Mac OS X work...lots of little changes that touch a lot of random places.
Still work to be done, but this at least matches the PowerPC Linux status now. MacOS-specific directory (and XCode project) is gone...this now uses SDL, OpenAL, and the Unix Makefiles. --ryan.
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61 changed files with 877 additions and 22868 deletions
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@ -402,9 +402,9 @@ ProjectDlightTexture
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Perform dynamic lighting with another rendering pass
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===================
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*/
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static void ProjectDlightTexture( void ) {
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int i, l;
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#if idppc_altivec
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static void ProjectDlightTexture_altivec( void ) {
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int i, l;
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vec_t origin0, origin1, origin2;
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float texCoords0, texCoords1;
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vector float floatColorVec0, floatColorVec1;
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@ -412,13 +412,10 @@ static void ProjectDlightTexture( void ) {
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vector short colorShort;
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vector signed int colorInt;
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vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
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vector unsigned char vSel = (vector unsigned char){0x00, 0x00, 0x00, 0xff,
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0x00, 0x00, 0x00, 0xff,
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0x00, 0x00, 0x00, 0xff,
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0x00, 0x00, 0x00, 0xff};
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#else
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vec3_t origin;
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#endif
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vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
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0x00, 0x00, 0x00, 0xff,
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0x00, 0x00, 0x00, 0xff,
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0x00, 0x00, 0x00, 0xff);
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float *texCoords;
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byte *colors;
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byte clipBits[SHADER_MAX_VERTEXES];
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@ -429,20 +426,18 @@ static void ProjectDlightTexture( void ) {
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float scale;
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float radius;
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vec3_t floatColor;
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float modulate;
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float modulate = 0.0f;
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if ( !backEnd.refdef.num_dlights ) {
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return;
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}
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#if idppc_altivec
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// There has to be a better way to do this so that floatColor
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// There has to be a better way to do this so that floatColor
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// and/or modulate are already 16-byte aligned.
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floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
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modulatePerm = vec_lvsl(0,(float *)&modulate);
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modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
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zero = (vector float)vec_splat_s8(0);
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#endif
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for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
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dlight_t *dl;
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@ -454,27 +449,20 @@ static void ProjectDlightTexture( void ) {
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colors = colorArray[0];
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dl = &backEnd.refdef.dlights[l];
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#if idppc_altivec
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origin0 = dl->transformed[0];
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origin1 = dl->transformed[1];
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origin2 = dl->transformed[2];
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#else
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VectorCopy( dl->transformed, origin );
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#endif
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radius = dl->radius;
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scale = 1.0f / radius;
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floatColor[0] = dl->color[0] * 255.0f;
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floatColor[1] = dl->color[1] * 255.0f;
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floatColor[2] = dl->color[2] * 255.0f;
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#if idppc_altivec
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floatColorVec0 = vec_ld(0, floatColor);
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floatColorVec1 = vec_ld(11, floatColor);
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floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
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#endif
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for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
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int clip = 0;
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#if idppc_altivec
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#define DIST0 dist0
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#define DIST1 dist1
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#define DIST2 dist2
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@ -485,16 +473,6 @@ static void ProjectDlightTexture( void ) {
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dist0 = origin0 - tess.xyz[i][0];
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dist1 = origin1 - tess.xyz[i][1];
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dist2 = origin2 - tess.xyz[i][2];
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#else
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#define DIST0 dist[0]
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#define DIST1 dist[1]
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#define DIST2 dist[2]
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#define TEXCOORDS0 texCoords[0]
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#define TEXCOORDS1 texCoords[1]
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vec3_t dist;
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VectorSubtract( origin, tess.xyz[i], dist );
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#endif
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backEnd.pc.c_dlightVertexes++;
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@ -539,7 +517,6 @@ static void ProjectDlightTexture( void ) {
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}
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clipBits[i] = clip;
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#if idppc_altivec
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modulateVec = vec_ld(0,(float *)&modulate);
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modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
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colorVec = vec_madd(floatColorVec0,modulateVec,zero);
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@ -548,12 +525,6 @@ static void ProjectDlightTexture( void ) {
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colorChar = vec_packsu(colorShort,colorShort); // RGBxRGBxRGBxRGBx
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colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
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vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color
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#else
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colors[0] = myftol(floatColor[0] * modulate);
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colors[1] = myftol(floatColor[1] * modulate);
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colors[2] = myftol(floatColor[2] * modulate);
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colors[3] = 255;
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#endif
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}
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#undef DIST0
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#undef DIST1
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@ -602,6 +573,162 @@ static void ProjectDlightTexture( void ) {
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backEnd.pc.c_dlightIndexes += numIndexes;
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}
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}
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#endif
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static void ProjectDlightTexture_scalar( void ) {
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int i, l;
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vec3_t origin;
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float *texCoords;
