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277964f074
- Implemented soft shadows using PCF hardware shadow mapping The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look really good which should you give stable 100 fps on todays hardware. The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. - Changed interaction shaders to use Half-Lambert lighting like in HL2 to make the game less dark - Fixed some of the renderer debugging/development tools like r_showTris
70 lines
3.4 KiB
C
70 lines
3.4 KiB
C
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __GLMATRIX_H__
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#define __GLMATRIX_H__
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/*
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==========================================================================================
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This deals with column-major (OpenGL style) matrices where transforms are
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applied with right-multiplication.
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This is the old DOOM3 matrix code that should really to be replaced with idRenderMatrix.
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==========================================================================================
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*/
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void R_AxisToModelMatrix( const idMat3& axis, const idVec3& origin, float modelMatrix[16] );
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void R_MatrixTranspose( const float in[16], float out[16] );
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void R_MatrixMultiply( const float* a, const float* b, float* out );
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void R_TransformModelToClip( const idVec3& src, const float* modelMatrix, const float* projectionMatrix, idPlane& eye, idPlane& dst );
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void R_TransformClipToDevice( const idPlane& clip, idVec3& ndc );
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void R_GlobalToNormalizedDeviceCoordinates( const idVec3& global, idVec3& ndc );
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// note that these assume a normalized matrix, and will not work with scaled axis
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void R_GlobalPointToLocal( const float modelMatrix[16], const idVec3& in, idVec3& out );
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void R_LocalPointToGlobal( const float modelMatrix[16], const idVec3& in, idVec3& out );
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void R_GlobalVectorToLocal( const float modelMatrix[16], const idVec3& in, idVec3& out );
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void R_LocalVectorToGlobal( const float modelMatrix[16], const idVec3& in, idVec3& out );
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void R_GlobalPlaneToLocal( const float modelMatrix[16], const idPlane& in, idPlane& out );
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void R_LocalPlaneToGlobal( const float modelMatrix[16], const idPlane& in, idPlane& out );
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void R_SetupViewMatrix( viewDef_t* viewDef );
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void R_SetupProjectionMatrix( viewDef_t* viewDef );
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// RB begin
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void R_SetupProjectionMatrix2( const viewDef_t* viewDef, const float zNear, const float zFar, float out[16] );
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void R_MatrixFullInverse( const float in[16], float r[16] );
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// RB end
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#endif /* !__GLMATRIX_H__ */
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