#include "quakedef.h" #ifdef SWQUAKE #include "sw.h" #include "shader.h" #include "glquake.h" vecV_t vertbuf[65535]; swimage_t sw_nulltex = { 1, 1, 0, 0, 0, 0 }; static struct { int foo; int numrthreads; void *threads[4]; backendmode_t mode; float m_mvp[16]; vec4_t viewplane; entity_t *curentity; shader_t *curshader; float curtime; //this stuff should probably be moved out of the backend int wbatch; int maxwbatches; batch_t *wbatches; } shaderstate; //////////////////////////////////////////////////////////////// //start generic tables #define frand() (rand()*(1.0/RAND_MAX)) #define FTABLE_SIZE 1024 #define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1))) #define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x))) static float r_sintable[FTABLE_SIZE]; static float r_triangletable[FTABLE_SIZE]; static float r_squaretable[FTABLE_SIZE]; static float r_sawtoothtable[FTABLE_SIZE]; static float r_inversesawtoothtable[FTABLE_SIZE]; static float *FTableForFunc ( unsigned int func ) { switch (func) { case SHADER_FUNC_SIN: return r_sintable; case SHADER_FUNC_TRIANGLE: return r_triangletable; case SHADER_FUNC_SQUARE: return r_squaretable; case SHADER_FUNC_SAWTOOTH: return r_sawtoothtable; case SHADER_FUNC_INVERSESAWTOOTH: return r_inversesawtoothtable; } //bad values allow us to crash (so I can debug em) return NULL; } static void BE_InitTables(void) { int i; double t; for (i = 0; i < FTABLE_SIZE; i++) { t = (double)i / (double)FTABLE_SIZE; r_sintable[i] = sin(t * 2*M_PI); if (t < 0.25) r_triangletable[i] = t * 4.0; else if (t < 0.75) r_triangletable[i] = 2 - 4.0 * t; else r_triangletable[i] = (t - 0.75) * 4.0 - 1.0; if (t < 0.5) r_squaretable[i] = 1.0f; else r_squaretable[i] = -1.0f; r_sawtoothtable[i] = t; r_inversesawtoothtable[i] = 1.0 - t; } } #define R_FastSin(x) sin((x)*(2*M_PI)) //fixme: use r_sintable instead! //end generic tables //////////////////////////////////////////////////////////////// //start matrix functions typedef vec3_t mat3_t[3]; static mat3_t axisDefault={{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}; static void Matrix3_Transpose (mat3_t in, mat3_t out) { out[0][0] = in[0][0]; out[1][1] = in[1][1]; out[2][2] = in[2][2]; out[0][1] = in[1][0]; out[0][2] = in[2][0]; out[1][0] = in[0][1]; out[1][2] = in[2][1]; out[2][0] = in[0][2]; out[2][1] = in[1][2]; } static void Matrix3_Multiply_Vec3 (mat3_t a, vec3_t b, vec3_t product) { product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2]; product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2]; product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2]; } //static int Matrix3_Compare(mat3_t in, mat3_t out) //{ // return memcmp(in, out, sizeof(mat3_t)); //} //end matrix functions //////////////////////////////////////////////////////////////// //start xyz static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh) { float *table; int j, k; float args[4]; float deflect; switch (deformv->type) { default: case DEFORMV_NONE: if (src != dst) memcpy(dst, src, sizeof(*src)*cnt); break; case DEFORMV_WAVE: if (!mesh->normals_array) { if (src != dst) memcpy(dst, src, sizeof(*src)*cnt); return; } args[0] = deformv->func.args[0]; args[1] = deformv->func.args[1]; args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime; table = FTableForFunc(deformv->func.type); for ( j = 0; j < cnt; j++ ) { deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3]; deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0]; // Deflect vertex along its normal by wave amount VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]); } break; case DEFORMV_NORMAL: //normal does not actually move the verts, but it does change the normals array //we don't currently support that. if (src != dst) memcpy(dst, src, sizeof(*src)*cnt); /* args[0] = deformv->args[1] * shaderstate.curtime; for ( j = 0; j < cnt; j++ ) { args[1] = normalsArray[j][2] * args[0]; deflect = deformv->args[0] * R_FastSin(args[1]); normalsArray[j][0] *= deflect; deflect = deformv->args[0] * R_FastSin(args[1] + 0.25); normalsArray[j][1] *= deflect; VectorNormalizeFast(normalsArray[j]); } */ break; case DEFORMV_MOVE: table = FTableForFunc(deformv->func.type); deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3]; deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0]; for ( j = 0; j < cnt; j++ ) VectorMA(src[j], deflect, deformv->args, dst[j]); break; case DEFORMV_BULGE: args[0] = deformv->args[0]/(2*M_PI); args[1] = deformv->args[1]; args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI); for (j = 0; j < cnt; j++) { deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1]; dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0]; dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1]; dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2]; } break; case DEFORMV_AUTOSPRITE: if (mesh->numindexes < 6) break; for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4) { vec3_t mid, d; float radius; mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]); mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]); mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]); VectorSubtract(src[0], mid, d); radius = 2*VectorLength(d); for (k = 0; k < 4; k++) { dst[k][0] = mid[0] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[0+1]); dst[k][1] = mid[1] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[4+1]); dst[k][2] = mid[2] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[8+1]); } } break; case DEFORMV_AUTOSPRITE2: if (mesh->numindexes < 6) break; for (k = 0; k < mesh->numindexes; k += 6) { int long_axis, short_axis; vec3_t axis; float len[3]; mat3_t m0, m1, m2, result; float *quad[4]; vec3_t rot_centre, tv, tv2; quad[0] = (float *)(src + mesh->indexes[k+0]); quad[1] = (float *)(src + mesh->indexes[k+1]); quad[2] = (float *)(src + mesh->indexes[k+2]); for (j = 2; j >= 0; j--) { quad[3] = (float *)(src + mesh->indexes[k+3+j]); if (!VectorEquals (quad[3], quad[0]) && !VectorEquals (quad[3], quad[1]) && !VectorEquals (quad[3], quad[2])) { break; } } // build a matrix were the longest axis of the billboard is the Y-Axis VectorSubtract(quad[1], quad[0], m0[0]); VectorSubtract(quad[2], quad[0], m0[1]); VectorSubtract(quad[2], quad[1], m0[2]); len[0] = DotProduct(m0[0], m0[0]); len[1] = DotProduct(m0[1], m0[1]); len[2] = DotProduct(m0[2], m0[2]); if ((len[2] > len[1]) && (len[2] > len[0])) { if (len[1] > len[0]) { long_axis = 1; short_axis = 0; } else { long_axis = 0; short_axis = 1; } } else if ((len[1] > len[2]) && (len[1] > len[0])) { if (len[2] > len[0]) { long_axis = 2; short_axis = 