q3rally/engine/code/rend2/tr_shade_calc.c

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ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_shade_calc.c
#include "tr_local.h"
#if idppc_altivec && !defined(MACOS_X)
#include <altivec.h>
#endif
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ri.ftol( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
static float *TableForFunc( genFunc_t func )
{
switch ( func )
{
case GF_SIN:
return tr.sinTable;
case GF_TRIANGLE:
return tr.triangleTable;
case GF_SQUARE:
return tr.squareTable;
case GF_SAWTOOTH:
return tr.sawToothTable;
case GF_INVERSE_SAWTOOTH:
return tr.inverseSawToothTable;
case GF_NONE:
default:
break;
}
ri.Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'", func, tess.shader->name );
return NULL;
}
/*
** EvalWaveForm
**
** Evaluates a given waveForm_t, referencing backEnd.refdef.time directly
*/
static float EvalWaveForm( const waveForm_t *wf )
{
float *table;
table = TableForFunc( wf->func );
return WAVEVALUE( table, wf->base, wf->amplitude, wf->phase, wf->frequency );
}
static float EvalWaveFormClamped( const waveForm_t *wf )
{
float glow = EvalWaveForm( wf );
if ( glow < 0 )
{
return 0;
}
if ( glow > 1 )
{
return 1;
}
return glow;
}
/*
** RB_CalcStretchTexCoords
*/
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *st )
{
float p;
texModInfo_t tmi;
p = 1.0f / EvalWaveForm( wf );
tmi.matrix[0][0] = p;
tmi.matrix[1][0] = 0;
tmi.translate[0] = 0.5f - 0.5f * p;
tmi.matrix[0][1] = 0;
tmi.matrix[1][1] = p;
tmi.translate[1] = 0.5f - 0.5f * p;
RB_CalcTransformTexCoords( &tmi, st );
}
void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix )
{
float p;
texModInfo_t tmi;
p = 1.0f / EvalWaveForm( wf );
tmi.matrix[0][0] = p;
tmi.matrix[1][0] = 0;
tmi.translate[0] = 0.5f - 0.5f * p;
tmi.matrix[0][1] = 0;
tmi.matrix[1][1] = p;
tmi.translate[1] = 0.5f - 0.5f * p;
RB_CalcTransformTexMatrix( &tmi, matrix );
}
/*
====================================================================
DEFORMATIONS
====================================================================
*/
/*
========================
RB_CalcDeformVertexes
========================
*/
void RB_CalcDeformVertexes( deformStage_t *ds )
{
int i;
vec3_t offset;
float scale;
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
float *table;
if ( ds->deformationWave.frequency == 0 )
{
scale = EvalWaveForm( &ds->deformationWave );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
{
VectorScale( normal, scale, offset );
xyz[0] += offset[0];
xyz[1] += offset[1];
xyz[2] += offset[2];
}
}
else
{
table = TableForFunc( ds->deformationWave.func );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
{
float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;
scale = WAVEVALUE( table, ds->deformationWave.base,
ds->deformationWave.amplitude,
ds->deformationWave.phase + off,
ds->deformationWave.frequency );
VectorScale( normal, scale, offset );
xyz[0] += offset[0];
xyz[1] += offset[1];
xyz[2] += offset[2];
}
}
}
/*
=========================
RB_CalcDeformNormals
Wiggle the normals for wavy environment mapping
=========================
*/
void RB_CalcDeformNormals( deformStage_t *ds ) {
int i;
float scale;
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) {
scale = 0.98f;
scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
tess.shaderTime * ds->deformationWave.frequency );
normal[ 0 ] += ds->deformationWave.amplitude * scale;
scale = 0.98f;
scale = R_NoiseGet4f( 100 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
tess.shaderTime * ds->deformationWave.frequency );
normal[ 1 ] += ds->deformationWave.amplitude * scale;
scale = 0.98f;
