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https://github.com/ioquake/jedi-academy.git
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1671 lines
38 KiB
C++
1671 lines
38 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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// tr_shade_calc.c
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#include "tr_local.h"
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#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ myftol( ( ( (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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Com_Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'\n", 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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extern float GetNoiseTime( int t ); //from tr_noise, returns 0 to 2
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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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if ( wf->func == GF_NOISE ) {
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return ( wf->base + R_NoiseGet4f( 0, 0, 0, ( backEnd.refdef.floatTime + wf->phase ) * wf->frequency ) * wf->amplitude );
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} else if (wf->func == GF_RAND) {
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if( GetNoiseTime( backEnd.refdef.time + wf->phase ) <= wf->frequency ) {
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return (wf->base + wf->amplitude);
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} else {
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return wf->base;
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}
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}
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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_CalcStretchTexCoords
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*/
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void RB_CalcStretchTexCoords( const waveForm_t *wf, float *st )
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{
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float p;
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texModInfo_t tmi;
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p = 1.0f / EvalWaveForm( wf );
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tmi.matrix[0][0] = p;
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tmi.matrix[1][0] = 0;
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tmi.translate[0] = 0.5f - 0.5f * p;
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tmi.matrix[0][1] = 0;
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tmi.matrix[1][1] = p;
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tmi.translate[1] = 0.5f - 0.5f * p;
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RB_CalcTransformTexCoords( &tmi, st );
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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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float *normal = ( float * ) 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 += 4 )
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{
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VectorScale( normal, scale, offset );
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xyz[0] += offset[0];
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xyz[1] += offset[1];
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xyz[2] += offset[2];
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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 += 4 )
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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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VectorScale( normal, scale, offset );
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xyz[0] += offset[0];
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xyz[1] += offset[1];
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xyz[2] += offset[2];
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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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float *normal = ( float * ) tess.normal;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) {
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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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normal[ 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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normal[ 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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normal[ 2 ] += ds->deformationWave.amplitude * scale;
