mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-30 07:41:16 +00:00
5909b9a1cf
Moved all the code using Altivec intrinsics to separate files. This means we can optionally use GCC's -maltivec on just these files, which are chosen at runtime if the CPU supports Altivec, and compile the rest without it, making a single binary that has Altivec optimizations but can still work on G3. Unlike SSE and similar extensions on x86, there does not seem to be a way to enable conditional, targeted use of Altivec based on runtime detection (which is what ioquake3 wants to do) without also giving the compiler permission to use Altivec in code generation; so to not crash on CPUs that do not implement Altivec, we'll have to turn it off altogether, except in translation units that are only entered when runtime Altivec detection is successful. This has been tested on Linux PPC (on an Altivec-enabled CPU), but we may need further work after testing trickles out to other PowerPC devices and ancient Mac OS X builds. I did a little work on this patch, but the majority of the effort belongs to Simon McVittie (thanks!).
818 lines
19 KiB
C
818 lines
19 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_shade_calc.c
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#include "tr_local.h"
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#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
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static float *TableForFunc( genFunc_t func )
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{
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switch ( func )
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{
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case GF_SIN:
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return tr.sinTable;
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case GF_TRIANGLE:
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return tr.triangleTable;
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case GF_SQUARE:
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return tr.squareTable;
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case GF_SAWTOOTH:
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return tr.sawToothTable;
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case GF_INVERSE_SAWTOOTH:
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return tr.inverseSawToothTable;
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case GF_NONE:
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default:
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break;
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}
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ri.Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'", func, tess.shader->name );
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return NULL;
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}
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/*
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** EvalWaveForm
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**
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** Evaluates a given waveForm_t, referencing backEnd.refdef.time directly
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*/
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static float EvalWaveForm( const waveForm_t *wf )
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{
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float *table;
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table = TableForFunc( wf->func );
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return WAVEVALUE( table, wf->base, wf->amplitude, wf->phase, wf->frequency );
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}
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static float EvalWaveFormClamped( const waveForm_t *wf )
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{
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float glow = EvalWaveForm( wf );
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if ( glow < 0 )
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{
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return 0;
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}
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if ( glow > 1 )
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{
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return 1;
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}
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return glow;
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}
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/*
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** RB_CalcStretchTexMatrix
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*/
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void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix )
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{
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float p;
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p = 1.0f / EvalWaveForm( wf );
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matrix[0] = p; matrix[2] = 0; matrix[4] = 0.5f - 0.5f * p;
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matrix[1] = 0; matrix[3] = p; matrix[5] = 0.5f - 0.5f * p;
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}
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/*
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====================================================================
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DEFORMATIONS
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====================================================================
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*/
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/*
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========================
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RB_CalcDeformVertexes
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========================
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*/
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void RB_CalcDeformVertexes( deformStage_t *ds )
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{
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int i;
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vec3_t offset;
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float scale;
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float *xyz = ( float * ) tess.xyz;
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int16_t *normal = tess.normal[0];
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float *table;
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if ( ds->deformationWave.frequency == 0 )
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{
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scale = EvalWaveForm( &ds->deformationWave );
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
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{
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R_VaoUnpackNormal(offset, normal);
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xyz[0] += offset[0] * scale;
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xyz[1] += offset[1] * scale;
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xyz[2] += offset[2] * scale;
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}
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}
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else
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{
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table = TableForFunc( ds->deformationWave.func );
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
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{
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float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;
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scale = WAVEVALUE( table, ds->deformationWave.base,
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ds->deformationWave.amplitude,
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ds->deformationWave.phase + off,
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ds->deformationWave.frequency );
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R_VaoUnpackNormal(offset, normal);
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xyz[0] += offset[0] * scale;
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xyz[1] += offset[1] * scale;
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xyz[2] += offset[2] * scale;
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}
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}
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}
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/*
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=========================
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RB_CalcDeformNormals
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Wiggle the normals for wavy environment mapping
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=========================
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*/
