mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
cosmetic changes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3194 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
640aafdc34
commit
48e757c860
1 changed files with 135 additions and 131 deletions
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@ -424,7 +424,8 @@ void R_PushMesh ( mesh_t *mesh, int features )
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{
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int numverts;
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if ( !mesh->indexes || !mesh->xyz_array ) {
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if ( !mesh->indexes || !mesh->xyz_array )
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{
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return;
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}
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@ -433,7 +434,8 @@ void R_PushMesh ( mesh_t *mesh, int features )
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R_PushIndexes ( mesh->indexes, mesh->trneighbors, mesh->trnormals, mesh->numindexes, features );
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numverts = mesh->numvertexes;
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if ( numVerts + numverts > MAX_ARRAY_VERTS ) {
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if ( numVerts + numverts > MAX_ARRAY_VERTS )
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{
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numverts = MAX_ARRAY_VERTS - numVerts;
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}
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@ -445,29 +447,38 @@ void R_PushMesh ( mesh_t *mesh, int features )
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currentNormal += numverts * 3;
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}
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if ( mesh->st_array && (features & MF_STCOORDS) ) {
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if ( features & MF_NONBATCHED ) {
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if ( mesh->st_array && (features & MF_STCOORDS) )
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{
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if ( features & MF_NONBATCHED )
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{
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coordsArray = mesh->st_array;
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currentCoords = coordsArray[0];
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} else {
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}
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else
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{
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memcpy ( currentCoords, mesh->st_array, numverts * sizeof(vec2_t) );
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}
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currentCoords += numverts * 2;
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}
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if ( mesh->lmst_array && (features & MF_LMCOORDS) ) {
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if ( features & MF_NONBATCHED ) {
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if ( mesh->lmst_array && (features & MF_LMCOORDS) )
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{
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if ( features & MF_NONBATCHED )
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{
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lightmapCoordsArray = mesh->lmst_array;
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currentLightmapCoords = lightmapCoordsArray[0];
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} else {
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}
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else
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{
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memcpy ( currentLightmapCoords, mesh->lmst_array, numverts * sizeof(vec2_t) );
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}
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currentLightmapCoords += numverts * 2;
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}
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if ( mesh->colors_array && (features & MF_COLORS) ) {
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if ( mesh->colors_array && (features & MF_COLORS) )
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{
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memcpy ( currentColor, mesh->colors_array, numverts * sizeof(byte_vec4_t) );
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currentColor += numverts * 4;
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}
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@ -771,21 +782,28 @@ R_FlushArrays
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*/
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void R_FlushArrays (void)
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{
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if ( !numVerts || !numIndexes ) {
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if (!numVerts || !numIndexes)
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{
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return;
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}
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if ( numColors > 1 ) {
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if (numColors > 1)
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{
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qglEnableClientState(GL_COLOR_ARRAY);
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} else if ( numColors == 1 ) {
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}
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else if (numColors == 1)
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{
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qglColor4ubv(colorArray[0]);
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}
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if ( !r_arrays_locked ) {
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if (!r_arrays_locked)
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{
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R_DrawTriangleStrips(indexesArray, numIndexes);
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} else {
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}
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else
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{
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qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexesArray);
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}
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@ -793,7 +811,8 @@ void R_FlushArrays (void)
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qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if ( numColors > 1 ) {
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if (numColors > 1)
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{
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qglDisableClientState(GL_COLOR_ARRAY);
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}
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@ -809,13 +828,17 @@ void R_FlushArraysMtex (void)
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{
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int i;
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if ( !numVerts || !numIndexes ) {
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if (!numVerts || !numIndexes)
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{
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return;
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}
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if ( numColors > 1 ) {
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if (numColors > 1)
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{
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qglEnableClientState(GL_COLOR_ARRAY);
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} else if ( numColors == 1 ) {
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}
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else if (numColors == 1)
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{
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qglColor4ubv(colorArray[0]);
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}
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@ -828,9 +851,12 @@ void R_FlushArraysMtex (void)
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qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if ( !r_arrays_locked ) {
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if (!r_arrays_locked)
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{
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R_DrawTriangleStrips (indexesArray, numIndexes);
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} else {
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}
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else
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{
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qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexesArray);
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}
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@ -840,13 +866,15 @@ void R_FlushArraysMtex (void)
