2003-01-17 21:18:53 +00:00
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/*
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Copyright (C) 2001-2002 Charles Hollemeersch
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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PENTA: the whole file is freakin penta...
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Alias instants
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There are 2 types of alias instants Frame & Light.
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-Frame is the instant that is used per frame it contains light independent information like
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vertices, tangent space, normals ....
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-Light is the instant that is used per light, vertex light directions, shadow volume vertices,
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half angle vectors ....
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The instants are in a basic cache system, every frame an entity gets an instant and is guaranteed to
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have it for the rest of the frame.
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The next frame we look if we can reuse the instant of the previous frame if this is the case we don't
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recalculate stuff otherwise we calculate everything. So it caches interpolated
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vertices & shadowvolumes between frames.
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*/
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#include "quakedef.h"
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#define NUM_ALIAS_INSTANTS 64
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#define NUM_ALIAS_LIGHT_INSTANTS 196
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aliasframeinstant_t InstantCache[NUM_ALIAS_INSTANTS];
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aliaslightinstant_t LightInstantCache[NUM_ALIAS_LIGHT_INSTANTS];
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void R_SetupInstantForFrame(entity_t *e, qboolean forcevis);
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#define DIST_DELTA 0.1
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#define ANG_DELTA 0.5
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#define RADIUS_DELTA 0.1
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#define BLEND_DELTA 0.0000001 //This lets the interpolation run at ~30fps this looks verry smooth
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//and makes our caches usefull
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//BLEND_DELTA = 1 means 10 fps means no interpolation visible
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int aliasCacheRequests, aliasFullCacheHits, aliasPartialCacheHits;
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/*
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R_AllocateInstant
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*/
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aliasframeinstant_t *R_AllocateInstant(entity_t *e, aliasframeinstant_t *frameinstant, aliashdr_t *paliashdr) {
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int i, oldest, oindex;
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/* is this frameinstant ok ? */
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if (frameinstant)
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if ((frameinstant->paliashdr == paliashdr)
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&& (frameinstant->lastent == e))
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return frameinstant;
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//none found, bacause we don't want to destroy the reclaiming of other ents
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//we use the oldest used instant
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oldest = r_framecount;
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oindex = -1;
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for (i=0; i<NUM_ALIAS_INSTANTS; i++) {
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if (InstantCache[i].lockframe < oldest) {
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oldest = InstantCache[i].lockframe;
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oindex = i;
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}
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}
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if (oindex == -1) {
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//we didn't find a free one for this frame
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return NULL;
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}
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return &InstantCache[oindex];
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}
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/*
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R_AllocateInstant
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*/
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aliaslightinstant_t *R_AllocateLightInstant(entity_t *e, aliashdr_t * paliashdr) {
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int i, oldest, oindex;
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/*
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if (InstantsUsed < NUM_ALIAS_INSTANTS ) {
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return &InstantCache[InstantsUsed++];
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} else {
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return NULL;
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}
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*/
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//try to reclaim an instant that was previously used for this surface and this light
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for (i=0; i<NUM_ALIAS_LIGHT_INSTANTS; i++) {
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if ((LightInstantCache[i].lastent == e) && (LightInstantCache[i].lastlight == currentshadowlight) && (LightInstantCache[i].lasthdr == paliashdr))
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return &LightInstantCache[i];
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}
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//none found, bacause we don't want to destroy the reclaiming of other ents
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//we use the oldest used instant
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oldest = r_framecount;
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oindex = -1;
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for (i=0; i<NUM_ALIAS_LIGHT_INSTANTS; i++) {
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if (LightInstantCache[i].lockframe < oldest) {
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oldest = LightInstantCache[i].lockframe;
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oindex = i;
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}
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}
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if (oindex == -1) {
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//find an instant of an other light
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for (i=0; i<NUM_ALIAS_LIGHT_INSTANTS; i++) {
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if (LightInstantCache[i].lastlight != currentshadowlight)
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return &LightInstantCache[i];
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}
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}
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LightInstantCache[oindex].lastent = NULL;
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LightInstantCache[oindex].lastframeinstant = NULL;
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LightInstantCache[oindex].lastlight = NULL;
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return &LightInstantCache[oindex];
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}
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/*
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R_ClearInstants
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*/
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void R_ClearInstantCaches() {
