jedi-academy/codemp/renderer/tr_shadows.cpp

710 lines
16 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "tr_local.h"
/*
for a projection shadow:
point[x] += light vector * ( z - shadow plane )
point[y] +=
point[z] = shadow plane
1 0 light[x] / light[z]
*/
#define _STENCIL_REVERSE
typedef struct {
int i2;
int facing;
} edgeDef_t;
#define MAX_EDGE_DEFS 32
static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
static int numEdgeDefs[SHADER_MAX_VERTEXES];
static int facing[SHADER_MAX_INDEXES/3];
void R_AddEdgeDef( int i1, int i2, int facing ) {
int c;
c = numEdgeDefs[ i1 ];
if ( c == MAX_EDGE_DEFS ) {
return; // overflow
}
edgeDefs[ i1 ][ c ].i2 = i2;
edgeDefs[ i1 ][ c ].facing = facing;
numEdgeDefs[ i1 ]++;
}
void R_RenderShadowEdges( void ) {
int i;
int c;
int j;
int i2;
int c_edges, c_rejected;
#if 0
int c2, k;
int hit[2];
#endif
#ifdef _STENCIL_REVERSE
int numTris;
int o1, o2, o3;
#endif
// an edge is NOT a silhouette edge if its face doesn't face the light,
// or if it has a reverse paired edge that also faces the light.
// A well behaved polyhedron would have exactly two faces for each edge,
// but lots of models have dangling edges or overfanned edges
c_edges = 0;
c_rejected = 0;
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
c = numEdgeDefs[ i ];
for ( j = 0 ; j < c ; j++ ) {
if ( !edgeDefs[ i ][ j ].facing ) {
continue;
}
//with this system we can still get edges shared by more than 2 tris which
//produces artifacts including seeing the shadow through walls. So for now
//we are going to render all edges even though it is a tiny bit slower. -rww
#if 1
i2 = edgeDefs[ i ][ j ].i2;
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i ] );
qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
qglEnd();
#else
hit[0] = 0;
hit[1] = 0;
i2 = edgeDefs[ i ][ j ].i2;
c2 = numEdgeDefs[ i2 ];
for ( k = 0 ; k < c2 ; k++ ) {
if ( edgeDefs[ i2 ][ k ].i2 == i ) {
hit[ edgeDefs[ i2 ][ k ].facing ]++;
}
}
// if it doesn't share the edge with another front facing
// triangle, it is a sil edge
if (hit[1] != 1)
{
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i ] );
qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
qglEnd();
c_edges++;
} else {
c_rejected++;
}
#endif
}
}
#ifdef _STENCIL_REVERSE
//Carmack Reverse<tm> method requires that volumes
//be capped properly -rww
numTris = tess.numIndexes / 3;
for ( i = 0 ; i < numTris ; i++ )
{
if ( !facing[i] )
{
continue;
}
o1 = tess.indexes[ i*3 + 0 ];
o2 = tess.indexes[ i*3 + 1 ];
o3 = tess.indexes[ i*3 + 2 ];
qglBegin(GL_TRIANGLES);
qglVertex3fv(tess.xyz[o1]);
qglVertex3fv(tess.xyz[o2]);
qglVertex3fv(tess.xyz[o3]);
qglEnd();
qglBegin(GL_TRIANGLES);
qglVertex3fv(tess.xyz[o3 + tess.numVertexes]);
qglVertex3fv(tess.xyz[o2 + tess.numVertexes]);
qglVertex3fv(tess.xyz[o1 + tess.numVertexes]);
qglEnd();
}
#endif
}
//#define _DEBUG_STENCIL_SHADOWS
/*
=================
RB_ShadowTessEnd
triangleFromEdge[ v1 ][ v2 ]
set triangle from edge( v1, v2, tri )
if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
}
=================
*/
void RB_DoShadowTessEnd( vec3_t lightPos );
void RB_ShadowTessEnd( void )
{
#if 0
if (backEnd.currentEntity &&
(backEnd.currentEntity->directedLight[0] ||
backEnd.currentEntity->directedLight[1] ||
backEnd.currentEntity->directedLight[2]))
{ //an ent that has its light set for it
RB_DoShadowTessEnd(NULL);
return;
}
// if (!tess.dlightBits)
// {
// return;
// }
int i = 0;
dlight_t *dl;
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
/* while (i < tr.refdef.num_dlights)
{
if (tess.dlightBits & (1 << i))
{
dl = &tr.refdef.dlights[i];
RB_DoShadowTessEnd(dl->transformed);
}
i++;
}
*/
dl = &tr.refdef.dlights[0];
RB_DoShadowTessEnd(dl->transformed);
#else //old ents-only way
RB_DoShadowTessEnd(NULL);
#endif
}
void RB_DoShadowTessEnd( vec3_t lightPos )
{
int i;
int numTris;
vec3_t lightDir;
// we can only do this if we have enough space in the vertex buffers
if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
return;
}
if ( glConfig.stencilBits < 4 ) {
return;
}
#if 1 //controlled method - try to keep shadows in range so they don't show through so much -rww
vec3_t worldxyz;
vec3_t entLight;
float groundDist;
VectorCopy( backEnd.currentEntity->lightDir, entLight );
entLight[2] = 0.0f;
VectorNormalize(entLight);
//Oh well, just cast them straight down no matter what onto the ground plane.
