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https://github.com/Q3Rally-Team/q3rally.git
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96a9e2a9aa
This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
333 lines
7.4 KiB
C
333 lines
7.4 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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/*
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for a projection shadow:
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point[x] += light vector * ( z - shadow plane )
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point[y] +=
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point[z] = shadow plane
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1 0 light[x] / light[z]
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*/
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typedef struct {
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int i2;
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int facing;
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} edgeDef_t;
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#define MAX_EDGE_DEFS 32
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static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
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static int numEdgeDefs[SHADER_MAX_VERTEXES];
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//static int facing[SHADER_MAX_INDEXES/3];
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//static vec3_t shadowXyz[SHADER_MAX_VERTEXES];
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void R_AddEdgeDef( int i1, int i2, int facing ) {
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int c;
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c = numEdgeDefs[ i1 ];
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if ( c == MAX_EDGE_DEFS ) {
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return; // overflow
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}
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edgeDefs[ i1 ][ c ].i2 = i2;
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edgeDefs[ i1 ][ c ].facing = facing;
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numEdgeDefs[ i1 ]++;
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}
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void R_RenderShadowEdges( void ) {
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// FIXME: implement this
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#if 0
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int i;
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#if 0
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int numTris;
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// dumb way -- render every triangle's edges
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numTris = tess.numIndexes / 3;
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for ( i = 0 ; i < numTris ; i++ ) {
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int i1, i2, i3;
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if ( !facing[i] ) {
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continue;
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}
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i1 = tess.indexes[ i*3 + 0 ];
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i2 = tess.indexes[ i*3 + 1 ];
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i3 = tess.indexes[ i*3 + 2 ];
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qglBegin( GL_TRIANGLE_STRIP );
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qglVertex3fv( tess.xyz[ i1 ] );
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qglVertex3fv( shadowXyz[ i1 ] );
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qglVertex3fv( tess.xyz[ i2 ] );
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qglVertex3fv( shadowXyz[ i2 ] );
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qglVertex3fv( tess.xyz[ i3 ] );
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qglVertex3fv( shadowXyz[ i3 ] );
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qglVertex3fv( tess.xyz[ i1 ] );
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qglVertex3fv( shadowXyz[ i1 ] );
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qglEnd();
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}
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#else
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int c, c2;
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int j, k;
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int i2;
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int c_edges, c_rejected;
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int hit[2];
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// an edge is NOT a silhouette edge if its face doesn't face the light,
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// or if it has a reverse paired edge that also faces the light.
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// A well behaved polyhedron would have exactly two faces for each edge,
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// but lots of models have dangling edges or overfanned edges
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c_edges = 0;
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c_rejected = 0;
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for ( i = 0 ; i < tess.numVertexes ; i++ ) {
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c = numEdgeDefs[ i ];
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for ( j = 0 ; j < c ; j++ ) {
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if ( !edgeDefs[ i ][ j ].facing ) {
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continue;
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}
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hit[0] = 0;
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hit[1] = 0;
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i2 = edgeDefs[ i ][ j ].i2;
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c2 = numEdgeDefs[ i2 ];
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for ( k = 0 ; k < c2 ; k++ ) {
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if ( edgeDefs[ i2 ][ k ].i2 == i ) {
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hit[ edgeDefs[ i2 ][ k ].facing ]++;
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}
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}
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// if it doesn't share the edge with another front facing
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// triangle, it is a sil edge
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if ( hit[ 1 ] == 0 ) {
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qglBegin( GL_TRIANGLE_STRIP );
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qglVertex3fv( tess.xyz[ i ] );
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qglVertex3fv( shadowXyz[ i ] );
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qglVertex3fv( tess.xyz[ i2 ] );
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qglVertex3fv( shadowXyz[ i2 ] );
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qglEnd();
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c_edges++;
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} else {
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c_rejected++;
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}
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}
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}
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#endif
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#endif
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}
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/*
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=================
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RB_ShadowTessEnd
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triangleFromEdge[ v1 ][ v2 ]
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set triangle from edge( v1, v2, tri )
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if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
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}
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=================
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*/
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void RB_ShadowTessEnd( void ) {
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// FIXME: implement this
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#if 0
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int i;
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int numTris;
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vec3_t lightDir;
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GLboolean rgba[4];
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if ( glConfig.stencilBits < 4 ) {
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return;
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}
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VectorCopy( backEnd.currentEntity->modelLightDir, lightDir );
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// project vertexes away from light direction
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for ( i = 0 ; i < tess.numVertexes ; i++ ) {
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VectorMA( tess.xyz[i], -512, lightDir, shadowXyz[i] );
