q3rally/engine/code/renderergl2/tr_shade_calc.c
zturtleman 96a9e2a9aa ioquake3 resync to revision 3511 from 3444.
This updates from SDL 2.0.4 to SDL 2.0.8.

Fix nullptr dereference in front of nullptr check in FS_CheckPak0
Fix undefined behaviour due to shifting signed in snd_mem.c
Fix shifting bits out of byte in tr_font.c
Fix shift into sign in cl_cin.c
Fix signed bit operations in MSG_ReadBits
Add missing address operator in cm_polylib.c
OpenGL1: Decay float[8] to float * in tr_marks.c
Avoid srcList[-1] in snd_openal.c
Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars
Maximize cURL buffer size
Fix mouse grab after toggling fullscreen
Fix q3history buffer not cleared between mods and OOB-access
Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything."
Fix displayed color/depth/stencil bits values
Restore setting r_colorbits in q3_ui
Make setting r_stencilbits more consistent in Team Arena UI
Fix map list in Team Arena start server menu after entering SP menu
Support SDL audio devices that require float32 samples.
sdl_snd.c should just initialize SDL audio without checking SDL_WasInit().
There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio().
Added audio capture support to SDL backend.
Use the SDL2 audio device interface instead of the legacy 1.2 API.
Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8.
Update SDL2 to 2.0.8
Add SDL 2.0.1 headers for macOS PPC
Make macOS Universal Bundle target 10.6 for x86 and x86_64
Fix possible bot goal state NULL pointer dereference
Fix uninitialized bot_goal_t fields
Remove unnecessary NULL pointer check in Cmd_RemoveCommand
Make UI_DrawProportionalString handle NULL string
Fix compiling against macOS system OpenAL and SDL2 frameworks
Fix array index in CanDamage() function - discovered by MARTY
Fix compiling Makefile (broke in macOS frameworks commit)
Fix clearing keys for control in Team Arena UI
Make s_useOpenAL be CVAR_LATCH
Improvements for dedicated camera followers (team follow1/2)
Fix not closing description.txt and fix path seperator
Fix duplicate bots displayed in Team Arena ingame add bot menu
OpenGL2: Fix parsing specularScale in shaders
Don't allow SDL audio capture using pulseaudio
Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Limit -maltivec to specific source files on OpenBSD too (untested)
Use SDL 2.0.1 headers for macOS ppc64
Fix console offset while Team Arena voiceMenu is open
OpenGL2: Readd r_deluxeSpecular.
Fix client kicked as unpure when missing the latest cgame/ui pk3s
Don't create multiple windows when GL context creation fails
Require OpenGL 1.2 for GL_CLAMP_TO_EDGE
Fix Linux uninstaller requiring Bash
Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh
Reported by @illwieckz.
Fix in_restart causing fatal error while video is shutdown
Allow pkg-config binary to be overridden with PKG_CONFIG
Make testgun command without argument disable test gun model
Remove unused renderer_buffer variable
Don't upload 8 bit grayscale images as 16 bit luminance
OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Don't load non-core GL functions for OpenGL 3.2 core context
Load OpenGL ES 2.0 function procs
Don't check fixed function GL extensions when using shader pipeline
OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL2: Misc fixes and cleanup
Fix IQM root joint backlerp when joint number is more than 0
Improve IQM loading
Improve IQM CPU vertex skinning performance
OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00