scale = R_NoiseGet4f( 200 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
tess.shaderTime * ds->deformationWave.frequency );
normal[ 2 ] += ds->deformationWave.amplitude * scale;
VectorNormalizeFast( normal );
}
}
/*
========================
RB_CalcBulgeVertexes
========================
*/
void RB_CalcBulgeVertexes( deformStage_t *ds ) {
int i;
const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
float now;
now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal += 4 ) {
int off;
float scale;
off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight;
xyz[0] += normal[0] * scale;
xyz[1] += normal[1] * scale;
xyz[2] += normal[2] * scale;
}
}
/*
======================
RB_CalcMoveVertexes
A deformation that can move an entire surface along a wave path
======================
*/
void RB_CalcMoveVertexes( deformStage_t *ds ) {
int i;
float *xyz;
float *table;
float scale;
vec3_t offset;
table = TableForFunc( ds->deformationWave.func );
scale = WAVEVALUE( table, ds->deformationWave.base,
ds->deformationWave.amplitude,
ds->deformationWave.phase,
ds->deformationWave.frequency );
VectorScale( ds->moveVector, scale, offset );
xyz = ( float * ) tess.xyz;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
VectorAdd( xyz, offset, xyz );
}
}
/*
=============
DeformText
Change a polygon into a bunch of text polygons
=============
*/
void DeformText( const char *text ) {
int i;
vec3_t origin, width, height;
int len;
int ch;
float color[4];
float bottom, top;
vec3_t mid;
height[0] = 0;
height[1] = 0;
height[2] = -1;
CrossProduct( tess.normal[0], height, width );
// find the midpoint of the box
VectorClear( mid );
bottom = 999999;
top = -999999;
for ( i = 0 ; i < 4 ; i++ ) {
VectorAdd( tess.xyz[i], mid, mid );
if ( tess.xyz[i][2] < bottom ) {
bottom = tess.xyz[i][2];
}
if ( tess.xyz[i][2] > top ) {
top = tess.xyz[i][2];
}
}
VectorScale( mid, 0.25f, origin );
// determine the individual character size
height[0] = 0;
height[1] = 0;
height[2] = ( top - bottom ) * 0.5f;
VectorScale( width, height[2] * -0.75f, width );
// determine the starting position
len = strlen( text );
VectorMA( origin, (len-1), width, origin );
// clear the shader indexes
tess.numIndexes = 0;
tess.numVertexes = 0;
tess.firstIndex = 0;
color[0] = color[1] = color[2] = color[3] = 1.0f;
// draw each character
for ( i = 0 ; i < len ; i++ ) {
ch = text[i];
ch &= 255;
if ( ch != ' ' ) {
int row, col;
float frow, fcol, size;
row = ch>>4;
col = ch&15;
frow = row*0.0625f;
fcol = col*0.0625f;
size = 0.0625f;
RB_AddQuadStampExt( origin, width, height, color, fcol, frow, fcol + size, frow + size );
}
VectorMA( origin, -2, width, origin );
}
}
/*
==================
GlobalVectorToLocal
==================
*/
static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
out[0] = DotProduct( in, backEnd.or.axis[0] );
out[1] = DotProduct( in, backEnd.or.axis[1] );
out[2] = DotProduct( in, backEnd.or.axis[2] );
}
/*
=====================
AutospriteDeform
Assuming all the triangles for this shader are independant
quads, rebuild them as forward facing sprites
=====================
*/
static void AutospriteDeform( void ) {
int i;
int oldVerts;
float *xyz;
vec3_t mid, delta;
float radius;
vec3_t left, up;
vec3_t leftDir, upDir;
if ( tess.numVertexes & 3 ) {
ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count\n", tess.shader->name );
}
if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count\n", tess.shader->name );
}
oldVerts = tess.numVertexes;
tess.numVertexes = 0;
tess.numIndexes = 0;
tess.firstIndex = 0;
if ( backEnd.currentEntity != &tr.worldEntity ) {
GlobalVectorToLocal( backEnd.viewParms.or.axis[1], leftDir );
