mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
Reorganize a little code so that lightmaps can be used when a spotlight isn't currently casting a shadow. This fixes the problem where the window lights in the E1L1 apartment secret would jump between square and circle-shaped depending on the shadowcount and the view angle.
git-svn-id: https://svn.eduke32.com/eduke32@1674 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
8a3dd08b14
commit
abbe41e97d
2 changed files with 166 additions and 140 deletions
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@ -74,6 +74,7 @@ typedef enum {
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PR_BIT_MIRROR_MAP,
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PR_BIT_FOG,
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PR_BIT_GLOW_MAP,
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PR_BIT_PROJECTION_MAP,
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PR_BIT_SHADOW_MAP,
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PR_BIT_LIGHT_MAP,
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PR_BIT_SPOT_LIGHT,
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@ -137,9 +138,10 @@ typedef struct s_prrograminfo {
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GLint uniform_mirrorMap;
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// PR_BIT_GLOW_MAP
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GLint uniform_glowMap;
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// PR_BIT_PROJECTION_MAP
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GLint uniform_shadowProjMatrix;
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// PR_BIT_SHADOW_MAP
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GLint uniform_shadowMap;
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GLint uniform_shadowProjMatrix;
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// PR_BIT_LIGHT_MAP
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GLint uniform_lightMap;
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// PR_BIT_SPOT_LIGHT
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@ -333,134 +335,134 @@ static void polymer_initrendertargets(int32_t count);
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// the following from gle/vvector.h
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/* ========================================================== */
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/* determinant of matrix
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*
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* Computes determinant of matrix m, returning d
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*/
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#define DETERMINANT_3X3(d,m) \
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{ \
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d = m[0][0] * (m[1][1]*m[2][2] - m[1][2] * m[2][1]); \
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d -= m[0][1] * (m[1][0]*m[2][2] - m[1][2] * m[2][0]); \
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d += m[0][2] * (m[1][0]*m[2][1] - m[1][1] * m[2][0]); \
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}
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/* ========================================================== */
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/* i,j,th cofactor of a 4x4 matrix
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*
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*/
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#define COFACTOR_4X4_IJ(fac,m,i,j) \
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{ \
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int ii[4], jj[4], k; \
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\
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/* compute which row, columnt to skip */ \
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for (k=0; k<i; k++) ii[k] = k; \
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for (k=i; k<3; k++) ii[k] = k+1; \
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for (k=0; k<j; k++) jj[k] = k; \
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for (k=j; k<3; k++) jj[k] = k+1; \
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\
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(fac) = m[ii[0]][jj[0]] * (m[ii[1]][jj[1]]*m[ii[2]][jj[2]] \
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- m[ii[1]][jj[2]]*m[ii[2]][jj[1]]); \
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(fac) -= m[ii[0]][jj[1]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[2]] \
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- m[ii[1]][jj[2]]*m[ii[2]][jj[0]]);\
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(fac) += m[ii[0]][jj[2]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[1]] \
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- m[ii[1]][jj[1]]*m[ii[2]][jj[0]]);\
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\
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/* compute sign */ \
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k = i+j; \
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if ( k != (k/2)*2) { \
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(fac) = -(fac); \
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} \
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}
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/* ========================================================== */
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/* determinant of matrix
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*
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* Computes determinant of matrix m, returning d
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*/
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#define DETERMINANT_4X4(d,m) \
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{ \
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double cofac; \
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COFACTOR_4X4_IJ (cofac, m, 0, 0); \
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d = m[0][0] * cofac; \
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COFACTOR_4X4_IJ (cofac, m, 0, 1); \
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d += m[0][1] * cofac; \
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COFACTOR_4X4_IJ (cofac, m, 0, 2); \
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d += m[0][2] * cofac; \
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COFACTOR_4X4_IJ (cofac, m, 0, 3); \
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d += m[0][3] * cofac; \
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}
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/* ========================================================== */
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/* determinant of matrix
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*
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* Computes determinant of matrix m, returning d
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*/
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/* ========================================================== */
