTRINSICS)
|
|
|
|
const __m128i vector_int_clear_last = _mm_set_epi32( 0, -1, -1, -1 );
|
|
const __m128i vector_int_num_verts = _mm_shuffle_epi32( _mm_cvtsi32_si128( numVerts ), 0 );
|
|
const __m128i vector_short_num_verts = _mm_packs_epi32( vector_int_num_verts, vector_int_num_verts );
|
|
|
|
// copy vertices
|
|
for( int i = 0; i < overlay->numVerts; i++ )
|
|
{
|
|
const overlayVertex_t& overlayVert = overlay->verts[i];
|
|
const idDrawVert& srcVert = sourceVerts[overlayVert.vertexNum];
|
|
idDrawVert& dstVert = verts[numVerts + i];
|
|
|
|
__m128i v0 = _mm_load_si128( ( const __m128i* )( ( byte* )&srcVert + 0 ) );
|
|
__m128i v1 = _mm_load_si128( ( const __m128i* )( ( byte* )&srcVert + 16 ) );
|
|
__m128i st = _mm_cvtsi32_si128( *( unsigned int* )overlayVert.st );
|
|
|
|
st = _mm_shuffle_epi32( st, _MM_SHUFFLE( 0, 1, 2, 3 ) );
|
|
v0 = _mm_and_si128( v0, vector_int_clear_last );
|
|
v0 = _mm_or_si128( v0, st );
|
|
|
|
_mm_stream_si128( ( __m128i* )( ( byte* )&dstVert + 0 ), v0 );
|
|
_mm_stream_si128( ( __m128i* )( ( byte* )&dstVert + 16 ), v1 );
|
|
}
|
|
|
|
// copy indexes
|
|
assert( ( overlay->numIndexes & 7 ) == 0 );
|
|
assert( sizeof( triIndex_t ) == 2 );
|
|
for( int i = 0; i < overlay->numIndexes; i += 8 )
|
|
{
|
|
__m128i vi = _mm_load_si128( ( const __m128i* )&overlay->indexes[i] );
|
|
|
|
vi = _mm_add_epi16( vi, vector_short_num_verts );
|
|
|
|
_mm_stream_si128( ( __m128i* )&indexes[numIndexes + i], vi );
|
|
}
|
|
|
|
_mm_sfence();
|
|
|
|
#else
|
|
|
|
// copy vertices
|
|
for( int i = 0; i < overlay->numVerts; i++ )
|
|
{
|
|
const overlayVertex_t& overlayVert = overlay->verts[i];
|
|
|
|
// NOTE: bad out-of-order write-combined write, SIMD code does the right thing
|
|
verts[numVerts + i] = sourceVerts[overlayVert.vertexNum];
|
|
|
|
// RB begin
|
|
verts[numVerts + i].SetTexCoordNative( overlayVert.st[0], overlayVert.st[1] );
|
|
// RB end
|
|
}
|
|
|
|
// copy indexes
|
|
for( int i = 0; i < overlay->numIndexes; i += 2 )
|
|
{
|
|
assert( overlay->indexes[i + 0] < overlay->numVerts && overlay->indexes[i + 1] < overlay->numVerts );
|
|
WriteIndexPair( &indexes[numIndexes + i], numVerts + overlay->indexes[i + 0], numVerts + overlay->indexes[i + 1] );
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idRenderModelOverlay::GetNumOverlayDrawSurfs
|
|
=====================
|
|
*/
|
|
unsigned int idRenderModelOverlay::GetNumOverlayDrawSurfs()
|
|
{
|
|
numOverlayMaterials = 0;
|
|
|
|
for( unsigned int i = firstOverlay; i < nextOverlay; i++ )
|
|
{
|
|
const overlay_t& overlay = overlays[i & ( MAX_OVERLAYS - 1 )];
|
|
|
|
unsigned int j = 0;
|
|
for( ; j < numOverlayMaterials; j++ )
|
|
{
|
|
if( overlayMaterials[j] == overlay.material )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if( j >= numOverlayMaterials )
|
|
{
|
|
overlayMaterials[numOverlayMaterials++] = overlay.material;
|
|
}
|
|
}
|
|
|
|
return numOverlayMaterials;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelOverlay::CreateOverlayDrawSurf
|
|
====================
|
|
*/
|
|
drawSurf_t* idRenderModelOverlay::CreateOverlayDrawSurf( const viewEntity_t* space, const idRenderModel* baseModel, unsigned int index )
|
|
{
|
|
if( index < 0 || index >= numOverlayMaterials )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// md5 models won't have any surfaces when r_showSkel is set
|
|
if( baseModel == NULL || baseModel->IsDefaultModel() || baseModel->NumSurfaces() == 0 )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
assert( baseModel->IsDynamicModel() == DM_STATIC );
|
|
|
|
const idRenderModelStatic* staticModel = static_cast< const idRenderModelStatic* >( baseModel );
|
|
|
|
const idMaterial* material = overlayMaterials[index];
|
|
|
|
int maxVerts = 0;
|
|
int maxIndexes = 0;
|
|
for( unsigned int i = firstOverlay; i < nextOverlay; i++ )
|
|
{
|
|
const overlay_t& overlay = overlays[i & ( MAX_OVERLAYS - 1 )];
|
|
if( overlay.material == material )
|
|
{
|
|
maxVerts += overlay.numVerts;
|
|
maxIndexes += overlay.numIndexes;
|
|
}
|
|
}
|
|
|
|
