/* sw_riqm.c SW IQM rendering Copyright (C) 2012 Bill Currie Author: Bill Currie Date: 2012/5/18 This program 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. This program 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 this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/cvar.h" #include "QF/image.h" #include "QF/render.h" #include "QF/skin.h" #include "QF/sys.h" #include "QF/scene/entity.h" #include "d_ifacea.h" #include "r_internal.h" #ifdef PIC #undef USE_INTEL_ASM //XXX asm pic hack #endif #define LIGHT_MIN 5 // lowest light value we'll allow, to // avoid the need for inner-loop light // clamping static vec3_t r_lightvec; static int r_ambientlight; static float r_shadelight; static inline int calc_light (float *normal) { float lightcos = DotProduct (normal, r_lightvec); int temp = r_ambientlight; if (lightcos < 0) { temp += (int) (r_shadelight * lightcos); // clamp; because we limited the minimum ambient and shading // light, we don't have to clamp low light, just bright if (temp < 0) temp = 0; } return temp; } static void R_IQMTransformAndProjectFinalVerts (iqm_t *iqm, swiqm_t *sw, iqmframe_t *frame) { finalvert_t *fv = pfinalverts; float zi; int i; for (i = 0; i < iqm->num_verts; i++, fv++) { byte *vert = iqm->vertices + i * iqm->stride; uint32_t bind = *(uint32_t *) (vert + sw->bindices->offset); vec_t *mat = (vec_t *) &frame[bind]; float *position = (float *) (vert + sw->position->offset); float *normal = (float *) (vert + sw->normal->offset); int32_t *texcoord = (int32_t *) (vert + sw->texcoord->offset); vec3_t tv, tn; Mat4MultVec (mat, position, tv); Mat4as3MultVec (mat, normal, tn); zi = 1.0 / (DotProduct (tv, aliastransform[2]) + aliastransform[2][3]); fv->v[5] = zi; fv->v[0] = (DotProduct (tv, aliastransform[0]) + aliastransform[0][3]) * zi + aliasxcenter; fv->v[1] = (DotProduct (tv, aliastransform[1]) + aliastransform[1][3]) * zi + aliasxcenter; fv->v[2] = texcoord[0]; fv->v[3] = texcoord[1]; fv->v[4] = calc_light (tn); } } static void iqm_setup_skin (swiqm_t *sw, int skinnum) { tex_t *skin = sw->skins[skinnum]; r_affinetridesc.pskin = skin->data; r_affinetridesc.skinwidth = skin->width; r_affinetridesc.skinheight = skin->height; r_affinetridesc.seamfixupX16 = (skin->width >> 1) << 16; if (r_affinetridesc.drawtype) { D_PolysetUpdateTables (); // FIXME: precalc... } else { #ifdef USE_INTEL_ASM D_Aff8Patch (acolormap); #endif } } static void R_IQMPrepareUnclippedPoints (iqm_t *iqm, swiqm_t *sw, iqmframe_t *frame) { int i; R_IQMTransformAndProjectFinalVerts (iqm, sw, frame); if (r_affinetridesc.drawtype) D_PolysetDrawFinalVerts (pfinalverts, iqm->num_verts); r_affinetridesc.pfinalverts = pfinalverts; for (i = 0; i < iqm->num_meshes; i++) { iqmmesh *mesh = &iqm->meshes[i]; uint16_t *tris; iqm_setup_skin (sw, i); tris = iqm->elements + mesh->first_triangle; r_affinetridesc.ptriangles = (mtriangle_t *) tris; r_affinetridesc.numtriangles = mesh->num_triangles; D_PolysetDraw (); } } static void R_IQMPreparePoints (iqm_t *iqm, swiqm_t *sw, iqmframe_t *frame) { finalvert_t *fv = pfinalverts; auxvert_t *av = pauxverts; int i; uint32_t j; finalvert_t *pfv[3]; for (i = 0; i < iqm->num_verts; i++, fv++, av++) { byte *vert = iqm->vertices + i * iqm->stride; uint32_t bind = *(uint32_t *) (vert + sw->bindices->offset); vec_t *mat = (vec_t *) &frame[bind]; float *position = (float *) (vert + sw->position->offset); float *normal = (float *) (vert + sw->normal->offset); int32_t *texcoord = (int32_t *) (vert + sw->texcoord->offset); vec3_t tv, tn; Mat4MultVec (mat, position, tv); Mat4as3MultVec (mat, normal, tn); av->fv[0] = DotProduct (tv, aliastransform[0]) + aliastransform[0][3]; av->fv[1] = DotProduct (tv, aliastransform[1]) + aliastransform[1][3]; av->fv[2] = DotProduct (tv, aliastransform[2]) + aliastransform[2][3]; fv->v[2] = texcoord[0]; fv->v[3] = texcoord[1]; fv->flags = 0; fv->v[4] = calc_light (tn); R_AliasClipAndProjectFinalVert (fv, av); } for (i = 0; i < iqm->num_meshes; i++) { iqmmesh *mesh = &iqm->meshes[i]; mtriangle_t *mtri; iqm_setup_skin (sw, i); mtri = (mtriangle_t *) iqm->elements + mesh->first_triangle; r_affinetridesc.numtriangles = 1; for (j = 0; j < mesh->num_triangles; j++, mtri++) { pfv[0] = &pfinalverts[mtri->vertindex[0]]; pfv[1] = &pfinalverts[mtri->vertindex[1]]; pfv[2] = &pfinalverts[mtri->vertindex[2]]; if (pfv[0]->flags & pfv[1]->flags & pfv[2]->flags & (ALIAS_XY_CLIP_MASK | ALIAS_Z_CLIP)) continue; // completely clipped if (!