8d5b217266
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
3066 lines
78 KiB
C
3066 lines
78 KiB
C
#include "quakedef.h"
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/*
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room for improvement:
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There is no screen-space culling of lit surfaces.
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model meshes are interpolated multiple times per frame
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*/
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//#define DBG_COLOURNOTDEPTH
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#ifdef RTLIGHTS
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#include "glquake.h"
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#include "shader.h"
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#ifdef D3D9QUAKE
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#include "shader.h"
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#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
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#define HMONITOR_DECLARED
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DECLARE_HANDLE(HMONITOR);
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#endif
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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void D3D9BE_Cull(unsigned int sflags);
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void D3D9BE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf);
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#endif
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void GLBE_RenderShadowBuffer(unsigned int numverts, int vbo, vecV_t *verts, unsigned numindicies, int ibo, index_t *indicies);
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static void SHM_Shutdown(void);
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#define SHADOWMAP_SIZE 512
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#define PROJECTION_DISTANCE (float)(dl->radius*2)//0x7fffffff
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#define nearplane (4)
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static texid_t shadowmap[2];
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static int shadow_fbo_id;
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static int crepuscular_fbo_id;
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texid_t crepuscular_texture_id;
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shader_t *crepuscular_shader;
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static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour);
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struct {
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int numlights;
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int shadowsurfcount;
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int numfrustumculled;
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int numpvsculled;
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int numscissorculled;
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} bench;
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/*
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called on framebuffer resize.
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flushes textures so they can be regenerated at the real size
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*/
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void Sh_Reset(void)
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{
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#ifdef GLQUAKE
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if (shadow_fbo_id)
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{
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qglDeleteRenderbuffersEXT(1, &shadow_fbo_id);
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shadow_fbo_id = 0;
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}
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if (shadowmap[0].num)
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{
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R_DestroyTexture(shadowmap[0]);
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shadowmap[0] = r_nulltex;
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}
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if (shadowmap[1].num)
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{
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R_DestroyTexture(shadowmap[1]);
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shadowmap[1] = r_nulltex;
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}
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if (crepuscular_texture_id.num)
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{
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R_DestroyTexture(crepuscular_texture_id);
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crepuscular_texture_id = r_nulltex;
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}
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if (crepuscular_fbo_id)
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{
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qglDeleteRenderbuffersEXT(1, &crepuscular_fbo_id);
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crepuscular_fbo_id = 0;
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}
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#endif
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}
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void Sh_Shutdown(void)
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{
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Sh_Reset();
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SHM_Shutdown();
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}
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typedef struct {
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unsigned int count;
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unsigned int max;
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texture_t *tex;
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vbo_t *vbo;
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mesh_t **s;
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} shadowmeshbatch_t;
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typedef struct shadowmesh_s {
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qboolean surfonly;
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unsigned int numindicies;
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unsigned int maxindicies;
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index_t *indicies;
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unsigned int numverts;
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unsigned int maxverts;
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vecV_t *verts;
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//we also have a list of all the surfaces that this light lights.
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unsigned int numbatches;
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shadowmeshbatch_t *batches;
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unsigned int leafbytes;
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unsigned char *litleaves;
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#ifdef GLQUAKE
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GLuint vebo[2];
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#endif
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#ifdef D3D9QUAKE
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IDirect3DVertexBuffer9 *d3d_vbuffer;
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IDirect3DIndexBuffer9 *d3d_ibuffer;
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#endif
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} shadowmesh_t;
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/*state of the current shadow mesh*/
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#define inc 128
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int sh_shadowframe;
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static int sh_firstindex;
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static int sh_vertnum; //vertex number (set to 0 at SH_Begin)
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static shadowmesh_t *sh_shmesh, sh_tempshmesh;
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/* functions to add geometry to the shadow mesh */
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static void SHM_BeginQuads (void)
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{
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sh_firstindex = sh_shmesh->numverts;
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}
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static void SHM_End (void)
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{
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int i;
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i = (sh_shmesh->numindicies+(sh_vertnum/4)*6+inc+5)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxindicies != i)
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{
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sh_shmesh->maxindicies = i;
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sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
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}
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//add the extra triangles
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for (i = 0; i < sh_vertnum; i+=4)
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{
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+1;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+3;
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}
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sh_vertnum = 0;
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}
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static void SHM_Vertex3fv (const float *v)
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{
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int i;
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//add the verts as we go
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i = (sh_shmesh->numverts+inc+5)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxverts < i)
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{
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sh_shmesh->maxverts = i;
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sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
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}
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sh_shmesh->verts[sh_shmesh->numverts][0] = v[0];
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sh_shmesh->verts[sh_shmesh->numverts][1] = v[1];
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sh_shmesh->verts[sh_shmesh->numverts][2] = v[2];
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sh_vertnum++;
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sh_shmesh->numverts++;
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if (sh_vertnum == 4)
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{
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SHM_End();
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sh_firstindex = sh_shmesh->numverts;
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}
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}
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static void SHM_TriangleFan(int numverts, vecV_t *verts, vec3_t lightorg, float pd)
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{
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int v, i, idxs;
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float *v1;
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vec3_t v3;
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vecV_t *outv;
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index_t *outi;
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/*make sure there's space*/
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v = (sh_shmesh->numverts+numverts*2 + inc)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxverts < v)
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{
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sh_shmesh->maxverts = v;
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sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, v * sizeof(*sh_shmesh->verts));
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}
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outv = sh_shmesh->verts + sh_shmesh->numverts;
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for (v = 0; v < numverts; v++)
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{
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v1 = verts[v];
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VectorCopy(v1, outv[v]);
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v3[0] = ( v1[0]-lightorg[0] )*pd;
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v3[1] = ( v1[1]-lightorg[1] )*pd;
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v3[2] = ( v1[2]-lightorg[2] )*pd;
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outv[v+numverts][0] = v1[0]+v3[0];
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outv[v+numverts][1] = v1[1]+v3[1];
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outv[v+numverts][2] = v1[2]+v3[2];
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}
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idxs = (numverts-2)*3;
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/*now add the verts in a fan*/
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v = (sh_shmesh->numindicies+idxs*2+inc)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxindicies < v)
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{
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sh_shmesh->maxindicies = v;
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sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, v * sizeof(*sh_shmesh->indicies));
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}
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outi = sh_shmesh->indicies + sh_shmesh->numindicies;
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for (v = 2, i = 0; v < numverts; v++, i+=3)
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{
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outi[i+0] = sh_shmesh->numverts;
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outi[i+1] = sh_shmesh->numverts+v-1;
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outi[i+2] = sh_shmesh->numverts+v;
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outi[i+0+idxs] = sh_shmesh->numverts+numverts+v;
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outi[i+1+idxs] = sh_shmesh->numverts+numverts+v-1;
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outi[i+2+idxs] = sh_shmesh->numverts+numverts;
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}
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/*we added this many*/
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sh_shmesh->numverts += numverts*2;
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sh_shmesh->numindicies += i*2;
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}
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static void SHM_Shadow_Cache_Surface(msurface_t *surf)
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{
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int i;
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i = surf->sbatch->shadowbatch;
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if (i < 0)
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return;
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if (sh_shmesh->batches[i].count == sh_shmesh->batches[i].max)
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{
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sh_shmesh->batches[i].max += 64;
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sh_shmesh->batches[i].s = BZ_Realloc(sh_shmesh->batches[i].s, sizeof(void*)*(sh_shmesh->batches[i].max));
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}
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sh_shmesh->batches[i].s[sh_shmesh->batches[i].count] = surf->mesh;
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sh_shmesh->batches[i].count++;
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}
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static void SHM_Shadow_Cache_Leaf(mleaf_t *leaf)
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{
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int i;
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i = leaf - cl.worldmodel->leafs;
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sh_shmesh->litleaves[i>>3] |= 1<<(i&7);
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}
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static void SH_FreeShadowMesh_(shadowmesh_t *sm)
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{
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unsigned int i;
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for (i = 0; i < sm->numbatches; i++)
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Z_Free(sm->batches[i].s);
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sm->numbatches = 0;
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Z_Free(sm->batches);
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sm->batches = NULL;
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Z_Free(sm->indicies);
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sm->indicies = NULL;
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Z_Free(sm->verts);
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sm->verts = NULL;
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switch (qrenderer)
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{
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#ifdef GLQUAKE
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case QR_OPENGL:
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if (qglDeleteBuffersARB)
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qglDeleteBuffersARB(2, sm->vebo);
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sm->vebo[0] = 0;
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sm->vebo[1] = 0;
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break;
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#endif
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#ifdef D3D9QUAKE
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case QR_DIRECT3D9:
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if (sm->d3d_ibuffer)
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IDirect3DIndexBuffer9_Release(sm->d3d_ibuffer);
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sm->d3d_ibuffer = NULL;
