mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 22:51:57 +00:00
Fixed the shadow related bugs.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1071 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
45edf4631f
commit
87b0e0aa80
1 changed files with 199 additions and 182 deletions
|
@ -1822,21 +1822,13 @@ static void PPL_GenerateLightArrays(msurface_t *surf, vec3_t relativelightorigin
|
|||
|
||||
shadowlightfaces++;
|
||||
|
||||
// if (varray_vc + surf->mesh->numvertexes*3>MAXARRAYVERTS)
|
||||
{
|
||||
PPL_FlushArrays();
|
||||
}
|
||||
|
||||
v = surf->mesh->xyz_array[0];
|
||||
stw = surf->mesh->st_array[0];
|
||||
|
||||
out = &varray_v[varray_vc];
|
||||
out = &varray_v[0];
|
||||
|
||||
for (vi=0 ; vi<surf->mesh->numvertexes ; vi++, v+=4, stw+=2, out++)
|
||||
for (vi=0 ; vi<surf->mesh->numvertexes ; vi++, v+=3, stw+=2, out++)
|
||||
{
|
||||
out->xyz[0] = v[0];
|
||||
out->xyz[1] = v[1];
|
||||
out->xyz[2] = v[2];
|
||||
out->stw[0] = stw[0];
|
||||
out->stw[1] = stw[1];
|
||||
lightdir[0] = relativelightorigin[0] - v[0];
|
||||
|
@ -1851,14 +1843,11 @@ static void PPL_GenerateLightArrays(msurface_t *surf, vec3_t relativelightorigin
|
|||
out->stl[2] = colour[2]*dist;
|
||||
out->ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]);
|
||||
out->ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]);
|
||||
out->ncm[2] = DotProduct(lightdir, surf->normal);
|
||||
if (surf->flags & SURF_PLANEBACK)
|
||||
out->ncm[2] = -DotProduct(lightdir, surf->plane->normal);
|
||||
else
|
||||
out->ncm[2] = DotProduct(lightdir, surf->plane->normal);
|
||||
}
|
||||
for (vi=0 ; vi<surf->mesh->numindexes ; vi++)
|
||||
{
|
||||
varray_i[varray_ic++] = varray_vc+vi;
|
||||
}
|
||||
|
||||
varray_vc += surf->mesh->numvertexes;
|
||||
}
|
||||
|
||||
//flags
|
||||
|
@ -2009,7 +1998,7 @@ void PPL_LightTexturesFP(model_t *model, vec3_t modelorigin, dlight_t *light, ve
|
|||
qglEnable(GL_BLEND);
|
||||
GL_TexEnv(GL_MODULATE);
|
||||
qglBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
qglDisableClientState(GL_COLOR_ARRAY);
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error early in lighttextures\n");
|
||||
|
||||
|
@ -2029,45 +2018,46 @@ void PPL_LightTexturesFP(model_t *model, vec3_t modelorigin, dlight_t *light, ve
|
|||
|
||||
|
||||
p = 0;
|
||||
if (t->gl_texturenumbumpmap)
|
||||
if (t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_BUMPMAP])
|
||||
p |= PERMUTATION_BUMPMAP;
|
||||
if (gl_specular.value && t->gl_texturenumspec)
|
||||
if (gl_specular.value && t->gl_texturenumspec && ppl_light_shader[p|PERMUTATION_SPECULAR])
|
||||
p |= PERMUTATION_SPECULAR;
|
||||
|
||||
if (p != lp)
|
||||
{
|
||||
lp = p;
|
||||
GLSlang_UseProgram(ppl_light_shader[p]);
|
||||
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
|
||||
if (ppl_light_shader_eyeposition[p] != -1)
|
||||
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
|
||||
qglUniform3fvARB(ppl_light_shader_lightposition[p], 1, relativelightorigin);
|
||||
qglUniform3fvARB(ppl_light_shader_lightcolour[p], 1, colour);
|
||||
qglUniform1fARB(ppl_light_shader_lightradius[p], light->radius);
|
||||
}
|
||||
|
||||
|
||||
if (p & PERMUTATION_BUMPMAP)
|
||||
GL_MBind(GL_TEXTURE1_ARB, t->gl_texturenumbumpmap);
|
||||
if (p & PERMUTATION_SPECULAR)
|
||||
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumspec);
|
||||
|
||||
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenum);
|
||||
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GL_MBind(GL_TEXTURE1_ARB, t->gl_texturenumbumpmap);
|
||||
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumspec);
|
||||
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||||
|
||||
for (; s; s=s->texturechain)
|
||||
{
|
||||
// if (s->shadowframe != r_shadowframe)
|
||||
// continue;
|
||||
if (s->shadowframe != r_shadowframe)
|
||||
continue;
|
||||
|
||||
/*
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
{//inverted normal.
