summaryrefslogtreecommitdiff
path: root/src/renderergl2/tr_shade_calc.c
diff options
context:
space:
mode:
authorSmileTheory <SmileTheory@gmail.com>2013-10-14 01:55:54 -0700
committerTim Angus <tim@ngus.net>2014-06-17 17:43:34 +0100
commit43a6fb781b481f6a07f11b9b722a3de59f830997 (patch)
tree69628119ca57bcd6eec1fa9b1e144bfddd9f761f /src/renderergl2/tr_shade_calc.c
parentd3de16e2c53104de6364a280e8970c9fea379042 (diff)
OpenGL2: Clean up texmod calculations, and improve vertex animation handling.
Diffstat (limited to 'src/renderergl2/tr_shade_calc.c')
-rw-r--r--src/renderergl2/tr_shade_calc.c570
1 files changed, 19 insertions, 551 deletions
diff --git a/src/renderergl2/tr_shade_calc.c b/src/renderergl2/tr_shade_calc.c
index c2e9aa83..2b6626a2 100644
--- a/src/renderergl2/tr_shade_calc.c
+++ b/src/renderergl2/tr_shade_calc.c
@@ -85,42 +85,16 @@ static float EvalWaveFormClamped( const waveForm_t *wf )
}
/*
-** RB_CalcStretchTexCoords
+** RB_CalcStretchTexMatrix
*/
-void RB_CalcStretchTexCoords( const waveForm_t *wf, float *st )
-{
- float p;
- texModInfo_t tmi;
-
- p = 1.0f / EvalWaveForm( wf );
-
- tmi.matrix[0][0] = p;
- tmi.matrix[1][0] = 0;
- tmi.translate[0] = 0.5f - 0.5f * p;
-
- tmi.matrix[0][1] = 0;
- tmi.matrix[1][1] = p;
- tmi.translate[1] = 0.5f - 0.5f * p;
-
- RB_CalcTransformTexCoords( &tmi, st );
-}
-
void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix )
{
float p;
- texModInfo_t tmi;
p = 1.0f / EvalWaveForm( wf );
- tmi.matrix[0][0] = p;
- tmi.matrix[1][0] = 0;
- tmi.translate[0] = 0.5f - 0.5f * p;
-
- tmi.matrix[0][1] = 0;
- tmi.matrix[1][1] = p;
- tmi.translate[1] = 0.5f - 0.5f * p;
-
- RB_CalcTransformTexMatrix( &tmi, matrix );
+ 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;
}
/*
@@ -620,88 +594,6 @@ COLORS
/*
-** RB_CalcColorFromEntity
-*/
-void RB_CalcColorFromEntity( unsigned char *dstColors )
-{
- int i;
- int *pColors = ( int * ) dstColors;
- int c;
-
- if ( !backEnd.currentEntity )
- return;
-
- c = * ( int * ) backEnd.currentEntity->e.shaderRGBA;
-
- for ( i = 0; i < tess.numVertexes; i++, pColors++ )
- {
- *pColors = c;
- }
-}
-
-/*
-** RB_CalcColorFromOneMinusEntity
-*/
-void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors )
-{
- int i;
- int *pColors = ( int * ) dstColors;
- unsigned char invModulate[4];
- int c;
-
- if ( !backEnd.currentEntity )
- return;
-
- invModulate[0] = 255 - backEnd.currentEntity->e.shaderRGBA[0];
- invModulate[1] = 255 - backEnd.currentEntity->e.shaderRGBA[1];
- invModulate[2] = 255 - backEnd.currentEntity->e.shaderRGBA[2];
- invModulate[3] = 255 - backEnd.currentEntity->e.shaderRGBA[3]; // this trashes alpha, but the AGEN block fixes it
-
- c = * ( int * ) invModulate;
-
- for ( i = 0; i < tess.numVertexes; i++, pColors++ )
- {
- *pColors = c;
- }
-}
-
-/*
-** RB_CalcAlphaFromEntity
-*/
-void RB_CalcAlphaFromEntity( unsigned char *dstColors )
-{
- int i;
-
- if ( !backEnd.currentEntity )
- return;
-
- dstColors += 3;
-
- for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
- {
- *dstColors = backEnd.currentEntity->e.shaderRGBA[3];
- }
-}
-
-/*
-** RB_CalcAlphaFromOneMinusEntity
-*/
-void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors )
-{
- int i;
-
- if ( !backEnd.currentEntity )
- return;
-
- dstColors += 3;
-
- for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
- {
