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https://git.code.sf.net/p/quake/quakeforge
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fbc1bd9f6e
This is the first step towards component-based entities. There's still some transform-related stuff in the struct that needs to be moved, but it's all entirely client related (rather than renderer) and will probably go into a "client" component. Also, the current components are directly included structs rather than references as I didn't want to deal with the object management at this stage. As part of the process (because transforms use simd) this also starts the process of moving QF to using simd for vectors and matrices. There's now a mess of simd and sisd code mixed together, but it works surprisingly well together.
329 lines
9.2 KiB
C
329 lines
9.2 KiB
C
/*
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sw32_riqm.c
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32bit 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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#define NH_DEFINE
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#include "namehack.h"
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#include "QF/cvar.h"
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#include "QF/entity.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 "d_ifacea.h"
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#include "r_internal.h"
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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_plightvec;
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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_plightvec);
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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, sw32_aliastransform[2])
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+ sw32_aliastransform[2][3]);
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fv->v[5] = zi;
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fv->v[0] = (DotProduct (tv, sw32_aliastransform[0])
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+ sw32_aliastransform[0][3]) * zi + aliasxcenter;
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fv->v[1] = (DotProduct (tv, sw32_aliastransform[1])
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+ sw32_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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sw32_r_affinetridesc.pskin = skin->data;
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sw32_r_affinetridesc.skinwidth = skin->width;
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sw32_r_affinetridesc.skinheight = skin->height;
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sw32_r_affinetridesc.seamfixupX16 = (skin->width >> 1) << 16;
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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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sw32_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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sw32_r_affinetridesc.ptriangles = (mtriangle_t *) tris;
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sw32_r_affinetridesc.numtriangles = mesh->num_triangles;
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sw32_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, sw32_aliastransform[0])
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+ sw32_aliastransform[0][3];
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av->fv[1] = DotProduct (tv, sw32_aliastransform[1])
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+ sw32_aliastransform[1][3];
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av->fv[2] = DotProduct (tv, sw32_aliastransform[2])
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+ sw32_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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sw32_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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sw32_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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sw32_r_affinetridesc.pfinalverts = pfinalverts;
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sw32_r_affinetridesc.ptriangles = mtri;
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sw32_D_PolysetDraw ();
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} else { // partially clipped
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sw32_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_plightvec[0] = DotProduct (plighting->plightvec, mat[0]);
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r_plightvec[1] = DotProduct (plighting->plightvec, mat[1]);
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r_plightvec[2] = DotProduct (plighting->plightvec, mat[2]);
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}
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static void
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R_IQMSetUpTransform (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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static float viewmatrix[3][4];
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vec3_t forward, left, up;
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mat4f_t mat;
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Transform_GetWorldMatrix (currententity->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] = -modelorg[0];
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rotationmatrix[1][3] = -modelorg[1];
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rotationmatrix[2][3] = -modelorg[2];
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// TODO: should be global, set when vright, etc., set
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VectorCopy (vright, viewmatrix[0]);
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VectorCopy (vup, viewmatrix[1]);
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VectorNegate (viewmatrix[1], viewmatrix[1]);
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VectorCopy (vpn, viewmatrix[2]);
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// viewmatrix[0][3] = 0;
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// viewmatrix[1][3] = 0;
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// viewmatrix[2][3] = 0;
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R_ConcatTransforms (viewmatrix, rotationmatrix, sw32_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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sw32_aliastransform[0][i] *= aliasxscale *
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(1.0 / ((float) 0x8000 * 0x10000));
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sw32_aliastransform[1][i] *= aliasyscale *
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(1.0 / ((float) 0x8000 * 0x10000));
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sw32_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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sw32_R_IQMDrawModel (alight_t *plighting)
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{
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entity_t *ent = currententity;
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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,
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sw->blend_palette, 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->visibility.trivial_accept);
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R_IQMSetupLighting (ent, plighting);
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//if (!sw32_acolormap)
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sw32_acolormap = vid.colormap8;
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if (ent != vr_data.view_model)
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sw32_ziscale = (float) 0x8000 *(float) 0x10000;
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else
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sw32_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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