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Diffstat (limited to 'src/renderergl2/tr_shade_calc.cpp')
-rw-r--r-- | src/renderergl2/tr_shade_calc.cpp | 843 |
1 files changed, 843 insertions, 0 deletions
diff --git a/src/renderergl2/tr_shade_calc.cpp b/src/renderergl2/tr_shade_calc.cpp new file mode 100644 index 0000000..182020b --- /dev/null +++ b/src/renderergl2/tr_shade_calc.cpp @@ -0,0 +1,843 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, see <https://www.gnu.org/licenses/> + +=========================================================================== +*/ +// tr_shade_calc.c + +#include "tr_local.h" +#if idppc_altivec && !defined(__APPLE__) +#include <altivec.h> +#endif + + +#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ static_cast<int64_t>( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude)) + +static float *TableForFunc( genFunc_t func ) +{ + switch ( func ) + { + case GF_SIN: + return tr.sinTable; + case GF_TRIANGLE: + return tr.triangleTable; + case GF_SQUARE: + return tr.squareTable; + case GF_SAWTOOTH: + return tr.sawToothTable; + case GF_INVERSE_SAWTOOTH: + return tr.inverseSawToothTable; + case GF_NONE: + default: + break; + } + + ri.Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'", func, tess.shader->name ); + return NULL; +} + +/* +** EvalWaveForm +** +** Evaluates a given waveForm_t, referencing backEnd.refdef.time directly +*/ +static float EvalWaveForm( const waveForm_t *wf ) +{ + float *table; + + table = TableForFunc( wf->func ); + + return WAVEVALUE( table, wf->base, wf->amplitude, wf->phase, wf->frequency ); +} + +static float EvalWaveFormClamped( const waveForm_t *wf ) +{ + float glow = EvalWaveForm( wf ); + + if ( glow < 0 ) + { + return 0; + } + + if ( glow > 1 ) + { + return 1; + } + + return glow; +} + +/* +** RB_CalcStretchTexMatrix +*/ +void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix ) +{ + float p; + + p = 1.0f / EvalWaveForm( wf ); + + matrix[0] = p; matrix[2] = 0; matrix[4] = 0.5f - 0.5f * p; + matrix[1] = 0; matrix[3] = p; matrix[5] = 0.5f - 0.5f * p; +} + +/* +==================================================================== + +DEFORMATIONS + +==================================================================== +*/ + +/* +======================== +RB_CalcDeformVertexes + +======================== +*/ +void RB_CalcDeformVertexes( deformStage_t *ds ) +{ + int i; + vec3_t offset; + float scale; + float *xyz = ( float * ) tess.xyz; + int16_t *normal = tess.normal[0]; + float *table; + + if ( ds->deformationWave.frequency == 0 ) + { + scale = EvalWaveForm( &ds->deformationWave ); + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) + { + R_VaoUnpackNormal(offset, normal); + + xyz[0] += offset[0] * scale; + xyz[1] += offset[1] * scale; + xyz[2] += offset[2] * scale; + } + } + else + { + table = TableForFunc( ds->deformationWave.func ); + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) + { + float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread; + + scale = WAVEVALUE( table, ds->deformationWave.base, + ds->deformationWave.amplitude, + ds->deformationWave.phase + off, + ds->deformationWave.frequency ); + + R_VaoUnpackNormal(offset, normal); + + xyz[0] += offset[0] * scale; + xyz[1] += offset[1] * scale; + xyz[2] += offset[2] * scale; + } + } +} + +/* +========================= +RB_CalcDeformNormals + +Wiggle the normals for wavy environment mapping +========================= +*/ +void RB_CalcDeformNormals( deformStage_t *ds ) { + int i; + float scale; + float *xyz = ( float * ) tess.xyz; + int16_t *normal = tess.normal[0]; + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) { + vec3_t fNormal; + + R_VaoUnpackNormal(fNormal, normal); + + scale = 0.98f; + scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale, + tess.shaderTime * ds->deformationWave.frequency ); + fNormal[ 0 ] += ds->deformationWave.amplitude * scale; + + scale = 0.98f; + scale = R_NoiseGet4f( 100 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale, + tess.shaderTime * ds->deformationWave.frequency ); + fNormal[ 