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int i;
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for (i=0; i<NUM_ALIAS_INSTANTS; i++) {
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InstantCache[i].lockframe = 0;
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InstantCache[i].lastent = NULL;
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InstantCache[i].paliashdr = NULL;
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}
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for (i=0; i<NUM_ALIAS_LIGHT_INSTANTS; i++) {
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LightInstantCache[i].lockframe = 0;
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LightInstantCache[i].lastent = NULL;
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LightInstantCache[i].lastlight = NULL;
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LightInstantCache[i].lastframeinstant = NULL;
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}
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}
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/*
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=============
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R_SetupInstants
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=============
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*/
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void R_SetupInstants ()
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{
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int i;
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if (!cg_showentities.value)
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return;
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//return;
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for (i=0 ; i<cl_numvisedicts ; i++)
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{
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currententity = cl_visedicts[i];
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if (currententity->model->type == mod_alias) {
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R_SetupInstantForFrame(currententity,false);
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}
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}
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if (mirror) return;
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//interpolate gun also
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if (cl.viewent.model)
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R_SetupInstantForFrame(&cl.viewent,true);
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//for player
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if (cl_entities[cl.viewentity].model)
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R_SetupInstantForFrame(&cl_entities[cl.viewentity],true);
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}
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/*************************
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Methods called per frame
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**************************/
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/*
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R_InterpolateVerts
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*/
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void R_InterpolateVerts(aliashdr_t *paliashdr, aliasframeinstant_t *instant, int pose1, int pose2, float blend) {
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float blend1;
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ftrivertx_t *verts1;
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ftrivertx_t *verts2;
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int i;
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verts1 = (ftrivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
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verts2 = verts1;
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verts1 += pose1 * paliashdr->poseverts;
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verts2 += pose2 * paliashdr->poseverts;
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blend1 = 1-blend;
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for (i=0; i<paliashdr->poseverts; i++) {
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//interpolate them
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instant->vertices[i][0] = verts1[i].v[0] * blend1 + verts2[i].v[0] * blend;
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instant->vertices[i][1] = verts1[i].v[1] * blend1 + verts2[i].v[1] * blend;
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instant->vertices[i][2] = verts1[i].v[2] * blend1 + verts2[i].v[2] * blend;
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}
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}
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/*
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R_InterpolateNormals
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*/
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void R_InterpolateNormals(aliashdr_t *paliashdr, aliasframeinstant_t *instant, int pose1, int pose2, float blend) {
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float blend1, lat, lng;
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ftrivertx_t *verts1;
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ftrivertx_t *verts2;
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vec3_t norm1, norm2;
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int i;
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verts1 = (ftrivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
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verts2 = verts1;
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verts1 += pose1 * paliashdr->poseverts;
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verts2 += pose2 * paliashdr->poseverts;
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blend1 = 1-blend;
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for (i=0; i<paliashdr->poseverts; i++) {
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lat = ( verts1[i].lightnormalindex >> 8 ) & 0xff;
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lng = ( verts1[i].lightnormalindex & 0xff );
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2003-08-20 20:51:23 +00:00
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lat *= M_PI_F/128.0f;
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lng *= M_PI_F/128.0f;
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2003-01-17 21:18:53 +00:00
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norm1[0] = cos(lat) * sin(lng);
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norm1[1] = sin(lat) * sin(lng);
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norm1[2] = cos(lng);
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lat = ( verts2[i].lightnormalindex >> 8 ) & 0xff;
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lng = ( verts2[i].lightnormalindex & 0xff );
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2003-08-20 20:51:23 +00:00
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lat *= M_PI_F/128.0f;
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lng *= M_PI_F/128.0f;
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2003-01-17 21:18:53 +00:00
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norm2[0] = cos(lat) * sin(lng);
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norm2[1] = sin(lat) * sin(lng);
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norm2[2] = cos(lng);
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//interpolate them
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instant->normals[i][0] = norm1[0] * blend1 + norm2[0] * blend;
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instant->normals[i][1] = norm1[1] * blend1 + norm2[1] * blend;
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instant->normals[i][2] = norm1[2] * blend1 + norm2[2] * blend;
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2003-06-25 10:02:32 +00:00
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VectorNormalize(instant->normals[i]);
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2003-01-17 21:18:53 +00:00
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}
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}
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/*
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R_InterpolateTangents
