mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-14 00:40:32 +00:00
709 lines
16 KiB
C++
709 lines
16 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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#include "tr_local.h"
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/*
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for a projection shadow:
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point[x] += light vector * ( z - shadow plane )
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point[y] +=
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point[z] = shadow plane
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1 0 light[x] / light[z]
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*/
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#define _STENCIL_REVERSE
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typedef struct {
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int i2;
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int facing;
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} edgeDef_t;
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#define MAX_EDGE_DEFS 32
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static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
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static int numEdgeDefs[SHADER_MAX_VERTEXES];
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static int facing[SHADER_MAX_INDEXES/3];
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void R_AddEdgeDef( int i1, int i2, int facing ) {
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int c;
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c = numEdgeDefs[ i1 ];
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if ( c == MAX_EDGE_DEFS ) {
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return; // overflow
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}
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edgeDefs[ i1 ][ c ].i2 = i2;
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edgeDefs[ i1 ][ c ].facing = facing;
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numEdgeDefs[ i1 ]++;
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}
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void R_RenderShadowEdges( void ) {
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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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#if 0
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int c2, k;
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int hit[2];
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#endif
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#ifdef _STENCIL_REVERSE
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int numTris;
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int o1, o2, o3;
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#endif
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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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c = numEdgeDefs[ i ];
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for ( j = 0 ; j < c ; j++ ) {
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if ( !edgeDefs[ i ][ j ].facing ) {
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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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#if 1
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i2 = edgeDefs[ i ][ j ].i2;
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qglBegin( GL_TRIANGLE_STRIP );
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qglVertex3fv( tess.xyz[ i ] );
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qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
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qglVertex3fv( tess.xyz[ i2 ] );
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qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
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qglEnd();
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#else
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hit[0] = 0;
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hit[1] = 0;
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i2 = edgeDefs[ i ][ j ].i2;
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c2 = numEdgeDefs[ i2 ];
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for ( k = 0 ; k < c2 ; k++ ) {
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if ( edgeDefs[ i2 ][ k ].i2 == i ) {
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hit[ 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] != 1)
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{
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qglBegin( GL_TRIANGLE_STRIP );
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qglVertex3fv( tess.xyz[ i ] );
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qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
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qglVertex3fv( tess.xyz[ i2 ] );
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qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
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qglEnd();
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c_edges++;
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} else {
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c_rejected++;
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}
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#endif
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}
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}
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#ifdef _STENCIL_REVERSE
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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 ( !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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qglBegin(GL_TRIANGLES);
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qglVertex3fv(tess.xyz[o1]);
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qglVertex3fv(tess.xyz[o2]);
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qglVertex3fv(tess.xyz[o3]);
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qglEnd();
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qglBegin(GL_TRIANGLES);
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qglVertex3fv(tess.xyz[o3 + tess.numVertexes]);
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qglVertex3fv(tess.xyz[o2 + tess.numVertexes]);
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qglVertex3fv(tess.xyz[o1 + tess.numVertexes]);
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qglEnd();
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}
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#endif
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}
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//#define _DEBUG_STENCIL_SHADOWS
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/*
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=================
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RB_ShadowTessEnd
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triangleFromEdge[ v1 ][ v2 ]
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set triangle from edge( v1, v2, tri )
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if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
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}
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=================
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*/
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void RB_DoShadowTessEnd( vec3_t lightPos );
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void RB_ShadowTessEnd( void )
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{
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#if 0
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if (backEnd.currentEntity &&
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(backEnd.currentEntity->directedLight[0] ||
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backEnd.currentEntity->directedLight[1] ||
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backEnd.currentEntity->directedLight[2]))
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{ //an ent that has its light set for it
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RB_DoShadowTessEnd(NULL);
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return;
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}
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// if (!tess.dlightBits)
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// {
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// return;
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// }
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int i = 0;
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dlight_t *dl;
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R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
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/* while (i < tr.refdef.num_dlights)
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{
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if (tess.dlightBits & (1 << i))
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{
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dl = &tr.refdef.dlights[i];
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RB_DoShadowTessEnd(dl->transformed);
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}
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i++;
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}
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*/
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dl = &tr.refdef.dlights[0];
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RB_DoShadowTessEnd(dl->transformed);
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#else //old ents-only way
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RB_DoShadowTessEnd(NULL);
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#endif
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}
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void RB_DoShadowTessEnd( vec3_t lightPos )
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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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// 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;
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}
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if ( glConfig.stencilBits < 4 ) {
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return;
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}
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#if 1 //controlled method - try to keep shadows in range so they don't show through so much -rww
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vec3_t worldxyz;
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vec3_t entLight;
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float groundDist;
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VectorCopy( backEnd.currentEntity->lightDir, entLight );
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entLight[2] = 0.0f;
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VectorNormalize(entLight);
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//Oh well, just cast them straight down no matter what onto the ground plane.
