replace FogPoint_* functions with RSurf_FogVertex
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 3 Nov 2009 05:29:39 +0000 (05:29 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 3 Nov 2009 05:29:39 +0000 (05:29 +0000)
rename rsurface.modelorg to rsurface.localvieworigin

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9419 d7cf8633-e32d-0410-b094-e92efae38249

cl_particles.c
client.h
gl_rmain.c
model_shared.c
r_lightning.c
r_shadow.c
render.h

index d7cef61..4621674 100644 (file)
@@ -2133,6 +2133,9 @@ void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t
        float alphascale = (1.0f / 65536.0f) * cl_particles_alpha.value * r_refdef.view.colorscale;
        float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
 
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        r_refdef.stats.decals += numsurfaces;
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
@@ -2155,7 +2158,7 @@ void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t
                c4f = particle_color4f + 16*surfacelistindex;
                ca = d->alpha * alphascale;
                if (r_refdef.fogenabled)
-                       ca *= FogPoint_World(d->org);
+                       ca *= RSurf_FogVertex(d->org);
                Vector4Set(c4f, d->color[0] * ca, d->color[1] * ca, d->color[2] * ca, 1);
                Vector4Copy(c4f, c4f + 4);
                Vector4Copy(c4f, c4f + 8);
@@ -2284,6 +2287,9 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
        vec4_t colormultiplier;
        float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
 
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        Vector4Set(colormultiplier, r_refdef.view.colorscale * (1.0 / 256.0f), r_refdef.view.colorscale * (1.0 / 256.0f), r_refdef.view.colorscale * (1.0 / 256.0f), cl_particles_alpha.value * (1.0 / 256.0f));
 
        r_refdef.stats.particles += numsurfaces;
@@ -2317,7 +2323,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
                case PBLEND_ADD:
                        // additive and modulate can just fade out in fog (this is correct)
                        if (r_refdef.fogenabled)
-                               c4f[3] *= FogPoint_World(p->org);
+                               c4f[3] *= RSurf_FogVertex(p->org);
                        // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
                        c4f[0] *= c4f[3];
                        c4f[1] *= c4f[3];
@@ -2336,7 +2342,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh
                        // mix in the fog color
                        if (r_refdef.fogenabled)
                        {
-                               fog = FogPoint_World(p->org);
+                               fog = RSurf_FogVertex(p->org);
                                ifog = 1 - fog;
                                c4f[0] = c4f[0] * fog + r_refdef.fogcolor[0] * ifog;
                                c4f[1] = c4f[1] * fog + r_refdef.fogcolor[1] * ifog;
index d9fb6ab..06ce067 100644 (file)
--- a/client.h
+++ b/client.h
@@ -1410,9 +1410,7 @@ void Debug_PolygonEnd(void);
 
 extern qboolean sb_showscores;
 
-float FogPoint_World(const vec3_t p);
-float FogPoint_Model(const vec3_t p);
-float FogForDistance(vec_t dist);
+float RSurf_FogVertex(const vec3_t p);
 
 typedef struct r_refdef_stats_s
 {
index 12402b2..d404136 100644 (file)
@@ -259,22 +259,6 @@ void FOG_clear(void)
        r_refdef.fog_end = 0;
 }
 
-float FogForDistance(vec_t dist)
-{
-       unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
-       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
-}
-
-float FogPoint_World(const vec3_t p)
-{
-       return FogForDistance(VectorDistance((p), r_refdef.view.origin));
-}
-
-float FogPoint_Model(const vec3_t p)
-{
-       return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
-}
-
 static void R_BuildBlankTextures(void)
 {
        unsigned char data[4];
@@ -1486,10 +1470,10 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
        SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
        SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+       SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, ///< (lightsource) use percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, ///< (lightsource) use hardware shadowmap test
+       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
        SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
        SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
 }
@@ -2236,7 +2220,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
        }
        if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
-       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
+       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
                if (rsurface.texture->currentskinframe->pants)
@@ -4939,6 +4923,9 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
 
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
        vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
@@ -4952,7 +4939,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        {
                for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
                {
-                       f1 = FogPoint_World(v);
+                       f1 = RSurf_FogVertex(v);
                        f2 = 1 - f1;
                        c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
                        c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
@@ -5071,6 +5058,10 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        int i;
        float f1, f2, *c;
        float color4f[6*4];
+
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        // this is only called once per entity so numsurfaces is always 1, and
        // surfacelist is always {0}, so this code does not handle batches
        R_Mesh_Matrix(&ent->matrix);
@@ -5102,7 +5093,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
                R_Mesh_ColorPointer(color4f, 0, 0);
                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               f1 = FogPoint_World(org);
+               f1 = RSurf_FogVertex(org);
                f2 = 1 - f1;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
@@ -5173,8 +5164,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        float fog = 1.0f;
        float vertex3f[12];
 
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
-               fog = FogPoint_World(origin);
+               fog = RSurf_FogVertex(origin);
 
