mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
bce7d5b832
This moves the common camera setup code out of the individual drivers, and completely removes vup/vright/vpn from the non-software renderers. This has highlighted the craziness around AngleVectors with it putting +X forward, -Y right and +Z up. The main issue with this is it requires a 90 degree pre-rotation about the Z axis to get the camera pointing in the right direction, and that's for the native sw renderer (vulkan needs a 90 degree pre-rotation about X, and gl and glsl need to invert an axis, too), though at least it's just a matrix swizzle and vector negation. However, it does mean the camera matrices can't be used directly. Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in meaning (to me, at least) than pn (plane normal, I guess, but which way?)).
340 lines
9.5 KiB
C
340 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_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, 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_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 (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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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 (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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// 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 (vfwd, 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, 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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