- *dstColors = 0xff - backEnd.currentEntity->e.shaderRGBA[3];
- }
-}
-
-/*
** RB_CalcWaveColorSingle
*/
float RB_CalcWaveColorSingle( const waveForm_t *wf )
@@ -725,29 +617,6 @@ float RB_CalcWaveColorSingle( const waveForm_t *wf )
}
/*
-** RB_CalcWaveColor
-*/
-void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors )
-{
- int i;
- int v;
- float glow;
- int *colors = ( int * ) dstColors;
- byte color[4];
-
- glow = RB_CalcWaveColorSingle( wf );
-
- v = ri.ftol(255 * glow);
- color[0] = color[1] = color[2] = v;
- color[3] = 255;
- v = *(int *)color;
-
- for ( i = 0; i < tess.numVertexes; i++, colors++ ) {
- *colors = v;
- }
-}
-
-/*
** RB_CalcWaveAlphaSingle
*/
float RB_CalcWaveAlphaSingle( const waveForm_t *wf )
@@ -756,25 +625,6 @@ float RB_CalcWaveAlphaSingle( const waveForm_t *wf )
}
/*
-** RB_CalcWaveAlpha
-*/
-void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors )
-{
- int i;
- int v;
- float glow;
-
- glow = EvalWaveFormClamped( wf );
-
- v = 255 * glow;
-
- for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
- {
- dstColors[3] = v;
- }
-}
-
-/*
** RB_CalcModulateColorsByFog
*/
void RB_CalcModulateColorsByFog( unsigned char *colors ) {
@@ -794,45 +644,6 @@ void RB_CalcModulateColorsByFog( unsigned char *colors ) {
}
}
-/*
-** RB_CalcModulateAlphasByFog
-*/
-void RB_CalcModulateAlphasByFog( unsigned char *colors ) {
- int i;
- float texCoords[SHADER_MAX_VERTEXES][2];
-
- // 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[3] *= f;
- }
-}
-
-/*
-** RB_CalcModulateRGBAsByFog
-*/
-void RB_CalcModulateRGBAsByFog( unsigned char *colors ) {
- int i;
- float texCoords[SHADER_MAX_VERTEXES][2];
-
- // 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;
- colors[3] *= f;
- }
-}
-
/*
====================================================================
@@ -929,118 +740,27 @@ void RB_CalcFogTexCoords( float *st ) {
}
}
-
-
-/*
-** RB_CalcEnvironmentTexCoords
-*/
-void RB_CalcEnvironmentTexCoords( float *st )
-{
- int i;
- float *v, *normal;
- vec3_t viewer, reflected;
- float d;
-
- v = tess.xyz[0];
- normal = tess.normal[0];
-
- for (i = 0 ; i < tess.numVertexes ; i++, v += 4, normal += 4, st += 2 )
- {
- VectorSubtract (backEnd.or.viewOrigin, v, viewer);
- VectorNormalizeFast (viewer);
-
- d = DotProduct (normal, viewer);
-
- reflected[0] = normal[0]*2*d - viewer[0];
- reflected[1] = normal[1]*2*d - viewer[1];
- reflected[2] = normal[2]*2*d - viewer[2];
-
- st[0] = 0.5 + reflected[1] * 0.5;
- st[1] = 0.5 - reflected[2] * 0.5;
- }
-}
-
/*
-** RB_CalcTurbulentTexCoords
+** RB_CalcTurbulentFactors
*/
-void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st )
+void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now )
{
- int i;
- float now;
-
- now = ( wf->phase + tess.shaderTime * wf->frequency );
-
- for ( i = 0; i < tess.numVertexes; i++, st += 2 )
- {
- float s = st[0];
- float t = st[1];
-
- st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
- st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
- }
-}
-
-void RB_CalcTurbulentTexMatrix( const waveForm_t *wf, matrix_t matrix )
-{
- float now;
-
- now = ( wf->phase + tess.shaderTime * wf->frequency );
-
- // bit of a hack here, hide amplitude and now in the matrix
- // the vertex program will extract them and perform a turbulent pass last if it's nonzero
-
- matrix[ 0] = 1.0f; matrix[ 4] = 0.0f; matrix[ 8] = 0.0f; matrix[12] = wf->amplitude;