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
@@ -5738,7 +5732,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
        R_Mesh_Matrix(&identitymatrix);
-       VectorCopy(r_refdef.view.origin, rsurface.modelorg);
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
        VectorSet(rsurface.modellight_ambient, 0, 0, 0);
        VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
@@ -5805,7 +5799,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        R_Mesh_Matrix(&rsurface.matrix);
-       Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
+       Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
        rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
        rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
        rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
@@ -5916,6 +5910,14 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
+float RSurf_FogVertex(const float *v)
+{
+       float len = VectorDistance(rsurface.localvieworigin, v);
+       unsigned int fogmasktableindex;
+       fogmasktableindex = (unsigned int)(len * r_refdef.fogmasktabledistmultiplier);
+       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
+
 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
@@ -6115,7 +6117,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        VectorSubtract(end, start, up);
                                        VectorNormalize(up);
                                        // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
-                                       VectorSubtract(rsurface.modelorg, center, forward);
+                                       VectorSubtract(rsurface.localvieworigin, center, forward);
                                        //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
                                        VectorNegate(forward, forward);
                                        VectorReflect(forward, 0, up, forward);
@@ -6301,7 +6303,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
 
                                float viewer[3], d, reflected[3], worldreflected[3];
 
-                               VectorSubtract(rsurface.modelorg, vertex, viewer);
+                               VectorSubtract(rsurface.localvieworigin, vertex, viewer);
                                // VectorNormalize(viewer);
 
                                d = DotProduct(normal, viewer);
@@ -6651,7 +6653,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                        {
-                               f = FogPoint_Model(v);
+                               f = RSurf_FogVertex(v);
                                c2[0] = c[0] * f;
                                c2[1] = c[1] * f;
                                c2[2] = c[2] * f;
@@ -6666,7 +6668,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
                        {
-                               f = FogPoint_Model(v);
+                               f = RSurf_FogVertex(v);
                                c2[0] = f;
                                c2[1] = f;
                                c2[2] = f;
@@ -6693,7 +6695,7 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsu
                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                {
-                       f = FogPoint_Model(v);
+                       f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
                        c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
                        c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
@@ -7176,7 +7178,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       f = 1 - FogPoint_Model(v);
+                                       f = 1 - RSurf_FogVertex(v);
                                        c[0] = layercolor[0];
                                        c[1] = layercolor[1];
                                        c[2] = layercolor[2];
@@ -7305,7 +7307,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       f = 1 - FogPoint_Model(v);
+                                       f = 1 - RSurf_FogVertex(v);
                                        c[0] = layer->color[0];
                                        c[1] = layer->color[1];
                                        c[2] = layer->color[2];
index dcf5d8c..963140b 100644 (file)
@@ -1361,9 +1361,9 @@ void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int
                return;
        VectorSet(mins, model->terrain.mins[0] +  x    * stepsize * model->terrain.scale[0], model->terrain.mins[1] +  y    * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
        VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
-       viewvector[0] = bound(mins[0], modelorg, maxs[0]) - model->terrain.vieworigin[0];
-       viewvector[1] = bound(mins[1], modelorg, maxs[1]) - model->terrain.vieworigin[1];
-       viewvector[2] = bound(mins[2], modelorg, maxs[2]) - model->terrain.vieworigin[2];
+       viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
+       viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
+       viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
        if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
        {
                // too close for this stepsize, emit as 4 chunks instead
index fd2daa4..2209963 100644 (file)
@@ -219,7 +219,7 @@ void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts,
        float fog;
        for (i = 0;i < numverts;i++, v += 3, c += 4)
        {
-               fog = FogPoint_World(v);
+               fog = RSurf_FogVertex(v);
                c[0] = r * fog;
                c[1] = g * fog;
                c[2] = b * fog;
@@ -236,6 +236,10 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r
        float vertex3f[12*3];
        float texcoord2f[12*2];
        float color4f[12*4];
+
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
index 000f1c1..d79438b 100644 (file)
@@ -2354,7 +2354,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                if (r_refdef.fogenabled)
                                {
                                        float f;
-                                       f = FogPoint_Model(vertex3f);
+                                       f = RSurf_FogVertex(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -2369,7 +2369,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                {
                                        float f;
                                        Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                                       f = FogPoint_Model(vertex3f);
+                                       f = RSurf_FogVertex(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -2402,7 +2402,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2424,7 +2424,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2461,7 +2461,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2484,7 +2484,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2530,7 +2530,7 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu
        {
                VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
                VectorNormalize(lightdir);
-               VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
+               VectorSubtract(rsurface.localvieworigin, vertex3f, eyedir);
                VectorNormalize(eyedir);
                VectorAdd(lightdir, eyedir, halfdir);
                // the cubemap normalizes this for us
index 5298ca9..6c6df72 100644 (file)
--- a/render.h
+++ b/render.h
@@ -315,7 +315,7 @@ typedef struct rsurfacestate_s
        // special coloring of glow textures
        vec3_t glowmod;
        // view location in model space
-       vec3_t modelorg; // TODO: rename this
+       vec3_t localvieworigin;
        // polygon offset data for submodels
        float basepolygonfactor;
        float basepolygonoffset;