GlobalVectorToLocal( backEnd.viewParms.or.axis[2], upDir );
} else {
VectorCopy( backEnd.viewParms.or.axis[1], leftDir );
VectorCopy( backEnd.viewParms.or.axis[2], upDir );
}
for ( i = 0 ; i < oldVerts ; i+=4 ) {
// find the midpoint
xyz = tess.xyz[i];
mid[0] = 0.25f * (xyz[0] + xyz[4] + xyz[8] + xyz[12]);
mid[1] = 0.25f * (xyz[1] + xyz[5] + xyz[9] + xyz[13]);
mid[2] = 0.25f * (xyz[2] + xyz[6] + xyz[10] + xyz[14]);
VectorSubtract( xyz, mid, delta );
radius = VectorLength( delta ) * 0.707f; // / sqrt(2)
VectorScale( leftDir, radius, left );
VectorScale( upDir, radius, up );
if ( backEnd.viewParms.isMirror ) {
VectorSubtract( vec3_origin, left, left );
}
// compensate for scale in the axes if necessary
if ( backEnd.currentEntity->e.nonNormalizedAxes ) {
float axisLength;
axisLength = VectorLength( backEnd.currentEntity->e.axis[0] );
if ( !axisLength ) {
axisLength = 0;
} else {
axisLength = 1.0f / axisLength;
}
VectorScale(left, axisLength, left);
VectorScale(up, axisLength, up);
}
RB_AddQuadStamp( mid, left, up, tess.vertexColors[i] );
}
}
/*
=====================
Autosprite2Deform
Autosprite2 will pivot a rectangular quad along the center of its long axis
=====================
*/
int edgeVerts[6][2] = {
{ 0, 1 },
{ 0, 2 },
{ 0, 3 },
{ 1, 2 },
{ 1, 3 },
{ 2, 3 }
};
static void Autosprite2Deform( void ) {
int i, j, k;
int indexes;
float *xyz;
vec3_t forward;
if ( tess.numVertexes & 3 ) {
ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count", tess.shader->name );
}
if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count", tess.shader->name );
}
if ( backEnd.currentEntity != &tr.worldEntity ) {
GlobalVectorToLocal( backEnd.viewParms.or.axis[0], forward );
} else {
VectorCopy( backEnd.viewParms.or.axis[0], forward );
}
// this is a lot of work for two triangles...
// we could precalculate a lot of it is an issue, but it would mess up
// the shader abstraction
for ( i = 0, indexes = 0 ; i < tess.numVertexes ; i+=4, indexes+=6 ) {
float lengths[2];
int nums[2];
vec3_t mid[2];
vec3_t major, minor;
float *v1, *v2;
// find the midpoint
xyz = tess.xyz[i];
// identify the two shortest edges
nums[0] = nums[1] = 0;
lengths[0] = lengths[1] = 999999;
for ( j = 0 ; j < 6 ; j++ ) {
float l;
vec3_t temp;
v1 = xyz + 4 * edgeVerts[j][0];
v2 = xyz + 4 * edgeVerts[j][1];
VectorSubtract( v1, v2, temp );
l = DotProduct( temp, temp );
if ( l < lengths[0] ) {
nums[1] = nums[0];
lengths[1] = lengths[0];
nums[0] = j;
lengths[0] = l;
} else if ( l < lengths[1] ) {
nums[1] = j;
lengths[1] = l;
}
}
for ( j = 0 ; j < 2 ; j++ ) {
v1 = xyz + 4 * edgeVerts[nums[j]][0];
v2 = xyz + 4 * edgeVerts[nums[j]][1];
mid[j][0] = 0.5f * (v1[0] + v2[0]);
mid[j][1] = 0.5f * (v1[1] + v2[1]);
mid[j][2] = 0.5f * (v1[2] + v2[2]);
}
// find the vector of the major axis
VectorSubtract( mid[1], mid[0], major );
// cross this with the view direction to get minor axis
CrossProduct( major, forward, minor );
VectorNormalize( minor );
// re-project the points
for ( j = 0 ; j < 2 ; j++ ) {
float l;
v1 = xyz + 4 * edgeVerts[nums[j]][0];
v2 = xyz + 4 * edgeVerts[nums[j]][1];
l = 0.5 * sqrt( lengths[j] );
// we need to see which direction this edge
// is used to determine direction of projection
for ( k = 0 ; k < 5 ; k++ ) {
if ( tess.indexes[ indexes + k ] == i + edgeVerts[nums[j]][0]
&& tess.indexes[ indexes + k + 1 ] == i + edgeVerts[nums[j]][1] ) {
break;
}
}
if ( k == 5 ) {
VectorMA( mid[j], l, minor, v1 );
VectorMA( mid[j], -l, minor, v2 );
} else {
VectorMA( mid[j], -l, minor, v1 );
VectorMA( mid[j], l, minor, v2 );
}
}
}
}
/*
=====================
RB_DeformTessGeometry