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VectorNormalizeFast( normal );
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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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{
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//Old bulge code:
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/*
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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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float *normal = ( float * ) 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 += 2 * NUM_TEX_COORDS, normal += 4 ) {
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int off;
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float scale;
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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] += normal[0] * scale;
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xyz[1] += normal[1] * scale;
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xyz[2] += normal[2] * scale;
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}
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*/
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int i;
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float *xyz = ( float * ) tess.xyz;
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float *normal = ( float * ) tess.normal;
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float scale;
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if ( ds->bulgeSpeed == 0.0f && ds->bulgeWidth == 0.0f )
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{
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// We don't have a speed and width, so just use height to expand uniformly
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
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{
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xyz[0] += normal[0] * ds->bulgeHeight;
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xyz[1] += normal[1] * ds->bulgeHeight;
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xyz[2] += normal[2] * ds->bulgeHeight;
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}
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}
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else
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{
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// I guess do some extra dumb stuff..the fact that it uses ST seems bad though because skin pages may be set up in certain ways that can cause
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// very noticeable seams on sufaces ( like on the huge ion_cannon ).
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const float *st = ( const float * ) tess.texCoords[0];
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float now;
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int off;
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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 += 2 * NUM_TEX_COORDS, normal += 4 )
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{
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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] += normal[0] * scale;
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xyz[1] += normal[1] * scale;
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xyz[2] += normal[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_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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byte color[4];
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float bottom, top;
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vec3_t mid;
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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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CrossProduct( tess.normal[0], 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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color[0] = color[1] = color[2] = color[3] = 255;
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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.ori.axis[0] );
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out[1] = DotProduct( in, backEnd.ori.axis[1] );
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out[2] = DotProduct( in, backEnd.ori.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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Com_Printf (S_COLOR_YELLOW "Autosprite shader %s had odd vertex count", tess.shader->name );
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}
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if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