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//This presets no chance of screwups and still looks better than a stupid
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//shader blob.
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VectorSet(lightDir, entLight[0]*0.3f, entLight[1]*0.3f, 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 += 16.0f; //fudge factor
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VectorMA( tess.xyz[i], -groundDist, lightDir, tess.xyz[i+tess.numVertexes] );
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}
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#else
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if (lightPos)
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{
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for ( i = 0 ; i < tess.numVertexes ; i++ )
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{
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tess.xyz[i+tess.numVertexes][0] = tess.xyz[i][0]+(( tess.xyz[i][0]-lightPos[0] )*128.0f);
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tess.xyz[i+tess.numVertexes][1] = tess.xyz[i][1]+(( tess.xyz[i][1]-lightPos[1] )*128.0f);
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tess.xyz[i+tess.numVertexes][2] = tess.xyz[i][2]+(( tess.xyz[i][2]-lightPos[2] )*128.0f);
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}
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}
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else
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{
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VectorCopy( backEnd.currentEntity->lightDir, lightDir );
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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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VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
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}
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}
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#endif
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// decide which triangles face the light
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Com_Memset( 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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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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if (!lightPos)
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{
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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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}
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else
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{
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float planeEq[4];
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planeEq[0] = v1[1]*(v2[2]-v3[2]) + v2[1]*(v3[2]-v1[2]) + v3[1]*(v1[2]-v2[2]);
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planeEq[1] = v1[2]*(v2[0]-v3[0]) + v2[2]*(v3[0]-v1[0]) + v3[2]*(v1[0]-v2[0]);
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planeEq[2] = v1[0]*(v2[1]-v3[1]) + v2[0]*(v3[1]-v1[1]) + v3[0]*(v1[1]-v2[1]);
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planeEq[3] = -( v1[0]*( v2[1]*v3[2] - v3[1]*v2[2] ) +
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v2[0]*(v3[1]*v1[2] - v1[1]*v3[2]) +
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v3[0]*(v1[1]*v2[2] - v2[1]*v1[2]) );
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d = planeEq[0]*lightPos[0]+
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planeEq[1]*lightPos[1]+
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planeEq[2]*lightPos[2]+
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planeEq[3];
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}
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if ( d > 0 ) {
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facing[ i ] = 1;
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} else {
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facing[ i ] = 0;
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}
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// create the edges
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R_AddEdgeDef( i1, i2, facing[ i ] );
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R_AddEdgeDef( i2, i3, facing[ i ] );
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R_AddEdgeDef( i3, i1, facing[ i ] );
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}
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GL_Bind( tr.whiteImage );
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//qglEnable( GL_CULL_FACE );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
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#ifndef _DEBUG_STENCIL_SHADOWS
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qglColor3f( 0.2f, 0.2f, 0.2f );
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// don't write to the color buffer
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qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
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qglEnable( GL_STENCIL_TEST );
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qglStencilFunc( GL_ALWAYS, 1, 255 );
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#else
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qglColor3f( 1.0f, 0.0f, 0.0f );
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qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//qglDisable(GL_DEPTH_TEST);
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#endif
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#ifdef _STENCIL_REVERSE
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qglDepthFunc(GL_LESS);
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//now using the Carmack Reverse<tm> -rww
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if ( backEnd.viewParms.isMirror ) {
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//qglCullFace( GL_BACK );
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GL_Cull(CT_BACK_SIDED);
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qglStencilOp( GL_KEEP, GL_INCR, GL_KEEP );
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R_RenderShadowEdges();
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//qglCullFace( GL_FRONT );
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GL_Cull(CT_FRONT_SIDED);
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qglStencilOp( GL_KEEP, GL_DECR, GL_KEEP );
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R_RenderShadowEdges();
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} else {
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//qglCullFace( GL_FRONT );
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GL_Cull(CT_FRONT_SIDED);
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qglStencilOp( GL_KEEP, GL_INCR, GL_KEEP );
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R_RenderShadowEdges();
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//qglCullFace( GL_BACK );
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GL_Cull(CT_BACK_SIDED);
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qglStencilOp( GL_KEEP, GL_DECR, GL_KEEP );
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R_RenderShadowEdges();
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}
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qglDepthFunc(GL_LEQUAL);
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#else
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// mirrors have the culling order reversed