=====================
*/
void RB_DeformTessGeometry( void ) {
int i;
deformStage_t *ds;
if(!ShaderRequiresCPUDeforms(tess.shader))
{
// we don't need the following CPU deforms
return;
}
for ( i = 0 ; i < tess.shader->numDeforms ; i++ ) {
ds = &tess.shader->deforms[ i ];
switch ( ds->deformation ) {
case DEFORM_NONE:
break;
case DEFORM_NORMALS:
RB_CalcDeformNormals( ds );
break;
case DEFORM_WAVE:
RB_CalcDeformVertexes( ds );
break;
case DEFORM_BULGE:
RB_CalcBulgeVertexes( ds );
break;
case DEFORM_MOVE:
RB_CalcMoveVertexes( ds );
break;
case DEFORM_PROJECTION_SHADOW:
RB_ProjectionShadowDeform();
break;
case DEFORM_AUTOSPRITE:
AutospriteDeform();
break;
case DEFORM_AUTOSPRITE2:
Autosprite2Deform();
break;
case DEFORM_TEXT0:
case DEFORM_TEXT1:
case DEFORM_TEXT2:
case DEFORM_TEXT3:
case DEFORM_TEXT4:
case DEFORM_TEXT5:
case DEFORM_TEXT6:
case DEFORM_TEXT7:
DeformText( backEnd.refdef.text[ds->deformation - DEFORM_TEXT0] );
break;
}
}
}
/*
====================================================================
COLORS
====================================================================
*/
/*
** RB_CalcColorFromEntity
*/
void RB_CalcColorFromEntity( unsigned char *dstColors )
{
int i;
int *pColors = ( int * ) dstColors;
int c;
if ( !backEnd.currentEntity )
return;
c = * ( int * ) backEnd.currentEntity->e.shaderRGBA;
for ( i = 0; i < tess.numVertexes; i++, pColors++ )
{
*pColors = c;
}
}
/*
** RB_CalcColorFromOneMinusEntity
*/
void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors )
{
int i;
int *pColors = ( int * ) dstColors;
unsigned char invModulate[4];
int c;
if ( !backEnd.currentEntity )
return;
invModulate[0] = 255 - backEnd.currentEntity->e.shaderRGBA[0];
invModulate[1] = 255 - backEnd.currentEntity->e.shaderRGBA[1];
invModulate[2] = 255 - backEnd.currentEntity->e.shaderRGBA[2];
invModulate[3] = 255 - backEnd.currentEntity->e.shaderRGBA[3]; // this trashes alpha, but the AGEN block fixes it
c = * ( int * ) invModulate;
for ( i = 0; i < tess.numVertexes; i++, pColors++ )
{
*pColors = c;
}
}
/*
** RB_CalcAlphaFromEntity
*/
void RB_CalcAlphaFromEntity( unsigned char *dstColors )
{
int i;
if ( !backEnd.currentEntity )
return;
dstColors += 3;
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
{
*dstColors = backEnd.currentEntity->e.shaderRGBA[3];
}
}
/*
** RB_CalcAlphaFromOneMinusEntity
*/
void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors )
{
int i;
if ( !backEnd.currentEntity )
return;
dstColors += 3;
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
{
*dstColors = 0xff - backEnd.currentEntity->e.shaderRGBA[3];
}
}
/*
** RB_CalcWaveColorSingle
*/
float RB_CalcWaveColorSingle( const waveForm_t *wf )
{
float glow;
if ( wf->func == GF_NOISE ) {
glow = wf->base + R_NoiseGet4f( 0, 0, 0, ( tess.shaderTime + wf->phase ) * wf->frequency ) * wf->amplitude;
} else {
glow = EvalWaveForm( wf ) * tr.identityLight;
}
if ( glow < 0 ) {
glow = 0;
}
else if ( glow > 1 ) {
glow = 1;
}
return glow;
}
/*
** RB_CalcWaveColor
*/
void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors )
{
int i;
int v;
float glow;
int *colors = ( int * ) dstColors;
byte color[4];
glow = RB_CalcWaveColorSingle( wf );
v = ri.ftol(255 * glow);
color[0] = color[1] = color[2] = v;
color[3] = 255;
v = *(int *)color;
for ( i = 0; i < tess.numVertexes; i++, colors++ ) {
*colors = v;
}
}
/*
** RB_CalcWaveAlphaSingle
*/
float RB_CalcWaveAlphaSingle( const waveForm_t *wf )
{
return EvalWaveFormClamped( wf );
}
/*
** RB_CalcWaveAlpha
*/
void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors )
{
int i;
int v;
float glow;
glow = EvalWaveFormClamped( wf );
v = 255 * glow;
