quakeforge/libs/video/renderer/sw/sw_riqm.c
Bill Currie bce7d5b832 [renderer] Clean up use of vup/vright/vpn
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?)).
2022-03-14 09:45:27 +09:00

340 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_plightvec;
static int r_ambientlight;
static float r_shadelight;
static inline int
calc_light (float *normal)
{
float lightcos = DotProduct (normal, r_plightvec);
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_GetWorldMatrix (ent->transform, mat);
//FIXME vectorize
r_plightvec[0] = DotProduct (plighting->plightvec, mat[0]);
r_plightvec[1] = DotProduct (plighting->plightvec, mat[1]);
r_plightvec[2] = DotProduct (plighting->plightvec, mat[2]);
}
static void
R_IQMSetUpTransform (entity_t *ent, int trivial_accept)
{
int i;
float rotationmatrix[3][4];
static float viewmatrix[3][4];
vec3_t forward, left, up;
mat4f_t mat;
Transform_GetWorldMatrix (ent->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];
// TODO: should be global, set when vright, etc., set
VectorCopy (vright, viewmatrix[0]);
VectorCopy (vup, viewmatrix[1]);
VectorNegate (viewmatrix[1], viewmatrix[1]);
VectorCopy (vfwd, viewmatrix[2]);
// viewmatrix[0][3] = 0;
// viewmatrix[1][3] = 0;
// viewmatrix[2][3] = 0;
R_ConcatTransforms (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)
{
model_t *model = ent->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;
blend = R_IQMGetLerpedFrames (ent, iqm);
frame = R_IQMBlendPalette (iqm, ent->animation.pose1, ent->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];
R_IQMSetUpTransform (ent, ent->visibility.trivial_accept);
R_IQMSetupLighting (ent, plighting);
r_affinetridesc.drawtype = (ent->visibility.trivial_accept == 3) &&
r_recursiveaffinetriangles;
//if (!acolormap)
acolormap = vid.colormap8;
if (ent != vr_data.view_model)
ziscale = (float) 0x8000 *(float) 0x10000;
else
ziscale = (float) 0x8000 *(float) 0x10000 *3.0;
if (ent->visibility.trivial_accept)
R_IQMPrepareUnclippedPoints (iqm, sw, frame);
else
R_IQMPreparePoints (iqm, sw, frame);
}