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Com_Printf (S_COLOR_YELLOW "Autosprite shader %s had odd index count", 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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if ( backEnd.currentEntity != &tr.worldEntity ) {
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GlobalVectorToLocal( backEnd.viewParms.ori.axis[1], leftDir );
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GlobalVectorToLocal( backEnd.viewParms.ori.axis[2], upDir );
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} else {
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VectorCopy( backEnd.viewParms.ori.axis[1], leftDir );
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VectorCopy( backEnd.viewParms.ori.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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Com_Printf (S_COLOR_YELLOW "Autosprite2 shader %s had odd vertex count", tess.shader->name );
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}
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if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
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Com_Printf (S_COLOR_YELLOW "Autosprite2 shader %s had odd index count", tess.shader->name );
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}
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if ( backEnd.currentEntity != &tr.worldEntity ) {
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GlobalVectorToLocal( backEnd.viewParms.ori.axis[0], forward );
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} else {
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VectorCopy( backEnd.viewParms.ori.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
|
|
VectorSubtract( mid[1], mid[0], major );
|
|
|
|
// cross this with the view direction to get minor axis
|
|
CrossProduct( major, forward, minor );
|
|
VectorNormalize( minor );
|
|
|
|
// re-project the points
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
float l;
|
|
|
|
v1 = xyz + 4 * edgeVerts[nums[j]][0];
|
|
v2 = xyz + 4 * edgeVerts[nums[j]][1];
|
|
|
|
l = 0.5 * sqrt( lengths[j] );
|
|
|
|
// we need to see which direction this edge
|
|
// is used to determine direction of projection
|
|
for ( k = 0 ; k < 5 ; k++ ) {
|
|
if ( tess.indexes[ indexes + k ] == i + edgeVerts[nums[j]][0]
|
|
&& tess.indexes[ indexes + k + 1 ] == i + edgeVerts[nums[j]][1] ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( k == 5 ) {
|
|
VectorMA( mid[j], l, minor, v1 );
|
|
VectorMA( mid[j], -l, minor, v2 );
|
|
} else {
|
|
VectorMA( mid[j], -l, minor, v1 );
|
|
VectorMA( mid[j], l, minor, v2 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
RB_DeformTessGeometry
|
|
|
|
=====================
|
|
*/
|
|
void RB_DeformTessGeometry( void ) {
|
|
int i;
|
|
deformStage_t *ds;
|
|
|
|
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_CalcColorFromEntity
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcColorFromEntity( DWORD *dstColors )
|
|
{
|
|
int i;
|
|
DWORD *pColors = dstColors;
|
|
|
|
if ( !backEnd.currentEntity )
|
|
return;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, pColors++ )
|
|
{
|
|
*pColors = D3DCOLOR_RGBA((int)(backEnd.currentEntity->e.shaderRGBA[0]),
|
|
(int)(backEnd.currentEntity->e.shaderRGBA[1]),
|
|
(int)(backEnd.currentEntity->e.shaderRGBA[2]),
|
|
(int)(backEnd.currentEntity->e.shaderRGBA[3]));
|
|
}
|
|
}
|
|
#else
|
|
void RB_CalcColorFromEntity( unsigned char *dstColors )
|
|
{
|
|
int i;
|
|
int *pColors = ( int * ) dstColors;
|
|
int c;
|
|
|
|
if ( !backEnd.currentEntity )
|
|
return;
|
|
|
|
c = * ( int * ) backEnd.currentEntity->e.shaderRGBA;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, pColors++ )
|
|
{
|
|
*pColors = c;
|
|
}
|
|
}
|
|
#endif // _XBOX
|
|
|
|
/*
|
|
** RB_CalcColorFromOneMinusEntity
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcColorFromOneMinusEntity( DWORD *dstColors )
|
|
{
|
|
int i;
|
|
DWORD *pColors = dstColors;
|
|
unsigned char invModulate[3];
|
|
|
|
if ( !backEnd.currentEntity )
|
|
return;
|
|
|
|
invModulate[0] = 255 - backEnd.currentEntity->e.shaderRGBA[0];
|
|
invModulate[1] = 255 - backEnd.currentEntity->e.shaderRGBA[1];
|
|
invModulate[2] = 255 - backEnd.currentEntity->e.shaderRGBA[2];
|
|
invModulate[3] = 255 - backEnd.currentEntity->e.shaderRGBA[3]; // this trashes alpha, but the AGEN block fixes it
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, pColors++ )
|
|
{
|
|
*pColors = D3DCOLOR_RGBA((int)invModulate[0],
|
|
(int)invModulate[1],
|
|
(int)invModulate[2],
|
|
(int)invModulate[3]);
|
|
}
|
|
}
|
|
#else
|
|
void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors )
|
|
{
|
|
int i;
|
|
int *pColors = ( int * ) dstColors;
|
|
unsigned char invModulate[4];
|
|
int c;
|
|
|
|
if ( !backEnd.currentEntity )
|
|
return;
|
|
|
|