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*/
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void R_InterpolateTangents(aliashdr_t *paliashdr, aliasframeinstant_t *instant, int pose1, int pose2, float blend) {
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float blend1;
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vec3_t *verts1;
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vec3_t *verts2;
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float *tang1, *tang2;
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int i;
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verts1 = (vec3_t *) ((byte *) paliashdr + paliashdr->tangents);
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verts2 = verts1;
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verts1 += pose1 * paliashdr->poseverts;
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verts2 += pose2 * paliashdr->poseverts;
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blend1 = 1-blend;
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for (i=0; i<paliashdr->poseverts; i++) {
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tang1 = (float *)&verts1[i];
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tang2 = (float *)&verts2[i];
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//interpolate them
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instant->tangents[i][0] = tang1[0] * blend1 + tang2[0] * blend;
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instant->tangents[i][1] = tang1[1] * blend1 + tang2[1] * blend;
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instant->tangents[i][2] = tang1[2] * blend1 + tang2[2] * blend;
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}
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}
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/*
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R_InterpolateBinomials
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*/
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2003-06-25 10:02:32 +00:00
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void R_InterpolateBinomials(aliashdr_t *paliashdr, aliasframeinstant_t *instant, int pose1, int pose2, float blend) {
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float blend1;
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vec3_t *verts1;
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vec3_t *verts2;
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float *binor1, *binor2;
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2003-01-17 21:18:53 +00:00
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int i;
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2003-06-25 10:02:32 +00:00
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if (paliashdr->binormals == 0) return;
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verts1 = (vec3_t *) ((byte *) paliashdr + paliashdr->binormals);
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verts2 = verts1;
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verts1 += pose1 * paliashdr->poseverts;
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verts2 += pose2 * paliashdr->poseverts;
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blend1 = 1-blend;
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2003-01-17 21:18:53 +00:00
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for (i=0; i<paliashdr->poseverts; i++) {
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2003-06-25 10:02:32 +00:00
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binor1 = (float *)&verts1[i];
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binor2 = (float *)&verts2[i];
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//interpolate them
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instant->binomials[i][0] = binor1[0] * blend1 + binor2[0] * blend;
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instant->binomials[i][1] = binor1[1] * blend1 + binor2[1] * blend;
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instant->binomials[i][2] = binor1[2] * blend1 + binor2[2] * blend;
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2003-01-17 21:18:53 +00:00
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}
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}
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/*
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R_InterpolateTriPlanes
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*/
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void R_InterpolateTriPlanes(aliashdr_t *paliashdr, aliasframeinstant_t *instant, int pose1, int pose2, float blend) {
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float blend1;
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plane_t *planes1, *planes2;
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int i;
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planes1 = (plane_t *)((byte *)paliashdr + paliashdr->planes);
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planes2 = planes1;
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planes1 += pose1 * paliashdr->numtris;
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planes2 += pose2 * paliashdr->numtris;
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blend1 = 1-blend;
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for (i=0; i<paliashdr->numtris; i++) {
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instant->triplanes[i].normal[0] = planes1[i].normal[0] * blend1 + planes2[i].normal[0] * blend;
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instant->triplanes[i].normal[1] = planes1[i].normal[1] * blend1 + planes2[i].normal[1] * blend;
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instant->triplanes[i].normal[2] = planes1[i].normal[2] * blend1 + planes2[i].normal[2] * blend;
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instant->triplanes[i].dist = planes1[i].dist * blend1 + planes2[i].dist * blend;
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}
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}
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/*
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R_SetupLerpPoses
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Lerp frame code
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From QuakeForge
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This determines the two frames to interpolate inbetween an calculates the blending factor
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*/
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void R_SetupLerpPoses(aliashdr_t *paliashdr,entity_t *e) {
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int frame, pose, numposes;
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float blend;
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frame = e->frame;
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if ((frame >= paliashdr->numframes) || (frame < 0)) {
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Con_DPrintf ("R_SetupLerpPoses: no such frame %d\n", frame);
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frame = 0;
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}
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pose = paliashdr->frames[frame].firstpose;
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numposes = paliashdr->frames[frame].numposes;
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if (numposes > 1) {
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e->frame_interval = paliashdr->frames[frame].interval;
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pose += (int) (cl.time / e->frame_interval) % numposes;
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} else {
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/*
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One tenth of a second is a good for most Quake animations. If the
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nextthink is longer then the animation is usually meant to pause
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(e.g. check out the shambler magic animation in shambler.qc). If
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its shorter then things will still be smoothed partly, and the
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jumps will be less noticable because of the shorter time. So,
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this is probably a good assumption.