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{
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GL_SelectTexture (mtexid0 + i);
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if ( i ) {
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if (i)
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{
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qglDisable (GL_TEXTURE_2D);
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}
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qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if ( numColors > 1 ) {
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if (numColors > 1)
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{
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qglDisableClientState(GL_COLOR_ARRAY);
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}
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@ -883,7 +911,8 @@ void R_DeformVertices ( meshbuffer_t *mb )
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args[3] = deformv->func.args[2] + deformv->func.args[3] * r_localShaderTime;
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table = R_TableForFunc ( deformv->func.type );
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for ( j = 0; j < numVerts; j++ ) {
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for ( j = 0; j < numVerts; j++ )
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{
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deflect = deformv->args[0] * (vertexArray[j][0]+vertexArray[j][1]+vertexArray[j][2]) + args[3];
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deflect = FTABLE_EVALUATE ( table, deflect ) * args[1] + args[0];
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@ -895,7 +924,8 @@ void R_DeformVertices ( meshbuffer_t *mb )
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case DEFORMV_NORMAL:
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args[0] = deformv->args[1] * r_localShaderTime;
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for ( j = 0; j < numVerts; j++ ) {
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for ( j = 0; j < numVerts; j++ )
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{
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args[1] = normalsArray[j][2] * args[0];
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deflect = deformv->args[0] * R_FastSin ( args[1] );
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@ -923,7 +953,8 @@ void R_DeformVertices ( meshbuffer_t *mb )
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args[1] = deformv->args[1];
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args[2] = r_localShaderTime / (deformv->args[2]*pw);
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for ( k = 0, p = 0; k < ph; k++ ) {
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for ( k = 0, p = 0; k < ph; k++ )
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{
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deflect = R_FastSin ( (float)k * args[0] + args[2] ) * args[1];
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for ( j = 0; j < pw; j++, p++ )
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@ -943,7 +974,8 @@ void R_DeformVertices ( meshbuffer_t *mb )
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quad[1] = (float *)(vertexArray + indexesArray[k+1]);
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quad[2] = (float *)(vertexArray + indexesArray[k+2]);
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for ( j = 2; j >= 0; j-- ) {
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for ( j = 2; j >= 0; j-- )
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{
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quad[3] = (float *)(vertexArray + indexesArray[k+3+j]);
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if ( !VectorCompare (quad[3], quad[0]) &&
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!VectorCompare (quad[3], quad[1]) &&
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@ -967,7 +999,8 @@ void R_DeformVertices ( meshbuffer_t *mb )
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for ( j = 0; j < 3; j++ )
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rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25 + currententity->origin[j];
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for ( j = 0; j < 4; j++ ) {
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for ( j = 0; j < 4; j++ )
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{
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VectorSubtract ( quad[j], rot_centre, tv );
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Matrix3_Multiply_Vec3 ( result, tv, quad[j] );
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VectorAdd ( rot_centre, quad[j], quad[j] );
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@ -990,11 +1023,13 @@ void R_DeformVertices ( meshbuffer_t *mb )
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quad[1] = (float *)(vertexArray + indexesArray[k+1]);
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quad[2] = (float *)(vertexArray + indexesArray[k+2]);
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for ( j = 2; j >= 0; j-- ) {
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for ( j = 2; j >= 0; j-- )
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{
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quad[3] = (float *)(vertexArray + indexesArray[k+3+j]);
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if ( !VectorCompare (quad[3], quad[0]) &&
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!VectorCompare (quad[3], quad[1]) &&
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!VectorCompare (quad[3], quad[2]) ) {
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!VectorCompare (quad[3], quad[2]) )
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{
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break;
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}
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}
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@ -1047,16 +1082,22 @@ void R_DeformVertices ( meshbuffer_t *mb )
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}
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}
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if ( DotProduct (m0[long_axis], m0[short_axis]) ) {
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if ( DotProduct (m0[long_axis], m0[short_axis]) )
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{
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VectorNormalize2 ( m0[long_axis], axis );
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VectorCopy ( axis, m0[1] );
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if ( axis[0] || axis[1] ) {
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if ( axis[0] || axis[1] )
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{
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VectorVectors ( m0[1], m0[2], m0[0] );
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} else {
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}
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else
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{
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VectorVectors ( m0[1], m0[0], m0[2] );
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}
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} else {
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}
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else
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{
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VectorNormalize2 ( m0[long_axis], axis );
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VectorNormalize2 ( m0[short_axis], m0[0] );
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VectorCopy ( axis, m0[1] );
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@ -1066,9 +1107,12 @@ void R_DeformVertices ( meshbuffer_t *mb )
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for ( j = 0; j < 3; j++ )
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rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
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if ( currententity ) {
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if ( currententity )
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{
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VectorAdd ( currententity->origin, rot_centre, tv );
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} else {
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}
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else
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{
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VectorCopy ( rot_centre, tv );
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}
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VectorSubtract ( r_origin, tv, tv );
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@ -1084,7 +1128,8 @@ void R_DeformVertices ( meshbuffer_t *mb )
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Matrix3_Transpose ( m1, m2 );
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Matrix3_Multiply ( m2, m0, result );
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for ( j = 0; j < 4; j++ ) {
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for ( j = 0; j < 4; j++ )
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{
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VectorSubtract ( quad[j], rot_centre, tv );
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Matrix3_Multiply_Vec3 ( result, tv, quad[j] );