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byte *colors;
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byte clipBits[SHADER_MAX_VERTEXES];
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float texCoordsArray[SHADER_MAX_VERTEXES][2];
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byte colorArray[SHADER_MAX_VERTEXES][4];
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unsigned hitIndexes[SHADER_MAX_INDEXES];
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int numIndexes;
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float scale;
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float radius;
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vec3_t floatColor;
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float modulate = 0.0f;
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if ( !backEnd.refdef.num_dlights ) {
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return;
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}
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for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
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dlight_t *dl;
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if ( !( tess.dlightBits & ( 1 << l ) ) ) {
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continue; // this surface definately doesn't have any of this light
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}
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texCoords = texCoordsArray[0];
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colors = colorArray[0];
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dl = &backEnd.refdef.dlights[l];
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VectorCopy( dl->transformed, origin );
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radius = dl->radius;
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scale = 1.0f / radius;
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floatColor[0] = dl->color[0] * 255.0f;
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floatColor[1] = dl->color[1] * 255.0f;
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floatColor[2] = dl->color[2] * 255.0f;
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for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
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int clip = 0;
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#define DIST0 dist[0]
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#define DIST1 dist[1]
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#define DIST2 dist[2]
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#define TEXCOORDS0 texCoords[0]
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#define TEXCOORDS1 texCoords[1]
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vec3_t dist;
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VectorSubtract( origin, tess.xyz[i], dist );
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backEnd.pc.c_dlightVertexes++;
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TEXCOORDS0 = 0.5f + DIST0 * scale;
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TEXCOORDS1 = 0.5f + DIST1 * scale;
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if( !r_dlightBacks->integer &&
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// dist . tess.normal[i]
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( DIST0 * tess.normal[i][0] +
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DIST1 * tess.normal[i][1] +
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DIST2 * tess.normal[i][2] ) < 0.0f ) {
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clip = 63;
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} else {
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if ( TEXCOORDS0 < 0.0f ) {
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clip |= 1;
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} else if ( TEXCOORDS0 > 1.0f ) {
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clip |= 2;
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}
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if ( TEXCOORDS1 < 0.0f ) {
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clip |= 4;
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} else if ( TEXCOORDS1 > 1.0f ) {
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clip |= 8;
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}
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texCoords[0] = TEXCOORDS0;
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texCoords[1] = TEXCOORDS1;
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// modulate the strength based on the height and color
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if ( DIST2 > radius ) {
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clip |= 16;
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modulate = 0.0f;
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} else if ( DIST2 < -radius ) {
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clip |= 32;
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modulate = 0.0f;
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} else {
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DIST2 = Q_fabs(DIST2);
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if ( DIST2 < radius * 0.5f ) {
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modulate = 1.0f;
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} else {
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modulate = 2.0f * (radius - DIST2) * scale;
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}
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}
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}
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clipBits[i] = clip;
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colors[0] = myftol(floatColor[0] * modulate);
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colors[1] = myftol(floatColor[1] * modulate);
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colors[2] = myftol(floatColor[2] * modulate);
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colors[3] = 255;
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}
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#undef DIST0
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#undef DIST1
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#undef DIST2
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#undef TEXCOORDS0
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#undef TEXCOORDS1
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// build a list of triangles that need light
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numIndexes = 0;
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for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
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int a, b, c;
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a = tess.indexes[i];
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b = tess.indexes[i+1];
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c = tess.indexes[i+2];
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if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
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continue; // not lighted
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}
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hitIndexes[numIndexes] = a;
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hitIndexes[numIndexes+1] = b;
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hitIndexes[numIndexes+2] = c;
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numIndexes += 3;
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}
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if ( !numIndexes ) {
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continue;
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}
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
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qglEnableClientState( GL_COLOR_ARRAY );
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qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
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GL_Bind( tr.dlightImage );
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// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
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// where they aren't rendered
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if ( dl->additive ) {
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
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}
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else {
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GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
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}
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R_DrawElements( numIndexes, hitIndexes );
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backEnd.pc.c_totalIndexes += numIndexes;
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backEnd.pc.c_dlightIndexes += numIndexes;
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}
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}
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static void ProjectDlightTexture( void ) {
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#if idppc_altivec
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extern cvar_t *com_altivec;
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if (com_altivec->integer) {
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// must be in a seperate function or G3 systems will crash.
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ProjectDlightTexture_altivec();
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return;
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}
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#endif
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ProjectDlightTexture_scalar();
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}
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/*
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