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*/
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2003-08-20 20:51:23 +00:00
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e->frame_interval = 0.1f;
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2003-01-17 21:18:53 +00:00
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}
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if (e->pose2 != pose) {
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e->frame_start_time = realtime;
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if (e->pose2 == -1) {
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e->pose1 = pose;
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} else {
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e->pose1 = e->pose2;
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}
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e->pose2 = pose;
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blend = 0;
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} else {
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blend = (realtime - e->frame_start_time) / e->frame_interval;
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}
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// wierd things start happening if blend passes 1
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if (cl.paused || blend > 1)
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blend = 1;
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if ((e->pose1 >= paliashdr->numposes) || (e->pose1 < 0)) {
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Con_DPrintf ("R_SetupLerpPoses: invalid pose %d\n", e->pose1);
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e->pose1 = 0;
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}
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if ((e->pose2 >= paliashdr->numposes) || (e->pose2 < 0)) {
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Con_DPrintf ("R_SetupLerpPoses: invalid pose %d\n", e->pose2);
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e->pose2 = 0;
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}
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e->blend = blend;
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}
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/*
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Returns true if the status has changed enough to recalculate the interpolations.
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*/
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qboolean CheckUpdate(entity_t *e, aliasframeinstant_t *ins) {
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if (sh_nocache.value) return true;
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if ((ins->lastent == e) &&
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(ins->lastpose1 == e->pose1) &&
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(ins->lastpose2 == e->pose2) &&
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( (fabs(ins->lastblend - e->blend) <= BLEND_DELTA) || (e->pose1 == e->pose2) ) &&
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(ins->lastshadowonly == ins->shadowonly) &&
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(ins->lastpaliashdr == ins->paliashdr) &&
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(ins->lockframe >= r_framecount-10))//XYW Don't reuse if it has been unused for a long time
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{
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return false;
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} else {
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return true;
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}
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//return true;
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}
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void R_SetupAliasInstantForFrame(entity_t *e, qboolean forcevis, aliashdr_t *paliashdr, aliasframeinstant_t *aliasframeinstant)
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{
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vec3_t mins, maxs;
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if (!forcevis) {
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if (e->angles[0] || e->angles[1] || e->angles[2])
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{
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int i;
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for (i=0 ; i<3 ; i++)
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{
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mins[i] = e->origin[i] - e->model->radius;
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maxs[i] = e->origin[i] + e->model->radius;
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}
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} else {
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VectorAdd (e->origin,e->model->mins, mins);
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VectorAdd (e->origin,e->model->maxs, maxs);
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}
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if (R_CullBox (mins, maxs))
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aliasframeinstant->shadowonly = true;
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else
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aliasframeinstant->shadowonly = false;
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} else aliasframeinstant->shadowonly = false;
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aliasframeinstant->paliashdr = paliashdr;
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R_SetupLerpPoses(paliashdr, e);
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//see if an update is needed
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if (CheckUpdate(e, aliasframeinstant)) {
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R_InterpolateVerts(paliashdr, aliasframeinstant, e->pose1, e->pose2, e->blend);
