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3b4f4cdfa9
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.
240 lines
8.4 KiB
C
240 lines
8.4 KiB
C
/*
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===========================================================================
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Copyright (C) 2010 James Canete (use.less01@gmail.com)
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_extramath.c - extra math needed by the renderer not in qmath.c
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#include "tr_local.h"
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// Some matrix helper functions
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// FIXME: do these already exist in ioq3 and I don't know about them?
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void Matrix16Zero( matrix_t out )
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{
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out[ 0] = 0.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f;
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out[ 1] = 0.0f; out[ 5] = 0.0f; out[ 9] = 0.0f; out[13] = 0.0f;
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out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 0.0f; out[14] = 0.0f;
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out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 0.0f;
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}
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void Matrix16Identity( matrix_t out )
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{
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out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f;
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out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = 0.0f;
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out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 1.0f; out[14] = 0.0f;
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out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
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}
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void Matrix16Copy( const matrix_t in, matrix_t out )
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{
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out[ 0] = in[ 0]; out[ 4] = in[ 4]; out[ 8] = in[ 8]; out[12] = in[12];
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out[ 1] = in[ 1]; out[ 5] = in[ 5]; out[ 9] = in[ 9]; out[13] = in[13];
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out[ 2] = in[ 2]; out[ 6] = in[ 6]; out[10] = in[10]; out[14] = in[14];
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out[ 3] = in[ 3]; out[ 7] = in[ 7]; out[11] = in[11]; out[15] = in[15];
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}
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void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out )
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{
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out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3];
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out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3];
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out[ 2] = in1[ 2] * in2[ 0] + in1[ 6] * in2[ 1] + in1[10] * in2[ 2] + in1[14] * in2[ 3];
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out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3];
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out[ 4] = in1[ 0] * in2[ 4] + in1[ 4] * in2[ 5] + in1[ 8] * in2[ 6] + in1[12] * in2[ 7];
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out[ 5] = in1[ 1] * in2[ 4] + in1[ 5] * in2[ 5] + in1[ 9] * in2[ 6] + in1[13] * in2[ 7];
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out[ 6] = in1[ 2] * in2[ 4] + in1[ 6] * in2[ 5] + in1[10] * in2[ 6] + in1[14] * in2[ 7];
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out[ 7] = in1[ 3] * in2[ 4] + in1[ 7] * in2[ 5] + in1[11] * in2[ 6] + in1[15] * in2[ 7];
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out[ 8] = in1[ 0] * in2[ 8] + in1[ 4] * in2[ 9] + in1[ 8] * in2[10] + in1[12] * in2[11];
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out[ 9] = in1[ 1] * in2[ 8] + in1[ 5] * in2[ 9] + in1[ 9] * in2[10] + in1[13] * in2[11];
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out[10] = in1[ 2] * in2[ 8] + in1[ 6] * in2[ 9] + in1[10] * in2[10] + in1[14] * in2[11];
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out[11] = in1[ 3] * in2[ 8] + in1[ 7] * in2[ 9] + in1[11] * in2[10] + in1[15] * in2[11];
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out[12] = in1[ 0] * in2[12] + in1[ 4] * in2[13] + in1[ 8] * in2[14] + in1[12] * in2[15];
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out[13] = in1[ 1] * in2[12] + in1[ 5] * in2[13] + in1[ 9] * in2[14] + in1[13] * in2[15];
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out[14] = in1[ 2] * in2[12] + in1[ 6] * in2[13] + in1[10] * in2[14] + in1[14] * in2[15];
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out[15] = in1[ 3] * in2[12] + in1[ 7] * in2[13] + in1[11] * in2[14] + in1[15] * in2[15];
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}
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void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out )
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{
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out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3];
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out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3];
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out[ 2] = in1[ 2] * in2[ 0] + in1[ 6] * in2[ 1] + in1[10] * in2[ 2] + in1[14] * in2[ 3];
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out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3];
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}
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qboolean Matrix16Compare( const matrix_t a, const matrix_t b )
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{
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return !(a[ 0] != b[ 0] || a[ 4] != b[ 4] || a[ 8] != b[ 8] || a[12] != b[12] ||
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a[ 1] != b[ 1] || a[ 5] != b[ 5] || a[ 9] != b[ 9] || a[13] != b[13] ||
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a[ 2] != b[ 2] || a[ 6] != b[ 6] || a[10] != b[10] || a[14] != b[14] ||
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a[ 3] != b[ 3] || a[ 7] != b[ 7] || a[11] != b[11] || a[15] != b[15]);
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}
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void Matrix16Dump( const matrix_t in )
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{
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ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 0], in[ 4], in[ 8], in[12]);
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ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 1], in[ 5], in[ 9], in[13]);
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ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 2], in[ 6], in[10], in[14]);
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ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 3], in[ 7], in[11], in[15]);
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}
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void Matrix16Translation( vec3_t vec, matrix_t out )
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{
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out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = vec[0];
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out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = vec[1];
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out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 1.0f; out[14] = vec[2];
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out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
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}
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void Matrix16Ortho( float left, float right, float bottom, float top, float znear, float zfar, matrix_t out )
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{
