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https://github.com/mapbase-source/source-sdk-2013.git
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Merge pull request #415 from Zeldaboy14/master
Fix Lightmappedgeneric and vbsp matrix functions for Parallax Corrected Cubemaps
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cba218f7c2
@ -805,8 +805,8 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
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(params[info.m_nBlendModulateTexture]->IsTexture() );
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bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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#ifdef PARALLAX_CORRECTED_CUBEMAPS
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// Parallax cubemaps
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bool hasParallaxCorrection = params[info.m_nEnvmapParallax]->GetIntValue() > 0;
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// Parallax cubemaps. Check for envmap because if we don't, white splotchs can appear at certain viewing angles when mat_specular is 0.
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bool hasParallaxCorrection = params[info.m_nEnvmap]->IsDefined() && params[info.m_nEnvmapParallax]->GetIntValue() > 0;
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#endif
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if ( hasFlashlight && !IsX360() )
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@ -15,9 +15,6 @@
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#include "materialsub.h"
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#include "fgdlib/fgdlib.h"
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#include "manifest.h"
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#ifdef PARALLAX_CORRECTED_CUBEMAPS
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#include "matrixinvert.h"
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#endif
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#ifdef MAPBASE_VSCRIPT
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#include "vscript_vbsp.h"
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#endif
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@ -1657,9 +1654,11 @@ ChunkFileResult_t CMapFile::LoadEntityCallback(CChunkFile *pFile, int nParam)
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//
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if (!strcmp("parallax_obb", pClassName))
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{
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matrix3x4_t obbMatrix, invObbMatrix;
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SetIdentityMatrix(obbMatrix);
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SetIdentityMatrix(invObbMatrix);
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//Originally was matrix3x2. Now we use built-in functions to the engine instead of a custom invert matrix
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VMatrix obbMatrix, invObbMatrix;
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MatrixSetIdentity(obbMatrix);
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MatrixSetIdentity(invObbMatrix);
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// Get corner and its 3 edges (scaled, local x, y, and z axes)
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mapbrush_t *brush = &mapbrushes[mapent->firstbrush];
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@ -1714,13 +1713,15 @@ ChunkFileResult_t CMapFile::LoadEntityCallback(CChunkFile *pFile, int nParam)
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x *= abs(DotProduct(diag, x));
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// Build transformation matrix (what is needed to turn a [0,0,0] - [1,1,1] cube into this brush)
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MatrixSetColumn(x, 0, obbMatrix);
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MatrixSetColumn(y, 1, obbMatrix);
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MatrixSetColumn(z, 2, obbMatrix);
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MatrixSetColumn(corner, 3, obbMatrix);
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//Originally was MatrixSetColum. Since we use VMatrix now, changed to obbMatrix
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obbMatrix.SetForward(x);
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obbMatrix.SetLeft(y);
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obbMatrix.SetUp(z);
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obbMatrix.SetTranslation(corner);
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//find inverse (we need the world to local matrix, "transformationmatrix" is kind of a misnomer)
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MatrixInversion(obbMatrix, invObbMatrix);
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//Originally was MatrixInversion. This is now using the built in functions, not relying on MatrixInversion and matrixinvert.h anymore
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MatrixInverseGeneral(obbMatrix, invObbMatrix);
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break;
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}
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@ -1,117 +0,0 @@
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// By Jason Yu-Tseh Chi
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// From http://chi3x10.wordpress.com/2008/05/28/calculate-matrix-inversion-in-c/
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// Modified to work with valve's matrix_3x4_t
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#include "mathlib\mathlib.h"
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// Calculate the cofactor of element (row,col)
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int GetMatrixMinor(float **src, float **dest, int row, int col, int order)
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{
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// Indicate which col and row is being copied to dest
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int colCount = 0, rowCount = 0;
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for (int i = 0; i < order; i++)
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{
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if (i != row)
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{
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colCount = 0;
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for (int j = 0; j < order; j++)
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{
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// When j is not the element
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if (j != col)
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{
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dest[rowCount][colCount] = src[i][j];
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colCount++;
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}
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}
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rowCount++;
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}
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}
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return 1;
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}
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// Calculate the determinant recursively.
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double CalcMatrixDeterminant(float **mat, int order)
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{
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// Order must be >= 0
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// Stop the recursion when matrix is a single element
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if (order == 1)
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return mat[0][0];
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// The determinant value
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float det = 0;
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// Allocate the cofactor matrix
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float **minor;
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minor = new float*[order - 1];
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for (int i = 0; i<order - 1; i++)
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minor[i] = new float[order - 1];
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for (int i = 0; i < order; i++)
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{
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// Get minor of element (0,i)
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GetMatrixMinor(mat, minor, 0, i, order);
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// The recusion is here!
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det += (i % 2 == 1 ? -1.0 : 1.0) * mat[0][i] * CalcMatrixDeterminant(minor, order - 1);
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//det += pow( -1.0, i ) * mat[0][i] * CalcMatrixDeterminant( minor,order-1 );
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}
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// Release memory
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for (int i = 0; i<order - 1; i++)
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delete[] minor[i];
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delete[] minor;
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return det;
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}
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// Matrix inversion
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void MatrixInversion(matrix3x4_t &in, matrix3x4_t &out)
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{
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float **A;
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A = new float*[4];
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for (int i = 0; i < 4; i++)
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A[i] = new float[4];
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int order = 4;
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// Load in into A
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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A[i][j] = in[i][j];
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}
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}
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A[3][0] = A[3][1] = A[3][2] = 0;
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A[3][3] = 1;
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// Get the determinant of a
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double det = 1.0 / CalcMatrixDeterminant((float**)A, order);
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// Memory allocation
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float *temp = new float[(order - 1)*(order - 1)];
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float **minor = new float*[order - 1];
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for (int i = 0; i<order - 1; i++)
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minor[i] = temp + (i*(order - 1));
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for (int j = 0; j<order; j++)
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{
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for (int i = 0; i<order; i++)
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{
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// Get the co-factor (matrix) of A(j,i)
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GetMatrixMinor((float**)A, minor, j, i, order);
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out[i][j] = det*CalcMatrixDeterminant(minor, order - 1);
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if ((i + j) % 2 == 1)
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out[i][j] = -out[i][j];
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}
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}
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// Release memory
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for (int i = 0; i < 4; i++)
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delete A[i];
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delete A;
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//delete [] minor[0];
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delete[] temp;
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delete[] minor;
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}
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