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https://github.com/UberGames/GtkRadiant.git
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2def0428da
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant.ab@308 8a3a26a2-13c4-0310-b231-cf6edde360e5
124 lines
2.9 KiB
C
124 lines
2.9 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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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 GtkRadiant; 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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#define LIGHT_SHADOWS_C
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#include "light.h"
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#include "inout.h"
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/* -------------------------------------------------------------------------------
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ydnar: this code deals with shadow volume bsps
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------------------------------------------------------------------------------- */
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typedef struct shadowNode_s
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{
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vec4_t plane;
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int children[ 2 ];
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}
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shadowNode_t;
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int numShadowNodes;
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shadowNode_t *shadowNodes;
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/*
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AddShadow()
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adds a shadow, returning the index into the shadow list
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*/
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/*
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MakeShadowFromPoints()
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creates a shadow volume from 4 points (the first being the light origin)
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*/
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/*
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SetupShadows()
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sets up the shadow volumes for all lights in the world
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*/
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void SetupShadows( void )
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{
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int i, j, s;
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light_t *light;
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dleaf_t *leaf;
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dsurface_t *ds;
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surfaceInfo_t *info;
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shaderInfo_t *si;
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byte *tested;
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/* early out for weird cases where there are no lights */
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if( lights == NULL )
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return;
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/* note it */
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Sys_FPrintf( SYS_VRB, "--- SetupShadows ---\n" );
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/* allocate a surface test list */
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tested = safe_malloc( numDrawSurfaces / 8 + 1 );
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/* walk the list of lights */
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for( light = lights; light != NULL; light = light->next )
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{
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/* do some early out testing */
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if( light->cluster < 0 )
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continue;
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/* clear surfacetest list */
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memset( tested, 0, numDrawSurfaces / 8 + 1 );
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/* walk the bsp leaves */
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for( i = 0, leaf = dleafs; i < numleafs; i++, leaf++ )
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{
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/* in pvs? */
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if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse )
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continue;
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/* walk the surface list for this leaf */
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for( j = 0; j < leaf->numLeafSurfaces; j++ )
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{
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/* don't filter a surface more than once */
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s = dleafsurfaces[ leaf->firstLeafSurface + j ];
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if( tested[ s >> 3 ] & (1 << (s & 7)) )
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continue;
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tested[ s >> 3 ] |= (1 << (s & 7));
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/* get surface and info */
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ds = &drawSurfaces[ s ];
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info = &surfaceInfos[ s ];
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si = info->si;
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/* don't create shadow volumes from translucent surfaces */
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if( si->contents & CONTENTS_TRANSLUCENT )
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continue;
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}
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}
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}
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}
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