0; } else { long_axis = 0; short_axis = 2; } } else //if ( (len[0] > len[1]) && (len[0] > len[2]) ) { if (len[2] > len[1]) { long_axis = 2; short_axis = 1; } else { long_axis = 1; short_axis = 2; } } if (DotProduct(m0[long_axis], m0[short_axis])) { VectorNormalize2(m0[long_axis], axis); VectorCopy(axis, m0[1]); if (axis[0] || axis[1]) { VectorVectors(m0[1], m0[2], m0[0]); } else { VectorVectors(m0[1], m0[0], m0[2]); } } else { VectorNormalize2(m0[long_axis], axis); VectorNormalize2(m0[short_axis], m0[0]); VectorCopy(axis, m0[1]); CrossProduct(m0[0], m0[1], m0[2]); } for (j = 0; j < 3; j++) rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25; if (shaderstate.curentity) { VectorAdd(shaderstate.curentity->origin, rot_centre, tv); } else { VectorCopy(rot_centre, tv); } VectorSubtract(r_origin, tv, tv); // filter any longest-axis-parts off the camera-direction deflect = -DotProduct(tv, axis); VectorMA(tv, deflect, axis, m1[2]); VectorNormalizeFast(m1[2]); VectorCopy(axis, m1[1]); CrossProduct(m1[1], m1[2], m1[0]); Matrix3_Transpose(m1, m2); Matrix3_Multiply(m2, m0, result); for (j = 0; j < 4; j++) { int v = ((vecV_t*)quad[j]-src); VectorSubtract(quad[j], rot_centre, tv); Matrix3_Multiply_Vec3(result, tv, tv2); VectorAdd(rot_centre, tv2, dst[v]); } } break; // case DEFORMV_PROJECTION_SHADOW: // break; } } //end xyz //////////////////////////////////////////////////////////////// void SWBE_SelectMode(backendmode_t mode) { } void SWBE_TransformVerticies(swvert_t *v, mesh_t *mesh) { int i; vecV_t *xyz; /*generate vertex blends*/ if (mesh->xyz2_array) { xyz = vertbuf; for (i = 0; i < mesh->numvertexes; i++) { VectorInterpolate(mesh->xyz_array[i], mesh->xyz_blendw[1], mesh->xyz2_array[i], xyz[i]); } } /*else if (skeletal) { } */ else { xyz = mesh->xyz_array; } /*now apply any shader deforms*/ if (shaderstate.curshader->numdeforms) { deformgen(&shaderstate.curshader->deforms[0], mesh->numvertexes, xyz, vertbuf, mesh); xyz = vertbuf; for (i = 1; i < shaderstate.curshader->numdeforms; i++) { deformgen(&shaderstate.curshader->deforms[i], mesh->numvertexes, xyz, xyz, mesh); } } for (i = 0; i < mesh->numvertexes; i++, v++) { VectorCopy(xyz[i], v->vcoord); Vector2Copy(mesh->st_array[i], v->tccoord); // v->colour[0] = mesh->colors4b_array[i][0]; // v->colour[1] = mesh->colors4b_array[i][1]; // v->colour[2] = mesh->colors4b_array[i][2]; // v->colour[3] = mesh->colors4b_array[i][3]; } } static void SWBE_DrawMesh_Internal(shader_t *shader, mesh_t *mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags) { wqcom_t *com; if (!texnums) { // if (shader->numdefaulttextures) // texnums = shader->defaulttextures + ; // else texnums = shader->defaulttextures; } shaderstate.curshader = shader; if (mesh->istrifan) { com = SWRast_BeginCommand(&commandqueue, WTC_TRIFAN, mesh->numvertexes*sizeof(swvert_t) + sizeof(com->trifan) - sizeof(com->trifan.verts)); if (texnums->base) com->trifan.texture = texnums->base->ptr; else com->trifan.texture = &sw_nulltex; com->trifan.numverts = mesh->numvertexes; SWBE_TransformVerticies(com->trifan.verts, mesh); SWRast_EndCommand(&commandqueue, com); } else { com = SWRast_BeginCommand(&commandqueue, WTC_TRISOUP, (mesh->numvertexes*sizeof(swvert_t)) + sizeof(com->trisoup) - sizeof(com->trisoup.verts) + (sizeof(index_t)*mesh->numindexes)); if (texnums->base) com->trisoup.texture = texnums->base->ptr; else com->trisoup.texture = &sw_nulltex; com->trisoup.numverts = mesh->numvertexes; com->trisoup.numidx = mesh->numindexes; SWBE_TransformVerticies(com->trisoup.verts, mesh); memcpy(com->trisoup.verts + mesh->numvertexes, mesh->indexes, sizeof(index_t)*mesh->numindexes); SWRast_EndCommand(&commandqueue, com); } } void SWBE_DrawMesh_List(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags) { while(nummeshes-->0) { SWBE_DrawMesh_Internal(shader, *mesh++, vbo, texnums, be_flags); } } void SWBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, struct vbo_s *vbo, unsigned int be_flags) { SWBE_DrawMesh_Internal(shader, mesh, vbo, NULL, be_flags); } void SWBE_SubmitBatch(struct batch_s *batch) { int m; SWBE_SelectEntity(batch->ent); for (m = 0; m < batch->meshes; m++) { SWBE_DrawMesh_Internal(batch->shader, batch->mesh[m], batch->vbo, batch->skin, batch->flags); } } struct batch_s *SWBE_GetTempBatch(void) { if (shaderstate.wbatch >= shaderstate.maxwbatches) { shaderstate.wbatch++; return NULL; } return &shaderstate.wbatches[shaderstate.wbatch++]; } static void SWBE_SubmitMeshesSortList(batch_t *sortlist) { batch_t *batch; for (batch = sortlist; batch; batch = batch->next) { if (batch->meshes == batch->firstmesh) continue; if (batch->flags & BEF_NODLIGHT) if (shaderstate.mode == BEM_LIGHT) continue; if (batch->flags & BEF_NOSHADOWS) if (shaderstate.mode == BEM_STENCIL) continue; if (batch->buildmeshes) batch->buildmeshes(batch); if (batch->shader->flags & SHADER_NODRAW) continue; if (batch->shader->flags & SHADER_NODLIGHT) if (shaderstate.mode == BEM_LIGHT) continue; if (batch->shader->flags & SHADER_SKY) { if (shaderstate.mode == BEM_STANDARD || shaderstate.mode == BEM_DEPTHDARK) { if (!batch->shader->prog) { R_DrawSkyChain (batch); continue; } } else if (shaderstate.mode != BEM_FOG && shaderstate.mode != BEM_CREPUSCULAR) continue; } SWBE_SubmitBatch(batch); } } void SWBE_SubmitMeshes (batch_t **worldbatches, batch_t **blist, int start, int stop) { int i; for (i = start; i <= stop; i++) { if (worldbatches) { // if (i == SHADER_SORT_PORTAL && !r_noportals.ival && !r_refdef.recurse) // SWBE_SubmitMeshesPortals(worldbatches, blist[i]); SWBE_SubmitMeshesSortList(worldbatches[i]); } SWBE_SubmitMeshesSortList(blist[i]); } } static void SWBE_UpdateUniforms(void) { wqcom_t *com; com = SWRast_BeginCommand(&commandqueue, WTC_UNIFORMS, sizeof(com->uniforms)); memcpy(com->uniforms.u.matrix, shaderstate.m_mvp, sizeof(com->uniforms.u.matrix)); Vector4Copy(shaderstate.viewplane, com->uniforms.u.viewplane); SWRast_EndCommand(&commandqueue, com); } void SWBE_Set2D(void) { extern cvar_t gl_screenangle; float ang, rad, w, h; float tmp[16]; float tmp2[16]; vid.fbvwidth = vid.width; vid.fbvheight = vid.height; vid.fbpwidth = vid.pixelwidth; vid.fbpheight = vid.pixelheight; ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90; ang = (int)ang * 90; if (ang) { /*more expensive maths*/ rad = (ang * M_PI) / 180; w = fabs(cos(rad)) * (vid.width) + fabs(sin(rad)) * (vid.height); h = fabs(sin(rad)) * (vid.width) + fabs(cos(rad)) * (vid.height); Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, w/-2.0f, w/2.0f, h/2.0f, h/-2.0f, -99999, 