mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
fe23d72d69
memory freeing tweeks batch data rearranged a little (to try to reduce memory). RBSP/FBSP fixed. lightstyles now supported. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4059 fc73d0e0-1445-4013-8a0c-d673dee63da5
3008 lines
76 KiB
C
3008 lines
76 KiB
C
#include "quakedef.h"
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/*
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room for improvement:
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There is no screen-space culling of lit surfaces.
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model meshes are interpolated multiple times per frame
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*/
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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#ifdef RTLIGHTS
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#include "glquake.h"
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#include "shader.h"
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#ifdef D3DQUAKE
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#include "shader.h"
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#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
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#define HMONITOR_DECLARED
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DECLARE_HANDLE(HMONITOR);
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#endif
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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void D3DBE_Cull(unsigned int sflags);
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void D3DBE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf);
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#endif
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void GLBE_RenderShadowBuffer(unsigned int numverts, int vbo, vecV_t *verts, unsigned numindicies, int ibo, index_t *indicies);
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#define SHADOWMAP_SIZE 512
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#define PROJECTION_DISTANCE (float)(dl->radius*2)//0x7fffffff
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#define nearplane (16)
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static int shadow_fbo_id;
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static int crepuscular_fbo_id;
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texid_t crepuscular_texture_id;
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shader_t *crepuscular_shader;
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static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour);
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struct {
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int numlights;
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int shadowsurfcount;
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int numfrustumculled;
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int numpvsculled;
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int numscissorculled;
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} bench;
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void Sh_Shutdown(void)
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{
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#ifdef GLQUAKE
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if (shadow_fbo_id)
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{
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qglDeleteRenderbuffersEXT(1, &shadow_fbo_id);
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shadow_fbo_id = 0;
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}
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if (crepuscular_texture_id.num)
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{
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R_DestroyTexture(crepuscular_texture_id);
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crepuscular_texture_id = r_nulltex;
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}
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if (crepuscular_fbo_id)
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{
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qglDeleteRenderbuffersEXT(1, &crepuscular_fbo_id);
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crepuscular_fbo_id = 0;
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}
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#endif
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}
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typedef struct {
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unsigned int count;
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unsigned int max;
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texture_t *tex;
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vbo_t *vbo;
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mesh_t **s;
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} shadowmeshbatch_t;
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typedef struct shadowmesh_s {
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qboolean surfonly;
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unsigned int numindicies;
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unsigned int maxindicies;
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index_t *indicies;
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unsigned int numverts;
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unsigned int maxverts;
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vecV_t *verts;
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//we also have a list of all the surfaces that this light lights.
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unsigned int numbatches;
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shadowmeshbatch_t *batches;
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unsigned int leafbytes;
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unsigned char *litleaves;
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#ifdef GLQUAKE
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GLuint vebo[2];
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#endif
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#ifdef D3DQUAKE
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IDirect3DVertexBuffer9 *d3d_vbuffer;
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IDirect3DIndexBuffer9 *d3d_ibuffer;
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#endif
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} shadowmesh_t;
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/*state of the current shadow mesh*/
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#define inc 128
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int sh_shadowframe;
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static int sh_firstindex;
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static int sh_vertnum; //vertex number (set to 0 at SH_Begin)
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static shadowmesh_t *sh_shmesh, sh_tempshmesh;
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/* functions to add geometry to the shadow mesh */
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static void SHM_BeginQuads (void)
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{
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sh_firstindex = sh_shmesh->numverts;
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}
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static void SHM_End (void)
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{
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int i;
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i = (sh_shmesh->numindicies+(sh_vertnum/4)*6+inc+5)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxindicies != i)
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{
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sh_shmesh->maxindicies = i;
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sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
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}
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//add the extra triangles
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for (i = 0; i < sh_vertnum; i+=4)
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{
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+1;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+0;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+2;
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sh_shmesh->indicies[sh_shmesh->numindicies++] = sh_firstindex + i+3;
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}
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sh_vertnum = 0;
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}
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static void SHM_Vertex3fv (const float *v)
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{
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int i;
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//add the verts as we go
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i = (sh_shmesh->numverts+inc+5)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxverts < i)
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{
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sh_shmesh->maxverts = i;
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sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
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}
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sh_shmesh->verts[sh_shmesh->numverts][0] = v[0];
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sh_shmesh->verts[sh_shmesh->numverts][1] = v[1];
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sh_shmesh->verts[sh_shmesh->numverts][2] = v[2];
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sh_vertnum++;
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sh_shmesh->numverts++;
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if (sh_vertnum == 4)
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{
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SHM_End();
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sh_firstindex = sh_shmesh->numverts;
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}
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}
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static void SHM_TriangleFan(int numverts, vecV_t *verts, vec3_t lightorg, float pd)
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{
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int v, i, idxs;
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float *v1;
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vec3_t v3;
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vecV_t *outv;
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index_t *outi;
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/*make sure there's space*/
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v = (sh_shmesh->numverts+numverts*2 + inc)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxverts < v)
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{
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sh_shmesh->maxverts = v;
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sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, v * sizeof(*sh_shmesh->verts));
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}
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outv = sh_shmesh->verts + sh_shmesh->numverts;
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for (v = 0; v < numverts; v++)
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{
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v1 = verts[v];
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VectorCopy(v1, outv[v]);
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v3[0] = ( v1[0]-lightorg[0] )*pd;
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v3[1] = ( v1[1]-lightorg[1] )*pd;
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v3[2] = ( v1[2]-lightorg[2] )*pd;
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outv[v+numverts][0] = v1[0]+v3[0];
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outv[v+numverts][1] = v1[1]+v3[1];
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outv[v+numverts][2] = v1[2]+v3[2];
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}
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idxs = (numverts-2)*3;
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/*now add the verts in a fan*/
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v = (sh_shmesh->numindicies+idxs*2+inc)&~(inc-1); //and a bit of padding
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if (sh_shmesh->maxindicies < v)
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{
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sh_shmesh->maxindicies = v;
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sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, v * sizeof(*sh_shmesh->indicies));
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}
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outi = sh_shmesh->indicies + sh_shmesh->numindicies;
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for (v = 2, i = 0; v < numverts; v++, i+=3)
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{
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outi[i+0] = sh_shmesh->numverts;
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outi[i+1] = sh_shmesh->numverts+v-1;
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outi[i+2] = sh_shmesh->numverts+v;
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outi[i+0+idxs] = sh_shmesh->numverts+numverts+v;
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outi[i+1+idxs] = sh_shmesh->numverts+numverts+v-1;
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outi[i+2+idxs] = sh_shmesh->numverts+numverts;
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}
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/*we added this many*/
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sh_shmesh->numverts += numverts*2;
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sh_shmesh->numindicies += i*2;
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}
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static void SHM_Shadow_Cache_Surface(msurface_t *surf)
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{
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int i;
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i = surf->sbatch->shadowbatch;
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if (i < 0)
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return;
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if (sh_shmesh->batches[i].count == sh_shmesh->batches[i].max)
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{
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sh_shmesh->batches[i].max += 64;
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sh_shmesh->batches[i].s = BZ_Realloc(sh_shmesh->batches[i].s, sizeof(void*)*(sh_shmesh->batches[i].max));
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}
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sh_shmesh->batches[i].s[sh_shmesh->batches[i].count] = surf->mesh;
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sh_shmesh->batches[i].count++;
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}
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static void SHM_Shadow_Cache_Leaf(mleaf_t *leaf)
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{
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int i;
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i = leaf - cl.worldmodel->leafs;
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sh_shmesh->litleaves[i>>3] |= 1<<(i&7);
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}
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void SH_FreeShadowMesh(shadowmesh_t *sm)
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{
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unsigned int i;
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for (i = 0; i < sm->numbatches; i++)
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Z_Free(sm->batches[i].s);
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Z_Free(sm->batches);
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Z_Free(sm->indicies);
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Z_Free(sm->verts);
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switch (qrenderer)
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{
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#ifdef GLQUAKE
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case QR_OPENGL:
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qglDeleteBuffersARB(2, sm->vebo);
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sm->vebo[0] = 0;
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sm->vebo[1] = 0;
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break;
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#endif
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#ifdef D3DQUAKE
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case QR_DIRECT3D:
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if (sm->d3d_ibuffer)
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IDirect3DIndexBuffer9_Release(sm->d3d_ibuffer);
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sm->d3d_ibuffer = NULL;
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if (sm->d3d_vbuffer)
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IDirect3DVertexBuffer9_Release(sm->d3d_vbuffer);
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sm->d3d_vbuffer = NULL;
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break;
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#endif
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}
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Z_Free(sm);
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}
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static void SH_CalcShadowBatches(model_t *mod)