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void RB_CalcDeformNormals( deformStage_t *ds ) {
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int i;
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float scale;
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float *xyz = ( float * ) tess.xyz;
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int16_t *normal = tess.normal[0];
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) {
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vec3_t fNormal;
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R_VaoUnpackNormal(fNormal, normal);
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scale = 0.98f;
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scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
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tess.shaderTime * ds->deformationWave.frequency );
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fNormal[ 0 ] += ds->deformationWave.amplitude * scale;
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scale = 0.98f;
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scale = R_NoiseGet4f( 100 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
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tess.shaderTime * ds->deformationWave.frequency );
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fNormal[ 1 ] += ds->deformationWave.amplitude * scale;
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scale = 0.98f;
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scale = R_NoiseGet4f( 200 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
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tess.shaderTime * ds->deformationWave.frequency );
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fNormal[ 2 ] += ds->deformationWave.amplitude * scale;
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VectorNormalizeFast( fNormal );
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R_VaoPackNormal(normal, fNormal);
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}
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}
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/*
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========================
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RB_CalcBulgeVertexes
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========================
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*/
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void RB_CalcBulgeVertexes( deformStage_t *ds ) {
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int i;
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const float *st = ( const float * ) tess.texCoords[0];
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float *xyz = ( float * ) tess.xyz;
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int16_t *normal = tess.normal[0];
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double now;
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now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) {
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int64_t off;
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float scale;
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vec3_t fNormal;
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R_VaoUnpackNormal(fNormal, normal);
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off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
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scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight;
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xyz[0] += fNormal[0] * scale;
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xyz[1] += fNormal[1] * scale;
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xyz[2] += fNormal[2] * scale;
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}
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}
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/*
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======================
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RB_CalcMoveVertexes
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A deformation that can move an entire surface along a wave path
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======================
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*/
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void RB_CalcMoveVertexes( deformStage_t *ds ) {
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int i;
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float *xyz;
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float *table;
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float scale;
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vec3_t offset;
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table = TableForFunc( ds->deformationWave.func );
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scale = WAVEVALUE( table, ds->deformationWave.base,
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ds->deformationWave.amplitude,
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ds->deformationWave.phase,
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ds->deformationWave.frequency );
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VectorScale( ds->moveVector, scale, offset );
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xyz = ( float * ) tess.xyz;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
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VectorAdd( xyz, offset, xyz );
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}
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}
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/*
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=============
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DeformText
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Change a polygon into a bunch of text polygons
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=============
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*/
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void DeformText( const char *text ) {
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int i;
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vec3_t origin, width, height;
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int len;
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int ch;
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float color[4];
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float bottom, top;
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vec3_t mid;
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vec3_t fNormal;
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height[0] = 0;
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height[1] = 0;
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height[2] = -1;
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R_VaoUnpackNormal(fNormal, tess.normal[0]);
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CrossProduct( fNormal, height, width );
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// find the midpoint of the box
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VectorClear( mid );
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bottom = 999999;
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top = -999999;
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for ( i = 0 ; i < 4 ; i++ ) {
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VectorAdd( tess.xyz[i], mid, mid );
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if ( tess.xyz[i][2] < bottom ) {
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bottom = tess.xyz[i][2];
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}
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if ( tess.xyz[i][2] > top ) {
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top = tess.xyz[i][2];
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}
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}
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VectorScale( mid, 0.25f, origin );
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// determine the individual character size
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height[0] = 0;
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height[1] = 0;
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height[2] = ( top - bottom ) * 0.5f;
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VectorScale( width, height[2] * -0.75f, width );
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// determine the starting position
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len = strlen( text );
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VectorMA( origin, (len-1), width, origin );
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// clear the shader indexes
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.firstIndex = 0;
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color[0] = color[1] = color[2] = color[3] = 1.0f;
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// draw each character
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for ( i = 0 ; i < len ; i++ ) {
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ch = text[i];