99999); Matrix4x4_Identity(tmp); Matrix4_Multiply(Matrix4x4_CM_NewTranslation((vid.width/-2.0f), (vid.height/-2.0f), 0), tmp, tmp2); Matrix4_Multiply(Matrix4x4_CM_NewRotation(-ang, 0, 0, 1), tmp2, r_refdef.m_view); } else { if (0) Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, 0, vid.width, 0, vid.height, 0, 99999); else Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, 0, vid.width, vid.height, 0, 0, 99999); Matrix4x4_Identity(r_refdef.m_view); } memcpy(shaderstate.m_mvp, r_refdef.m_projection_std, sizeof(shaderstate.m_mvp)); shaderstate.viewplane[0] = -r_refdef.m_view[0*4+2]; shaderstate.viewplane[1] = -r_refdef.m_view[1*4+2]; shaderstate.viewplane[2] = -r_refdef.m_view[2*4+2]; VectorNormalize(shaderstate.viewplane); VectorScale(shaderstate.viewplane, 1.0/99999, shaderstate.viewplane); shaderstate.viewplane[3] = DotProduct(vec3_origin, shaderstate.viewplane);// - 0.5; SWBE_UpdateUniforms(); } void SWBE_DrawWorld(batch_t **worldbatches) { batch_t *batches[SHADER_SORT_COUNT]; if (!r_refdef.recurse) { if (shaderstate.wbatch + 50 > shaderstate.maxwbatches) { int newm = shaderstate.wbatch + 100; shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches)); memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches)); shaderstate.maxwbatches = newm; } shaderstate.wbatch = 0; } BE_GenModelBatches(batches, NULL, shaderstate.mode, r_refdef.scenevis); // R_GenDlightBatches(batches); shaderstate.curentity = NULL; SWBE_SelectEntity(&r_worldentity); SWBE_SubmitMeshes(worldbatches, batches, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST); SWBE_Set2D(); } void SWBE_Init(void) { memset(&sh_config, 0, sizeof(sh_config)); sh_config.texfmt[PTI_BGRA8] = true; sh_config.texfmt[PTI_BGRX8] = true; sh_config.texfmt[PTI_RGBA8] = true; sh_config.texfmt[PTI_RGBX8] = true; BE_InitTables(); } void SWBE_GenBrushModelVBO(struct model_s *mod) { } void SWBE_ClearVBO(struct vbo_s *vbo, qboolean dataonly) { } void SWBE_UploadAllLightmaps(void) { } static void SWR_RotateForEntity (float *m, float *modelview, const entity_t *e, const model_t *mod) { if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0) { float em[16]; float vm[16]; if (e->flags & RF_WEAPONMODELNOBOB) { vm[0] = vpn[0]; vm[1] = vpn[1]; vm[2] = vpn[2]; vm[3] = 0; vm[4] = -vright[0]; vm[5] = -vright[1]; vm[6] = -vright[2]; vm[7] = 0; vm[8] = vup[0]; vm[9] = vup[1]; vm[10] = vup[2]; vm[11] = 0; vm[12] = r_refdef.vieworg[0]; vm[13] = r_refdef.vieworg[1]; vm[14] = r_refdef.vieworg[2]; vm[15] = 1; } else { vm[0] = r_refdef.playerview->vw_axis[0][0]; vm[1] = r_refdef.playerview->vw_axis[0][1]; vm[2] = r_refdef.playerview->vw_axis[0][2]; vm[3] = 0; vm[4] = r_refdef.playerview->vw_axis[1][0]; vm[5] = r_refdef.playerview->vw_axis[1][1]; vm[6] = r_refdef.playerview->vw_axis[1][2]; vm[7] = 0; vm[8] = r_refdef.playerview->vw_axis[2][0]; vm[9] = r_refdef.playerview->vw_axis[2][1]; vm[10] = r_refdef.playerview->vw_axis[2][2]; vm[11] = 0; vm[12] = r_refdef.playerview->vw_origin[0]; vm[13] = r_refdef.playerview->vw_origin[1]; vm[14] = r_refdef.playerview->vw_origin[2]; vm[15] = 1; } em[0] = e->axis[0][0]; em[1] = e->axis[0][1]; em[2] = e->axis[0][2]; em[3] = 0; em[4] = e->axis[1][0]; em[5] = e->axis[1][1]; em[6] = e->axis[1][2]; em[7] = 0; em[8] = e->axis[2][0]; em[9] = e->axis[2][1]; em[10] = e->axis[2][2]; em[11] = 