mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 06:02:16 +00:00
a80214290d
Rewrote much of the console code. Should be no obvious differences. Nearly all conchar parsing goes via a single function. Still some left in the dedicated server code. Added the ability to parse utf-8 text, disabled by default. Added the ability to input unicode chars using whatever keymap the user has set up in windows (not enabled by default). Reworked vbo stuff to be a little more versatile. Added toggle console command. Added freetype2 support (not compiled by default). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3234 fc73d0e0-1445-4013-8a0c-d673dee63da5
143 lines
5.7 KiB
C
143 lines
5.7 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// mathlib.h
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typedef float vec_t;
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typedef vec_t vec2_t[2];
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[4];
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typedef vec_t vec5_t[5];
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typedef qbyte byte_vec4_t[4];
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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struct mplane_s;
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extern vec3_t vec3_origin;
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extern int nanmask;
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#define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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#define VectorSubtract(a,b,c) do{(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}while(0)
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#define VectorAdd(a,b,c) do{(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}while(0)
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#define VectorCopy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}while(0)
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#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
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#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
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#define VectorLength(a) Length(a)
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#define VectorMA(a,s,b,c) do{c[0] = a[0] + s*b[0];c[1] = a[1] + s*b[1];c[2] = a[2] + s*b[2];}while(0)
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typedef float matrix3x4[3][4];
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typedef float matrix3x3[3][3];
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#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
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(((p)->type < 3)? \
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( \
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((p)->dist <= (emins)[(p)->type])? \
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1 \
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: \
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( \
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((p)->dist >= (emaxs)[(p)->type])?\
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2 \
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: \
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3 \
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) \
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) \
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: \
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BoxOnPlaneSide( (emins), (emaxs), (p)))
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typedef struct {
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float m[4][4];
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} matrix4x4_t;
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vec_t _DotProduct (vec3_t v1, vec3_t v2);
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void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorCopy (vec3_t in, vec3_t out);
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void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
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float anglemod (float a);
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void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void VectorAngles (float *forward, float *up, float *angles); //up may be NULL
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void VARGS BOPS_Error (void);
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int VARGS BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
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void ClearBounds (vec3_t mins, vec3_t maxs);
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float ColorNormalize (vec3_t in, vec3_t out);
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void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
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void FloorDivMod (double numer, double denom, int *quotient, int *rem);
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int GreatestCommonDivisor (int i1, int i2);
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fixed16_t Invert24To16 (fixed16_t val);
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vec_t Length (vec3_t v);
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void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);
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float Q_rsqrt(float number);
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//used for crosshair stuff.
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void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out);
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void Matrix4_Identity(float *outm);
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qboolean Matrix4_Invert(const float *m, float *out);
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void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z);
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void Matrix4_ModelMatrixFromAxis (float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg);
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void Matrix4_ModelViewMatrix (float *modelview, vec3_t viewangles, vec3_t vieworg);
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void Matrix4_ModelViewMatrixFromAxis (float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg);
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void Matrix4_Multiply (float *a, float *b, float *out);
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void Matrix4_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float fovx, float fovy);
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void Matrix4_Transform3 (float *matrix, float *vector, float *product);
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void Matrix4_Transform4 (float *matrix, float *vector, float *product);
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void Matrix4_UnProject (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float fovx, float fovy);
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//projection matricies of different types... gesh
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void Matrix4_Orthographic (float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
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void Matrix4_Projection_Far(float *proj, float fovx, float fovy, float neard, float fard);
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void Matrix4_Projection2 (float *proj, float fovx, float fovy, float neard);
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void Matrix4_Projection_Inf(float *proj, float fovx, float fovy, float neard);
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fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
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int Q_log2 (int val);
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void Matrix3x4_InvertTo3x3(float *in, float *result);
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fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
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int Q_log2 (int val);
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatRotationsPad (float in1[3][4], float in2[3][4], float out[3][4]);
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void R_ConcatTransforms (matrix3x4 in1, matrix3x4 in2, matrix3x4 out);
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void RotatePointAroundVector (vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);
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int VectorCompare (vec3_t v1, vec3_t v2);
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void VectorInverse (vec3_t v);
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void _VectorMA (const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc);
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float VectorNormalize (vec3_t v); // returns vector length
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vec_t VectorNormalize2 (vec3_t v, vec3_t out);
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void VectorNormalizeFast(vec3_t v);
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void VectorScale (vec3_t in, vec_t scale, vec3_t out);
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void VectorTransform (const vec3_t in1, matrix3x4 in2, vec3_t out);
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void VectorVectors (const vec3_t forward, vec3_t right, vec3_t up);
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