invModulate[0] = 255 - backEnd.currentEntity->e.shaderRGBA[0];
|
|
invModulate[1] = 255 - backEnd.currentEntity->e.shaderRGBA[1];
|
|
invModulate[2] = 255 - backEnd.currentEntity->e.shaderRGBA[2];
|
|
invModulate[3] = 255 - backEnd.currentEntity->e.shaderRGBA[3]; // this trashes alpha, but the AGEN block fixes it
|
|
|
|
c = * ( int * ) invModulate;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, pColors++ )
|
|
{
|
|
*pColors = * ( int * ) invModulate;
|
|
}
|
|
}
|
|
#endif // _XBOX
|
|
|
|
/*
|
|
** RB_CalcAlphaFromEntity
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcAlphaFromEntity( DWORD *dstColors )
|
|
{
|
|
int i;
|
|
|
|
if ( !backEnd.currentEntity )
|
|
return;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, dstColors ++ )
|
|
{
|
|
DWORD rgb = (DWORD)((*dstColors) & 0x00ffffff);
|
|
*dstColors = rgb | ((backEnd.currentEntity->e.shaderRGBA[3] & 0xff) << 24);
|
|
}
|
|
}
|
|
#else
|
|
void RB_CalcAlphaFromEntity( unsigned char *dstColors )
|
|
{
|
|
int i;
|
|
|
|
if ( !backEnd.currentEntity )
|
|
return;
|
|
|
|
dstColors += 3;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
|
|
{
|
|
*dstColors = backEnd.currentEntity->e.shaderRGBA[3];
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** RB_CalcAlphaFromOneMinusEntity
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcAlphaFromOneMinusEntity( DWORD *dstColors )
|
|
{
|
|
int i;
|
|
|
|
if ( !backEnd.currentEntity )
|
|
return;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, dstColors ++ )
|
|
{
|
|
DWORD rgb = (DWORD)((*dstColors) & 0x00ffffff);
|
|
*dstColors = rgb | (((255 - backEnd.currentEntity->e.shaderRGBA[3]) & 0xff) << 24);
|
|
}
|
|
}
|
|
#else
|
|
void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors )
|
|
{
|
|
int i;
|
|
|
|
if ( !backEnd.currentEntity )
|
|
return;
|
|
|
|
dstColors += 3;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
|
|
{
|
|
*dstColors = 0xff - backEnd.currentEntity->e.shaderRGBA[3];
|
|
}
|
|
}
|
|
#endif // _XBOX
|
|
|
|
/*
|
|
** RB_CalcWaveColor
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcWaveColor( const waveForm_t *wf, DWORD *dstColors )
|
|
{
|
|
int i;
|
|
int v;
|
|
float glow;
|
|
DWORD *colors = dstColors;
|
|
byte color[4];
|
|
|
|
if ( wf->func == GF_NOISE ) {
|
|
glow = wf->base + R_NoiseGet4f( 0, 0, 0, ( backEnd.refdef.floatTime + wf->phase ) * wf->frequency ) * wf->amplitude;
|
|
} else {
|
|
glow = EvalWaveForm( wf ) * tr.identityLight;
|
|
}
|
|
|
|
if ( glow < 0 ) {
|
|
glow = 0;
|
|
}
|
|
else if ( glow > 1 ) {
|
|
glow = 1;
|
|
}
|
|
|
|
v = myftol( 255 * glow );
|
|
color[0] = color[1] = color[2] = v;
|
|
color[3] = 255;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, colors++ ) {
|
|
*colors = D3DCOLOR_RGBA(color[0], color[1], color[2], color[3]);
|
|
}
|
|
}
|
|
#else // _XBOX
|
|
void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors )
|
|
{
|
|
int i;
|
|
int v;
|
|
float glow;
|
|
int *colors = ( int * ) dstColors;
|
|
byte color[4];
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
v = myftol( 255 * glow );
|
|
color[0] = color[1] = color[2] = v;
|
|
color[3] = 255;
|
|
v = *(int *)color;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, colors++ ) {
|
|
*colors = v;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** RB_CalcWaveAlpha
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcWaveAlpha( const waveForm_t *wf, DWORD *dstColors )
|
|
{
|
|
int i;
|
|
int v;
|
|
float glow;
|
|
|
|
glow = EvalWaveFormClamped( wf );
|
|
|
|
v = 255 * glow;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, dstColors ++ )
|
|
{
|
|
DWORD rgb = (DWORD)((*dstColors) & 0x00ffffff);
|
|
*dstColors = rgb | ((v & 0xff) << 24);
|
|
}
|
|
}
|
|
#else
|
|
void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors )
|
|
{
|
|
int i;
|
|
int v;
|
|
float glow;
|
|
|
|
glow = EvalWaveFormClamped( wf );
|
|
|
|
v = 255 * glow;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
|
|
{
|
|
dstColors[3] = v;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** RB_CalcModulateColorsByFog
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcModulateColorsByFog( DWORD *colors ) {
|
|
|
|
}
|
|
#else
|
|
void RB_CalcModulateColorsByFog( unsigned char *colors ) {
|
|
int i;
|
|
float texCoords[SHADER_MAX_VERTEXES][2];
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** RB_CalcModulateAlphasByFog
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcModulateAlphasByFog( DWORD *colors ) {
|
|
|
|
}
|
|
#else
|
|
void RB_CalcModulateAlphasByFog( unsigned char *colors ) {
|
|
int i;
|
|
float texCoords[SHADER_MAX_VERTEXES][2];
|
|
|
|
// 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[3] *= f;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
** RB_CalcModulateRGBAsByFog
|
|
*/
|
|
#ifdef _XBOX
|
|