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
{
dstColors[3] = v;
}
}
/*
** RB_CalcModulateColorsByFog
*/
void RB_CalcModulateColorsByFog( unsigned char *colors ) {
int i;
float texCoords[SHADER_MAX_VERTEXES][2];
// calculate texcoords so we can derive density
// this is not wasted, because it would only have
// been previously called if the surface was opaque
RB_CalcFogTexCoords( texCoords[0] );
for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
colors[0] *= f;
colors[1] *= f;
colors[2] *= f;
}
}
/*
** RB_CalcModulateAlphasByFog
*/
void RB_CalcModulateAlphasByFog( unsigned char *colors ) {
int i;
float texCoords[SHADER_MAX_VERTEXES][2];
// calculate texcoords so we can derive density
// this is not wasted, because it would only have
// been previously called if the surface was opaque
RB_CalcFogTexCoords( texCoords[0] );
for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
colors[3] *= f;
}
}
/*
** RB_CalcModulateRGBAsByFog
*/
void RB_CalcModulateRGBAsByFog( unsigned char *colors ) {
int i;
float texCoords[SHADER_MAX_VERTEXES][2];
// calculate texcoords so we can derive density
// this is not wasted, because it would only have
// been previously called if the surface was opaque
RB_CalcFogTexCoords( texCoords[0] );
for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
colors[0] *= f;
colors[1] *= f;
colors[2] *= f;
colors[3] *= f;
}
}
/*
====================================================================
TEX COORDS
====================================================================
*/
/*
========================
RB_CalcFogTexCoords
To do the clipped fog plane really correctly, we should use
projected textures, but I don't trust the drivers and it
doesn't fit our shader data.
========================
*/
void RB_CalcFogTexCoords( float *st ) {
int i;
float *v;
float s, t;
float eyeT;
qboolean eyeOutside;
fog_t *fog;
vec3_t local;
vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
fog = tr.world->fogs + tess.fogNum;
// all fogging distance is based on world Z units
VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
fogDistanceVector[0] = -backEnd.or.modelMatrix[2];
fogDistanceVector[1] = -backEnd.or.modelMatrix[6];
fogDistanceVector[2] = -backEnd.or.modelMatrix[10];
fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
// scale the fog vectors based on the fog's thickness
fogDistanceVector[0] *= fog->tcScale;
fogDistanceVector[1] *= fog->tcScale;
fogDistanceVector[2] *= fog->tcScale;
fogDistanceVector[3] *= fog->tcScale;
// rotate the gradient vector for this orientation
if ( fog->hasSurface ) {
fogDepthVector[0] = fog->surface[0] * backEnd.or.axis[0][0] +
fog->surface[1] * backEnd.or.axis[0][1] + fog->surface[2] * backEnd.or.axis[0][2];
fogDepthVector[1] = fog->surface[0] * backEnd.or.axis[1][0] +
fog->surface[1] * backEnd.or.axis[1][1] + fog->surface[2] * backEnd.or.axis[1][2];
fogDepthVector[2] = fog->surface[0] * backEnd.or.axis[2][0] +
fog->surface[1] * backEnd.or.axis[2][1] + fog->surface[2] * backEnd.or.axis[2][2];
fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.or.origin, fog->surface );
eyeT = DotProduct( backEnd.or.viewOrigin, fogDepthVector ) + fogDepthVector[3];
} else {
eyeT = 1; // non-surface fog always has eye inside
}
// see if the viewpoint is outside
// this is needed for clipping distance even for constant fog
if ( eyeT < 0 ) {
eyeOutside = qtrue;
} else {
eyeOutside = qfalse;
}
fogDistanceVector[3] += 1.0/512;
// calculate density for each point
for (i = 0, v = tess.xyz[0] ; i < tess.numVertexes ; i++, v += 4) {
// calculate the length in fog
s = DotProduct( v, fogDistanceVector ) + fogDistanceVector[3];