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out[ 0] = 2.0f / (right - left); out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = -(right + left) / (right - left);
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out[ 1] = 0.0f; out[ 5] = 2.0f / (top - bottom); out[ 9] = 0.0f; out[13] = -(top + bottom) / (top - bottom);
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out[ 2] = 0.0f; out[ 6] = 0.0f; out[10] = 2.0f / (zfar - znear); out[14] = -(zfar + znear) / (zfar - znear);
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out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
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}
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void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out)
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{
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out[0] = axes[0][0];
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out[1] = axes[1][0];
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out[2] = axes[2][0];
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out[3] = 0;
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out[4] = axes[0][1];
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out[5] = axes[1][1];
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out[6] = axes[2][1];
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out[7] = 0;
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out[8] = axes[0][2];
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out[9] = axes[1][2];
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out[10] = axes[2][2];
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out[11] = 0;
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out[12] = -DotProduct(origin, axes[0]);
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out[13] = -DotProduct(origin, axes[1]);
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out[14] = -DotProduct(origin, axes[2]);
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out[15] = 1;
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}
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void Matrix16SimpleInverse( const matrix_t in, matrix_t out)
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{
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vec3_t v;
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float invSqrLen;
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VectorCopy(in + 0, v);
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invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
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out[ 0] = v[0]; out[ 4] = v[1]; out[ 8] = v[2]; out[12] = -DotProduct(v, &in[12]);
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VectorCopy(in + 4, v);
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invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
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out[ 1] = v[0]; out[ 5] = v[1]; out[ 9] = v[2]; out[13] = -DotProduct(v, &in[12]);
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VectorCopy(in + 8, v);
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invSqrLen = 1.0f / DotProduct(v, v); VectorScale(v, invSqrLen, v);
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out[ 2] = v[0]; out[ 6] = v[1]; out[10] = v[2]; out[14] = -DotProduct(v, &in[12]);
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out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
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}
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void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c)
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{
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c[0] = a[0] * (1.0f - lerp) + b[0] * lerp;
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c[1] = a[1] * (1.0f - lerp) + b[1] * lerp;
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c[2] = a[2] * (1.0f - lerp) + b[2] * lerp;
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}
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qboolean SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2)
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{
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float radiusSum = radius1 + radius2;
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vec3_t diff;
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VectorSubtract(origin1, origin2, diff);
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if (DotProduct(diff, diff) <= radiusSum * radiusSum)
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{
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return qtrue;
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}
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return qfalse;
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}
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void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3)
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{
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vec3_t diff;
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VectorScale(origin1, 0.5f, origin3);
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VectorMA(origin3, 0.5f, origin2, origin3);
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VectorSubtract(origin1, origin2, diff);
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*radius3 = VectorLength(diff) * 0.5f + MAX(radius1, radius2);
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}
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int NextPowerOfTwo(int in)
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{
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int out;
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for (out = 1; out < in; out <<= 1)
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;
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return out;
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}
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unsigned short FloatToHalf(float in)
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{
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unsigned short out;
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union
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{
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float f;
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unsigned int i;
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} f32;
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int sign, inExponent, inFraction;
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int outExponent, outFraction;
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f32.f = in;
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sign = (f32.i & 0x80000000) >> 31;
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inExponent = (f32.i & 0x7F800000) >> 23;
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inFraction = f32.i & 0x007FFFFF;
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outExponent = CLAMP(inExponent - 127, -15, 16) + 15;
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outFraction = 0;
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if (outExponent == 0x1F)
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{
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if (inExponent == 0xFF && inFraction != 0)
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outFraction = 0x3FF;
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}
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else if (outExponent == 0x00)
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{
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if (inExponent == 0x00 && inFraction != 0)
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outFraction = 0x3FF;
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}
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else
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outFraction = inFraction >> 13;
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out = (sign << 15) | (outExponent << 10) | outFraction;
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return out;
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}
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