2013-04-19 02:52:48 +00:00
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//
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//
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// win_stencilshadow.cpp
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//
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// Stencil shadow computation/rendering
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//
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//
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#include "../server/exe_headers.h"
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#include "../renderer/tr_local.h"
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#include "../renderer/tr_lightmanager.h"
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#include "glw_win_dx8.h"
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#include "win_local.h"
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#include "win_stencilshadow.h"
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StencilShadow StencilShadower;
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StencilShadow::StencilShadow()
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{
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}
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StencilShadow::~StencilShadow()
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{
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}
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void StencilShadow::AddEdge( int i1, int i2, int facing )
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{
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int c;
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c = m_numEdgeDefs[ i1 ];
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if ( c == MAX_EDGE_DEFS )
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{
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Com_Printf("WARNING: MAX_EDGE_DEFS overflow!\n");
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return; // overflow
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}
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m_edgeDefs[ i1 ][ c ].i2 = i2;
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m_edgeDefs[ i1 ][ c ].facing = facing;
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m_numEdgeDefs[ i1 ]++;
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}
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void StencilShadow::RenderEdges()
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{
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// int i;
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//int c, c2;
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//int j, k;
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//int i2;
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//int c_edges, c_rejected;
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//int hit[2];
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//// an edge is NOT a silhouette edge if its face doesn't face the light,
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//// or if it has a reverse paired edge that also faces the light.
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//// A well behaved polyhedron would have exactly two faces for each edge,
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//// but lots of models have dangling edges or overfanned edges
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//c_edges = 0;
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//c_rejected = 0;
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//for ( i = 0 ; i < tess.numVertexes ; i++ )
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//{
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// c = m_numEdgeDefs[ i ];
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// for ( j = 0 ; j < c ; j++ )
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// {
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// if ( !m_edgeDefs[ i ][ j ].facing )
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// {
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// continue;
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// }
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// hit[0] = 0;
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// hit[1] = 0;
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// i2 = m_edgeDefs[ i ][ j ].i2;
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// c2 = m_numEdgeDefs[ i2 ];
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// for ( k = 0 ; k < c2 ; k++ )
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// {
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// if ( m_edgeDefs[ i2 ][ k ].i2 == i )
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// {
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// hit[ m_edgeDefs[ i2 ][ k ].facing ]++;
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// }
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// }
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// // if it doesn't share the edge with another front facing
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// // triangle, it is a sil edge
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// if ( hit[ 1 ] == 0 )
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// {
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// VectorCopy( tess.xyz[i], m_shadowVerts[0] );
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// VectorCopy( tess.xyz[i + tess.numVertexes], m_shadowVerts[1] );
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// VectorCopy( tess.xyz[i2], m_shadowVerts[2] );
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// VectorCopy( tess.xyz[i2 + tess.numVertexes], m_shadowVerts[3] );
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// c_edges++;
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// glw_state->device->SetVertexShader( D3DFVF_XYZ );
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// glw_state->device->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, m_shadowVerts, sizeof(vec3_t) );
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// }
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// else
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// {
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// c_rejected++;
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// }
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// }
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//}
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int i;
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int c;
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int j;
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int i2;
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int c_edges, c_rejected;
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int numTris;
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int o1, o2, o3;
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// an edge is NOT a silhouette edge if its face doesn't face the light,
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// or if it has a reverse paired edge that also faces the light.