- matrix[ 1] = 0.0f; matrix[ 5] = 1.0f; matrix[ 9] = 0.0f; matrix[13] = now;
- matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
- matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
+ *now = wf->phase + tess.shaderTime * wf->frequency;
+ *amplitude = wf->amplitude;
}
/*
-** RB_CalcScaleTexCoords
+** RB_CalcScaleTexMatrix
*/
-void RB_CalcScaleTexCoords( const float scale[2], float *st )
-{
- int i;
-
- for ( i = 0; i < tess.numVertexes; i++, st += 2 )
- {
- st[0] *= scale[0];
- st[1] *= scale[1];
- }
-}
-
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
{
- matrix[ 0] = scale[0]; matrix[ 4] = 0.0f; matrix[ 8] = 0.0f; matrix[12] = 0.0f;
- matrix[ 1] = 0.0f; matrix[ 5] = scale[1]; matrix[ 9] = 0.0f; matrix[13] = 0.0f;
- matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
- matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
+ 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_CalcScrollTexCoords
+** RB_CalcScrollTexMatrix
*/
-void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st )
-{
- int i;
- float timeScale = tess.shaderTime;
- float adjustedScrollS, adjustedScrollT;
-
- adjustedScrollS = scrollSpeed[0] * timeScale;
- adjustedScrollT = scrollSpeed[1] * timeScale;
-
- // clamp so coordinates don't continuously get larger, causing problems
- // with hardware limits
- adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
- adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
-
- for ( i = 0; i < tess.numVertexes; i++, st += 2 )
- {
- st[0] += adjustedScrollS;
- st[1] += adjustedScrollT;
- }
-}
-
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
{
float timeScale = tess.shaderTime;
@@ -1054,73 +774,28 @@ void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
-
- matrix[ 0] = 1.0f; matrix[ 4] = 0.0f; matrix[ 8] = adjustedScrollS; matrix[12] = 0.0f;
- matrix[ 1] = 0.0f; matrix[ 5] = 1.0f; matrix[ 9] = adjustedScrollT; matrix[13] = 0.0f;
- matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
- matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
+ matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
+ matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
}
/*
-** RB_CalcTransformTexCoords
+** RB_CalcTransformTexMatrix
*/
-void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *st )
-{
- int i;
-
- for ( i = 0; i < tess.numVertexes; i++, st += 2 )
- {
- float s = st[0];
- float t = st[1];
-
- st[0] = s * tmi->matrix[0][0] + t * tmi->matrix[1][0] + tmi->translate[0];
- st[1] = s * tmi->matrix[0][1] + t * tmi->matrix[1][1] + tmi->translate[1];
- }
-}
-
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix )
{
- matrix[ 0] = tmi->matrix[0][0]; matrix[ 4] = tmi->matrix[1][0]; matrix[ 8] = tmi->translate[0]; matrix[12] = 0.0f;
- matrix[ 1] = tmi->matrix[0][1]; matrix[ 5] = tmi->matrix[1][1]; matrix[ 9] = tmi->translate[1]; matrix[13] = 0.0f;
- matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
- matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
+ 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_CalcRotateTexCoords
+** RB_CalcRotateTexMatrix
*/
-void RB_CalcRotateTexCoords( float degsPerSecond, float *st )
-{
- float timeScale = tess.shaderTime;
- float degs;
- int index;
- float sinValue, cosValue;
- texModInfo_t tmi;
-
- degs = -degsPerSecond * timeScale;
