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819 lines
19 KiB
C
819 lines
19 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_shade_calc.c
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#include "tr_local.h"
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#if idppc_altivec && !defined(MACOS_X)
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#include <altivec.h>
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#endif
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#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ri.ftol( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
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static float *TableForFunc( genFunc_t func )
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{
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switch ( func )
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{
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case GF_SIN:
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return tr.sinTable;
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case GF_TRIANGLE:
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return tr.triangleTable;
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case GF_SQUARE:
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return tr.squareTable;
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case GF_SAWTOOTH:
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return tr.sawToothTable;
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case GF_INVERSE_SAWTOOTH:
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return tr.inverseSawToothTable;
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case GF_NONE:
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default:
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break;
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}
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ri.Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'", func, tess.shader->name );
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return NULL;
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}
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/*
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** EvalWaveForm
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**
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** Evaluates a given waveForm_t, referencing backEnd.refdef.time directly
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*/
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static float EvalWaveForm( const waveForm_t *wf )
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{
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float *table;
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table = TableForFunc( wf->func );
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return WAVEVALUE( table, wf->base, wf->amplitude, wf->phase, wf->frequency );
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}
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static float EvalWaveFormClamped( const waveForm_t *wf )
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{
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float glow = EvalWaveForm( wf );
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if ( glow < 0 )
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{
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return 0;
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}
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if ( glow > 1 )
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{
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return 1;
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}
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return glow;
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}
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/*
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** RB_CalcStretchTexMatrix
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*/
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void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix )
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{
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float p;
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p = 1.0f / EvalWaveForm( wf );
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matrix[0] = p; matrix[2] = 0; matrix[4] = 0.5f - 0.5f * p;
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matrix[1] = 0; matrix[3] = p; matrix[5] = 0.5f - 0.5f * p;
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}
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/*
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====================================================================
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DEFORMATIONS
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====================================================================
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*/
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/*
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========================
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RB_CalcDeformVertexes
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========================
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*/
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void RB_CalcDeformVertexes( deformStage_t *ds )
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{
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int i;
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vec3_t offset;
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float scale;
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float *xyz = ( float * ) tess.xyz;
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uint32_t *normal = tess.normal;
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float *table;
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if ( ds->deformationWave.frequency == 0 )
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{
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scale = EvalWaveForm( &ds->deformationWave );
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal++ )
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{
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R_VaoUnpackNormal(offset, *normal);
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xyz[0] += offset[0] * scale;
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xyz[1] += offset[1] * scale;
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xyz[2] += offset[2] * scale;
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}
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}
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else
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{
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table = TableForFunc( ds->deformationWave.func );
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal++ )
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{
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float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;
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scale = WAVEVALUE( table, ds->deformationWave.base,
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ds->deformationWave.amplitude,
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ds->deformationWave.phase + off,
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ds->deformationWave.frequency );
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R_VaoUnpackNormal(offset, *normal);
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xyz[0] += offset[0] * scale;
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xyz[1] += offset[1] * scale;
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xyz[2] += offset[2] * scale;
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}
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}
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}
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/*
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=========================
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RB_CalcDeformNormals
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Wiggle the normals for wavy environment mapping
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=========================
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*/
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void RB_CalcDeformNormals( deformStage_t *ds ) {
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int i;
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float scale;
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float *xyz = ( float * ) tess.xyz;
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uint32_t *normal = tess.normal;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal++ ) {