void RB_CalcModulateRGBAsByFog( DWORD *colors ) {
|
|
|
|
}
|
|
#else
|
|
void RB_CalcModulateRGBAsByFog( unsigned char *colors ) {
|
|
int i;
|
|
float texCoords[SHADER_MAX_VERTEXES][2];
|
|
|
|
// 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;
|
|
colors[3] *= f;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
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 localVec;
|
|
vec4_t fogDistanceVector, fogDepthVector;
|
|
|
|
fog = tr.world->fogs + tess.fogNum;
|
|
|
|
// all fogging distance is based on world Z units
|
|
VectorSubtract( backEnd.ori.origin, backEnd.viewParms.ori.origin, localVec );
|
|
#ifdef _XBOX
|
|
fogDistanceVector[0] = backEnd.ori.modelMatrix[2];
|
|
fogDistanceVector[1] = backEnd.ori.modelMatrix[6];
|
|
fogDistanceVector[2] = backEnd.ori.modelMatrix[10];
|
|
#else
|
|
fogDistanceVector[0] = -backEnd.ori.modelMatrix[2];
|
|
fogDistanceVector[1] = -backEnd.ori.modelMatrix[6];
|
|
fogDistanceVector[2] = -backEnd.ori.modelMatrix[10];
|
|
#endif
|
|
fogDistanceVector[3] = DotProduct( localVec, backEnd.viewParms.ori.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.ori.axis[0][0] +
|
|
fog->surface[1] * backEnd.ori.axis[0][1] + fog->surface[2] * backEnd.ori.axis[0][2];
|
|
fogDepthVector[1] = fog->surface[0] * backEnd.ori.axis[1][0] +
|
|
fog->surface[1] * backEnd.ori.axis[1][1] + fog->surface[2] * backEnd.ori.axis[1][2];
|
|
fogDepthVector[2] = fog->surface[0] * backEnd.ori.axis[2][0] +
|
|
fog->surface[1] * backEnd.ori.axis[2][1] + fog->surface[2] * backEnd.ori.axis[2][2];
|
|
fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.ori.origin, fog->surface );
|
|
|
|
eyeT = DotProduct( backEnd.ori.viewOrigin, fogDepthVector ) + fogDepthVector[3];
|
|
} else {
|
|
eyeT = 1; // non-surface fog always has eye inside
|
|
|
|
fogDepthVector[0] = fogDepthVector[1] = fogDepthVector[2] = 0.0f;
|
|
fogDepthVector[3] = 1.0f;
|
|
}
|
|
|
|
// 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_CalcEnvironmentTexCoords
|
|
*/
|
|
void RB_CalcEnvironmentTexCoords( float *st )
|
|
{
|
|
int i;
|
|
float *v, *normal;
|
|
vec3_t viewer, reflected;
|
|
float d;
|
|
|
|
v = tess.xyz[0];
|
|
normal = tess.normal[0];
|
|
|
|
for (i = 0 ; i < tess.numVertexes ; i++, v += 4, normal += 4, st += 2 )
|
|
{
|
|
VectorSubtract (backEnd.ori.viewOrigin, v, viewer);
|
|
VectorNormalizeFast (viewer);
|
|
|
|
d = DotProduct (normal, viewer);
|
|
|
|
reflected[0] = normal[0]*2*d - viewer[0];
|
|
reflected[1] = normal[1]*2*d - viewer[1];
|
|
reflected[2] = normal[2]*2*d - viewer[2];
|
|
|
|
st[0] = 0.5 + reflected[1] * 0.5;
|
|
st[1] = 0.5 - reflected[2] * 0.5;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_CalcTurbulentTexCoords
|
|
*/
|
|
void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st )
|
|
{
|
|
int i;
|
|
float now;
|
|
|
|
now = ( wf->phase + tess.shaderTime * wf->frequency );
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
|
|
{
|
|
float s = st[0];
|
|
float t = st[1];
|
|
|
|
st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
|
|
st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_CalcScaleTexCoords
|
|
*/
|
|
void RB_CalcScaleTexCoords( const float scale[2], float *st )
|
|
{
|
|
int i;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
|
|
{
|
|
st[0] *= scale[0];
|
|
st[1] *= scale[1];
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_CalcScrollTexCoords
|
|
*/
|
|
void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st )
|
|
{
|
|
int i;
|
|
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 );
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
|
|
{
|
|
st[0] += adjustedScrollS;
|
|
st[1] += adjustedScrollT;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_CalcTransformTexCoords
|
|
*/
|
|
void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *st )
|
|
{
|
|
int i;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
|
|
{
|
|
float s = st[0];
|
|
float t = st[1];
|
|
|
|
st[0] = s * tmi->matrix[0][0] + t * tmi->matrix[1][0] + tmi->translate[0];
|
|
st[1] = s * tmi->matrix[0][1] + t * tmi->matrix[1][1] + tmi->translate[1];
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_CalcRotateTexCoords
|
|
*/
|
|
void RB_CalcRotateTexCoords( float degsPerSecond, float *st )
|
|
{
|
|
float timeScale = tess.shaderTime;
|
|
float degs;
|
|
int index;
|
|
float sinValue, cosValue;
|
|
texModInfo_t tmi;
|
|
|
|
degs = -degsPerSecond * timeScale;
|
|
index = degs * ( FUNCTABLE_SIZE / 360.0f );
|
|
|
|
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
|
|
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
|
|
|
|
tmi.matrix[0][0] = cosValue;
|
|
tmi.matrix[1][0] = -sinValue;
|
|
tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
|
|
|
|
tmi.matrix[0][1] = sinValue;
|
|
tmi.matrix[1][1] = cosValue;
|
|
tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