|
||||
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
||||
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
||||
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
||||
continue;
|
||||
}
|
||||
*/
|
||||
|
||||
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, s->texinfo->vecs[0][0], s->texinfo->vecs[0][1], s->texinfo->vecs[0][2]);
|
||||
qglMultiTexCoord3fARB(GL_TEXTURE2_ARB, -s->texinfo->vecs[1][0], -s->texinfo->vecs[1][1], -s->texinfo->vecs[1][2]);
|
||||
|
@ -2078,9 +2068,9 @@ void PPL_LightTexturesFP(model_t *model, vec3_t modelorigin, dlight_t *light, ve
|
|||
qglMultiTexCoord3fARB(GL_TEXTURE3_ARB, s->plane->normal[0], s->plane->normal[1], s->plane->normal[2]);
|
||||
|
||||
qglTexCoordPointer(2, GL_FLOAT, 0, s->mesh->st_array);
|
||||
|
||||
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
||||
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_UNSIGNED_INT, s->mesh->indexes);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -2099,7 +2089,7 @@ void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light, vec3
|
|||
|
||||
vec3_t relativelightorigin;
|
||||
|
||||
if (ppl_light_shader)
|
||||
if (ppl_light_shader[0])
|
||||
{
|
||||
PPL_LightTexturesFP(model, modelorigin, light, colour);
|
||||
return;
|
||||
|
@ -2193,26 +2183,25 @@ void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light, vec3
|
|||
if (s->shadowframe != r_shadowframe)
|
||||
continue;
|
||||
|
||||
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
|
||||
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
|
||||
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
|
||||
continue;*/
|
||||
|
||||
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
{//inverted normal.
|
||||
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
||||
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
||||
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
||||
continue;
|
||||
}
|
||||
|
||||
PPL_GenerateLightArrays(s, relativelightorigin, light, colour);
|
||||
|
||||
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
||||
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_UNSIGNED_INT, s->mesh->indexes);
|
||||
varray_ic = 0;
|
||||
varray_vc = 0;
|
||||
|
||||
}
|
||||
PPL_FlushArrays();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2276,15 +2265,16 @@ void PPL_LightBModelTexturesFP(entity_t *e, dlight_t *light, vec3_t colour)
|
|||
t = GLR_TextureAnimation (tnum);
|
||||
|
||||
p = 0;
|
||||
if (t->gl_texturenumbumpmap)
|
||||
if (t->gl_texturenumbumpmap && ppl_light_shader[p|PERMUTATION_BUMPMAP])
|
||||
p |= PERMUTATION_BUMPMAP;
|
||||
if (gl_specular.value && t->gl_texturenumspec)
|
||||
if (gl_specular.value && t->gl_texturenumspec && ppl_light_shader[p|PERMUTATION_SPECULAR])
|
||||
p |= PERMUTATION_SPECULAR;
|
||||
if (p != lp)
|
||||
{
|
||||
lp = p;
|
||||
GLSlang_UseProgram(ppl_light_shader[p]);
|
||||
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
|
||||
if (ppl_light_shader_eyeposition[p] != -1)
|
||||
