mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 06:22:02 +00:00
723 lines
16 KiB
C++
723 lines
16 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 1999 - 2005, Id Software, Inc.
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program 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 this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
#include "../server/exe_headers.h"
|
|
|
|
#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]
|
|
|
|
*/
|
|
|
|
#define _STENCIL_REVERSE
|
|
|
|
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];
|
|
static vec3_t shadowXyz[SHADER_MAX_VERTEXES];
|
|
|
|
|
|
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;
|
|
int c;
|
|
int j;
|
|
int i2;
|
|
//int c_edges, c_rejected;
|
|
#if 0
|
|
int c2, k;
|
|
int hit[2];
|
|
#endif
|
|
#ifdef _STENCIL_REVERSE
|
|
int numTris;
|
|
int o1, o2, o3;
|
|
#endif
|
|
|
|
// 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
|
|
#if 0
|
|
c_edges = 0;
|
|
c_rejected = 0;
|
|
#endif
|
|
|
|
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
|
|
c = numEdgeDefs[ i ];
|
|
for ( j = 0 ; j < c ; j++ ) {
|
|
if ( !edgeDefs[ i ][ j ].facing ) {
|
|
continue;
|
|
}
|
|
|
|
//with this system we can still get edges shared by more than 2 tris which
|
|
//produces artifacts including seeing the shadow through walls. So for now
|
|
//we are going to render all edges even though it is a tiny bit slower. -rww
|
|
#if 1
|
|
i2 = edgeDefs[ i ][ j ].i2;
|
|
qglBegin( GL_TRIANGLE_STRIP );
|
|
qglVertex3fv( tess.xyz[ i ] );
|
|
qglVertex3fv( shadowXyz[ i ] );
|
|
qglVertex3fv( tess.xyz[ i2 ] );
|
|
qglVertex3fv( shadowXyz[ i2 ] );
|
|
qglEnd();
|
|
#else
|
|
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( shadowXyz[ i ] );
|
|
qglVertex3fv( tess.xyz[ i2 ] );
|
|
qglVertex3fv( shadowXyz[ i2 ] );
|
|
qglEnd();
|
|
c_edges++;
|
|
} else {
|
|
c_rejected++;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#ifdef _STENCIL_REVERSE
|
|
//Carmack Reverse<tm> method requires that volumes
|
|
//be capped properly -rww
|
|
numTris = tess.numIndexes / 3;
|
|
|
|
for ( i = 0 ; i < numTris ; i++ )
|
|
{
|
|
if ( !facing[i] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
o1 = tess.indexes[ i*3 + 0 ];
|
|
o2 = tess.indexes[ i*3 + 1 ];
|
|
o3 = tess.indexes[ i*3 + 2 ];
|
|
|
|
qglBegin(GL_TRIANGLES);
|
|
qglVertex3fv(tess.xyz[o1]);
|
|
qglVertex3fv(tess.xyz[o2]);
|
|
qglVertex3fv(tess.xyz[o3]);
|
|
qglEnd();
|
|
qglBegin(GL_TRIANGLES);
|
|
qglVertex3fv(shadowXyz[o3]);
|
|
qglVertex3fv(shadowXyz[o2]);
|
|
qglVertex3fv(shadowXyz[o1]);
|
|
qglEnd();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//#define _DEBUG_STENCIL_SHADOWS
|
|
|
|
/*
|
|
=================
|
|
RB_ShadowTessEnd
|
|
|
|
triangleFromEdge[ v1 ][ v2 ]
|
|
|
|
|
|
set triangle from edge( v1, v2, tri )
|
|
if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
|
|
}
|
|
=================
|
|
*/
|
|
void RB_DoShadowTessEnd( vec3_t lightPos );
|
|
void RB_ShadowTessEnd( void )
|
|
{
|
|
#if 0
|
|
if (backEnd.currentEntity &&
|
|
(backEnd.currentEntity->directedLight[0] ||
|
|
backEnd.currentEntity->directedLight[1] ||
|
|
backEnd.currentEntity->directedLight[2]))
|
|
{ //an ent that has its light set for it
|
|
RB_DoShadowTessEnd(NULL);
|
|
return;
|
|
}
|
|
|
|
// if (!tess.dlightBits)
|
|
// {
|
|
// return;
|
|
// }
|
|
|
|
int i = 0;
|
|
dlight_t *dl;
|
|
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori );
|
|
/* while (i < tr.refdef.num_dlights)
|
|
{
|
|
if (tess.dlightBits & (1 << i))
|
|
{
|
|
dl = &tr.refdef.dlights[i];
|
|
|
|
RB_DoShadowTessEnd(dl->transformed);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
*/
|
|
dl = &tr.refdef.dlights[0];
|
|
|
|
RB_DoShadowTessEnd(dl->transformed);
|
|
|
|
#else //old ents-only way
|
|
RB_DoShadowTessEnd(NULL);
|
|
#endif
|
|
}
|
|
|
|
void RB_DoShadowTessEnd( vec3_t lightPos )
|
|
{
|
|
int i;
|
|
int numTris;
|
|
vec3_t lightDir;
|
|
|
|
if ( glConfig.stencilBits < 4 ) {
|
|
return;
|
|
}
|
|
|
|
#if 1 //controlled method - try to keep shadows in range so they don't show through so much -rww
|
|
vec3_t worldxyz;
|
|
vec3_t entLight;
|
|
float groundDist;
|
|
|
|
VectorCopy( backEnd.currentEntity->lightDir, entLight );
|
|
entLight[2] = 0.0f;
|
|
VectorNormalize(entLight);
|
|
|
|
//Oh well, just cast them straight down no matter what onto the ground plane.