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{
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int s;
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batch_t *b;
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batch_t *l = NULL;
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int sb;
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l = NULL;
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for (s = 0; s < SHADER_SORT_COUNT; s++)
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{
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for (b = mod->batches[s]; b; b = b->next)
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{
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if (!l || l->vbo != b->vbo || l->texture != b->texture)
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{
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b->shadowbatch = mod->numshadowbatches++;
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l = b;
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}
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else
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b->shadowbatch = l->shadowbatch;
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}
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}
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l = NULL;
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sb = 0;
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mod->shadowbatches = BZ_Malloc(sizeof(*mod->shadowbatches)*mod->numshadowbatches);
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for (s = 0; s < SHADER_SORT_COUNT; s++)
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{
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for (b = mod->batches[s]; b; b = b->next)
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{
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if (!l || l->vbo != b->vbo || l->texture != b->texture)
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{
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mod->shadowbatches[sb].tex = b->texture;
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mod->shadowbatches[sb].vbo = b->vbo;
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sb++;
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l = b;
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}
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}
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}
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}
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static void SHM_BeginShadowMesh(dlight_t *dl, qboolean surfonly)
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{
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unsigned int i;
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unsigned int lb;
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sh_vertnum = 0;
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lb = (cl.worldmodel->numleafs+7)/8;
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if (!dl->die || !dl->key)
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{
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sh_shmesh = dl->worldshadowmesh;
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if (!sh_shmesh || sh_shmesh->leafbytes != lb)
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{
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/*this shouldn't happen too often*/
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if (sh_shmesh)
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{
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SH_FreeShadowMesh(sh_shmesh);
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}
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/*Create a new shadowmesh for this light*/
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sh_shmesh = Z_Malloc(sizeof(*sh_shmesh) + lb);
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sh_shmesh->leafbytes = lb;
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sh_shmesh->litleaves = (unsigned char*)(sh_shmesh+1);
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dl->worldshadowmesh = sh_shmesh;
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}
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dl->rebuildcache = false;
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}
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else
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{
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sh_shmesh = &sh_tempshmesh;
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if (sh_shmesh->leafbytes != lb)
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{
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/*this happens on map changes*/
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sh_shmesh->leafbytes = lb;
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Z_Free(sh_shmesh->litleaves);
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sh_shmesh->litleaves = Z_Malloc(lb);
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}
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}
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sh_shmesh->maxverts = 0;
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sh_shmesh->numverts = 0;
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sh_shmesh->maxindicies = 0;
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sh_shmesh->numindicies = 0;
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sh_shmesh->surfonly = surfonly;
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if (!cl.worldmodel->numshadowbatches)
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{
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SH_CalcShadowBatches(cl.worldmodel);
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}
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if (sh_shmesh->numbatches != cl.worldmodel->numshadowbatches)
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{
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if (sh_shmesh->batches)
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{
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for (i = 0; i < sh_shmesh->numbatches; i++)
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Z_Free(sh_shmesh->batches[i].s);
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Z_Free(sh_shmesh->batches);
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}
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sh_shmesh->batches = Z_Malloc(sizeof(shadowmeshbatch_t)*cl.worldmodel->numshadowbatches);
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sh_shmesh->numbatches=cl.worldmodel->numshadowbatches;
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}
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for (i = 0; i < sh_shmesh->numbatches; i++)
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{
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sh_shmesh->batches[i].count = 0;
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}
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}
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static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
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{
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if (sh_shmesh != &sh_tempshmesh)
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{
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switch (qrenderer)
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{
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#ifdef GLQUAKE
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case QR_OPENGL:
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qglGenBuffersARB(2, sh_shmesh->vebo);
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GL_SelectVBO(sh_shmesh->vebo[0]);
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qglBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->verts) * sh_shmesh->numverts, sh_shmesh->verts, GL_STATIC_DRAW_ARB);
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GL_SelectEBO(sh_shmesh->vebo[1]);
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qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->indicies) * sh_shmesh->numindicies, sh_shmesh->indicies, GL_STATIC_DRAW_ARB);
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break;
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#endif
|
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#ifdef D3DQUAKE
|
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case QR_DIRECT3D:
|
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if (sh_shmesh->numindicies && sh_shmesh->numverts)
|
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{
|
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void *map;
|
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IDirect3DDevice9_CreateIndexBuffer(pD3DDev9, sizeof(index_t) * sh_shmesh->numindicies, 0, D3DFMT_QINDEX, D3DPOOL_MANAGED, &sh_shmesh->d3d_ibuffer, NULL);
|
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IDirect3DIndexBuffer9_Lock(sh_shmesh->d3d_ibuffer, 0, sizeof(index_t) * sh_shmesh->numindicies, &map, D3DLOCK_DISCARD);
|
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memcpy(map, sh_shmesh->indicies, sizeof(index_t) * sh_shmesh->numindicies);
|
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IDirect3DIndexBuffer9_Unlock(sh_shmesh->d3d_ibuffer);
|
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|
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IDirect3DDevice9_CreateVertexBuffer(pD3DDev9, sizeof(vecV_t) * sh_shmesh->numverts, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &sh_shmesh->d3d_vbuffer, NULL);
|
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IDirect3DVertexBuffer9_Lock(sh_shmesh->d3d_vbuffer, 0, sizeof(vecV_t) * sh_shmesh->numverts, &map, D3DLOCK_DISCARD);
|
||
memcpy(map, sh_shmesh->verts, sizeof(vecV_t) * sh_shmesh->numverts);
|
||
IDirect3DVertexBuffer9_Unlock(sh_shmesh->d3d_vbuffer);
|
||
|
||
}
|
||
break;
|
||
#endif
|
||
}
|
||
|
||
Z_Free(sh_shmesh->verts);
|
||
sh_shmesh->verts = NULL;
|
||
|
||
Z_Free(sh_shmesh->indicies);
|
||
sh_shmesh->indicies = NULL;
|
||
}
|
||
return sh_shmesh;
|
||
}
|
||
|
||
|
||
/*state of the world that is still to compile*/
|
||
static struct {
|
||
short count;
|
||
short count2;
|
||
int next;
|
||
int prev;
|
||
} edge[MAX_MAP_EDGES];
|
||
static int firstedge;
|
||
|
||
static void SHM_RecursiveWorldNodeQ1_r (dlight_t *dl, mnode_t *node)
|
||
{
|
||
int c, side;
|
||
mplane_t *plane;
|
||
msurface_t *surf, **mark;
|
||
mleaf_t *pleaf;
|
||
double dot;
|
||
int v;
|
||
|
||
float l, maxdist;
|
||
int j, s, t;
|
||
vec3_t impact;
|
||
|
||
if (node->shadowframe != sh_shadowframe)
|
||
return;
|
||
|
||
if (node->contents == Q1CONTENTS_SOLID)
|
||
return; // solid
|
||
|
||
|
||
//if light areabox is outside node, ignore node + children
|
||
for (c = 0; c < 3; c++)
|
||
{
|
||
if (dl->origin[c] + dl->radius < node->minmaxs[c])
|
||
return;
|
||
if (dl->origin[c] - dl->radius > node->minmaxs[3+c])
|
||
return;
|
||
}
|
||
|
||
// if a leaf node, draw stuff
|
||
if (node->contents < 0)
|
||
{
|
||
pleaf = (mleaf_t *)node;
|
||
SHM_Shadow_Cache_Leaf(pleaf);
|
||
|
||
mark = pleaf->firstmarksurface;
|
||
c = pleaf->nummarksurfaces;
|
||
|
||
if (c)
|
||
{
|
||
do
|
||
{
|
||
(*mark++)->shadowframe = sh_shadowframe;
|
||
} while (--c);
|
||
}
|
||
return;
|
||
}
|
||
|
||
// node is just a decision point, so go down the apropriate sides
|
||
|
||
// find which side of the node we are on
|
||
plane = node->plane;
|
||
|
||
switch (plane->type)
|
||
{
|
||
case PLANE_X:
|
||
dot = dl->origin[0] - plane->dist;
|
||
break;
|
||
case PLANE_Y:
|
||
dot = dl->origin[1] - plane->dist;
|
||
break;
|
||
case PLANE_Z:
|
||
dot = dl->origin[2] - plane->dist;
|
||
break;
|
||
default:
|
||
dot = DotProduct (dl->origin, plane->normal) - plane->dist;
|
||
break;
|
||
}
|
||
|
||
if (dot >= 0)
|
||
side = 0;
|
||
else
|
||
side = 1;
|
||
|
||
// recurse down the children, front side first
|
||
SHM_RecursiveWorldNodeQ1_r (dl, node->children[side]);
|
||
|
||
// draw stuff
|
||
c = node->numsurfaces;
|
||
|
||
if (c)
|
||
{
|
||
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||
|
||
{
|
||
|
||
maxdist = dl->radius*dl->radius;
|
||
|
||
for ( ; c ; c--, surf++)
|
||
{
|
||
if (surf->shadowframe != sh_shadowframe)
|
||
continue;
|
||
|
||
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
||
// continue; // wrong side
|
||
|
||
// if (surf->flags & SURF_PLANEBACK)
|
||
// continue;
|
||
|
||
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
{ // no shadows
|
||
continue;
|
||
}
|
||
|
||
//is the light on the right side?
|
||
if (surf->flags & SURF_PLANEBACK)
|
||
{//inverted normal.
|
||
if (-DotProduct(surf->plane->normal, dl->origin)+surf->plane->dist >= dl->radius)
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
if (DotProduct(surf->plane->normal, dl->origin)-surf->plane->dist >= dl->radius)
|
||
continue;
|
||
}
|
||
|
||
//Yeah, you can blame LordHavoc for this alternate code here.
|
||
for (j=0 ; j<3 ; j++)
|
||
impact[j] = dl->origin[j] - surf->plane->normal[j]*dot;
|
||
|
||
// clamp center of light to corner and check brightness
|
||
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
||
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
|
||
s = l - s;
|
||
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
||
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
|
||
t = l - t;
|
||
// compare to minimum light
|
||
if ((s*s+t*t+dot*dot) < maxdist)
|
||
{
|
||
SHM_Shadow_Cache_Surface(surf);
|
||
if (sh_shmesh->surfonly)
|
||
continue;
|
||
|
||
//build a list of the edges that are to be drawn.
|
||
for (v = 0; v < surf->numedges; v++)
|
||
{
|
||
int e, delta;
|
||
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
||
//negative edge means backwards edge.
|
||
if (e < 0)
|
||
{
|
||
e=-e;
|
||
delta = -1;
|
||
}
|
||
else
|
||
{
|
||
delta = 1;
|
||
}
|
||
|
||
if (!edge[e].count)
|
||
{
|
||
if (firstedge)
|
||
edge[firstedge].prev = e;
|
||
edge[e].next = firstedge;
|
||
edge[e].prev = 0;
|
||
firstedge = e;
|
||
edge[e].count = delta;
|
||
}
|
||
else
|
||
{
|
||
edge[e].count += delta;
|
||
|
||
if (!edge[e].count) //unlink
|
||
{
|
||
if (edge[e].next)
|
||
{
|
||
edge[edge[e].next].prev = edge[e].prev;
|
||
}
|
||
if (edge[e].prev)
|
||
edge[edge[e].prev].next = edge[e].next;
|
||
else
|
||
firstedge = edge[e].next;
|
||
}
|
||
}
|
||
}
|
||
|
||
SHM_TriangleFan(surf->mesh->numvertexes, surf->mesh->xyz_array, dl->origin, PROJECTION_DISTANCE);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// recurse down the back side
|
||
SHM_RecursiveWorldNodeQ1_r (dl, node->children[!side]);
|
||
}
|
||
|
||
static void SHM_RecursiveWorldNodeQ2_r (dlight_t *dl, mnode_t *node)
|
||
{
|
||
int c, side;
|
||
mplane_t *plane;
|
||
msurface_t *surf, **mark;
|
||
mleaf_t *pleaf;
|
||
double dot;
|
||
int v;
|
||
|
||
float l, maxdist;
|
||
int j, s, t;
|
||
vec3_t impact;
|
||
|
||
if (node->shadowframe != sh_shadowframe)
|
||
return;
|
||
|
||
if (node->contents == Q2CONTENTS_SOLID)
|
||
return; // solid
|
||
|
||
|
||
//if light areabox is outside node, ignore node + children
|
||
for (c = 0; c < 3; c++)
|
||
{
|
||
if (dl->origin[c] + dl->radius < node->minmaxs[c])
|
||
return;
|
||
if (dl->origin[c] - dl->radius > node->minmaxs[3+c])
|
||
return;
|
||
}
|
||
|
||
// if a leaf node, draw stuff
|
||
if (node->contents != -1)
|
||
{
|
||
pleaf = (mleaf_t *)node;
|
||
SHM_Shadow_Cache_Leaf(pleaf);
|
||
|
||
mark = pleaf->firstmarksurface;
|
||
c = pleaf->nummarksurfaces;
|
||
|
||
if (c)
|
||
{
|
||
do
|
||
{
|
||
(*mark++)->shadowframe = sh_shadowframe;
|
||
} while (--c);
|
||
}
|
||
return;
|
||
}
|
||
|
||
// node is just a decision point, so go down the apropriate sides
|
||
|
||
// find which side of the node we are on
|
||
plane = node->plane;
|
||
|
||
switch (plane->type)
|
||
{
|
||
case PLANE_X:
|
||
dot = dl->origin[0] - plane->dist;
|
||
break;
|
||
case PLANE_Y:
|
||
dot = dl->origin[1] - plane->dist;
|
||
break;
|
||
case PLANE_Z:
|
||
dot = dl->origin[2] - plane->dist;
|
||
break;
|
||
default:
|
||
dot = DotProduct (dl->origin, plane->normal) - plane->dist;
|
||
break;
|
||
}
|
||
|
||
if (dot >= 0)
|
||
side = 0;
|
||
else
|
||
side = 1;
|
||
|
||
// recurse down the children, front side first
|
||
SHM_RecursiveWorldNodeQ2_r (dl, node->children[side]);
|
||
|
||
// draw stuff
|
||
c = node->numsurfaces;
|
||
|
||
if (c)
|
||
{
|
||
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||
|
||
{
|
||
|
||
maxdist = dl->radius*dl->radius;
|
||
|
||
for ( ; c ; c--, surf++)
|
||
{
|
||
if (surf->shadowframe != sh_shadowframe)
|
||
continue;
|
||
|
||
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
||
// continue; // wrong side
|
||
|
||
// if (surf->flags & SURF_PLANEBACK)
|
||
// continue;
|
||
|
||
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
{ // no shadows
|
||
continue;
|
||
}
|
||
|
||
//is the light on the right side?
|
||
if (surf->flags & SURF_PLANEBACK)
|
||
{//inverted normal.
|
||
if (-DotProduct(surf->plane->normal, dl->origin)+surf->plane->dist >= dl->radius)
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
if (DotProduct(surf->plane->normal, dl->origin)-surf->plane->dist >= dl->radius)
|
||
continue;
|
||
}
|
||
|
||
//Yeah, you can blame LordHavoc for this alternate code here.
|
||
for (j=0 ; j<3 ; j++)
|
||
impact[j] = dl->origin[j] - surf->plane->normal[j]*dot;
|
||
|
||
// clamp center of light to corner and check brightness
|
||
l = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
|
||
s = l+0.5;if (s < 0) s = 0;else if (s > surf->extents[0]) s = surf->extents[0];
|
||
s = l - s;
|
||
l = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
|
||
t = l+0.5;if (t < 0) t = 0;else if (t > surf->extents[1]) t = surf->extents[1];
|
||
t = l - t;
|
||
// compare to minimum light
|
||
if ((s*s+t*t+dot*dot) < maxdist)
|
||
{
|
||
SHM_Shadow_Cache_Surface(surf);
|
||
if (sh_shmesh->surfonly)
|
||
continue;
|
||
|
||
//build a list of the edges that are to be drawn.
|
||
for (v = 0; v < surf->numedges; v++)
|
||
{
|
||
int e, delta;
|
||
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
||
//negative edge means backwards edge.