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if (sm->d3d_vbuffer)
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IDirect3DVertexBuffer9_Release(sm->d3d_vbuffer);
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sm->d3d_vbuffer = NULL;
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break;
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#endif
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}
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}
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void SH_FreeShadowMesh(shadowmesh_t *sm)
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{
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SH_FreeShadowMesh_(sm);
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Z_Free(sm);
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}
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static void SH_CalcShadowBatches(model_t *mod)
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{
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int s;
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batch_t *b;
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batch_t *l = NULL;
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int sb;
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l = NULL;
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for (s = 0; s < SHADER_SORT_COUNT; s++)
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{
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for (b = mod->batches[s]; b; b = b->next)
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{
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if (!l || l->vbo != b->vbo || l->texture != b->texture)
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{
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b->shadowbatch = mod->numshadowbatches++;
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l = b;
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}
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else
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b->shadowbatch = l->shadowbatch;
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}
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}
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l = NULL;
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sb = 0;
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mod->shadowbatches = BZ_Malloc(sizeof(*mod->shadowbatches)*mod->numshadowbatches);
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for (s = 0; s < SHADER_SORT_COUNT; s++)
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{
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for (b = mod->batches[s]; b; b = b->next)
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{
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if (!l || l->vbo != b->vbo || l->texture != b->texture)
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{
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mod->shadowbatches[sb].tex = b->texture;
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mod->shadowbatches[sb].vbo = b->vbo;
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sb++;
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l = b;
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}
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}
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}
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}
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static void SHM_BeginShadowMesh(dlight_t *dl, qboolean surfonly)
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{
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unsigned int i;
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unsigned int lb;
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sh_vertnum = 0;
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lb = (cl.worldmodel->numleafs+7)/8;
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if (!dl->die || !dl->key)
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{
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sh_shmesh = dl->worldshadowmesh;
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if (!sh_shmesh || sh_shmesh->leafbytes != lb)
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{
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/*this shouldn't happen too often*/
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if (sh_shmesh)
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{
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SH_FreeShadowMesh(sh_shmesh);
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}
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/*Create a new shadowmesh for this light*/
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sh_shmesh = Z_Malloc(sizeof(*sh_shmesh) + lb);
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sh_shmesh->leafbytes = lb;
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sh_shmesh->litleaves = (unsigned char*)(sh_shmesh+1);
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dl->worldshadowmesh = sh_shmesh;
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}
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dl->rebuildcache = false;
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}
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else
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{
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sh_shmesh = &sh_tempshmesh;
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if (sh_shmesh->leafbytes != lb)
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{
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/*this happens on map changes*/
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sh_shmesh->leafbytes = lb;
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Z_Free(sh_shmesh->litleaves);
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sh_shmesh->litleaves = Z_Malloc(lb);
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}
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}
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sh_shmesh->maxverts = 0;
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sh_shmesh->numverts = 0;
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sh_shmesh->maxindicies = 0;
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sh_shmesh->numindicies = 0;
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sh_shmesh->surfonly = surfonly;
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if (!cl.worldmodel->numshadowbatches)
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{
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SH_CalcShadowBatches(cl.worldmodel);
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}
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if (sh_shmesh->numbatches != cl.worldmodel->numshadowbatches)
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{
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if (sh_shmesh->batches)
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{
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for (i = 0; i < sh_shmesh->numbatches; i++)
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Z_Free(sh_shmesh->batches[i].s);
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Z_Free(sh_shmesh->batches);
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}
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sh_shmesh->batches = Z_Malloc(sizeof(shadowmeshbatch_t)*cl.worldmodel->numshadowbatches);
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sh_shmesh->numbatches=cl.worldmodel->numshadowbatches;
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}
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for (i = 0; i < sh_shmesh->numbatches; i++)
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{
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sh_shmesh->batches[i].count = 0;
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}
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}
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static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
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{
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if (sh_shmesh != &sh_tempshmesh)
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{
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switch (qrenderer)
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{
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#ifdef GLQUAKE
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case QR_OPENGL:
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qglGenBuffersARB(2, sh_shmesh->vebo);
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GL_DeselectVAO();
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GL_SelectVBO(sh_shmesh->vebo[0]);
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qglBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->verts) * sh_shmesh->numverts, sh_shmesh->verts, GL_STATIC_DRAW_ARB);
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GL_SelectEBO(sh_shmesh->vebo[1]);
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qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->indicies) * sh_shmesh->numindicies, sh_shmesh->indicies, GL_STATIC_DRAW_ARB);
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break;
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#endif
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#ifdef D3D9QUAKE
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case QR_DIRECT3D9:
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if (sh_shmesh->numindicies && sh_shmesh->numverts)
|
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{
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void *map;
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IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, sizeof(index_t) * sh_shmesh->numindicies, 0, D3DFMT_QINDEX, D3DPOOL_MANAGED, &sh_shmesh->d3d_ibuffer, NULL);
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IDirect3DIndexBuffer9_Lock(sh_shmesh->d3d_ibuffer, 0, sizeof(index_t) * sh_shmesh->numindicies, &map, D3DLOCK_DISCARD);
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memcpy(map, sh_shmesh->indicies, sizeof(index_t) * sh_shmesh->numindicies);
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IDirect3DIndexBuffer9_Unlock(sh_shmesh->d3d_ibuffer);
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||
|
||
IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, sizeof(vecV_t) * sh_shmesh->numverts, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &sh_shmesh->d3d_vbuffer, NULL);
|
||
IDirect3DVertexBuffer9_Lock(sh_shmesh->d3d_vbuffer, 0, sizeof(vecV_t) * sh_shmesh->numverts, &map, D3DLOCK_DISCARD);
|
||
memcpy(map, sh_shmesh->verts, sizeof(vecV_t) * sh_shmesh->numverts);
|
||
IDirect3DVertexBuffer9_Unlock(sh_shmesh->d3d_vbuffer);
|
||
|
||
}
|
||
break;
|
||
#endif
|
||
}
|
||
|
||
Z_Free(sh_shmesh->verts);
|
||
sh_shmesh->verts = NULL;
|
||
|
||
Z_Free(sh_shmesh->indicies);
|
||
sh_shmesh->indicies = NULL;
|
||
}
|
||
return sh_shmesh;
|
||
}
|
||
|
||
|
||
/*state of the world that is still to compile*/
|
||
static struct {
|
||
short count;
|
||
short count2;
|
||
int next;
|
||
int prev;
|
||
} edge[MAX_MAP_EDGES];
|
||
static int firstedge;
|
||
|
||
static void SHM_RecursiveWorldNodeQ1_r (dlight_t *dl, mnode_t *node)
|
||
{
|
||
int c, side;
|
||
mplane_t *plane;
|
||
msurface_t *surf, **mark;
|
||
mleaf_t *pleaf;
|
||
double dot;
|
||
int v;
|
||
|
||
float l, maxdist;
|
||
int j, s, t;
|
||
vec3_t impact;
|
||
|
||
if (node->shadowframe != sh_shadowframe)
|
||
return;
|
||
|
||
if (node->contents == Q1CONTENTS_SOLID)
|
||
return; // solid
|
||
|
||
|
||
//if light areabox is outside node, ignore node + children
|
||
for (c = 0; c < 3; c++)
|
||
{
|
||
if (dl->origin[c] + dl->radius < node->minmaxs[c])
|
||
return;
|
||
if (dl->origin[c] - dl->radius > node->minmaxs[3+c])
|
||
return;
|
||
}
|
||
|
||
// if a leaf node, draw stuff
|
||
if (node->contents < 0)
|
||
{
|
||
pleaf = (mleaf_t *)node;
|
||
SHM_Shadow_Cache_Leaf(pleaf);
|
||
|
||
mark = pleaf->firstmarksurface;
|
||
c = pleaf->nummarksurfaces;
|
||
|
||
if (c)
|
||
{
|
||
do
|
||
{
|
||
(*mark++)->shadowframe = sh_shadowframe;
|
||
} while (--c);
|
||
}
|
||
return;
|
||
}
|
||
|
||
// node is just a decision point, so go down the apropriate sides
|
||
|
||
// find which side of the node we are on
|
||
plane = node->plane;
|
||
|
||
switch (plane->type)
|
||
{
|
||
case PLANE_X:
|
||
dot = dl->origin[0] - plane->dist;
|
||
break;
|
||
case PLANE_Y:
|
||
dot = dl->origin[1] - plane->dist;
|
||
break;
|
||
case PLANE_Z:
|
||
dot = dl->origin[2] - plane->dist;
|
||
break;
|
||
default:
|
||
dot = DotProduct (dl->origin, plane->normal) - plane->dist;
|
||
break;
|
||
}
|
||
|
||
if (dot >= 0)
|
||
side = 0;
|
||
else
|
||
side = 1;
|
||
|
||
// recurse down the children, front side first
|
||
SHM_RecursiveWorldNodeQ1_r (dl, node->children[side]);
|
||
|
||
// draw stuff
|
||
c = node->numsurfaces;
|
||
|
||
if (c)
|
||
{
|
||
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||
|
||
{
|
||
|
||
maxdist = dl->radius*dl->radius;
|
||
|
||
for ( ; c ; c--, surf++)
|
||
{
|
||
if (surf->shadowframe != sh_shadowframe)
|
||
continue;
|
||
|
||
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
||
// continue; // wrong side
|
||
|
||
// if (surf->flags & SURF_PLANEBACK)
|
||
// continue;
|
||
|
||
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
{ // no shadows
|
||
continue;
|
||
}
|
||
|
||
//is the light on the right side?
|
||
if (surf->flags & SURF_PLANEBACK)
|
||
{//inverted normal.
|
||
if (-DotProduct(surf->plane->normal, dl->origin)+surf->plane->dist >= dl->radius)
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
if (DotProduct(surf->plane->normal, dl->origin)-surf->plane->dist >= dl->radius)
|
||
continue;
|
||
}
|
||
|
||
//Yeah, you can blame LordHavoc for this alternate code here.
|
||
for (j=0 ; j<3 ; j++)
|
||
impact[j] = dl->origin[j] - surf->plane->normal[j]*dot;
|
||
|
||
// clamp center of light to corner and check brightness
|
||
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
||
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
|
||
s = l - s;
|
||
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
||
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
|
||
t = l - t;
|
||
// compare to minimum light
|
||
if ((s*s+t*t+dot*dot) < maxdist)
|
||
{
|
||
SHM_Shadow_Cache_Surface(surf);
|
||
if (sh_shmesh->surfonly)
|
||
continue;
|
||
|
||
//build a list of the edges that are to be drawn.
|
||
for (v = 0; v < surf->numedges; v++)
|
||
{
|
||
int e, delta;
|
||
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
||
//negative edge means backwards edge.
|
||
if (e < 0)
|
||
{
|
||
e=-e;
|
||
delta = -1;
|
||
}
|
||
else
|
||
{
|
||
delta = 1;
|
||
}
|
||
|
||
if (!edge[e].count)
|
||
{
|
||
if (firstedge)
|
||
edge[firstedge].prev = e;
|
||
edge[e].next = firstedge;
|
||
edge[e].prev = 0;
|
||
firstedge = e;
|
||
edge[e].count = delta;
|
||
}
|
||
else
|
||
{
|
||
edge[e].count += delta;
|
||
|
||
if (!edge[e].count) //unlink
|
||
{
|
||
if (edge[e].next)
|
||
{
|
||
edge[edge[e].next].prev = edge[e].prev;
|
||
}
|
||
if (edge[e].prev)
|
||
edge[edge[e].prev].next = edge[e].next;
|
||
else
|
||
firstedge = edge[e].next;
|
||
}
|
||
}
|
||
}
|
||
|
||
SHM_TriangleFan(surf->mesh->numvertexes, surf->mesh->xyz_array, dl->origin, PROJECTION_DISTANCE);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// recurse down the back side
|
||
SHM_RecursiveWorldNodeQ1_r (dl, node->children[!side]);
|
||
}
|
||
|
||
static void SHM_RecursiveWorldNodeQ2_r (dlight_t *dl, mnode_t *node)
|
||
{
|
||
int c, side;
|
||
mplane_t *plane;
|
||
msurface_t *surf, **mark;
|
||
mleaf_t *pleaf;
|
||
double dot;
|
||
int v;
|
||
|
||
float l, maxdist;
|
||
int j, s, t;
|
||
vec3_t impact;
|
||
|
||
if (node->shadowframe != sh_shadowframe)
|
||
return;
|
||
|
||
if (node->contents == Q2CONTENTS_SOLID)
|
||
return; // solid
|
||
|
||
|
||
//if light areabox is outside node, ignore node + children
|
||
for (c = 0; c < 3; c++)
|
||
{
|
||
if (dl->origin[c] + dl->radius < node->minmaxs[c])
|
||
return;
|
||
if (dl->origin[c] - dl->radius > node->minmaxs[3+c])
|
||
return;
|
||
}
|
||
|
||
// if a leaf node, draw stuff
|
||
if (node->contents != -1)
|
||
{
|
||
pleaf = (mleaf_t *)node;
|
||
SHM_Shadow_Cache_Leaf(pleaf);
|
||
|
||
mark = pleaf->firstmarksurface;
|
||
c = pleaf->nummarksurfaces;
|
||
|
||
if (c)
|
||
{
|
||
do
|
||
{
|
||
(*mark++)->shadowframe = sh_shadowframe;
|
||
} while (--c);
|
||
}
|
||
return;
|
||
}
|
||
|
||
// node is just a decision point, so go down the apropriate sides
|
||
|
||
// find which side of the node we are on
|
||
plane = node->plane;
|
||
|
||
switch (plane->type)
|
||
{
|
||
case PLANE_X:
|
||
dot = dl->origin[0] - plane->dist;
|
||
break;
|
||
case PLANE_Y:
|
||
dot = dl->origin[1] - plane->dist;
|
||
break;
|
||
case PLANE_Z:
|
||
dot = dl->origin[2] - plane->dist;
|
||
break;
|
||
default:
|
||
dot = DotProduct (dl->origin, plane->normal) - plane->dist;
|
||
break;
|
||
}
|
||
|
||
if (dot >= 0)
|
||
side = 0;
|
||
else
|
||
side = 1;
|
||
|
||
// recurse down the children, front side first
|
||
SHM_RecursiveWorldNodeQ2_r (dl, node->children[side]);
|
||
|
||
// draw stuff
|
||
c = node->numsurfaces;
|
||
|
||
if (c)
|
||
{
|
||
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||
|
||
{
|
||
|
||
maxdist = dl->radius*dl->radius;
|
||
|
||
for ( ; c ; c--, surf++)
|
||
{
|
||
if (surf->shadowframe != sh_shadowframe)
|
||
continue;
|
||
|
||
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
||
// continue; // wrong side
|
||
|
||
// if (surf->flags & SURF_PLANEBACK)
|
||
// continue;
|
||
|
||
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
{ // no shadows
|
||
continue;
|
||
}
|
||
|
||
//is the light on the right side?
|
||
if (surf->flags & SURF_PLANEBACK)
|
||
{//inverted normal.
|
||
if (-DotProduct(surf->plane->normal, dl->origin)+surf->plane->dist >= dl->radius)
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
if (DotProduct(surf->plane->normal, dl->origin)-surf->plane->dist >= dl->radius)
|
||
continue;
|
||
}
|
||
|
||
//Yeah, you can blame LordHavoc for this alternate code here.
|
||
for (j=0 ; j<3 ; j++)
|
||
impact[j] = dl->origin[j] - surf->plane->normal[j]*dot;
|
||
|
||
// clamp center of light to corner and check brightness
|
||
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
||
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
|
||
s = l - s;
|
||
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
||
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
|
||
t = l - t;
|
||
// compare to minimum light
|
||
if ((s*s+t*t+dot*dot) < maxdist)
|
||
{
|
||
SHM_Shadow_Cache_Surface(surf);
|
||
if (sh_shmesh->surfonly)
|
||
continue;
|
||
|
||
//build a list of the edges that are to be drawn.
|
||
for (v = 0; v < surf->numedges; v++)
|
||
{
|
||
int e, delta;
|
||
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
||
//negative edge means backwards edge.