t = DotProduct( v, fogDepthVector ) + fogDepthVector[3];
// partially clipped fogs use the T axis
if ( eyeOutside ) {
if ( t < 1.0 ) {
t = 1.0/32; // point is outside, so no fogging
} else {
t = 1.0/32 + 30.0/32 * t / ( t - eyeT ); // cut the distance at the fog plane
}
} else {
if ( t < 0 ) {
t = 1.0/32; // point is outside, so no fogging
} else {
t = 31.0/32;
}
}
st[0] = s;
st[1] = t;
st += 2;
}
}
/*
** RB_CalcEnvironmentTexCoords
*/
void RB_CalcEnvironmentTexCoords( float *st )
{
int i;
float *v, *normal;
vec3_t viewer, reflected;
float d;
v = tess.xyz[0];
normal = tess.normal[0];
for (i = 0 ; i < tess.numVertexes ; i++, v += 4, normal += 4, st += 2 )
{
VectorSubtract (backEnd.or.viewOrigin, v, viewer);
VectorNormalizeFast (viewer);
d = DotProduct (normal, viewer);
reflected[0] = normal[0]*2*d - viewer[0];
reflected[1] = normal[1]*2*d - viewer[1];
reflected[2] = normal[2]*2*d - viewer[2];
st[0] = 0.5 + reflected[1] * 0.5;
st[1] = 0.5 - reflected[2] * 0.5;
}
}
/*
** RB_CalcTurbulentTexCoords
*/
void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st )
{
int i;
float now;
now = ( wf->phase + tess.shaderTime * wf->frequency );
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
{
float s = st[0];
float t = st[1];
st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
}
}
void RB_CalcTurbulentTexMatrix( const waveForm_t *wf, matrix_t matrix )
{
float now;
now = ( wf->phase + tess.shaderTime * wf->frequency );
// bit of a hack here, hide amplitude and now in the matrix
// the vertex program will extract them and perform a turbulent pass last if it's nonzero
matrix[ 0] = 1.0f; matrix[ 4] = 0.0f; matrix[ 8] = 0.0f; matrix[12] = wf->amplitude;
matrix[ 1] = 0.0f; matrix[ 5] = 1.0f; matrix[ 9] = 0.0f; matrix[13] = now;
matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
}
/*
** RB_CalcScaleTexCoords
*/
void RB_CalcScaleTexCoords( const float scale[2], float *st )
{
int i;
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
{
st[0] *= scale[0];
st[1] *= scale[1];
}
}
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
{
matrix[ 0] = scale[0]; matrix[ 4] = 0.0f; matrix[ 8] = 0.0f; matrix[12] = 0.0f;
matrix[ 1] = 0.0f; matrix[ 5] = scale[1]; matrix[ 9] = 0.0f; matrix[13] = 0.0f;
matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
}
/*
** RB_CalcScrollTexCoords
*/
void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st )
{
int i;
float timeScale = tess.shaderTime;
float adjustedScrollS, adjustedScrollT;
adjustedScrollS = scrollSpeed[0] * timeScale;
adjustedScrollT = scrollSpeed[1] * timeScale;
// clamp so coordinates don't continuously get larger, causing problems
// with hardware limits
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
{
st[0] += adjustedScrollS;
st[1] += adjustedScrollT;
}
}
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
{
float timeScale = tess.shaderTime;
float adjustedScrollS, adjustedScrollT;
adjustedScrollS = scrollSpeed[0] * timeScale;
adjustedScrollT = scrollSpeed[1] * timeScale;
// clamp so coordinates don't continuously get larger, causing problems
// with hardware limits
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
matrix[ 0] = 1.0f; matrix[ 4] = 0.0f; matrix[ 8] = adjustedScrollS; matrix[12] = 0.0f;
matrix[ 1] = 0.0f; matrix[ 5] = 1.0f; matrix[ 9] = adjustedScrollT; matrix[13] = 0.0f;
matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
}
/*
** RB_CalcTransformTexCoords
*/
void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *st )
{
int i;
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
{
float s = st[0];
float t = st[1];
st[0] = s * tmi->matrix[0][0] + t * tmi->matrix[1][0] + tmi->translate[0];