if( maxVerts == 0 || maxIndexes == 0 )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// create a new triangle surface in frame memory so it gets automatically disposed of
|
|
srfTriangles_t* newTri = ( srfTriangles_t* )R_ClearedFrameAlloc( sizeof( *newTri ), FRAME_ALLOC_SURFACE_TRIANGLES );
|
|
newTri->staticModelWithJoints = ( staticModel->jointsInverted != NULL ) ? const_cast< idRenderModelStatic* >( staticModel ) : NULL; // allow GPU skinning
|
|
|
|
newTri->ambientCache = vertexCache.AllocVertex( NULL, ALIGN( maxVerts * sizeof( idDrawVert ), VERTEX_CACHE_ALIGN ) );
|
|
newTri->indexCache = vertexCache.AllocIndex( NULL, ALIGN( maxIndexes * sizeof( triIndex_t ), INDEX_CACHE_ALIGN ) );
|
|
|
|
idDrawVert* mappedVerts = ( idDrawVert* )vertexCache.MappedVertexBuffer( newTri->ambientCache );
|
|
triIndex_t* mappedIndexes = ( triIndex_t* )vertexCache.MappedIndexBuffer( newTri->indexCache );
|
|
|
|
int numVerts = 0;
|
|
int numIndexes = 0;
|
|
|
|
for( unsigned int i = firstOverlay; i < nextOverlay; i++ )
|
|
{
|
|
overlay_t& overlay = overlays[i & ( MAX_OVERLAYS - 1 )];
|
|
|
|
if( overlay.numVerts == 0 )
|
|
{
|
|
if( i == firstOverlay )
|
|
{
|
|
firstOverlay++;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if( overlay.material != material )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// get the source model surface for this overlay surface
|
|
const modelSurface_t* baseSurf = ( overlay.surfaceNum < staticModel->NumSurfaces() ) ? staticModel->Surface( overlay.surfaceNum ) : NULL;
|
|
|
|
// if the surface ids no longer match
|
|
if( baseSurf == NULL || baseSurf->id != overlay.surfaceId )
|
|
{
|
|
// find the surface with the correct id
|
|
if( staticModel->FindSurfaceWithId( overlay.surfaceId, overlay.surfaceNum ) )
|
|
{
|
|
baseSurf = staticModel->Surface( overlay.surfaceNum );
|
|
}
|
|
else
|
|
{
|
|
// the surface with this id no longer exists
|
|
FreeOverlay( overlay );
|
|
if( i == firstOverlay )
|
|
{
|
|
firstOverlay++;
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// check for out of range vertex references
|
|
const srfTriangles_t* baseTri = baseSurf->geometry;
|
|
if( overlay.maxReferencedVertex >= baseTri->numVerts )
|
|
{
|
|
// This can happen when playing a demofile and a model has been changed since it was recorded, so just issue a warning and go on.
|
|
common->Warning( "idRenderModelOverlay::CreateOverlayDrawSurf: overlay vertex out of range. Model has probably changed since generating the overlay." );
|
|
FreeOverlay( overlay );
|
|
if( i == firstOverlay )
|
|
{
|
|
firstOverlay++;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// use SIMD optimized routine to copy the vertices and indices directly to write-combined memory
|
|
R_CopyOverlaySurface( mappedVerts, numVerts, mappedIndexes, numIndexes, &overlay, baseTri->verts );
|
|
|
|
numIndexes += overlay.numIndexes;
|
|
numVerts += overlay.numVerts;
|
|
}
|
|
|
|
newTri->numVerts = numVerts;
|
|
newTri->numIndexes = numIndexes;
|
|
|
|
// create the drawsurf
|
|
drawSurf_t* drawSurf = ( drawSurf_t* )R_FrameAlloc( sizeof( *drawSurf ), FRAME_ALLOC_DRAW_SURFACE );
|
|
drawSurf->frontEndGeo = newTri;
|
|
drawSurf->numIndexes = newTri->numIndexes;
|
|
drawSurf->ambientCache = newTri->ambientCache;
|
|
drawSurf->indexCache = newTri->indexCache;
|
|
drawSurf->shadowCache = 0;
|
|
drawSurf->space = space;
|
|
drawSurf->scissorRect = space->scissorRect;
|
|
drawSurf->extraGLState = 0;
|
|
drawSurf->renderZFail = 0;
|
|
|
|
R_SetupDrawSurfShader( drawSurf, material, &space->entityDef->parms );
|
|
R_SetupDrawSurfJoints( drawSurf, newTri, NULL );
|
|
|
|
return drawSurf;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelOverlay::ReadFromDemoFile
|
|
====================
|
|
*/
|
|
void idRenderModelOverlay::ReadFromDemoFile( idDemoFile* f )
|
|
{
|
|
// FIXME: implement
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idRenderModelOverlay::WriteToDemoFile
|
|
====================
|
|
*/
|
|
void idRenderModelOverlay::WriteToDemoFile( idDemoFile* f ) const
|
|
{
|
|
// FIXME: implement
|
|
}
|