qglUniform3fvARB(ppl_light_shader_eyeposition[p], 1, relativeeyeorigin);
|
||||
qglUniform3fvARB(ppl_light_shader_lightposition[p], 1, relativelightorigin);
|
||||
qglUniform3fvARB(ppl_light_shader_lightcolour[p], 1, colour);
|
||||
qglUniform1fARB(ppl_light_shader_lightradius[p], light->radius);
|
||||
|
@ -2331,7 +2321,7 @@ void PPL_LightBModelTextures(entity_t *e, dlight_t *light, vec3_t colour)
|
|||
qglPushMatrix();
|
||||
R_RotateForEntity(e);
|
||||
|
||||
if (ppl_light_shader)
|
||||
if (ppl_light_shader[0])
|
||||
{
|
||||
PPL_LightBModelTexturesFP(e, light, colour);
|
||||
qglPopMatrix();
|
||||
|
@ -2435,6 +2425,11 @@ void PPL_LightBModelTextures(entity_t *e, dlight_t *light, vec3_t colour)
|
|||
continue;
|
||||
}
|
||||
PPL_GenerateLightArrays(s, relativelightorigin, light, colour);
|
||||
|
||||
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
||||
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_UNSIGNED_INT, s->mesh->indexes);
|
||||
varray_ic = 0;
|
||||
varray_vc = 0;
|
||||
}
|
||||
PPL_FlushArrays();
|
||||
}
|
||||
|
@ -2615,6 +2610,7 @@ void PPL_DrawEntFullBrights(void)
|
|||
{
|
||||
int i;
|
||||
|
||||
currententity = &r_worldentity;
|
||||
// if (gl_detail.value || (r_fb_bmodels.value && cls.allow_luma))
|
||||
PPL_FullBrights(cl.worldmodel);
|
||||
|
||||
|
@ -2736,11 +2732,17 @@ void PPL_SchematicsTextureChain(msurface_t *first)
|
|||
|
||||
qglTexCoord2f (fcol, frow + size);
|
||||
qglVertex3fv(pos);
|
||||
VectorMA(pos, 8, s->normal, v);
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
VectorMA(pos, -8, s->plane->normal, v);
|
||||
else
|
||||
VectorMA(pos, 8, s->plane->normal, v);
|
||||
qglTexCoord2f (fcol, frow);
|
||||
qglVertex3fv(v);
|
||||
VectorMA(pos, -8, dir, pos);
|
||||
VectorMA(pos, 8, s->normal, v);
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
VectorMA(pos, -8, s->plane->normal, v);
|
||||
else
|
||||
VectorMA(pos, 8, s->plane->normal, v);
|
||||
qglTexCoord2f (fcol + size, frow);
|
||||
qglVertex3fv(v);
|
||||
qglTexCoord2f (fcol + size, frow + size);
|
||||
|
@ -2782,14 +2784,23 @@ void PPL_SchematicsTextureChain(msurface_t *first)
|
|||
sl = 0;
|
||||
|
||||
//left side. (find arrowhead part)
|
||||
VectorMA(v1, 4, s->normal, pos);
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
VectorMA(v1, -4, s->plane->normal, pos);
|
||||
else
|
||||
VectorMA(v1, 4, s->plane->normal, pos);
|
||||
|
||||
VectorMA(pos, 4, dir, v);
|
||||
VectorMA(v, -4, s->normal, v);
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
VectorMA(v, 4, s->plane->normal, v);
|
||||
else
|
||||
VectorMA(v, -4, s->plane->normal, v);
|
||||
qglVertex3fv(v);
|
||||
qglVertex3fv(pos);
|
||||
|
||||
VectorMA(v, 8, s->normal, v);
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
VectorMA(v, -8, s->plane->normal, v);
|
||||
else
|
||||
VectorMA(v, 8, s->plane->normal, v);
|
||||
qglVertex3fv(v);
|
||||
qglVertex3fv(pos);
|
||||
|
||||
|
@ -2799,14 +2810,23 @@ void PPL_SchematicsTextureChain(msurface_t *first)
|
|||
qglVertex3fv(pos);
|
||||
|
||||
//right hand side.