|
|
//This presets no chance of screwups and still looks better than a stupid
|
|
//shader blob.
|
|
VectorSet(lightDir, entLight[0]*0.3f, entLight[1]*0.3f, 1.0f);
|
|
// project vertexes away from light direction
|
|
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
|
|
//add or.origin to vert xyz to end up with world oriented coord, then figure
|
|
//out the ground pos for the vert to project the shadow volume to
|
|
VectorAdd(tess.xyz[i], backEnd.ori.origin, worldxyz);
|
|
groundDist = worldxyz[2] - backEnd.currentEntity->e.shadowPlane;
|
|
groundDist += 16.0f; //fudge factor
|
|
VectorMA( tess.xyz[i], -groundDist, lightDir, shadowXyz[i] );
|
|
}
|
|
#else
|
|
if (lightPos)
|
|
{
|
|
for ( i = 0 ; i < tess.numVertexes ; i++ )
|
|
{
|
|
shadowXyz[i][0] = tess.xyz[i][0]+(( tess.xyz[i][0]-lightPos[0] )*128.0f);
|
|
shadowXyz[i][1] = tess.xyz[i][1]+(( tess.xyz[i][1]-lightPos[1] )*128.0f);
|
|
shadowXyz[i][2] = tess.xyz[i][2]+(( tess.xyz[i][2]-lightPos[2] )*128.0f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( backEnd.currentEntity->lightDir, lightDir );
|
|
|
|
// project vertexes away from light direction
|
|
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
|
|
VectorMA( tess.xyz[i], -512, lightDir, shadowXyz[i] );
|
|
}
|
|
}
|
|
#endif
|
|
// decide which triangles face the light
|
|
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 ];
|
|
|
|
if (!lightPos)
|
|
{
|
|
VectorSubtract( v2, v1, d1 );
|
|
VectorSubtract( v3, v1, d2 );
|
|
CrossProduct( d1, d2, normal );
|
|
|
|
d = DotProduct( normal, lightDir );
|
|
}
|
|
else
|
|
{
|
|
float planeEq[4];
|
|
planeEq[0] = v1[1]*(v2[2]-v3[2]) + v2[1]*(v3[2]-v1[2]) + v3[1]*(v1[2]-v2[2]);
|
|
planeEq[1] = v1[2]*(v2[0]-v3[0]) + v2[2]*(v3[0]-v1[0]) + v3[2]*(v1[0]-v2[0]);
|
|
planeEq[2] = v1[0]*(v2[1]-v3[1]) + v2[0]*(v3[1]-v1[1]) + v3[0]*(v1[1]-v2[1]);
|
|
planeEq[3] = -( v1[0]*( v2[1]*v3[2] - v3[1]*v2[2] ) +
|
|
v2[0]*(v3[1]*v1[2] - v1[1]*v3[2]) +
|
|
v3[0]*(v1[1]*v2[2] - v2[1]*v1[2]) );
|
|
|
|
d = planeEq[0]*lightPos[0]+
|
|
planeEq[1]*lightPos[1]+
|
|
planeEq[2]*lightPos[2]+
|
|
planeEq[3];
|
|
}
|
|
|
|
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 ] );
|
|
}
|
|
|
|
GL_Bind( tr.whiteImage );
|
|
//qglEnable( GL_CULL_FACE );
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
|
|
#ifndef _DEBUG_STENCIL_SHADOWS
|
|
qglColor3f( 0.2f, 0.2f, 0.2f );
|
|
|
|
// don't write to the color buffer
|
|
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
|
|
qglEnable( GL_STENCIL_TEST );
|
|
qglStencilFunc( GL_ALWAYS, 1, 255 );
|
|
#else
|
|
qglColor3f( 1.0f, 0.0f, 0.0f );
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
//qglDisable(GL_DEPTH_TEST);
|
|
#endif
|
|
|
|
#ifdef _STENCIL_REVERSE
|
|
qglDepthFunc(GL_LESS);
|
|
|
|
//now using the Carmack Reverse<tm> -rww
|
|
if (glConfig.doStencilShadowsInOneDrawcall)
|
|
{
|
|
GL_Cull(CT_TWO_SIDED);
|
|
qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
|
|
qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
|
|
|