//This presets no chance of screwups and still looks better than a stupid
//shader blob.
VectorSet(lightDir, entLight[0]*0.3f, entLight[1]*0.3f, 1.0f);
// project vertexes away from light direction
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
//add or.origin to vert xyz to end up with world oriented coord, then figure
//out the ground pos for the vert to project the shadow volume to
VectorAdd(tess.xyz[i], backEnd.ori.origin, worldxyz);
groundDist = worldxyz[2] - backEnd.currentEntity->e.shadowPlane;
groundDist += 16.0f; //fudge factor
VectorMA( tess.xyz[i], -groundDist, lightDir, tess.xyz[i+tess.numVertexes] );
}
#else
if (lightPos)
{
for ( i = 0 ; i < tess.numVertexes ; i++ )
{
tess.xyz[i+tess.numVertexes][0] = tess.xyz[i][0]+(( tess.xyz[i][0]-lightPos[0] )*128.0f);
tess.xyz[i+tess.numVertexes][1] = tess.xyz[i][1]+(( tess.xyz[i][1]-lightPos[1] )*128.0f);
tess.xyz[i+tess.numVertexes][2] = tess.xyz[i][2]+(( tess.xyz[i][2]-lightPos[2] )*128.0f);
}
}
else
{
VectorCopy( backEnd.currentEntity->lightDir, lightDir );
// project vertexes away from light direction
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
}
}
#endif
// decide which triangles face the light
Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );
numTris = tess.numIndexes / 3;
for ( i = 0 ; i < numTris ; i++ ) {
int i1, i2, i3;
vec3_t d1, d2, normal;
float *v1, *v2, *v3;
float d;
i1 = tess.indexes[ i*3 + 0 ];
i2 = tess.indexes[ i*3 + 1 ];
i3 = tess.indexes[ i*3 + 2 ];
v1 = tess.xyz[ i1 ];
v2 = tess.xyz[ i2 ];
v3 = tess.xyz[ i3 ];
if (!lightPos)
{
VectorSubtract( v2, v1, d1 );
VectorSubtract( v3, v1, d2 );
CrossProduct( d1, d2, normal );
d = DotProduct( normal, lightDir );
}
else
{
float planeEq[4];
planeEq[0] = v1[1]*(v2[2]-v3[2]) + v2[1]*(v3[2]-v1[2]) + v3[1]*(v1[2]-v2[2]);
planeEq[1] = v1[2]*(v2[0]-v3[0]) + v2[2]*(v3[0]-v1[0]) + v3[2]*(v1[0]-v2[0]);
planeEq[2] = v1[0]*(v2[1]-v3[1]) + v2[0]*(v3[1]-v1[1]) + v3[0]*(v1[1]-v2[1]);
planeEq[3] = -( v1[0]*( v2[1]*v3[2] - v3[1]*v2[2] ) +
v2[0]*(v3[1]*v1[2] - v1[1]*v3[2]) +
v3[0]*(v1[1]*v2[2] - v2[1]*v1[2]) );
d = planeEq[0]*lightPos[0]+
planeEq[1]*lightPos[1]+
planeEq[2]*lightPos[2]+
planeEq[3];
}
if ( d > 0 ) {
facing[ i ] = 1;
} else {
facing[ i ] = 0;
}
// create the edges
R_AddEdgeDef( i1, i2, facing[ i ] );
R_AddEdgeDef( i2, i3, facing[ i ] );
R_AddEdgeDef( i3, i1, facing[ i ] );
}
GL_Bind( tr.whiteImage );
//qglEnable( GL_CULL_FACE );
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
#ifndef _DEBUG_STENCIL_SHADOWS
qglColor3f( 0.2f, 0.2f, 0.2f );
// don't write to the color buffer
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
qglEnable( GL_STENCIL_TEST );
qglStencilFunc( GL_ALWAYS, 1, 255 );
#else
qglColor3f( 1.0f, 0.0f, 0.0f );
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//qglDisable(GL_DEPTH_TEST);
#endif
#ifdef _STENCIL_REVERSE
qglDepthFunc(GL_LESS);
//now using the Carmack Reverse<tm> -rww
if ( backEnd.viewParms.isMirror ) {
//qglCullFace( GL_BACK );
GL_Cull(CT_BACK_SIDED);
qglStencilOp( GL_KEEP, GL_INCR, GL_KEEP );
R_RenderShadowEdges();
//qglCullFace( GL_FRONT );
GL_Cull(CT_FRONT_SIDED);
qglStencilOp( GL_KEEP, GL_DECR, GL_KEEP );
R_RenderShadowEdges();
} else {
//qglCullFace( GL_FRONT );
GL_Cull(CT_FRONT_SIDED);