st[1] = s * tmi->matrix[0][1] + t * tmi->matrix[1][1] + tmi->translate[1];
}
}
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix )
{
matrix[ 0] = tmi->matrix[0][0]; matrix[ 4] = tmi->matrix[1][0]; matrix[ 8] = tmi->translate[0]; matrix[12] = 0.0f;
matrix[ 1] = tmi->matrix[0][1]; matrix[ 5] = tmi->matrix[1][1]; matrix[ 9] = tmi->translate[1]; matrix[13] = 0.0f;
matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
}
/*
** RB_CalcRotateTexCoords
*/
void RB_CalcRotateTexCoords( float degsPerSecond, float *st )
{
float timeScale = tess.shaderTime;
float degs;
int index;
float sinValue, cosValue;
texModInfo_t tmi;
degs = -degsPerSecond * timeScale;
index = degs * ( FUNCTABLE_SIZE / 360.0f );
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
tmi.matrix[0][0] = cosValue;
tmi.matrix[1][0] = -sinValue;
tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
tmi.matrix[0][1] = sinValue;
tmi.matrix[1][1] = cosValue;
tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
RB_CalcTransformTexCoords( &tmi, st );
}
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
{
float timeScale = tess.shaderTime;
float degs;
int index;
float sinValue, cosValue;
texModInfo_t tmi;
degs = -degsPerSecond * timeScale;
index = degs * ( FUNCTABLE_SIZE / 360.0f );
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
tmi.matrix[0][0] = cosValue;
tmi.matrix[1][0] = -sinValue;
tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
tmi.matrix[0][1] = sinValue;
tmi.matrix[1][1] = cosValue;
tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
RB_CalcTransformTexMatrix( &tmi, matrix );
}
/*
** RB_CalcSpecularAlpha
**
** Calculates specular coefficient and places it in the alpha channel
*/
vec3_t lightOrigin = { -960, 1980, 96 }; // FIXME: track dynamically
void RB_CalcSpecularAlpha( unsigned char *alphas ) {
int i;
float *v, *normal;
vec3_t viewer, reflected;
float l, d;
int b;
vec3_t lightDir;
int numVertexes;
v = tess.xyz[0];
normal = tess.normal[0];
alphas += 3;
numVertexes = tess.numVertexes;
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4, alphas += 4) {
float ilength;
VectorSubtract( lightOrigin, v, lightDir );
// ilength = Q_rsqrt( DotProduct( lightDir, lightDir ) );
VectorNormalizeFast( lightDir );
// calculate the specular color
d = DotProduct (normal, lightDir);
// d *= ilength;
// we don't optimize for the d < 0 case since this tends to
// cause visual artifacts such as faceted "snapping"
reflected[0] = normal[0]*2*d - lightDir[0];
reflected[1] = normal[1]*2*d - lightDir[1];
reflected[2] = normal[2]*2*d - lightDir[2];
VectorSubtract (backEnd.or.viewOrigin, v, viewer);
ilength = Q_rsqrt( DotProduct( viewer, viewer ) );
l = DotProduct (reflected, viewer);
l *= ilength;
if (l < 0) {
b = 0;
} else {
l = l*l;
l = l*l;
b = l * 255;
if (b > 255) {
b = 255;
}
}
*alphas = b;
}
}
/*
** RB_CalcDiffuseColor
**
** The basic vertex lighting calc
*/
#if idppc_altivec
static void RB_CalcDiffuseColor_altivec( unsigned char *colors )
{
int i;
float *v, *normal;
trRefEntity_t *ent;
int ambientLightInt;
vec3_t lightDir;
int numVertexes;
vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff);
vector float ambientLightVec;
vector float directedLightVec;
vector float lightDirVec;
vector float normalVec0, normalVec1;
vector float incomingVec0, incomingVec1, incomingVec2;
vector float zero, jVec;
vector signed int jVecInt;
vector signed short jVecShort;
vector unsigned char jVecChar, normalPerm;
ent = backEnd.currentEntity;
ambientLightInt = ent->ambientLightInt;
// A lot of this could be simplified if we made sure
// entities light info was 16-byte aligned.