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vec3_t fNormal;
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R_VaoUnpackNormal(fNormal, *normal);
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scale = 0.98f;
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scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
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tess.shaderTime * ds->deformationWave.frequency );
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fNormal[ 0 ] += ds->deformationWave.amplitude * scale;
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scale = 0.98f;
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scale = R_NoiseGet4f( 100 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
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tess.shaderTime * ds->deformationWave.frequency );
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fNormal[ 1 ] += ds->deformationWave.amplitude * scale;
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scale = 0.98f;
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scale = R_NoiseGet4f( 200 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
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tess.shaderTime * ds->deformationWave.frequency );
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fNormal[ 2 ] += ds->deformationWave.amplitude * scale;
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VectorNormalizeFast( fNormal );
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R_VaoPackNormal((byte *)normal, fNormal);
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}
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}
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/*
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========================
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RB_CalcBulgeVertexes
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========================
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*/
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void RB_CalcBulgeVertexes( deformStage_t *ds ) {
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int i;
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const float *st = ( const float * ) tess.texCoords[0];
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float *xyz = ( float * ) tess.xyz;
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uint32_t *normal = tess.normal;
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float now;
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now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal++ ) {
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int off;
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float scale;
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vec3_t fNormal;
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R_VaoUnpackNormal(fNormal, *normal);
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off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
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scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight;
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xyz[0] += fNormal[0] * scale;
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xyz[1] += fNormal[1] * scale;
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xyz[2] += fNormal[2] * scale;
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}
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}
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/*
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======================
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RB_CalcMoveVertexes
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A deformation that can move an entire surface along a wave path
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======================
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*/
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void RB_CalcMoveVertexes( deformStage_t *ds ) {
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int i;
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float *xyz;
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float *table;
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float scale;
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vec3_t offset;
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table = TableForFunc( ds->deformationWave.func );
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scale = WAVEVALUE( table, ds->deformationWave.base,
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ds->deformationWave.amplitude,
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ds->deformationWave.phase,
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ds->deformationWave.frequency );
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VectorScale( ds->moveVector, scale, offset );
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xyz = ( float * ) tess.xyz;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
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VectorAdd( xyz, offset, xyz );
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}
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}
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/*
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=============
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DeformText
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Change a polygon into a bunch of text polygons
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=============
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*/
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void DeformText( const char *text ) {
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int i;
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vec3_t origin, width, height;
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int len;
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int ch;
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float color[4];
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float bottom, top;
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vec3_t mid;
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vec3_t fNormal;
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height[0] = 0;
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height[1] = 0;
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height[2] = -1;
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R_VaoUnpackNormal(fNormal, tess.normal[0]);
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CrossProduct( fNormal, height, width );
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// find the midpoint of the box
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VectorClear( mid );
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bottom = 999999;
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top = -999999;
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for ( i = 0 ; i < 4 ; i++ ) {
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VectorAdd( tess.xyz[i], mid, mid );
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if ( tess.xyz[i][2] < bottom ) {
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bottom = tess.xyz[i][2];
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}
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if ( tess.xyz[i][2] > top ) {
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top = tess.xyz[i][2];
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}
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}
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VectorScale( mid, 0.25f, origin );
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// determine the individual character size
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height[0] = 0;
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height[1] = 0;
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height[2] = ( top - bottom ) * 0.5f;
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VectorScale( width, height[2] * -0.75f, width );
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// determine the starting position
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len = strlen( text );
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VectorMA( origin, (len-1), width, origin );
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// clear the shader indexes
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.firstIndex = 0;
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color[0] = color[1] = color[2] = color[3] = 1.0f;
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// draw each character
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for ( i = 0 ; i < len ; i++ ) {
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ch = text[i];
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ch &= 255;
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if ( ch != ' ' ) {