|
||||
VectorMA(v2, 4, s->normal, pos);
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
VectorMA(v2, -4, s->plane->normal, pos);
|
||||
else
|
||||
VectorMA(v2, 4, s->plane->normal, pos);
|
||||
|
||||
VectorMA(pos, -4, dir, v);
|
||||
VectorMA(v, -4, s->normal, v);
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
VectorMA(v, 4, s->plane->normal, v);
|
||||
else
|
||||
VectorMA(v, -4, s->plane->normal, v);
|
||||
qglVertex3fv(v);
|
||||
qglVertex3fv(pos);
|
||||
|
||||
VectorMA(v, 8, s->normal, v);
|
||||
if (s->flags & SURF_PLANEBACK)
|
||||
VectorMA(v, -8, s->plane->normal, v);
|
||||
else
|
||||
VectorMA(v, 8, s->plane->normal, v);
|
||||
qglVertex3fv(v);
|
||||
qglVertex3fv(pos);
|
||||
|
||||
|
@ -4044,140 +4064,137 @@ void PPL_AddLight(dlight_t *dl)
|
|||
|
||||
qglDisable(GL_TEXTURE_2D);
|
||||
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
// if (1)
|
||||
// goto noshadows;
|
||||
|
||||
qglEnable(GL_SCISSOR_TEST);
|
||||
|
||||
|
||||
qglDisable(GL_BLEND);
|
||||
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
||||
qglDepthMask(0);
|
||||
|
||||
if (gldepthfunc==GL_LEQUAL)
|
||||
qglDepthFunc(GL_LESS);
|
||||
else
|
||||
qglDepthFunc(GL_GREATER);
|
||||
qglEnable(GL_DEPTH_TEST);
|
||||
qglEnable(GL_STENCIL_TEST);
|
||||
|
||||
sincrw = GL_INCR;
|
||||
sdecrw = GL_DECR;
|
||||
if (gl_config.ext_stencil_wrap)
|
||||
{ //minamlise damage...
|
||||
sincrw = GL_INCR_WRAP_EXT;
|
||||
sdecrw = GL_DECR_WRAP_EXT;
|
||||
}
|
||||
//our stencil writes.
|
||||
|
||||
#ifdef _DEBUG
|
||||
if (r_shadows.value == 666) //testing (visible shadow volumes)
|
||||
// if (!((int)r_shadows.value & 4))
|
||||
{
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error on entities\n");
|
||||
qglDisable(GL_BLEND);
|
||||
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
||||
qglDepthMask(0);
|
||||
|
||||
if (gldepthfunc==GL_LEQUAL)
|
||||
qglDepthFunc(GL_LESS);
|
||||
else
|
||||
qglDepthFunc(GL_GREATER);
|
||||
qglEnable(GL_DEPTH_TEST);
|
||||
qglEnable(GL_STENCIL_TEST);
|
||||
|
||||
sincrw = GL_INCR;
|
||||
sdecrw = GL_DECR;
|
||||
if (gl_config.ext_stencil_wrap)
|
||||
{ //minamlise damage...
|
||||
sincrw = GL_INCR_WRAP_EXT;
|
||||
sdecrw = GL_DECR_WRAP_EXT;
|
||||
}
|
||||
//our stencil writes.
|
||||
|
||||
#ifdef _DEBUG
|
||||
if (r_shadows.value == 666) //testing (visible shadow volumes)
|
||||
{
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error on entities\n");
|
||||
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
||||
qglColor3f(dl->color[0], dl->color[1], dl->color[2]);
|
||||
qglDisable(GL_STENCIL_TEST);
|
||||
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error on entities\n");
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error on entities\n");
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error on entities\n");
|
||||
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
|
||||
if (qglStencilOpSeparateATI && !((int)r_shadows.value & 2))//GL_ATI_separate_stencil
|
||||
{
|
||||
qglClearStencil(0);
|
||||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||||
qglDisable(GL_CULL_FACE);
|
||||
|
||||
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
||||
|
||||
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP);
|
||||
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvisb);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
qglEnable(GL_CULL_FACE);
|
||||
|
||||
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
||||
}
|
||||
else if (qglActiveStencilFaceEXT && !((int)r_shadows.value & 2)) //NVidias variation on a theme. (GFFX class)
|
||||
{
|
||||
qglClearStencil(0);
|
||||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||||
qglDisable(GL_CULL_FACE);
|
||||
|
||||
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
||||
|
||||
qglActiveStencilFaceEXT(GL_BACK);
|
||||
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
||||
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
||||
|
||||
qglActiveStencilFaceEXT(GL_FRONT);
|
||||
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
||||
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
||||
|
||||
PPL_UpdateNodeShadowFrames(lvisb);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
|
||||
qglActiveStencilFaceEXT(GL_BACK);
|
||||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
qglActiveStencilFaceEXT(GL_FRONT);
|
||||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
||||
|
||||
qglEnable(GL_CULL_FACE);
|
||||
|
||||
qglActiveStencilFaceEXT(GL_BACK);
|
||||
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
||||
}
|
||||
else //your graphics card sucks and lacks efficient stencil shadow techniques.