jVecChar = vec_lvsl(0, ent->ambientLight);
ambientLightVec = vec_ld(0, (vector float *)ent->ambientLight);
jVec = vec_ld(11, (vector float *)ent->ambientLight);
ambientLightVec = vec_perm(ambientLightVec,jVec,jVecChar);
jVecChar = vec_lvsl(0, ent->directedLight);
directedLightVec = vec_ld(0,(vector float *)ent->directedLight);
jVec = vec_ld(11,(vector float *)ent->directedLight);
directedLightVec = vec_perm(directedLightVec,jVec,jVecChar);
jVecChar = vec_lvsl(0, ent->lightDir);
lightDirVec = vec_ld(0,(vector float *)ent->lightDir);
jVec = vec_ld(11,(vector float *)ent->lightDir);
lightDirVec = vec_perm(lightDirVec,jVec,jVecChar);
zero = (vector float)vec_splat_s8(0);
VectorCopy( ent->lightDir, lightDir );
v = tess.xyz[0];
normal = tess.normal[0];
normalPerm = vec_lvsl(0,normal);
numVertexes = tess.numVertexes;
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
normalVec0 = vec_ld(0,(vector float *)normal);
normalVec1 = vec_ld(11,(vector float *)normal);
normalVec0 = vec_perm(normalVec0,normalVec1,normalPerm);
incomingVec0 = vec_madd(normalVec0, lightDirVec, zero);
incomingVec1 = vec_sld(incomingVec0,incomingVec0,4);
incomingVec2 = vec_add(incomingVec0,incomingVec1);
incomingVec1 = vec_sld(incomingVec1,incomingVec1,4);
incomingVec2 = vec_add(incomingVec2,incomingVec1);
incomingVec0 = vec_splat(incomingVec2,0);
incomingVec0 = vec_max(incomingVec0,zero);
normalPerm = vec_lvsl(12,normal);
jVec = vec_madd(incomingVec0, directedLightVec, ambientLightVec);
jVecInt = vec_cts(jVec,0); // RGBx
jVecShort = vec_pack(jVecInt,jVecInt); // RGBxRGBx
jVecChar = vec_packsu(jVecShort,jVecShort); // RGBxRGBxRGBxRGBx
jVecChar = vec_sel(jVecChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
vec_ste((vector unsigned int)jVecChar,0,(unsigned int *)&colors[i*4]); // store color
}
}
#endif
static void RB_CalcDiffuseColor_scalar( unsigned char *colors )
{
int i, j;
float *v, *normal;
float incoming;
trRefEntity_t *ent;
int ambientLightInt;
vec3_t ambientLight;
vec3_t lightDir;
vec3_t directedLight;
int numVertexes;
ent = backEnd.currentEntity;
ambientLightInt = ent->ambientLightInt;
VectorCopy( ent->ambientLight, ambientLight );
VectorCopy( ent->directedLight, directedLight );
VectorCopy( ent->lightDir, lightDir );
v = tess.xyz[0];
normal = tess.normal[0];
numVertexes = tess.numVertexes;
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
incoming = DotProduct (normal, lightDir);
if ( incoming <= 0 ) {
*(int *)&colors[i*4] = ambientLightInt;
continue;
}
j = ri.ftol(ambientLight[0] + incoming * directedLight[0]);
if ( j > 255 ) {
j = 255;
}
colors[i*4+0] = j;
j = ri.ftol(ambientLight[1] + incoming * directedLight[1]);
if ( j > 255 ) {
j = 255;
}
colors[i*4+1] = j;
j = ri.ftol(ambientLight[2] + incoming * directedLight[2]);
if ( j > 255 ) {
j = 255;
}
colors[i*4+2] = j;
colors[i*4+3] = 255;
}
}
void RB_CalcDiffuseColor( unsigned char *colors )
{
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
RB_CalcDiffuseColor_altivec( colors );
return;
}
#endif
RB_CalcDiffuseColor_scalar( colors );
}