qglStencilOp( GL_KEEP, GL_INCR, GL_KEEP );
R_RenderShadowEdges();
//qglCullFace( GL_BACK );
GL_Cull(CT_BACK_SIDED);
qglStencilOp( GL_KEEP, GL_DECR, GL_KEEP );
R_RenderShadowEdges();
}
qglDepthFunc(GL_LEQUAL);
#else
// mirrors have the culling order reversed
if ( backEnd.viewParms.isMirror ) {
qglCullFace( GL_FRONT );
qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
R_RenderShadowEdges();
qglCullFace( GL_BACK );
qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
R_RenderShadowEdges();
} else {
qglCullFace( GL_BACK );
qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
R_RenderShadowEdges();
qglCullFace( GL_FRONT );
qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
R_RenderShadowEdges();
}
#endif
// reenable writing to the color buffer
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
#ifdef _DEBUG_STENCIL_SHADOWS
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
/*
=================
RB_ShadowFinish
Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
if ( r_shadows->integer != 2 ) {
return;
}
if ( glConfig.stencilBits < 4 ) {
return;
}
#ifdef _DEBUG_STENCIL_SHADOWS
return;
#endif
qglEnable( GL_STENCIL_TEST );
qglStencilFunc( GL_NOTEQUAL, 0, 255 );
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
bool planeZeroBack = false;
if (qglIsEnabled(GL_CLIP_PLANE0))
{
planeZeroBack = true;
qglDisable (GL_CLIP_PLANE0);
}
GL_Cull(CT_TWO_SIDED);
//qglDisable (GL_CULL_FACE);
GL_Bind( tr.whiteImage );
qglPushMatrix();
qglLoadIdentity ();
// qglColor3f( 0.6f, 0.6f, 0.6f );
// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
// qglColor3f( 1, 0, 0 );
// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
qglColor4f( 0.0f, 0.0f, 0.0f, 0.5f );
//GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
qglBegin( GL_QUADS );
qglVertex3f( -100, 100, -10 );
qglVertex3f( 100, 100, -10 );
qglVertex3f( 100, -100, -10 );
qglVertex3f( -100, -100, -10 );
qglEnd ();
qglColor4f(1,1,1,1);
qglDisable( GL_STENCIL_TEST );
if (planeZeroBack)
{
qglEnable (GL_CLIP_PLANE0);
}
qglPopMatrix();
}
/*
=================
RB_ProjectionShadowDeform
=================
*/
void RB_ProjectionShadowDeform( void ) {
float *xyz;
int i;
float h;
vec3_t ground;
vec3_t light;
float groundDist;
float d;
vec3_t lightDir;
xyz = ( float * ) tess.xyz;
ground[0] = backEnd.ori.axis[0][2];
ground[1] = backEnd.ori.axis[1][2];
ground[2] = backEnd.ori.axis[2][2];
groundDist = backEnd.ori.origin[2] - backEnd.currentEntity->e.shadowPlane;
VectorCopy( backEnd.currentEntity->lightDir, lightDir );
d = DotProduct( lightDir, ground );
// don't let the shadows get too long or go negative
if ( d < 0.5 ) {
VectorMA( lightDir, (0.5 - d), ground, lightDir );
d = DotProduct( lightDir, ground );
}
d = 1.0 / d;
light[0] = lightDir[0] * d;
light[1] = lightDir[1] * d;
light[2] = lightDir[2] * d;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
h = DotProduct( xyz, ground ) + groundDist;
xyz[0] -= light[0] * h;
xyz[1] -= light[1] * h;
xyz[2] -= light[2] * h;
}
}
//update tr.screenImage
void RB_CaptureScreenImage(void)
{
int radX = 2048;
int radY = 2048;
int x = glConfig.vidWidth/2;
int y = glConfig.vidHeight/2;
int cX, cY;
GL_Bind( tr.screenImage );
//using this method, we could pixel-filter the texture and all sorts of crazy stuff.
