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https://github.com/Q3Rally-Team/q3rally.git
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3b4f4cdfa9
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.
343 lines
7.8 KiB
C
343 lines
7.8 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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void R_AddEdgeDef( int i1, int i2, int facing ) {
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int c;
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c = numEdgeDefs[ i1 ];
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if ( c == MAX_EDGE_DEFS ) {
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return; // overflow
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}
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edgeDefs[ i1 ][ c ].i2 = i2;
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edgeDefs[ i1 ][ c ].facing = facing;
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numEdgeDefs[ i1 ]++;
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}
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void R_RenderShadowEdges( void ) {
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int i;
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#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( tess.xyz[ i1 + tess.numVertexes ] );
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qglVertex3fv( tess.xyz[ i2 ] );
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qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
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qglVertex3fv( tess.xyz[ i3 ] );
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qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
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qglVertex3fv( tess.xyz[ i1 ] );
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qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
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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( tess.xyz[ i + tess.numVertexes ] );
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qglVertex3fv( tess.xyz[ i2 ] );
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qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
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qglEnd();
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c_edges++;
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} else {
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c_rejected++;
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}
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}
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}
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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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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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// we can only do this if we have enough space in the vertex buffers
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if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
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return;
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}
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if ( glConfig.stencilBits < 4 ) {
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return;
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}
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VectorCopy( backEnd.currentEntity->lightDir, lightDir );
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// project vertexes away from light direction
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for ( i = 0 ; i < tess.numVertexes ; i++ ) {
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VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
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}
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// 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_Bind( tr.whiteImage );
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qglEnable( GL_CULL_FACE );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
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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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// mirrors have the culling order reversed
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if ( backEnd.viewParms.isMirror ) {
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qglCullFace( GL_FRONT );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
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R_RenderShadowEdges();
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qglCullFace( GL_BACK );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
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R_RenderShadowEdges();
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} else {
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qglCullFace( GL_BACK );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
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R_RenderShadowEdges();
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qglCullFace( GL_FRONT );
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qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
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R_RenderShadowEdges();
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}
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// reenable writing to the color buffer
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qglColorMask(rgba[0], rgba[1], rgba[2], rgba[3]);
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}
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/*
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=================
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RB_ShadowFinish
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Darken everything that is is a shadow volume.
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We have to delay this until everything has been shadowed,
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because otherwise shadows from different body parts would
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overlap and double darken.
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=================
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*/
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void RB_ShadowFinish( void ) {
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if ( r_shadows->integer != 2 ) {
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return;
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}
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if ( glConfig.stencilBits < 4 ) {
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return;
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}
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qglEnable( GL_STENCIL_TEST );
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qglStencilFunc( GL_NOTEQUAL, 0, 255 );
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qglDisable (GL_CLIP_PLANE0);
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qglDisable (GL_CULL_FACE);
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GL_Bind( tr.whiteImage );
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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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}
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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->lightDir, lightDir );
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d = DotProduct( lightDir, ground );
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// don't let the shadows get too long or go negative
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if ( d < 0.5 ) {
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VectorMA( lightDir, (0.5 - d), ground, lightDir );
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d = DotProduct( lightDir, ground );
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}
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d = 1.0 / d;
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light[0] = lightDir[0] * d;
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light[1] = lightDir[1] * d;
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light[2] = lightDir[2] * d;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
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h = DotProduct( xyz, ground ) + groundDist;
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xyz[0] -= light[0] * h;
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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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