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https://git.code.sf.net/p/quake/quakeforge
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db7f8a461e
While the libraries are probably getting a little out of hand, the separation into its own directory is probably a good thing as an ECS should not be tied to scenes. This should make the ECS more generally useful.
338 lines
9.5 KiB
C
338 lines
9.5 KiB
C
/*
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sw_riqm.c
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SW IQM rendering
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/5/18
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "d_ifacea.h"
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#include "r_internal.h"
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#ifdef PIC
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#undef USE_INTEL_ASM //XXX asm pic hack
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#endif
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#define LIGHT_MIN 5 // lowest light value we'll allow, to
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// avoid the need for inner-loop light
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// clamping
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static vec3_t r_lightvec;
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static int r_ambientlight;
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static float r_shadelight;
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static inline int
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calc_light (float *normal)
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{
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float lightcos = DotProduct (normal, r_lightvec);
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int temp = r_ambientlight;
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if (lightcos < 0) {
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temp += (int) (r_shadelight * lightcos);
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// clamp; because we limited the minimum ambient and shading
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// light, we don't have to clamp low light, just bright
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if (temp < 0)
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temp = 0;
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}
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return temp;
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}
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static void
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R_IQMTransformAndProjectFinalVerts (iqm_t *iqm, swiqm_t *sw, iqmframe_t *frame)
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{
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finalvert_t *fv = pfinalverts;
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float zi;
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int i;
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for (i = 0; i < iqm->num_verts; i++, fv++) {
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byte *vert = iqm->vertices + i * iqm->stride;
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uint32_t bind = *(uint32_t *) (vert + sw->bindices->offset);
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vec_t *mat = (vec_t *) &frame[bind];
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float *position = (float *) (vert + sw->position->offset);
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float *normal = (float *) (vert + sw->normal->offset);
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int32_t *texcoord = (int32_t *) (vert + sw->texcoord->offset);
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vec3_t tv, tn;
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Mat4MultVec (mat, position, tv);
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Mat4as3MultVec (mat, normal, tn);
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zi = 1.0 / (DotProduct (tv, aliastransform[2])
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+ aliastransform[2][3]);
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fv->v[5] = zi;
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fv->v[0] = (DotProduct (tv, aliastransform[0])
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+ aliastransform[0][3]) * zi + aliasxcenter;
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fv->v[1] = (DotProduct (tv, aliastransform[1])
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+ aliastransform[1][3]) * zi + aliasxcenter;
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fv->v[2] = texcoord[0];
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fv->v[3] = texcoord[1];
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fv->v[4] = calc_light (tn);
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}
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}
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static void
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iqm_setup_skin (swiqm_t *sw, int skinnum)
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{
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tex_t *skin = sw->skins[skinnum];
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r_affinetridesc.pskin = skin->data;
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r_affinetridesc.skinwidth = skin->width;
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r_affinetridesc.skinheight = skin->height;
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r_affinetridesc.seamfixupX16 = (skin->width >> 1) << 16;
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if (r_affinetridesc.drawtype) {
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D_PolysetUpdateTables (); // FIXME: precalc...
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} else {
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#ifdef USE_INTEL_ASM
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D_Aff8Patch (acolormap);
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#endif
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}
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}
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static void
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R_IQMPrepareUnclippedPoints (iqm_t *iqm, swiqm_t *sw, iqmframe_t *frame)
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{
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int i;
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R_IQMTransformAndProjectFinalVerts (iqm, sw, frame);
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if (r_affinetridesc.drawtype)
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D_PolysetDrawFinalVerts (pfinalverts, iqm->num_verts);
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r_affinetridesc.pfinalverts = pfinalverts;
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for (i = 0; i < iqm->num_meshes; i++) {
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iqmmesh *mesh = &iqm->meshes[i];
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uint16_t *tris;
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iqm_setup_skin (sw, i);
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tris = iqm->elements + mesh->first_triangle;
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r_affinetridesc.ptriangles = (mtriangle_t *) tris;
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r_affinetridesc.numtriangles = mesh->num_triangles;
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D_PolysetDraw ();
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}
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}
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static void
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R_IQMPreparePoints (iqm_t *iqm, swiqm_t *sw, iqmframe_t *frame)
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{
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finalvert_t *fv = pfinalverts;
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auxvert_t *av = pauxverts;
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int i;
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uint32_t j;
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finalvert_t *pfv[3];
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for (i = 0; i < iqm->num_verts; i++, fv++, av++) {
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byte *vert = iqm->vertices + i * iqm->stride;
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uint32_t bind = *(uint32_t *) (vert + sw->bindices->offset);
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vec_t *mat = (vec_t *) &frame[bind];
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float *position = (float *) (vert + sw->position->offset);
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float *normal = (float *) (vert + sw->normal->offset);
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int32_t *texcoord = (int32_t *) (vert + sw->texcoord->offset);
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vec3_t tv, tn;
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Mat4MultVec (mat, position, tv);
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Mat4as3MultVec (mat, normal, tn);
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av->fv[0] = DotProduct (tv, aliastransform[0]) + aliastransform[0][3];
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av->fv[1] = DotProduct (tv, aliastransform[1]) + aliastransform[1][3];
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av->fv[2] = DotProduct (tv, aliastransform[2]) + aliastransform[2][3];
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fv->v[2] = texcoord[0];
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fv->v[3] = texcoord[1];
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fv->flags = 0;
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fv->v[4] = calc_light (tn);
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R_AliasClipAndProjectFinalVert (fv, av);
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}
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for (i = 0; i < iqm->num_meshes; i++) {
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iqmmesh *mesh = &iqm->meshes[i];
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mtriangle_t *mtri;
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iqm_setup_skin (sw, i);
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mtri = (mtriangle_t *) iqm->elements + mesh->first_triangle;
