void MatrixMultiplyScale(mat4_t m, vec_t x, vec_t y, vec_t z) { #if 0 mat4_t tmp, scale; MatrixCopy(m, tmp); MatrixSetupScale(scale, x, y, z); MatrixMultiplyMOD(tmp, scale, m); #else m[0] *= x; m[4] *= y; m[8] *= z; m[1] *= x; m[5] *= y; m[9] *= z; m[2] *= x; m[6] *= y; m[10] *= z; m[3] *= x; m[7] *= y; m[11] *= z; #endif }
/* ** RB_DrawSun */ void RB_DrawSun(void) { float size; float dist; vec3_t origin, vec1, vec2; vec3_t temp; matrix_t transformMatrix; matrix_t modelViewMatrix; if (!backEnd.skyRenderedThisView) { return; } if (!r_drawSun->integer) { return; } #if defined(USE_D3D10) //TODO #else GL_PushMatrix(); gl_genericShader->DisableAlphaTesting(); gl_genericShader->DisablePortalClipping(); gl_genericShader->DisableVertexSkinning(); gl_genericShader->DisableVertexAnimation(); gl_genericShader->DisableDeformVertexes(); gl_genericShader->DisableTCGenEnvironment(); gl_genericShader->BindProgram(); // set uniforms gl_genericShader->SetUniform_ColorModulate(CGEN_VERTEX, AGEN_VERTEX); #endif MatrixSetupTranslation(transformMatrix, backEnd.viewParms.orientation.origin[0], backEnd.viewParms.orientation.origin[1], backEnd.viewParms.orientation.origin[2]); MatrixMultiplyMOD(backEnd.viewParms.world.viewMatrix, transformMatrix, modelViewMatrix); #if defined(USE_D3D10) //TODO #else GL_LoadProjectionMatrix(backEnd.viewParms.projectionMatrix); GL_LoadModelViewMatrix(modelViewMatrix); gl_genericShader->SetUniform_ModelMatrix(backEnd.orientation.transformMatrix); gl_genericShader->SetUniform_ModelViewProjectionMatrix(glState.modelViewProjectionMatrix[glState.stackIndex]); gl_genericShader->SetPortalClipping(backEnd.viewParms.isPortal); #endif if (backEnd.viewParms.isPortal) { float plane[4]; // clipping plane in world space plane[0] = backEnd.viewParms.portalPlane.normal[0]; plane[1] = backEnd.viewParms.portalPlane.normal[1]; plane[2] = backEnd.viewParms.portalPlane.normal[2]; plane[3] = backEnd.viewParms.portalPlane.dist; #if defined(USE_D3D10) //TODO #else gl_genericShader->SetUniform_PortalPlane(plane); #endif } dist = backEnd.viewParms.skyFar / 1.75; // div sqrt(3) size = dist * 0.4; VectorScale(tr.sunDirection, dist, origin); PerpendicularVector(vec1, tr.sunDirection); CrossProduct(tr.sunDirection, vec1, vec2); VectorScale(vec1, size, vec1); VectorScale(vec2, size, vec2); // farthest depth range #if defined(USE_D3D10) //TODO #else glDepthRange(1.0, 1.0); #endif // FIXME: use quad stamp Tess_Begin(Tess_StageIteratorGeneric, NULL, tr.sunShader, NULL, tess.skipTangentSpaces, qfalse, -1, tess.fogNum); VectorCopy(origin, temp); VectorSubtract(temp, vec1, temp); VectorSubtract(temp, vec2, temp); VectorCopy(temp, tess.xyz[tess.numVertexes]); tess.xyz[tess.numVertexes][3] = 1; tess.texCoords[tess.numVertexes][0] = 0; tess.texCoords[tess.numVertexes][1] = 0; tess.texCoords[tess.numVertexes][2] = 0; tess.texCoords[tess.numVertexes][3] = 1; tess.colors[tess.numVertexes][0] = 1; tess.colors[tess.numVertexes][1] = 1; tess.colors[tess.numVertexes][2] = 1; tess.numVertexes++; VectorCopy(origin, temp); VectorAdd(temp, vec1, temp); VectorSubtract(temp, vec2, temp); VectorCopy(temp, tess.xyz[tess.numVertexes]); tess.xyz[tess.numVertexes][3] = 1; tess.texCoords[tess.numVertexes][0] = 0; tess.texCoords[tess.numVertexes][1] = 1; tess.texCoords[tess.numVertexes][2] = 0; tess.texCoords[tess.numVertexes][3] = 1; tess.colors[tess.numVertexes][0] = 1; tess.colors[tess.numVertexes][1] = 1; tess.colors[tess.numVertexes][2] = 1; tess.numVertexes++; VectorCopy(origin, temp); VectorAdd(temp, vec1, temp); VectorAdd(temp, vec2, temp); VectorCopy(temp, tess.xyz[tess.numVertexes]); tess.xyz[tess.numVertexes][3] = 1; tess.texCoords[tess.numVertexes][0] = 1; tess.texCoords[tess.numVertexes][1] = 1; tess.texCoords[tess.numVertexes][2] = 0; tess.texCoords[tess.numVertexes][3] = 1; tess.colors[tess.numVertexes][0] = 1; tess.colors[tess.numVertexes][1] = 1; tess.colors[tess.numVertexes][2] = 1; tess.numVertexes++; VectorCopy(origin, temp); VectorSubtract(temp, vec1, temp); VectorAdd(temp, vec2, temp); VectorCopy(temp, tess.xyz[tess.numVertexes]); tess.xyz[tess.numVertexes][3] = 1; tess.texCoords[tess.numVertexes][0] = 1; tess.texCoords[tess.numVertexes][1] = 0; tess.texCoords[tess.numVertexes][2] = 0; tess.texCoords[tess.numVertexes][3] = 1; tess.colors[tess.numVertexes][0] = 1; tess.colors[tess.numVertexes][1] = 1; tess.colors[tess.numVertexes][2] = 1; tess.numVertexes++; tess.indexes[tess.numIndexes++] = 0; tess.indexes[tess.numIndexes++] = 1; tess.indexes[tess.numIndexes++] = 2; tess.indexes[tess.numIndexes++] = 0; tess.indexes[tess.numIndexes++] = 2; tess.indexes[tess.numIndexes++] = 3; Tess_End(); // back to normal depth range #if defined(USE_D3D10) //TODO #else glDepthRange(0.0, 1.0); GL_PopMatrix(); #endif }