mirror of
https://github.com/nzp-team/fteqw.git
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c6c3d3f4e0
Quick hack preliminary d3d11 renderer. I'm not likely to touch this again for quite some time. Sys_Error works properly on android, with an error message shown. Should be less of a stab in the dark if you get errors. Seg faults are still instantly fatal. Not much I can reliably do about those - most of the juicy ones will likely occur within the gl drivers (even if its my fault) and java will still call in to it. Stereoscopic (quad-buffered) rendering is in the gl renderer. You'll likely need a quatro to use it despite it being a gl 1.0 feature. No idea about ati. See r_stereo_method for non-quad-buffered alternatives. Tweaked networking to not overflow so much. Needs testing against other qw clients. Fixed an issue with surface numbers > 32k on limit-breaking maps. Fixed a preparse issue resulting in QW clients dying with the ne_ruins map's progs. Support for the DP-variant of BSP2. The depricated RMQ variant is still supported. QTV proxy now uses ipv6 hybrid sockets where possible. Preliminary pext support. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4105 fc73d0e0-1445-4013-8a0c-d673dee63da5
654 lines
17 KiB
C
654 lines
17 KiB
C
#include "quakedef.h"
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#ifdef SWQUAKE
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#include "sw.h"
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#include "shader.h"
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#include "glquake.h"
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vecV_t vertbuf[65535];
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static struct
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{
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int foo;
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int numrthreads;
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void *threads[4];
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backendmode_t mode;
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float m_mvp[16];
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entity_t *curentity;
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shader_t *curshader;
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float curtime;
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//this stuff should probably be moved out of the backend
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int wbatch;
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int maxwbatches;
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batch_t *wbatches;
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} shaderstate;
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////////////////////////////////////////////////////////////////
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//start generic tables
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#define frand() (rand()*(1.0/RAND_MAX))
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#define FTABLE_SIZE 1024
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#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
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#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
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static float r_sintable[FTABLE_SIZE];
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static float r_triangletable[FTABLE_SIZE];
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static float r_squaretable[FTABLE_SIZE];
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static float r_sawtoothtable[FTABLE_SIZE];
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static float r_inversesawtoothtable[FTABLE_SIZE];
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static float *FTableForFunc ( unsigned int func )
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{
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switch (func)
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{
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case SHADER_FUNC_SIN:
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return r_sintable;
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case SHADER_FUNC_TRIANGLE:
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return r_triangletable;
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case SHADER_FUNC_SQUARE:
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return r_squaretable;
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case SHADER_FUNC_SAWTOOTH:
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return r_sawtoothtable;
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case SHADER_FUNC_INVERSESAWTOOTH:
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return r_inversesawtoothtable;
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}
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//bad values allow us to crash (so I can debug em)
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return NULL;
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}
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static void BE_InitTables(void)
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{
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int i;
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double t;
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for (i = 0; i < FTABLE_SIZE; i++)
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{
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t = (double)i / (double)FTABLE_SIZE;
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r_sintable[i] = sin(t * 2*M_PI);
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if (t < 0.25)
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r_triangletable[i] = t * 4.0;
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else if (t < 0.75)
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r_triangletable[i] = 2 - 4.0 * t;
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else
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r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
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if (t < 0.5)
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r_squaretable[i] = 1.0f;
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else
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r_squaretable[i] = -1.0f;
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r_sawtoothtable[i] = t;
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r_inversesawtoothtable[i] = 1.0 - t;
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}
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}
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#define R_FastSin(x) sin((x)*(2*M_PI)) //fixme: use r_sintable instead!