|
||
if (e < 0)
|
||
{
|
||
e=-e;
|
||
delta = -1;
|
||
}
|
||
else
|
||
{
|
||
delta = 1;
|
||
}
|
||
|
||
if (!edge[e].count)
|
||
{
|
||
if (firstedge)
|
||
edge[firstedge].prev = e;
|
||
edge[e].next = firstedge;
|
||
edge[e].prev = 0;
|
||
firstedge = e;
|
||
edge[e].count = delta;
|
||
}
|
||
else
|
||
{
|
||
edge[e].count += delta;
|
||
|
||
if (!edge[e].count) //unlink
|
||
{
|
||
if (edge[e].next)
|
||
{
|
||
edge[edge[e].next].prev = edge[e].prev;
|
||
}
|
||
if (edge[e].prev)
|
||
edge[edge[e].prev].next = edge[e].next;
|
||
else
|
||
firstedge = edge[e].next;
|
||
}
|
||
}
|
||
}
|
||
|
||
SHM_TriangleFan(surf->mesh->numvertexes, surf->mesh->xyz_array, dl->origin, PROJECTION_DISTANCE);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// recurse down the back side
|
||
SHM_RecursiveWorldNodeQ2_r (dl, node->children[!side]);
|
||
}
|
||
|
||
#ifdef Q2BSPS
|
||
static void SHM_MarkLeavesQ2(dlight_t *dl, unsigned char *lvis, unsigned char *vvis)
|
||
{
|
||
mnode_t *node;
|
||
int i;
|
||
mleaf_t *leaf;
|
||
int cluster;
|
||
sh_shadowframe++;
|
||
|
||
if (!dl->die)
|
||
{
|
||
//static
|
||
//variation on mark leaves
|
||
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
|
||
{
|
||
cluster = leaf->cluster;
|
||
if (cluster == -1)
|
||
continue;
|
||
if (lvis[cluster>>3] & (1<<(cluster&7)))// && vvis[cluster>>3] & (1<<(cluster&7)))
|
||
{
|
||
node = (mnode_t *)leaf;
|
||
do
|
||
{
|
||
if (node->shadowframe == sh_shadowframe)
|
||
break;
|
||
node->shadowframe = sh_shadowframe;
|
||
node = node->parent;
|
||
} while (node);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
//dynamic lights will be discarded after this frame anyway, so only include leafs that are visible
|
||
//variation on mark leaves
|
||
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
|
||
{
|
||
cluster = leaf->cluster;
|
||
if (cluster == -1)
|
||
continue;
|
||
if (lvis[cluster>>3] & vvis[cluster>>3] & (1<<(cluster&7)))
|
||
{
|
||
node = (mnode_t *)leaf;
|
||
do
|
||
{
|
||
if (node->shadowframe == sh_shadowframe)
|
||
break;
|
||
node->shadowframe = sh_shadowframe;
|
||
node = node->parent;
|
||
} while (node);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
static void SHM_MarkLeavesQ1(dlight_t *dl, unsigned char *lvis)
|
||
{
|
||
mnode_t *node;
|
||
int i;
|
||
sh_shadowframe++;
|
||
|
||
//variation on mark leaves
|
||
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
|
||
{
|
||
if (lvis[i>>3] & (1<<(i&7)))
|
||
{
|
||
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
|
||
do
|
||
{
|
||
if (node->shadowframe == sh_shadowframe)
|
||
break;
|
||
node->shadowframe = sh_shadowframe;
|
||
node = node->parent;
|
||
} while (node);
|
||
}
|
||
}
|
||
}
|
||
|
||
#ifdef Q3BSPS
|
||
static void SHM_RecursiveWorldNodeQ3_r (dlight_t *dl, mnode_t *node)
|
||
{
|
||
mplane_t *splitplane;
|
||
float dist;
|
||
msurface_t **msurf;
|
||
msurface_t *surf;
|
||
mleaf_t *leaf;
|
||
int i;
|
||
|
||
if (node->contents != -1)
|
||
{
|
||
leaf = (mleaf_t *)node;
|
||
SHM_Shadow_Cache_Leaf(leaf);
|
||
|
||
// mark the polygons
|
||
msurf = leaf->firstmarksurface;
|
||
for (i=0 ; i<leaf->nummarksurfaces ; i++, msurf++)
|
||
{
|
||
surf = *msurf;
|
||
|
||
//only check each surface once. it can appear in multiple leafs.
|
||
if (surf->shadowframe == sh_shadowframe)
|
||
continue;
|
||
surf->shadowframe = sh_shadowframe;
|
||
|
||
SHM_Shadow_Cache_Surface(surf);
|
||
}
|
||
return;
|
||
}
|
||
|
||
splitplane = node->plane;
|
||
dist = DotProduct (dl->origin, splitplane->normal) - splitplane->dist;
|
||
|
||
if (dist > dl->radius)
|
||
{
|
||
SHM_RecursiveWorldNodeQ3_r (dl, node->children[0]);
|
||
return;
|
||
}
|
||
if (dist < -dl->radius)
|
||
{
|
||
SHM_RecursiveWorldNodeQ3_r (dl, node->children[1]);
|
||
return;
|
||
}
|
||
SHM_RecursiveWorldNodeQ3_r (dl, node->children[0]);
|
||
SHM_RecursiveWorldNodeQ3_r (dl, node->children[1]);
|
||
}
|
||
#endif
|
||
|
||
static struct {
|
||
unsigned int numtris;
|
||
unsigned int maxtris;
|
||
struct {
|
||
signed int edge[3];
|
||
} *tris; /*negative for reverse edge*/
|
||
|
||
unsigned int numedges;
|
||
unsigned int maxedges;
|
||
struct {
|
||
unsigned int vert[2];
|
||
} *edges;
|
||
|
||
unsigned int numpoints;
|
||
unsigned int maxpoints;
|
||
vec3_t *points;
|
||
|
||
unsigned int maxedgeuses;
|
||
int *edgeuses; /*negative for back sides, so 0 means unused or used equally on both sides*/
|
||
} cv;
|
||
|
||
static void SHM_Shutdown(void)
|
||
{
|
||
SH_FreeShadowMesh_(&sh_tempshmesh);
|
||
BZ_Free(sh_tempshmesh.litleaves);
|
||
sh_tempshmesh.litleaves = NULL;
|
||
sh_tempshmesh.leafbytes = 0;
|
||
free(cv.tris);
|
||
free(cv.edges);
|
||
free(cv.points);
|
||
memset(&cv, 0, sizeof(cv));
|
||
}
|
||
|
||
#define VERT_POS_EPSILON (1.0f/32)
|
||
static int SHM_ComposeVolume_FindVert(float *vert)
|
||
{
|
||
int i;
|
||
for (i = 0; i < cv.numpoints; i++)
|
||
{
|
||
#if 1
|
||
if (cv.points[i][0] == vert[0] &&
|
||
cv.points[i][1] == vert[1] &&
|
||
cv.points[i][2] == vert[2])
|
||
#else
|
||
vec3_t d;
|
||
d[0] = cv.points[i][0]-vert[0];
|
||
d[1] = cv.points[i][1]-vert[1];
|
||
d[2] = cv.points[i][2]-vert[2];
|
||
if (d[0]*d[0] < VERT_POS_EPSILON &&
|
||
d[1]*d[1] < VERT_POS_EPSILON &&
|
||
d[2]*d[2] < VERT_POS_EPSILON)
|
||
#endif
|
||
return i;
|
||
}
|
||
VectorCopy(vert, cv.points[i]);
|
||
cv.numpoints++;
|
||
return i;
|
||
}
|
||
static int SHM_ComposeVolume_FindEdge(int v1, int v2)
|
||
{
|
||
int i;
|
||
for (i = 0; i < cv.numedges; i++)
|
||
{
|
||
if (cv.edges[i].vert[0] == v1 && cv.edges[i].vert[1] == v2)
|
||
return i;
|
||
if (cv.edges[i].vert[0] == v2 && cv.edges[i].vert[1] == v1)
|
||
return -(i+1);
|
||
}
|
||
cv.edges[i].vert[0] = v1;
|
||
cv.edges[i].vert[1] = v2;
|
||
cv.numedges++;
|
||
return i;
|
||
}
|
||
|
||
/*each triangle is coplanar, and all face the light, and its a triangle fan. this is a special case that provides a slight speedup*/
|
||
static void SHM_ComposeVolume_Fan(vecV_t *points, int numpoints)
|
||
{
|
||
int newmax;
|
||
int lastedge;
|
||
int i;
|
||
|
||
#define MAX_ARRAY_VERTS 65535
|
||
static index_t pointidx[MAX_ARRAY_VERTS];
|
||
|
||
/*make sure there's space*/
|
||
newmax = (cv.numpoints+numpoints + inc)&~(inc-1);
|
||
if (cv.maxpoints < newmax)
|
||
{
|
||
cv.maxpoints = newmax;
|
||
cv.points = BZ_Realloc(cv.points, newmax * sizeof(*cv.points));
|
||
}
|
||
newmax = (cv.numedges+(numpoints-2)*3 + inc)&~(inc-1);
|
||
if (cv.maxedges < newmax)
|
||
{
|
||
cv.maxedges = newmax;
|
||
cv.edges = BZ_Realloc(cv.edges, newmax * sizeof(*cv.edges));
|
||
}
|
||
newmax = (cv.numtris+(numpoints-2) + inc)&~(inc-1);
|
||
if (cv.maxtris < newmax)
|
||
{
|
||
cv.maxtris = newmax;
|
||
cv.tris = BZ_Realloc(cv.tris, newmax * sizeof(*cv.tris));
|
||
}
|
||
|
||
for (i = 0; i < numpoints; i++)
|
||
{
|
||
pointidx[i] = SHM_ComposeVolume_FindVert(points[i]);
|
||
}
|
||
lastedge = SHM_ComposeVolume_FindEdge(pointidx[0], pointidx[1]);
|
||
for (i = 2; i < numpoints; i++)
|
||
{
|
||
cv.tris[cv.numtris].edge[0] = lastedge;
|
||
cv.tris[cv.numtris].edge[1] = SHM_ComposeVolume_FindEdge(pointidx[i-1], pointidx[i]);
|
||
lastedge = SHM_ComposeVolume_FindEdge(pointidx[i], pointidx[0]);
|
||
cv.tris[cv.numtris].edge[2] = lastedge;
|
||
lastedge = -(lastedge+1);
|
||
cv.numtris++;
|
||
}
|
||
}
|
||
static void SHM_ComposeVolume_Soup(vecV_t *points, int numpoints, index_t *idx, int numidx)
|
||
{
|
||
int newmax;
|
||
int i;
|
||
|
||
#define MAX_ARRAY_VERTS 65535
|
||
static index_t pointidx[MAX_ARRAY_VERTS];
|
||
|
||
/*make sure there's space*/
|
||
newmax = (cv.numpoints+numpoints + inc)&~(inc-1);
|
||
if (cv.maxpoints < newmax)
|
||
{
|
||
cv.maxpoints = newmax;
|
||
cv.points = BZ_Realloc(cv.points, newmax * sizeof(*cv.points));
|
||
}
|
||
newmax = (cv.numedges+numidx + inc)&~(inc-1);
|
||
if (cv.maxedges < newmax)
|
||
{
|
||
cv.maxedges = newmax;
|
||
cv.edges = BZ_Realloc(cv.edges, newmax * sizeof(*cv.edges));
|
||
}
|
||
newmax = (cv.numtris+numidx/3 + inc)&~(inc-1);
|
||
if (cv.maxtris < newmax)
|
||
{
|
||
cv.maxtris = newmax;
|
||
cv.tris = BZ_Realloc(cv.tris, newmax * sizeof(*cv.tris));
|
||
}
|
||
|
||
for (i = 0; i < numpoints; i++)
|
||
{
|
||
pointidx[i] = SHM_ComposeVolume_FindVert(points[i]);
|
||
}
|
||
|
||
for (i = 0; i < numidx; i+=3, idx+=3)
|
||
{
|
||
cv.tris[cv.numtris].edge[0] = SHM_ComposeVolume_FindEdge(pointidx[idx[0]], pointidx[idx[1]]);
|
||
cv.tris[cv.numtris].edge[1] = SHM_ComposeVolume_FindEdge(pointidx[idx[1]], pointidx[idx[2]]);
|
||
cv.tris[cv.numtris].edge[2] = SHM_ComposeVolume_FindEdge(pointidx[idx[2]], pointidx[idx[0]]);
|
||
cv.numtris++;
|
||
}
|
||
}
|
||
/*call this function after generating litsurfs meshes*/
|
||
static void SHM_ComposeVolume_BruteForce(dlight_t *dl)
|
||
{
|
||
shadowmeshbatch_t *sms;
|
||
unsigned int tno;
|
||
unsigned int sno;
|
||
int i, e;
|
||
mesh_t *sm;
|
||
vec3_t ext;
|
||
float sc;
|
||
cv.numedges = 0;
|
||
cv.numpoints = 0;
|
||
cv.numtris = 0;
|
||
|
||
for (tno = 0; tno < sh_shmesh->numbatches; tno++)
|
||
{
|
||
sms = &sh_shmesh->batches[tno];
|
||
if (!sms->count)
|
||
continue;
|
||
if ((cl.worldmodel->shadowbatches[tno].tex->shader->flags & (SHADER_BLEND|SHADER_NODRAW)))
|
||
continue;
|
||
|
||
for (sno = 0; sno < sms->count; sno++)
|
||
{
|
||
sm = sms->s[sno];
|
||
|
||
if (sm->istrifan)
|
||
SHM_ComposeVolume_Fan(sm->xyz_array, sm->numvertexes);
|
||
else
|
||
SHM_ComposeVolume_Soup(sm->xyz_array, sm->numvertexes, sm->indexes, sm->numindexes);
|
||
}
|
||
}
|
||
|
||
/*FIXME: clip away overlapping triangles*/
|
||
|
||
if (cv.maxedgeuses < cv.numedges)
|
||
{
|
||
BZ_Free(cv.edgeuses);
|
||
cv.maxedgeuses = cv.numedges;
|
||
cv.edgeuses = Z_Malloc(cv.maxedgeuses * sizeof(*cv.edgeuses));
|
||
}
|
||
else
|
||
memset(cv.edgeuses, 0, cv.numedges * sizeof(*cv.edgeuses));
|
||
|
||
i = (sh_shmesh->numverts+cv.numpoints*6+inc+5)&~(inc-1); //and a bit of padding
|
||
if (sh_shmesh->maxverts < i)
|
||
{
|
||
sh_shmesh->maxverts = i;
|
||
sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
|
||
}
|
||
|
||
for (i = 0; i < cv.numpoints; i++)
|
||
{
|
||
/*front face*/
|
||
sh_shmesh->verts[(i * 2) + 0][0] = cv.points[i][0];
|
||
sh_shmesh->verts[(i * 2) + 0][1] = cv.points[i][1];
|
||
sh_shmesh->verts[(i * 2) + 0][2] = cv.points[i][2];
|
||
|
||
/*shadow direction*/
|
||
ext[0] = cv.points[i][0]-dl->origin[0];
|
||
ext[1] = cv.points[i][1]-dl->origin[1];
|
||
ext[2] = cv.points[i][2]-dl->origin[2];
|
||
|
||
sc = dl->radius * VectorNormalize(ext);
|
||
|
||
/*back face*/
|
||
sh_shmesh->verts[(i * 2) + 1][0] = cv.points[i][0] + ext[0] * sc;
|
||
sh_shmesh->verts[(i * 2) + 1][1] = cv.points[i][1] + ext[1] * sc;
|
||
sh_shmesh->verts[(i * 2) + 1][2] = cv.points[i][2] + ext[2] * sc;
|
||
}
|
||
sh_shmesh->numverts = i*2;
|
||
|
||
i = (sh_shmesh->numindicies+cv.numtris*6+cv.numedges*6+inc+5)&~(inc-1); //and a bit of padding
|
||
if (sh_shmesh->maxindicies < i)
|
||
{
|
||
sh_shmesh->maxindicies = i;
|
||
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
|
||
}
|
||
|
||
for (tno = 0; tno < cv.numtris; tno++)
|
||
{
|
||
for (i = 0; i < 3; i++)
|
||
{
|
||
e = cv.tris[tno].edge[i];
|
||
if (e < 0)
|
||
{
|
||
e = -(e+1);
|
||
cv.edgeuses[e]--;
|
||
e = cv.edges[e].vert[1];
|
||
}
|
||
else
|
||
{
|
||
cv.edgeuses[e]++;
|
||
e = cv.edges[e].vert[0];
|
||
}
|
||
|
||
sh_shmesh->indicies[sh_shmesh->numindicies+i] = e*2;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies+5-i] = e*2 + 1;
|
||
}
|
||
sh_shmesh->numindicies += 6;
|
||
}
|
||
|
||
for (i = 0; i < cv.numedges; i++)
|
||
{
|
||
if (cv.edgeuses[i] > 0)
|
||
{
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 0;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
||
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 1;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
||
}
|
||
else if (cv.edgeuses[i] < 0)
|
||
{
|
||
//generally should not happen...