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ch &= 255;
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if ( ch != ' ' ) {
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int row, col;
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float frow, fcol, size;
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row = ch>>4;
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col = ch&15;
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frow = row*0.0625f;
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fcol = col*0.0625f;
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size = 0.0625f;
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RB_AddQuadStampExt( origin, width, height, color, fcol, frow, fcol + size, frow + size );
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}
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VectorMA( origin, -2, width, origin );
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}
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}
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/*
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==================
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GlobalVectorToLocal
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==================
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*/
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static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
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out[0] = DotProduct( in, backEnd.or.axis[0] );
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out[1] = DotProduct( in, backEnd.or.axis[1] );
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out[2] = DotProduct( in, backEnd.or.axis[2] );
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}
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/*
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=====================
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AutospriteDeform
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Assuming all the triangles for this shader are independent
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quads, rebuild them as forward facing sprites
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=====================
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*/
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static void AutospriteDeform( void ) {
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int i;
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int oldVerts;
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float *xyz;
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vec3_t mid, delta;
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float radius;
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vec3_t left, up;
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vec3_t leftDir, upDir;
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if ( tess.numVertexes & 3 ) {
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ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count\n", tess.shader->name );
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}
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if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
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ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count\n", tess.shader->name );
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}
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oldVerts = tess.numVertexes;
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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tess.firstIndex = 0;
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if ( backEnd.currentEntity != &tr.worldEntity ) {
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GlobalVectorToLocal( backEnd.viewParms.or.axis[1], leftDir );
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GlobalVectorToLocal( backEnd.viewParms.or.axis[2], upDir );
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} else {
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VectorCopy( backEnd.viewParms.or.axis[1], leftDir );
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VectorCopy( backEnd.viewParms.or.axis[2], upDir );
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}
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for ( i = 0 ; i < oldVerts ; i+=4 ) {
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vec4_t color;
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// find the midpoint
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xyz = tess.xyz[i];
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mid[0] = 0.25f * (xyz[0] + xyz[4] + xyz[8] + xyz[12]);
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mid[1] = 0.25f * (xyz[1] + xyz[5] + xyz[9] + xyz[13]);
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mid[2] = 0.25f * (xyz[2] + xyz[6] + xyz[10] + xyz[14]);
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VectorSubtract( xyz, mid, delta );
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radius = VectorLength( delta ) * 0.707f; // / sqrt(2)
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VectorScale( leftDir, radius, left );
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VectorScale( upDir, radius, up );
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if ( backEnd.viewParms.isMirror ) {
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VectorSubtract( vec3_origin, left, left );
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}
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// compensate for scale in the axes if necessary
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if ( backEnd.currentEntity->e.nonNormalizedAxes ) {
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float axisLength;
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axisLength = VectorLength( backEnd.currentEntity->e.axis[0] );
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if ( !axisLength ) {
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axisLength = 0;
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} else {
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axisLength = 1.0f / axisLength;
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}
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VectorScale(left, axisLength, left);
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VectorScale(up, axisLength, up);
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}
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VectorScale4(tess.color[i], 1.0f / 65535.0f, color);
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RB_AddQuadStamp( mid, left, up, color );
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}
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}
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/*
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=====================
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Autosprite2Deform
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Autosprite2 will pivot a rectangular quad along the center of its long axis
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=====================
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*/
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int edgeVerts[6][2] = {
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{ 0, 1 },
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{ 0, 2 },
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{ 0, 3 },
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{ 1, 2 },
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{ 1, 3 },
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{ 2, 3 }
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};
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static void Autosprite2Deform( void ) {
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int i, j, k;
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int indexes;
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float *xyz;
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vec3_t forward;
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if ( tess.numVertexes & 3 ) {
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ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count\n", tess.shader->name );
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}
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if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
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ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count\n", tess.shader->name );
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}
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if ( backEnd.currentEntity != &tr.worldEntity ) {
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GlobalVectorToLocal( backEnd.viewParms.or.axis[0], forward );
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} else {
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VectorCopy( backEnd.viewParms.or.axis[0], forward );
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}
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// this is a lot of work for two triangles...