|
||||
{ //centered around 0. Will only be increased then decreased less.
|
||||
qglClearStencil(0);
|
||||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
qglEnable(GL_CULL_FACE);
|
||||
|
||||
qglStencilFunc( GL_ALWAYS, 0, ~0 );
|
||||
|
||||
shadowsurfcount = 0;
|
||||
qglCullFace(GL_BACK);
|
||||
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvis);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
|
||||
shadowsurfcount=0;
|
||||
qglCullFace(GL_FRONT);
|
||||
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvis);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
|
||||
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
||||
}
|
||||
//end stencil writing.
|
||||
|
||||
qglEnable(GL_DEPTH_TEST);
|
||||
qglDepthMask(0);
|
||||
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
||||
qglColor3f(dl->color[0], dl->color[1], dl->color[2]);
|
||||
qglDisable(GL_STENCIL_TEST);
|
||||
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error on entities\n");
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error on entities\n");
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
if (qglGetError())
|
||||
Con_Printf("GL Error on entities\n");
|
||||
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
|
||||
if (qglStencilOpSeparateATI && !((int)r_shadows.value & 2))//GL_ATI_separate_stencil
|
||||
{
|
||||
qglClearStencil(0);
|
||||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||||
qglDisable(GL_CULL_FACE);
|
||||
|
||||
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
||||
|
||||
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP);
|
||||
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvisb);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
qglEnable(GL_CULL_FACE);
|
||||
|
||||
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
||||
}
|
||||
else if (qglActiveStencilFaceEXT && !((int)r_shadows.value & 2)) //NVidias variation on a theme. (GFFX class)
|
||||
{
|
||||
qglClearStencil(0);
|
||||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||||
qglDisable(GL_CULL_FACE);
|
||||
|
||||
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
||||
|
||||
qglActiveStencilFaceEXT(GL_BACK);
|
||||
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
||||
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
||||
|
||||
qglActiveStencilFaceEXT(GL_FRONT);
|
||||
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
||||
qglStencilFunc( GL_ALWAYS, 1, ~0 );
|
||||
|
||||
PPL_UpdateNodeShadowFrames(lvisb);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
|
||||
qglActiveStencilFaceEXT(GL_BACK);
|
||||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
qglActiveStencilFaceEXT(GL_FRONT);
|
||||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
||||
|
||||
qglEnable(GL_CULL_FACE);
|
||||
|
||||
qglActiveStencilFaceEXT(GL_BACK);
|
||||
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
||||
}
|
||||
else //your graphics card sucks and lacks efficient stencil shadow techniques.
|
||||
{ //centered around 0. Will only be increased then decreased less.
|
||||
qglClearStencil(0);
|
||||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
qglEnable(GL_CULL_FACE);
|
||||
|
||||
qglStencilFunc( GL_ALWAYS, 0, ~0 );
|
||||
|
||||
shadowsurfcount = 0;
|
||||
qglCullFace(GL_BACK);
|
||||
qglStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvis);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
|
||||
shadowsurfcount=0;
|
||||
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
||||
qglCullFace(GL_FRONT);
|
||||
qglStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvis);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
|
||||
qglStencilFunc( GL_EQUAL, 0, ~0 );
|
||||
}
|
||||
//end stencil writing.
|
||||
|
||||
qglEnable(GL_DEPTH_TEST);
|
||||
qglDepthMask(0);
|
||||
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
||||
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
||||
qglCullFace(GL_FRONT);
|
||||
|
||||
//noshadows:
|
||||
qglColor3f(1,1,1);
|
||||
|
||||
qglEnable(GL_BLEND);
|
||||
|
|
Loading…
Reference in a new issue