818 lines
19 KiB
C

/*
===========================================================================
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"
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (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_CalcStretchTexMatrix
*/
void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix )
{
float p;
p = 1.0f / EvalWaveForm( wf );
matrix[0] = p; matrix[2] = 0; matrix[4] = 0.5f - 0.5f * p;
matrix[1] = 0; matrix[3] = p; matrix[5] = 0.5f - 0.5f * p;
}
/*
====================================================================
DEFORMATIONS
====================================================================
*/
/*
========================
RB_CalcDeformVertexes
========================
*/
void RB_CalcDeformVertexes( deformStage_t *ds )
{
int i;
vec3_t offset;
float scale;
float *xyz = ( float * ) tess.xyz;
int16_t *normal = tess.normal[0];
float *table;
if ( ds->deformationWave.frequency == 0 )
{
scale = EvalWaveForm( &ds->deformationWave );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
{
R_VaoUnpackNormal(offset, normal);
xyz[0] += offset[0] * scale;
xyz[1] += offset[1] * scale;
xyz[2] += offset[2] * scale;
}
}
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 );
R_VaoUnpackNormal(offset, normal);
xyz[0] += offset[0] * scale;
xyz[1] += offset[1] * scale;
xyz[2] += offset[2] * scale;
}
}
}
/*
=========================
RB_CalcDeformNormals
Wiggle the normals for wavy environment mapping
=========================
*/
void RB_CalcDeformNormals( deformStage_t *ds ) {
int i;
float scale;
float *xyz = ( float * ) tess.xyz;
int16_t *normal = tess.normal[0];
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) {
vec3_t fNormal;
R_VaoUnpackNormal(fNormal, normal);
scale = 0.98f;
scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
tess.shaderTime * ds->deformationWave.frequency );
fNormal[ 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 );
fNormal[ 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 );
fNormal[ 2 ] += ds->deformationWave.amplitude * scale;
VectorNormalizeFast( fNormal );
R_VaoPackNormal(normal, fNormal);
}
}
/*
========================
RB_CalcBulgeVertexes
========================
*/
void RB_CalcBulgeVertexes( deformStage_t *ds ) {
int i;
const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz;
int16_t *normal = tess.normal[0];
double now;
now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) {
int64_t off;
float scale;
vec3_t fNormal;
R_VaoUnpackNormal(fNormal, normal);
off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight;
xyz[0] += fNormal[0] * scale;
xyz[1] += fNormal[1] * scale;
xyz[2] += fNormal[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;
vec3_t fNormal;
height[0] = 0;
height[1] = 0;
height[2] = -1;
R_VaoUnpackNormal(fNormal, tess.normal[0]);
CrossProduct( fNormal, 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 independent
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 ) {
vec4_t color;
// 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);
}
VectorScale4(tess.color[i], 1.0f / 65535.0f, color);
RB_AddQuadStamp( mid, left, up, color );
}
}
/*
=====================
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\n", tess.shader->name );
}
if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count\n", 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_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_CalcWaveAlphaSingle
*/
float RB_CalcWaveAlphaSingle( const waveForm_t *wf )
{
return EvalWaveFormClamped( wf );
}
/*
** RB_CalcModulateColorsByFog
*/
void RB_CalcModulateColorsByFog( unsigned char *colors ) {
int i;
float texCoords[SHADER_MAX_VERTEXES][2] = {{0.0f}};
// 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;
}
}
/*
====================================================================
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_CalcTurbulentFactors
*/
void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now )
{
*now = wf->phase + tess.shaderTime * wf->frequency;
*amplitude = wf->amplitude;
}
/*
** RB_CalcScaleTexMatrix
*/
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
{
matrix[0] = scale[0]; matrix[2] = 0.0f; matrix[4] = 0.0f;
matrix[1] = 0.0f; matrix[3] = scale[1]; matrix[5] = 0.0f;
}
/*
** RB_CalcScrollTexMatrix
*/
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
{
double timeScale = tess.shaderTime;
double 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[2] = 0.0f; matrix[4] = adjustedScrollS;
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
}
/*
** RB_CalcTransformTexMatrix
*/
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix )
{
matrix[0] = tmi->matrix[0][0]; matrix[2] = tmi->matrix[1][0]; matrix[4] = tmi->translate[0];
matrix[1] = tmi->matrix[0][1]; matrix[3] = tmi->matrix[1][1]; matrix[5] = tmi->translate[1];
}
/*
** RB_CalcRotateTexMatrix
*/
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
{
double timeScale = tess.shaderTime;
double degs;
int64_t index;
float sinValue, cosValue;
degs = -degsPerSecond * timeScale;
index = degs * ( FUNCTABLE_SIZE / 360.0f );
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
matrix[0] = cosValue; matrix[2] = -sinValue; matrix[4] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
matrix[1] = sinValue; matrix[3] = cosValue; matrix[5] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
}