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 0;
|
||
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 1;
|
||
}
|
||
}
|
||
}
|
||
|
||
static struct shadowmesh_s *SHM_BuildShadowMesh(dlight_t *dl, unsigned char *lvis, unsigned char *vvis, qboolean surfonly)
|
||
{
|
||
float *v1, *v2;
|
||
vec3_t v3, v4;
|
||
|
||
if (dl->worldshadowmesh && !dl->rebuildcache)
|
||
return dl->worldshadowmesh;
|
||
|
||
firstedge=0;
|
||
|
||
if (cl.worldmodel->type == mod_brush)
|
||
switch(cl.worldmodel->fromgame)
|
||
{
|
||
case fg_quake:
|
||
case fg_halflife:
|
||
/*if (!dl->die)
|
||
{
|
||
SHM_BeginShadowMesh(dl, true);
|
||
SHM_MarkLeavesQ1(dl, lvis);
|
||
SHM_RecursiveWorldNodeQ1_r(dl, cl.worldmodel->nodes);
|
||
if (!surfonly)
|
||
SHM_ComposeVolume_BruteForce(dl);
|
||
}
|
||
else*/
|
||
{
|
||
SHM_BeginShadowMesh(dl, surfonly);
|
||
SHM_MarkLeavesQ1(dl, lvis);
|
||
SHM_RecursiveWorldNodeQ1_r(dl, cl.worldmodel->nodes);
|
||
}
|
||
break;
|
||
#ifdef Q2BSPS
|
||
case fg_quake2:
|
||
SHM_BeginShadowMesh(dl, surfonly);
|
||
SHM_MarkLeavesQ2(dl, lvis, vvis);
|
||
SHM_RecursiveWorldNodeQ2_r(dl, cl.worldmodel->nodes);
|
||
break;
|
||
#endif
|
||
#ifdef Q3BSPS
|
||
case fg_quake3:
|
||
/*q3 doesn't have edge info*/
|
||
SHM_BeginShadowMesh(dl, true);
|
||
sh_shadowframe++;
|
||
SHM_RecursiveWorldNodeQ3_r(dl, cl.worldmodel->nodes);
|
||
if (!surfonly)
|
||
SHM_ComposeVolume_BruteForce(dl);
|
||
break;
|
||
#endif
|
||
default:
|
||
return NULL;
|
||
}
|
||
|
||
/*generate edge polys for map types that need it (q1/q2)*/
|
||
if (!surfonly)
|
||
{
|
||
SHM_BeginQuads();
|
||
while(firstedge)
|
||
{
|
||
//border
|
||
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position;
|
||
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position;
|
||
|
||
//get positions of v3 and v4 based on the light position
|
||
v3[0] = v1[0] + ( v1[0]-dl->origin[0] )*PROJECTION_DISTANCE;
|
||
v3[1] = v1[1] + ( v1[1]-dl->origin[1] )*PROJECTION_DISTANCE;
|
||
v3[2] = v1[2] + ( v1[2]-dl->origin[2] )*PROJECTION_DISTANCE;
|
||
|
||
v4[0] = v2[0] + ( v2[0]-dl->origin[0] )*PROJECTION_DISTANCE;
|
||
v4[1] = v2[1] + ( v2[1]-dl->origin[1] )*PROJECTION_DISTANCE;
|
||
v4[2] = v2[2] + ( v2[2]-dl->origin[2] )*PROJECTION_DISTANCE;
|
||
|
||
if (edge[firstedge].count > 0)
|
||
{
|
||
SHM_Vertex3fv(v3);
|
||
SHM_Vertex3fv(v4);
|
||
SHM_Vertex3fv(v2);
|
||
SHM_Vertex3fv(v1);
|
||
}
|
||
else
|
||
{
|
||
SHM_Vertex3fv(v1);
|
||
SHM_Vertex3fv(v2);
|
||
SHM_Vertex3fv(v4);
|
||
SHM_Vertex3fv(v3);
|
||
}
|
||
edge[firstedge].count=0;
|
||
|
||
firstedge = edge[firstedge].next;
|
||
}
|
||
SHM_End();
|
||
}
|
||
|
||
return SHM_FinishShadowMesh(dl);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
static qboolean Sh_VisOverlaps(qbyte *v1, qbyte *v2)
|
||
{
|
||
int i, m;
|
||
if (!v2)
|
||
return false;
|
||
m = (cl.worldmodel->numleafs-1)>>3;
|
||
for (i=0 ; i<m ; i++)
|
||
{
|
||
if (v1[i] & v2[i])
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
#if 1
|
||
#define Sh_LeafInView Sh_VisOverlaps
|
||
#else
|
||
static qboolean Sh_LeafInView(qbyte *lightvis, qbyte *vvis)
|
||
{
|
||
int i;
|
||
int m = (cl.worldmodel->numleafs);
|
||
mleaf_t *wl = cl.worldmodel->leafs;
|
||
unsigned char lv;
|
||
|
||
/*we can potentially walk off the end of the leafs, but lightvis shouldn't be set for those*/
|
||
|
||
|
||
for (i = 0; i < m; i += 1<<3)
|
||
{
|
||
lv = lightvis[i>>3];// & vvis[i>>3];
|
||
if (!lv)
|
||
continue;
|
||
if ((lv&0x01) && wl[i+0].visframe == r_visframecount) return true;
|
||
if ((lv&0x02) && wl[i+1].visframe == r_visframecount) return true;
|
||
if ((lv&0x04) && wl[i+2].visframe == r_visframecount) return true;
|
||
if ((lv&0x08) && wl[i+3].visframe == r_visframecount) return true;
|
||
if ((lv&0x10) && wl[i+4].visframe == r_visframecount) return true;
|
||
if ((lv&0x20) && wl[i+5].visframe == r_visframecount) return true;
|
||
if ((lv&0x40) && wl[i+6].visframe == r_visframecount) return true;
|
||
if ((lv&0x80) && wl[i+7].visframe == r_visframecount) return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
#endif
|
||
|
||
typedef struct
|
||
{
|
||
float x;
|
||
float y;
|
||
float width;
|
||
float height;
|
||
double dmin;
|
||
double dmax;
|
||
} srect_t;
|
||
static void Sh_Scissor (srect_t r)
|
||
{
|
||
float xs = vid.pixelwidth / (float)vid.width, ys = vid.pixelheight / (float)vid.height;
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
qglScissor(
|
||
floor(r_refdef.pxrect.x + r.x*r_refdef.pxrect.width),
|
||
floor((r_refdef.pxrect.y + r.y*r_refdef.pxrect.height) - r_refdef.pxrect.height),
|
||
ceil(r.width * r_refdef.pxrect.width),
|
||
ceil(r.height * r_refdef.pxrect.height));
|
||
qglEnable(GL_SCISSOR_TEST);
|
||
|
||
if (qglDepthBoundsEXT)
|
||
{
|
||
qglDepthBoundsEXT(r.dmin, r.dmax);
|
||
qglEnable(GL_DEPTH_BOUNDS_TEST_EXT);
|
||
}
|
||
break;
|
||
#endif
|
||
#ifdef D3D9QUAKE
|
||
case QR_DIRECT3D9:
|
||
{
|
||
RECT rect;
|
||
rect.left = r.x;
|
||
rect.right = r.x + r.width;
|
||
rect.top = r.y;
|
||
rect.bottom = r.y + r.height;
|
||
IDirect3DDevice9_SetScissorRect(pD3DDev9, &rect);
|
||
}
|
||
break;
|
||
#endif
|
||
}
|
||
}
|
||
static void Sh_ScissorOff (void)
|
||
{
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
qglDisable(GL_SCISSOR_TEST);
|
||
if (qglDepthBoundsEXT)
|
||
qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
|
||
break;
|
||
#endif
|
||
#ifdef D3D9QUAKE
|
||
case QR_DIRECT3D9:
|
||
break;
|
||
#endif
|
||
}
|
||
}
|
||
|
||
#if 0
|
||
static qboolean Sh_ScissorForSphere(vec3_t center, float radius, vrect_t *rect)
|
||
{
|
||
/*return false to say that its fully offscreen*/
|
||
|
||
float v[4], tempv[4];
|
||
extern cvar_t temp1;
|
||
int i;
|
||
vrect_t r;
|
||
|
||
radius *= temp1.value;
|
||
|
||
rect->x = 0;
|
||
rect->y = 0;
|
||
rect->width = vid.pixelwidth;
|
||
rect->height = vid.pixelheight;
|
||
|
||
|
||
/*
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
v[3] = 1;
|
||
VectorMA(center, radius, frustum[i].normal, v);
|
||
|
||
tempv[0] = r_refdef.m_view[0]*v[0] + r_refdef.m_view[4]*v[1] + r_refdef.m_view[8]*v[2] + r_refdef.m_view[12]*v[3];
|
||
tempv[1] = r_refdef.m_view[1]*v[0] + r_refdef.m_view[5]*v[1] + r_refdef.m_view[9]*v[2] + r_refdef.m_view[13]*v[3];
|
||
tempv[2] = r_refdef.m_view[2]*v[0] + r_refdef.m_view[6]*v[1] + r_refdef.m_view[10]*v[2] + r_refdef.m_view[14]*v[3];
|
||
tempv[3] = r_refdef.m_view[3]*v[0] + r_refdef.m_view[7]*v[1] + r_refdef.m_view[11]*v[2] + r_refdef.m_view[15]*v[3];
|
||
|
||
product[0] = r_refdef.m_projection[0]*tempv[0] + r_refdef.m_projection[4]*tempv[1] + r_refdef.m_projection[8]*tempv[2] + r_refdef.m_projection[12]*tempv[3];
|
||
product[1] = r_refdef.m_projection[1]*tempv[0] + r_refdef.m_projection[5]*tempv[1] + r_refdef.m_projection[9]*tempv[2] + r_refdef.m_projection[13]*tempv[3];
|
||
product[2] = r_refdef.m_projection[2]*tempv[0] + r_refdef.m_projection[6]*tempv[1] + r_refdef.m_projection[10]*tempv[2] + r_refdef.m_projection[14]*tempv[3];
|
||
product[3] = r_refdef.m_projection[3]*tempv[0] + r_refdef.m_projection[7]*tempv[1] + r_refdef.m_projection[11]*tempv[2] + r_refdef.m_projection[15]*tempv[3];
|
||
|
||
v[0] /= v[3];
|
||
v[1] /= v[3];
|
||
v[2] /= v[3];
|
||
|
||
out[0] = (1+v[0])/2;
|
||
out[1] = (1+v[1])/2;
|
||
out[2] = (1+v[2])/2;
|
||
|
||
r.x
|
||
}
|
||
*/
|
||
return false;
|
||
}
|
||
#endif
|
||
|
||
#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
|
||
static qboolean Sh_ScissorForBox(vec3_t mins, vec3_t maxs, srect_t *r)
|
||
{
|
||
static const edge[12][2] =
|
||
{
|
||
{0, 1}, {0, 2}, {1, 3}, {2, 3},
|
||
{4, 5}, {4, 6}, {5, 7}, {6, 7},
|
||
{0, 4}, {1, 5}, {2, 6}, {3, 7}
|
||
};
|
||
//the box is a simple cube.
|
||
//clip each vert to the near clip plane
|
||
//insert a replacement vertex for edges that cross the nearclip plane where it crosses
|
||
//calc the scissor rect from projecting the verts that survived, plus the clipped edge ones.