|
R_RenderShadowEdges();
|
|
qglDisable(GL_STENCIL_TEST);
|
|
}
|
|
else
|
|
{
|
|
GL_Cull(CT_FRONT_SIDED);
|
|
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
|
|
|
|
R_RenderShadowEdges();
|
|
|
|
GL_Cull(CT_BACK_SIDED);
|
|
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
|
|
|
|
R_RenderShadowEdges();
|
|
}
|
|
|
|
qglDepthFunc(GL_LEQUAL);
|
|
#else
|
|
// 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();
|
|
}
|
|
#endif
|
|
|
|
// reenable writing to the color buffer
|
|
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
|
|
|
#ifdef _DEBUG_STENCIL_SHADOWS
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
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;
|
|
}
|
|
|
|
#ifdef _DEBUG_STENCIL_SHADOWS
|
|
return;
|
|
#endif
|
|
|
|
qglEnable( GL_STENCIL_TEST );
|
|
qglStencilFunc( GL_NOTEQUAL, 0, 255 );
|
|
|
|
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
|
|
|
bool planeZeroBack = false;
|
|
if (qglIsEnabled(GL_CLIP_PLANE0))
|
|
{
|
|
planeZeroBack = true;
|
|
qglDisable (GL_CLIP_PLANE0);
|
|
}
|
|
GL_Cull(CT_TWO_SIDED);
|
|
//qglDisable (GL_CULL_FACE);
|
|
|
|
GL_Bind( tr.whiteImage );
|
|
|
|
qglPushMatrix();
|
|
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 );
|
|
|
|
qglColor4f( 0.0f, 0.0f, 0.0f, 0.5f );
|
|
//GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
|
|
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 );
|
|
if (planeZeroBack)
|
|
{
|
|
qglEnable (GL_CLIP_PLANE0);
|
|
}
|
|
qglPopMatrix();
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
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.ori.axis[0][2];
|
|
ground[1] = backEnd.ori.axis[1][2];
|
|
ground[2] = backEnd.ori.axis[2][2];
|
|
|
|
groundDist = backEnd.ori.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;
|
|
}
|
|
}
|
|
|
|
//update tr.screenImage
|
|
void RB_CaptureScreenImage(void)
|
|
{
|
|
int radX = 2048;
|
|
int radY = 2048;
|
|
int x = glConfig.vidWidth/2;
|
|
int y = glConfig.vidHeight/2;
|
|
int cX, cY;
|
|
|
|
GL_Bind( tr.screenImage );
|
|
//using this method, we could pixel-filter the texture and all sorts of crazy stuff.
|
|
//but, it is slow as hell.
|
|
/*
|
|
static byte *tmp = NULL;
|
|
if (!tmp)
|
|
{
|
|
tmp = (byte *)R_Malloc((sizeof(byte)*4)*(glConfig.vidWidth*glConfig.vidHeight), TAG_ICARUS, qtrue);
|
|
}
|
|
qglReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmp);
|
|
*/
|
|
|
|
if (radX > glConfig.maxTextureSize)
|
|
{
|
|
radX = glConfig.maxTextureSize;
|
|
}
|
|
if (radY > glConfig.maxTextureSize)
|
|
{
|
|
radY = glConfig.maxTextureSize;
|
|
}
|
|
|
|
while (glConfig.vidWidth < radX)
|
|
{
|
|
radX /= 2;
|
|
}
|
|
while (glConfig.vidHeight < radY)
|
|
{
|
|
radY /= 2;
|
|
}
|
|
|
|
cX = x-(radX/2);
|
|
cY = y-(radY/2);
|
|
|
|
if (cX+radX > glConfig.vidWidth)
|
|
{ //would it go off screen?
|
|
cX = glConfig.vidWidth-radX;
|
|
}
|
|
else if (cX < 0)
|
|
{ //cap it off at 0
|
|
cX = 0;
|
|
}
|
|
|
|
if (cY+radY > glConfig.vidHeight)
|
|
{ //would it go off screen?
