quakeforge/libs/video/renderer/sw/sw_riqm.c
Bill Currie db7f8a461e [ecs] Move ECS core into its own library
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.
2022-10-26 17:24:03 +09:00

338 lines
9.5 KiB
C

/*
sw_riqm.c
SW IQM rendering
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#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);
}