- index = degs * ( FUNCTABLE_SIZE / 360.0f );
-
- sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
- cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
-
- tmi.matrix[0][0] = cosValue;
- tmi.matrix[1][0] = -sinValue;
- tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
-
- tmi.matrix[0][1] = sinValue;
- tmi.matrix[1][1] = cosValue;
- tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
-
- RB_CalcTransformTexCoords( &tmi, st );
-}
-
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
{
float timeScale = tess.shaderTime;
float degs;
int index;
float sinValue, cosValue;
- texModInfo_t tmi;
degs = -degsPerSecond * timeScale;
index = degs * ( FUNCTABLE_SIZE / 360.0f );
@@ -1128,213 +803,6 @@ void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
- tmi.matrix[0][0] = cosValue;
- tmi.matrix[1][0] = -sinValue;
- tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
-
- tmi.matrix[0][1] = sinValue;
- tmi.matrix[1][1] = cosValue;
- tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
-
- RB_CalcTransformTexMatrix( &tmi, matrix );
-}
-/*
-** RB_CalcSpecularAlpha
-**
-** Calculates specular coefficient and places it in the alpha channel
-*/
-vec3_t lightOrigin = { -960, 1980, 96 }; // FIXME: track dynamically
-
-void RB_CalcSpecularAlpha( unsigned char *alphas ) {
- int i;
- float *v, *normal;
- vec3_t viewer, reflected;
- float l, d;
- int b;
- vec3_t lightDir;
- int numVertexes;
-
- v = tess.xyz[0];
- normal = tess.normal[0];
-
- alphas += 3;
-
- numVertexes = tess.numVertexes;
- for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4, alphas += 4) {
- float ilength;
-
- VectorSubtract( lightOrigin, v, lightDir );
-// ilength = Q_rsqrt( DotProduct( lightDir, lightDir ) );
- VectorNormalizeFast( lightDir );
-
- // calculate the specular color
- d = DotProduct (normal, lightDir);
-// d *= ilength;
-
- // we don't optimize for the d < 0 case since this tends to
- // cause visual artifacts such as faceted "snapping"
- reflected[0] = normal[0]*2*d - lightDir[0];
- reflected[1] = normal[1]*2*d - lightDir[1];
- reflected[2] = normal[2]*2*d - lightDir[2];
-
- VectorSubtract (backEnd.or.viewOrigin, v, viewer);
- ilength = Q_rsqrt( DotProduct( viewer, viewer ) );
- l = DotProduct (reflected, viewer);
- l *= ilength;
-
- if (l < 0) {
- b = 0;
- } else {
- l = l*l;
- l = l*l;
- b = l * 255;
- if (b > 255) {
- b = 255;
- }
- }
-
- *alphas = b;
- }
+ 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;
}
-
-/*
-** RB_CalcDiffuseColor
-**
-** The basic vertex lighting calc
-*/
-#if idppc_altivec
-static void RB_CalcDiffuseColor_altivec( unsigned char *colors )
-{
- int i;
- float *v, *normal;
- trRefEntity_t *ent;
- int ambientLightInt;
- vec3_t lightDir;
- int numVertexes;
- vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
- 0x00, 0x00, 0x00, 0xff,
- 0x00, 0x00, 0x00, 0xff,
- 0x00, 0x00, 0x00, 0xff);
- vector float ambientLightVec;
- vector float directedLightVec;
- vector float lightDirVec;
- vector float normalVec0, normalVec1;
- vector float incomingVec0, incomingVec1, incomingVec2;
- vector float zero, jVec;
- vector signed int jVecInt;
- vector signed short jVecShort;
- vector unsigned char jVecChar, normalPerm;
- ent = backEnd.currentEntity;
- ambientLightInt = ent->ambientLightInt;
- // A lot of this could be simplified if we made sure
- // entities light info was 16-byte aligned.