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int row, col;
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float frow, fcol, size;
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row = ch>>4;
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col = ch&15;
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frow = row*0.0625f;
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fcol = col*0.0625f;
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size = 0.0625f;
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RB_AddQuadStampExt( origin, width, height, color, fcol, frow, fcol + size, frow + size );
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}
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VectorMA( origin, -2, width, origin );
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}
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}
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/*
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==================
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GlobalVectorToLocal
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==================
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*/
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static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
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out[0] = DotProduct( in, backEnd.or.axis[0] );
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out[1] = DotProduct( in, backEnd.or.axis[1] );
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out[2] = DotProduct( in, backEnd.or.axis[2] );
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}
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/*
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=====================
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AutospriteDeform
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Assuming all the triangles for this shader are independant
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quads, rebuild them as forward facing sprites
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=====================
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*/
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static void AutospriteDeform( void ) {
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int i;
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int oldVerts;
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float *xyz;
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vec3_t mid, delta;
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float radius;
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vec3_t left, up;
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vec3_t leftDir, upDir;
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if ( tess.numVertexes & 3 ) {
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ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count\n", tess.shader->name );
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}
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if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
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ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count\n", tess.shader->name );
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}
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oldVerts = tess.numVertexes;
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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tess.firstIndex = 0;
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if ( backEnd.currentEntity != &tr.worldEntity ) {
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GlobalVectorToLocal( backEnd.viewParms.or.axis[1], leftDir );
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GlobalVectorToLocal( backEnd.viewParms.or.axis[2], upDir );
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} else {
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VectorCopy( backEnd.viewParms.or.axis[1], leftDir );
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VectorCopy( backEnd.viewParms.or.axis[2], upDir );
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}
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for ( i = 0 ; i < oldVerts ; i+=4 ) {
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// find the midpoint
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xyz = tess.xyz[i];
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mid[0] = 0.25f * (xyz[0] + xyz[4] + xyz[8] + xyz[12]);
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mid[1] = 0.25f * (xyz[1] + xyz[5] + xyz[9] + xyz[13]);
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mid[2] = 0.25f * (xyz[2] + xyz[6] + xyz[10] + xyz[14]);
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VectorSubtract( xyz, mid, delta );
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radius = VectorLength( delta ) * 0.707f; // / sqrt(2)
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VectorScale( leftDir, radius, left );
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VectorScale( upDir, radius, up );
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if ( backEnd.viewParms.isMirror ) {
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VectorSubtract( vec3_origin, left, left );
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}
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// compensate for scale in the axes if necessary
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if ( backEnd.currentEntity->e.nonNormalizedAxes ) {
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float axisLength;
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axisLength = VectorLength( backEnd.currentEntity->e.axis[0] );
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if ( !axisLength ) {
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axisLength = 0;
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} else {
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axisLength = 1.0f / axisLength;
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}
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VectorScale(left, axisLength, left);
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VectorScale(up, axisLength, up);
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}
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RB_AddQuadStamp( mid, left, up, tess.vertexColors[i] );
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}
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}
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/*
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=====================
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Autosprite2Deform
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Autosprite2 will pivot a rectangular quad along the center of its long axis
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=====================
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*/
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int edgeVerts[6][2] = {
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{ 0, 1 },
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{ 0, 2 },
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{ 0, 3 },
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{ 1, 2 },
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{ 1, 3 },
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{ 2, 3 }
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};
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static void Autosprite2Deform( void ) {
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int i, j, k;
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int indexes;
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float *xyz;
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vec3_t forward;
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if ( tess.numVertexes & 3 ) {
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ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count\n", tess.shader->name );
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}
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if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
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ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count\n", tess.shader->name );
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}
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if ( backEnd.currentEntity != &tr.worldEntity ) {
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GlobalVectorToLocal( backEnd.viewParms.or.axis[0], forward );
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} else {
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VectorCopy( backEnd.viewParms.or.axis[0], forward );
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}
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// this is a lot of work for two triangles...
