mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 14:42:07 +00:00
681 lines
13 KiB
Objective-C
681 lines
13 KiB
Objective-C
#include "render.h"
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extern vec3_t xy_viewnormal;
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// define NOLIGHT
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vec3_t r_origin, r_matrix[3];
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int t_width, t_height;
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unsigned *t_data;
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int t_widthmask, t_heightmask, t_widthshift;
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float t_widthadd, t_heightadd;
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int r_width, r_height;
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float *r_zbuffer;
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unsigned *r_picbuffer;
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vec5_t rightside, leftside, rightstep, leftstep;
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face_t *r_face;
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BOOL r_drawflat;
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pixel32_t r_flatcolor;
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int sy[20];
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/*
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====================
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REN_ClearBuffers
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====================
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*/
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void
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REN_ClearBuffers (void)
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{
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int size;
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size = r_width * r_height * 4;
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memset (r_zbuffer, 0, size);
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memset (r_picbuffer, 0, size);
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}
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/*
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====================
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REN_SetTexture
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====================
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*/
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void
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REN_SetTexture (face_t * face)
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{
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int i;
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int t_heightshift;
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qtexture_t *q;
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if (!face->qtexture)
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face->qtexture = TEX_ForName (face->texture.texture); // try to load
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q = face->qtexture;
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t_width = q->width;
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t_height = q->height;
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t_data = q->data;
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r_flatcolor = q->flatcolor;
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r_flatcolor.chan[0] *= r_face->light;
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r_flatcolor.chan[1] *= r_face->light;
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r_flatcolor.chan[2] *= r_face->light;
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t_widthadd = t_width * 1024;
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t_heightadd = t_height * 1024;
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t_widthmask = t_width - 1;
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t_heightmask = t_height - 1;
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t_widthshift = 0;
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i = t_width;
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while (i >= 2) {
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t_widthshift++;
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i >>= 1;
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}
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t_heightshift = 0;
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i = t_width;
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while (i >= 2) {
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t_heightshift++;
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i >>= 1;
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}
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if ((1 << t_widthshift) != t_width || (1 << t_heightshift) != t_height)
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t_widthshift = t_heightshift = 0; // non power of two
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}
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/*
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==================
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REN_DrawSpan
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==================
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*/
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void
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REN_DrawSpan (int y)
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{
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int x, count;
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int ofs;
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int tx, ty;
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int x1, x2;
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float ufrac, vfrac, zfrac, lightfrac, ustep, vstep, zstep;
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pixel32_t *in, *out;
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float scale;
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if (y < 0 || y >= r_height)
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return;
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x1 = (leftside[0]);
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x2 = (rightside[0]);
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count = x2 - x1;
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if (count < 0)
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return;
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zfrac = leftside[2];
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ufrac = leftside[3];
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vfrac = leftside[4];
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lightfrac = r_face->light;
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if (!count)
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scale = 1;
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else
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scale = 1.0 / count;
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zstep = (rightside[2] - zfrac) * scale;
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ustep = (rightside[3] - ufrac) * scale;
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vstep = (rightside[4] - vfrac) * scale;
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if (x1 < 0) {
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ufrac -= x1 * ustep;
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vfrac -= x1 * vstep;
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zfrac -= x1 * zstep;
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x1 = 0;
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}
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if (x2 > r_width)
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x2 = r_width;
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ofs = y * r_width + x1;
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// this should be specialized for 1.0 / 0.5 / 0.75 light levels
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for (x = x1; x < x2; x++) {
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if (r_zbuffer[ofs] <= zfrac) {
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scale = 1 / zfrac;
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r_zbuffer[ofs] = zfrac;
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if (t_widthshift) {
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tx = (int) ((ufrac * scale)) & t_widthmask;
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ty = (int) ((vfrac * scale)) & t_heightmask;
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in = (pixel32_t *) &t_data[(ty << t_widthshift) + tx];
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} else {
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tx = (int) ((ufrac * scale) + t_widthadd) % t_width;
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ty = (int) ((vfrac * scale) + t_heightadd) % t_height;
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in = (pixel32_t *) &t_data[ty * t_width + tx];
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}
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out = (pixel32_t *) &r_picbuffer[ofs];
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#ifdef NOLIGHT
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*out = *in;
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#else
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out->chan[0] = in->chan[0] * lightfrac;
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out->chan[1] = in->chan[1] * lightfrac;
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out->chan[2] = in->chan[2] * lightfrac;
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out->chan[3] = 0xff;
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#endif
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}
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ufrac += ustep;
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vfrac += vstep;
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zfrac += zstep;
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ofs++;
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}
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}
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/*
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==================
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REN_DrawFlatSpan
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==================
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*/
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void
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REN_DrawFlatSpan (int y)
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{
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int x, count;
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int ofs;
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int x1, x2;
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float zfrac, zstep;
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int *out;
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if (y < 0 || y >= r_height)
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return;
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x1 = (leftside[0]);
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x2 = (rightside[0]);
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count = x2 - x1;
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if (count < 0)
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return;
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zfrac = leftside[2];
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zstep = (rightside[2] - zfrac) / count;
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if (x1 < 0) {
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zfrac -= x1 * zstep;
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x1 = 0;
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}
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if (x2 > r_width)
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x2 = r_width;
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ofs = y * r_width + x1;
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// this should be specialized for 1.0 / 0.5 / 0.75 light levels