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/* compute adjoint of matrix and scale
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*
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* Computes adjoint of matrix m, scales it by s, returning a
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*/
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#define SCALE_ADJOINT_3X3(a,s,m) \
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{ \
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a[0][0] = (s) * (m[1][1] * m[2][2] - m[1][2] * m[2][1]); \
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a[1][0] = (s) * (m[1][2] * m[2][0] - m[1][0] * m[2][2]); \
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a[2][0] = (s) * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); \
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\
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a[0][1] = (s) * (m[0][2] * m[2][1] - m[0][1] * m[2][2]); \
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a[1][1] = (s) * (m[0][0] * m[2][2] - m[0][2] * m[2][0]); \
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a[2][1] = (s) * (m[0][1] * m[2][0] - m[0][0] * m[2][1]); \
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\
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a[0][2] = (s) * (m[0][1] * m[1][2] - m[0][2] * m[1][1]); \
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a[1][2] = (s) * (m[0][2] * m[1][0] - m[0][0] * m[1][2]); \
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a[2][2] = (s) * (m[0][0] * m[1][1] - m[0][1] * m[1][0]); \
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}
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/* ========================================================== */
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/* compute adjoint of matrix and scale
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*
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* Computes adjoint of matrix m, scales it by s, returning a
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*/
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#define SCALE_ADJOINT_4X4(a,s,m) \
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{ \
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int i,j; \
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\
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for (i=0; i<4; i++) { \
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for (j=0; j<4; j++) { \
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COFACTOR_4X4_IJ (a[j][i], m, i, j); \
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a[j][i] *= s; \
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} \
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} \
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}
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#define DETERMINANT_3X3(d,m) \
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{ \
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d = m[0][0] * (m[1][1]*m[2][2] - m[1][2] * m[2][1]); \
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d -= m[0][1] * (m[1][0]*m[2][2] - m[1][2] * m[2][0]); \
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d += m[0][2] * (m[1][0]*m[2][1] - m[1][1] * m[2][0]); \
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}
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/* ========================================================== */
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/* inverse of matrix
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*
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* Compute inverse of matrix a, returning determinant m and
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* inverse b
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*/
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#define INVERT_3X3(b,det,a) \
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{ \
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double tmp; \
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DETERMINANT_3X3 (det, a); \
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tmp = 1.0 / (det); \
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SCALE_ADJOINT_3X3 (b, tmp, a); \
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}
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/* ========================================================== */
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/* inverse of matrix
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*
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* Compute inverse of matrix a, returning determinant m and
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* inverse b
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*/
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#define INVERT_4X4(b,det,a) \
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{ \
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double tmp; \
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DETERMINANT_4X4 (det, a); \
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tmp = 1.0 / (det); \
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SCALE_ADJOINT_4X4 (b, tmp, a); \
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/* ========================================================== */
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/* i,j,th cofactor of a 4x4 matrix
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*
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*/
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#define COFACTOR_4X4_IJ(fac,m,i,j) \
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{ \
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int ii[4], jj[4], k; \
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\
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/* compute which row, columnt to skip */ \
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for (k=0; k<i; k++) ii[k] = k; \
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for (k=i; k<3; k++) ii[k] = k+1; \
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for (k=0; k<j; k++) jj[k] = k; \
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for (k=j; k<3; k++) jj[k] = k+1; \
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\
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(fac) = m[ii[0]][jj[0]] * (m[ii[1]][jj[1]]*m[ii[2]][jj[2]] \
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- m[ii[1]][jj[2]]*m[ii[2]][jj[1]]); \
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(fac) -= m[ii[0]][jj[1]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[2]] \
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- m[ii[1]][jj[2]]*m[ii[2]][jj[0]]);\
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(fac) += m[ii[0]][jj[2]] * (m[ii[1]][jj[0]]*m[ii[2]][jj[1]] \
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- m[ii[1]][jj[1]]*m[ii[2]][jj[0]]);\
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\
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/* compute sign */ \
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k = i+j; \
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if ( k != (k/2)*2) { \
