mirror of
https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
141 lines
3.8 KiB
C
141 lines
3.8 KiB
C
/*
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r_iqm.c
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Shared IQM rendering support
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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: 2012/5/11
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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/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 "r_internal.h"
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float
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R_IQMGetLerpedFrames (animation_t *animation, iqm_t *iqm)
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{
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int frame = animation->frame;
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float time, fullinterval;
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iqmanim *anim;
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if (!iqm->num_anims)
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return R_EntityBlend (animation, 0, 1.0 / 25.0);
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if (frame >= iqm->num_anims || frame < 0) {
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Sys_MaskPrintf (SYS_dev, "R_IQMGetLerpedFrames: no such frame %d\n",
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frame);
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frame = 0;
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}
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anim = &iqm->anims[frame];
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fullinterval = anim->num_frames / anim->framerate;
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time = vr_data.realtime + animation->syncbase;
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time -= ((int) (time / fullinterval)) * fullinterval;
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frame = (int) (time * anim->framerate) + anim->first_frame;
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return R_EntityBlend (animation, frame, 1.0 / anim->framerate);
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}
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iqmframe_t *
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R_IQMBlendFrames (const iqm_t *iqm, int frame1, int frame2, float blend,
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int extra)
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{
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iqmframe_t *frame;
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int i;
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frame = Hunk_TempAlloc (0, iqm->num_joints * sizeof (iqmframe_t) + extra);
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if (iqm->num_frames) {
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#if 0
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for (i = 0; i < iqm->num_joints; i++) {
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iqmframe_t *f1 = &iqm->frames[frame1][i];
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iqmframe_t *f2 = &iqm->frames[frame2][i];
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DualQuatBlend (f1->rt, f2->rt, blend, frame[i].rt);
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QuatBlend (f1->shear, f2->shear, blend, frame[i].shear);
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QuatBlend (f1->scale, f2->scale, blend, frame[i].scale);
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}
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#else
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for (i = 0; i < iqm->num_joints; i++) {
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iqmframe_t *f1 = &iqm->frames[frame1][i];
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iqmframe_t *f2 = &iqm->frames[frame2][i];
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iqmjoint *j = &iqm->joints[i];
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Mat4Blend ((float *) f1, (float *) f2, blend, (float*)&frame[i]);
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if (j->parent >= 0)
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Mat4Mult ((float*)&frame[j->parent],
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(float*)&frame[i], (float*)&frame[i]);
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}
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#endif
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} else {
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#if 0
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for (i = 0; i < iqm->num_joints; i++) {
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QuatSet (0, 0, 0, 1, frame[i].rt.q0.q);
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QuatSet (0, 0, 0, 0, frame[i].rt.qe.q);
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QuatSet (0, 0, 0, 0, frame[i].shear);
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QuatSet (1, 1, 1, 0, frame[i].scale);
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}
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#else
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for (i = 0; i < iqm->num_joints; i++) {
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Mat4Identity ((float*)&frame[i]);
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}
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#endif
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}
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return frame;
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}
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iqmframe_t *
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R_IQMBlendPalette (const iqm_t *iqm, int frame1, int frame2, float blend,
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int extra, iqmblend_t *blend_palette, int palette_size)
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{
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iqmframe_t *frame;
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int i, j;
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extra += (palette_size - iqm->num_joints) * sizeof (iqmframe_t);
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frame = R_IQMBlendFrames (iqm, frame1, frame2, blend, extra);
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for (i = iqm->num_joints; i < palette_size; i++) {
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vec_t *mat = (vec_t *) &frame[i];
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iqmblend_t *blend = &blend_palette[i];
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vec_t *f;
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f = (vec_t *) &frame[blend->indices[0]];
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Mat4Scale (f, blend->weights[0] / 255.0, mat);
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for (j = 1; j < 4; j++) {
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if (!blend->weights[j])
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break;
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f = (vec_t *) &frame[blend->indices[j]];
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Mat4MultAdd (mat, blend->weights[j] / 255.0, f, mat);
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}
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}
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return frame;
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}
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