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//end generic tables
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////////////////////////////////////////////////////////////////
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//start matrix functions
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typedef vec3_t mat3_t[3];
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static mat3_t axisDefault={{1, 0, 0},
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{0, 1, 0},
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{0, 0, 1}};
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static void Matrix3_Transpose (mat3_t in, mat3_t out)
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{
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out[0][0] = in[0][0];
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out[1][1] = in[1][1];
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out[2][2] = in[2][2];
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out[0][1] = in[1][0];
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out[0][2] = in[2][0];
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out[1][0] = in[0][1];
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out[1][2] = in[2][1];
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out[2][0] = in[0][2];
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out[2][1] = in[1][2];
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}
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static void Matrix3_Multiply_Vec3 (mat3_t a, vec3_t b, vec3_t product)
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{
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product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
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product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
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product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
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}
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static int Matrix3_Compare(mat3_t in, mat3_t out)
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{
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return memcmp(in, out, sizeof(mat3_t));
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}
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//end matrix functions
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////////////////////////////////////////////////////////////////
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//start xyz
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static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
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{
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float *table;
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int j, k;
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float args[4];
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float deflect;
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switch (deformv->type)
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{
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default:
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case DEFORMV_NONE:
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if (src != dst)
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memcpy(dst, src, sizeof(*src)*cnt);
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break;
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case DEFORMV_WAVE:
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if (!mesh->normals_array)
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{
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if (src != dst)
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memcpy(dst, src, sizeof(*src)*cnt);
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return;
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}
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args[0] = deformv->func.args[0];
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args[1] = deformv->func.args[1];
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args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime;
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table = FTableForFunc(deformv->func.type);
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for ( j = 0; j < cnt; j++ )
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{
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deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3];
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deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0];
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// Deflect vertex along its normal by wave amount
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VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]);
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}
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break;
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case DEFORMV_NORMAL:
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//normal does not actually move the verts, but it does change the normals array
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//we don't currently support that.
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if (src != dst)
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memcpy(dst, src, sizeof(*src)*cnt);
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/*
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args[0] = deformv->args[1] * shaderstate.curtime;
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for ( j = 0; j < cnt; 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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normalsArray[j][0] *= deflect;
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deflect = deformv->args[0] * R_FastSin(args[1] + 0.25);
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normalsArray[j][1] *= deflect;
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VectorNormalizeFast(normalsArray[j]);
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}
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*/ break;
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case DEFORMV_MOVE:
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table = FTableForFunc(deformv->func.type);
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deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3];
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deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0];
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for ( j = 0; j < cnt; j++ )
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VectorMA(src[j], deflect, deformv->args, dst[j]);
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break;
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case DEFORMV_BULGE:
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args[0] = deformv->args[0]/(2*M_PI);
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args[1] = deformv->args[1];
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args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI);