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(fac) = -(fac); \
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} \
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}
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/* ========================================================== */
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/* determinant of matrix
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*
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* Computes determinant of matrix m, returning d
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*/
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#define DETERMINANT_4X4(d,m) \
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{ \
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double cofac; \
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COFACTOR_4X4_IJ (cofac, m, 0, 0); \
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d = m[0][0] * cofac; \
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COFACTOR_4X4_IJ (cofac, m, 0, 1); \
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d += m[0][1] * cofac; \
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COFACTOR_4X4_IJ (cofac, m, 0, 2); \
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d += m[0][2] * cofac; \
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COFACTOR_4X4_IJ (cofac, m, 0, 3); \
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d += m[0][3] * cofac; \
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}
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/* ========================================================== */
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/* compute adjoint of matrix and scale
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*
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* Computes adjoint of matrix m, scales it by s, returning a
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*/
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#define SCALE_ADJOINT_3X3(a,s,m) \
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{ \
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a[0][0] = (s) * (m[1][1] * m[2][2] - m[1][2] * m[2][1]); \
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a[1][0] = (s) * (m[1][2] * m[2][0] - m[1][0] * m[2][2]); \
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a[2][0] = (s) * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); \
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\
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a[0][1] = (s) * (m[0][2] * m[2][1] - m[0][1] * m[2][2]); \
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a[1][1] = (s) * (m[0][0] * m[2][2] - m[0][2] * m[2][0]); \
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a[2][1] = (s) * (m[0][1] * m[2][0] - m[0][0] * m[2][1]); \
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\
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a[0][2] = (s) * (m[0][1] * m[1][2] - m[0][2] * m[1][1]); \
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a[1][2] = (s) * (m[0][2] * m[1][0] - m[0][0] * m[1][2]); \
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a[2][2] = (s) * (m[0][0] * m[1][1] - m[0][1] * m[1][0]); \
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}
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/* ========================================================== */
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/* compute adjoint of matrix and scale
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*
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* Computes adjoint of matrix m, scales it by s, returning a
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*/
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#define SCALE_ADJOINT_4X4(a,s,m) \
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{ \
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int i,j; \
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\
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for (i=0; i<4; i++) { \
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for (j=0; j<4; j++) { \
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COFACTOR_4X4_IJ (a[j][i], m, i, j); \
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a[j][i] *= s; \
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} \
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} \
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}
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/* ========================================================== */
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/* inverse of matrix
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*
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* Compute inverse of matrix a, returning determinant m and
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* inverse b
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*/
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#define INVERT_3X3(b,det,a) \
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{ \
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double tmp; \
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DETERMINANT_3X3 (det, a); \
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tmp = 1.0 / (det); \
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SCALE_ADJOINT_3X3 (b, tmp, a); \
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}
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/* ========================================================== */
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/* inverse of matrix
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*
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* Compute inverse of matrix a, returning determinant m and
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* inverse b
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*/
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#define INVERT_4X4(b,det,a) \
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{ \
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double tmp; \
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DETERMINANT_4X4 (det, a); \
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tmp = 1.0 / (det); \
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SCALE_ADJOINT_4X4 (b, tmp, a); \
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}
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# endif // !POLYMER_C
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@ -380,7 +380,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"\n",
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},
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{
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1 << PR_BIT_SHADOW_MAP,
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1 << PR_BIT_PROJECTION_MAP,
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// vert_def
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"uniform mat4 shadowProjMatrix;\n"
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"\n",
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@ -388,6 +388,17 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" gl_TexCoord[2] = shadowProjMatrix * curVertex;\n"