|
|
|
|
RB_CalcTransformTexCoords( &tmi, st );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#if (defined(_MSVC_VER) && defined(id386))
|
|
#pragma warning (disable: 4035)//no return value
|
|
inline long myftol( float f ) {
|
|
static int tmp;
|
|
__asm fld f
|
|
__asm fistp tmp
|
|
__asm mov eax, tmp
|
|
}
|
|
#pragma warning (default: 4035)
|
|
|
|
#endif
|
|
|
|
/*
|
|
** RB_CalcSpecularAlpha
|
|
**
|
|
** Calculates specular coefficient and places it in the alpha channel
|
|
*/
|
|
vec3_t lightOrigin = { -960, 1980, 96 }; // FIXME: track dynamically
|
|
|
|
#ifdef _XBOX
|
|
void RB_CalcSpecularAlpha( DWORD *alphas ) {
|
|
int i;
|
|
float *v, *normal;
|
|
vec3_t viewer, reflected;
|
|
float l, d;
|
|
int a;
|
|
vec3_t lightDir;
|
|
int numVertexes;
|
|
|
|
v = tess.xyz[0];
|
|
normal = tess.normal[0];
|
|
|
|
numVertexes = tess.numVertexes;
|
|
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4, alphas ++) {
|
|
float ilength;
|
|
|
|
if (backEnd.currentEntity &&
|
|
(backEnd.currentEntity->e.hModel||backEnd.currentEntity->e.ghoul2) ) //this is a model so we can use world lights instead fake light
|
|
{
|
|
VectorCopy (backEnd.currentEntity->lightDir, lightDir);
|
|
} else {
|
|
VectorSubtract( lightOrigin, v, lightDir );
|
|
VectorNormalizeFast( lightDir );
|
|
}
|
|
// calculate the specular color
|
|
d = 2 * DotProduct (normal, lightDir);
|
|
|
|
// we don't optimize for the d < 0 case since this tends to
|
|
// cause visual artifacts such as faceted "snapping"
|
|
reflected[0] = normal[0]*d - lightDir[0];
|
|
reflected[1] = normal[1]*d - lightDir[1];
|
|
reflected[2] = normal[2]*d - lightDir[2];
|
|
|
|
VectorSubtract (backEnd.ori.viewOrigin, v, viewer);
|
|
ilength = Q_rsqrt( DotProduct( viewer, viewer ) );
|
|
l = DotProduct (reflected, viewer);
|
|
l *= ilength;
|
|
|
|
if (l < 0) {
|
|
a = 0;
|
|
} else {
|
|
l = l*l;
|
|
l = l*l;
|
|
a = l * 255;
|
|
if (a > 255) {
|
|
a = 255;
|
|
}
|
|
}
|
|
DWORD rgb = (DWORD)((*alphas) & 0x00ffffff);
|
|
|
|
*alphas = rgb | (a & 0xff) << 24;
|
|
}
|
|
}
|
|
#else // _XBOX
|
|
void RB_CalcSpecularAlpha( unsigned char *alphas ) {
|
|
int i;
|
|
float *v, *normal;
|
|
vec3_t viewer, reflected;
|
|
float l, d;
|
|
int b;
|
|
vec3_t lightDir;
|
|
int numVertexes;
|
|
|
|
v = tess.xyz[0];
|
|
normal = tess.normal[0];
|
|
|
|
alphas += 3;
|
|
|
|
numVertexes = tess.numVertexes;
|
|
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4, alphas += 4) {
|
|
float ilength;
|
|
|
|
if (backEnd.currentEntity &&
|
|
(backEnd.currentEntity->e.hModel||backEnd.currentEntity->e.ghoul2) ) //this is a model so we can use world lights instead fake light
|
|
{
|
|
VectorCopy (backEnd.currentEntity->lightDir, lightDir);
|
|
} else {
|
|
VectorSubtract( lightOrigin, v, lightDir );
|
|
VectorNormalizeFast( lightDir );
|
|
}
|
|
// calculate the specular color
|
|
d = 2 * DotProduct (normal, lightDir);
|
|
|
|
// we don't optimize for the d < 0 case since this tends to
|
|
// cause visual artifacts such as faceted "snapping"
|
|
reflected[0] = normal[0]*d - lightDir[0];
|
|
reflected[1] = normal[1]*d - lightDir[1];
|
|
reflected[2] = normal[2]*d - lightDir[2];
|
|
|
|
VectorSubtract (backEnd.ori.viewOrigin, v, viewer);
|
|
ilength = Q_rsqrt( DotProduct( viewer, viewer ) );
|
|
l = DotProduct (reflected, viewer);
|
|
l *= ilength;
|
|
|
|
if (l < 0) {
|
|
b = 0;
|
|
} else {
|
|
l = l*l;
|
|
l = l*l;
|
|
b = l * 255;
|
|
if (b > 255) {
|
|
b = 255;
|
|
}
|
|
}
|
|
|
|
*alphas = b;
|
|
}
|
|
}
|
|
#endif // _XBOX
|
|
|
|
/*
|
|
** RB_CalcDiffuseColor
|
|
**
|
|
** The basic vertex lighting calc
|
|
*/
|
|
void RB_CalcDiffuseColor( unsigned char *colors )
|
|
{
|
|
int i, j;
|
|
float *v, *normal;
|
|
float incoming;
|
|
trRefEntity_t *ent;
|
|
int ambientLightInt;
|
|
vec3_t ambientLight;
|
|
vec3_t lightDir;
|
|
vec3_t directedLight;
|
|
int numVertexes;
|
|
|
|
ent = backEnd.currentEntity;
|
|
ambientLightInt = ent->ambientLightInt;
|
|
VectorCopy( ent->ambientLight, ambientLight );
|
|
VectorCopy( ent->directedLight, directedLight );
|
|
VectorCopy( ent->lightDir, lightDir );
|
|
|
|
v = tess.xyz[0];
|
|
normal = tess.normal[0];
|
|
|
|
numVertexes = tess.numVertexes;
|
|
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
|
|
incoming = DotProduct (normal, lightDir);
|
|
if ( incoming <= 0 ) {
|
|
*(int *)&colors[i*4] = ambientLightInt;
|
|
continue;
|
|
}
|
|
j = myftol( ambientLight[0] + incoming * directedLight[0] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
colors[i*4+0] = j;
|
|
|
|
j = myftol( ambientLight[1] + incoming * directedLight[1] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
colors[i*4+1] = j;
|
|
|
|
j = myftol( ambientLight[2] + incoming * directedLight[2] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