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// we could precalculate a lot of it is an issue, but it would mess up
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// the shader abstraction
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for ( i = 0, indexes = 0 ; i < tess.numVertexes ; i+=4, indexes+=6 ) {
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float lengths[2];
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int nums[2];
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vec3_t mid[2];
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vec3_t major, minor;
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float *v1, *v2;
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// find the midpoint
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xyz = tess.xyz[i];
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// identify the two shortest edges
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nums[0] = nums[1] = 0;
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lengths[0] = lengths[1] = 999999;
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for ( j = 0 ; j < 6 ; j++ ) {
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float l;
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vec3_t temp;
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v1 = xyz + 4 * edgeVerts[j][0];
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v2 = xyz + 4 * edgeVerts[j][1];
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VectorSubtract( v1, v2, temp );
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l = DotProduct( temp, temp );
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if ( l < lengths[0] ) {
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nums[1] = nums[0];
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lengths[1] = lengths[0];
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nums[0] = j;
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lengths[0] = l;
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} else if ( l < lengths[1] ) {
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nums[1] = j;
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lengths[1] = l;
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}
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}
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for ( j = 0 ; j < 2 ; j++ ) {
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v1 = xyz + 4 * edgeVerts[nums[j]][0];
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v2 = xyz + 4 * edgeVerts[nums[j]][1];
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mid[j][0] = 0.5f * (v1[0] + v2[0]);
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mid[j][1] = 0.5f * (v1[1] + v2[1]);
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mid[j][2] = 0.5f * (v1[2] + v2[2]);
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}
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// find the vector of the major axis
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VectorSubtract( mid[1], mid[0], major );
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// cross this with the view direction to get minor axis
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CrossProduct( major, forward, minor );
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VectorNormalize( minor );
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// re-project the points
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for ( j = 0 ; j < 2 ; j++ ) {
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float l;
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v1 = xyz + 4 * edgeVerts[nums[j]][0];
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v2 = xyz + 4 * edgeVerts[nums[j]][1];
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l = 0.5 * sqrt( lengths[j] );
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// we need to see which direction this edge
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// is used to determine direction of projection
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for ( k = 0 ; k < 5 ; k++ ) {