|
||
float ncpdist;
|
||
float dist[8];
|
||
int sign[8];
|
||
vec4_t vert[20];
|
||
vec3_t p[8];
|
||
int numverts = 0, i, v1, v2;
|
||
vec4_t v,tv;
|
||
float frac;
|
||
float x,x1,x2,y,y1,y2;
|
||
double z, z1, z2;
|
||
extern cvar_t gl_mindist;
|
||
|
||
r->x = 0;
|
||
r->y = 0;
|
||
r->width = 1;
|
||
r->height = 1;
|
||
r->dmin = 0;
|
||
r->dmax = 1;
|
||
if (0)//!r_shadow_scissor.integer)
|
||
{
|
||
return false;
|
||
}
|
||
/*if view is inside the box, then skip this maths*/
|
||
// if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
|
||
// {
|
||
// return false;
|
||
// }
|
||
|
||
ncpdist = DotProduct(r_refdef.vieworg, vpn) + gl_mindist.value;
|
||
|
||
for (i = 0; i < 8; i++)
|
||
{
|
||
p[i][0] = (i & 1) ? mins[0] : maxs[0];
|
||
p[i][1] = (i & 2) ? mins[1] : maxs[1];
|
||
p[i][2] = (i & 4) ? mins[2] : maxs[2];
|
||
dist[i] = ncpdist - DotProduct(p[i], vpn);
|
||
sign[i] = (dist[i] > 0);
|
||
if (!sign[i])
|
||
{
|
||
VectorCopy(p[i], vert[numverts]);
|
||
numverts++;
|
||
}
|
||
}
|
||
|
||
/*fully clipped by near plane*/
|
||
if (!numverts)
|
||
return true;
|
||
|
||
if (numverts != 8)
|
||
{
|
||
/*crosses near clip plane somewhere*/
|
||
for (i = 0; i < 12; i++)
|
||
{
|
||
v1 = edge[i][0];
|
||
v2 = edge[i][1];
|
||
if (sign[v1] != sign[v2])
|
||
{
|
||
frac = dist[v1] / (dist[v1] - dist[v2]);
|
||
VectorInterpolate(p[v1], frac, p[v2], vert[numverts]);
|
||
numverts++;
|
||
}
|
||
}
|
||
}
|
||
x1 = y1 = z1 = 1;
|
||
x2 = y2 = z2 = -1;
|
||
/*transform each vert to get the screen pos*/
|
||
for (i = 0; i < numverts; i++)
|
||
{
|
||
vert[i][3] = 1;
|
||
Matrix4x4_CM_Transform4(r_refdef.m_view, vert[i], tv);
|
||
Matrix4x4_CM_Transform4(r_refdef.m_projection, tv, v);
|
||
|
||
x = v[0] / v[3];
|
||
y = v[1] / v[3];
|
||
z = (double)v[2] / v[3];
|
||
if (x < x1) x1 = x;
|
||
if (x > x2) x2 = x;
|
||
if (y < y1) y1 = y;
|
||
if (y > y2) y2 = y;
|
||
if (z < z1) z1 = z;
|
||
if (z > z2) z2 = z;
|
||
}
|
||
x1 = (1+x1) / 2;
|
||
x2 = (1+x2) / 2;
|
||
y1 = (1+y1) / 2;
|
||
y2 = (1+y2) / 2;
|
||
z1 = (1+z1) / 2;
|
||
z2 = (1+z2) / 2;
|
||
|
||
if (x1 < 0)
|
||
x1 = 0;
|
||
if (y1 < 0)
|
||
y1 = 0;
|
||
if (x2 < 0)
|
||
x2 = 0;
|
||
if (y2 < 0)
|
||
y2 = 0;
|
||
if (x1 > 1)
|
||
x1 = 1;
|
||
if (y1 > 1)
|
||
y1 = 1;
|
||
if (x2 > 1)
|
||
x2 = 1;
|
||
if (y2 > 1)
|
||
y2 = 1;
|
||
r->x = x1;
|
||
r->y = y1;
|
||
r->width = x2 - r->x;
|
||
r->height = y2 - r->y;
|
||
if (r->width == 0 || r->height == 0)
|
||
return true; //meh
|
||
|
||
r->dmin = z1;
|
||
r->dmax = z2;
|
||
return false;
|
||
}
|
||
|
||
#if 0
|
||
static qboolean Sh_ScissorForBox(vec3_t mins, vec3_t maxs, vrect_t *r)
|
||
{
|
||
int i, ix1, iy1, ix2, iy2;
|
||
float x1, y1, x2, y2, x, y, f;
|
||
vec3_t smins, smaxs;
|
||
vec4_t v, v2;
|
||
|
||
r->x = 0;
|
||
r->y = 0;
|
||
r->width = vid.pixelwidth;
|
||
r->height = vid.pixelheight;
|
||
if (0)//!r_shadow_scissor.integer)
|
||
{
|
||
return false;
|
||
}
|
||
// if view is inside the box, just say yes it's fully visible
|
||
if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
|
||
{
|
||
return false;
|
||
}
|
||
for (i = 0;i < 3;i++)
|
||
{
|
||
if (vpn[i] >= 0)
|
||
{
|
||
v[i] = mins[i];
|
||
v2[i] = maxs[i];
|
||
}
|
||
else
|
||
{
|
||
v[i] = maxs[i];
|
||
v2[i] = mins[i];
|
||
}
|
||
}
|
||
f = DotProduct(vpn, r_refdef.vieworg);
|
||
if (DotProduct(vpn, v2) <= f)
|
||
{
|
||
// entirely behind nearclip plane, entirely obscured
|
||
return true;
|
||
}
|
||
if (DotProduct(vpn, v) >= f)
|
||
{
|
||
// entirely infront of nearclip plane
|
||
x1 = y1 = x2 = y2 = 0;
|
||
for (i = 0;i < 8;i++)
|
||
{
|
||
v[0] = (i & 1) ? mins[0] : maxs[0];
|
||
v[1] = (i & 2) ? mins[1] : maxs[1];
|
||
v[2] = (i & 4) ? mins[2] : maxs[2];
|
||
v[3] = 1.0f;
|
||
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
||
v2[0]*=vid.pixelwidth;
|
||
v2[1]*=vid.pixelheight;
|
||
// GL_TransformToScreen(v, v2);
|
||
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
||
x = v2[0];
|
||
y = v2[1];
|
||
if (i)
|
||
{
|
||
if (x1 > x) x1 = x;
|
||
if (x2 < x) x2 = x;
|
||
if (y1 > y) y1 = y;
|
||
if (y2 < y) y2 = y;
|
||
}
|
||
else
|
||
{
|
||
x1 = x2 = x;
|
||
y1 = y2 = y;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// clipped by nearclip plane
|
||
// this is nasty and crude...
|
||
// create viewspace bbox
|
||
i = 0;
|
||
/*unrolled the first iteration to avoid warnings*/
|
||
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
|
||
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
|
||
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
|
||
v2[0] = DotProduct(v, vright);
|
||
v2[1] = DotProduct(v, vup);
|
||
v2[2] = DotProduct(v, vpn);
|
||
smins[0] = smaxs[0] = v2[0];
|
||
smins[1] = smaxs[1] = v2[1];
|
||
smins[2] = smaxs[2] = v2[2];
|
||
for (i = 1;i < 8;i++)
|
||
{
|
||
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
|
||
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
|
||
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
|
||
v2[0] = DotProduct(v, vright);
|
||
v2[1] = DotProduct(v, vup);
|
||
v2[2] = DotProduct(v, vpn);
|
||
if (smins[0] > v2[0]) smins[0] = v2[0];
|
||
if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
|
||
if (smins[1] > v2[1]) smins[1] = v2[1];
|
||
if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
|
||
if (smins[2] > v2[2]) smins[2] = v2[2];
|
||
if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
|
||
}
|
||
// now we have a bbox in viewspace
|
||
// clip it to the view plane
|
||
if (smins[2] < 1)
|
||
smins[2] = 1;
|
||
// return true if that culled the box
|
||
if (smins[2] >= smaxs[2])
|
||
return true;
|
||
// ok some of it is infront of the view, transform each corner back to
|
||
// worldspace and then to screenspace and make screen rect
|
||
// initialize these variables just to avoid compiler warnings
|
||
x1 = y1 = x2 = y2 = 0;
|
||
for (i = 0;i < 8;i++)
|
||
{
|
||
v2[0] = (i & 1) ? smins[0] : smaxs[0];
|
||
v2[1] = (i & 2) ? smins[1] : smaxs[1];
|
||
v2[2] = (i & 4) ? smins[2] : smaxs[2];
|
||
v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0];
|
||
v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1];
|
||
v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2];
|
||
v[3] = 1.0f;
|
||
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
||
v2[0]*=vid.pixelwidth;
|
||
v2[1]*=vid.pixelheight;
|
||
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
||
x = v2[0];
|
||
y = v2[1];
|
||
if (i)
|
||
{
|
||
if (x1 > x) x1 = x;
|
||
if (x2 < x) x2 = x;
|
||
if (y1 > y) y1 = y;
|
||
if (y2 < y) y2 = y;
|
||
}
|
||
else
|
||
{
|
||
x1 = x2 = x;
|
||
y1 = y2 = y;
|
||
}
|
||
}
|
||
#if 1
|
||
// this code doesn't handle boxes with any points behind view properly
|
||
x1 = 1000;x2 = -1000;
|
||
y1 = 1000;y2 = -1000;
|
||
for (i = 0;i < 8;i++)
|
||
{
|
||
v[0] = (i & 1) ? mins[0] : maxs[0];
|
||
v[1] = (i & 2) ? mins[1] : maxs[1];
|
||
v[2] = (i & 4) ? mins[2] : maxs[2];
|
||
v[3] = 1.0f;
|
||
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
||
v2[0]*=vid.pixelwidth;
|
||
v2[1]*=vid.pixelheight;
|
||
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
||
if (v2[2] > 0)
|
||
{
|
||
x = v2[0];
|
||
y = v2[1];
|
||
|
||
if (x1 > x) x1 = x;
|
||
if (x2 < x) x2 = x;
|
||
if (y1 > y) y1 = y;
|
||
if (y2 < y) y2 = y;
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
ix1 = x1 - 1.0f;
|
||
iy1 = y1 - 1.0f;
|
||
ix2 = x2 + 1.0f;
|
||
iy2 = y2 + 1.0f;
|
||
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
|
||
if (ix1 < r->x) ix1 = r->x;
|
||
if (iy1 < r->y) iy1 = r->y;
|
||
if (ix2 > r->x + r->width) ix2 = r->x + r->width;
|
||
if (iy2 > r->y + r->height) iy2 = r->y + r->height;
|
||
if (ix2 <= ix1 || iy2 <= iy1)
|
||
return true;
|
||
// set up the scissor rectangle
|
||
|
||
r->x = ix1;
|
||
r->y = iy1;
|
||
r->width = ix2 - ix1;
|
||
r->height = iy2 - iy1;
|
||
return false;
|
||
}
|
||
#endif
|
||
|
||
#ifdef GLQUAKE
|
||
#ifdef DBG_COLOURNOTDEPTH
|
||
void GL_BeginRenderBuffer_DepthOnly(texid_t depthtexture)
|
||
{
|
||
if (gl_config.ext_framebuffer_objects)
|
||
{
|
||
if (!shadow_fbo_id)
|
||
{
|
||
int drb;
|
||
qglGenFramebuffersEXT(1, &shadow_fbo_id);
|
||
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
||
|
||
//create an unnamed depth buffer
|
||
// qglGenRenderbuffersEXT(1, &drb);
|
||
// qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, drb);
|
||
// qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_ARB, SHADOWMAP_SIZE*3, SHADOWMAP_SIZE*2);
|
||
// qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, drb);
|
||
|
||
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||
qglReadBuffer(GL_NONE);
|
||
}
|
||
else
|
||
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
||
|
||
if (TEXVALID(depthtexture))
|
||
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, depthtexture.num, 0);
|
||
}
|
||
}
|
||
#else
|
||
void GL_BeginRenderBuffer_DepthOnly(texid_t depthtexture)
|
||
{
|
||
if (gl_config.ext_framebuffer_objects)
|
||
{
|
||
if (!shadow_fbo_id)
|
||
{
|
||
qglGenFramebuffersEXT(1, &shadow_fbo_id);
|
||
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
||
qglDrawBuffer(GL_NONE);
|
||
qglReadBuffer(GL_NONE);
|
||
}
|
||
else
|
||
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
||
|
||
if (TEXVALID(depthtexture))
|
||
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthtexture.num, 0);
|
||
}
|
||
}
|
||
#endif
|
||
void GL_EndRenderBuffer_DepthOnly(texid_t depthtexture, int texsize)
|
||
{
|
||
if (gl_config.ext_framebuffer_objects)
|
||
{
|
||
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||
}
|
||
else
|
||
{
|
||
GL_MTBind(0, GL_TEXTURE_2D, depthtexture);
|
||
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||
}
|
||
}
|
||
|
||
static void Sh_GenShadowFace(dlight_t *l, shadowmesh_t *smesh, int face, float proj[16])
|
||
{
|
||
qboolean oxv;
|
||
vec3_t t1,t2, t3;
|
||
texture_t *tex;
|
||
int tno;
|
||
|
||
int smsize = SHADOWMAP_SIZE;
|
||
|
||
//FIXME: figure out the four lines bounding the light cone by just adding its +forward+/-right+/-up values. if any point towards a plane (and starts outside that plane), and the point of intersection with that line and the frustum side plane is infront of the near clip plane, then that light frustum needs to be rendered...