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if (!aliasframeinstant->shadowonly) {
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R_InterpolateTangents(paliashdr, aliasframeinstant, e->pose1, e->pose2, e->blend);
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2003-06-25 10:02:32 +00:00
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R_InterpolateBinomials(paliashdr, aliasframeinstant, e->pose1, e->pose2, e->blend);
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R_InterpolateNormals(paliashdr, aliasframeinstant, e->pose1, e->pose2, e->blend);
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2003-01-17 21:18:53 +00:00
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}
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R_InterpolateTriPlanes(paliashdr, aliasframeinstant, e->pose1, e->pose2, e->blend);
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aliasframeinstant->updateframe = r_framecount;
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//make sure that we can compare the next frame
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aliasframeinstant->lastpose1 = e->pose1;
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aliasframeinstant->lastpose2 = e->pose2;
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aliasframeinstant->lastblend = e->blend;
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aliasframeinstant->lastshadowonly = aliasframeinstant->shadowonly;
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aliasframeinstant->lastent = e;
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aliasframeinstant->lastpaliashdr = aliasframeinstant->paliashdr;
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}
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//lock it for this frame
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aliasframeinstant->lockframe = r_framecount;
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}
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void R_SetupInstantForFrame(entity_t *e, qboolean forcevis)
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{
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alias3data_t *data;
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aliashdr_t *paliashdr;
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aliasframeinstant_t *aliasframeinstant;
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aliasframeinstant_t *nextframeinstant;
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aliasframeinstant_t *prevframeinstant;
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int numsurf,maxnumsurf;
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data = (alias3data_t *)Mod_Extradata (e->model);
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maxnumsurf = data->numSurfaces;
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/* first surface */
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paliashdr = (aliashdr_t *)((char*)data + data->ofsSurfaces[0]);
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e->aliasframeinstant = prevframeinstant = aliasframeinstant = R_AllocateInstant (e,e->aliasframeinstant,paliashdr);
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if (aliasframeinstant)
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R_SetupAliasInstantForFrame(e,forcevis,paliashdr,aliasframeinstant);
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else
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Con_Printf("Could Not Allocate Instant\n");
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/* the other surfaces */
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for (numsurf=1;numsurf < maxnumsurf ; ++numsurf){
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paliashdr = (aliashdr_t *)((char*)data + data->ofsSurfaces[numsurf]);
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// follow the instant chain
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if (aliasframeinstant)
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nextframeinstant = aliasframeinstant->_next;
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aliasframeinstant = R_AllocateInstant (e,aliasframeinstant,paliashdr);
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if (!aliasframeinstant) {
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Con_Printf("Could Not Allocate Instant\n");
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continue;
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}
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prevframeinstant->_next = aliasframeinstant;
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prevframeinstant = aliasframeinstant;
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R_SetupAliasInstantForFrame(e,forcevis,paliashdr,aliasframeinstant);
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aliasframeinstant = nextframeinstant;
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} /* for paliashdr */
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//prevframeinstant->_next = NULL;
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}
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/*************************
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Methods called per light
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**************************/
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void R_SetupObjectSpace(entity_t *e, aliaslightinstant_t *linstant) {
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matrix_4x4 transf;
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float org[4], res[4];
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//Put light & view origin into object space
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R_WorldToObjectMatrix(e, transf);
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org[0] = currentshadowlight->origin[0];
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org[1] = currentshadowlight->origin[1];
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org[2] = currentshadowlight->origin[2];