|
||
if (e < 0)
|
||
{
|
||
e=-e;
|
||
delta = -1;
|
||
}
|
||
else
|
||
{
|
||
delta = 1;
|
||
}
|
||
|
||
if (!edge[e].count)
|
||
{
|
||
if (firstedge)
|
||
edge[firstedge].prev = e;
|
||
edge[e].next = firstedge;
|
||
edge[e].prev = 0;
|
||
firstedge = e;
|
||
edge[e].count = delta;
|
||
}
|
||
else
|
||
{
|
||
edge[e].count += delta;
|
||
|
||
if (!edge[e].count) //unlink
|
||
{
|
||
if (edge[e].next)
|
||
{
|
||
edge[edge[e].next].prev = edge[e].prev;
|
||
}
|
||
if (edge[e].prev)
|
||
edge[edge[e].prev].next = edge[e].next;
|
||
else
|
||
firstedge = edge[e].next;
|
||
}
|
||
}
|
||
}
|
||
|
||
SHM_TriangleFan(surf->mesh->numvertexes, surf->mesh->xyz_array, dl->origin, PROJECTION_DISTANCE);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// recurse down the back side
|
||
SHM_RecursiveWorldNodeQ2_r (dl, node->children[!side]);
|
||
}
|
||
|
||
#ifdef Q2BSPS
|
||
static void SHM_MarkLeavesQ2(dlight_t *dl, unsigned char *lvis, unsigned char *vvis)
|
||
{
|
||
mnode_t *node;
|
||
int i;
|
||
mleaf_t *leaf;
|
||
int cluster;
|
||
sh_shadowframe++;
|
||
|
||
if (!dl->die)
|
||
{
|
||
//static
|
||
//variation on mark leaves
|
||
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
|
||
{
|
||
cluster = leaf->cluster;
|
||
if (cluster == -1)
|
||
continue;
|
||
if (lvis[cluster>>3] & (1<<(cluster&7)))// && vvis[cluster>>3] & (1<<(cluster&7)))
|
||
{
|
||
node = (mnode_t *)leaf;
|
||
do
|
||
{
|
||
if (node->shadowframe == sh_shadowframe)
|
||
break;
|
||
node->shadowframe = sh_shadowframe;
|
||
node = node->parent;
|
||
} while (node);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
//dynamic lights will be discarded after this frame anyway, so only include leafs that are visible
|
||
//variation on mark leaves
|
||
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
|
||
{
|
||
cluster = leaf->cluster;
|
||
if (cluster == -1)
|
||
continue;
|
||
if (lvis[cluster>>3] & vvis[cluster>>3] & (1<<(cluster&7)))
|
||
{
|
||
node = (mnode_t *)leaf;
|
||
do
|
||
{
|
||
if (node->shadowframe == sh_shadowframe)
|
||
break;
|
||
node->shadowframe = sh_shadowframe;
|
||
node = node->parent;
|
||
} while (node);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
static void SHM_MarkLeavesQ1(dlight_t *dl, unsigned char *lvis)
|
||
{
|
||
mnode_t *node;
|
||
int i;
|
||
sh_shadowframe++;
|
||
|
||
//variation on mark leaves
|
||
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
|
||
{
|
||
if (lvis[i>>3] & (1<<(i&7)))
|
||
{
|
||
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
|
||
do
|
||
{
|
||
if (node->shadowframe == sh_shadowframe)
|
||
break;
|
||
node->shadowframe = sh_shadowframe;
|
||
node = node->parent;
|
||
} while (node);
|
||
}
|
||
}
|
||
}
|
||
|
||
#ifdef Q3BSPS
|
||
static void SHM_RecursiveWorldNodeQ3_r (dlight_t *dl, mnode_t *node)
|
||
{
|
||
mplane_t *splitplane;
|
||
float dist;
|
||
msurface_t **msurf;
|
||
msurface_t *surf;
|
||
mleaf_t *leaf;
|
||
int i;
|
||
|
||
if (node->contents != -1)
|
||
{
|
||
leaf = (mleaf_t *)node;
|
||
SHM_Shadow_Cache_Leaf(leaf);
|
||
|
||
// mark the polygons
|
||
msurf = leaf->firstmarksurface;
|
||
for (i=0 ; i<leaf->nummarksurfaces ; i++, msurf++)
|
||
{
|
||
surf = *msurf;
|
||
|
||
//only check each surface once. it can appear in multiple leafs.
|
||
if (surf->shadowframe == sh_shadowframe)
|
||
continue;
|
||
surf->shadowframe = sh_shadowframe;
|
||
|
||
SHM_Shadow_Cache_Surface(surf);
|
||
}
|
||
return;
|
||
}
|
||
|
||
splitplane = node->plane;
|
||
dist = DotProduct (dl->origin, splitplane->normal) - splitplane->dist;
|
||
|
||
if (dist > dl->radius)
|
||
{
|
||
SHM_RecursiveWorldNodeQ3_r (dl, node->children[0]);
|
||
return;
|
||
}
|
||
if (dist < -dl->radius)
|
||
{
|
||
SHM_RecursiveWorldNodeQ3_r (dl, node->children[1]);
|
||
return;
|
||
}
|
||
SHM_RecursiveWorldNodeQ3_r (dl, node->children[0]);
|
||
SHM_RecursiveWorldNodeQ3_r (dl, node->children[1]);
|
||
}
|
||
#endif
|
||
|
||
static struct {
|
||
unsigned int numtris;
|
||
unsigned int maxtris;
|
||
struct {
|
||
signed int edge[3];
|
||
} *tris; /*negative for reverse edge*/
|
||
|
||
unsigned int numedges;
|
||
unsigned int maxedges;
|
||
struct {
|
||
unsigned int vert[2];
|
||
} *edges;
|
||
|
||
unsigned int numpoints;
|
||
unsigned int maxpoints;
|
||
vec3_t *points;
|
||
|
||
unsigned int maxedgeuses;
|
||
int *edgeuses; /*negative for back sides, so 0 means unused or used equally on both sides*/
|
||
} cv;
|
||
|
||
#define VERT_POS_EPSILON (1.0f/32)
|
||
static int SHM_ComposeVolume_FindVert(float *vert)
|
||
{
|
||
int i;
|
||
for (i = 0; i < cv.numpoints; i++)
|
||
{
|
||
#if 1
|
||
if (cv.points[i][0] == vert[0] &&
|
||
cv.points[i][1] == vert[1] &&
|
||
cv.points[i][2] == vert[2])
|
||
#else
|
||
vec3_t d;
|
||
d[0] = cv.points[i][0]-vert[0];
|
||
d[1] = cv.points[i][1]-vert[1];
|
||
d[2] = cv.points[i][2]-vert[2];
|
||
if (d[0]*d[0] < VERT_POS_EPSILON &&
|
||
d[1]*d[1] < VERT_POS_EPSILON &&
|
||
d[2]*d[2] < VERT_POS_EPSILON)
|
||
#endif
|
||
return i;
|
||
}
|
||
VectorCopy(vert, cv.points[i]);
|
||
cv.numpoints++;
|
||
return i;
|
||
}
|
||
static int SHM_ComposeVolume_FindEdge(int v1, int v2)
|
||
{
|
||
int i;
|
||
for (i = 0; i < cv.numedges; i++)
|
||
{
|
||
if (cv.edges[i].vert[0] == v1 && cv.edges[i].vert[1] == v2)
|
||
return i;
|
||
if (cv.edges[i].vert[0] == v2 && cv.edges[i].vert[1] == v1)
|
||
return -(i+1);
|
||
}
|
||
cv.edges[i].vert[0] = v1;
|
||
cv.edges[i].vert[1] = v2;
|
||
cv.numedges++;
|
||
return i;
|
||
}
|
||
|
||
/*each triangle is coplanar, and all face the light, and its a triangle fan. this is a special case that provides a slight speedup*/
|
||
static void SHM_ComposeVolume_Fan(vecV_t *points, int numpoints)
|
||
{
|
||
int newmax;
|
||
int lastedge;
|
||
int i;
|
||
|
||
#define MAX_ARRAY_VERTS 65535
|
||
static index_t pointidx[MAX_ARRAY_VERTS];
|
||
|
||
/*make sure there's space*/
|
||
newmax = (cv.numpoints+numpoints + inc)&~(inc-1);
|
||
if (cv.maxpoints < newmax)
|
||
{
|
||
cv.maxpoints = newmax;
|
||
cv.points = BZ_Realloc(cv.points, newmax * sizeof(*cv.points));
|
||
}
|
||
newmax = (cv.numedges+(numpoints-2)*3 + inc)&~(inc-1);
|
||
if (cv.maxedges < newmax)
|
||
{
|
||
cv.maxedges = newmax;
|
||
cv.edges = BZ_Realloc(cv.edges, newmax * sizeof(*cv.edges));
|
||
}
|
||
newmax = (cv.numtris+(numpoints-2) + inc)&~(inc-1);
|
||
if (cv.maxtris < newmax)
|
||
{
|
||
cv.maxtris = newmax;
|
||
cv.tris = BZ_Realloc(cv.tris, newmax * sizeof(*cv.tris));
|
||
}
|
||
|
||
for (i = 0; i < numpoints; i++)
|
||
{
|
||
pointidx[i] = SHM_ComposeVolume_FindVert(points[i]);
|
||
}
|
||
lastedge = SHM_ComposeVolume_FindEdge(pointidx[0], pointidx[1]);
|
||
for (i = 2; i < numpoints; i++)
|
||
{
|
||
cv.tris[cv.numtris].edge[0] = lastedge;
|
||
cv.tris[cv.numtris].edge[1] = SHM_ComposeVolume_FindEdge(pointidx[i-1], pointidx[i]);
|
||
lastedge = SHM_ComposeVolume_FindEdge(pointidx[i], pointidx[0]);
|
||
cv.tris[cv.numtris].edge[2] = lastedge;
|
||
lastedge = -(lastedge+1);
|
||
cv.numtris++;
|
||
}
|
||
}
|
||
static void SHM_ComposeVolume_Soup(vecV_t *points, int numpoints, index_t *idx, int numidx)
|
||
{
|
||
int newmax;
|
||
int i;
|
||
|
||
#define MAX_ARRAY_VERTS 65535
|
||
static index_t pointidx[MAX_ARRAY_VERTS];
|
||
|
||
/*make sure there's space*/
|
||
newmax = (cv.numpoints+numpoints + inc)&~(inc-1);
|
||
if (cv.maxpoints < newmax)
|
||
{
|
||
cv.maxpoints = newmax;
|
||
cv.points = BZ_Realloc(cv.points, newmax * sizeof(*cv.points));
|
||
}
|
||
newmax = (cv.numedges+numidx + inc)&~(inc-1);
|
||
if (cv.maxedges < newmax)
|
||
{
|
||
cv.maxedges = newmax;
|
||
cv.edges = BZ_Realloc(cv.edges, newmax * sizeof(*cv.edges));
|
||
}
|
||
newmax = (cv.numtris+numidx/3 + inc)&~(inc-1);
|
||
if (cv.maxtris < newmax)
|
||
{
|
||
cv.maxtris = newmax;
|
||
cv.tris = BZ_Realloc(cv.tris, newmax * sizeof(*cv.tris));
|
||
}
|
||
|
||
for (i = 0; i < numpoints; i++)
|
||
{
|
||
pointidx[i] = SHM_ComposeVolume_FindVert(points[i]);
|
||
}
|
||
|
||
for (i = 0; i < numidx; i+=3, idx+=3)
|
||
{
|
||
cv.tris[cv.numtris].edge[0] = SHM_ComposeVolume_FindEdge(pointidx[idx[0]], pointidx[idx[1]]);
|
||
cv.tris[cv.numtris].edge[1] = SHM_ComposeVolume_FindEdge(pointidx[idx[1]], pointidx[idx[2]]);
|
||
cv.tris[cv.numtris].edge[2] = SHM_ComposeVolume_FindEdge(pointidx[idx[2]], pointidx[idx[0]]);
|
||
cv.numtris++;
|
||
}
|
||
}
|
||
/*call this function after generating litsurfs meshes*/
|
||
static void SHM_ComposeVolume_BruteForce(dlight_t *dl)
|
||
{
|
||
shadowmeshbatch_t *sms;
|
||
unsigned int tno;
|
||
unsigned int sno;
|
||
int i, e;
|
||
mesh_t *sm;
|
||
vec3_t ext;
|
||
float sc;
|
||
cv.numedges = 0;
|
||
cv.numpoints = 0;
|
||
cv.numtris = 0;
|
||
|
||
for (tno = 0; tno < sh_shmesh->numbatches; tno++)
|
||
{
|
||
sms = &sh_shmesh->batches[tno];
|
||
if (!sms->count)
|
||
continue;
|
||
if ((cl.worldmodel->shadowbatches[tno].tex->shader->flags & (SHADER_BLEND|SHADER_NODRAW)))
|
||
continue;
|
||
|
||
for (sno = 0; sno < sms->count; sno++)
|
||
{
|
||
sm = sms->s[sno];
|
||
|
||
if (sm->istrifan)
|
||
SHM_ComposeVolume_Fan(sm->xyz_array, sm->numvertexes);
|
||
else
|
||
SHM_ComposeVolume_Soup(sm->xyz_array, sm->numvertexes, sm->indexes, sm->numindexes);
|
||
}
|
||
}
|
||
|
||
/*FIXME: clip away overlapping triangles*/
|
||
|
||
if (cv.maxedgeuses < cv.numedges)
|
||
{
|
||
BZ_Free(cv.edgeuses);
|
||
cv.maxedgeuses = cv.numedges;
|
||
cv.edgeuses = Z_Malloc(cv.maxedgeuses * sizeof(*cv.edgeuses));
|
||
}
|
||
else
|
||
memset(cv.edgeuses, 0, cv.numedges * sizeof(*cv.edgeuses));
|
||
|
||
i = (sh_shmesh->numverts+cv.numpoints*6+inc+5)&~(inc-1); //and a bit of padding
|
||
if (sh_shmesh->maxverts < i)
|
||
{
|
||
sh_shmesh->maxverts = i;
|
||
sh_shmesh->verts = BZ_Realloc(sh_shmesh->verts, i * sizeof(*sh_shmesh->verts));
|
||
}
|
||
|
||
for (i = 0; i < cv.numpoints; i++)
|
||
{
|
||
/*front face*/
|
||
sh_shmesh->verts[(i * 2) + 0][0] = cv.points[i][0];
|
||
sh_shmesh->verts[(i * 2) + 0][1] = cv.points[i][1];
|
||
sh_shmesh->verts[(i * 2) + 0][2] = cv.points[i][2];
|
||
|
||
/*shadow direction*/
|
||
ext[0] = cv.points[i][0]-dl->origin[0];
|
||
ext[1] = cv.points[i][1]-dl->origin[1];
|
||
ext[2] = cv.points[i][2]-dl->origin[2];
|
||
|
||
sc = dl->radius * VectorNormalize(ext);
|
||
|
||
/*back face*/
|
||
sh_shmesh->verts[(i * 2) + 1][0] = cv.points[i][0] + ext[0] * sc;
|
||
sh_shmesh->verts[(i * 2) + 1][1] = cv.points[i][1] + ext[1] * sc;
|
||
sh_shmesh->verts[(i * 2) + 1][2] = cv.points[i][2] + ext[2] * sc;
|
||
}
|
||
sh_shmesh->numverts = i*2;
|
||
|
||
i = (sh_shmesh->numindicies+cv.numtris*6+cv.numedges*6+inc+5)&~(inc-1); //and a bit of padding
|
||
if (sh_shmesh->maxindicies < i)
|
||
{
|
||
sh_shmesh->maxindicies = i;
|
||
sh_shmesh->indicies = BZ_Realloc(sh_shmesh->indicies, i * sizeof(*sh_shmesh->indicies));
|
||
}
|
||
|
||
for (tno = 0; tno < cv.numtris; tno++)
|
||
{
|
||
for (i = 0; i < 3; i++)
|
||
{
|
||
e = cv.tris[tno].edge[i];
|
||
if (e < 0)
|
||
{
|
||
e = -(e+1);
|
||
cv.edgeuses[e]--;
|
||
e = cv.edges[e].vert[1];
|
||
}
|
||
else
|
||
{
|
||
cv.edgeuses[e]++;
|
||
e = cv.edges[e].vert[0];
|
||
}
|
||
|
||
sh_shmesh->indicies[sh_shmesh->numindicies+i] = e*2;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies+5-i] = e*2 + 1;
|
||
}
|
||
sh_shmesh->numindicies += 6;
|
||
}
|
||
|
||
for (i = 0; i < cv.numedges; i++)
|
||
{
|
||
if (cv.edgeuses[i] > 0)
|
||
{
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 0;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
||
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 1;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
||
}
|
||
else if (cv.edgeuses[i] < 0)
|
||
{
|
||
//generally should not happen...