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// A well behaved polyhedron would have exactly two faces for each edge,
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// but lots of models have dangling edges or overfanned edges
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c_edges = 0;
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c_rejected = 0;
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int nVerts = 0, numPrims = 0;
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for ( i = 0 ; i < tess.numVertexes ; i++ )
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{
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c = m_numEdgeDefs[ i ];
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for ( j = 0 ; j < c ; j++ )
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{
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if ( !m_edgeDefs[ i ][ j ].facing )
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{
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continue;
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}
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//with this system we can still get edges shared by more than 2 tris which
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//produces artifacts including seeing the shadow through walls. So for now
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//we are going to render all edges even though it is a tiny bit slower. -rww
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i2 = m_edgeDefs[ i ][ j ].i2;
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VectorCopy( tess.xyz[i], m_shadowVerts[nVerts++] );
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VectorCopy( tess.xyz[i + tess.numVertexes], m_shadowVerts[nVerts++] );
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VectorCopy( tess.xyz[i2 + tess.numVertexes], m_shadowVerts[nVerts++] );
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VectorCopy( tess.xyz[i2], m_shadowVerts[nVerts++] );
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numPrims++;
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}
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}
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if(!numPrims || !nVerts)
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return;
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glw_state->device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DISABLE );
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glw_state->device->SetVertexShader( D3DFVF_XYZ );
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glw_state->device->DrawPrimitiveUP( D3DPT_QUADLIST, numPrims, m_shadowVerts, sizeof(vec3_t) );
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nVerts = 0;
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numPrims = 0;
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//Carmack Reverse<tm> method requires that volumes
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//be capped properly -rww
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numTris = tess.numIndexes / 3;
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for ( i = 0 ; i < numTris ; i++ )
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{
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if ( !m_facing[i] )
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{
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continue;
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}
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o1 = tess.indexes[ i*3 + 0 ];
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o2 = tess.indexes[ i*3 + 1 ];
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o3 = tess.indexes[ i*3 + 2 ];
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VectorCopy( tess.xyz[o1], m_shadowVerts[nVerts++] );
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VectorCopy( tess.xyz[o2], m_shadowVerts[nVerts++] );
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VectorCopy( tess.xyz[o3], m_shadowVerts[nVerts++] );
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VectorCopy( tess.xyz[o3 + tess.numVertexes], m_shadowVerts[nVerts++] );
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VectorCopy( tess.xyz[o2 + tess.numVertexes], m_shadowVerts[nVerts++] );
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VectorCopy( tess.xyz[o1 + tess.numVertexes], m_shadowVerts[nVerts++] );
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numPrims += 2;
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}
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glw_state->device->SetVertexShader( D3DFVF_XYZ );
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glw_state->device->DrawPrimitiveUP( D3DPT_TRIANGLELIST, numPrims, m_shadowVerts, sizeof(vec3_t) );
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}
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bool StencilShadow::BuildFromLight( VVdlight_t *dl )
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{
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// int i;
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//int numTris;
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//vec3_t lightDir;
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//D3DXMATRIX matWorldInv;
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//D3DXVECTOR4 viewLightPos;
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//// we can only do this if we have enough space in the vertex buffers
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//if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
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// return false;
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//}
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//// project vertexes away from light direction
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//for ( i = 0 ; i < tess.numVertexes ; i++ )
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//{
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// // Get the light direction to the vertex
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// VectorCopy( backEnd.currentEntity->lightDir, lightDir );
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// VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
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//}
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int i;
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int numTris;
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vec3_t lightDir, ground;
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float d;
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// we can only do this if we have enough space in the vertex buffers
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if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
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return false;
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}
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//controlled method - try to keep shadows in range so they don't show through so much -rww
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vec3_t worldxyz, ld;
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float groundDist, extlength;
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VectorCopy( backEnd.currentEntity->lightDir, lightDir );
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ground[0] = backEnd.ori.axis[0][2];
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ground[1] = backEnd.ori.axis[1][2];
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ground[2] = backEnd.ori.axis[2][2];
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d = DotProduct( lightDir, ground );
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// don't let the shadows get too long or go negative
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if ( d < 0.5 ) {
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VectorMA( lightDir, (0.5 - d), ground, lightDir );
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d = DotProduct( lightDir, ground );
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}
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d = 1.0 / d;
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lightDir[0] = lightDir[0] * d;
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lightDir[1] = lightDir[1] * d;
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lightDir[2] = lightDir[2] * d;
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VectorNormalize(lightDir);
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//Oh well, just cast them straight down no matter what onto the ground plane.
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//This presents no chance of screwups and still looks better than a stupid
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//shader blob.