1 ] += ds->deformationWave.amplitude * scale; + + scale = 0.98f; + scale = R_NoiseGet4f( 200 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale, + tess.shaderTime * ds->deformationWave.frequency ); + fNormal[ 2 ] += ds->deformationWave.amplitude * scale; + + VectorNormalizeFast( fNormal ); + + R_VaoPackNormal(normal, fNormal); + } +} + +/* +======================== +RB_CalcBulgeVertexes + +======================== +*/ +void RB_CalcBulgeVertexes( deformStage_t *ds ) { + int i; + const float *st = ( const float * ) tess.texCoords[0]; + float *xyz = ( float * ) tess.xyz; + int16_t *normal = tess.normal[0]; + + double now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed; + + for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) { + int64_t off; + float scale; + vec3_t fNormal; + + R_VaoUnpackNormal(fNormal, normal); + + off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now ); + + scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight; + + xyz[0] += fNormal[0] * scale; + xyz[1] += fNormal[1] * scale; + xyz[2] += fNormal[2] * scale; + } +} + + +/* +====================== +RB_CalcMoveVertexes + +A deformation that can move an entire surface along a wave path +====================== +*/ +void RB_CalcMoveVertexes( deformStage_t *ds ) { + int i; + float *xyz; + float *table; + float scale; + vec3_t offset; + + table = TableForFunc( ds->deformationWave.func ); + + scale = WAVEVALUE( table, ds->deformationWave.base, + ds->deformationWave.amplitude, + ds->deformationWave.phase, + ds->deformationWave.frequency ); + + VectorScale( ds->moveVector, scale, offset ); + + xyz = ( float * ) tess.xyz; + for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) { + VectorAdd( xyz, offset, xyz ); + } +} + + +/* +============= +DeformText + +Change a polygon into a bunch of text polygons +============= +*/ +void DeformText( const char *text ) { + int i; + vec3_t origin, width, height; + int len; + int ch; + float color[4]; + float bottom, top; + vec3_t mid; + vec3_t fNormal; + + height[0] = 0; + height[1] = 0; + height[2] = -1; + + R_VaoUnpackNormal(fNormal, tess.normal[0]); + CrossProduct( fNormal, height, width ); + + // find the midpoint of the box + VectorClear( mid ); + bottom = 999999; + top = -999999; + for ( i = 0 ; i < 4 ; i++ ) { + VectorAdd( tess.xyz[i], mid, mid ); + if ( tess.xyz[i][2] < bottom ) { + bottom = tess.xyz[i][2]; + } + if ( tess.xyz[i][2] > top ) { + top = tess.xyz[i][2]; + } + } + VectorScale( mid, 0.25f, origin ); + + // determine the individual character size + height[0] = 0; + height[1] = 0; + height[2] = ( top - bottom ) * 0.5f; + + VectorScale( width, height[2] * -0.75f, width ); + + // determine the starting position + len = strlen( text ); + VectorMA( origin, (len-1), width, origin ); + + // clear the shader indexes + tess.numIndexes = 0; + tess.numVertexes = 0; + tess.firstIndex = 0; + + color[0] = color[1] = color[2] = color[3] = 1.0f; + + // draw each character + for ( i = 0 ; i < len ; i++ ) { + ch = text[i]; + ch &= 255; + + if ( ch != ' ' ) { + int row, col; + float frow, fcol, size; + + row = ch>>4; + col = ch&15; + + frow = row*0.0625f; + fcol = col*0.0625f; + size = 0.0625f; + + RB_AddQuadStampExt( origin, width, height, color, fcol, frow, fcol + size, frow + size ); + } + VectorMA( origin, -2, width, origin ); + } +} + +/* +================== +GlobalVectorToLocal +================== +*/ +static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) { + out[0] = DotProduct( in, backEnd.orientation.axis[0] ); + out[1] = DotProduct( in, backEnd.orientation.axis[1] ); + out[2] = DotProduct( in, backEnd.orientation.axis[2] ); +} + +/* +===================== +AutospriteDeform + +Assuming all the triangles for this shader are independant +quads, rebuild them as forward facing sprites +===================== +*/ +static void AutospriteDeform( void ) { + int i; + int oldVerts; + float *xyz; + vec3_t mid, delta; + float radius; + vec3_t left, up; + vec3_t leftDir, upDir; + + if ( tess.numVertexes & 3 ) { + ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count\n", tess.shader->name ); + } + if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) { + ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count\n", tess.shader->name ); + } + + oldVerts = tess.numVertexes; + tess.numVertexes = 0; + tess.numIndexes = 0; + tess.firstIndex = 0; + + if ( backEnd.currentEntity != &tr.worldEntity ) { + GlobalVectorToLocal( backEnd.viewParms.orientation.axis[1], leftDir ); + GlobalVectorToLocal( backEnd.viewParms.orientation.axis[2], upDir ); + } else { + VectorCopy( backEnd.viewParms.orientation.axis[1], leftDir ); + VectorCopy( backEnd.viewParms.orientation.axis[2], upDir ); + } + + for ( i = 0 ; i < oldVerts ; i+=4 ) { + vec4_t color; + // find the midpoint + xyz = tess.xyz[i]; + + mid[0] = 0.25f * (xyz[0] + xyz[4] + xyz[8] + xyz[12]); + mid[1] = 0.25f * (xyz[1] + xyz[5] + xyz[9] + xyz[13]); + mid[2] = 0.25f * (xyz[2] + xyz[6] + xyz[10] + xyz[14]); + + VectorSubtract( xyz, mid, delta ); + radius = VectorLength( delta ) * 0.707f; // / sqrt(2) + + VectorScale( leftDir, radius, left ); + VectorScale( upDir, radius, up ); + + if ( backEnd.viewParms.isMirror ) { + VectorSubtract( vec3_origin, left, left ); + } + + // compensate for scale in the axes if necessary + if ( backEnd.currentEntity->e.nonNormalizedAxes ) { + float axisLength; + axisLength = VectorLength( backEnd.currentEntity->e.axis[0] ); + if ( !axisLength ) { + axisLength = 0; + } else { + axisLength = 1.0f / axisLength; + } + VectorScale(left, axisLength, left); + VectorScale(up, axisLength, up); + } + + VectorScale4(tess.color[i], 1.0f / 65535.0f, color); + RB_AddQuadStamp( mid, left, up, color ); + } +} + + +/* +===================== +Autosprite2Deform + +Autosprite2 will pivot a rectangular quad along the center of its long axis +===================== +*/ +int edgeVerts[6][2] = { + { 0, 1 }, + { 0, 2 }, + { 0, 3 }, + { 1, 2 }, + { 1, 3 }, + { 2, 3 } +}; + +static void Autosprite2Deform( void ) { + int i, j, k; + int indexes; + float *xyz; + vec3_t forward; + + if ( tess.numVertexes & 3 ) { + ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count\n", tess.shader->name ); + } + if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) { + ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count\n", tess.shader->name ); + } + + if ( backEnd.currentEntity != &tr.worldEntity ) { + GlobalVectorToLocal( backEnd.viewParms.orientation.axis[0], forward ); + } else { + VectorCopy( backEnd.viewParms.orientation.axis[0], forward ); + } + + // this is a lot of work for two triangles... + // we could precalculate a lot of it is an issue, but it would mess up + // the shader abstraction + for ( i = 0, indexes = 0 ; i < tess.numVertexes ; i+=4, indexes+=6 ) { + float lengths[2]; + int nums[2]; + vec3_t mid[2]; + vec3_t major, minor; + float *v1, *v2; + + // find the midpoint + xyz = tess.xyz[i]; + + // identify the two shortest edges + nums[0] = nums[1] = 0; + lengths[0] = lengths[1] = 999999; + + for ( j = 0 ; j < 6 ; j++ ) { + float l; + vec3_t temp; + + v1 = xyz + 4 * edgeVerts[j][0]; + v2 = xyz + 4 * edgeVerts[j][1]; + + VectorSubtract( v1, v2, temp ); + + l = DotProduct( temp, temp ); + if ( l < lengths[0] ) { + nums[1] = nums[0]; + lengths[1] = lengths[0]; + nums[0] = j; + lengths[0] = l; + } else if ( l < lengths[1] ) { + nums[1] = j; + lengths[1] = l; + } + } + + for ( j = 0 ; j < 2 ; j++ ) { + v1 = xyz + 4 * edgeVerts[nums[j]][0]; + v2 = xyz + 4 * edgeVerts[nums[j]][1]; + + mid[j][0] = 0.5f * (v1[0] + v2[0]); + mid[j][1] = 0.5f * (v1[1] + v2[1]); + mid[j][2] = 0.5f * (v1[2] + v2[2]); + } + + // find the vector of the major axis + VectorSubtract( mid[1], mid[0], major ); + + // cross this with the view direction to get minor axis + CrossProduct( major, forward, minor ); + VectorNormalize( minor ); + + // re-project the points + for ( j = 0 ; j < 2 ; j++ ) { + float l; + + v1 = xyz + 4 * edgeVerts[nums[j]][0]; + v2 = xyz + 4 * edgeVerts[nums[j]][1]; + + l = 0.5 * sqrt( lengths[j] ); + + // we need to see which direction this edge + // is used to determine direction of projection + for ( k = 0 ; k < 5 ; k++ ) { + if ( tess.indexes[ indexes + k ] == i + edgeVerts[nums[j]][0] + && tess.indexes[ indexes + k + 1 ] == i + edgeVerts[nums[j]][1] ) { + break; + } + } + + if ( k == 5 ) { + VectorMA( mid[j], l, minor, v1 ); + VectorMA( mid[j], -l, minor, v2 ); + } else { + VectorMA( mid[j], -l, minor, v1 ); + VectorMA( mid[j], l, minor, v2 ); + } + } + } +} + + +/* +===================== +RB_DeformTessGeometry + +===================== +*/ +void RB_DeformTessGeometry( void ) { + int i; + deformStage_t *ds; + + if(!ShaderRequiresCPUDeforms(tess.shader)) + { + // we don't need the following CPU deforms + return; + } + + for ( i = 0 ; i < tess.shader->numDeforms ; i++ ) { + ds = &tess.shader->deforms[ i ]; + + switch ( ds->deformation ) { + case DEFORM_NONE: + break; + case DEFORM_NORMALS: + RB_CalcDeformNormals( ds ); + break; + case DEFORM_WAVE: + RB_CalcDeformVertexes( ds ); + break; + case DEFORM_BULGE: + RB_CalcBulgeVertexes( ds ); + break; + case DEFORM_MOVE: + RB_CalcMoveVertexes( ds ); + break; + case DEFORM_PROJECTION_SHADOW: + RB_ProjectionShadowDeform(); + break; + case DEFORM_AUTOSPRITE: + AutospriteDeform(); + break; + case DEFORM_AUTOSPRITE2: + Autosprite2Deform(); + break; + case DEFORM_TEXT0: + case DEFORM_TEXT1: + case DEFORM_TEXT2: + case DEFORM_TEXT3: + case DEFORM_TEXT4: + case DEFORM_TEXT5: + case DEFORM_TEXT6: + case DEFORM_TEXT7: + DeformText( backEnd.refdef.text[ds->deformation - DEFORM_TEXT0] ); + break; + } + } +} + +/* +==================================================================== + +COLORS + +==================================================================== +*/ + + +/* +** RB_CalcWaveColorSingle +*/ +float RB_CalcWaveColorSingle( const waveForm_t *wf ) +{ + float glow; + + if ( wf->func == GF_NOISE ) { + glow = wf->base + R_NoiseGet4f( 0, 0, 0, ( tess.shaderTime + wf->phase ) * wf->frequency ) * wf->amplitude; + } else { + glow = EvalWaveForm( wf ) * tr.identityLight; + } + + if ( glow < 0 ) { + glow = 0; + } + else if ( glow > 1 ) { + glow = 1; + } + + return glow; +} + +/* +** RB_CalcWaveAlphaSingle +*/ +float RB_CalcWaveAlphaSingle( const waveForm_t *wf ) +{ + return EvalWaveFormClamped( wf ); +} + +/* +** RB_CalcModulateColorsByFog +*/ +void RB_CalcModulateColorsByFog( unsigned char *colors ) { + int i; + float texCoords[SHADER_MAX_VERTEXES][2] = {{0.0f}}; + + // calculate texcoords so we can derive density + // this is not wasted, because it would only have + // been previously called if the surface was opaque + RB_CalcFogTexCoords( texCoords[0] ); + + for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) { + float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] ); + colors[0] *= f; + colors[1] *= f; + colors[2] *= f; + } +} + + +/* +==================================================================== + +TEX COORDS + +==================================================================== +*/ + +/* +======================== +RB_CalcFogTexCoords + +To do the clipped fog plane really correctly, we should use +projected textures, but I don't trust the drivers and it +doesn't fit our shader data. +======================== +*/ +void RB_CalcFogTexCoords( float *st ) { + int i; + float *v; + float s, t; + float eyeT; + bool eyeOutside; + fog_t *fog; + vec3_t local; + vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; + + fog = tr.world->fogs + tess.fogNum; + + // all fogging distance is based on world Z units + VectorSubtract( backEnd.orientation.origin, backEnd.viewParms.orientation.origin, local ); + fogDistanceVector[0] = -backEnd.orientation.modelMatrix[2]; + fogDistanceVector[1] = -backEnd.orientation.modelMatrix[6]; + fogDistanceVector[2] = -backEnd.orientation.modelMatrix[10]; + fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.orientation.axis[0] ); + + // scale the fog vectors based on the fog's thickness + fogDistanceVector[0] *= fog->tcScale; + fogDistanceVector[1] *= fog->tcScale; + fogDistanceVector[2] *= fog->tcScale; + fogDistanceVector[3] *= fog->tcScale; + + // rotate the gradient vector for this