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ref_soft: Use r_math, this will fix beamfollow and glow sprites

pull/2/head
mittorn 6 years ago
parent
commit
4bbcd5daef
  1. 4
      r_context.c
  2. 5
      r_local.h
  3. 16
      r_main.c
  4. 267
      r_math.c
  5. 1
      r_sprite.c
  6. 7
      r_triapi.c

4
r_context.c

@ -447,10 +447,6 @@ byte *Mod_GetCurrentVis() @@ -447,10 +447,6 @@ byte *Mod_GetCurrentVis()
return NULL;
}
void R_ScreenToWorld(const vec3_t screen, vec3_t point)
{
}
void GL_SetupAttributes( int safegl )
{
gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );

5
r_local.h

@ -196,6 +196,7 @@ typedef struct @@ -196,6 +196,7 @@ typedef struct
int cached_contents; // in water
int cached_waterlevel; // was in water
float farClip;
float skyMins[2][6];
float skyMaxs[2][6];
@ -474,7 +475,7 @@ void R_FindViewLeaf( void ); @@ -474,7 +475,7 @@ void R_FindViewLeaf( void );
void R_PushScene( void );
void R_PopScene( void );
void R_DrawFog( void );
#if 0
//
// gl_rmath.c
//
@ -492,7 +493,7 @@ void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z ); @@ -492,7 +493,7 @@ void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z );
void Matrix4x4_CreateProjection(matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar);
void Matrix4x4_CreateOrtho(matrix4x4 m, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar);
void Matrix4x4_CreateModelview( matrix4x4 out );
#if 0
//
// gl_rmisc.c
//

16
r_main.c

@ -240,7 +240,7 @@ static int R_TransEntityCompare( const cl_entity_t **a, const cl_entity_t **b ) @@ -240,7 +240,7 @@ static int R_TransEntityCompare( const cl_entity_t **a, const cl_entity_t **b )
return 0;
}
#if 0
#if 1
/*
===============
@ -465,7 +465,7 @@ R_SetupFrustum @@ -465,7 +465,7 @@ R_SetupFrustum
void R_SetupFrustum( void )
{
#if 1
ref_overview_t *ov = gEngfuncs.GetOverviewParms();
//ref_overview_t *ov = gEngfuncs.GetOverviewParms();
/*if( RP_NORMALPASS() && ( ENGINE_GET_PARM( PARM_WATER_LEVEL ) >= 3 ))
{
@ -497,8 +497,8 @@ R_SetupProjectionMatrix @@ -497,8 +497,8 @@ R_SetupProjectionMatrix
*/
static void R_SetupProjectionMatrix( matrix4x4 m )
{
#if 0
GLdouble xMin, xMax, yMin, yMax, zNear, zFar;
#if 1
double xMin, xMax, yMin, yMax, zNear, zFar;
if( RI.drawOrtho )
{
@ -529,7 +529,7 @@ R_SetupModelviewMatrix @@ -529,7 +529,7 @@ R_SetupModelviewMatrix
*/
static void R_SetupModelviewMatrix( matrix4x4 m )
{
#if 0
#if 1
Matrix4x4_CreateModelview( m );
Matrix4x4_ConcatRotate( m, -RI.viewangles[2], 1, 0, 0 );
Matrix4x4_ConcatRotate( m, -RI.viewangles[0], 0, 1, 0 );
@ -1568,6 +1568,7 @@ void R_MarkLeaves (void) @@ -1568,6 +1568,7 @@ void R_MarkLeaves (void)
#endif
/*
================
R_RenderScene
@ -1593,6 +1594,11 @@ void R_RenderScene( void ) @@ -1593,6 +1594,11 @@ void R_RenderScene( void )
R_SetupFrame();
R_PushDlights();
R_SetupModelviewMatrix( RI.worldviewMatrix );
R_SetupProjectionMatrix( RI.projectionMatrix );
Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );
// R_SetupGL( true );
//R_Clear( ~0 );