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"\n",
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// frag_def
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"",
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// frag_prog
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"",
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},
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{
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1 << PR_BIT_SHADOW_MAP,
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// vert_def
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"",
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// vert_prog
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"",
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// frag_def
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"uniform sampler2DShadow shadowMap;\n"
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"\n",
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// frag_prog
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@ -3785,7 +3796,7 @@ static void polymer_getscratchmaterial(_prmaterial* material)
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material->mirrormap = 0;
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// PR_BIT_GLOW_MAP
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material->glowmap = 0;
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// PR_BIT_SHADOW_MAP
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// PR_BIT_PROJECTION_MAP
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material->mdspritespace = GL_FALSE;
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}
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@ -3934,9 +3945,12 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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// PR_BIT_SHADOW_MAP
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if (prlights[lights[curlight]].rtindex != -1) {
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programbits |= prprogrambits[PR_BIT_SHADOW_MAP].bit;
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// PR_BIT_LIGHT_MAP
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if (prlights[lights[curlight]].lightmap)
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programbits |= prprogrambits[PR_BIT_LIGHT_MAP].bit;
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programbits |= prprogrambits[PR_BIT_PROJECTION_MAP].bit;
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}
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// PR_BIT_LIGHT_MAP
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if (prlights[lights[curlight]].lightmap) {
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programbits |= prprogrambits[PR_BIT_LIGHT_MAP].bit;
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programbits |= prprogrambits[PR_BIT_PROJECTION_MAP].bit;
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}
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}
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}
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@ -4163,8 +4177,8 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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bglUniform3fvARB(prprograms[programbits].uniform_spotDir, 1, dir);
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bglUniform2fvARB(prprograms[programbits].uniform_spotRadius, 1, indir);
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// PR_BIT_SHADOW_MAP
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if (programbits & prprogrambits[PR_BIT_SHADOW_MAP].bit)
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// PR_BIT_PROJECTION_MAP
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if (programbits & prprogrambits[PR_BIT_PROJECTION_MAP].bit)
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{
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GLfloat matrix[16];
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@ -4178,13 +4192,18 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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bglLoadIdentity();
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bglMatrixMode(GL_MODELVIEW);
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bglActiveTextureARB(texunit + GL_TEXTURE0_ARB);
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bglBindTexture(prrts[prlights[lights[curlight]].rtindex].target, prrts[prlights[lights[curlight]].rtindex].z);
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bglUniform1iARB(prprograms[programbits].uniform_shadowMap, texunit);
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bglUniformMatrix4fvARB(prprograms[programbits].uniform_shadowProjMatrix, 1, GL_FALSE, matrix);
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texunit++;
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// PR_BIT_SHADOW_MAP
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if (programbits & prprogrambits[PR_BIT_SHADOW_MAP].bit)
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{
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bglActiveTextureARB(texunit + GL_TEXTURE0_ARB);
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bglBindTexture(prrts[prlights[lights[curlight]].rtindex].target, prrts[prlights[lights[curlight]].rtindex].z);
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bglUniform1iARB(prprograms[programbits].uniform_shadowMap, texunit);
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texunit++;
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}
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// PR_BIT_LIGHT_MAP
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if (programbits & prprogrambits[PR_BIT_LIGHT_MAP].bit)
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@ -4388,11 +4407,16 @@ static void polymer_compileprogram(int32_t programbits)
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prprograms[programbits].uniform_glowMap = bglGetUniformLocationARB(program, "glowMap");
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}
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// PR_BIT_PROJECTION_MAP
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if (programbits & prprogrambits[PR_BIT_PROJECTION_MAP].bit)
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{
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prprograms[programbits].uniform_shadowProjMatrix = bglGetUniformLocationARB(program, "shadowProjMatrix");
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}
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// PR_BIT_SHADOW_MAP
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if (programbits & prprogrambits[PR_BIT_SHADOW_MAP].bit)
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{
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prprograms[programbits].uniform_shadowMap = bglGetUniformLocationARB(program, "shadowMap");
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prprograms[programbits].uniform_shadowProjMatrix = bglGetUniformLocationARB(program, "shadowProjMatrix");
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}
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// PR_BIT_LIGHT_MAP
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