mirror of
https://github.com/DrBeef/Doom3Quest.git
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Bringing all the changes done (mostly by baggyg) in the OVRPassToVR branch bringing over the major FP related changes to master. Please refer to that branch for the individual changes that have all been brought over in this single commit. Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
240 lines
6.3 KiB
C++
240 lines
6.3 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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. See the
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __DRAWVERT_H__
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#define __DRAWVERT_H__
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#include "idlib/math/Vector.h"
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/*
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===============================================================================
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Draw Vertex.
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===============================================================================
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*/
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typedef unsigned short halfFloat_t;
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// GPU half-float bit patterns
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#define HF_MANTISSA(x) (x&1023)
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#define HF_EXP(x) ((x&32767)>>10)
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#define HF_SIGN(x) ((x&32768)?-1:1)
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/*
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========================
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F16toF32
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========================
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*/
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ID_INLINE float F16toF32( halfFloat_t x )
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{
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int e = HF_EXP( x );
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int m = HF_MANTISSA( x );
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int s = HF_SIGN( x );
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if( 0 < e && e < 31 )
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{
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return s * powf( 2.0f, ( e - 15.0f ) ) * ( 1 + m / 1024.0f );
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}
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else if( m == 0 )
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{
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return s * 0.0f;
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}
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return s * powf( 2.0f, -14.0f ) * ( m / 1024.0f );
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}
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/*
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========================
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F32toF16
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========================
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*/
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ID_INLINE halfFloat_t F32toF16( float a )
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{
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unsigned int f = *( unsigned* )( &a );
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unsigned int signbit = ( f & 0x80000000 ) >> 16;
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int exponent = ( ( f & 0x7F800000 ) >> 23 ) - 112;
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unsigned int mantissa = ( f & 0x007FFFFF );
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if( exponent <= 0 )
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{
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return 0;
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}
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if( exponent > 30 )
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{
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return ( halfFloat_t )( signbit | 0x7BFF );
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}
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return ( halfFloat_t )( signbit | ( exponent << 10 ) | ( mantissa >> 13 ) );
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}
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class idDrawVert {
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public:
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idVec3 xyz;
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idVec2 st;
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idVec3 normal;
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idVec3 tangents[2];
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byte color[4];
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#if 0 // was MACOS_X see comments concerning DRAWVERT_PADDED in Simd_Altivec.h
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float padding;
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#endif
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float operator[]( const int index ) const;
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float & operator[]( const int index );
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void Clear( void );
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void Lerp( const idDrawVert &a, const idDrawVert &b, const float f );
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void LerpAll( const idDrawVert &a, const idDrawVert &b, const float f );
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void Normalize( void );
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void SetColor( dword color );
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dword GetColor( void ) const;
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void SetTexCoord( const idVec2& st );
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void SetTexCoord( float s, float t );
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void SetTexCoordS( float s );
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void SetTexCoordT( float t );
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const idVec2 GetTexCoord() const;
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const float GetTexCoordS() const;
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const float GetTexCoordT() const;
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};
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/*
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========================
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idDrawVert::SetTexCoord
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========================
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*/
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ID_INLINE void idDrawVert::SetTexCoord( const idVec2& st )
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{
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SetTexCoordS( st.x );
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SetTexCoordT( st.y );
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}
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/*
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========================
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idDrawVert::SetTexCoord
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========================
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*/
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ID_INLINE void idDrawVert::SetTexCoord( float s, float t )
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{
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SetTexCoordS( s );
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SetTexCoordT( t );
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}
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/*
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========================
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idDrawVert::SetTexCoordS
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========================
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*/
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ID_INLINE void idDrawVert::SetTexCoordS( float s )
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{
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st[0] = F32toF16( s );
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}
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/*
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========================
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idDrawVert::SetTexCoordT
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========================
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*/
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ID_INLINE void idDrawVert::SetTexCoordT( float t )
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{
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st[1] = F32toF16( t );
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}
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/*
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========================
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idDrawVert::GetTexCoord
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========================
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*/
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ID_INLINE const idVec2 idDrawVert::GetTexCoord() const
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{
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return idVec2( F16toF32( st[0] ), F16toF32( st[1] ) );
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}
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/*
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========================
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idDrawVert::GetTexCoordT
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========================
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*/
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ID_INLINE const float idDrawVert::GetTexCoordS() const
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{
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return F16toF32( st[0] );
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}
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/*
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========================
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idDrawVert::GetTexCoordS
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========================
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*/
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ID_INLINE const float idDrawVert::GetTexCoordT() const
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{
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return F16toF32( st[1] );
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}
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ID_INLINE float idDrawVert::operator[]( const int index ) const {
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assert( index >= 0 && index < 5 );
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return ((float *)(&xyz))[index];
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}
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ID_INLINE float &idDrawVert::operator[]( const int index ) {
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assert( index >= 0 && index < 5 );
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return ((float *)(&xyz))[index];
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}
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ID_INLINE void idDrawVert::Clear( void ) {
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xyz.Zero();
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st.Zero();
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normal.Zero();
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tangents[0].Zero();
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tangents[1].Zero();
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color[0] = color[1] = color[2] = color[3] = 0;
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}
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ID_INLINE void idDrawVert::Lerp( const idDrawVert &a, const idDrawVert &b, const float f ) {
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xyz = a.xyz + f * ( b.xyz - a.xyz );
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st = a.st + f * ( b.st - a.st );
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}
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ID_INLINE void idDrawVert::LerpAll( const idDrawVert &a, const idDrawVert &b, const float f ) {
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xyz = a.xyz + f * ( b.xyz - a.xyz );
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st = a.st + f * ( b.st - a.st );
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normal = a.normal + f * ( b.normal - a.normal );
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tangents[0] = a.tangents[0] + f * ( b.tangents[0] - a.tangents[0] );
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tangents[1] = a.tangents[1] + f * ( b.tangents[1] - a.tangents[1] );
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color[0] = (byte)( a.color[0] + f * ( b.color[0] - a.color[0] ) );
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color[1] = (byte)( a.color[1] + f * ( b.color[1] - a.color[1] ) );
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color[2] = (byte)( a.color[2] + f * ( b.color[2] - a.color[2] ) );
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color[3] = (byte)( a.color[3] + f * ( b.color[3] - a.color[3] ) );
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}
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ID_INLINE void idDrawVert::SetColor( dword color ) {
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*reinterpret_cast<dword *>(this->color) = color;
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}
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ID_INLINE dword idDrawVert::GetColor( void ) const {
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return *reinterpret_cast<const dword *>(this->color);
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}
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#endif /* !__DRAWVERT_H__ */
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