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 0;
|
||
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[0]*2 + 1;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 0;
|
||
sh_shmesh->indicies[sh_shmesh->numindicies++] = cv.edges[i].vert[1]*2 + 1;
|
||
}
|
||
}
|
||
}
|
||
|
||
static struct shadowmesh_s *SHM_BuildShadowMesh(dlight_t *dl, unsigned char *lvis, unsigned char *vvis, qboolean surfonly)
|
||
{
|
||
float *v1, *v2;
|
||
vec3_t v3, v4;
|
||
|
||
if (dl->worldshadowmesh && !dl->rebuildcache)
|
||
return dl->worldshadowmesh;
|
||
|
||
firstedge=0;
|
||
|
||
switch(cl.worldmodel->fromgame)
|
||
{
|
||
case fg_quake:
|
||
case fg_halflife:
|
||
/*if (!dl->die)
|
||
{
|
||
SHM_BeginShadowMesh(dl, true);
|
||
SHM_MarkLeavesQ1(dl, lvis);
|
||
SHM_RecursiveWorldNodeQ1_r(dl, cl.worldmodel->nodes);
|
||
if (!surfonly)
|
||
SHM_ComposeVolume_BruteForce(dl);
|
||
}
|
||
else*/
|
||
{
|
||
SHM_BeginShadowMesh(dl, surfonly);
|
||
SHM_MarkLeavesQ1(dl, lvis);
|
||
SHM_RecursiveWorldNodeQ1_r(dl, cl.worldmodel->nodes);
|
||
}
|
||
break;
|
||
#ifdef Q2BSPS
|
||
case fg_quake2:
|
||
SHM_BeginShadowMesh(dl, surfonly);
|
||
SHM_MarkLeavesQ2(dl, lvis, vvis);
|
||
SHM_RecursiveWorldNodeQ2_r(dl, cl.worldmodel->nodes);
|
||
break;
|
||
#endif
|
||
#ifdef Q3BSPS
|
||
case fg_quake3:
|
||
/*q3 doesn't have edge info*/
|
||
SHM_BeginShadowMesh(dl, true);
|
||
sh_shadowframe++;
|
||
SHM_RecursiveWorldNodeQ3_r(dl, cl.worldmodel->nodes);
|
||
if (!surfonly)
|
||
SHM_ComposeVolume_BruteForce(dl);
|
||
break;
|
||
#endif
|
||
default:
|
||
return NULL;
|
||
}
|
||
|
||
/*generate edge polys for map types that need it (q1/q2)*/
|
||
if (!surfonly)
|
||
{
|
||
SHM_BeginQuads();
|
||
while(firstedge)
|
||
{
|
||
//border
|
||
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position;
|
||
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position;
|
||
|
||
//get positions of v3 and v4 based on the light position
|
||
v3[0] = v1[0] + ( v1[0]-dl->origin[0] )*PROJECTION_DISTANCE;
|
||
v3[1] = v1[1] + ( v1[1]-dl->origin[1] )*PROJECTION_DISTANCE;
|
||
v3[2] = v1[2] + ( v1[2]-dl->origin[2] )*PROJECTION_DISTANCE;
|
||
|
||
v4[0] = v2[0] + ( v2[0]-dl->origin[0] )*PROJECTION_DISTANCE;
|
||
v4[1] = v2[1] + ( v2[1]-dl->origin[1] )*PROJECTION_DISTANCE;
|
||
v4[2] = v2[2] + ( v2[2]-dl->origin[2] )*PROJECTION_DISTANCE;
|
||
|
||
if (edge[firstedge].count > 0)
|
||
{
|
||
SHM_Vertex3fv(v3);
|
||
SHM_Vertex3fv(v4);
|
||
SHM_Vertex3fv(v2);
|
||
SHM_Vertex3fv(v1);
|
||
}
|
||
else
|
||
{
|
||
SHM_Vertex3fv(v1);
|
||
SHM_Vertex3fv(v2);
|
||
SHM_Vertex3fv(v4);
|
||
SHM_Vertex3fv(v3);
|
||
}
|
||
edge[firstedge].count=0;
|
||
|
||
firstedge = edge[firstedge].next;
|
||
}
|
||
SHM_End();
|
||
}
|
||
|
||
return SHM_FinishShadowMesh(dl);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
static qboolean Sh_VisOverlaps(qbyte *v1, qbyte *v2)
|
||
{
|
||
int i, m;
|
||
if (!v2)
|
||
return false;
|
||
m = (cl.worldmodel->numleafs-1)>>3;
|
||
for (i=0 ; i<m ; i++)
|
||
{
|
||
if (v1[i] & v2[i])
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
static qboolean Sh_LeafInView(qbyte *lightvis, qbyte *vvis)
|
||
{
|
||
int i;
|
||
int m = (cl.worldmodel->numleafs);
|
||
mleaf_t *wl = cl.worldmodel->leafs;
|
||
unsigned char lv;
|
||
|
||
/*we can potentially walk off the end of the leafs, but lightvis shouldn't be set for those*/
|
||
|
||
|
||
for (i = 0; i < m; i += 1<<3)
|
||
{
|
||
lv = lightvis[i>>3];// & vvis[i>>3];
|
||
if (!lv)
|
||
continue;
|
||
if ((lv&0x01) && wl[i+0].visframe == r_visframecount) return true;
|
||
if ((lv&0x02) && wl[i+1].visframe == r_visframecount) return true;
|
||
if ((lv&0x04) && wl[i+2].visframe == r_visframecount) return true;
|
||
if ((lv&0x08) && wl[i+3].visframe == r_visframecount) return true;
|
||
if ((lv&0x10) && wl[i+4].visframe == r_visframecount) return true;
|
||
if ((lv&0x20) && wl[i+5].visframe == r_visframecount) return true;
|
||
if ((lv&0x40) && wl[i+6].visframe == r_visframecount) return true;
|
||
if ((lv&0x80) && wl[i+7].visframe == r_visframecount) return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
typedef struct
|
||
{
|
||
int x;
|
||
int y;
|
||
int width;
|
||
int height;
|
||
double dmin;
|
||
double dmax;
|
||
} srect_t;
|
||
static void Sh_Scissor (srect_t r)
|
||
{
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
qglScissor(r.x, r.y, r.width, r.height);
|
||
|
||
if (qglDepthBoundsEXT)
|
||
{
|
||
qglDepthBoundsEXT(r.dmin, r.dmax);
|
||
qglEnable(GL_DEPTH_BOUNDS_TEST_EXT);
|
||
}
|
||
break;
|
||
#endif
|
||
#ifdef D3DQUAKE
|
||
case QR_DIRECT3D:
|
||
{
|
||
RECT rect;
|
||
rect.left = r.x;
|
||
rect.right = r.x + r.width;
|
||
rect.top = r.y;
|
||
rect.bottom = r.y + r.height;
|
||
IDirect3DDevice9_SetScissorRect(pD3DDev9, &rect);
|
||
}
|
||
break;
|
||
#endif
|
||
}
|
||
}
|
||
|
||
#if 0
|
||
static qboolean Sh_ScissorForSphere(vec3_t center, float radius, vrect_t *rect)
|
||
{
|
||
/*return false to say that its fully offscreen*/
|
||
|
||
float v[4], tempv[4];
|
||
extern cvar_t temp1;
|
||
int i;
|
||
vrect_t r;
|
||
|
||
radius *= temp1.value;
|
||
|
||
rect->x = 0;
|
||
rect->y = 0;
|
||
rect->width = vid.pixelwidth;
|
||
rect->height = vid.pixelheight;
|
||
|
||
|
||
/*
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
v[3] = 1;
|
||
VectorMA(center, radius, frustum[i].normal, v);
|
||
|
||
tempv[0] = r_refdef.m_view[0]*v[0] + r_refdef.m_view[4]*v[1] + r_refdef.m_view[8]*v[2] + r_refdef.m_view[12]*v[3];
|
||
tempv[1] = r_refdef.m_view[1]*v[0] + r_refdef.m_view[5]*v[1] + r_refdef.m_view[9]*v[2] + r_refdef.m_view[13]*v[3];
|
||
tempv[2] = r_refdef.m_view[2]*v[0] + r_refdef.m_view[6]*v[1] + r_refdef.m_view[10]*v[2] + r_refdef.m_view[14]*v[3];
|
||
tempv[3] = r_refdef.m_view[3]*v[0] + r_refdef.m_view[7]*v[1] + r_refdef.m_view[11]*v[2] + r_refdef.m_view[15]*v[3];
|
||
|
||
product[0] = r_refdef.m_projection[0]*tempv[0] + r_refdef.m_projection[4]*tempv[1] + r_refdef.m_projection[8]*tempv[2] + r_refdef.m_projection[12]*tempv[3];
|
||
product[1] = r_refdef.m_projection[1]*tempv[0] + r_refdef.m_projection[5]*tempv[1] + r_refdef.m_projection[9]*tempv[2] + r_refdef.m_projection[13]*tempv[3];
|
||
product[2] = r_refdef.m_projection[2]*tempv[0] + r_refdef.m_projection[6]*tempv[1] + r_refdef.m_projection[10]*tempv[2] + r_refdef.m_projection[14]*tempv[3];
|
||
product[3] = r_refdef.m_projection[3]*tempv[0] + r_refdef.m_projection[7]*tempv[1] + r_refdef.m_projection[11]*tempv[2] + r_refdef.m_projection[15]*tempv[3];
|
||
|
||
v[0] /= v[3];
|
||
v[1] /= v[3];
|
||
v[2] /= v[3];
|
||
|
||
out[0] = (1+v[0])/2;
|
||
out[1] = (1+v[1])/2;
|
||
out[2] = (1+v[2])/2;
|
||
|
||
r.x
|
||
}
|
||
*/
|
||
return false;
|
||
}
|
||
#endif
|
||
|
||
#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
|
||
static qboolean Sh_ScissorForBox(vec3_t mins, vec3_t maxs, srect_t *r)
|
||
{
|
||
static const edge[12][2] =
|
||
{
|
||
{0, 1}, {0, 2}, {1, 3}, {2, 3},
|
||
{4, 5}, {4, 6}, {5, 7}, {6, 7},
|
||
{0, 4}, {1, 5}, {2, 6}, {3, 7}
|
||
};
|
||
//the box is a simple cube.
|
||
//clip each vert to the near clip plane
|
||
//insert a replacement vertex for edges that cross the nearclip plane where it crosses
|
||
//calc the scissor rect from projecting the verts that survived, plus the clipped edge ones.