colors[i*4+2] = j;
|
|
|
|
colors[i*4+3] = 255;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_CalcDiffuseColorEntity
|
|
**
|
|
** The basic vertex lighting calc * Entity Color
|
|
*/
|
|
void RB_CalcDiffuseEntityColor( unsigned char *colors )
|
|
{
|
|
int i;
|
|
float *v, *normal;
|
|
float incoming;
|
|
trRefEntity_t *ent;
|
|
int ambientLightInt;
|
|
vec3_t ambientLight;
|
|
vec3_t lightDir;
|
|
vec3_t directedLight;
|
|
int numVertexes;
|
|
float j,r,g,b;
|
|
|
|
if ( !backEnd.currentEntity )
|
|
{//error, use the normal lighting
|
|
RB_CalcDiffuseColor(colors);
|
|
}
|
|
|
|
ent = backEnd.currentEntity;
|
|
VectorCopy( ent->ambientLight, ambientLight );
|
|
VectorCopy( ent->directedLight, directedLight );
|
|
VectorCopy( ent->lightDir, lightDir );
|
|
|
|
r = backEnd.currentEntity->e.shaderRGBA[0]/255.0f;
|
|
g = backEnd.currentEntity->e.shaderRGBA[1]/255.0f;
|
|
b = backEnd.currentEntity->e.shaderRGBA[2]/255.0f;
|
|
|
|
((byte *)&ambientLightInt)[0] = myftol( r*ent->ambientLight[0] );
|
|
((byte *)&ambientLightInt)[1] = myftol( g*ent->ambientLight[1] );
|
|
((byte *)&ambientLightInt)[2] = myftol( b*ent->ambientLight[2] );
|
|
((byte *)&ambientLightInt)[3] = backEnd.currentEntity->e.shaderRGBA[3];
|
|
|
|
v = tess.xyz[0];
|
|
normal = tess.normal[0];
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
for ( i = 0 ; i < numVertexes ; i++, v += 4, normal += 4)
|
|
{
|
|
incoming = DotProduct (normal, lightDir);
|
|
if ( incoming <= 0 ) {
|
|
*(int *)&colors[i*4] = ambientLightInt;
|
|
continue;
|
|
}
|
|
j = ( ambientLight[0] + incoming * directedLight[0] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
colors[i*4+0] = myftol(j*r);
|
|
|
|
j = ( ambientLight[1] + incoming * directedLight[1] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
colors[i*4+1] = myftol(j*g);
|
|
|
|
j = ( ambientLight[2] + incoming * directedLight[2] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
colors[i*4+2] = myftol(j*b);
|
|
|
|
colors[i*4+3] = backEnd.currentEntity->e.shaderRGBA[3];
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
#ifdef _XBOX
|
|
void RB_CalcDisintegrateColors( DWORD *colors )
|
|
{
|
|
int i, numVertexes;
|
|
float dis, threshold;
|
|
float *v;
|
|
vec3_t temp;
|
|
refEntity_t *ent;
|
|
DWORD rgb;
|
|
|
|
ent = &backEnd.currentEntity->e;
|
|
v = tess.xyz[0];
|
|
|
|
// calculate the burn threshold at the given time, anything that passes the threshold will get burnt
|
|
threshold = (backEnd.refdef.time - ent->endTime) * 0.045f; // endTime is really the start time, maybe I should just use a completely meaningless substitute?
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
if ( ent->renderfx & RF_DISINTEGRATE1 )
|
|
{
|
|
// this handles the blacken and fading out of the regular player model
|
|
for ( i = 0 ; i < numVertexes ; i++, v += 4 )
|
|
{
|
|
rgb = colors[i] & 0x00ffffff;
|
|
|
|
VectorSubtract( backEnd.currentEntity->e.oldorigin, v, temp );
|
|
|
|
dis = VectorLengthSquared( temp );
|
|
|
|
if ( dis < threshold * threshold )
|
|
{
|
|
// completely disintegrated
|
|
colors[i] = rgb | (0x00 << 24);
|
|
}
|
|
else if ( dis < threshold * threshold + 60 )
|
|
{
|
|
// blacken before fading out
|
|
colors[i] = D3DCOLOR_RGBA(0x00, 0x00, 0x00, 0xff);
|
|
}
|
|
else if ( dis < threshold * threshold + 150 )
|
|
{
|
|
// darken more
|
|
colors[i] = D3DCOLOR_RGBA(0x6f, 0x6f, 0x6f, 0xff);
|
|
}
|
|
else if ( dis < threshold * threshold + 180 )
|
|
{
|
|
// darken at edge of burn
|
|
colors[i] = D3DCOLOR_RGBA(0xaf, 0xaf, 0xaf, 0xff);
|
|
}
|
|
else
|
|
{
|
|
// not burning at all yet
|
|
colors[i] = D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff);
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->renderfx & RF_DISINTEGRATE2 )
|
|
{
|
|
// this handles the glowing, burning bit that scales away from the model
|
|
for ( i = 0 ; i < numVertexes ; i++, v += 4 )
|
|
{
|
|
VectorSubtract( backEnd.currentEntity->e.oldorigin, v, temp );
|
|
|
|
dis = VectorLengthSquared( temp );
|
|
|
|
if ( dis < threshold * threshold )
|
|
{
|
|
// done burning
|
|
colors[i] = D3DCOLOR_RGBA(0x00, 0x00, 0x00, 0x00);
|
|
}
|
|
else
|
|
{
|
|
// still full burn
|
|
colors[i] = D3DCOLOR_RGBA(0xff, 0xff, 0xff, 0xff);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#else // _XBOX
|
|
void RB_CalcDisintegrateColors( unsigned char *colors )
|
|
{
|
|
int i, numVertexes;
|
|
float dis, threshold;
|
|
float *v;
|
|
vec3_t temp;
|
|
refEntity_t *ent;
|
|
|
|
ent = &backEnd.currentEntity->e;
|
|
v = tess.xyz[0];
|
|
|
|
// calculate the burn threshold at the given time, anything that passes the threshold will get burnt
|
|
threshold = (backEnd.refdef.time - ent->endTime) * 0.045f; // endTime is really the start time, maybe I should just use a completely meaningless substitute?