((pfv[0]->flags | pfv[1]->flags | pfv[2]->flags) & (ALIAS_XY_CLIP_MASK | ALIAS_Z_CLIP))) {// totally unclipped r_affinetridesc.pfinalverts = pfinalverts; r_affinetridesc.ptriangles = mtri; D_PolysetDraw (); } else { // partially clipped R_AliasClipTriangle (mtri); } } } } static void R_IQMSetupLighting (entity_t ent, alight_t *plighting) { // guarantee that no vertex will ever be lit below LIGHT_MIN, so we don't // have to clamp off the bottom r_ambientlight = plighting->ambientlight; if (r_ambientlight < LIGHT_MIN) r_ambientlight = LIGHT_MIN; r_ambientlight = (255 - r_ambientlight) << VID_CBITS; if (r_ambientlight < LIGHT_MIN) r_ambientlight = LIGHT_MIN; r_shadelight = plighting->shadelight; if (r_shadelight < 0) r_shadelight = 0; r_shadelight *= VID_GRADES; // rotate the lighting vector into the model's frame of reference mat4f_t mat; transform_t transform = Entity_Transform (ent); Transform_GetWorldMatrix (transform, mat); //FIXME vectorize r_lightvec[0] = DotProduct (plighting->lightvec, mat[0]); r_lightvec[1] = DotProduct (plighting->lightvec, mat[1]); r_lightvec[2] = DotProduct (plighting->lightvec, mat[2]); } static void R_IQMSetUpTransform (entity_t ent, int trivial_accept) { int i; float rotationmatrix[3][4]; vec3_t forward, left, up; mat4f_t mat; transform_t transform = Entity_Transform (ent); Transform_GetWorldMatrix (transform, mat); VectorCopy (mat[0], forward); VectorCopy (mat[1], left); VectorCopy (mat[2], up); // TODO: can do this with simple matrix rearrangement for (i = 0; i < 3; i++) { rotationmatrix[i][0] = forward[i]; rotationmatrix[i][1] = left[i]; rotationmatrix[i][2] = up[i]; } rotationmatrix[0][3] = r_entorigin[0] - r_refdef.frame.position[0]; rotationmatrix[1][3] = r_entorigin[1] - r_refdef.frame.position[1]; rotationmatrix[2][3] = r_entorigin[2] - r_refdef.frame.position[2]; R_ConcatTransforms (r_viewmatrix, rotationmatrix, aliastransform); // do the scaling up of x and y to screen coordinates as part of the transform // for the unclipped case (it would mess up clipping in the clipped case). // Also scale down z, so 1/z is scaled 31 bits for free, and scale down x and y // correspondingly so the projected x and y come out right // FIXME: make this work for clipped case too? if (trivial_accept) { for (i = 0; i < 4; i++) { aliastransform[0][i] *= aliasxscale * (1.0 / ((float) 0x8000 * 0x10000)); aliastransform[1][i] *= aliasyscale * (1.0 / ((float) 0x8000 * 0x10000)); aliastransform[2][i] *= 1.0 / ((float) 0x8000 * 0x10000); } } } void R_IQMDrawModel (entity_t ent, alight_t *plighting) { renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg); model_t *model = renderer->model; iqm_t *iqm = (iqm_t *) model->aliashdr; swiqm_t *sw = (swiqm_t *) iqm->extra_data; int size; float blend; iqmframe_t *frame; size = (CACHE_SIZE - 1) + sizeof (finalvert_t) * (iqm->num_verts + 1) + sizeof (auxvert_t) * iqm->num_verts; animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg); blend = R_IQMGetLerpedFrames (animation, iqm); frame = R_IQMBlendPalette (iqm, animation->pose1, animation->pose2, blend, size, sw->blend_palette, sw->palette_size); pfinalverts = (finalvert_t *) &frame[sw->palette_size]; pfinalverts = (finalvert_t *) (((intptr_t) &pfinalverts[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1)); pauxverts = (auxvert_t *) &pfinalverts[iqm->num_verts + 1]; visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility, ent.reg); R_IQMSetUpTransform (ent, visibility->trivial_accept); R_IQMSetupLighting (ent, plighting); r_affinetridesc.drawtype = (visibility->trivial_accept == 3) && r_recursiveaffinetriangles; //if (!acolormap) acolormap = r_colormap; //FIXME depth hack if (ent.id != vr_data.view_model.id) ziscale = (float) 0x8000 *(float) 0x10000; else ziscale = (float) 0x8000 *(float) 0x10000 *3.0; if (visibility->trivial_accept) R_IQMPrepareUnclippedPoints (iqm, sw, frame); else R_IQMPreparePoints (iqm, sw, frame); }