//but, it is slow as hell.
/*
static byte *tmp = NULL;
if (!tmp)
{
tmp = (byte *)Z_Malloc((sizeof(byte)*4)*(glConfig.vidWidth*glConfig.vidHeight), TAG_ICARUS, qtrue);
}
qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
*/
if (radX > glConfig.maxTextureSize)
{
radX = glConfig.maxTextureSize;
}
if (radY > glConfig.maxTextureSize)
{
radY = glConfig.maxTextureSize;
}
while (glConfig.vidWidth < radX)
{
radX /= 2;
}
while (glConfig.vidHeight < radY)
{
radY /= 2;
}
cX = x-(radX/2);
cY = y-(radY/2);
if (cX+radX > glConfig.vidWidth)
{ //would it go off screen?
cX = glConfig.vidWidth-radX;
}
else if (cX < 0)
{ //cap it off at 0
cX = 0;
}
if (cY+radY > glConfig.vidHeight)
{ //would it go off screen?
cY = glConfig.vidHeight-radY;
}
else if (cY < 0)
{ //cap it off at 0
cY = 0;
}
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, radX, radY, 0);
}
//yeah.. not really shadow-related.. but it's stencil-related. -rww
float tr_distortionAlpha = 1.0f; //opaque
float tr_distortionStretch = 0.0f; //no stretch override
qboolean tr_distortionPrePost = qfalse; //capture before postrender phase?
qboolean tr_distortionNegate = qfalse; //negative blend mode
void RB_DistortionFill(void)
{
float alpha = tr_distortionAlpha;
float spost = 0.0f;
float spost2 = 0.0f;
if ( glConfig.stencilBits < 4 )
{
return;
}
//ok, cap the stupid thing now I guess
if (!tr_distortionPrePost)
{
RB_CaptureScreenImage();
}
qglEnable(GL_STENCIL_TEST);
qglStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglDisable (GL_CLIP_PLANE0);
GL_Cull( CT_TWO_SIDED );
//reset the view matrices and go into ortho mode
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity();
qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 32, -1, 1);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity();
if (tr_distortionStretch)
{ //override
spost = tr_distortionStretch;
spost2 = tr_distortionStretch;
}
else
{ //do slow stretchy effect
spost = sin(tr.refdef.time*0.0005f);
if (spost < 0.0f)
{
spost = -spost;
}
spost *= 0.2f;
spost2 = sin(tr.refdef.time*0.0005f);
if (spost2 < 0.0f)
{
spost2 = -spost2;
}
spost2 *= 0.08f;
}
if (alpha != 1.0f)
{ //blend
GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_SRC_ALPHA);
}
else
{ //be sure to reset the draw state
GL_State(0);
}
qglBegin(GL_QUADS);
qglColor4f(1.0f, 1.0f, 1.0f, alpha);
qglTexCoord2f(0+spost2, 1-spost);
qglVertex2f(0, 0);
qglTexCoord2f(0+spost2, 0+spost);
qglVertex2f(0, glConfig.vidHeight);
qglTexCoord2f(1-spost2, 0+spost);
qglVertex2f(glConfig.vidWidth, glConfig.vidHeight);
qglTexCoord2f(1-spost2, 1-spost);
qglVertex2f(glConfig.vidWidth, 0);
qglEnd();
if (tr_distortionAlpha == 1.0f && tr_distortionStretch == 0.0f)
{ //no overrides
if (tr_distortionNegate)
{ //probably the crazy alternate saber trail
alpha = 0.8f;
GL_State(GLS_SRCBLEND_ZERO|GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);
}
else
{
alpha = 0.5f;
GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_SRC_ALPHA);
}
spost = sin(tr.refdef.time*0.0008f);
if (spost < 0.0f)
{
spost = -spost;
}
spost *= 0.08f;
spost2 = sin(tr.refdef.time*0.0008f);
if (spost2 < 0.0f)
{
spost2 = -spost2;
}
spost2 *= 0.2f;
qglBegin(GL_QUADS);
qglColor4f(1.0f, 1.0f, 1.0f, alpha);
qglTexCoord2f(0+spost2, 1-spost);
qglVertex2f(0, 0);
qglTexCoord2f(0+spost2, 0+spost);
qglVertex2f(0, glConfig.vidHeight);
qglTexCoord2f(1-spost2, 0+spost);
qglVertex2f(glConfig.vidWidth, glConfig.vidHeight);
qglTexCoord2f(1-spost2, 1-spost);
qglVertex2f(glConfig.vidWidth, 0);
qglEnd();
}
//pop the view matrices back
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
qglDisable( GL_STENCIL_TEST );
}