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https://git.code.sf.net/p/quake/quakeforge
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833fb2f4f8
The change to using separate per-model-type entity queues resulted in the lighting vector used for alias and iqm models being in an ephemeral location (in the shared setup_lighting function's stack frame). This resulted in the model rendering code getting a garbage vector due to it being overwritten by another stack frame. What I don't get is why the garbage varied from run to run for the same demo (demo2, the first scrag behind the start door showed the bad lighting nicely), which made tracking down the offending commit (and thus the code) rather troublesome, though once I found it, it was a bit of a face-palm moment.
329 lines
9.2 KiB
C
329 lines
9.2 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_GetWorldMatrix (ent->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_GetWorldMatrix (ent->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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model_t *model = ent->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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blend = R_IQMGetLerpedFrames (ent, iqm);
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frame = R_IQMBlendPalette (iqm, ent->animation.pose1, ent->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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R_IQMSetUpTransform (ent, ent->visibility.trivial_accept);
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R_IQMSetupLighting (ent, plighting);
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r_affinetridesc.drawtype = (ent->visibility.trivial_accept == 3) &&
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r_recursiveaffinetriangles;
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//if (!acolormap)
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acolormap = vid.colormap8;
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if (ent != vr_data.view_model)
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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 (ent->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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