|
||
float ncpdist;
|
||
float dist[8];
|
||
int sign[8];
|
||
vec4_t vert[20];
|
||
vec3_t p[8];
|
||
int numverts = 0, i, v1, v2;
|
||
vec4_t v,tv;
|
||
float frac;
|
||
float x,x1,x2,y,y1,y2;
|
||
double z, z1, z2;
|
||
extern cvar_t gl_mindist;
|
||
|
||
r->x = 0;
|
||
r->y = 0;
|
||
r->width = vid.pixelwidth;
|
||
r->height = vid.pixelheight;
|
||
r->dmin = 0;
|
||
r->dmax = 1;
|
||
if (0)//!r_shadow_scissor.integer)
|
||
{
|
||
return false;
|
||
}
|
||
/*if view is inside the box, then skip this maths*/
|
||
// if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
|
||
// {
|
||
// return false;
|
||
// }
|
||
|
||
ncpdist = DotProduct(r_refdef.vieworg, vpn) + gl_mindist.value;
|
||
|
||
for (i = 0; i < 8; i++)
|
||
{
|
||
p[i][0] = (i & 1) ? mins[0] : maxs[0];
|
||
p[i][1] = (i & 2) ? mins[1] : maxs[1];
|
||
p[i][2] = (i & 4) ? mins[2] : maxs[2];
|
||
dist[i] = ncpdist - DotProduct(p[i], vpn);
|
||
sign[i] = (dist[i] > 0);
|
||
if (!sign[i])
|
||
{
|
||
VectorCopy(p[i], vert[numverts]);
|
||
numverts++;
|
||
}
|
||
}
|
||
|
||
/*fully clipped by near plane*/
|
||
if (!numverts)
|
||
return true;
|
||
|
||
if (numverts != 8)
|
||
{
|
||
/*crosses near clip plane somewhere*/
|
||
for (i = 0; i < 12; i++)
|
||
{
|
||
v1 = edge[i][0];
|
||
v2 = edge[i][1];
|
||
if (sign[v1] != sign[v2])
|
||
{
|
||
frac = dist[v1] / (dist[v1] - dist[v2]);
|
||
VectorInterpolate(p[v1], frac, p[v2], vert[numverts]);
|
||
numverts++;
|
||
}
|
||
}
|
||
}
|
||
x1 = y1 = z1 = 1;
|
||
x2 = y2 = z2 = -1;
|
||
/*transform each vert to get the screen pos*/
|
||
for (i = 0; i < numverts; i++)
|
||
{
|
||
vert[i][3] = 1;
|
||
Matrix4x4_CM_Transform4(r_refdef.m_view, vert[i], tv);
|
||
Matrix4x4_CM_Transform4(r_refdef.m_projection, tv, v);
|
||
|
||
x = v[0] / v[3];
|
||
y = v[1] / v[3];
|
||
z = (double)v[2] / v[3];
|
||
if (x < x1) x1 = x;
|
||
if (x > x2) x2 = x;
|
||
if (y < y1) y1 = y;
|
||
if (y > y2) y2 = y;
|
||
if (z < z1) z1 = z;
|
||
if (z > z2) z2 = z;
|
||
}
|
||
x1 = ((1+x1) * r_refdef.vrect.width * vid.pixelwidth) / (vid.width * 2);
|
||
x2 = ((1+x2) * r_refdef.vrect.width * vid.pixelwidth) / (vid.width * 2);
|
||
y1 = ((1+y1) * r_refdef.vrect.height * vid.pixelheight) / (vid.height * 2);
|
||
y2 = ((1+y2) * r_refdef.vrect.height * vid.pixelheight) / (vid.height * 2);
|
||
z1 = (1+z1) / 2;
|
||
z2 = (1+z2) / 2;
|
||
|
||
if (x1 < 0)
|
||
x1 = 0;
|
||
if (y1 < 0)
|
||
y1 = 0;
|
||
if (x2 < 0)
|
||
x2 = 0;
|
||
if (y2 < 0)
|
||
y2 = 0;
|
||
if (x1 > r_refdef.vrect.width)
|
||
x1 = r_refdef.vrect.width;
|
||
if (y1 > r_refdef.vrect.height * vid.pixelheight / vid.height)
|
||
y1 = r_refdef.vrect.height * vid.pixelheight / vid.height;
|
||
if (x2 > r_refdef.vrect.width)
|
||
x2 = r_refdef.vrect.width;
|
||
if (y2 > r_refdef.vrect.height * vid.pixelheight / vid.height)
|
||
y2 = r_refdef.vrect.height * vid.pixelheight / vid.height;
|
||
r->x = floor(x1);
|
||
r->y = floor(y1);
|
||
r->width = ceil(x2) - r->x;
|
||
r->height = ceil(y2) - r->y;
|
||
|
||
r->x += r_refdef.vrect.x;
|
||
r->y += r_refdef.vrect.y;
|
||
r->dmin = z1;
|
||
r->dmax = z2;
|
||
return false;
|
||
}
|
||
|
||
#if 0
|
||
static qboolean Sh_ScissorForBox(vec3_t mins, vec3_t maxs, vrect_t *r)
|
||
{
|
||
int i, ix1, iy1, ix2, iy2;
|
||
float x1, y1, x2, y2, x, y, f;
|
||
vec3_t smins, smaxs;
|
||
vec4_t v, v2;
|
||
|
||
r->x = 0;
|
||
r->y = 0;
|
||
r->width = vid.pixelwidth;
|
||
r->height = vid.pixelheight;
|
||
if (0)//!r_shadow_scissor.integer)
|
||
{
|
||
return false;
|
||
}
|
||
// if view is inside the box, just say yes it's fully visible
|
||
if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
|
||
{
|
||
return false;
|
||
}
|
||
for (i = 0;i < 3;i++)
|
||
{
|
||
if (vpn[i] >= 0)
|
||
{
|
||
v[i] = mins[i];
|
||
v2[i] = maxs[i];
|
||
}
|
||
else
|
||
{
|
||
v[i] = maxs[i];
|
||
v2[i] = mins[i];
|
||
}
|
||
}
|
||
f = DotProduct(vpn, r_refdef.vieworg);
|
||
if (DotProduct(vpn, v2) <= f)
|
||
{
|
||
// entirely behind nearclip plane, entirely obscured
|
||
return true;
|
||
}
|
||
if (DotProduct(vpn, v) >= f)
|
||
{
|
||
// entirely infront of nearclip plane
|
||
x1 = y1 = x2 = y2 = 0;
|
||
for (i = 0;i < 8;i++)
|
||
{
|
||
v[0] = (i & 1) ? mins[0] : maxs[0];
|
||
v[1] = (i & 2) ? mins[1] : maxs[1];
|
||
v[2] = (i & 4) ? mins[2] : maxs[2];
|
||
v[3] = 1.0f;
|
||
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
||
v2[0]*=vid.pixelwidth;
|
||
v2[1]*=vid.pixelheight;
|
||
// GL_TransformToScreen(v, v2);
|
||
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
||
x = v2[0];
|
||
y = v2[1];
|
||
if (i)
|
||
{
|
||
if (x1 > x) x1 = x;
|
||
if (x2 < x) x2 = x;
|
||
if (y1 > y) y1 = y;
|
||
if (y2 < y) y2 = y;
|
||
}
|
||
else
|
||
{
|
||
x1 = x2 = x;
|
||
y1 = y2 = y;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// clipped by nearclip plane
|
||
// this is nasty and crude...
|
||
// create viewspace bbox
|
||
i = 0;
|
||
/*unrolled the first iteration to avoid warnings*/
|
||
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
|
||
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
|
||
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
|
||
v2[0] = DotProduct(v, vright);
|
||
v2[1] = DotProduct(v, vup);
|
||
v2[2] = DotProduct(v, vpn);
|
||
smins[0] = smaxs[0] = v2[0];
|
||
smins[1] = smaxs[1] = v2[1];
|
||
smins[2] = smaxs[2] = v2[2];
|
||
for (i = 1;i < 8;i++)
|
||
{
|
||
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
|
||
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
|
||
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
|
||
v2[0] = DotProduct(v, vright);
|
||
v2[1] = DotProduct(v, vup);
|
||
v2[2] = DotProduct(v, vpn);
|
||
if (smins[0] > v2[0]) smins[0] = v2[0];
|
||
if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
|
||
if (smins[1] > v2[1]) smins[1] = v2[1];
|
||
if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
|
||
if (smins[2] > v2[2]) smins[2] = v2[2];
|
||
if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
|
||
}
|
||
// now we have a bbox in viewspace
|
||
// clip it to the view plane
|
||
if (smins[2] < 1)
|
||
smins[2] = 1;
|
||
// return true if that culled the box
|
||
if (smins[2] >= smaxs[2])
|
||
return true;
|
||
// ok some of it is infront of the view, transform each corner back to
|
||
// worldspace and then to screenspace and make screen rect
|
||
// initialize these variables just to avoid compiler warnings
|
||
x1 = y1 = x2 = y2 = 0;
|
||
for (i = 0;i < 8;i++)
|
||
{
|
||
v2[0] = (i & 1) ? smins[0] : smaxs[0];
|
||
v2[1] = (i & 2) ? smins[1] : smaxs[1];
|
||
v2[2] = (i & 4) ? smins[2] : smaxs[2];
|
||
v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0];
|
||
v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1];
|
||
v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2];
|
||
v[3] = 1.0f;
|
||
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
||
v2[0]*=vid.pixelwidth;
|
||
v2[1]*=vid.pixelheight;
|
||
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
||
x = v2[0];
|
||
y = v2[1];
|
||
if (i)
|
||
{
|
||
if (x1 > x) x1 = x;
|
||
if (x2 < x) x2 = x;
|
||
if (y1 > y) y1 = y;
|
||
if (y2 < y) y2 = y;
|
||
}
|
||
else
|
||
{
|
||
x1 = x2 = x;
|
||
y1 = y2 = y;
|
||
}
|
||
}
|
||
#if 1
|
||
// this code doesn't handle boxes with any points behind view properly
|
||
x1 = 1000;x2 = -1000;
|
||
y1 = 1000;y2 = -1000;
|
||
for (i = 0;i < 8;i++)
|
||
{
|
||
v[0] = (i & 1) ? mins[0] : maxs[0];
|
||
v[1] = (i & 2) ? mins[1] : maxs[1];
|
||
v[2] = (i & 4) ? mins[2] : maxs[2];
|
||
v[3] = 1.0f;
|
||
Matrix4x4_CM_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
|
||
v2[0]*=vid.pixelwidth;
|
||
v2[1]*=vid.pixelheight;
|
||
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
||
if (v2[2] > 0)
|
||
{
|
||
x = v2[0];
|
||
y = v2[1];
|
||
|
||
if (x1 > x) x1 = x;
|
||
if (x2 < x) x2 = x;
|
||
if (y1 > y) y1 = y;
|
||
if (y2 < y) y2 = y;
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
ix1 = x1 - 1.0f;
|
||
iy1 = y1 - 1.0f;
|
||
ix2 = x2 + 1.0f;
|
||
iy2 = y2 + 1.0f;
|
||
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
|
||
if (ix1 < r->x) ix1 = r->x;
|
||
if (iy1 < r->y) iy1 = r->y;
|
||
if (ix2 > r->x + r->width) ix2 = r->x + r->width;
|
||
if (iy2 > r->y + r->height) iy2 = r->y + r->height;
|
||
if (ix2 <= ix1 || iy2 <= iy1)
|
||
return true;
|
||
// set up the scissor rectangle
|
||
|
||
r->x = ix1;
|
||
r->y = iy1;
|
||
r->width = ix2 - ix1;
|
||
r->height = iy2 - iy1;
|
||
return false;
|
||
}
|
||
#endif
|
||
|
||
#ifdef GLQUAKE
|
||
void GL_BeginRenderBuffer_DepthOnly(texid_t depthtexture)
|
||
{
|
||
if (gl_config.ext_framebuffer_objects)
|
||
{
|
||
if (!shadow_fbo_id)
|
||
{
|
||
qglGenFramebuffersEXT(1, &shadow_fbo_id);
|
||
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
||
qglDrawBuffer(GL_NONE);
|
||
qglReadBuffer(GL_NONE);
|
||
}
|
||
else
|
||
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
||
|
||
if (TEXVALID(depthtexture))
|
||
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthtexture.num, 0);
|
||
}
|
||
}
|
||
void GL_EndRenderBuffer_DepthOnly(texid_t depthtexture, int texsize)
|
||
{
|
||
if (gl_config.ext_framebuffer_objects)
|
||
{
|
||
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||
}
|
||
else
|
||
{
|
||
GL_MTBind(0, GL_TEXTURE_2D, depthtexture);
|
||
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||
}
|
||
}
|
||
|
||
static void Sh_GenShadowFace(dlight_t *l, shadowmesh_t *smesh, int face, float proj[16])
|
||
{
|
||
qboolean oxv;
|
||
float mvm[16], sav[16];
|
||
vec3_t t1,t2;
|
||
|
||
int smsize = SHADOWMAP_SIZE;
|
||
|
||
// qglDepthRange(0, 1);
|
||
|
||
if (l->fov)
|
||
qglViewport (0, 0, smsize, smsize);
|
||
else
|
||
qglViewport (((face/2)*smsize)/3, ((face&1)*smsize)/2, smsize/3, smsize/2);
|
||
|
||
switch(face)
|
||
{
|
||
case 0:
|
||
//forward
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(mvm, l->axis[0], l->axis[1], l->axis[2], l->origin);
|
||
break;
|
||
case 1:
|
||
//back
|
||
VectorNegate(l->axis[0], t1);
|
||
VectorNegate(l->axis[1], t2);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(mvm, t1, t2, l->axis[2], l->origin);
|
||
break;
|
||
case 2:
|
||
//left
|
||