orientation + if ( fog->hasSurface ) { + fogDepthVector[0] = fog->surface[0] * backEnd.orientation.axis[0][0] + + fog->surface[1] * backEnd.orientation.axis[0][1] + fog->surface[2] * backEnd.orientation.axis[0][2]; + fogDepthVector[1] = fog->surface[0] * backEnd.orientation.axis[1][0] + + fog->surface[1] * backEnd.orientation.axis[1][1] + fog->surface[2] * backEnd.orientation.axis[1][2]; + fogDepthVector[2] = fog->surface[0] * backEnd.orientation.axis[2][0] + + fog->surface[1] * backEnd.orientation.axis[2][1] + fog->surface[2] * backEnd.orientation.axis[2][2]; + fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.orientation.origin, fog->surface ); + + eyeT = DotProduct( backEnd.orientation.viewOrigin, fogDepthVector ) + fogDepthVector[3]; + } else { + eyeT = 1; // non-surface fog always has eye inside + } + + // see if the viewpoint is outside + // this is needed for clipping distance even for constant fog + + if ( eyeT < 0 ) { + eyeOutside = true; + } else { + eyeOutside = false; + } + + fogDistanceVector[3] += 1.0/512; + + // calculate density for each point + for (i = 0, v = tess.xyz[0] ; i < tess.numVertexes ; i++, v += 4) { + // calculate the length in fog + s = DotProduct( v, fogDistanceVector ) + fogDistanceVector[3]; + t = DotProduct( v, fogDepthVector ) + fogDepthVector[3]; + + // partially clipped fogs use the T axis + if ( eyeOutside ) { + if ( t < 1.0 ) { + t = 1.0/32; // point is outside, so no fogging + } else { + t = 1.0/32 + 30.0/32 * t / ( t - eyeT ); // cut the distance at the fog plane + } + } else { + if ( t < 0 ) { + t = 1.0/32; // point is outside, so no fogging + } else { + t = 31.0/32; + } + } + + st[0] = s; + st[1] = t; + st += 2; + } +} + +/* +** RB_CalcTurbulentFactors +*/ +void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now ) +{ + *now = wf->phase + tess.shaderTime * wf->frequency; + *amplitude = wf->amplitude; +} + +/* +** RB_CalcScaleTexMatrix +*/ +void RB_CalcScaleTexMatrix( const float scale[2], float *matrix ) +{ + matrix[0] = scale[0]; matrix[2] = 0.0f; matrix[4] = 0.0f; + matrix[1] = 0.0f; matrix[3] = scale[1]; matrix[5] = 0.0f; +} + +/* +** RB_CalcScrollTexMatrix +*/ +void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix ) +{ + double timeScale = tess.shaderTime; + double adjustedScrollS = scrollSpeed[0] * timeScale; + double adjustedScrollT = scrollSpeed[1] * timeScale; + + // clamp so coordinates don't continuously get larger, causing problems + // with hardware limits + adjustedScrollS -= floor( adjustedScrollS ); + adjustedScrollT -= floor( adjustedScrollT ); + + matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS; + matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT; +} + +/* +** RB_CalcTransformTexMatrix +*/ +void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix ) +{ + matrix[0] = tmi->matrix[0][0]; matrix[2] = tmi->matrix[1][0]; matrix[4] = tmi->translate[0]; + matrix[1] = tmi->matrix[0][1]; matrix[3] = tmi->matrix[1][1]; matrix[5] = tmi->translate[1]; +} + +/* +** RB_CalcRotateTexMatrix +*/ +void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix ) +{ + double timeScale = tess.shaderTime; + double degs; + float sinValue, cosValue; + + degs = -degsPerSecond * timeScale; + int i = degs * ( FUNCTABLE_SIZE / 360.0f ); + + sinValue = tr.sinTable[ i & FUNCTABLE_MASK ]; + cosValue = tr.sinTable[ ( i + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ]; + + matrix[0] = cosValue; matrix[2] = -sinValue; matrix[4] = 0.5 - 0.5 * cosValue + 0.5 * sinValue; + matrix[1] = sinValue; matrix[3] = cosValue; matrix[5] = 0.5 - 0.5 * sinValue - 0.5 * cosValue; +} + +bool ShaderRequiresCPUDeforms(const shader_t * shader) +{ + if(shader->numDeforms) + { + const deformStage_t *ds = &shader->deforms[0]; + + if (shader->numDeforms > 1) + return true; + + switch (ds->deformation) + { + case DEFORM_WAVE: + case DEFORM_BULGE: + // need CPU deforms at high level-times to avoid floating point percision loss + return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime ); + + default: + return true; + } + } + + return false; +} |