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//VectorSet(lightDir, 0.0f, 0.0f, 1.0f);
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// project vertexes away from light direction
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for ( i = 0 ; i < tess.numVertexes ; i++ ) {
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//add or.origin to vert xyz to end up with world oriented coord, then figure
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//out the ground pos for the vert to project the shadow volume to
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//VectorAdd(tess.xyz[i], backEnd.ori.origin, worldxyz);
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//groundDist = worldxyz[2] - backEnd.currentEntity->e.shadowPlane;
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//groundDist += 2.0f; //fudge factor
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//VectorMA( tess.xyz[i], -groundDist, lightDir, tess.xyz[i+tess.numVertexes] );
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VectorMA( tess.xyz[i], -200.0f, lightDir, tess.xyz[i+tess.numVertexes] );
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}
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// decide which triangles face the light
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memset( m_numEdgeDefs, 0, 4 * tess.numVertexes );
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numTris = tess.numIndexes / 3;
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for ( i = 0 ; i < numTris ; i++ )
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{
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int i1, i2, i3;
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vec3_t d1, d2, normal;
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float *v1, *v2, *v3;
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float d;
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i1 = tess.indexes[ i*3 + 0 ];
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i2 = tess.indexes[ i*3 + 1 ];
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i3 = tess.indexes[ i*3 + 2 ];
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v1 = tess.xyz[ i1 ];
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v2 = tess.xyz[ i2 ];
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v3 = tess.xyz[ i3 ];
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VectorSubtract( v2, v1, d1 );
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VectorSubtract( v3, v1, d2 );
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CrossProduct( d1, d2, normal );
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d = DotProduct( normal, lightDir );
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if ( d > 0 ) {
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m_facing[ i ] = 1;
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} else {
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m_facing[ i ] = 0;
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}
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// create the edges
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AddEdge( i1, i2, m_facing[ i ] );
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AddEdge( i2, i3, m_facing[ i ] );
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AddEdge( i3, i1, m_facing[ i ] );
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}
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return true;
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}
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void StencilShadow::RenderShadow()
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{
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DWORD lighting, fog, srcblend, destblend, alphablend, zwrite, zfunc;
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glw_state->device->GetRenderState( D3DRS_LIGHTING, &lighting );
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glw_state->device->GetRenderState( D3DRS_FOGENABLE, &fog );
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glw_state->device->GetRenderState( D3DRS_SRCBLEND, &srcblend );
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glw_state->device->GetRenderState( D3DRS_DESTBLEND, &destblend );
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glw_state->device->GetRenderState( D3DRS_ALPHABLENDENABLE, &alphablend );
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glw_state->device->GetRenderState( D3DRS_ZWRITEENABLE, &zwrite );
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glw_state->device->GetRenderState( D3DRS_ZFUNC, &zfunc );
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GL_Bind( tr.whiteImage );
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glw_state->device->SetRenderState( D3DRS_LIGHTING, FALSE );
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glw_state->device->SetRenderState( D3DRS_FOGENABLE, FALSE );
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// Disable z-buffer writes (note: z-testing still occurs), and enable the
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// stencil-buffer
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glw_state->device->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
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glw_state->device->SetRenderState( D3DRS_STENCILENABLE, TRUE );
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// Don't bother with interpolating color
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glw_state->device->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
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glw_state->device->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESS );
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// Set up stencil compare function, reference value, and masks.
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// Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
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// Note: since we set up the stencil-test to always pass, the STENCILFAIL
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// renderstate is really not needed.
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glw_state->device->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
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glw_state->device->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR );
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glw_state->device->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
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// If ztest passes, inc/decrement stencil buffer value
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glw_state->device->SetRenderState( D3DRS_STENCILREF, 0x1 );
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glw_state->device->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
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glw_state->device->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
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glw_state->device->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
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// Make sure that no pixels get drawn to the frame buffer
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glw_state->device->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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glw_state->device->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
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glw_state->device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
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glw_state->device->SetTransform(D3DTS_VIEW,
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glw_state->matrixStack[glwstate_t::MatrixMode_Model]->GetTop());
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glw_state->device->SetTexture(0, NULL);
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glw_state->device->SetTexture(1, NULL);
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qglCullFace( GL_FRONT );
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// Draw front-side of shadow volume in stencil/z only
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RenderEdges();
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// Now reverse cull order so back sides of shadow volume are written.