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r_affinetridesc.numtriangles = 1;
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for (j = 0; j < mesh->num_triangles; j++, mtri++) {
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pfv[0] = &pfinalverts[mtri->vertindex[0]];
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pfv[1] = &pfinalverts[mtri->vertindex[1]];
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pfv[2] = &pfinalverts[mtri->vertindex[2]];
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if (pfv[0]->flags & pfv[1]->flags & pfv[2]->flags
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& (ALIAS_XY_CLIP_MASK | ALIAS_Z_CLIP))
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continue; // completely clipped
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if (!((pfv[0]->flags | pfv[1]->flags | pfv[2]->flags)
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& (ALIAS_XY_CLIP_MASK | ALIAS_Z_CLIP))) {// totally unclipped
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r_affinetridesc.pfinalverts = pfinalverts;
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r_affinetridesc.ptriangles = mtri;
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D_PolysetDraw ();
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} else { // partially clipped
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R_AliasClipTriangle (mtri);
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}
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}
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}
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}
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static void
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R_IQMSetupLighting (entity_t ent, alight_t *plighting)
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{
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// guarantee that no vertex will ever be lit below LIGHT_MIN, so we don't
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// have to clamp off the bottom
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r_ambientlight = plighting->ambientlight;
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if (r_ambientlight < LIGHT_MIN)
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r_ambientlight = LIGHT_MIN;
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r_ambientlight = (255 - r_ambientlight) << VID_CBITS;
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if (r_ambientlight < LIGHT_MIN)
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r_ambientlight = LIGHT_MIN;
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r_shadelight = plighting->shadelight;
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if (r_shadelight < 0)
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r_shadelight = 0;
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r_shadelight *= VID_GRADES;
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// rotate the lighting vector into the model's frame of reference
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mat4f_t mat;
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transform_t transform = Entity_Transform (ent);
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Transform_GetWorldMatrix (transform, mat);
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//FIXME vectorize
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r_lightvec[0] = DotProduct (plighting->lightvec, mat[0]);
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r_lightvec[1] = DotProduct (plighting->lightvec, mat[1]);
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r_lightvec[2] = DotProduct (plighting->lightvec, mat[2]);
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}
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static void
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R_IQMSetUpTransform (entity_t ent, int trivial_accept)
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{
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int i;
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float rotationmatrix[3][4];
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vec3_t forward, left, up;
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mat4f_t mat;
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transform_t transform = Entity_Transform (ent);
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Transform_GetWorldMatrix (transform, mat);
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VectorCopy (mat[0], forward);
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VectorCopy (mat[1], left);
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VectorCopy (mat[2], up);
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// TODO: can do this with simple matrix rearrangement
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for (i = 0; i < 3; i++) {
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rotationmatrix[i][0] = forward[i];
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rotationmatrix[i][1] = left[i];
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rotationmatrix[i][2] = up[i];
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}
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rotationmatrix[0][3] = r_entorigin[0] - r_refdef.frame.position[0];
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rotationmatrix[1][3] = r_entorigin[1] - r_refdef.frame.position[1];
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rotationmatrix[2][3] = r_entorigin[2] - r_refdef.frame.position[2];
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R_ConcatTransforms (r_viewmatrix, rotationmatrix, aliastransform);
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// do the scaling up of x and y to screen coordinates as part of the transform
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// for the unclipped case (it would mess up clipping in the clipped case).
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// Also scale down z, so 1/z is scaled 31 bits for free, and scale down x and y
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// correspondingly so the projected x and y come out right
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// FIXME: make this work for clipped case too?
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if (trivial_accept) {
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for (i = 0; i < 4; i++) {
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aliastransform[0][i] *= aliasxscale *
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(1.0 / ((float) 0x8000 * 0x10000));
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aliastransform[1][i] *= aliasyscale *
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(1.0 / ((float) 0x8000 * 0x10000));
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aliastransform[2][i] *= 1.0 / ((float) 0x8000 * 0x10000);
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}
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}
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}
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void
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R_IQMDrawModel (entity_t ent, alight_t *plighting)
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{
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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model_t *model = renderer->model;
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iqm_t *iqm = (iqm_t *) model->aliashdr;
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swiqm_t *sw = (swiqm_t *) iqm->extra_data;
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int size;
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float blend;
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iqmframe_t *frame;
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size = (CACHE_SIZE - 1)
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+ sizeof (finalvert_t) * (iqm->num_verts + 1)
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+ sizeof (auxvert_t) * iqm->num_verts;
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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ent.reg);
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blend = R_IQMGetLerpedFrames (animation, iqm);
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frame = R_IQMBlendPalette (iqm, animation->pose1, animation->pose2,
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blend, size, sw->blend_palette,
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sw->palette_size);
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pfinalverts = (finalvert_t *) &frame[sw->palette_size];
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pfinalverts = (finalvert_t *)
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(((intptr_t) &pfinalverts[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
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pauxverts = (auxvert_t *) &pfinalverts[iqm->num_verts + 1];
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
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ent.reg);
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R_IQMSetUpTransform (ent, visibility->trivial_accept);
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R_IQMSetupLighting (ent, plighting);
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r_affinetridesc.drawtype = (visibility->trivial_accept == 3) &&
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r_recursiveaffinetriangles;
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//if (!acolormap)
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acolormap = r_colormap;
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//FIXME depth hack
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if (ent.id != vr_data.view_model.id)
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ziscale = (float) 0x8000 *(float) 0x10000;
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else
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ziscale = (float) 0x8000 *(float) 0x10000 *3.0;
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if (visibility->trivial_accept)
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R_IQMPrepareUnclippedPoints (iqm, sw, frame);
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else
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R_IQMPreparePoints (iqm, sw, frame);
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}
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