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if ( tess.indexes[ indexes + k ] == i + edgeVerts[nums[j]][0]
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&& tess.indexes[ indexes + k + 1 ] == i + edgeVerts[nums[j]][1] ) {
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break;
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}
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}
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if ( k == 5 ) {
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VectorMA( mid[j], l, minor, v1 );
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VectorMA( mid[j], -l, minor, v2 );
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} else {
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VectorMA( mid[j], -l, minor, v1 );
|
|
VectorMA( mid[j], l, minor, v2 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
RB_DeformTessGeometry
|
|
|
|
=====================
|
|
*/
|
|
void RB_DeformTessGeometry( void ) {
|
|
int i;
|
|
deformStage_t *ds;
|
|
|
|
if(!ShaderRequiresCPUDeforms(tess.shader))
|
|
{
|
|
// we don't need the following CPU deforms
|
|
return;
|
|
}
|
|
|
|
for ( i = 0 ; i < tess.shader->numDeforms ; i++ ) {
|
|
ds = &tess.shader->deforms[ i ];
|
|
|
|
switch ( ds->deformation ) {
|
|
case DEFORM_NONE:
|
|
break;
|
|
case DEFORM_NORMALS:
|
|
RB_CalcDeformNormals( ds );
|
|
break;
|
|
case DEFORM_WAVE:
|
|
RB_CalcDeformVertexes( ds );
|
|
break;
|
|
case DEFORM_BULGE:
|
|
RB_CalcBulgeVertexes( ds );
|
|
break;
|
|
case DEFORM_MOVE:
|
|
RB_CalcMoveVertexes( ds );
|
|
break;
|
|
case DEFORM_PROJECTION_SHADOW:
|
|
RB_ProjectionShadowDeform();
|
|
break;
|
|
case DEFORM_AUTOSPRITE:
|
|
AutospriteDeform();
|
|
break;
|
|
case DEFORM_AUTOSPRITE2:
|
|
Autosprite2Deform();
|
|
break;
|
|
case DEFORM_TEXT0:
|
|
case DEFORM_TEXT1:
|
|
case DEFORM_TEXT2:
|
|
case DEFORM_TEXT3:
|
|
case DEFORM_TEXT4:
|
|
case DEFORM_TEXT5:
|
|
case DEFORM_TEXT6:
|
|
case DEFORM_TEXT7:
|
|
DeformText( backEnd.refdef.text[ds->deformation - DEFORM_TEXT0] );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
COLORS
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
** RB_CalcWaveColorSingle
|
|
*/
|
|
float RB_CalcWaveColorSingle( const waveForm_t *wf )
|
|
{
|
|
float glow;
|
|
|
|
if ( wf->func == GF_NOISE ) {
|
|
glow = wf->base + R_NoiseGet4f( 0, 0, 0, ( tess.shaderTime + wf->phase ) * wf->frequency ) * wf->amplitude;
|
|
} else {
|
|
glow = EvalWaveForm( wf ) * tr.identityLight;
|
|
}
|
|
|
|
if ( glow < 0 ) {
|
|
glow = 0;
|
|
}
|
|
else if ( glow > 1 ) {
|
|
glow = 1;
|
|
}
|
|
|
|
return glow;
|
|
}
|
|
|
|
/*
|
|
** RB_CalcWaveAlphaSingle
|
|
*/
|
|
float RB_CalcWaveAlphaSingle( const waveForm_t *wf )
|
|
{
|
|
return EvalWaveFormClamped( wf );
|
|
}
|
|
|
|
/*
|
|
** RB_CalcModulateColorsByFog
|
|
*/
|
|
void RB_CalcModulateColorsByFog( unsigned char *colors ) {
|
|
int i;
|
|
float texCoords[SHADER_MAX_VERTEXES][2] = {{0.0f}};
|
|
|
|
// calculate texcoords so we can derive density
|
|
// this is not wasted, because it would only have
|
|
// been previously called if the surface was opaque
|
|
RB_CalcFogTexCoords( texCoords[0] );
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
|
|
float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
|
|
colors[0] *= f;
|
|
colors[1] *= f;
|
|
colors[2] *= f;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
TEX COORDS
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
RB_CalcFogTexCoords
|
|
|
|
To do the clipped fog plane really correctly, we should use
|
|
projected textures, but I don't trust the drivers and it
|
|
doesn't fit our shader data.
|
|
========================
|
|
*/
|
|
void RB_CalcFogTexCoords( float *st ) {
|
|
int i;
|
|
float *v;
|
|
float s, t;
|
|
float eyeT;
|
|
qboolean eyeOutside;
|
|
fog_t *fog;
|
|
vec3_t local;
|
|
vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
|
|
|
|
fog = tr.world->fogs + tess.fogNum;
|
|
|
|
// all fogging distance is based on world Z units
|
|
VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
|
|
fogDistanceVector[0] = -backEnd.or.modelMatrix[2];
|
|
fogDistanceVector[1] = -backEnd.or.modelMatrix[6];
|
|
fogDistanceVector[2] = -backEnd.or.modelMatrix[10];