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for (j = 0; j < cnt; j++)
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{
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deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1];
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dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0];
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dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1];
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dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2];
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}
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break;
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case DEFORMV_AUTOSPRITE:
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if (mesh->numindexes < 6)
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break;
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for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4)
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{
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vec3_t mid, d;
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float radius;
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mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]);
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mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]);
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mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]);
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VectorSubtract(src[0], mid, d);
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radius = 2*VectorLength(d);
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for (k = 0; k < 4; k++)
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{
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dst[k][0] = mid[0] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[0+1]);
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dst[k][1] = mid[1] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[4+1]);
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dst[k][2] = mid[2] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[8+1]);
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}
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}
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break;
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case DEFORMV_AUTOSPRITE2:
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if (mesh->numindexes < 6)
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break;
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for (k = 0; k < mesh->numindexes; k += 6)
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{
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int long_axis, short_axis;
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vec3_t axis;
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float len[3];
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mat3_t m0, m1, m2, result;
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float *quad[4];
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vec3_t rot_centre, tv;
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quad[0] = (float *)(dst + mesh->indexes[k+0]);
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quad[1] = (float *)(dst + mesh->indexes[k+1]);
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quad[2] = (float *)(dst + mesh->indexes[k+2]);
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for (j = 2; j >= 0; j--)
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{
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quad[3] = (float *)(dst + mesh->indexes[k+3+j]);
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if (!VectorEquals (quad[3], quad[0]) &&
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!VectorEquals (quad[3], quad[1]) &&
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!VectorEquals (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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// build a matrix were the longest axis of the billboard is the Y-Axis
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VectorSubtract(quad[1], quad[0], m0[0]);
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VectorSubtract(quad[2], quad[0], m0[1]);
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VectorSubtract(quad[2], quad[1], m0[2]);
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len[0] = DotProduct(m0[0], m0[0]);
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len[1] = DotProduct(m0[1], m0[1]);
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len[2] = DotProduct(m0[2], m0[2]);
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if ((len[2] > len[1]) && (len[2] > len[0]))
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{
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if (len[1] > len[0])
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{
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long_axis = 1;
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short_axis = 0;
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}
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else
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{
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long_axis = 0;
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short_axis = 1;
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}
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}
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else if ((len[1] > len[2]) && (len[1] > len[0]))
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{
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if (len[2] > len[0])
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{
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long_axis = 2;
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short_axis = 0;
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}
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else
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{
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long_axis = 0;
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short_axis = 2;
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}
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}
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else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
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{
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if (len[2] > len[1])
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{
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long_axis = 2;
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short_axis = 1;
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}
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else
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{
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long_axis = 1;
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short_axis = 2;
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}
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}