|
||
switch(face)
|
||
{
|
||
case 0:
|
||
//+x - forward
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, l->axis[0], l->axis[1], l->axis[2], l->origin);
|
||
r_refdef.flipcull = false;
|
||
break;
|
||
case 1:
|
||
//+y - right
|
||
VectorNegate(l->axis[0], t1);
|
||
VectorNegate(l->axis[1], t2);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, t2, t1, l->axis[2], l->origin);
|
||
r_refdef.flipcull = true;
|
||
break;
|
||
case 2:
|
||
//+z - down
|
||
VectorNegate(l->axis[0], t1);
|
||
VectorNegate(l->axis[2], t2);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, t2, l->axis[1], t1, l->origin);
|
||
r_refdef.flipcull = true;
|
||
break;
|
||
case 3:
|
||
//-x - back
|
||
VectorNegate(l->axis[0], t1);
|
||
VectorNegate(l->axis[1], t2);
|
||
VectorNegate(l->axis[2], t3);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, t1, l->axis[1], l->axis[2], l->origin);
|
||
r_refdef.flipcull = true;
|
||
break;
|
||
case 4:
|
||
//-y - left
|
||
VectorNegate(l->axis[1], t1);
|
||
VectorNegate(l->axis[0], t2);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, l->axis[1], t2, l->axis[2], l->origin);
|
||
r_refdef.flipcull = false;
|
||
break;
|
||
case 5:
|
||
//-z - up
|
||
VectorNegate(l->axis[0], t2);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, l->axis[2], l->axis[1], t2, l->origin);
|
||
r_refdef.flipcull = false;
|
||
break;
|
||
}
|
||
|
||
if (l->fov)
|
||
qglViewport (0, 0, smsize, smsize);
|
||
else
|
||
{
|
||
qglViewport ((face%3 * smsize), ((face>=3)*smsize), smsize, smsize);
|
||
}
|
||
|
||
//fixme
|
||
GL_CullFace(0);
|
||
R_SetFrustum(proj, r_refdef.m_view);
|
||
|
||
#ifdef DBG_COLOURNOTDEPTH
|
||
BE_SelectMode(BEM_STANDARD);
|
||
#else
|
||
BE_SelectMode(BEM_DEPTHONLY);
|
||
#endif
|
||
/*shadow meshes are always drawn as an external view*/
|
||
oxv = r_refdef.externalview;
|
||
r_refdef.externalview = true;
|
||
|
||
BE_SelectEntity(&r_worldentity);
|
||
|
||
for (tno = 0; tno < smesh->numbatches; tno++)
|
||
{
|
||
if (!smesh->batches[tno].count)
|
||
continue;
|
||
tex = cl.worldmodel->shadowbatches[tno].tex;
|
||
if (tex->shader->flags & SHADER_NODLIGHT)
|
||
continue;
|
||
BE_DrawMesh_List(tex->shader, smesh->batches[tno].count, smesh->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, &tex->shader->defaulttextures, 0);
|
||
}
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
GLBE_BaseEntTextures();
|
||
break;
|
||
#endif
|
||
#ifdef D3D9QUAKE
|
||
case QR_DIRECT3D9:
|
||
D3D9BE_BaseEntTextures();
|
||
break;
|
||
#endif
|
||
}
|
||
|
||
r_refdef.externalview = oxv;
|
||
|
||
/*
|
||
{
|
||
int i;
|
||
static float depth[SHADOWMAP_SIZE*SHADOWMAP_SIZE];
|
||
qglReadPixels(0, 0, smsize, smsize,
|
||
GL_DEPTH_COMPONENT, GL_FLOAT, depth);
|
||
for (i = SHADOWMAP_SIZE*SHADOWMAP_SIZE; i --> 0; )
|
||
{
|
||
if (depth[i] == 1)
|
||
*((unsigned int*)depth+i) = 0;
|
||
else
|
||
*((unsigned int*)depth+i) = 0xff000000|((((unsigned char)(int)(depth[i]*128)))*0x10101);
|
||
}
|
||
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
|
||
smsize, smsize, 0,
|
||
GL_RGBA, GL_UNSIGNED_BYTE, depth);
|
||
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||
}
|
||
*/
|
||
}
|
||
|
||
void Sh_GenShadowMap (dlight_t *l, qbyte *lvis)
|
||
{
|
||
int f;
|
||
int smsize = SHADOWMAP_SIZE;
|
||
float oproj[16], oview[16];
|
||
shadowmesh_t *smesh;
|
||
int isspot = (l->fov != 0);
|
||
|
||
if (!TEXVALID(shadowmap[isspot]))
|
||
{
|
||
if (isspot)
|
||
{
|
||
shadowmap[isspot] = GL_AllocNewTexture("***shadowmap***", smsize, smsize, 0);
|
||
GL_MTBind(0, GL_TEXTURE_2D, shadowmap[isspot]);
|
||
#ifdef DBG_COLOURNOTDEPTH
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, smsize, smsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||
#else
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32_ARB, smsize, smsize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
||
#endif
|
||
}
|
||
else
|
||
{
|
||
shadowmap[isspot] = GL_AllocNewTexture("***shadowmap***", smsize*3, smsize*2, 0);
|
||
GL_MTBind(0, GL_TEXTURE_2D, shadowmap[isspot]);
|
||
#ifdef DBG_COLOURNOTDEPTH
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, smsize*3, smsize*2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||
#else
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32_ARB, smsize*3, smsize*2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
||
#endif
|
||
}
|
||
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
#if 1//def DBG_COLOURNOTDEPTH
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||
#else
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
#endif
|
||
|
||
//in case we're using shadow samplers
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
||
}
|
||
|
||
smesh = SHM_BuildShadowMesh(l, lvis, NULL, true);
|
||
|
||
/*set framebuffer*/
|
||
GL_BeginRenderBuffer_DepthOnly(shadowmap[isspot]);
|
||
GLBE_SetupForShadowMap(shadowmap[isspot]);
|
||
|
||
qglViewport(0, 0, smsize*3, smsize*2);
|
||
qglClear (GL_DEPTH_BUFFER_BIT);
|
||
#ifdef DBG_COLOURNOTDEPTH
|
||
qglClearColor(0,1,0,1);
|
||
qglClear (GL_COLOR_BUFFER_BIT);
|
||
#endif
|
||
|
||
memcpy(oproj, r_refdef.m_projection, sizeof(oproj));
|
||
memcpy(oview, r_refdef.m_view, sizeof(oview));
|
||
if (l->fov)
|
||
{
|
||
Matrix4x4_CM_Projection_Far(r_refdef.m_projection, l->fov, l->fov, nearplane, l->radius);
|
||
qglMatrixMode(GL_PROJECTION);
|
||
qglLoadMatrixf(r_refdef.m_projection);
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
|
||
/*single face*/
|
||
Sh_GenShadowFace(l, smesh, 0, r_refdef.m_projection);
|
||
}
|
||
else
|
||
{
|
||
Matrix4x4_CM_Projection_Far(r_refdef.m_projection, 90, 90, nearplane, l->radius);
|
||
qglMatrixMode(GL_PROJECTION);
|
||
qglLoadMatrixf(r_refdef.m_projection);
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
|
||
/*generate faces*/
|
||
for (f = 0; f < 6; f++)
|
||
{
|
||
Sh_GenShadowFace(l, smesh, f, r_refdef.m_projection);
|
||
}
|
||
}
|
||
/*end framebuffer*/
|
||
GL_EndRenderBuffer_DepthOnly(shadowmap[isspot], smsize);
|
||
|
||
memcpy(r_refdef.m_view, oview, sizeof(r_refdef.m_view));
|
||
memcpy(r_refdef.m_projection, oproj, sizeof(r_refdef.m_projection));
|
||
|
||
qglDisable(GL_POLYGON_OFFSET_FILL);
|
||
|
||
qglMatrixMode(GL_PROJECTION);
|
||
qglLoadMatrixf(r_refdef.m_projection);
|
||
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
qglLoadMatrixf(r_refdef.m_view);
|
||
|
||
qglViewport(r_refdef.pxrect.x, vid.pixelheight - r_refdef.pxrect.y, r_refdef.pxrect.width, r_refdef.pxrect.height);
|
||
|
||
R_SetFrustum(r_refdef.m_projection, r_refdef.m_view);
|
||
}
|
||
|
||
static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour, qbyte *vvis)
|
||
{
|
||
int ve;
|
||
vec3_t mins, maxs;
|
||
qbyte *lvis;
|
||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
srect_t rect;
|
||
|
||
if (R_CullSphere(l->origin, l->radius))
|
||
{
|
||
bench.numfrustumculled++;
|
||
return; //this should be the more common case
|
||
}
|
||
|
||
mins[0] = l->origin[0] - l->radius;
|
||
mins[1] = l->origin[1] - l->radius;
|
||
mins[2] = l->origin[2] - l->radius;
|
||
|
||
maxs[0] = l->origin[0] + l->radius;
|
||
maxs[1] = l->origin[1] + l->radius;
|
||
maxs[2] = l->origin[2] + l->radius;
|
||
|
||
if (Sh_ScissorForBox(mins, maxs, &rect))
|
||
{
|
||
bench.numscissorculled++;
|
||
return;
|
||
}
|
||
|
||
if (vvis)
|
||
{
|
||
if (l->worldshadowmesh)
|
||
{
|
||
lvis = l->worldshadowmesh->litleaves;
|
||
//fixme: check head node first?
|
||
if (!Sh_LeafInView(l->worldshadowmesh->litleaves, vvis))
|
||
{
|
||
bench.numpvsculled++;
|
||
return;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
int leaf;
|
||
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, l->origin);
|
||
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
||
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
||
{
|
||
bench.numpvsculled++;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
lvis = NULL;
|
||
|
||
Sh_ScissorOff();
|
||
|
||
Sh_GenShadowMap(l, lvis);
|
||
|
||
bench.numlights++;
|
||
|
||
//may as well use scissors
|
||
Sh_Scissor(rect);
|
||
|
||
ve = 0;
|
||
|
||
BE_SelectEntity(&r_worldentity);
|
||
|
||
GLBE_SelectDLight(l, colour);
|
||
BE_SelectMode(l->fov?BEM_SMAPLIGHTSPOT:BEM_SMAPLIGHT);
|
||
Sh_DrawEntLighting(l, colour);
|
||
|
||
}
|
||
#endif
|
||
|
||
|
||
|
||
|
||
// warning: <20>Sh_WorldLightingPass<73> defined but not used
|
||
/*
|
||
static void Sh_WorldLightingPass(void)
|
||
{
|
||
msurface_t *s;
|
||
int i;
|
||
int ve;
|
||
|
||
ve = 0;
|
||
for (i = 0; i < cl.worldmodel->numsurfaces; i++)
|
||
{
|
||
s = &cl.worldmodel->surfaces[i];
|
||
if(s->visframe != r_framecount)
|
||
continue;
|
||
|
||
if (ve != s->texinfo->texture->vbo.vboe)
|
||
{
|
||
ve = s->texinfo->texture->vbo.vboe;
|
||
|
||
GL_SelectVBO(s->texinfo->texture->vbo.vbocoord);
|
||
GL_SelectEBO(s->texinfo->texture->vbo.vboe);
|
||
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), s->texinfo->texture->vbo.coord);
|
||
}
|
||
qglDrawRangeElements(GL_TRIANGLES, s->mesh->vbofirstvert, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, (index_t*)(s->mesh->vbofirstelement*sizeof(index_t)));
|
||
RQuantAdd(RQUANT_LITFACES, s->mesh->numindexes);
|
||
}
|
||
}
|
||
*/
|
||
|
||
/*
|
||
draws faces facing the light
|
||
Note: Backend mode must have been selected in advance, as must the light to light from
|
||
*/
|
||
static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
|
||
{
|
||
int tno;
|
||
texture_t *tex;
|
||
shadowmesh_t *sm;
|
||
|
||
sm = light->worldshadowmesh;
|
||
if (light->rebuildcache)
|
||
sm = &sh_tempshmesh;
|
||
if (sm)
|
||
{
|
||
for (tno = 0; tno < sm->numbatches; tno++)
|
||
{
|
||
if (!sm->batches[tno].count)
|
||
continue;
|
||
tex = cl.worldmodel->shadowbatches[tno].tex;
|
||
if (tex->shader->flags & SHADER_NODLIGHT)
|
||
continue;
|
||
BE_DrawMesh_List(tex->shader, sm->batches[tno].count, sm->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, &tex->shader->defaulttextures, 0);
|
||
}
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
GLBE_BaseEntTextures();
|
||
break;
|
||
#endif
|
||
#ifdef D3D9QUAKE
|
||
case QR_DIRECT3D9:
|
||
D3D9BE_BaseEntTextures();
|
||
break;
|
||
#endif
|
||
}
|
||
}
|
||
}
|
||
|
||
/*Fixme: this is brute forced*/
|
||
#ifdef warningmsg
|
||
#pragma warningmsg("brush shadows are bruteforced")
|
||
#endif
|
||
static void Sh_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
|
||
{
|
||
#ifdef GLQUAKE
|
||
int v;
|
||
float *v1, *v2;
|
||
vec3_t v3, v4;
|
||
vec3_t lightorg;
|
||
|
||
int i;
|
||
model_t *model;
|
||
msurface_t *surf;
|
||
|
||
if (BE_LightCullModel(e->origin, e->model))
|
||
return;
|
||
|
||
RotateLightVector((void *)e->axis, e->origin, dl->origin, lightorg);
|
||
|
||
BE_SelectEntity(e);
|
||
|
||
GL_DeselectVAO();
|
||
GL_SelectVBO(0);
|
||
GL_SelectEBO(0);
|
||
qglEnableClientState(GL_VERTEX_ARRAY);
|
||
|
||
GLBE_PushOffsetShadow(true);
|
||
|
||
model = e->model;
|
||
surf = model->surfaces+model->firstmodelsurface;
|
||
for (i = 0; i < model->nummodelsurfaces; i++, surf++)
|
||
{
|
||
if (surf->flags & SURF_PLANEBACK)
|
||
{//inverted normal.