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org[3] = 1;
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Mat_Mul_1x4_4x4(org,transf,res);
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linstant->lightpos[0] = res[0];
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linstant->lightpos[1] = res[1];
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linstant->lightpos[2] = res[2];
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org[0] = r_refdef.vieworg[0];
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org[1] = r_refdef.vieworg[1];
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org[2] = r_refdef.vieworg[2];
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org[3] = 1;
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Mat_Mul_1x4_4x4(org,transf,res);
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linstant->vieworg[0] = res[0];
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linstant->vieworg[1] = res[1];
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linstant->vieworg[2] = res[2];
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}
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void R_SetupLightHAV(aliasframeinstant_t *instant, aliaslightinstant_t *linstant) {
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2003-02-15 18:54:08 +00:00
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/* int i;
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2003-01-17 21:18:53 +00:00
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vec3_t lightDir, H, tx, ty, tz;
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for (i=0; i<instant->paliashdr->poseverts; i++) {
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//Calc binominal
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VectorCopy(instant->normals[i],tz);
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VectorCopy(instant->tangents[i],ty);
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VectorCopy(instant->binomials[i],tx);
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//Calculate local light vector and put it into tangent space
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VectorSubtract(linstant->lightpos, instant->vertices[i], lightDir);
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linstant->tslights[i][0] = DotProduct(lightDir,tx);
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linstant->tslights[i][1] = -DotProduct(lightDir,ty);
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linstant->tslights[i][2] = DotProduct(lightDir,tz);
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//Calculate local H vector and put it into tangent space
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VectorNormalize(lightDir);
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VectorSubtract(linstant->vieworg, instant->vertices[i], H);
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VectorNormalize(H);
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VectorAdd(lightDir,H,H);
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linstant->tshalfangles[i][0] = DotProduct(H,tx);
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linstant->tshalfangles[i][1] = -DotProduct(H,ty);
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linstant->tshalfangles[i][2] = DotProduct(H,tz);
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2003-02-15 18:54:08 +00:00
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} */
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2003-01-17 21:18:53 +00:00
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}
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extern int extrudeTimeStamp; // <AWE> added "extern".
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extern int extrudedTimestamp[MAXALIASVERTS]; //PENTA: Temp buffer for extruded vertices
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// <AWE> added "extern".
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void R_CalcVolumeVerts(aliasframeinstant_t *instant, aliaslightinstant_t *linstant) {
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mtriangle_t *tris, *triangle;
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float d, scale;
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int i, j;
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vec3_t v2, *v1;
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aliashdr_t *paliashdr = instant->paliashdr;
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tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
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extrudeTimeStamp++;
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//calculate visibility
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for (i=0; i<paliashdr->numtris; i++) {
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d = DotProduct(instant->triplanes[i].normal, linstant->lightpos) - instant->triplanes[i].dist;
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if (d > 0)
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linstant->triangleVis[i] = true;
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else
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linstant->triangleVis[i] = false;
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}
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if (!currentshadowlight->castShadow) return;
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//extude vertices
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triangle = tris;
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for (i=0; i<paliashdr->numtris; i++, triangle++) {
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if (linstant->triangleVis[i]) {//extrude it!
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//for all verts
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for (j=0; j<3; j++) {
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int index = triangle->vertindex[j];
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//vertex was already extruded for another triangle?