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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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{
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VectorVectors(m0[1], m0[2], m0[0]);
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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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}
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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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CrossProduct(m0[0], m0[1], m0[2]);
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}
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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 (shaderstate.curentity)
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{
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VectorAdd(shaderstate.curentity->origin, rot_centre, tv);
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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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// filter any longest-axis-parts off the camera-direction
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deflect = -DotProduct(tv, axis);
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VectorMA(tv, deflect, axis, m1[2]);
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VectorNormalizeFast(m1[2]);
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VectorCopy(axis, m1[1]);
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CrossProduct(m1[1], m1[2], m1[0]);
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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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{
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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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}
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}
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break;
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// case DEFORMV_PROJECTION_SHADOW:
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// break;
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}
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}
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//end xyz
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////////////////////////////////////////////////////////////////
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void SWBE_SelectMode(backendmode_t mode)
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{
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}
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void SWBE_TransformVerticies(swvert_t *v, mesh_t *mesh)
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{
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extern cvar_t temp1;
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int i;
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vecV_t *xyz;
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/*generate vertex blends*/
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if (mesh->xyz2_array)
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{
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xyz = vertbuf;
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for (i = 0; i < mesh->numvertexes; i++)
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{
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VectorInterpolate(mesh->xyz_array[i], mesh->xyz_blendw[1], mesh->xyz2_array[i], xyz[i]);
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}
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}
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/*else if (skeletal)
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{
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}
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*/
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else
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{
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xyz = mesh->xyz_array;
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}
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/*now apply any shader deforms*/
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if (shaderstate.curshader->numdeforms)
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{
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deformgen(&shaderstate.curshader->deforms[0], mesh->numvertexes, xyz, vertbuf, mesh);
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xyz = vertbuf;
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for (i = 1; i < shaderstate.curshader->numdeforms; i++)
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{
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deformgen(&shaderstate.curshader->deforms[i], mesh->numvertexes, xyz, xyz, mesh);
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}
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}
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for (i = 0; i < mesh->numvertexes; i++, v++)
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{
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Matrix4x4_CM_Transform34(shaderstate.m_mvp, xyz[i], v->vcoord);
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if (v->vcoord[3] != 1)
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{
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v->vcoord[0] /= v->vcoord[3];
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v->vcoord[1] /= v->vcoord[3];
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v->vcoord[2] /= v->vcoord[3];
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}
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v->vcoord[0] = (v->vcoord[0]+1)/2 * vid.pixelwidth;
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if (v->vcoord[0] < 0)
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v->clipflags = CLIP_LEFT_FLAG;
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else
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v->clipflags = 0;
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if (v->vcoord[0] > vid.pixelwidth-1)
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v->clipflags |= CLIP_RIGHT_FLAG;
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v->vcoord[1] = (v->vcoord[1]+1)/2 * vid.pixelheight;
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if (v->vcoord[1] < temp1.value)
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v->clipflags |= CLIP_TOP_FLAG;
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if (v->vcoord[1] > vid.pixelheight-1)
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v->clipflags |= CLIP_BOTTOM_FLAG;
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v->vcoord[2] = (v->vcoord[2]+1)/2;
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if (v->vcoord[3] < 0)
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v->clipflags |= CLIP_NEAR_FLAG;
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if (v->vcoord[2] >= 1)
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v->vcoord[2] = 1;
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Vector2Copy(mesh->st_array[i], v->tccoord);