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VectorAdd ( rot_centre, quad[j], quad[j] );
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@ -1150,7 +1195,8 @@ float *R_VertexTCBase ( int tcgen, int unit )
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if ( tcgen == TC_GEN_BASE )
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{
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memcpy ( outCoords, coordsArray[0], sizeof(float) * 2 * numVerts );
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} else if ( tcgen == TC_GEN_LIGHTMAP )
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}
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else if ( tcgen == TC_GEN_LIGHTMAP )
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{
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memcpy ( outCoords, lightmapCoordsArray[0], sizeof(float) * 2 * numVerts );
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}
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@ -1159,54 +1205,6 @@ float *R_VertexTCBase ( int tcgen, int unit )
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RB_CalcEnvironmentTexCoords(outCoords); //use genuine q3 code, to get it totally identical (for cell shading effects)
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//plus, it looks like less overhead too
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//I guess it depends on the size of the mesh
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/*
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//the old qfusion code
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if ( !currentmodel )
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{
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VectorSubtract ( vec3_origin, currententity->origin, transform );
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AngleVectors(currententity->angles, axis[0], axis[1], axis[2]);
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Matrix3_Transpose ( axis, inverse_axis );
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}
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else if ( currentmodel == cl.worldmodel )
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{
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VectorSubtract ( vec3_origin, r_origin, transform );
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}
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else if ( currentmodel->type == mod_brush )
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{
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VectorNegate ( currententity->origin, t );
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VectorSubtract ( t, r_origin, transform );
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AngleVectors(currententity->angles, axis[0], axis[1], axis[2]);
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Matrix3_Transpose ( axis, inverse_axis );
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}
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else
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{
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VectorSubtract ( vec3_origin, currententity->origin, transform );
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AngleVectors(currententity->angles, axis[0], axis[1], axis[2]);
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Matrix3_Transpose ( axis, inverse_axis );
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}
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for ( i = 0; i < numVerts; i++, outCoords += 2 )
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{
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VectorAdd ( vertexArray[i], transform, t );
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// project vector
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if ( currentmodel && (currentmodel == cl.worldmodel) )
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{
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n[0] = normalsArray[i][0];
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n[1] = normalsArray[i][1];
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n[2] = Q_rsqrt ( DotProduct(t,t) );
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}
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else
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{
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n[0] = DotProduct ( normalsArray[i], inverse_axis[0] );
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n[1] = DotProduct ( normalsArray[i], inverse_axis[1] );
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n[2] = Q_rsqrt ( DotProduct(t,t) );
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}
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outCoords[0] = t[0]*n[2] - n[0];
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outCoords[1] = t[1]*n[2] - n[1];
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}
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*/
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}
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else if ( tcgen == TC_GEN_VECTOR )
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{
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@ -1232,7 +1230,8 @@ int R_ShaderpassTex ( shaderpass_t *pass )
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{
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if (pass->flags & (SHADER_PASS_ANIMMAP|SHADER_PASS_LIGHTMAP|SHADER_PASS_VIDEOMAP|SHADER_PASS_DELUXMAP))
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{
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if ( pass->flags & SHADER_PASS_ANIMMAP ) {
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if (pass->flags & SHADER_PASS_ANIMMAP)
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{
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return pass->anim_frames[(int)(pass->anim_fps * r_localShaderTime) % pass->anim_numframes];
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}
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else if ((pass->flags & SHADER_PASS_LIGHTMAP) && r_lmtex >= 0)
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@ -2310,16 +2309,21 @@ void R_DrawNormals (void)
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qglColor4f(1, 1, 1, 1);
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qglDisable(GL_BLEND);
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if ( gl_state.in2d ) {
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if (gl_state.in2d)
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{
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qglBegin(GL_POINTS);
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for ( i = 0; i < numVerts; i++ ) {
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for (i = 0; i < numVerts; i++)
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{
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qglVertex3fv(vertexArray[i]);
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}
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qglEnd();
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} else {
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}
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else
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{
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qglDisable(GL_DEPTH_TEST);
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qglBegin(GL_LINES);
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for ( i = 0; i < numVerts; i++ ) {
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for (i = 0; i < numVerts; i++)
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{
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qglVertex3fv(vertexArray[i]);
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qglVertex3f(vertexArray[i][0] + normalsArray[i][0],
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vertexArray[i][1] + normalsArray[i][1],
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@ -2373,8 +2377,7 @@ void R_AddDynamicLights ( meshbuffer_t *mb )
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Matrix3_Multiply_Vec3 ( currententity->axis, point, dlorigin );
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}
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qglColor4f (light->color[0]*2, light->color[1]*2, light->color[2]*2,
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1);//light->color[3]);
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qglColor4f (light->color[0]*2, light->color[1]*2, light->color[2]*2, 1);//light->color[3]);
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R_ResetTexState ();
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dlightNumIndexes = 0;
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@ -2432,7 +2435,8 @@ void R_AddDynamicLights ( meshbuffer_t *mb )
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tempIndexesArray[dlightNumIndexes++] = index[2];
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}
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if ( dlightNumIndexes ) {
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if ( dlightNumIndexes )
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{
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R_PushIndexes ( tempIndexesArray, NULL, NULL, dlightNumIndexes, MF_NONBATCHED );
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R_FlushArrays ();
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dlightNumIndexes = 0;
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