VectorNegate(l->axis[1], t1);
|
||
VectorNegate(l->axis[0], t2);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(mvm, l->axis[1], t2, l->axis[2], l->origin);
|
||
break;
|
||
case 3:
|
||
//right
|
||
VectorNegate(l->axis[1], t1);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(mvm, t1, l->axis[0], l->axis[2], l->origin);
|
||
break;
|
||
case 4:
|
||
//up
|
||
VectorNegate(l->axis[0], t2);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(mvm, l->axis[2], l->axis[1], t2, l->origin);
|
||
break;
|
||
case 5:
|
||
//down
|
||
VectorNegate(l->axis[2], t1);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(mvm, t1, l->axis[1], l->axis[0], l->origin);
|
||
break;
|
||
}
|
||
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
memcpy(sav, r_refdef.m_view, sizeof(r_refdef.m_view));
|
||
memcpy(r_refdef.m_view, mvm, sizeof(r_refdef.m_view));
|
||
qglLoadMatrixf(mvm);
|
||
|
||
R_SetFrustum(proj, mvm);
|
||
|
||
/* if (smesh)
|
||
for (tno = 0; tno < smesh->numsurftextures; tno++)
|
||
{
|
||
m = NULL;
|
||
if (!smesh->litsurfs[tno].count)
|
||
continue;
|
||
tex = cl.worldmodel->textures[tno];
|
||
BE_DrawMesh_List(tex->shader, smesh->litsurfs[tno].count, smesh->litsurfs[tno].s, &tex->vbo, &tex->shader->defaulttextures, 0);
|
||
}
|
||
*/
|
||
BE_SelectMode(BEM_DEPTHONLY);
|
||
/*shadow meshes are always drawn as an external view*/
|
||
oxv = r_refdef.externalview;
|
||
r_refdef.externalview = true;
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
GLBE_BaseEntTextures();
|
||
break;
|
||
#endif
|
||
#ifdef D3DQUAKE
|
||
case QR_DIRECT3D:
|
||
D3DBE_BaseEntTextures();
|
||
break;
|
||
#endif
|
||
}
|
||
r_refdef.externalview = oxv;
|
||
|
||
if (0)
|
||
{
|
||
int i;
|
||
static float depth[SHADOWMAP_SIZE*SHADOWMAP_SIZE];
|
||
qglReadPixels(0, 0, smsize, smsize,
|
||
GL_DEPTH_COMPONENT, GL_FLOAT, depth);
|
||
for (i = SHADOWMAP_SIZE*SHADOWMAP_SIZE; i --> 0; )
|
||
{
|
||
if (depth[i] == 1)
|
||
*((unsigned int*)depth+i) = 0;
|
||
else
|
||
*((unsigned int*)depth+i) = 0xff000000|((((unsigned char)(int)(depth[i]*128)))*0x10101);
|
||
}
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
|
||
smsize, smsize, 0,
|
||
GL_RGBA, GL_UNSIGNED_BYTE, depth);
|
||
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||
}
|
||
|
||
memcpy(r_refdef.m_view, sav, sizeof(r_refdef.m_view));
|
||
}
|
||
|
||
void Sh_GenShadowMap (dlight_t *l, qbyte *lvis)
|
||
{
|
||
int f;
|
||
int smsize = SHADOWMAP_SIZE;
|
||
float proj[16];
|
||
|
||
shadowmesh_t *smesh;
|
||
|
||
if (!TEXVALID(l->stexture))
|
||
{
|
||
l->stexture = GL_AllocNewTexture("***shadowmap***", smsize, smsize);
|
||
|
||
GL_MTBind(0, GL_TEXTURE_2D, l->stexture);
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32_ARB, smsize, smsize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
||
// qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, smsize, smsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||
}
|
||
|
||
smesh = SHM_BuildShadowMesh(l, lvis, NULL, true);
|
||
|
||
/*polygon offsets. urgh.*/
|
||
qglEnable(GL_POLYGON_OFFSET_FILL);
|
||
qglPolygonOffset(5, 25);
|
||
BE_SetupForShadowMap();
|
||
|
||
/*set framebuffer*/
|
||
GL_BeginRenderBuffer_DepthOnly(l->stexture);
|
||
qglClear (GL_DEPTH_BUFFER_BIT);
|
||
|
||
if (l->fov)
|
||
{
|
||
Matrix4x4_CM_Projection_Far(proj, l->fov, l->fov, nearplane, l->radius);
|
||
qglMatrixMode(GL_PROJECTION);
|
||
qglLoadMatrixf(proj);
|
||
|
||
/*single face*/
|
||
Sh_GenShadowFace(l, smesh, 0, proj);
|
||
}
|
||
else
|
||
{
|
||
Matrix4x4_CM_Projection_Far(proj, 90, 90, nearplane, l->radius);
|
||
qglMatrixMode(GL_PROJECTION);
|
||
qglLoadMatrixf(proj);
|
||
|
||
/*generate faces*/
|
||
for (f = 0; f < 6; f++)
|
||
{
|
||
Sh_GenShadowFace(l, smesh, f, proj);
|
||
}
|
||
}
|
||
/*end framebuffer*/
|
||
GL_EndRenderBuffer_DepthOnly(l->stexture, smsize);
|
||
|
||
qglDisable(GL_POLYGON_OFFSET_FILL);
|
||
|
||
qglMatrixMode(GL_PROJECTION);
|
||
qglLoadMatrixf(r_refdef.m_projection);
|
||
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
qglLoadMatrixf(r_refdef.m_view);
|
||
|
||
qglViewport(r_refdef.pxrect.x, vid.pixelheight - r_refdef.pxrect.y, r_refdef.pxrect.width, r_refdef.pxrect.height);
|
||
|
||
R_SetFrustum(r_refdef.m_projection, r_refdef.m_view);
|
||
}
|
||
|
||
static float shadowprojectionbias[16] =
|
||
{
|
||
0.5f, 0.0f, 0.0f, 0.0f,
|
||
0.0f, 0.5f, 0.0f, 0.0f,
|
||
0.0f, 0.0f, 0.5f, 0.0f,
|
||
0.5f, 0.5f, 0.4993f, 1.0f
|
||
};
|
||
|
||
static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour, qbyte *vvis)
|
||
{
|
||
float t[16];
|
||
float bp[16];
|
||
float proj[16], view[16];
|
||
vec3_t biasorg;
|
||
int ve;
|
||
vec3_t mins, maxs;
|
||
qbyte *lvis;
|
||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
srect_t rect;
|
||
|
||
if (R_CullSphere(l->origin, l->radius))
|
||
{
|
||
bench.numfrustumculled++;
|
||
return; //this should be the more common case
|
||
}
|
||
|
||
mins[0] = l->origin[0] - l->radius;
|
||
mins[1] = l->origin[1] - l->radius;
|
||
mins[2] = l->origin[2] - l->radius;
|
||
|
||
maxs[0] = l->origin[0] + l->radius;
|
||
maxs[1] = l->origin[1] + l->radius;
|
||
maxs[2] = l->origin[2] + l->radius;
|
||
|
||
if (Sh_ScissorForBox(mins, maxs, &rect))
|
||
{
|
||
bench.numscissorculled++;
|
||
return;
|
||
}
|
||
|
||
if (l->worldshadowmesh)
|
||
{
|
||
lvis = l->worldshadowmesh->litleaves;
|
||
//fixme: check head node first?
|
||
if (!Sh_LeafInView(l->worldshadowmesh->litleaves, vvis))
|
||
{
|
||
bench.numpvsculled++;
|
||
return;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
int leaf;
|
||
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, l->origin);
|
||
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
||
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
||
{
|
||
bench.numpvsculled++;
|
||
return;
|
||
}
|
||
}
|
||
|
||
Sh_GenShadowMap(l, lvis);
|
||
|
||
if (l->fov)
|
||
Matrix4x4_CM_Projection_Far(proj, l->fov, l->fov, nearplane, l->radius);
|
||
else
|
||
Matrix4x4_CM_Projection_Far(proj, 90, 90, nearplane, l->radius);
|
||
VectorMA(l->origin, 0, l->axis[0], biasorg);
|
||
Matrix4x4_CM_ModelViewMatrixFromAxis(view, l->axis[0], l->axis[1], l->axis[2], l->origin);
|
||
|
||
//bp = shadowprojectionbias*proj*view;
|
||
Matrix4_Multiply(shadowprojectionbias, proj, t);
|
||
Matrix4_Multiply(t, view, bp);
|
||
|
||
t[0] = bp[0];
|
||
t[1] = bp[4];
|
||
t[2] = bp[8];
|
||
t[3] = bp[12];
|
||
t[4] = bp[1];
|
||
t[5] = bp[5];
|
||
t[6] = bp[9];
|
||
t[7] = bp[13];
|
||
t[8] = bp[2];
|
||
t[9] = bp[6];
|
||
t[10] = bp[10];
|
||
t[11] = bp[14];
|
||
t[12] = bp[3];
|
||
t[13] = bp[7];
|
||
t[14] = bp[11];
|
||
t[15] = bp[15];
|
||
|
||
bench.numlights++;
|
||
|
||
Sh_Scissor(rect);
|
||
qglEnable(GL_STENCIL_TEST);
|
||
|
||
qglMatrixMode(GL_TEXTURE);
|
||
GL_MTBind(7, GL_TEXTURE_2D, l->stexture);
|
||
|
||
// qglEnable(GL_TEXTURE_2D);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
||
qglLoadMatrixf(bp);
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
|
||
GL_SelectTexture(0);
|
||
|
||
ve = 0;
|
||
|
||
GLBE_SelectDLight(l, colour);
|
||
BE_SelectMode(l->fov?BEM_SMAPLIGHTSPOT:BEM_SMAPLIGHT);
|
||
Sh_DrawEntLighting(l, colour);
|
||
|
||
GL_SelectTexture(7);
|
||
qglDisable(GL_TEXTURE_2D);
|
||
qglMatrixMode(GL_TEXTURE);
|
||
qglLoadIdentity();
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
}
|
||
#endif
|
||
|
||
|
||
|
||
|
||
// warning: <20>Sh_WorldLightingPass<73> defined but not used
|
||
/*
|
||
static void Sh_WorldLightingPass(void)
|
||
{
|
||
msurface_t *s;
|
||
int i;
|
||
int ve;
|
||
|
||
ve = 0;
|
||
for (i = 0; i < cl.worldmodel->numsurfaces; i++)
|
||
{
|
||
s = &cl.worldmodel->surfaces[i];
|
||
if(s->visframe != r_framecount)
|
||
continue;
|
||
|
||
if (ve != s->texinfo->texture->vbo.vboe)
|
||
{
|
||
ve = s->texinfo->texture->vbo.vboe;
|
||
|
||
GL_SelectVBO(s->texinfo->texture->vbo.vbocoord);
|
||
GL_SelectEBO(s->texinfo->texture->vbo.vboe);
|
||
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), s->texinfo->texture->vbo.coord);
|
||
}
|
||
qglDrawRangeElements(GL_TRIANGLES, s->mesh->vbofirstvert, s->mesh->numvertexes, s->mesh->numindexes, GL_INDEX_TYPE, (index_t*)(s->mesh->vbofirstelement*sizeof(index_t)));
|
||
RQuantAdd(RQUANT_LITFACES, s->mesh->numindexes);
|
||
}
|
||
}
|
||
*/
|
||
|
||
/*
|
||
draws faces facing the light
|
||
Note: Backend mode must have been selected in advance, as must the light to light from
|
||
*/
|
||
static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
|
||
{
|
||
int tno;
|
||
texture_t *tex;
|
||
shadowmesh_t *sm;
|
||
|
||
sm = light->worldshadowmesh;
|
||
if (light->rebuildcache)
|
||
sm = &sh_tempshmesh;
|
||
if (sm)
|
||
{
|
||
for (tno = 0; tno < sm->numbatches; tno++)
|
||
{
|
||
if (!sm->batches[tno].count)
|
||
continue;
|
||
tex = cl.worldmodel->shadowbatches[tno].tex;
|
||
if (tex->shader->flags & SHADER_NODLIGHT)
|
||
continue;
|
||
BE_DrawMesh_List(tex->shader, sm->batches[tno].count, sm->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, &tex->shader->defaulttextures, 0);
|
||
}
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
GLBE_BaseEntTextures();
|
||
break;
|
||
#endif
|
||
#ifdef D3DQUAKE
|
||
case QR_DIRECT3D:
|
||
D3DBE_BaseEntTextures();
|
||
break;
|
||
#endif
|
||
}
|
||
}
|
||
}
|
||
|
||
/*Fixme: this is brute forced*/
|
||
#ifdef warningmsg
|
||
#pragma warningmsg("brush shadows are bruteforced")
|
||
#endif
|
||
static void Sh_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
|
||
{
|
||
#ifdef GLQUAKE
|
||
int v;
|
||
float *v1, *v2;
|
||
vec3_t v3, v4;
|
||
vec3_t lightorg;
|
||
|
||
int i;
|
||
model_t *model;
|
||
msurface_t *surf;
|
||
|
||
if (BE_LightCullModel(e->origin, e->model))
|
||
return;
|
||
|
||
RotateLightVector((void *)e->axis, e->origin, dl->origin, lightorg);
|
||
|
||
BE_SelectEntity(e);
|
||
|
||
GL_SelectVBO(0);
|
||
GL_SelectEBO(0);
|
||
qglEnableClientState(GL_VERTEX_ARRAY);
|
||
|
||
BE_PushOffsetShadow(true);
|
||
|
||
model = e->model;
|
||
surf = model->surfaces+model->firstmodelsurface;
|
||
for (i = 0; i < model->nummodelsurfaces; i++, surf++)
|
||
{
|
||
if (surf->flags & SURF_PLANEBACK)
|
||
{//inverted normal.