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for (x = x1; x < x2; x++) {
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if (r_zbuffer[ofs] <= zfrac) {
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r_zbuffer[ofs] = zfrac;
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out = (int *) &r_picbuffer[ofs];
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*out = r_flatcolor.p;
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}
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zfrac += zstep;
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ofs++;
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}
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}
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/*
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=====================
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REN_RasterizeFace
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=====================
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*/
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void
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REN_RasterizeFace (winding_t * w)
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{
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int y;
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int i;
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int top, bot;
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int leftv, rightv;
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int count;
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int numvertex;
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// find top vertex
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numvertex = w->numpoints;
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top = 0x7fffffff;
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bot = 0x80000000;
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leftv = 0;
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for (i = 0; i < numvertex; i++) {
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w->points[i][3] *= w->points[i][2];
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w->points[i][4] *= w->points[i][2];
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sy[i] = (int) w->points[i][1];
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if (sy[i] < top) {
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top = sy[i];
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leftv = i;
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}
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if (sy[i] > bot)
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bot = sy[i];
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}
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rightv = leftv;
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if (top < 0 || bot > r_height || top > bot)
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return; // shouldn't have to have this...
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// render a trapezoid
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y = top;
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while (y < bot) {
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if (y >= sy[leftv]) {
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do {
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for (i = 0; i < 5; i++)
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leftside[i] = w->points[leftv][i];
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leftv--;
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if (leftv == -1)
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leftv = numvertex - 1;
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} while (sy[leftv] <= y);
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count = sy[leftv] - y;
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for (i = 0; i < 5; i++)
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leftstep[i] = (w->points[leftv][i] - leftside[i]) / count;
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}
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if (y >= sy[rightv]) {
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do {
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for (i = 0; i < 5; i++)
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rightside[i] = w->points[rightv][i];
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rightv++;
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if (rightv == numvertex)
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rightv = 0;
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} while (sy[rightv] <= y);
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count = sy[rightv] - y;
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for (i = 0; i < 5; i++)
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rightstep[i] = (w->points[rightv][i] - rightside[i]) / count;
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}
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if (r_drawflat)
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REN_DrawFlatSpan (y);
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else
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REN_DrawSpan (y);
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for (i = 0; i < 5; i++) {
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leftside[i] += leftstep[i];
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rightside[i] += rightstep[i];
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}
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y++;
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}
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}
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// =============================================================================
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/*
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==================
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REN_DrawSpanLinear
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==================
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*/
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void
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REN_DrawSpanLinear (int y)
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{
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int x, count;
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int ofs;
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int tx, ty;
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int x1, x2;
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float ufrac, vfrac, zfrac, ustep, vstep, zstep;
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pixel32_t *in, *out;
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float scale;
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if (y < 0 || y >= r_height)
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return;
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x1 = (leftside[0]);
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x2 = (rightside[0]);
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count = x2 - x1;
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if (count < 0)
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return;
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zfrac = leftside[2];
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ufrac = leftside[3];
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vfrac = leftside[4];
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if (!count)
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scale = 1;
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else
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scale = 1.0 / count;
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zstep = (rightside[2] - zfrac) * scale;
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ustep = (rightside[3] - ufrac) * scale;
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vstep = (rightside[4] - vfrac) * scale;
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if (x1 < 0) {
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ufrac -= x1 * ustep;
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vfrac -= x1 * vstep;
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zfrac -= x1 * zstep;
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x1 = 0;
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}
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if (x2 > r_width)
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x2 = r_width;
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ofs = y * r_width + x1;
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for (x = x1; x < x2; x++) {
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if (r_zbuffer[ofs] <= zfrac) {
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r_zbuffer[ofs] = zfrac;
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if (t_widthshift) {
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tx = (int) ufrac & t_widthmask;
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ty = (int) vfrac & t_heightmask;
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in = (pixel32_t *) &t_data[(ty << t_widthshift) + tx];
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} else {
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tx = (int) (ufrac + t_widthadd) % t_width;
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ty = (int) (vfrac + t_heightadd) % t_height;
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in = (pixel32_t *) &t_data[ty * t_width + tx];
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}
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out = (pixel32_t *) &r_picbuffer[ofs];
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*out = *in;
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}
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ufrac += ustep;
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vfrac += vstep;
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zfrac += zstep;
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ofs++;
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}
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}
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/*
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=====================
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REN_RasterizeFaceLinear
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=====================
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*/
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void
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REN_RasterizeFaceLinear (winding_t * w)
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{
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int y;
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int i;
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int top, bot;
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int leftv, rightv;
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int count;
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int numvertex;
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// find top vertex
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numvertex = w->numpoints;
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top = 0x7fffffff;
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bot = 0x80000000;
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leftv = 0;
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for (i = 0; i < numvertex; i++) {
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sy[i] = (int) w->points[i][1];
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if (sy[i] < top) {
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top = sy[i];
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leftv = i;
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}
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if (sy[i] > bot)
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bot = sy[i];
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}
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rightv = leftv;
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if (top < 0 || bot > r_height || top > bot)
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return; // shouldn't have to have this...