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// v->colour[0] = mesh->colors4b_array[i][0];
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// v->colour[1] = mesh->colors4b_array[i][1];
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// v->colour[2] = mesh->colors4b_array[i][2];
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// v->colour[3] = mesh->colors4b_array[i][3];
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}
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}
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void SWBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
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{
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wqcom_t *com;
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shaderstate.curshader = shader;
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if (mesh->istrifan)
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{
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com = SWRast_BeginCommand(&commandqueue, WTC_TRIFAN, mesh->numvertexes*sizeof(swvert_t) + sizeof(com->trifan) - sizeof(com->trifan.verts));
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com->trifan.texture = texnums->base.ptr;
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com->trifan.numverts = mesh->numvertexes;
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SWBE_TransformVerticies(com->trifan.verts, mesh);
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SWRast_EndCommand(&commandqueue, com);
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}
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else
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{
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com = SWRast_BeginCommand(&commandqueue, WTC_TRISOUP, (mesh->numvertexes*sizeof(swvert_t)) + sizeof(com->trisoup) - sizeof(com->trisoup.verts) + (sizeof(index_t)*mesh->numindexes));
|
|
|
|
com->trisoup.texture = texnums->base.ptr;
|
|
com->trisoup.numverts = mesh->numvertexes;
|
|
com->trisoup.numidx = mesh->numindexes;
|
|
|
|
SWBE_TransformVerticies(com->trisoup.verts, mesh);
|
|
memcpy(com->trisoup.verts + mesh->numvertexes, mesh->indexes, sizeof(index_t)*mesh->numindexes);
|
|
|
|
SWRast_EndCommand(&commandqueue, com);
|
|
}
|
|
}
|
|
void SWBE_DrawMesh_List(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
|
|
{
|
|
while(nummeshes-->0)
|
|
{
|
|
SWBE_DrawMesh_Single(shader, *mesh++, vbo, texnums, be_flags);
|
|
}
|
|
}
|
|
void SWBE_SubmitBatch(struct batch_s *batch)
|
|
{
|
|
int m;
|
|
SWBE_SelectEntity(batch->ent);
|
|
for (m = 0; m < batch->meshes; m++)
|
|
{
|
|
SWBE_DrawMesh_Single(batch->shader, batch->mesh[m], batch->vbo, batch->skin?batch->skin:&batch->shader->defaulttextures, batch->flags);
|
|
}
|
|
}
|
|
struct batch_s *SWBE_GetTempBatch(void)
|
|
{
|
|
if (shaderstate.wbatch >= shaderstate.maxwbatches)
|
|
{
|
|
shaderstate.wbatch++;
|
|
return NULL;
|
|
}
|
|
return &shaderstate.wbatches[shaderstate.wbatch++];
|
|
}
|
|
|
|
static void SWBE_SubmitMeshesSortList(batch_t *sortlist)
|
|
{
|
|
batch_t *batch;
|
|
for (batch = sortlist; batch; batch = batch->next)
|
|
{
|
|
if (batch->meshes == batch->firstmesh)
|
|
continue;
|
|
|
|
if (batch->flags & BEF_NODLIGHT)
|
|
if (shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_SMAPLIGHT)
|
|
continue;
|
|
if (batch->flags & BEF_NOSHADOWS)
|
|
if (shaderstate.mode == BEM_STENCIL)
|
|
continue;
|
|
|
|
if (batch->buildmeshes)
|
|
batch->buildmeshes(batch);
|
|
else if (batch->texture)
|
|
batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader;
|
|
|
|
if (batch->shader->flags & SHADER_NODRAW)
|
|
continue;
|
|
if (batch->shader->flags & SHADER_NODLIGHT)
|
|
if (shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_SMAPLIGHT)
|
|
continue;
|
|
if (batch->shader->flags & SHADER_SKY)
|
|
{
|
|
if (shaderstate.mode == BEM_STANDARD || shaderstate.mode == BEM_DEPTHDARK)
|
|
{
|
|
if (!batch->shader->prog)
|
|
{
|
|
R_DrawSkyChain (batch);
|
|
continue;
|
|
}
|
|
}
|
|
else if (shaderstate.mode != BEM_FOG && shaderstate.mode != BEM_CREPUSCULAR)
|
|
continue;
|
|
}
|
|
|
|
SWBE_SubmitBatch(batch);
|
|
}
|
|
}
|
|
|
|
void SWBE_SubmitMeshes (qboolean drawworld, batch_t **blist, int start, int stop)
|
|
{
|
|
model_t *model = cl.worldmodel;
|
|
int i;
|
|
|
|
for (i = start; i <= stop; i++)
|
|
{
|
|
if (drawworld)
|
|
{
|
|
// if (i == SHADER_SORT_PORTAL && !r_noportals.ival && !r_refdef.recurse)
|
|
// SWBE_SubmitMeshesPortals(model->batches, blist[i]);
|
|
|
|
SWBE_SubmitMeshesSortList(model->batches[i]);
|
|
}
|
|
SWBE_SubmitMeshesSortList(blist[i]);
|
|
}
|
|
}
|
|
void SWBE_Set2D(void)
|
|
{
|
|
extern cvar_t gl_screenangle;
|
|
float ang, rad, w, h;
|
|
float tmp[16];
|
|
float tmp2[16];
|
|
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
|
|
ang = (int)ang * 90;
|
|
if (ang)
|
|
{ /*more expensive maths*/
|
|
rad = (ang * M_PI) / 180;
|
|
|
|
w = fabs(cos(rad)) * (vid.width) + fabs(sin(rad)) * (vid.height);
|
|
h = fabs(sin(rad)) * (vid.width) + fabs(cos(rad)) * (vid.height);
|
|
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection, w/-2.0f, w/2.0f, h/2.0f, h/-2.0f, -99999, 99999);
|
|
|
|
Matrix4x4_Identity(tmp);
|
|
Matrix4_Multiply(Matrix4x4_CM_NewTranslation((vid.width/-2.0f), (vid.height/-2.0f), 0), tmp, tmp2);
|
|
Matrix4_Multiply(Matrix4x4_CM_NewRotation(-ang, 0, 0, 1), tmp2, r_refdef.m_view);
|
|
}
|
|
else
|
|
{
|
|
if (0)
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, vid.width, 0, vid.height, 0, 99999);
|
|
else
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, vid.width, vid.height, 0, 0, 99999);
|
|
Matrix4x4_Identity(r_refdef.m_view);
|
|
}
|
|
|
|
memcpy(shaderstate.m_mvp, r_refdef.m_projection, sizeof(shaderstate.m_mvp));
|
|
}
|
|
void SWBE_DrawWorld(qboolean drawworld, qbyte *vis)
|
|
{
|
|
batch_t *batches[SHADER_SORT_COUNT];
|
|
|
|
if (!r_refdef.recurse)
|
|
{
|
|
if (shaderstate.wbatch + 50 > shaderstate.maxwbatches)
|
|
{
|
|
int newm = shaderstate.wbatch + 100;
|
|
shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches));
|
|
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
|
|
shaderstate.maxwbatches = newm;
|
|
}
|
|
|
|
shaderstate.wbatch = 0;
|
|
}
|
|
BE_GenModelBatches(batches);
|
|
// R_GenDlightBatches(batches);
|
|
|
|
shaderstate.curentity = NULL;
|
|
SWBE_SelectEntity(&r_worldentity);
|
|
|
|
SWBE_SubmitMeshes(drawworld, batches, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
|
|
|
|
SWBE_Set2D();
|
|
}
|
|
void SWBE_Init(void)
|
|
{
|
|
BE_InitTables();
|
|
}
|
|
void SWBE_GenBrushModelVBO(struct model_s *mod)
|
|
{
|
|
}
|
|
void SWBE_ClearVBO(struct vbo_s *vbo)
|
|
{
|
|
}
|
|
void SWBE_UploadAllLightmaps(void)
|
|
{
|
|
}
|
|
void SWBE_SelectEntity(struct entity_s *ent)
|
|
{
|
|
float modelmatrix[16];
|
|
float modelviewmatrix[16];
|
|
|
|
if (shaderstate.curentity == ent)
|
|
return;
|
|
shaderstate.curentity = ent;
|
|
|
|
R_RotateForEntity(modelmatrix, modelviewmatrix, shaderstate.curentity, shaderstate.curentity->model);
|
|
Matrix4_Multiply(r_refdef.m_projection, modelviewmatrix, shaderstate.m_mvp);
|
|
}
|
|
void SWBE_SelectDLight(struct dlight_s *dl, vec3_t colour)
|
|
{
|
|
}
|
|
qboolean SWBE_LightCullModel(vec3_t org, struct model_s *model)
|
|
{
|
|
return false;
|
|
}
|
|
#endif
|