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if (extrudedTimestamp[index] == extrudeTimeStamp) continue;
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extrudedTimestamp[index] = extrudeTimeStamp;
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v1 = &linstant->extvertices[index];
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VectorCopy(instant->vertices[index],v2);
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VectorSubtract (v2, linstant->lightpos, (*v1));
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scale = Length ((*v1));
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if (sh_visiblevolumes.value) {
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//make them short so that we see them
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VectorScale ((*v1), (1/scale)* 70, (*v1));
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} else {
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//we don't have to be afraid they will clip with the far plane
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//since we use the infinite matrix trick
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VectorScale ((*v1), (1/scale)* currentshadowlight->radius*10, (*v1));
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}
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VectorAdd ((*v1), v2 ,(*v1));
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}
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}
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}
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}
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void R_CalcAttenColors(aliasframeinstant_t *instant, aliaslightinstant_t *linstant)
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{
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vec3_t *v, diff;
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float distsq, fallOff;
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float radiussq = currentshadowlight->radius*currentshadowlight->radius;
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int i;
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for (i=0; i<instant->paliashdr->poseverts; i++) {
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v = &instant->vertices[i];
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VectorSubtract(*v,linstant->lightpos,diff);
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distsq = DotProduct(diff,diff);
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fallOff = (radiussq - distsq) / radiussq;
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if (fallOff < 0) fallOff = 0;
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fallOff *= fallOff;
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linstant->colors[i][0] = fallOff;
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linstant->colors[i][1] = fallOff;
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linstant->colors[i][2] = fallOff;
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}
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}
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void R_CalcIndeciesForLight(aliasframeinstant_t *instant, aliaslightinstant_t *linstant) {
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mtriangle_t *tris;
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int i, j;
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int *indecies;
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aliashdr_t *paliashdr = instant->paliashdr;
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indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
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tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
|
2003-06-25 10:02:32 +00:00
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|
2003-01-17 21:18:53 +00:00
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/*
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//calculate visibility
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linstant->numtris = paliashdr->numtris;
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for (i=0; i<paliashdr->numtris; i++) {
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linstant->indecies[i*3] = indecies[i*3];
|
|
|
|
linstant->indecies[i*3+1] = indecies[i*3+1];
|
|
|
|
linstant->indecies[i*3+2] = indecies[i*3+2];
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
j = 0;
|
|
|
|
linstant->numtris = 0;
|
|
|
|
for (i=0; i<paliashdr->numtris; i++) {
|
|
|
|
if (!linstant->triangleVis[i]) {
|
|
|
|
linstant->numtris++;
|
|
|
|
linstant->indecies[j] = indecies[i*3];
|
|
|
|
linstant->indecies[j+1] = indecies[i*3+1];
|
|
|
|
linstant->indecies[j+2] = indecies[i*3+2];