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qglCullFace( GL_BACK );
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// Decrement stencil buffer value
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glw_state->device->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR );
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// Draw back-side of shadow volume in stencil/z only
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RenderEdges();
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// Restore render states
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glw_state->device->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
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glw_state->device->SetRenderState( D3DRS_STENCILENABLE, FALSE );
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glw_state->device->SetRenderState( D3DRS_LIGHTING, lighting );
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glw_state->device->SetRenderState( D3DRS_FOGENABLE, fog );
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glw_state->device->SetRenderState( D3DRS_SRCBLEND, srcblend );
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glw_state->device->SetRenderState( D3DRS_DESTBLEND, destblend );
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glw_state->device->SetRenderState( D3DRS_ALPHABLENDENABLE, alphablend );
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glw_state->device->SetRenderState( D3DRS_ZWRITEENABLE, zwrite );
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glw_state->device->SetRenderState( D3DRS_ZFUNC, zfunc );
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glw_state->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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}
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void StencilShadow::FinishShadows()
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{
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DWORD lighting, fog, srcblend, destblend, alphablend;
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glw_state->device->GetRenderState( D3DRS_LIGHTING, &lighting );
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glw_state->device->GetRenderState( D3DRS_FOGENABLE, &fog );
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glw_state->device->GetRenderState( D3DRS_SRCBLEND, &srcblend );
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glw_state->device->GetRenderState( D3DRS_DESTBLEND, &destblend );
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glw_state->device->GetRenderState( D3DRS_ALPHABLENDENABLE, &alphablend );
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|
// The stencilbuffer values indicates # of shadows that overlap each pixel.
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|
|
// We only want to draw pixels that are in shadow, which was set up in
|
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|
|
// RenderShadow() such that StencilBufferValue >= 1. In the Direct3D API,
|
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|
|
// the stencil test is pseudo coded as:
|
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|
|
// StencilRef CompFunc StencilBufferValue
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|
|
// so we set our renderstates with StencilRef = 1 and CompFunc = LESSEQUAL.
|
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|
|
glw_state->device->SetRenderState( D3DRS_STENCILENABLE, TRUE );
|
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|
|
glw_state->device->SetRenderState( D3DRS_STENCILREF, 0);//0x1 );
|
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|
|
glw_state->device->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL);//D3DCMP_LESSEQUAL );
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|
|
glw_state->device->SetRenderState( D3DRS_STENCILWRITEMASK, 255 );
|
|
|
|
|
|
|
|
// Set renderstates (disable z-buffering and turn on alphablending)
|
|
|
|
glw_state->device->SetRenderState( D3DRS_ZENABLE, FALSE );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
|
|
|
|
|
|
// Set the hardware to draw black, alpha-blending pixels
|
|
|
|
glw_state->device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
|
|
|
glw_state->device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
|
|
|
|
glw_state->device->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
|
|
glw_state->device->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_TEXTUREFACTOR, 0x7f000000 );
|
|
|
|
|
|
|
|
glw_state->device->SetRenderState( D3DRS_FOGENABLE, FALSE );
|
|
|
|
|
|
|
|
// Draw the big, darkening square
|
|
|
|
static FLOAT v[4][4] =
|
|
|
|
{
|
|
|
|
{ 0 - 0.5f, 0 - 0.5f, 0.0f, 1.0f },
|
|
|
|
{ 640 - 0.5f, 0 - 0.5f, 0.0f, 1.0f },
|
|
|
|
{ 640 - 0.5f, 480 - 0.5f, 0.0f, 1.0f },
|
|
|
|
{ 0 - 0.5f, 480 - 0.5f, 0.0f, 1.0f },
|
|
|
|
};
|
|
|
|
|
|
|
|
glw_state->device->SetVertexShader( D3DFVF_XYZRHW );
|
|
|
|
glw_state->device->DrawPrimitiveUP( D3DPT_QUADLIST, 1, v, sizeof(v[0]) );
|
|
|
|
|
|
|
|
// Restore render states
|
|
|
|
glw_state->device->SetRenderState( D3DRS_ZENABLE, TRUE );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_STENCILENABLE, FALSE );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_LIGHTING, lighting );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_FOGENABLE, fog );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_SRCBLEND, srcblend );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_DESTBLEND, destblend );
|
|
|
|
glw_state->device->SetRenderState( D3DRS_ALPHABLENDENABLE, alphablend );
|
|
|
|
}
|