mirror of
https://github.com/Q3Rally-Team/q3rally.git
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866aa787cf
Update to ioquake3 revision 3306 from 1951 of the ioq3 Github repo via subversion. Over 4 years of changes.
247 lines
8.4 KiB
C
247 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 Mat4Zero( mat4_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 Mat4Identity( mat4_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 Mat4Copy( const mat4_t in, mat4_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 Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_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 Mat4Transform( const mat4_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 Mat4Compare( const mat4_t a, const mat4_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 Mat4Dump( const mat4_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 Mat4Translation( vec3_t vec, mat4_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 Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_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 Mat4View(vec3_t axes[3], vec3_t origin, mat4_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 Mat4SimpleInverse( const mat4_t in, mat4_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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union f32_u {
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float f;
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uint32_t ui;
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struct {
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unsigned int fraction:23;
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unsigned int exponent:8;
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unsigned int sign:1;
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} pack;
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};
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union f16_u {
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uint16_t ui;
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struct {
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unsigned int fraction:10;
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unsigned int exponent:5;
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unsigned int sign:1;
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} pack;
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};
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uint16_t FloatToHalf(float in)
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{
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union f32_u f32;
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union f16_u f16;
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f32.f = in;
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f16.pack.exponent = CLAMP((int)(f32.pack.exponent) - 112, 0, 31);
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f16.pack.fraction = f32.pack.fraction >> 13;
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f16.pack.sign = f32.pack.sign;
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return f16.ui;
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}
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float HalfToFloat(uint16_t in)
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{
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union f32_u f32;
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union f16_u f16;
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f16.ui = in;
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f32.pack.exponent = (int)(f16.pack.exponent) + 112;
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f32.pack.fraction = f16.pack.fraction << 13;
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f32.pack.sign = f16.pack.sign;
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return f32.f;
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}
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