|
||
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1)
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
|
||
continue;
|
||
}
|
||
|
||
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
{ // no shadows
|
||
continue;
|
||
}
|
||
|
||
if (!surf->mesh)
|
||
continue;
|
||
|
||
//front face
|
||
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), surf->mesh->xyz_array);
|
||
qglDrawArrays(GL_POLYGON, 0, surf->mesh->numvertexes);
|
||
// qglDrawRangeElements(GL_TRIANGLES, 0, surf->mesh->numvertexes, surf->mesh->numindexes, GL_INDEX_TYPE, surf->mesh->indexes);
|
||
RQuantAdd(RQUANT_SHADOWFACES, surf->mesh->numvertexes);
|
||
|
||
for (v = 0; v < surf->mesh->numvertexes; v++)
|
||
{
|
||
//border
|
||
v1 = surf->mesh->xyz_array[v];
|
||
v2 = surf->mesh->xyz_array[( v+1 )%surf->mesh->numvertexes];
|
||
|
||
//get positions of v3 and v4 based on the light position
|
||
v3[0] = ( v1[0]-lightorg[0] );
|
||
v3[1] = ( v1[1]-lightorg[1] );
|
||
v3[2] = ( v1[2]-lightorg[2] );
|
||
VectorNormalizeFast(v3);
|
||
VectorScale(v3, PROJECTION_DISTANCE, v3);
|
||
|
||
v4[0] = ( v2[0]-lightorg[0] );
|
||
v4[1] = ( v2[1]-lightorg[1] );
|
||
v4[2] = ( v2[2]-lightorg[2] );
|
||
VectorNormalizeFast(v4);
|
||
VectorScale(v4, PROJECTION_DISTANCE, v4);
|
||
|
||
//Now draw the quad from the two verts to the projected light
|
||
//verts
|
||
qglBegin( GL_QUAD_STRIP );
|
||
qglVertex3fv(v1);
|
||
qglVertex3f (v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
|
||
qglVertex3fv(v2);
|
||
qglVertex3f (v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2]);
|
||
qglEnd();
|
||
}
|
||
|
||
//back
|
||
//the same applies as earlier
|
||
qglBegin(GL_POLYGON);
|
||
for (v = surf->mesh->numvertexes-1; v >=0; v--)
|
||
{
|
||
v1 = surf->mesh->xyz_array[v];
|
||
v3[0] = (v1[0]-lightorg[0]);
|
||
v3[1] = (v1[1]-lightorg[1]);
|
||
v3[2] = (v1[2]-lightorg[2]);
|
||
VectorNormalizeFast(v3);
|
||
VectorScale(v3, PROJECTION_DISTANCE, v3);
|
||
|
||
qglVertex3f(v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2]);
|
||
}
|
||
qglEnd();
|
||
}
|
||
|
||
BE_PushOffsetShadow(false);
|
||
#endif
|
||
}
|
||
|
||
|
||
/*when this is called, the gl state has been set up to draw the stencil volumes using whatever extensions we have
|
||
if secondside is set, then the gpu sucks and we're drawing stuff the slow 2-pass way, and this is the second pass.
|
||
*/
|
||
static void Sh_DrawStencilLightShadows(dlight_t *dl, qbyte *lvis, qbyte *vvis, qboolean secondside)
|
||
{
|
||
extern cvar_t gl_part_flame;
|
||
int i;
|
||
struct shadowmesh_s *sm;
|
||
entity_t *ent;
|
||
|
||
sm = SHM_BuildShadowMesh(dl, lvis, vvis, false);
|
||
if (!sm)
|
||
Sh_DrawBrushModelShadow(dl, &r_worldentity);
|
||
else
|
||
{
|
||
switch (qrenderer)
|
||
{
|
||
#ifdef D3DQUAKE
|
||
case QR_DIRECT3D:
|
||
D3DBE_RenderShadowBuffer(sm->numverts, sm->d3d_vbuffer, sm->numindicies, sm->d3d_ibuffer);
|
||
break;
|
||
#endif
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
GLBE_RenderShadowBuffer(sm->numverts, sm->vebo[0], sm->verts, sm->numindicies, sm->vebo[1], sm->indicies);
|
||
break;
|
||
#endif
|
||
}
|
||
}
|
||
if (!r_drawentities.value)
|
||
return;
|
||
|
||
#ifdef GLQUAKE
|
||
if (gl_config.nofixedfunc)
|
||
return; /*hackzone*/
|
||
#endif
|
||
|
||
// draw sprites seperately, because of alpha blending
|
||
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
{
|
||
ent = &cl_visedicts[i];
|
||
|
||
if (ent->flags & (RF_NOSHADOW|Q2RF_BEAM))
|
||
continue;
|
||
|
||
{
|
||
if (ent->keynum == dl->key && ent->keynum)
|
||
continue;
|
||
}
|
||
if (!ent->model)
|
||
continue;
|
||
|
||
if (cls.allow_anyparticles || ent->visframe) //allowed or static
|
||
{
|
||
if (ent->model->engineflags & MDLF_ENGULPHS)
|
||
{
|
||
if (gl_part_flame.value)
|
||
continue;
|
||
}
|
||
}
|
||
|
||
switch (ent->model->type)
|
||
{
|
||
case mod_alias:
|
||
R_DrawGAliasShadowVolume (ent, dl->origin, dl->radius);
|
||
break;
|
||
|
||
case mod_brush:
|
||
Sh_DrawBrushModelShadow (dl, ent);
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
BE_SelectEntity(&r_worldentity);
|
||
}
|
||
|
||
//draws a light using stencil shadows.
|
||
//redraws world geometry up to 3 times per light...
|
||
static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
||
{
|
||
int sref;
|
||
int leaf;
|
||
qbyte *lvis;
|
||
srect_t rect;
|
||
|
||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
|
||
vec3_t mins;
|
||
vec3_t maxs;
|
||
|
||
if (R_CullSphere(dl->origin, dl->radius))
|
||
{
|
||
bench.numfrustumculled++;
|
||
return false; //this should be the more common case
|
||
}
|
||
|
||
mins[0] = dl->origin[0] - dl->radius;
|
||
mins[1] = dl->origin[1] - dl->radius;
|
||
mins[2] = dl->origin[2] - dl->radius;
|
||
|
||
maxs[0] = dl->origin[0] + dl->radius;
|
||
maxs[1] = dl->origin[1] + dl->radius;
|
||
maxs[2] = dl->origin[2] + dl->radius;
|
||
|
||
if (!dl->rebuildcache)
|
||
{
|
||
//fixme: check head node first?
|
||
if (!Sh_LeafInView(dl->worldshadowmesh->litleaves, vvis))
|
||
{
|
||
bench.numpvsculled++;
|
||
return false;
|
||
}
|
||
lvis = NULL;
|
||
}
|
||
else
|
||
{
|
||
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
||
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
||
|
||
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
||
{
|
||
bench.numpvsculled++;
|
||
return false;
|
||
}
|
||
}
|
||
|
||
//sets up the gl scissor (and culls to view)
|
||
if (Sh_ScissorForBox(mins, maxs, &rect))
|
||
{
|
||
bench.numscissorculled++;
|
||
return false; //this doesn't cull often.
|
||
}
|
||
bench.numlights++;
|
||
|
||
BE_SelectDLight(dl, colour);
|
||
BE_SelectMode(BEM_STENCIL);
|
||
|
||
//The backend doesn't maintain scissor state.
|
||
//The backend doesn't maintain stencil test state either - it needs to be active for more than just stencils, or disabled. its awkward.
|
||
Sh_Scissor(rect);
|
||
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
{
|
||
int sfrontfail;
|
||
int sbackfail;
|
||
qglEnable(GL_SCISSOR_TEST);
|
||
qglEnable(GL_STENCIL_TEST);
|
||
|
||
//FIXME: is it practical to test to see if scissors allow not clearing the stencil buffer?
|
||
|
||
/*we don't need all that much stencil buffer depth, and if we don't get enough or have dodgy volumes, wrap if we can*/
|
||
#ifdef I_LIVE_IN_A_FREE_COUNTRY
|
||
sref = 0;
|
||
sbackfail = GL_INCR;
|
||
sfrontfail = GL_DECR;
|
||
if (gl_config.ext_stencil_wrap)
|
||
{ //minimise damage...
|
||
sbackfail = GL_INCR_WRAP_EXT;
|
||
sdecrw = GL_DECR_WRAP_EXT;
|
||
}
|
||
#else
|
||
sref = (1<<gl_stencilbits)-1; /*this is halved for two-sided stencil support, just in case there's no wrap support*/
|
||
sbackfail = GL_DECR;
|
||
sfrontfail = GL_INCR;
|
||
if (gl_config.ext_stencil_wrap)
|
||
{ //minimise damage...
|
||
sbackfail = GL_DECR_WRAP_EXT;
|
||
sfrontfail = GL_INCR_WRAP_EXT;
|
||
}
|
||
#endif
|
||
//our stencil writes.
|
||
if (gl_config.arb_depth_clamp)
|
||
qglEnable(GL_DEPTH_CLAMP_ARB);
|
||
|
||
#if 0 //def _DEBUG
|
||
// if (r_shadows.value == 666) //testing (visible shadow volumes)
|
||
{
|
||
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||
qglColor3f(dl->color[0], dl->color[1], dl->color[2]);
|
||
qglDisable(GL_STENCIL_TEST);
|
||
qglEnable(GL_POLYGON_OFFSET_FILL);
|
||
qglPolygonOffset(-1, -1);
|
||
// qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
qglDisable(GL_POLYGON_OFFSET_FILL);
|
||
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
}
|
||
#endif
|
||
|
||
if (qglStencilOpSeparateATI)
|
||
{
|
||
sref/=2;
|
||
qglClearStencil(sref);
|
||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||
GL_CullFace(0);
|
||
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0);
|
||
|
||
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sbackfail, GL_KEEP);
|
||
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sfrontfail, GL_KEEP);
|
||
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
||
|
||
GL_CullFace(SHADER_CULL_FRONT);
|
||
|
||
qglStencilFunc(GL_EQUAL, sref, ~0);
|
||
}
|
||
else if (qglActiveStencilFaceEXT)
|
||
{
|
||
sref/=2;
|
||
/*personally I prefer the ATI way (nvidia method)*/
|
||
qglClearStencil(sref);
|
||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||
GL_CullFace(0);
|
||
|
||
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
||
|
||
qglActiveStencilFaceEXT(GL_BACK);
|
||
qglStencilOp(GL_KEEP, sbackfail, GL_KEEP);
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
||
|
||
qglActiveStencilFaceEXT(GL_FRONT);
|
||
qglStencilOp(GL_KEEP, sfrontfail, GL_KEEP);
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
||
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
|
||
qglActiveStencilFaceEXT(GL_BACK);
|
||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0 );
|
||
|
||
qglActiveStencilFaceEXT(GL_FRONT);
|
||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||
qglStencilFunc(GL_EQUAL, sref, ~0 );
|
||
|
||
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
||
}
|
||
else //your graphics card sucks and lacks efficient stencil shadow techniques.
|
||
{ //centered around 0. Will only be increased then decreased less.
|
||
qglClearStencil(sref);
|
||
qglClear(GL_STENCIL_BUFFER_BIT);
|
||
|
||
qglStencilFunc(GL_ALWAYS, 0, ~0);
|
||
|
||
GL_CullFace(SHADER_CULL_BACK);
|
||
qglStencilOp(GL_KEEP, sbackfail, GL_KEEP);
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
|
||
GL_CullFace(SHADER_CULL_FRONT);
|
||
qglStencilOp(GL_KEEP, sfrontfail, GL_KEEP);
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, true);
|
||
|
||
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||
qglStencilFunc(GL_EQUAL, sref, ~0);
|
||
}
|
||
if (gl_config.arb_depth_clamp)
|
||
qglDisable(GL_DEPTH_CLAMP_ARB);
|
||
//end stencil writing.
|
||
|
||
/*stencil writing probably changed the vertex pointer, and our backend caches it*/
|
||
PPL_RevertToKnownState();
|
||
|
||
#if 0 //draw the stencil stuff to the red channel
|
||
qglMatrixMode(GL_PROJECTION);
|
||
qglPushMatrix();
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
qglPushMatrix();
|
||
GL_Set2D();
|
||
|
||
{
|
||
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
|
||
qglStencilFunc(GL_GREATER, sref, ~0);
|
||
R2D_ConsoleBackground(vid.height);
|
||
|
||
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||
qglStencilFunc(GL_LESS, sref, ~0);
|
||
R2D_ConsoleBackground(vid.height);
|
||
|
||
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
|
||
qglStencilFunc(GL_EQUAL, sref, ~0);
|
||
R2D_ConsoleBackground(vid.height);
|
||
}
|
||
|
||
qglMatrixMode(GL_PROJECTION);
|
||
qglPopMatrix();
|
||
qglMatrixMode(GL_MODELVIEW);
|
||
qglPopMatrix();
|
||
#endif
|
||
|
||
|
||
BE_SelectMode(BEM_LIGHT);
|
||
Sh_DrawEntLighting(dl, colour);
|
||
qglDisable(GL_STENCIL_TEST);
|
||
qglStencilFunc( GL_ALWAYS, 0, ~0 );
|
||
}
|
||
break;
|
||
#endif
|
||
#ifdef D3DQUAKE
|
||
case QR_DIRECT3D:
|
||
sref = (1<<8)-1;
|
||
sref/=2;
|
||
|
||
/*clear the stencil buffer*/
|
||
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_STENCIL, D3DCOLOR_XRGB(0, 0, 0), 1.0f, sref);
|
||
|
||
/*set up 2-sided stenciling*/
|
||
D3DBE_Cull(0);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILENABLE, true);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_TWOSIDEDSTENCILMODE, true);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_INCR);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
|
||
|
||
/*draw the shadows*/
|
||
Sh_DrawStencilLightShadows(dl, lvis, vvis, false);
|
||
|
||
//disable stencil writing, switch culling back to normal
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_TWOSIDEDSTENCILMODE, false);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_CULLMODE, D3DCULL_CW);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_EQUAL);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILREF, sref);
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILMASK, ~0);
|
||
|
||
/*draw the light*/
|
||
BE_SelectMode(BEM_LIGHT);
|
||
Sh_DrawEntLighting(dl, colour);
|
||
|
||
/*okay, no more stencil stuff*/
|
||
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILENABLE, false);
|
||
break;
|
||
#endif
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
|
||
{
|
||
vec3_t mins, maxs;
|
||
srect_t rect;
|
||
|
||
if (R_CullSphere(dl->origin, dl->radius))
|
||
{
|
||
bench.numfrustumculled++;
|
||
return; //this should be the more common case
|
||
}
|
||
|
||
if (!dl->rebuildcache)
|
||
{
|
||
//fixme: check head node first?