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}
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// decide which triangles face the light
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Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );
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numTris = tess.numIndexes / 3;
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for ( i = 0 ; i < numTris ; i++ ) {
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int i1, i2, i3;
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vec3_t d1, d2, normal;
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float *v1, *v2, *v3;
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float d;
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i1 = tess.indexes[ i*3 + 0 ];
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i2 = tess.indexes[ i*3 + 1 ];
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i3 = tess.indexes[ i*3 + 2 ];
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v1 = tess.xyz[ i1 ];
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v2 = tess.xyz[ i2 ];
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v3 = tess.xyz[ i3 ];
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VectorSubtract( v2, v1, d1 );
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VectorSubtract( v3, v1, d2 );
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CrossProduct( d1, d2, normal );
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d = DotProduct( normal, lightDir );
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if ( d > 0 ) {
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facing[ i ] = 1;
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} else {
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facing[ i ] = 0;
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}
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// create the edges
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R_AddEdgeDef( i1, i2, facing[ i ] );
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R_AddEdgeDef( i2, i3, facing[ i ] );
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R_AddEdgeDef( i3, i1, facing[ i ] );
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}
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// draw the silhouette edges
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GL_BindToTMU( tr.whiteImage, TB_COLORMAP );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
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qglColor3f( 0.2f, 0.2f, 0.2f );
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// don't write to the color buffer
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qglGetBooleanv(GL_COLOR_WRITEMASK, rgba);
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qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
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qglEnable( GL_STENCIL_TEST );
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qglStencilFunc( GL_ALWAYS, 1, 255 );
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GL_Cull( CT_BACK_SIDED );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
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R_RenderShadowEdges();
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GL_Cull( CT_FRONT_SIDED );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
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R_RenderShadowEdges();
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// reenable writing to the color buffer
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qglColorMask(rgba[0], rgba[1], rgba[2], rgba[3]);
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#endif
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}
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/*
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=================
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RB_ShadowFinish
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Darken everything that is is a shadow volume.
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We have to delay this until everything has been shadowed,
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because otherwise shadows from different body parts would
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overlap and double darken.
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=================
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*/
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void RB_ShadowFinish( void ) {
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// FIXME: implement this
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#if 0
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if ( r_shadows->integer != 2 ) {
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return;
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}
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if ( glConfig.stencilBits < 4 ) {
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return;
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}
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qglEnable( GL_STENCIL_TEST );
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qglStencilFunc( GL_NOTEQUAL, 0, 255 );
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GL_Cull( CT_TWO_SIDED );
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GL_BindToTMU( tr.whiteImage, TB_COLORMAP );
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qglLoadIdentity ();
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qglColor3f( 0.6f, 0.6f, 0.6f );
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GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
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// qglColor3f( 1, 0, 0 );
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// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
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qglBegin( GL_QUADS );
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qglVertex3f( -100, 100, -10 );
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qglVertex3f( 100, 100, -10 );
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qglVertex3f( 100, -100, -10 );
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qglVertex3f( -100, -100, -10 );
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qglEnd ();
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qglColor4f(1,1,1,1);
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qglDisable( GL_STENCIL_TEST );
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#endif
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}
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/*
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=================
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RB_ProjectionShadowDeform
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=================
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*/
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void RB_ProjectionShadowDeform( void ) {
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float *xyz;
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int i;
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float h;
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vec3_t ground;
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vec3_t light;
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float groundDist;
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float d;
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vec3_t lightDir;
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xyz = ( float * ) tess.xyz;
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ground[0] = backEnd.or.axis[0][2];
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ground[1] = backEnd.or.axis[1][2];
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ground[2] = backEnd.or.axis[2][2];
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groundDist = backEnd.or.origin[2] - backEnd.currentEntity->e.shadowPlane;
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VectorCopy( backEnd.currentEntity->modelLightDir, lightDir );
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d = DotProduct( lightDir, ground );
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// don't let the shadows get too long or go negative
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if ( d < 0.5 ) {
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VectorMA( lightDir, (0.5 - d), ground, lightDir );
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d = DotProduct( lightDir, ground );
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}
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d = 1.0 / d;
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light[0] = lightDir[0] * d;
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light[1] = lightDir[1] * d;
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light[2] = lightDir[2] * d;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
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h = DotProduct( xyz, ground ) + groundDist;
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xyz[0] -= light[0] * h;
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xyz[1] -= light[1] * h;
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xyz[2] -= light[2] * h;
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}
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}
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