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// we could precalculate a lot of it is an issue, but it would mess up
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// the shader abstraction
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for ( i = 0, indexes = 0 ; i < tess.numVertexes ; i+=4, indexes+=6 ) {
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float lengths[2];
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int nums[2];
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vec3_t mid[2];
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vec3_t major, minor;
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float *v1, *v2;
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// find the midpoint
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xyz = tess.xyz[i];
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// identify the two shortest edges
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nums[0] = nums[1] = 0;
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lengths[0] = lengths[1] = 999999;
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for ( j = 0 ; j < 6 ; j++ ) {
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float l;
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vec3_t temp;
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v1 = xyz + 4 * edgeVerts[j][0];
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v2 = xyz + 4 * edgeVerts[j][1];
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VectorSubtract( v1, v2, temp );
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l = DotProduct( temp, temp );
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if ( l < lengths[0] ) {
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nums[1] = nums[0];
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lengths[1] = lengths[0];
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nums[0] = j;
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lengths[0] = l;
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} else if ( l < lengths[1] ) {
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nums[1] = j;
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lengths[1] = l;
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}
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}
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for ( j = 0 ; j < 2 ; j++ ) {
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v1 = xyz + 4 * edgeVerts[nums[j]][0];
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v2 = xyz + 4 * edgeVerts[nums[j]][1];
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mid[j][0] = 0.5f * (v1[0] + v2[0]);
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mid[j][1] = 0.5f * (v1[1] + v2[1]);
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mid[j][2] = 0.5f * (v1[2] + v2[2]);
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}
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// find the vector of the major axis
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VectorSubtract( mid[1], mid[0], major );
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// cross this with the view direction to get minor axis
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CrossProduct( major, forward, minor );
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VectorNormalize( minor );
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// re-project the points
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for ( j = 0 ; j < 2 ; j++ ) {
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float l;
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v1 = xyz + 4 * edgeVerts[nums[j]][0];
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v2 = xyz + 4 * edgeVerts[nums[j]][1];
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l = 0.5 * sqrt( lengths[j] );
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// we need to see which direction this edge
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// is used to determine direction of projection
