mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 13:50:53 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
667 lines
17 KiB
C
667 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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vec4_t viewplane;
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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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VectorCopy(xyz[i], v->vcoord);
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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
|
|
{
|
|
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)
|
|
continue;
|
|
if (batch->flags & BEF_NOSHADOWS)
|
|
if (shaderstate.mode == BEM_STENCIL)
|
|
continue;
|
|
|
|
if (batch->buildmeshes)
|
|
batch->buildmeshes(batch);
|
|
|
|
if (batch->shader->flags & SHADER_NODRAW)
|
|
continue;
|
|
if (batch->shader->flags & SHADER_NODLIGHT)
|
|
if (shaderstate.mode == BEM_LIGHT)
|
|
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]);
|
|
}
|
|
}
|
|
|
|
static void SWBE_UpdateUniforms(void)
|
|
{
|
|
wqcom_t *com;
|
|
com = SWRast_BeginCommand(&commandqueue, WTC_UNIFORMS, sizeof(com->uniforms));
|
|
|
|
memcpy(com->uniforms.u.matrix, shaderstate.m_mvp, sizeof(com->uniforms.u.matrix));
|
|
Vector4Copy(shaderstate.viewplane, com->uniforms.u.viewplane);
|
|
|
|
SWRast_EndCommand(&commandqueue, com);
|
|
}
|
|
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));
|
|
|
|
shaderstate.viewplane[0] = -r_refdef.m_view[0*4+2];
|
|
shaderstate.viewplane[1] = -r_refdef.m_view[1*4+2];
|
|
shaderstate.viewplane[2] = -r_refdef.m_view[2*4+2];
|
|
VectorNormalize(shaderstate.viewplane);
|
|
VectorScale(shaderstate.viewplane, 1.0/99999, shaderstate.viewplane);
|
|
shaderstate.viewplane[3] = DotProduct(vec3_origin, shaderstate.viewplane);// - 0.5;
|
|
|
|
SWBE_UpdateUniforms();
|
|
}
|
|
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, NULL, shaderstate.mode);
|
|
// 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];
|
|
vec3_t vieworg;
|
|
|
|
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);
|
|
shaderstate.viewplane[0] = vpn[0];//-modelviewmatrix[0];//0*4+2];
|
|
shaderstate.viewplane[1] = vpn[1];//-modelviewmatrix[1];//1*4+2];
|
|
shaderstate.viewplane[2] = vpn[2];//-modelviewmatrix[2];//2*4+2];
|
|
VectorNormalize(shaderstate.viewplane);
|
|
VectorScale(shaderstate.viewplane, 1.0/8192, shaderstate.viewplane);
|
|
vieworg[0] = modelviewmatrix[3*4+0];
|
|
vieworg[1] = modelviewmatrix[3*4+1];
|
|
vieworg[2] = modelviewmatrix[3*4+2];
|
|
VectorMA(r_refdef.vieworg, 256, shaderstate.viewplane, vieworg);
|
|
shaderstate.viewplane[3] = DotProduct(vieworg, shaderstate.viewplane);
|
|
|
|
SWBE_UpdateUniforms();
|
|
}
|
|
qboolean SWBE_SelectDLight(struct dlight_s *dl, vec3_t colour, unsigned int lmode)
|
|
{
|
|
return false;
|
|
}
|
|
qboolean SWBE_LightCullModel(vec3_t org, struct model_s *model)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void SWBE_RenderToTextureUpdate2d(qboolean destchanged)
|
|
{
|
|
}
|
|
#endif
|