|
||
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1)
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
|
||
continue;
|
||
}
|
||
|
||
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
{ // no shadows
|
||
continue;
|
||
}
|
||
|
||
if (!surf->mesh)
|
||
continue;
|
||
|
||
//front face
|
||
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), surf->mesh->xyz_array);
|
||
qglDrawArrays(GL_POLYGON, 0, surf->mesh->numvertexes);
|
||
// qglDrawRangeElements(GL_TRIANGLES, 0, surf->mesh->numvertexes, surf->mesh->numindexes, GL_INDEX_TYPE, surf->mesh->indexes);
|
||
RQuantAdd(RQUANT_SHADOWFACES, surf->mesh->numvertexes);
|
||
|
||
for (v = 0; v < surf->mesh->numvertexes; v++)
|
||
{
|
||
//border
|
||
v1 = surf->mesh->xyz_array[v];
|
||
v2 = surf->mesh->xyz_array[( v+1 )%surf->mesh->numvertexes];
|
||
|
||
//get positions of v3 and v4 based on the light position
|
||
v3[0] = ( v1[0]-lightorg[0] );
|
||
v3[1] = ( v1[1]-lightorg[1] );
|
||
v3[2] = ( v1[2]-lightorg[2] );
|
||
VectorNormalizeFast(v3);
|
||
VectorScale(v3, PROJECTION_DISTANCE, v3);
|
||
|
||
v4[0] = ( v2[0]-lightorg[0] );
|
||
v4[1] = ( v2[1]-lightorg[1] );
|
||
v4[2] = ( v2[2]-lightorg[2] );
|
||
VectorNormalizeFast(v4);
|
||
VectorScale(v4, PROJECTION_DISTANCE, v4);
|
||
|
||
//Now draw the quad from the two verts to the projected light
|
||
//verts
|
||
qglBegin( GL_QUAD_STRIP );
|
||
qglVertex3fv(v1);
|
||
qglVertex3f (v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
|
||
qglVertex3fv(v2);
|
||
qglVertex3f (v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2]);
|
||
qglEnd();
|
||
}
|
||
|
||
//back
|
||
//the same applies as earlier
|
||
qglBegin(GL_POLYGON);
|
||
for (v = surf->mesh->numvertexes-1; v >=0; v--)
|
||
{
|
||
v1 = surf->mesh->xyz_array[v];
|
||
v3[0] = (v1[0]-lightorg[0]);
|
||
v3[1] = (v1[1]-lightorg[1]);
|
||
v3[2] = (v1[2]-lightorg[2]);
|
||
VectorNormalizeFast(v3);
|
||
VectorScale(v3, PROJECTION_DISTANCE, v3);
|
||
|
||
qglVertex3f(v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
|
||
}
|
||
qglEnd();
|
||
}
|
||
|
||
GLBE_PushOffsetShadow(false);
|
||
#endif
|
||
}
|
||
|
||
|
||
/*when this is called, the gl state has been set up to draw the stencil volumes using whatever extensions we have
|
||
if secondside is set, then the gpu sucks and we're drawing stuff the slow 2-pass way, and this is the second pass.
|
||
*/
|
||
static void Sh_DrawStencilLightShadows(dlight_t *dl, qbyte *lvis, qbyte *vvis, qboolean secondside)
|
||
{
|
||
extern cvar_t gl_part_flame;
|
||
int i;
|
||
struct shadowmesh_s *sm;
|
||
entity_t *ent;
|
||
|
||
sm = SHM_BuildShadowMesh(dl, lvis, vvis, false);
|
||
if (!sm)
|
||
Sh_DrawBrushModelShadow(dl, &r_worldentity);
|
||
else
|
||
{
|
||
switch (qrenderer)
|
||
{
|
||
#ifdef D3D9QUAKE
|
||
case QR_DIRECT3D9:
|
||
D3D9BE_RenderShadowBuffer(sm->numverts, sm->d3d_vbuffer, sm->numindicies, sm->d3d_ibuffer);
|
||
break;
|
||
#endif
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
GLBE_RenderShadowBuffer(sm->numverts, sm->vebo[0], sm->verts, sm->numindicies, sm->vebo[1], sm->indicies);
|
||
break;
|
||
#endif
|
||
}
|
||
}
|
||
if (!r_drawentities.value)
|
||
return;
|
||
|
||
#ifdef GLQUAKE
|
||
if (gl_config.nofixedfunc)
|
||
return; /*hackzone*/
|
||
#endif
|
||
|
||
// draw sprites seperately, because of alpha blending
|
||
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
{
|
||
ent = &cl_visedicts[i];
|
||
|
||
if (ent->flags & (RF_NOSHADOW|Q2RF_BEAM))
|
||
continue;
|
||
|
||
{
|
||
if (ent->keynum == dl->key && ent->keynum)
|
||
continue;
|
||
}
|
||
if (!ent->model)
|
||
continue;
|
||
|
||
if (cls.allow_anyparticles) //allowed or static
|
||
{
|
||
if (ent->model->engineflags & MDLF_ENGULPHS)
|
||
{
|
||
if (gl_part_flame.value)
|
||
continue;
|
||
}
|
||
}
|
||
|
||
switch (ent->model->type)
|
||
{
|
||
case mod_alias:
|
||
R_DrawGAliasShadowVolume (ent, dl->origin, dl->radius);
|
||
break;
|
||
|
||
case mod_brush:
|
||
Sh_DrawBrushModelShadow (dl, ent);
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
BE_SelectEntity(&r_worldentity);
|
||
}
|
||
|
||
//draws a light using stencil shadows.
|
||
//redraws world geometry up to 3 times per light...
|
||
static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
||
{
|
||
int sref;
|
||
int leaf;
|
||
qbyte *lvis;
|
||
srect_t rect;
|
||
|
||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
|
||
vec3_t mins;
|
||
vec3_t maxs;
|
||
|
||
if (R_CullSphere(dl->origin, dl->radius))
|
||
{
|
||
bench.numfrustumculled++;
|
||
return false; //this should be the more common case
|
||
}
|
||
|
||
mins[0] = dl->origin[0] - dl->radius;
|
||
mins[1] = dl->origin[1] - dl->radius;
|
||
mins[2] = dl->origin[2] - dl->radius;
|
||
|
||
maxs[0] = dl->origin[0] + dl->radius;
|
||
maxs[1] = dl->origin[1] + dl->radius;
|
||
maxs[2] = dl->origin[2] + dl->radius;
|
||
|
||
if (!dl->rebuildcache)
|
||
{
|
||
//fixme: check head node first?
|
||
if (!Sh_LeafInView(dl->worldshadowmesh->litleaves, vvis))
|
||
{
|
||
bench.numpvsculled++;
|
||
return false;
|
||
}
|
||
lvis = NULL;
|
||
}
|
||
else
|
||
{
|
||
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
||
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
||
|
||
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
||
{
|
||
bench.numpvsculled++;
|
||
return false;
|
||
}
|
||
}
|
||
|
||
//sets up the gl scissor (and culls to view)
|
||
if (Sh_ScissorForBox(mins, maxs, &rect))
|
||
{
|
||
bench.numscissorculled++;
|
||
return false; //this doesn't cull often.
|
||
}
|
||
bench.numlights++;
|
||
|
||
BE_SelectDLight(dl, colour);
|
||
BE_SelectMode(BEM_STENCIL);
|
||
|
||
//The backend doesn't maintain scissor state.
|
||
//The backend doesn't maintain stencil test state either - it needs to be active for more than just stencils, or disabled. its awkward.
|
||
Sh_Scissor(rect);
|
||
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
{
|
||
int sfrontfail;
|
||
int sbackfail;
|
||
qglEnable(GL_STENCIL_TEST);
|
||
|
||
//FIXME: is it practical to test to see if scissors allow not clearing the stencil buffer?
|
||
|
||
/*we don't need all that much stencil buffer depth, and if we don't get enough or have dodgy volumes, wrap if we can*/
|
||
#ifdef I_LIVE_IN_A_FREE_COUNTRY
|
||
sref = 0;
|
||
sbackfail = GL_INCR;
|
||
sfrontfail = GL_DECR;
|
||
if (gl_config.ext_stencil_wrap)
|
||
{ //minimise damage...
|
||
sbackfail = GL_INCR_WRAP_EXT;
|
||
sdecrw = GL_DECR_WRAP_EXT;
|
||
}
|
||
#else
|
||
sref = (1<<gl_stencilbits)-1; /*this is halved for two-sided stencil support, just in case there's no wrap support*/
|
||
sbackfail = GL_DECR;
|
||
sfrontfail = GL_INCR;
|
||
if (gl_config.ext_stencil_wrap)
|
||
{ //minimise damage...
|
||
sbackfail = GL_DECR_WRAP_EXT;
|
||
sfrontfail = GL_INCR_WRAP_EXT;
|
||
}
|
||
#endif
|
||
//our stencil writes.
|
||
if (gl_config.arb_depth_clamp)
|
||
qglEnable(GL_DEPTH_CLAMP_ARB);
|
||
|
||
#if 0 //def _DEBUG
|
||
// if (r_shadows.value == 666) //testing (visible shadow volumes)
|
||
{
|
||
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||
qglColor3f(dl->color[0], dl->color[1], dl->color[2]);
|
||
qglDisable(GL_STENCIL_TEST);
|
||
qglEnable(GL_POLYGON_OFFSET_FILL);
|
||
qglPolygonOffset(-1, -1);
|
||
// qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
qglDisable(GL_POLYGON_OFFSET_FILL);
|
||
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
}
|
||
#endif
|
||
|
||
if (qglStencilOpSeparateATI)
|
||
{
|
||
sref/=2;
|
||
qglClearStencil(sref);
|
||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||
GL_CullFace(0);
|
||
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0);
|
||
|
||
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sbackfail, GL_KEEP);
|
||
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sfrontfail, GL_KEEP);
|
||
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
||
|
||
GL_CullFace(SHADER_CULL_FRONT);
|
||
|
||
qglStencilFunc(GL_EQUAL, sref, ~0);
|
||
}
|
||
else if (qglActiveStencilFaceEXT)
|
||
{
|
||
sref/=2;
|
||
/*personally I prefer the ATI way (nvidia method)*/
|
||
qglClearStencil(sref);
|
||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||
GL_CullFace(0);
|
||
|
||
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
||
|
||
qglActiveStencilFaceEXT(GL_BACK);
|
||
qglStencilOp(GL_KEEP, sbackfail, GL_KEEP);
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
||
|
||
qglActiveStencilFaceEXT(GL_FRONT);
|
||
qglStencilOp(GL_KEEP, sfrontfail, GL_KEEP);
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
||
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
|
||
qglActiveStencilFaceEXT(GL_BACK);
|
||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
||
|
||
qglActiveStencilFaceEXT(GL_FRONT);
|
||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||
qglStencilFunc(GL_EQUAL, sref, ~0 );
|
||
|
||
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
||
}
|
||
else //your graphics card sucks and lacks efficient stencil shadow techniques.
|
||
{ //centered around 0. Will only be increased then decreased less.
|
||
qglClearStencil(sref);
|
||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0);
|
||
|
||
GL_CullFace(SHADER_CULL_BACK);
|
||
qglStencilOp(GL_KEEP, sbackfail, GL_KEEP);
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
|
||
GL_CullFace(SHADER_CULL_FRONT);
|
||
qglStencilOp(GL_KEEP, sfrontfail, GL_KEEP);
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, true);
|
||
|
||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||
qglStencilFunc(GL_EQUAL, sref, ~0);
|
||
}
|
||
if (gl_config.arb_depth_clamp)
|
||
qglDisable(GL_DEPTH_CLAMP_ARB);
|
||
//end stencil writing.