0; em[12] = e->origin[0]; em[13] = e->origin[1]; em[14] = e->origin[2]; em[15] = 1; Matrix4_Multiply(vm, em, m); } else { m[0] = e->axis[0][0]; m[1] = e->axis[0][1]; m[2] = e->axis[0][2]; m[3] = 0; m[4] = e->axis[1][0]; m[5] = e->axis[1][1]; m[6] = e->axis[1][2]; m[7] = 0; m[8] = e->axis[2][0]; m[9] = e->axis[2][1]; m[10] = e->axis[2][2]; m[11] = 0; m[12] = e->origin[0]; m[13] = e->origin[1]; m[14] = e->origin[2]; m[15] = 1; } if (e->scale != 1 && e->scale != 0) //hexen 2 stuff { #ifdef HEXEN2 float z; float escale; escale = e->scale; switch(e->drawflags&SCALE_TYPE_MASK) { default: case SCALE_TYPE_UNIFORM: VectorScale((m+0), escale, (m+0)); VectorScale((m+4), escale, (m+4)); VectorScale((m+8), escale, (m+8)); break; case SCALE_TYPE_XYONLY: VectorScale((m+0), escale, (m+0)); VectorScale((m+4), escale, (m+4)); break; case SCALE_TYPE_ZONLY: VectorScale((m+8), escale, (m+8)); break; } if (mod && (e->drawflags&SCALE_TYPE_MASK) != SCALE_TYPE_XYONLY) { switch(e->drawflags&SCALE_ORIGIN_MASK) { case SCALE_ORIGIN_CENTER: z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2; VectorMA((m+12), z, e->axis[2], (m+12)); break; case SCALE_ORIGIN_BOTTOM: VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12)); break; case SCALE_ORIGIN_TOP: VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12)); break; } } #else VectorScale((m+0), e->scale, (m+0)); VectorScale((m+4), e->scale, (m+4)); VectorScale((m+8), e->scale, (m+8)); #endif } else if (mod && !strcmp(mod->name, "progs/eyes.mdl")) { /*resize eyes, to make them easier to see*/ m[14] -= (22 + 8); VectorScale((m+0), 2, (m+0)); VectorScale((m+4), 2, (m+4)); VectorScale((m+8), 2, (m+8)); } if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1 && mod->type == mod_alias) { //possibly this should be on a per-frame basis, but that's a real pain to do Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale); VectorScale((m+0), mod->clampscale, (m+0)); VectorScale((m+4), mod->clampscale, (m+4)); VectorScale((m+8), mod->clampscale, (m+8)); } Matrix4_Multiply(r_refdef.m_view, m, modelview); } void SWBE_SelectEntity(struct entity_s *ent) { float modelmatrix[16]; float modelviewmatrix[16]; vec3_t vieworg; if (shaderstate.curentity == ent) return; shaderstate.curentity = ent; SWR_RotateForEntity(modelmatrix, modelviewmatrix, shaderstate.curentity, shaderstate.curentity->model); Matrix4_Multiply(r_refdef.m_projection_std, modelviewmatrix, shaderstate.m_mvp); shaderstate.viewplane[0] = vpn[0];//-modelviewmatrix[0];//0*4+2]; shaderstate.viewplane[1] = vpn[1];//-modelviewmatrix[1];//1*4+2]; shaderstate.viewplane[2] = vpn[2];//-modelviewmatrix[2];//2*4+2]; VectorNormalize(shaderstate.viewplane); VectorScale(shaderstate.viewplane, 1.0/8192, shaderstate.viewplane); vieworg[0] = modelviewmatrix[3*4+0]; vieworg[1] = modelviewmatrix[3*4+1]; vieworg[2] = modelviewmatrix[3*4+2]; VectorMA(r_refdef.vieworg, 256, shaderstate.viewplane, vieworg); shaderstate.viewplane[3] = DotProduct(vieworg, shaderstate.viewplane); SWBE_UpdateUniforms(); } qboolean SWBE_SelectDLight(struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode) { return false; } qboolean SWBE_LightCullModel(vec3_t org, struct model_s *model) { return false; } void SWBE_RenderToTextureUpdate2d(qboolean destchanged) { } #endif