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// render a trapezoid
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y = top;
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while (y < bot) {
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if (y >= sy[leftv]) {
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do {
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for (i = 0; i < 5; i++)
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leftside[i] = w->points[leftv][i];
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leftv--;
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if (leftv == -1)
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leftv = numvertex - 1;
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} while (sy[leftv] <= y);
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count = sy[leftv] - y;
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for (i = 0; i < 5; i++)
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leftstep[i] = (w->points[leftv][i] - leftside[i]) / count;
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}
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if (y >= sy[rightv]) {
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do {
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for (i = 0; i < 5; i++)
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rightside[i] = w->points[rightv][i];
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rightv++;
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if (rightv == numvertex)
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rightv = 0;
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} while (sy[rightv] <= y);
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count = sy[rightv] - y;
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for (i = 0; i < 5; i++)
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rightstep[i] = (w->points[rightv][i] - rightside[i]) / count;
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}
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REN_DrawSpanLinear (y);
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for (i = 0; i < 5; i++) {
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leftside[i] += leftstep[i];
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rightside[i] += rightstep[i];
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}
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y++;
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}
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}
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// ============================================================================
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/*
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==================
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REN_BeginCamera
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===================
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*/
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float r_width_2, r_height_3;
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plane_t rfrustum[5];
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void
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REN_BeginCamera (void)
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{
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r_width_2 = (float) r_width / 2;
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r_height_3 = (float) r_height / 3;
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// clip to right side
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rfrustum[0].normal[0] = -1;
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rfrustum[0].normal[1] = 0;
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rfrustum[0].normal[2] = 1;
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rfrustum[0].dist = 0;
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// clip to left side
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rfrustum[1].normal[0] = 1;
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rfrustum[1].normal[1] = 0;
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rfrustum[1].normal[2] = 1;
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rfrustum[1].dist = 0;
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// clip to top side
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rfrustum[2].normal[0] = 0;
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rfrustum[2].normal[1] = -1;
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rfrustum[2].normal[2] = r_height_3 / r_width_2;
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rfrustum[2].dist = 0;
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// clip to bottom side
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rfrustum[3].normal[0] = 0;
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rfrustum[3].normal[1] = 1;
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rfrustum[3].normal[2] = 2 * r_height_3 / r_width_2;
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rfrustum[3].dist = 0;
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// near Z
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rfrustum[4].normal[0] = 0;
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rfrustum[4].normal[1] = 0;
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rfrustum[4].normal[2] = 1;
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rfrustum[4].dist = 1;
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}
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void
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REN_BeginXY (void)
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{
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rfrustum[0].normal[0] = 1;