267
r_math.c

@ -0,0 +1,267 @@ @@ -0,0 +1,267 @@
/*
gl_rmath.c - renderer mathlib
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "r_local.h"
#include "mathlib.h"
/*
========================================================================
Matrix4x4 operations (private to renderer)
========================================================================
*/
void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 )
{
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0] + in1[0][3] * in2[3][0];
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1] + in1[0][3] * in2[3][1];
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2] + in1[0][3] * in2[3][2];
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3] * in2[3][3];
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0] + in1[1][3] * in2[3][0];
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1] + in1[1][3] * in2[3][1];
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2] + in1[1][3] * in2[3][2];
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3] * in2[3][3];
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0] + in1[2][3] * in2[3][0];
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1] + in1[2][3] * in2[3][1];
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2] + in1[2][3] * in2[3][2];
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3] * in2[3][3];
out[3][0] = in1[3][0] * in2[0][0] + in1[3][1] * in2[1][0] + in1[3][2] * in2[2][0] + in1[3][3] * in2[3][0];
out[3][1] = in1[3][0] * in2[0][1] + in1[3][1] * in2[1][1] + in1[3][2] * in2[2][1] + in1[3][3] * in2[3][1];
out[3][2] = in1[3][0] * in2[0][2] + in1[3][1] * in2[1][2] + in1[3][2] * in2[2][2] + in1[3][3] * in2[3][2];
out[3][3] = in1[3][0] * in2[0][3] + in1[3][1] * in2[1][3] + in1[3][2] * in2[2][3] + in1[3][3] * in2[3][3];
}
/*
================
Matrix4x4_CreateProjection
NOTE: produce quake style world orientation
================
*/
void Matrix4x4_CreateProjection( matrix4x4 out, float xMax, float xMin, float yMax, float yMin, float zNear, float zFar )
{
out[0][0] = ( 2.0f * zNear ) / ( xMax - xMin );
out[1][1] = ( 2.0f * zNear ) / ( yMax - yMin );
out[2][2] = -( zFar + zNear ) / ( zFar - zNear );
out[3][3] = out[0][1] = out[1][0] = out[3][0] = out[0][3] = out[3][1] = out[1][3] = 0.0f;
out[2][0] = 0.0f;
out[2][1] = 0.0f;
out[0][2] = ( xMax + xMin ) / ( xMax - xMin );
out[1][2] = ( yMax + yMin ) / ( yMax - yMin );
out[3][2] = -1.0f;
out[2][3] = -( 2.0f * zFar * zNear ) / ( zFar - zNear );
}
void Matrix4x4_CreateOrtho( matrix4x4 out, float xLeft, float xRight, float yBottom, float yTop, float zNear, float zFar )
{
out[0][0] = 2.0f / (xRight - xLeft);
out[1][1] = 2.0f / (yTop - yBottom);
out[2][2] = -2.0f / (zFar - zNear);
out[3][3] = 1.0f;
out[0][1] = out[0][2] = out[1][0] = out[1][2] = out[3][0] = out[3][1] = out[3][2] = 0.0f;
out[2][0] = 0.0f;
out[2][1] = 0.0f;
out[0][3] = -(xRight + xLeft) / (xRight - xLeft);
out[1][3] = -(yTop + yBottom) / (yTop - yBottom);
out[2][3] = -(zFar + zNear) / (zFar - zNear);
}
/*
================
Matrix4x4_CreateModelview
NOTE: produce quake style world orientation
================
*/
void Matrix4x4_CreateModelview( matrix4x4 out )
{
out[0][0] = out[1][1] = out[2][2] = 0.0f;
out[3][0] = out[0][3] = 0.0f;
out[3][1] = out[1][3] = 0.0f;
out[3][2] = out[2][3] = 0.0f;
out[3][3] = 1.0f;
out[1][0] = out[0][2] = out[2][1] = 0.0f;
out[2][0] = out[0][1] = -1.0f;
out[1][2] = 1.0f;
}
void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
{
out[ 0] = in[0][0];
out[ 1] = in[1][0];
out[ 2] = in[2][0];
out[ 3] = in[3][0];
out[ 4] = in[0][1];
out[ 5] = in[1][1];
out[ 6] = in[2][1];
out[ 7] = in[3][1];
out[ 8] = in[0][2];
out[ 9] = in[1][2];
out[10] = in[2][2];
out[11] = in[3][2];
out[12] = in[0][3];
out[13] = in[1][3];
out[14] = in[2][3];
out[15] = in[3][3];
}
void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] )
{
out[0][0] = in[0];
out[1][0] = in[1];
out[2][0] = in[2];
out[3][0] = in[3];
out[0][1] = in[4];
out[1][1] = in[5];
out[2][1] = in[6];
out[3][1] = in[7];
out[0][2] = in[8];
out[1][2] = in[9];
out[2][2] = in[10];
out[3][2] = in[11];
out[0][3] = in[12];
out[1][3] = in[13];
out[2][3] = in[14];
out[3][3] = in[15];
}
void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )
{
out[0][0] = 1.0f;
out[0][1] = 0.0f;
out[0][2] = 0.0f;
out[0][3] = x;
out[1][0] = 0.0f;
out[1][1] = 1.0f;
out[1][2] = 0.0f;
out[1][3] = y;
out[2][0] = 0.0f;
out[2][1] = 0.0f;
out[2][2] = 1.0f;
out[2][3] = z;
out[3][0] = 0.0f;
out[3][1] = 0.0f;
out[3][2] = 0.0f;
out[3][3] = 1.0f;
}
void Matrix4x4_CreateRotate( matrix4x4 out, float angle, float x, float y, float z )
{
float len, c, s;
len = x * x + y * y + z * z;
if( len != 0.0f ) len = 1.0f / sqrt( len );
x *= len;
y *= len;
z *= len;
angle *= (-M_PI / 180.0f);
SinCos( angle, &s, &c );
out[0][0]=x * x + c * (1 - x * x);
out[0][1]=x * y * (1 - c) + z * s;
out[0][2]=z * x * (1 - c) - y * s;
out[0][3]=0.0f;
out[1][0]=x * y * (1 - c) - z * s;
out[1][1]=y * y + c * (1 - y * y);
out[1][2]=y * z * (1 - c) + x * s;
out[1][3]=0.0f;
out[2][0]=z * x * (1 - c) + y * s;
out[2][1]=y * z * (1 - c) - x * s;
out[2][2]=z * z + c * (1 - z * z);
out[2][3]=0.0f;
out[3][0]=0.0f;
out[3][1]=0.0f;
out[3][2]=0.0f;
out[3][3]=1.0f;
}
void Matrix4x4_CreateScale( matrix4x4 out, float x )
{
out[0][0] = x;
out[0][1] = 0.0f;
out[0][2] = 0.0f;
out[0][3] = 0.0f;
out[1][0] = 0.0f;
out[1][1] = x;
out[1][2] = 0.0f;
out[1][3] = 0.0f;
out[2][0] = 0.0f;
out[2][1] = 0.0f;
out[2][2] = x;
out[2][3] = 0.0f;
out[3][0] = 0.0f;
out[3][1] = 0.0f;
out[3][2] = 0.0f;
out[3][3] = 1.0f;
}
void Matrix4x4_CreateScale3( matrix4x4 out, float x, float y, float z )
{
out[0][0] = x;
out[0][1] = 0.0f;
out[0][2] = 0.0f;
out[0][3] = 0.0f;
out[1][0] = 0.0f;
out[1][1] = y;
out[1][2] = 0.0f;
out[1][3] = 0.0f;
out[2][0] = 0.0f;
out[2][1] = 0.0f;
out[2][2] = z;
out[2][3] = 0.0f;
out[3][0] = 0.0f;
out[3][1] = 0.0f;
out[3][2] = 0.0f;
out[3][3] = 1.0f;
}
void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z )
{
matrix4x4 base, temp;
Matrix4x4_Copy( base, out );
Matrix4x4_CreateTranslate( temp, x, y, z );
Matrix4x4_Concat( out, base, temp );
}
void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z )
{
matrix4x4 base, temp;
Matrix4x4_Copy( base, out );
Matrix4x4_CreateRotate( temp, angle, x, y, z );
Matrix4x4_Concat( out, base, temp );
}
void Matrix4x4_ConcatScale( matrix4x4 out, float x )
{
matrix4x4 base, temp;
Matrix4x4_Copy( base, out );
Matrix4x4_CreateScale( temp, x );
Matrix4x4_Concat( out, base, temp );
}
void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z )
{
matrix4x4 base, temp;
Matrix4x4_Copy( base, out );
Matrix4x4_CreateScale3( temp, x, y, z );
Matrix4x4_Concat( out, base, temp );
}