|
|
for ( k = 0 ; k < 5 ; k++ ) {
|
|
if ( tess.indexes[ indexes + k ] == i + edgeVerts[nums[j]][0]
|
|
&& tess.indexes[ indexes + k + 1 ] == i + edgeVerts[nums[j]][1] ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( k == 5 ) {
|
|
VectorMA( mid[j], l, minor, v1 );
|
|
VectorMA( mid[j], -l, minor, v2 );
|
|
} else {
|
|
VectorMA( mid[j], -l, minor, v1 );
|
|
VectorMA( mid[j], l, minor, v2 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
RB_DeformTessGeometry
|
|
|
|
=====================
|
|
*/
|
|
void RB_DeformTessGeometry( void ) {
|
|
int i;
|
|
deformStage_t *ds;
|
|
|
|
if(!ShaderRequiresCPUDeforms(tess.shader))
|
|
{
|
|
// we don't need the following CPU deforms
|
|
return;
|
|
}
|
|
|
|
for ( i = 0 ; i < tess.shader->numDeforms ; i++ ) {
|
|
ds = &tess.shader->deforms[ i ];
|
|
|
|
switch ( ds->deformation ) {
|
|
case DEFORM_NONE:
|
|
break;
|
|
case DEFORM_NORMALS:
|
|
RB_CalcDeformNormals( ds );
|
|
break;
|
|
case DEFORM_WAVE:
|
|
RB_CalcDeformVertexes( ds );
|
|
break;
|
|
case DEFORM_BULGE:
|
|
RB_CalcBulgeVertexes( ds );
|
|
break;
|
|
case DEFORM_MOVE:
|
|
RB_CalcMoveVertexes( ds );
|
|
break;
|
|
case DEFORM_PROJECTION_SHADOW:
|
|
RB_ProjectionShadowDeform();
|
|
break;
|
|
case DEFORM_AUTOSPRITE:
|
|
AutospriteDeform();
|
|
break;
|
|
case DEFORM_AUTOSPRITE2:
|
|
Autosprite2Deform();
|
|
break;
|
|
case DEFORM_TEXT0:
|
|
case DEFORM_TEXT1:
|
|
case DEFORM_TEXT2:
|
|
case DEFORM_TEXT3:
|
|
case DEFORM_TEXT4:
|
|
case DEFORM_TEXT5:
|
|
case DEFORM_TEXT6:
|
|
case DEFORM_TEXT7:
|
|
DeformText( backEnd.refdef.text[ds->deformation - DEFORM_TEXT0] );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
COLORS
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
** RB_CalcWaveColorSingle
|
|
*/
|
|
float RB_CalcWaveColorSingle( const waveForm_t *wf )
|
|
{
|
|
float glow;
|
|
|
|
if ( wf->func == GF_NOISE ) {
|
|
glow = wf->base + R_NoiseGet4f( 0, 0, 0, ( tess.shaderTime + wf->phase ) * wf->frequency ) * wf->amplitude;
|
|
} else {
|
|
glow = EvalWaveForm( wf ) * tr.identityLight;
|
|
}
|
|
|
|
if ( glow < 0 ) {
|
|
glow = 0;
|
|
}
|
|
else if ( glow > 1 ) {
|
|
glow = 1;
|
|
}
|
|
|
|
return glow;
|
|
}
|
|
|
|
/*
|
|
** RB_CalcWaveAlphaSingle
|
|
*/
|
|
float RB_CalcWaveAlphaSingle( const waveForm_t *wf )
|
|
{
|
|
return EvalWaveFormClamped( wf );
|
|
}
|
|
|
|
/*
|
|
** RB_CalcModulateColorsByFog
|
|
*/
|
|
void RB_CalcModulateColorsByFog( unsigned char *colors ) {
|
|
int i;
|
|
float texCoords[SHADER_MAX_VERTEXES][2] = {{0.0f}};
|
|
|
|
// calculate texcoords so we can derive density
|
|
// this is not wasted, because it would only have
|
|
// been previously called if the surface was opaque
|
|
RB_CalcFogTexCoords( texCoords[0] );
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
|
|
float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
|
|
colors[0] *= f;
|
|
colors[1] *= f;
|
|
colors[2] *= f;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
TEX COORDS
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
/*
|
|
========================
|
|
RB_CalcFogTexCoords
|
|
|
|
To do the clipped fog plane really correctly, we should use
|
|
projected textures, but I don't trust the drivers and it
|
|
doesn't fit our shader data.
|
|
========================
|
|
*/
|
|
void RB_CalcFogTexCoords( float *st ) {
|
|
int i;
|
|
float *v;
|
|
float s, t;
|
|
float eyeT;
|
|
qboolean eyeOutside;
|
|
fog_t *fog;
|
|
vec3_t local;
|
|
vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
|
|
|
|
fog = tr.world->fogs + tess.fogNum;
|
|
|
|
// all fogging distance is based on world Z units
|
|
VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
|
|
fogDistanceVector[0] = -backEnd.or.modelMatrix[2];
|
|
fogDistanceVector[1] = -backEnd.or.modelMatrix[6];
|
|
fogDistanceVector[2] = -backEnd.or.modelMatrix[10];
|
|
fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
|
|
|
|
// scale the fog vectors based on the fog's thickness
|
|
fogDistanceVector[0] *= fog->tcScale;