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rfrustum[0].normal[1] = 0;
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rfrustum[0].normal[2] = 0;
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rfrustum[0].dist = 0;
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rfrustum[1].normal[0] = -1;
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rfrustum[1].normal[1] = 0;
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rfrustum[1].normal[2] = 0;
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rfrustum[1].dist = -r_width;
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rfrustum[2].normal[0] = 0;
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rfrustum[2].normal[1] = 1;
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rfrustum[2].normal[2] = 0;
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rfrustum[2].dist = 0;
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rfrustum[3].normal[0] = 0;
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rfrustum[3].normal[1] = -1;
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rfrustum[3].normal[2] = 0;
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rfrustum[3].dist = -r_height;
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}
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/*
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=====================
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REN_DrawCameraFace
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=====================
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*/
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void
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REN_DrawCameraFace (face_t * idpol)
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{
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int i;
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float scale;
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int numvertex;
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winding_t *w, *in;
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vec3_t temp;
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if (!idpol->w)
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return; // overconstrained plane
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r_face = idpol;
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// back face cull
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if (DotProduct (r_origin, idpol->plane.normal) <= idpol->plane.dist)
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return;
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// transform in 3D (FIXME: clip first, then transform)
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in = idpol->w;
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numvertex = in->numpoints;
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w = NewWinding (numvertex);
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w->numpoints = numvertex;
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for (i = 0; i < numvertex; i++) {
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VectorSubtract (in->points[i], r_origin, temp);
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w->points[i][0] = DotProduct (temp, r_matrix[0]);
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w->points[i][1] = DotProduct (temp, r_matrix[1]);
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w->points[i][2] = DotProduct (temp, r_matrix[2]);
|
|
|
|
w->points[i][3] = in->points[i][3];
|
|
w->points[i][4] = in->points[i][4];
|
|
}
|
|
|
|
// 3D clip
|
|
for (i = 0; i < 4; i++) {
|
|
w = ClipWinding (w, &rfrustum[i]);
|
|
if (!w)
|
|
return;
|
|
}
|
|
|
|
// project to 2D
|
|
for (i = 0; i < w->numpoints; i++) {
|
|
scale = r_width_2 / w->points[i][2];
|
|
w->points[i][0] = r_width_2 + scale * w->points[i][0];
|
|
w->points[i][1] = r_height_3 - scale * w->points[i][1];
|
|
w->points[i][2] = scale;
|
|
}
|
|
|
|
// draw it
|
|
REN_SetTexture (idpol);
|
|
|
|
REN_RasterizeFace (w);
|
|
free (w);
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
REN_DrawXYFace
|
|
=====================
|
|
*/
|
|
void
|
|
REN_DrawXYFace (face_t * idpol)
|
|
{
|
|
int i, j, numvertex;
|
|
winding_t *w, *in;
|
|
float *dest, *source;
|
|
float temp;
|
|
|
|
if (!idpol->w)
|
|
return; // overconstrained plane
|
|
|
|
w = idpol->w;
|
|
r_face = idpol;
|
|
|
|
// back (and side) face cull
|
|
if (DotProduct (idpol->plane.normal, xy_viewnormal) > -VECTOR_EPSILON)
|
|
return;
|
|
|
|
// transform
|
|
in = idpol->w;
|
|
numvertex = in->numpoints;
|
|
|
|
w = NewWinding (numvertex);
|
|
w->numpoints = numvertex;
|
|
|
|
for (i = 0; i < numvertex; i++) {
|
|
// using Z as a scale for the 2D projection
|
|
w->points[i][0] = (in->points[i][0] - r_origin[0]) * r_origin[2];
|
|
w->points[i][1] =
|
|
r_height - (in->points[i][1] - r_origin[1]) * r_origin[2];
|
|
w->points[i][2] = in->points[i][2] + 3000;
|
|
w->points[i][3] = in->points[i][3];
|
|
w->points[i][4] = in->points[i][4];
|
|
}
|
|
|
|
// clip
|
|
for (i = 0; i < 4; i++) {
|
|
w = ClipWinding (w, &rfrustum[i]);
|
|
if (!w)
|
|
return;
|
|
}
|
|
|
|
// project to 2D
|
|
for (i = 0; i < w->numpoints; i++) {
|
|
dest = w->points[i];
|
|
if (dest[0] < 0)
|
|
dest[0] = 0;
|
|
if (dest[0] > r_width)
|
|
dest[0] = r_width;
|
|
if (dest[1] < 0)
|
|
dest[1] = 0;
|
|
if (dest[1] > r_height)
|
|
dest[1] = r_height;
|
|
if (xy_viewnormal[2] > 0)
|
|
dest[2] = 4096 - dest[2];
|
|
}
|
|
|
|
if (xy_viewnormal[2] > 0) { // flip order when upside down
|
|
for (i = 0; i < w->numpoints / 2; i++) {
|
|
dest = w->points[i];
|
|
source = w->points[w->numpoints - 1 - i];
|
|
for (j = 0; j < 5; j++) {
|
|
temp = dest[j];
|
|
dest[j] = source[j];
|
|
source[j] = temp;
|
|
}
|
|
}
|
|
}
|
|
|
|
REN_SetTexture (idpol);
|
|
|
|
// draw it
|
|
REN_RasterizeFaceLinear (w);
|
|
free (w);
|
|
}
|