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
if ( ent->renderfx & RF_DISINTEGRATE1 )
|
|
{
|
|
// this handles the blacken and fading out of the regular player model
|
|
for ( i = 0 ; i < numVertexes ; i++, v += 4 )
|
|
{
|
|
VectorSubtract( backEnd.currentEntity->e.oldorigin, v, temp );
|
|
|
|
dis = VectorLengthSquared( temp );
|
|
|
|
if ( dis < threshold * threshold )
|
|
{
|
|
// completely disintegrated
|
|
colors[i*4+3] = 0x00;
|
|
}
|
|
else if ( dis < threshold * threshold + 60 )
|
|
{
|
|
// blacken before fading out
|
|
colors[i*4+0] = 0x0;
|
|
colors[i*4+1] = 0x0;
|
|
colors[i*4+2] = 0x0;
|
|
colors[i*4+3] = 0xff;
|
|
}
|
|
else if ( dis < threshold * threshold + 150 )
|
|
{
|
|
// darken more
|
|
colors[i*4+0] = 0x6f;
|
|
colors[i*4+1] = 0x6f;
|
|
colors[i*4+2] = 0x6f;
|
|
colors[i*4+3] = 0xff;
|
|
}
|
|
else if ( dis < threshold * threshold + 180 )
|
|
{
|
|
// darken at edge of burn
|
|
colors[i*4+0] = 0xaf;
|
|
colors[i*4+1] = 0xaf;
|
|
colors[i*4+2] = 0xaf;
|
|
colors[i*4+3] = 0xff;
|
|
}
|
|
else
|
|
{
|
|
// not burning at all yet
|
|
colors[i*4+0] = 0xff;
|
|
colors[i*4+1] = 0xff;
|
|
colors[i*4+2] = 0xff;
|
|
colors[i*4+3] = 0xff;
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->renderfx & RF_DISINTEGRATE2 )
|
|
{
|
|
// this handles the glowing, burning bit that scales away from the model
|
|
for ( i = 0 ; i < numVertexes ; i++, v += 4 )
|
|
{
|
|
VectorSubtract( backEnd.currentEntity->e.oldorigin, v, temp );
|
|
|
|
dis = VectorLengthSquared( temp );
|
|
|
|
if ( dis < threshold * threshold )
|
|
{
|
|
// done burning
|
|
colors[i*4+0] = 0x00;
|
|
colors[i*4+1] = 0x00;
|
|
colors[i*4+2] = 0x00;
|
|
colors[i*4+3] = 0x00;
|
|
}
|
|
else
|
|
{
|
|
// still full burn
|
|
colors[i*4+0] = 0xff;
|
|
colors[i*4+1] = 0xff;
|
|
colors[i*4+2] = 0xff;
|
|
colors[i*4+3] = 0xff;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif // _XBOX
|
|
|
|
//---------------------------------------------------------
|
|
void RB_CalcDisintegrateVertDeform( void )
|
|
{
|
|
float *xyz = ( float * ) tess.xyz;
|
|
float *normal = ( float * ) tess.normal;
|
|
float scale;
|
|
vec3_t temp;
|
|
|
|
if ( backEnd.currentEntity->e.renderfx & RF_DISINTEGRATE2 )
|
|
{
|
|
float threshold = (backEnd.refdef.time - backEnd.currentEntity->e.endTime) * 0.045f;
|
|
|
|
for ( int i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
|
|
{
|
|
VectorSubtract( backEnd.currentEntity->e.oldorigin, xyz, temp );
|
|
|
|
scale = VectorLengthSquared( temp );
|
|
|
|
if ( scale < threshold * threshold )
|
|
{
|
|
xyz[0] += normal[0] * 2.0f;
|
|
xyz[1] += normal[1] * 2.0f;
|
|
xyz[2] += normal[2] * 0.5f;
|
|
}
|
|
else if ( scale < threshold * threshold + 50 )
|
|
{
|
|
xyz[0] += normal[0] * 1.0f;
|
|
xyz[1] += normal[1] * 1.0f;
|
|
// xyz[2] += normal[2] * 1;
|
|
}
|
|
}
|
|
}
|
|
}
|