- jVecChar = vec_lvsl(0, ent->ambientLight);
- ambientLightVec = vec_ld(0, (vector float *)ent->ambientLight);
- jVec = vec_ld(11, (vector float *)ent->ambientLight);
- ambientLightVec = vec_perm(ambientLightVec,jVec,jVecChar);
-
- jVecChar = vec_lvsl(0, ent->directedLight);
- directedLightVec = vec_ld(0,(vector float *)ent->directedLight);
- jVec = vec_ld(11,(vector float *)ent->directedLight);
- directedLightVec = vec_perm(directedLightVec,jVec,jVecChar);
-
- jVecChar = vec_lvsl(0, ent->lightDir);
- lightDirVec = vec_ld(0,(vector float *)ent->lightDir);
- jVec = vec_ld(11,(vector float *)ent->lightDir);
- lightDirVec = vec_perm(lightDirVec,jVec,jVecChar);
-
- zero = (vector float)vec_splat_s8(0);
- VectorCopy( ent->lightDir, lightDir );
-
- v = tess.xyz[0];
- normal = tess.normal[0];
-
- normalPerm = vec_lvsl(0,normal);
- numVertexes = tess.numVertexes;
- for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
- normalVec0 = vec_ld(0,(vector float *)normal);
- normalVec1 = vec_ld(11,(vector float *)normal);
- normalVec0 = vec_perm(normalVec0,normalVec1,normalPerm);
- incomingVec0 = vec_madd(normalVec0, lightDirVec, zero);
- incomingVec1 = vec_sld(incomingVec0,incomingVec0,4);
- incomingVec2 = vec_add(incomingVec0,incomingVec1);
- incomingVec1 = vec_sld(incomingVec1,incomingVec1,4);
- incomingVec2 = vec_add(incomingVec2,incomingVec1);
- incomingVec0 = vec_splat(incomingVec2,0);
- incomingVec0 = vec_max(incomingVec0,zero);
- normalPerm = vec_lvsl(12,normal);
- jVec = vec_madd(incomingVec0, directedLightVec, ambientLightVec);
- jVecInt = vec_cts(jVec,0); // RGBx
- jVecShort = vec_pack(jVecInt,jVecInt); // RGBxRGBx
- jVecChar = vec_packsu(jVecShort,jVecShort); // RGBxRGBxRGBxRGBx
- jVecChar = vec_sel(jVecChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
- vec_ste((vector unsigned int)jVecChar,0,(unsigned int *)&colors[i*4]); // store color
- }
-}
-#endif
-
-static void RB_CalcDiffuseColor_scalar( unsigned char *colors )
-{
- int i, j;
- float *v, *normal;
- float incoming;
- trRefEntity_t *ent;
- int ambientLightInt;
- vec3_t ambientLight;
- vec3_t lightDir;
- vec3_t directedLight;
- int numVertexes;
- ent = backEnd.currentEntity;
- ambientLightInt = ent->ambientLightInt;
- VectorCopy( ent->ambientLight, ambientLight );
- VectorCopy( ent->directedLight, directedLight );
- VectorCopy( ent->lightDir, lightDir );
-
- v = tess.xyz[0];
- normal = tess.normal[0];
-
- numVertexes = tess.numVertexes;
- for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
- incoming = DotProduct (normal, lightDir);
- if ( incoming <= 0 ) {
- *(int *)&colors[i*4] = ambientLightInt;
- continue;
- }
- j = ri.ftol(ambientLight[0] + incoming * directedLight[0]);
- if ( j > 255 ) {
- j = 255;
- }
- colors[i*4+0] = j;
-
- j = ri.ftol(ambientLight[1] + incoming * directedLight[1]);
- if ( j > 255 ) {
- j = 255;
- }
- colors[i*4+1] = j;
-
- j = ri.ftol(ambientLight[2] + incoming * directedLight[2]);
- if ( j > 255 ) {
- j = 255;
- }
- colors[i*4+2] = j;
-
- colors[i*4+3] = 255;
- }
-}
-
-void RB_CalcDiffuseColor( unsigned char *colors )
-{
-#if idppc_altivec
- if (com_altivec->integer) {
- // must be in a seperate function or G3 systems will crash.
- RB_CalcDiffuseColor_altivec( colors );
- return;
- }
-#endif
- RB_CalcDiffuseColor_scalar( colors );
-}
-
-
-
-
-