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if ( backEnd.viewParms.isMirror ) {
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qglCullFace( GL_FRONT );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
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R_RenderShadowEdges();
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qglCullFace( GL_BACK );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
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R_RenderShadowEdges();
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} else {
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qglCullFace( GL_BACK );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
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R_RenderShadowEdges();
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qglCullFace( GL_FRONT );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
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R_RenderShadowEdges();
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}
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#endif
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// reenable writing to the color buffer
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qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
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#ifdef _DEBUG_STENCIL_SHADOWS
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qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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}
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/*
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=================
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RB_ShadowFinish
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Darken everything that is is a shadow volume.
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We have to delay this until everything has been shadowed,
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because otherwise shadows from different body parts would
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overlap and double darken.
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=================
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*/
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void RB_ShadowFinish( void ) {
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if ( r_shadows->integer != 2 ) {
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return;
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}
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if ( glConfig.stencilBits < 4 ) {
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return;
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}
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#ifdef _DEBUG_STENCIL_SHADOWS
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return;
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#endif
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qglEnable( GL_STENCIL_TEST );
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qglStencilFunc( GL_NOTEQUAL, 0, 255 );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
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bool planeZeroBack = false;
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if (qglIsEnabled(GL_CLIP_PLANE0))
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{
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planeZeroBack = true;
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qglDisable (GL_CLIP_PLANE0);
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}
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GL_Cull(CT_TWO_SIDED);
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//qglDisable (GL_CULL_FACE);
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GL_Bind( tr.whiteImage );
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qglPushMatrix();
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qglLoadIdentity ();
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// qglColor3f( 0.6f, 0.6f, 0.6f );
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// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
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// qglColor3f( 1, 0, 0 );
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// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
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qglColor4f( 0.0f, 0.0f, 0.0f, 0.5f );
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//GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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qglBegin( GL_QUADS );
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qglVertex3f( -100, 100, -10 );
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qglVertex3f( 100, 100, -10 );
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qglVertex3f( 100, -100, -10 );
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qglVertex3f( -100, -100, -10 );
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qglEnd ();
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qglColor4f(1,1,1,1);
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qglDisable( GL_STENCIL_TEST );
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if (planeZeroBack)
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{
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qglEnable (GL_CLIP_PLANE0);
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}
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qglPopMatrix();
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}
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/*
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=================
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RB_ProjectionShadowDeform
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=================
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*/
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void RB_ProjectionShadowDeform( void ) {
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float *xyz;
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int i;
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float h;
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vec3_t ground;
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vec3_t light;
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float groundDist;
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float d;
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vec3_t lightDir;
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xyz = ( float * ) tess.xyz;
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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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groundDist = backEnd.ori.origin[2] - backEnd.currentEntity->e.shadowPlane;
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VectorCopy( backEnd.currentEntity->lightDir, lightDir );
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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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light[0] = lightDir[0] * d;
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light[1] = lightDir[1] * d;
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light[2] = lightDir[2] * d;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
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h = DotProduct( xyz, ground ) + groundDist;
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|
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 );
|
|
}
|
|
|