q3rally/engine/code/rend2/tr_shadows.c

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ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
/*
for a projection shadow:
point[x] += light vector * ( z - shadow plane )
point[y] +=
point[z] = shadow plane
1 0 light[x] / light[z]
*/
typedef struct {
int i2;
int facing;
} edgeDef_t;
#define MAX_EDGE_DEFS 32
static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
static int numEdgeDefs[SHADER_MAX_VERTEXES];
static int facing[SHADER_MAX_INDEXES/3];
void R_AddEdgeDef( int i1, int i2, int facing ) {
int c;
c = numEdgeDefs[ i1 ];
if ( c == MAX_EDGE_DEFS ) {
return; // overflow
}
edgeDefs[ i1 ][ c ].i2 = i2;
edgeDefs[ i1 ][ c ].facing = facing;
numEdgeDefs[ i1 ]++;
}
void R_RenderShadowEdges( void ) {
int i;
#if 0
int numTris;
// dumb way -- render every triangle's edges
numTris = tess.numIndexes / 3;
for ( i = 0 ; i < numTris ; i++ ) {
int i1, i2, i3;
if ( !facing[i] ) {
continue;
}
i1 = tess.indexes[ i*3 + 0 ];
i2 = tess.indexes[ i*3 + 1 ];
i3 = tess.indexes[ i*3 + 2 ];
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i1 ] );
qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
qglVertex3fv( tess.xyz[ i3 ] );
qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
qglVertex3fv( tess.xyz[ i1 ] );
qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
qglEnd();
}
#else
int c, c2;
int j, k;
int i2;
int c_edges, c_rejected;
int hit[2];
// an edge is NOT a silhouette edge if its face doesn't face the light,
// or if it has a reverse paired edge that also faces the light.
// A well behaved polyhedron would have exactly two faces for each edge,
// but lots of models have dangling edges or overfanned edges
c_edges = 0;
c_rejected = 0;
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
c = numEdgeDefs[ i ];
for ( j = 0 ; j < c ; j++ ) {
if ( !edgeDefs[ i ][ j ].facing ) {
continue;
}
hit[0] = 0;
hit[1] = 0;
i2 = edgeDefs[ i ][ j ].i2;
c2 = numEdgeDefs[ i2 ];
for ( k = 0 ; k < c2 ; k++ ) {
if ( edgeDefs[ i2 ][ k ].i2 == i ) {
hit[ edgeDefs[ i2 ][ k ].facing ]++;
}
}
// if it doesn't share the edge with another front facing
// triangle, it is a sil edge
if ( hit[ 1 ] == 0 ) {
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i ] );
qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
qglEnd();
c_edges++;
} else {
c_rejected++;
}
}
}
#endif
}
/*
=================
RB_ShadowTessEnd
triangleFromEdge[ v1 ][ v2 ]
set triangle from edge( v1, v2, tri )
if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
}
=================
*/
void RB_ShadowTessEnd( void ) {
int i;
int numTris;
vec3_t lightDir;
GLboolean rgba[4];
// we can only do this if we have enough space in the vertex buffers
if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
return;
}
if ( glConfig.stencilBits < 4 ) {
return;
}
VectorCopy( backEnd.currentEntity->lightDir, lightDir );
// project vertexes away from light direction
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
}
// decide which triangles face the light
Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );
numTris = tess.numIndexes / 3;
for ( i = 0 ; i < numTris ; i++ ) {
int i1, i2, i3;
vec3_t d1, d2, normal;
float *v1, *v2, *v3;
float d;
i1 = tess.indexes[ i*3 + 0 ];
i2 = tess.indexes[ i*3 + 1 ];
i3 = tess.indexes[ i*3 + 2 ];
v1 = tess.xyz[ i1 ];
v2 = tess.xyz[ i2 ];
v3 = tess.xyz[ i3 ];
VectorSubtract( v2, v1, d1 );
VectorSubtract( v3, v1, d2 );
CrossProduct( d1, d2, normal );
d = DotProduct( normal, lightDir );
if ( d > 0 ) {
facing[ i ] = 1;
} else {
facing[ i ] = 0;
}
// create the edges
R_AddEdgeDef( i1, i2, facing[ i ] );
R_AddEdgeDef( i2, i3, facing[ i ] );
R_AddEdgeDef( i3, i1, facing[ i ] );
}
// draw the silhouette edges
GL_Bind( tr.whiteImage );
qglEnable( GL_CULL_FACE );
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
qglColor3f( 0.2f, 0.2f, 0.2f );
// don't write to the color buffer
qglGetBooleanv(GL_COLOR_WRITEMASK, rgba);
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
qglEnable( GL_STENCIL_TEST );
qglStencilFunc( GL_ALWAYS, 1, 255 );
// mirrors have the culling order reversed
if ( backEnd.viewParms.isMirror ) {
qglCullFace( GL_FRONT );
qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
R_RenderShadowEdges();
qglCullFace( GL_BACK );
qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
R_RenderShadowEdges();
} else {
qglCullFace( GL_BACK );
qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
R_RenderShadowEdges();
qglCullFace( GL_FRONT );
qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
R_RenderShadowEdges();
}
// reenable writing to the color buffer
qglColorMask(rgba[0], rgba[1], rgba[2], rgba[3]);
}
/*
=================
RB_ShadowFinish
Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
if ( r_shadows->integer != 2 ) {
return;
}
if ( glConfig.stencilBits < 4 ) {
return;
}
qglEnable( GL_STENCIL_TEST );
qglStencilFunc( GL_NOTEQUAL, 0, 255 );
qglDisable (GL_CLIP_PLANE0);
qglDisable (GL_CULL_FACE);
GL_Bind( tr.whiteImage );
qglLoadIdentity ();
qglColor3f( 0.6f, 0.6f, 0.6f );
GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
// qglColor3f( 1, 0, 0 );
// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
qglBegin( GL_QUADS );
qglVertex3f( -100, 100, -10 );
qglVertex3f( 100, 100, -10 );
qglVertex3f( 100, -100, -10 );
qglVertex3f( -100, -100, -10 );
qglEnd ();
qglColor4f(1,1,1,1);
qglDisable( GL_STENCIL_TEST );
}
/*
=================
RB_ProjectionShadowDeform
=================
*/
void RB_ProjectionShadowDeform( void ) {
float *xyz;
int i;
float h;
vec3_t ground;
vec3_t light;
float groundDist;
float d;
vec3_t lightDir;
xyz = ( float * ) tess.xyz;
ground[0] = backEnd.or.axis[0][2];
ground[1] = backEnd.or.axis[1][2];
ground[2] = backEnd.or.axis[2][2];
groundDist = backEnd.or.origin[2] - backEnd.currentEntity->e.shadowPlane;
VectorCopy( backEnd.currentEntity->lightDir, lightDir );
d = DotProduct( lightDir, ground );
// don't let the shadows get too long or go negative
if ( d < 0.5 ) {
VectorMA( lightDir, (0.5 - d), ground, lightDir );
d = DotProduct( lightDir, ground );
}
d = 1.0 / d;
light[0] = lightDir[0] * d;
light[1] = lightDir[1] * d;
light[2] = lightDir[2] * d;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
h = DotProduct( xyz, ground ) + groundDist;
xyz[0] -= light[0] * h;
xyz[1] -= light[1] * h;
xyz[2] -= light[2] * h;
}
}