|
||
if (!Sh_LeafInView(dl->worldshadowmesh->litleaves, vvis))
|
||
{
|
||
bench.numpvsculled++;
|
||
return;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
int leaf;
|
||
qbyte *lvis;
|
||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
|
||
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
||
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
||
|
||
SHM_BuildShadowMesh(dl, lvis, vvis, true);
|
||
|
||
if (!Sh_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
||
{
|
||
bench.numpvsculled++;
|
||
return;
|
||
}
|
||
}
|
||
|
||
mins[0] = dl->origin[0] - dl->radius;
|
||
mins[1] = dl->origin[1] - dl->radius;
|
||
mins[2] = dl->origin[2] - dl->radius;
|
||
|
||
maxs[0] = dl->origin[0] + dl->radius;
|
||
maxs[1] = dl->origin[1] + dl->radius;
|
||
maxs[2] = dl->origin[2] + dl->radius;
|
||
|
||
|
||
//sets up the gl scissor (actually just culls to view)
|
||
if (Sh_ScissorForBox(mins, maxs, &rect))
|
||
{
|
||
bench.numscissorculled++;
|
||
return; //was culled.
|
||
}
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
//so state doesn't linger
|
||
qglDisable(GL_SCISSOR_TEST);
|
||
if (qglDepthBoundsEXT)
|
||
qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
|
||
break;
|
||
#endif
|
||
}
|
||
|
||
bench.numlights++;
|
||
|
||
BE_SelectDLight(dl, colour);
|
||
BE_SelectMode(BEM_LIGHT);
|
||
Sh_DrawEntLighting(dl, colour);
|
||
}
|
||
|
||
void GLBE_SubmitMeshes (qboolean drawworld, int start, int stop);
|
||
void GLBE_RenderToTexture(texid_t sourcecol, texid_t sourcedepth, texid_t destcol, qboolean usedepth);
|
||
|
||
void Sh_DrawCrepuscularLight(dlight_t *dl, float *colours)
|
||
{
|
||
#ifdef GLQUAKE
|
||
static mesh_t mesh;
|
||
static vecV_t xyz[4] =
|
||
{
|
||
{-1,-1,-1},
|
||
{-1,1,-1},
|
||
{1,1,-1},
|
||
{1,-1,-1}
|
||
};
|
||
static vec2_t tc[4] =
|
||
{
|
||
{0,0},
|
||
{0,1},
|
||
{1,1},
|
||
{1,0}
|
||
};
|
||
static index_t idx[6] =
|
||
{
|
||
0,1,2,
|
||
0,2,3
|
||
};
|
||
if (qrenderer != QR_OPENGL)
|
||
return;
|
||
|
||
mesh.numindexes = 6;
|
||
mesh.numvertexes = 4;
|
||
mesh.xyz_array = xyz;
|
||
mesh.st_array = tc;
|
||
mesh.indexes = idx;
|
||
|
||
/*
|
||
a crepuscular light (seriously, that's the correct spelling) is one that gives 'god rays', rather than regular light.
|
||
our implementation doesn't cast shadows. this allows it to actually be outside the map, and to shine through cloud layers in the sky.
|
||
we could cast shadows if the light was actually inside, I suppose.
|
||
Anyway, its done using an FBO, where everything but the sky is black (stuff that occludes the sky is black too).
|
||
which is then blitted onto the screen in 2d-space.
|
||
*/
|
||
|
||
/*requires an FBO, as stated above*/
|
||
if (!gl_config.ext_framebuffer_objects)
|
||
return;
|
||
|
||
if (!crepuscular_texture_id.num)
|
||
{
|
||
/*FIXME: requires npot*/
|
||
crepuscular_shader = R_RegisterShader("crepuscular_screen",
|
||
"{\n"
|
||
"program crepuscular_rays\n"
|
||
"{\n"
|
||
"map $sourcecolour\n"
|
||
"blend add\n"
|
||
"}\n"
|
||
"}\n"
|
||
);
|
||
|
||
crepuscular_texture_id = GL_AllocNewTexture("***crepusculartexture***", vid.pixelwidth, vid.pixelheight);
|
||
GL_MTBind(0, GL_TEXTURE_2D, crepuscular_texture_id);
|
||
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||
}
|
||
|
||
GLBE_RenderToTexture(r_nulltex, r_nulltex, crepuscular_texture_id, false);
|
||
|
||
BE_SelectMode(BEM_CREPUSCULAR);
|
||
BE_SelectDLight(dl, colours);
|
||
GLBE_SubmitMeshes(true, SHADER_SORT_PORTAL, SHADER_SORT_BLEND);
|
||
|
||
GLBE_RenderToTexture(crepuscular_texture_id, r_nulltex, r_nulltex, false);
|
||
|
||
BE_SelectMode(BEM_STANDARD);
|
||
|
||
GLBE_DrawMesh_Single(crepuscular_shader, &mesh, NULL, &crepuscular_shader->defaulttextures, 0);
|
||
|
||
GLBE_RenderToTexture(r_nulltex, r_nulltex, r_nulltex, false);
|
||
#endif
|
||
}
|
||
|
||
void Sh_PurgeShadowMeshes(void)
|
||
{
|
||
dlight_t *dl;
|
||
int i;
|
||
for (dl = cl_dlights, i=0; i<cl_maxdlights; i++, dl++)
|
||
{
|
||
if (dl->worldshadowmesh)
|
||
{
|
||
SH_FreeShadowMesh(dl->worldshadowmesh);
|
||
dl->worldshadowmesh = NULL;
|
||
}
|
||
}
|
||
}
|
||
|
||
void Sh_PreGenerateLights(void)
|
||
{
|
||
unsigned int ignoreflags;
|
||
dlight_t *dl;
|
||
qboolean shadow;
|
||
int leaf;
|
||
qbyte *lvis;
|
||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
int i;
|
||
|
||
ignoreflags = (r_shadow_realtime_world.value?LFLAG_REALTIMEMODE:LFLAG_NORMALMODE);
|
||
|
||
for (dl = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, dl++)
|
||
{
|
||
if (!dl->radius)
|
||
continue; //dead
|
||
|
||
if (!(dl->flags & ignoreflags))
|
||
continue;
|
||
|
||
if (dl->flags & LFLAG_CREPUSCULAR)
|
||
continue;
|
||
else if (((!dl->die)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || dl->flags & LFLAG_NOSHADOWS)
|
||
shadow = false;
|
||
else if (dl->flags & LFLAG_SHADOWMAP)
|
||
shadow = false;
|
||
else
|
||
shadow = true;
|
||
|
||
leaf = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, dl->origin);
|
||
lvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, leaf, lvisb, sizeof(lvisb));
|
||
|
||
SHM_BuildShadowMesh(dl, lvis, NULL, !shadow);
|
||
}
|
||
}
|
||
|
||
void Com_ParseVector(char *str, vec3_t out)
|
||
{
|
||
str = COM_Parse(str);
|
||
out[0] = atof(com_token);
|
||
str = COM_Parse(str);
|
||
out[1] = atof(com_token);
|
||
str = COM_Parse(str);
|
||
out[2] = atof(com_token);
|
||
}
|
||
|
||
void Sh_DrawLights(qbyte *vis)
|
||
{
|
||
vec3_t colour;
|
||
dlight_t *dl;
|
||
int i;
|
||
unsigned int ignoreflags;
|
||
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_dlight;
|
||
extern cvar_t r_shadow_realtime_world_shadows, r_shadow_realtime_dlight_shadows;
|
||
extern cvar_t r_sun_dir, r_sun_colour;
|
||
|
||
if (!r_shadow_realtime_world.ival && !r_shadow_realtime_dlight.ival)
|
||
{
|
||
return;
|
||
}
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
/*no stencil?*/
|
||
/*if (!gl_config.arb_shader_objects)
|
||
{
|
||
Con_Printf("Missing GL extensions: switching off realtime lighting.\n");
|
||
r_shadow_realtime_world.ival = 0;
|
||
r_shadow_realtime_dlight.ival = 0;
|
||
return;
|
||
}*/
|
||
break;
|
||
#endif
|
||
#ifdef D3DQUAKE
|
||
case QR_DIRECT3D:
|
||
#ifdef GLQUAKE
|
||
//the code still has a lot of ifdefs, so will crash if you try it in a merged build.
|
||
//its not really usable in d3d-only builds either, so no great loss.
|
||
return;
|
||
#endif
|
||
break;
|
||
#endif
|
||
default:
|
||
return;
|
||
}
|
||
|
||
ignoreflags = (r_shadow_realtime_world.value?LFLAG_REALTIMEMODE:LFLAG_NORMALMODE);
|
||
|
||
for (dl = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, dl++)
|
||
{
|
||
if (!dl->radius)
|
||
continue; //dead
|
||
|
||
if (!(dl->flags & ignoreflags))
|
||
continue;
|
||
|
||
colour[0] = dl->color[0];
|
||
colour[1] = dl->color[1];
|
||
colour[2] = dl->color[2];
|
||
if (dl->style)
|
||
{
|
||
if (cl_lightstyle[dl->style-1].colour & 1)
|
||
colour[0] *= d_lightstylevalue[dl->style-1]/255.0f;
|
||
else
|
||
colour[0] = 0;
|
||
if (cl_lightstyle[dl->style-1].colour & 2)
|
||
colour[1] *= d_lightstylevalue[dl->style-1]/255.0f;
|
||
else
|
||
colour[1] = 0;
|
||
if (cl_lightstyle[dl->style-1].colour & 4)
|
||
colour[2] *= d_lightstylevalue[dl->style-1]/255.0f;
|
||
else
|
||
colour[2] = 0;
|
||
}
|
||
|
||
if (colour[0] < 0.001 && colour[1] < 0.001 && colour[2] < 0.001)
|
||
continue; //just switch these off.
|
||
|
||
if (dl->flags & LFLAG_CREPUSCULAR)
|
||
Sh_DrawCrepuscularLight(dl, colour);
|
||
else if (((i >= RTL_FIRST)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || dl->flags & LFLAG_NOSHADOWS)
|
||
{
|
||
Sh_DrawShadowlessLight(dl, colour, vis);
|
||
}
|
||
else if (dl->flags & LFLAG_SHADOWMAP)
|
||
{
|
||
#ifdef GLQUAKE
|
||
Sh_DrawShadowMapLight(dl, colour, vis);
|
||
#endif
|
||
}
|
||
else
|
||
{
|
||
Sh_DrawStencilLight(dl, colour, vis);
|
||
}
|
||
}
|
||
|
||
if (1)
|
||
{
|
||
dlight_t sun = {0};
|
||
vec3_t sundir;
|
||
float dot;
|
||
Com_ParseVector(r_sun_dir.string, sundir);
|
||
Com_ParseVector(r_sun_colour.string, colour);
|
||
|
||
//fade it out if we're looking at an angle parallel to it (to avoid nasty visible graduations or backwards rays!)
|
||
dot = DotProduct(vpn, sundir);
|
||
dot = 1-dot;
|
||
dot *= dot;
|
||
dot = 1-dot;
|
||
VectorScale(colour, dot, colour);
|
||
|
||
if (colour[0] > 0.001 || colour[1] > 0.001 || colour[2] > 0.001)
|
||
{
|
||
//only do this if we can see some sky surfaces. pointless otherwise
|
||
batch_t *b;
|
||
for (b = cl.worldmodel->batches[SHADER_SORT_SKY]; b; b = b->next)
|
||
{
|
||
if (b->meshes)
|
||
break;
|
||
}
|
||
if (b)
|
||
{
|
||
VectorNormalize(sundir);
|
||
VectorMA(r_origin, 1000, sundir, sun.origin);
|
||
Sh_DrawCrepuscularLight(&sun, colour);
|
||
}
|
||
}
|
||
}
|
||
|
||
switch(qrenderer)
|
||
{
|
||
#ifdef GLQUAKE
|
||
case QR_OPENGL:
|
||
qglDisable(GL_SCISSOR_TEST);
|
||
if (qglDepthBoundsEXT)
|
||
qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
|
||
break;
|
||
#endif
|
||
}
|
||
|
||
BE_SelectMode(BEM_STANDARD);
|
||
|
||
// if (developer.value)
|
||
// Con_Printf("%i lights drawn, %i frustum culled, %i pvs culled, %i scissor culled\n", bench.numlights, bench.numfrustumculled, bench.numpvsculled, bench.numscissorculled);
|
||
// memset(&bench, 0, sizeof(bench));
|
||
}
|
||
#endif
|
||
#endif
|