mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 14:11:15 +00:00
39e2113c73
Fix two constants in GLSL shaders. Remove f suffix from float and fix int to float assignment. They were causing shader compile errors in OpenGL ES 2 context. Remove disabling clip plane. Clip plane is unused and never enabled in the opengl2 renderer. Remove disabling it to avoid causing a GL error when using OpenGL 3.2 core profile or OpenGL ES. Make VAO cache vertex stride be size of srfVert_t since that is what is uploaded to the GPU. No behavior change. There is a disabled debug id in srfVert_t though which if enabled changes srfVert_t size.
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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