|
|
|
|
j+=3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!sh_noshadowpopping.value) return;
|
|
|
|
|
|
|
|
//Add backfacing tris also to the list
|
|
|
|
//and render them separately to reduce popping artefacts
|
|
|
|
for (i=0; i<paliashdr->numtris; i++) {
|
|
|
|
if (linstant->triangleVis[i]) {
|
|
|
|
linstant->indecies[j] = indecies[i*3];//tris[i].vertindex[0];
|
|
|
|
linstant->indecies[j+1] = indecies[i*3+1];//tris[i].vertindex[1];
|
|
|
|
linstant->indecies[j+2] = indecies[i*3+2];//tris[i].vertindex[2];
|
|
|
|
j+=3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float dist(vec3_t v1, vec3_t v2) {
|
|
|
|
vec3_t diff;
|
|
|
|
VectorSubtract(v1,v2,diff);
|
|
|
|
return Length(diff);
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean CheckLightUpdate(entity_t *e, aliashdr_t *paliashdr, aliaslightinstant_t *ins, aliasframeinstant_t *aliasframeinstant) {
|
|
|
|
|
|
|
|
if (sh_nocache.value) return true;
|
|
|
|
|
|
|
|
if ((ins->lastent == e) &&
|
|
|
|
(ins->lastlight == currentshadowlight) &&
|
|
|
|
(dist(ins->lastlorg,currentshadowlight->origin) < DIST_DELTA) &&
|
|
|
|
(dist(ins->lasteorg,e->origin) < DIST_DELTA) &&
|
|
|
|
(dist(ins->lasteangles,e->angles) < ANG_DELTA) &&
|
|
|
|
(abs(ins->lastlradius - currentshadowlight->radius) <= RADIUS_DELTA) &&
|
|
|
|
(ins->lastframeinstant == aliasframeinstant) &&
|
|
|
|
(aliasframeinstant->updateframe != r_framecount))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
} else {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean CheckHalfAngle(aliaslightinstant_t *ins)
|
|
|
|
{
|
|
|
|
if (dist(ins->lastvorg,r_refdef.vieworg) < 0.5)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
} else {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void R_SetupSurfaceInstantForLight(entity_t *e,aliashdr_t *paliashdr, aliasframeinstant_t *aliasframeinstant)
|
|
|
|
{
|
|
|
|
aliaslightinstant_t *aliaslightinstant;
|
|
|
|
qboolean update;
|
|
|
|
|
|
|
|
aliaslightinstant = R_AllocateLightInstant(e, paliashdr);
|
|
|
|
aliasframeinstant->lightinstant = aliaslightinstant;
|
|
|
|
|
|
|
|
R_SetupObjectSpace(e, aliaslightinstant);
|
|
|
|
|
|
|
|
update = CheckLightUpdate(e,paliashdr, aliaslightinstant,aliasframeinstant);
|
|
|
|
if (update)
|
|
|
|
{
|
|
|
|
R_CalcVolumeVerts(aliasframeinstant, aliaslightinstant);
|
|
|
|
|
|
|
|
if (!aliasframeinstant->shadowonly) {
|
|
|
|
if ( gl_cardtype == GENERIC || gl_cardtype == GEFORCE ) {//PA:
|
|
|
|
R_CalcAttenColors(aliasframeinstant, aliaslightinstant);
|
|
|
|
}
|
|
|
|
R_CalcIndeciesForLight(aliasframeinstant, aliaslightinstant);
|
|
|
|
|
|
|
|
//make sure that we can compare the next frame
|
|
|
|
VectorCopy(e->origin, aliaslightinstant->lasteorg);
|
|
|
|
VectorCopy(currentshadowlight->origin, aliaslightinstant->lastlorg);
|
|
|
|
VectorCopy(e->angles, aliaslightinstant->lasteangles);
|
|
|
|
aliaslightinstant->lastlradius = currentshadowlight->radius;
|
|
|
|
aliaslightinstant->lastlight = currentshadowlight;
|
|
|
|
aliaslightinstant->lastframeinstant = aliasframeinstant;
|
|
|
|
aliaslightinstant->lastent = e;
|
|
|
|
aliaslightinstant->lasthdr = paliashdr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
aliasCacheRequests++;
|
|
|
|
//Half angles only change when the viewer changes his position
|
|
|
|
//this happens a lot so recalculate only this.
|
|
|
|
if ((update) || CheckHalfAngle(aliaslightinstant)) {
|
|
|
|
if (!aliasframeinstant->shadowonly) {
|
|
|
|
R_SetupLightHAV(aliasframeinstant, aliaslightinstant);
|
|
|
|
}
|
|
|
|
VectorCopy(r_refdef.vieworg,aliaslightinstant->lastvorg);
|
|
|
|
|
|
|
|
if(!update) aliasPartialCacheHits++;
|
|
|
|
} else {
|
|
|
|
aliasFullCacheHits++;
|
|
|
|
}
|
|
|
|
|
|
|
|
//lock it for this frame
|
|
|
|
aliaslightinstant->lockframe = r_framecount;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void R_SetupInstantForLight(entity_t *e)
|
|
|
|
{
|
|
|
|
aliasframeinstant_t *aliasframeinstant;
|
|
|
|
alias3data_t *data;
|
|
|
|
aliashdr_t * paliashdr;
|
|
|
|
int i,maxnumsurf;
|
|
|
|
|
|
|
|
|
|
|
|
//PENTA: guard against model removed from cache
|
|
|
|
|
|
|
|
data = (alias3data_t *)Mod_Extradata (e->model);
|
|
|
|
maxnumsurf = data->numSurfaces;
|
|
|
|
aliasframeinstant = e->aliasframeinstant;
|
|
|
|
|
|
|
|
for (i=0;i<maxnumsurf;++i){
|
|
|
|
|
|
|
|
paliashdr = (aliashdr_t *)((char*)data + data->ofsSurfaces[i]);
|
|
|
|
|
|
|
|
if (!aliasframeinstant) {
|
|
|
|
|
|
|
|
Con_Printf("R_SetupInstantForLight: missing instant for %s\n",e->model->name);
|
|
|
|
//r_cache_thrash = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
R_SetupSurfaceInstantForLight(e, paliashdr, aliasframeinstant);
|
|
|
|
aliasframeinstant = aliasframeinstant->_next;
|
|
|
|
}
|
|
|
|
}
|