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* Implementation of r_dlightBacks from Shane Isley
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47c70ae076
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1 changed files with 60 additions and 68 deletions
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@ -473,54 +473,73 @@ static void ProjectDlightTexture( void ) {
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floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
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#endif
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for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
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int clip = 0;
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#if idppc_altivec
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#define DIST0 dist0
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#define DIST1 dist1
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#define DIST2 dist2
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#define TEXCOORDS0 texCoords0
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#define TEXCOORDS1 texCoords1
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vec_t dist0, dist1, dist2;
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#else
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vec3_t dist;
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#endif
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int clip;
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backEnd.pc.c_dlightVertexes++;
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#if idppc_altivec
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//VectorSubtract( origin, tess.xyz[i], dist );
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dist0 = origin0 - tess.xyz[i][0];
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dist1 = origin1 - tess.xyz[i][1];
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dist2 = origin2 - tess.xyz[i][2];
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texCoords0 = 0.5f + dist0 * scale;
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texCoords1 = 0.5f + dist1 * scale;
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clip = 0;
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if ( texCoords0 < 0.0f ) {
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clip |= 1;
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} else if ( texCoords0 > 1.0f ) {
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clip |= 2;
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}
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if ( texCoords1 < 0.0f ) {
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clip |= 4;
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} else if ( texCoords1 > 1.0f ) {
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clip |= 8;
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}
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texCoords[0] = texCoords0;
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texCoords[1] = texCoords1;
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#else
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#define DIST0 dist[0]
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#define DIST1 dist[1]
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#define DIST2 dist[2]
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#define TEXCOORDS0 texCoords[0]
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#define TEXCOORDS1 texCoords[1]
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vec3_t dist;
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// modulate the strength based on the height and color
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if ( dist2 > radius ) {
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clip |= 16;
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modulate = 0.0f;
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} else if ( dist2 < -radius ) {
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clip |= 32;
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modulate = 0.0f;
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VectorSubtract( origin, tess.xyz[i], dist );
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#endif
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backEnd.pc.c_dlightVertexes++;
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TEXCOORDS0 = 0.5f + DIST0 * scale;
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TEXCOORDS1 = 0.5f + DIST1 * scale;
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if( !r_dlightBacks->integer &&
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// dist . tess.normal[i]
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( DIST0 * tess.normal[i][0] +
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DIST1 * tess.normal[i][1] +
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DIST2 * tess.normal[i][2] ) < 0.0f ) {
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clip = 63;
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} else {
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dist2 = Q_fabs(dist2);
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if ( dist2 < radius * 0.5f ) {
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modulate = 1.0f;
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if ( TEXCOORDS0 < 0.0f ) {
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clip |= 1;
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} else if ( TEXCOORDS0 > 1.0f ) {
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clip |= 2;
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}
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if ( TEXCOORDS1 < 0.0f ) {
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clip |= 4;
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} else if ( TEXCOORDS1 > 1.0f ) {
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clip |= 8;
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}
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texCoords[0] = TEXCOORDS0;
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texCoords[1] = TEXCOORDS1;
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// modulate the strength based on the height and color
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if ( DIST2 > radius ) {
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clip |= 16;
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modulate = 0.0f;
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} else if ( DIST2 < -radius ) {
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clip |= 32;
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modulate = 0.0f;
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} else {
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modulate = 2.0f * (radius - dist2) * scale;
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DIST2 = Q_fabs(DIST2);
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if ( DIST2 < radius * 0.5f ) {
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modulate = 1.0f;
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} else {
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modulate = 2.0f * (radius - DIST2) * scale;
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}
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}
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}
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clipBits[i] = clip;
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#if idppc_altivec
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modulateVec = vec_ld(0,(float *)&modulate);
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modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
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colorVec = vec_madd(floatColorVec0,modulateVec,zero);
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@ -530,44 +549,17 @@ static void ProjectDlightTexture( void ) {
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colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
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vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color
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#else
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VectorSubtract( origin, tess.xyz[i], dist );
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texCoords[0] = 0.5f + dist[0] * scale;
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texCoords[1] = 0.5f + dist[1] * scale;
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clip = 0;
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if ( texCoords[0] < 0.0f ) {
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clip |= 1;
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} else if ( texCoords[0] > 1.0f ) {
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clip |= 2;
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}
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if ( texCoords[1] < 0.0f ) {
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clip |= 4;
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} else if ( texCoords[1] > 1.0f ) {
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clip |= 8;
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}
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// modulate the strength based on the height and color
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if ( dist[2] > radius ) {
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clip |= 16;
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modulate = 0.0f;
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} else if ( dist[2] < -radius ) {
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clip |= 32;
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modulate = 0.0f;
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} else {
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dist[2] = Q_fabs(dist[2]);
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if ( dist[2] < radius * 0.5f ) {
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modulate = 1.0f;
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} else {
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modulate = 2.0f * (radius - dist[2]) * scale;
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}
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}
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clipBits[i] = clip;
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colors[0] = myftol(floatColor[0] * modulate);
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colors[1] = myftol(floatColor[1] * modulate);
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colors[2] = myftol(floatColor[2] * modulate);
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colors[3] = 255;
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#endif
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}
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#undef DIST0
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#undef DIST1
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#undef DIST2
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#undef TEXCOORDS0
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#undef TEXCOORDS1
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// build a list of triangles that need light
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numIndexes = 0;
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