|
||
|
||
BE_SelectMode(BEM_LIGHT);
|
||
Sh_DrawEntLighting(dl, colour);
|
||
qglDisable(GL_STENCIL_TEST);
|
||
qglStencilFunc( GL_ALWAYS, 0, ~0 );
|
||
}
|
||
break;
|
||
#endif
|
||
#ifdef D3D9QUAKE
|
||
case QR_DIRECT3D9:
|
||
sref = (1<<8)-1;
|
||
sref/=2;
|
||
|
||
/*clear the stencil buffer*/
|
||
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_STENCIL, D3DCOLOR_XRGB(0, 0, 0), 1.0f, sref);
|
||
|
||
/*set up 2-sided stenciling*/
|
||
D3D9BE_Cull(0);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILENABLE, true);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_TWOSIDEDSTENCILMODE, true);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_INCR);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
|
||
|
||
/*draw the shadows*/
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
|
||
//disable stencil writing, switch culling back to normal
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_TWOSIDEDSTENCILMODE, false);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_EQUAL);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILREF, sref);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILMASK, ~0);
|
||
|
||
/*draw the light*/
|
||
BE_SelectMode(BEM_LIGHT);
|
||
Sh_DrawEntLighting(dl, colour);
|
||
|
||
/*okay, no more stencil stuff*/
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILENABLE, false);
|
||
break;
|
||
#endif
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
||
{
|
||
vec3_t mins, maxs;
|
||
srect_t rect;
|
||
|
||
if (R_CullSphere(dl->origin, dl->radius))
|
||
{
|
||
bench.numfrustumculled++;
|
||
return; //this should be the more common case
|
||
}
|
||
|
||
if (!dl->rebuildcache)
|
||
{
|
||
//fixme: check head node first?
|
||
if (!Sh_LeafInView(dl->worldshadowmesh->litleaves, vvis))
|
||
{
|
||
bench.numpvsculled++;
|
||
return;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
int leaf;
|
||
qbyte *lvis;
|
||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
|
||
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
||
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
||
|
||
SHM_BuildShadowMesh(dl, lvis, vvis, true);
|
||
|
||
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
||
{
|
||
bench.numpvsculled++;
|
||
return;
|
||
}
|
||
}
|
||
|
||
mins[0] = dl->origin[0] - dl->radius;
|
||
mins[1] = dl->origin[1] - dl->radius;
|
||
mins[2] = dl->origin[2] - dl->radius;
|
||
|
||
maxs[0] = dl->origin[0] + dl->radius;
|
||
maxs[1] = dl->origin[1] + dl->radius;
|
||
maxs[2] = dl->origin[2] + dl->radius;
|
||
|
||
|
||
//sets up the gl scissor (actually just culls to view)
|
||
if (Sh_ScissorForBox(mins, maxs, &rect))
|
||
{
|
||
bench.numscissorculled++;
|
||
return; //was culled.
|
||
}
|
||
|
||
//should we actually scissor here? there's not really much point I suppose.
|
||
Sh_ScissorOff();
|
||
|
||
bench.numlights++;
|
||
|
||
BE_SelectDLight(dl, colour);
|
||
BE_SelectMode(BEM_LIGHT);
|
||
Sh_DrawEntLighting(dl, colour);
|
||
}
|
||
|
||
void GLBE_SubmitMeshes (qboolean drawworld, int start, int stop);
|
||
void GLBE_RenderToTexture(texid_t sourcecol, texid_t sourcedepth, texid_t destcol, qboolean usedepth);
|
||
|
||
void Sh_DrawCrepuscularLight(dlight_t *dl, float *colours)
|
||
{
|
||
#ifdef GLQUAKE
|
||
static mesh_t mesh;
|
||
static vecV_t xyz[4] =
|
||
{
|
||
{-1,-1,-1},
|
||
{-1,1,-1},
|
||
{1,1,-1},
|
||
{1,-1,-1}
|
||
};
|
||
static vec2_t tc[4] =
|
||
{
|
||
{0,0},
|
||
{0,1},
|
||
{1,1},
|
||
{1,0}
|
||
};
|
||
static index_t idx[6] =
|
||
{
|
||
0,1,2,
|
||
0,2,3
|
||
};
|
||
if (qrenderer != QR_OPENGL)
|
||
return;
|
||
|
||
mesh.numindexes = 6;
|
||
mesh.numvertexes = 4;
|
||
mesh.xyz_array = xyz;
|
||
mesh.st_array = tc;
|
||
mesh.indexes = idx;
|
||
|
||
/*
|
||
a crepuscular light (seriously, that's the correct spelling) is one that gives 'god rays', rather than regular light.
|
||
our implementation doesn't cast shadows. this allows it to actually be outside the map, and to shine through cloud layers in the sky.
|
||
we could cast shadows if the light was actually inside, I suppose.
|
||
Anyway, its done using an FBO, where everything but the sky is black (stuff that occludes the sky is black too).
|
||
which is then blitted onto the screen in 2d-space.
|
||
*/
|
||
|
||
/*requires an FBO, as stated above*/
|
||
if (!gl_config.ext_framebuffer_objects)
|
||
return;
|
||
|
||
//fixme: we should add an extra few pixels each side to the fbo, to avoid too much weirdness at screen edges.
|
||
|
||
if (!crepuscular_texture_id.num)
|
||
{
|
||
/*FIXME: requires npot*/
|
||
crepuscular_shader = R_RegisterShader("crepuscular_screen",
|
||
"{\n"
|
||
"program crepuscular_rays\n"
|
||
"{\n"
|
||
"map $sourcecolour\n"
|
||
"blend add\n"
|
||
"}\n"
|
||
"}\n"
|
||
);
|
||
|
||
crepuscular_texture_id = GL_AllocNewTexture("***crepusculartexture***", vid.pixelwidth, vid.pixelheight, 0);
|
||
GL_MTBind(0, GL_TEXTURE_2D, crepuscular_texture_id);
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||
}
|
||
|
||
Sh_ScissorOff();
|
||
|
||
GLBE_RenderToTexture(r_nulltex, r_nulltex, crepuscular_texture_id, false);
|
||
|
||
BE_SelectMode(BEM_CREPUSCULAR);
|
||
BE_SelectDLight(dl, colours);
|
||
GLBE_SubmitMeshes(true, SHADER_SORT_PORTAL, SHADER_SORT_BLEND);
|
||
|
||
GLBE_RenderToTexture(crepuscular_texture_id, r_nulltex, r_nulltex, false);
|
||
|
||
BE_SelectMode(BEM_STANDARD);
|
||
|
||
GLBE_DrawMesh_Single(crepuscular_shader, &mesh, NULL, &crepuscular_shader->defaulttextures, 0);
|
||
|
||
GLBE_RenderToTexture(r_nulltex, r_nulltex, r_nulltex, false);
|
||
#endif
|
||
}
|
||
|
||
void Sh_PurgeShadowMeshes(void)
|
||
{
|
||
dlight_t *dl;
|
||
int i;
|
||
for (dl = cl_dlights, i=0; i<cl_maxdlights; i++, dl++)
|
||
{
|
||
if (dl->worldshadowmesh)
|
||
{
|
||
SH_FreeShadowMesh(dl->worldshadowmesh);
|
||
dl->worldshadowmesh = NULL;
|
||
}
|
||
}
|
||
}
|
||
|
||
void Sh_PreGenerateLights(void)
|
||
{
|
||
unsigned int ignoreflags;
|
||
dlight_t *dl;
|
||
qboolean shadow;
|
||
int leaf;
|
||
qbyte *lvis;
|
||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
int i;
|
||
|
||
ignoreflags = (r_shadow_realtime_world.value?LFLAG_REALTIMEMODE:LFLAG_NORMALMODE);
|
||
|
||
for (dl = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, dl++)
|
||
{
|
||
if (!dl->radius)
|
||
continue; //dead
|
||
|
||
if (!(dl->flags & ignoreflags))
|
||
continue;
|
||
|
||
if (dl->flags & LFLAG_CREPUSCULAR)
|
||
continue;
|
||
else if (((!dl->die)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || dl->flags & LFLAG_NOSHADOWS)
|
||
shadow = false;
|
||
else if (dl->flags & LFLAG_SHADOWMAP)
|
||
shadow = false;
|
||
else
|
||
shadow = true;
|
||
|
||
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
||
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
||
|
||
SHM_BuildShadowMesh(dl, lvis, NULL, !shadow);
|
||
}
|
||
}
|
||
|
||
void Com_ParseVector(char *str, vec3_t out)
|
||
{
|
||
str = COM_Parse(str);
|
||
out[0] = atof(com_token);
|
||
str = COM_Parse(str);
|
||
out[1] = atof(com_token);
|
||
str = COM_Parse(str);
|
||
out[2] = atof(com_token);
|
||
}
|
||
|
||
void Sh_DrawLights(qbyte *vis)
|
||
{
|
||
vec3_t colour;
|
||
dlight_t *dl;
|
||
int i;
|
||
unsigned int ignoreflags;
|
||
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_dlight;
|
||
extern cvar_t r_shadow_realtime_world_shadows, r_shadow_realtime_dlight_shadows;
|
||
extern cvar_t r_sun_dir, r_sun_colour;
|
||
extern cvar_t r_shadow_shadowmapping;
|
||
|
||
if (!r_shadow_realtime_world.ival && !r_shadow_realtime_dlight.ival)
|
||
{
|
||
return;
|
||
}
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
/*no stencil?*/
|
||
/*if (!gl_config.arb_shader_objects)
|
||
{
|
||
Con_Printf("Missing GL extensions: switching off realtime lighting.\n");
|
||
r_shadow_realtime_world.ival = 0;
|
||
r_shadow_realtime_dlight.ival = 0;
|
||
return;
|
||
}*/
|
||
break;
|
||
#endif
|
||
#ifdef D3D9QUAKE
|
||
case QR_DIRECT3D9:
|
||
#ifdef GLQUAKE
|
||
//the code still has a lot of ifdefs, so will crash if you try it in a merged build.
|
||
//its not really usable in d3d-only builds either, so no great loss.
|
||
return;
|
||
#endif
|
||
break;
|
||
#endif
|
||
default:
|
||
return;
|
||
}
|
||
|
||
ignoreflags = (r_shadow_realtime_world.value?LFLAG_REALTIMEMODE:LFLAG_NORMALMODE);
|
||
|
||
for (dl = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, dl++)
|
||
{
|
||
if (!dl->radius)
|
||
continue; //dead
|
||
|
||
if (!(dl->flags & ignoreflags))
|
||
continue;
|
||
|
||
colour[0] = dl->color[0];
|
||
colour[1] = dl->color[1];
|
||
colour[2] = dl->color[2];
|
||
if (dl->style)
|
||
{
|
||
if (cl_lightstyle[dl->style-1].colour & 1)
|
||
colour[0] *= d_lightstylevalue[dl->style-1]/255.0f;
|
||
else
|
||
colour[0] = 0;
|
||
if (cl_lightstyle[dl->style-1].colour & 2)
|
||
colour[1] *= d_lightstylevalue[dl->style-1]/255.0f;
|
||
else
|
||
colour[1] = 0;
|
||
if (cl_lightstyle[dl->style-1].colour & 4)
|
||
colour[2] *= d_lightstylevalue[dl->style-1]/255.0f;
|
||
else
|
||
colour[2] = 0;
|
||
}
|
||
|
||
if (colour[0] < 0.001 && colour[1] < 0.001 && colour[2] < 0.001)
|
||
continue; //just switch these off.
|
||
|
||
if (dl->flags & LFLAG_CREPUSCULAR)
|
||
Sh_DrawCrepuscularLight(dl, colour);
|
||
else if (((i >= RTL_FIRST)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || dl->flags & LFLAG_NOSHADOWS)
|
||
{
|
||
Sh_DrawShadowlessLight(dl, colour, vis);
|
||
}
|
||
else if ((dl->flags & LFLAG_SHADOWMAP) || r_shadow_shadowmapping.ival)
|
||
{
|
||
#ifdef GLQUAKE
|
||
Sh_DrawShadowMapLight(dl, colour, vis);
|
||
#endif
|
||
}
|
||
else
|
||
{
|
||
Sh_DrawStencilLight(dl, colour, vis);
|
||
}
|
||
}
|
||
|
||
if (1)
|
||
{
|
||
dlight_t sun = {0};
|
||
vec3_t sundir;
|
||
float dot;
|
||
Com_ParseVector(r_sun_dir.string, sundir);
|
||
Com_ParseVector(r_sun_colour.string, colour);
|
||
|
||
//fade it out if we're looking at an angle parallel to it (to avoid nasty visible graduations or backwards rays!)
|
||
dot = DotProduct(vpn, sundir);
|
||
dot = 1-dot;
|
||
dot *= dot;
|
||
dot = 1-dot;
|
||
VectorScale(colour, dot, colour);
|
||
|
||
if (colour[0] > 0.001 || colour[1] > 0.001 || colour[2] > 0.001)
|
||
{
|
||
//only do this if we can see some sky surfaces. pointless otherwise
|
||
batch_t *b;
|
||
for (b = cl.worldmodel->batches[SHADER_SORT_SKY]; b; b = b->next)
|
||
{
|
||
if (b->meshes)
|
||
break;
|
||
}
|
||
if (b)
|
||
{
|
||
VectorNormalize(sundir);
|
||
VectorMA(r_origin, 1000, sundir, sun.origin);
|
||
Sh_DrawCrepuscularLight(&sun, colour);
|
||
}
|
||
}
|
||
}
|
||
|
||
Sh_ScissorOff();
|
||
|
||
BE_SelectMode(BEM_STANDARD);
|
||
|
||
// if (developer.value)
|
||
// Con_Printf("%i lights drawn, %i frustum culled, %i pvs culled, %i scissor culled\n", bench.numlights, bench.numfrustumculled, bench.numpvsculled, bench.numscissorculled);
|
||
// memset(&bench, 0, sizeof(bench));
|
||
}
|
||
#endif
|