|
|
cY = glConfig.vidHeight-radY;
|
|
}
|
|
else if (cY < 0)
|
|
{ //cap it off at 0
|
|
cY = 0;
|
|
}
|
|
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, cX, cY, radX, radY, 0);
|
|
}
|
|
|
|
|
|
//yeah.. not really shadow-related.. but it's stencil-related. -rww
|
|
float tr_distortionAlpha = 1.0f; //opaque
|
|
float tr_distortionStretch = 0.0f; //no stretch override
|
|
qboolean tr_distortionPrePost = qfalse; //capture before postrender phase?
|
|
qboolean tr_distortionNegate = qfalse; //negative blend mode
|
|
void RB_DistortionFill(void)
|
|
{
|
|
float alpha = tr_distortionAlpha;
|
|
float spost = 0.0f;
|
|
float spost2 = 0.0f;
|
|
|
|
if ( glConfig.stencilBits < 4 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//ok, cap the stupid thing now I guess
|
|
if (!tr_distortionPrePost)
|
|
{
|
|
RB_CaptureScreenImage();
|
|
}
|
|
|
|
qglEnable(GL_STENCIL_TEST);
|
|
qglStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
|
|
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
qglDisable (GL_CLIP_PLANE0);
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
//reset the view matrices and go into ortho mode
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 32, -1, 1);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
|
|
if (tr_distortionStretch)
|
|
{ //override
|
|
spost = tr_distortionStretch;
|
|
spost2 = tr_distortionStretch;
|
|
}
|
|
else
|
|
{ //do slow stretchy effect
|
|
spost = sin(tr.refdef.time*0.0005f);
|
|
if (spost < 0.0f)
|
|
{
|
|
spost = -spost;
|
|
}
|
|
spost *= 0.2f;
|
|
|
|
spost2 = sin(tr.refdef.time*0.0005f);
|
|
if (spost2 < 0.0f)
|
|
{
|
|
spost2 = -spost2;
|
|
}
|
|
spost2 *= 0.08f;
|
|
}
|
|
|
|
if (alpha != 1.0f)
|
|
{ //blend
|
|
GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_SRC_ALPHA);
|
|
}
|
|
else
|
|
{ //be sure to reset the draw state
|
|
GL_State(0);
|
|
}
|
|
|
|
qglBegin(GL_QUADS);
|
|
qglColor4f(1.0f, 1.0f, 1.0f, alpha);
|
|
qglTexCoord2f(0+spost2, 1-spost);
|
|
qglVertex2f(0, 0);
|
|
|
|
qglTexCoord2f(0+spost2, 0+spost);
|
|
qglVertex2f(0, glConfig.vidHeight);
|
|
|
|
qglTexCoord2f(1-spost2, 0+spost);
|
|
qglVertex2f(glConfig.vidWidth, glConfig.vidHeight);
|
|
|
|
qglTexCoord2f(1-spost2, 1-spost);
|
|
qglVertex2f(glConfig.vidWidth, 0);
|
|
qglEnd();
|
|
|
|
if (tr_distortionAlpha == 1.0f && tr_distortionStretch == 0.0f)
|
|
{ //no overrides
|
|
if (tr_distortionNegate)
|
|
{ //probably the crazy alternate saber trail
|
|
alpha = 0.8f;
|
|
GL_State(GLS_SRCBLEND_ZERO|GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);
|
|
}
|
|
else
|
|
{
|
|
alpha = 0.5f;
|
|
GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_SRC_ALPHA);
|
|
}
|
|
|
|
spost = sin(tr.refdef.time*0.0008f);
|
|
if (spost < 0.0f)
|
|
{
|
|
spost = -spost;
|
|
}
|
|
spost *= 0.08f;
|
|
|
|
spost2 = sin(tr.refdef.time*0.0008f);
|
|
if (spost2 < 0.0f)
|
|
{
|
|
spost2 = -spost2;
|
|
}
|
|
spost2 *= 0.2f;
|
|
|
|
qglBegin(GL_QUADS);
|
|
qglColor4f(1.0f, 1.0f, 1.0f, alpha);
|
|
qglTexCoord2f(0+spost2, 1-spost);
|
|
qglVertex2f(0, 0);
|
|
|
|
qglTexCoord2f(0+spost2, 0+spost);
|
|
qglVertex2f(0, glConfig.vidHeight);
|
|
|
|
qglTexCoord2f(1-spost2, 0+spost);
|
|
qglVertex2f(glConfig.vidWidth, glConfig.vidHeight);
|
|
|
|
qglTexCoord2f(1-spost2, 1-spost);
|
|
qglVertex2f(glConfig.vidWidth, 0);
|
|
qglEnd();
|
|
}
|
|
|
|
//pop the view matrices back
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
|
|
qglDisable( GL_STENCIL_TEST );
|
|
}
|