|
|
fogDistanceVector[1] *= fog->tcScale;
|
|
fogDistanceVector[2] *= fog->tcScale;
|
|
fogDistanceVector[3] *= fog->tcScale;
|
|
|
|
// rotate the gradient vector for this orientation
|
|
if ( fog->hasSurface ) {
|
|
fogDepthVector[0] = fog->surface[0] * backEnd.or.axis[0][0] +
|
|
fog->surface[1] * backEnd.or.axis[0][1] + fog->surface[2] * backEnd.or.axis[0][2];
|
|
fogDepthVector[1] = fog->surface[0] * backEnd.or.axis[1][0] +
|
|
fog->surface[1] * backEnd.or.axis[1][1] + fog->surface[2] * backEnd.or.axis[1][2];
|
|
fogDepthVector[2] = fog->surface[0] * backEnd.or.axis[2][0] +
|
|
fog->surface[1] * backEnd.or.axis[2][1] + fog->surface[2] * backEnd.or.axis[2][2];
|
|
fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.or.origin, fog->surface );
|
|
|
|
eyeT = DotProduct( backEnd.or.viewOrigin, fogDepthVector ) + fogDepthVector[3];
|
|
} else {
|
|
eyeT = 1; // non-surface fog always has eye inside
|
|
}
|
|
|
|
// see if the viewpoint is outside
|
|
// this is needed for clipping distance even for constant fog
|
|
|
|
if ( eyeT < 0 ) {
|
|
eyeOutside = qtrue;
|
|
} else {
|
|
eyeOutside = qfalse;
|
|
}
|
|
|
|
fogDistanceVector[3] += 1.0/512;
|
|
|
|
// calculate density for each point
|
|
for (i = 0, v = tess.xyz[0] ; i < tess.numVertexes ; i++, v += 4) {
|
|
// calculate the length in fog
|
|
s = DotProduct( v, fogDistanceVector ) + fogDistanceVector[3];
|
|
t = DotProduct( v, fogDepthVector ) + fogDepthVector[3];
|
|
|
|
// partially clipped fogs use the T axis
|
|
if ( eyeOutside ) {
|
|
if ( t < 1.0 ) {
|
|
t = 1.0/32; // point is outside, so no fogging
|
|
} else {
|
|
t = 1.0/32 + 30.0/32 * t / ( t - eyeT ); // cut the distance at the fog plane
|
|
}
|
|
} else {
|
|
if ( t < 0 ) {
|
|
t = 1.0/32; // point is outside, so no fogging
|
|
} else {
|
|
t = 31.0/32;
|
|
}
|
|
}
|
|
|
|
st[0] = s;
|
|
st[1] = t;
|
|
st += 2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_CalcTurbulentFactors
|
|
*/
|
|
void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now )
|
|
{
|
|
*now = wf->phase + tess.shaderTime * wf->frequency;
|
|
*amplitude = wf->amplitude;
|
|
}
|
|
|
|
/*
|
|
** RB_CalcScaleTexMatrix
|
|
*/
|
|
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
|
|
{
|
|
matrix[0] = scale[0]; matrix[2] = 0.0f; matrix[4] = 0.0f;
|
|
matrix[1] = 0.0f; matrix[3] = scale[1]; matrix[5] = 0.0f;
|
|
}
|
|
|
|
/*
|
|
** RB_CalcScrollTexMatrix
|
|
*/
|
|
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
|
|
{
|
|
double timeScale = tess.shaderTime;
|
|
double adjustedScrollS, adjustedScrollT;
|
|
|
|
adjustedScrollS = scrollSpeed[0] * timeScale;
|
|
adjustedScrollT = scrollSpeed[1] * timeScale;
|
|
|
|
// clamp so coordinates don't continuously get larger, causing problems
|
|
// with hardware limits
|
|
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
|
|
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
|
|
|
|
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
|
|
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
|
|
}
|
|
|
|
/*
|
|
** RB_CalcTransformTexMatrix
|
|
*/
|
|
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix )
|
|
{
|
|
matrix[0] = tmi->matrix[0][0]; matrix[2] = tmi->matrix[1][0]; matrix[4] = tmi->translate[0];
|
|
matrix[1] = tmi->matrix[0][1]; matrix[3] = tmi->matrix[1][1]; matrix[5] = tmi->translate[1];
|
|
}
|
|
|
|
/*
|
|
** RB_CalcRotateTexMatrix
|
|
*/
|
|
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
|
|
{
|
|
double timeScale = tess.shaderTime;
|
|
double degs;
|
|
int64_t index;
|
|
float sinValue, cosValue;
|
|
|
|
degs = -degsPerSecond * timeScale;
|
|
index = degs * ( FUNCTABLE_SIZE / 360.0f );
|
|
|
|
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
|
|
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
|
|
|
|
matrix[0] = cosValue; matrix[2] = -sinValue; matrix[4] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
|
|
matrix[1] = sinValue; matrix[3] = cosValue; matrix[5] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
|
|
}
|