1
r_sprite.c

@ -699,6 +699,7 @@ qboolean R_SpriteOccluded( cl_entity_t *e, vec3_t origin, float *pscale ) @@ -699,6 +699,7 @@ qboolean R_SpriteOccluded( cl_entity_t *e, vec3_t origin, float *pscale )
{
float blend;
vec3_t v;
//return false;
TriWorldToScreen( origin, v );

7
r_triapi.c

@ -345,7 +345,7 @@ void TriVertex3f( float x, float y, float z ) @@ -345,7 +345,7 @@ void TriVertex3f( float x, float y, float z )
}
#endif
}
void R_AliasWorldToScreen( const float *v, float *out );
/*
=============
TriWorldToScreen
@ -357,15 +357,14 @@ int TriWorldToScreen( const float *world, float *screen ) @@ -357,15 +357,14 @@ int TriWorldToScreen( const float *world, float *screen )
{
int retval;
R_AliasWorldToScreen( world, screen );
retval = 0;
retval = R_WorldToScreen( world, screen );
screen[0] = 0.5f * screen[0] * (float)RI.viewport[2];
screen[1] = -0.5f * screen[1] * (float)RI.viewport[3];
screen[0] += 0.5f * (float)RI.viewport[2];
screen[1] += 0.5f * (float)RI.viewport[3];
return retval;
}

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