|
|
fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
|
|
|
|
// scale the fog vectors based on the fog's thickness
|
|
fogDistanceVector[0] *= fog->tcScale;
|
|
fogDistanceVector[1] *= fog->tcScale;
|
|
fogDistanceVector[2] *= fog->tcScale;
|
|
fogDistanceVector[3] *= fog->tcScale;
|
|
|
|
// rotate the gradient vector for this orientation
|
|
if ( fog->hasSurface ) {
|
|
fogDepthVector[0] = fog->surface[0] * backEnd.or.axis[0][0] +
|
|
fog->surface[1] * backEnd.or.axis[0][1] + fog->surface[2] * backEnd.or.axis[0][2];
|
|
fogDepthVector[1] = fog->surface[0] * backEnd.or.axis[1][0] +
|
|
fog->surface[1] * backEnd.or.axis[1][1] + fog->surface[2] * backEnd.or.axis[1][2];
|
|
fogDepthVector[2] = fog->surface[0] * backEnd.or.axis[2][0] +
|
|
fog->surface[1] * backEnd.or.axis[2][1] + fog->surface[2] * backEnd.or.axis[2][2];
|
|
fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.or.origin, fog->surface );
|
|
|
|
eyeT = DotProduct( backEnd.or.viewOrigin, fogDepthVector ) + fogDepthVector[3];
|
|
} else {
|
|
eyeT = 1; // non-surface fog always has eye inside
|
|
}
|
|
|
|
// see if the viewpoint is outside
|
|
// this is needed for clipping distance even for constant fog
|
|
|
|
if ( eyeT < 0 ) {
|
|
eyeOutside = qtrue;
|
|
} else {
|
|
eyeOutside = qfalse;
|
|
}
|
|
|
|
fogDistanceVector[3] += 1.0/512;
|
|
|
|
// calculate density for each point
|
|
for (i = 0, v = tess.xyz[0] ; i < tess.numVertexes ; i++, v += 4) {
|
|
// calculate the length in fog
|
|
s = DotProduct( v, fogDistanceVector ) + fogDistanceVector[3];
|
|
t = DotProduct( v, fogDepthVector ) + fogDepthVector[3];
|
|
|
|
// partially clipped fogs use the T axis
|
|
if ( eyeOutside ) {
|
|
if ( t < 1.0 ) {
|
|
t = 1.0/32; // point is outside, so no fogging
|
|
} else {
|
|
t = 1.0/32 + 30.0/32 * t / ( t - eyeT ); // cut the distance at the fog plane
|
|
}
|
|
} else {
|
|
if ( t < 0 ) {
|
|
t = 1.0/32; // point is outside, so no fogging
|
|
} else {
|
|
t = 31.0/32;
|
|
}
|
|
}
|
|
|
|
st[0] = s;
|
|
st[1] = t;
|
|
st += 2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_CalcTurbulentFactors
|
|
*/
|
|
void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now )
|
|
{
|
|
*now = wf->phase + tess.shaderTime * wf->frequency;
|
|
*amplitude = wf->amplitude;
|
|
}
|
|
|
|
/*
|
|
** RB_CalcScaleTexMatrix
|
|
*/
|
|
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
|
|
{
|
|
matrix[0] = scale[0]; matrix[2] = 0.0f; matrix[4] = 0.0f;
|
|
matrix[1] = 0.0f; matrix[3] = scale[1]; matrix[5] = 0.0f;
|
|
}
|
|
|
|
/*
|
|
** RB_CalcScrollTexMatrix
|
|
*/
|
|
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
|
|
{
|
|
float timeScale = tess.shaderTime;
|
|
float adjustedScrollS, adjustedScrollT;
|
|
|
|
adjustedScrollS = scrollSpeed[0] * timeScale;
|
|
adjustedScrollT = scrollSpeed[1] * timeScale;
|
|
|
|
// clamp so coordinates don't continuously get larger, causing problems
|
|
// with hardware limits
|
|
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
|
|
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
|
|
|
|
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
|
|
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
|
|
}
|
|
|
|
/*
|
|
** RB_CalcTransformTexMatrix
|
|
*/
|
|
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix )
|
|
{
|
|
matrix[0] = tmi->matrix[0][0]; matrix[2] = tmi->matrix[1][0]; matrix[4] = tmi->translate[0];
|
|
matrix[1] = tmi->matrix[0][1]; matrix[3] = tmi->matrix[1][1]; matrix[5] = tmi->translate[1];
|
|
}
|
|
|
|
/*
|
|
** RB_CalcRotateTexMatrix
|
|
*/
|
|
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
|
|
{
|
|
float timeScale = tess.shaderTime;
|
|
float degs;
|
|
int index;
|
|
float sinValue, cosValue;
|
|
|
|
degs = -degsPerSecond * timeScale;
|
|
index = degs * ( FUNCTABLE_SIZE / 360.0f );
|
|
|
|
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
|
|
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
|
|
|
|
matrix[0] = cosValue; matrix[2] = -sinValue; matrix[4] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
|
|
matrix[1] = sinValue; matrix[3] = cosValue; matrix[5] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
|
|
}
|