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https://github.com/yquake2/yquake2remaster.git
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Merge pull request #198 from DanielGibson/gl3-shadows-last
GL3: Render Model shadows last, refactor gl3_mesh.c
This commit is contained in:
commit
505c67385e
3 changed files with 190 additions and 95 deletions
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@ -887,6 +887,8 @@ GL3_DrawEntitiesOnList(void)
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return;
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}
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GL3_ResetShadowAliasModels();
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/* draw non-transparent first */
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for (i = 0; i < gl3_newrefdef.num_entities; i++)
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{
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@ -975,7 +977,10 @@ GL3_DrawEntitiesOnList(void)
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}
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}
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GL3_DrawAliasShadows();
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glDepthMask(1); /* back to writing */
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}
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static int
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@ -43,13 +43,22 @@ static float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
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typedef float vec4_t[4];
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static vec4_t s_lerped[MAX_VERTS];
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vec3_t shadevector;
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float shadelight[3];
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float *shadedots = r_avertexnormal_dots[0];
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extern vec3_t lightspot;
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extern qboolean have_stencil;
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typedef struct gl3_shadowinfo_s {
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vec3_t lightspot;
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vec3_t shadevector;
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dmdl_t* paliashdr;
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entity_t* entity;
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} gl3_shadowinfo_t;
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DA_TYPEDEF(gl3_shadowinfo_t, ShadowInfoArray_t);
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// collect all models casting shadows (each frame)
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// to draw shadows last
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static ShadowInfoArray_t shadowModels = {0};
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DA_TYPEDEF(gl3_alias_vtx_t, AliasVtxArray_t);
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DA_TYPEDEF(GLushort, UShortArray_t);
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// dynamic arrays to batch all the data of a model, so we can render a model in one draw call
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@ -61,19 +70,18 @@ GL3_ShutdownMeshes(void)
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{
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da_free(vtxBuf);
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da_free(idxBuf);
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da_free(shadowModels);
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}
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static void
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LerpVerts(int nverts, dtrivertx_t *v, dtrivertx_t *ov,
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LerpVerts(qboolean powerUpEffect, int nverts, dtrivertx_t *v, dtrivertx_t *ov,
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dtrivertx_t *verts, float *lerp, float move[3],
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float frontv[3], float backv[3])
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{
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int i;
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if (currententity->flags &
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(RF_SHELL_RED | RF_SHELL_GREEN |
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RF_SHELL_BLUE | RF_SHELL_DOUBLE |
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RF_SHELL_HALF_DAM))
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if (powerUpEffect)
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{
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for (i = 0; i < nverts; i++, v++, ov++, lerp += 4)
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{
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@ -102,7 +110,7 @@ LerpVerts(int nverts, dtrivertx_t *v, dtrivertx_t *ov,
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* Interpolates between two frames and origins
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*/
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static void
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DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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DrawAliasFrameLerp(dmdl_t *paliashdr, entity_t* entity, vec3_t shadelight)
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{
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GLenum type;
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float l;
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@ -110,31 +118,36 @@ DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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dtrivertx_t *v, *ov, *verts;
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int *order;
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int count;
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float frontlerp;
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float alpha;
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vec3_t move, delta, vectors[3];
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vec3_t frontv, backv;
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int i;
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int index_xyz;
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float backlerp = entity->backlerp;
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float frontlerp = 1.0 - backlerp;
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float *lerp;
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// draw without texture? used for quad damage effect etc, I think
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qboolean colorOnly = 0 != (currententity->flags &
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qboolean colorOnly = 0 != (entity->flags &
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(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE |
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RF_SHELL_HALF_DAM));
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// TODO: maybe we could somehow store the non-rotated normal and do the dot in shader?
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float* shadedots = r_avertexnormal_dots[((int)(entity->angles[1] *
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(SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
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+ currententity->frame * paliashdr->framesize);
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+ entity->frame * paliashdr->framesize);
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verts = v = frame->verts;
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oldframe = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
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+ currententity->oldframe * paliashdr->framesize);
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+ entity->oldframe * paliashdr->framesize);
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ov = oldframe->verts;
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order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);
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if (currententity->flags & RF_TRANSLUCENT)
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if (entity->flags & RF_TRANSLUCENT)
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{
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alpha = currententity->alpha * 0.666f;
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alpha = entity->alpha * 0.666f;
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}
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else
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{
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@ -150,11 +163,9 @@ DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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GL3_UseProgram(gl3state.si3Dalias.shaderProgram);
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}
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frontlerp = 1.0 - backlerp;
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/* move should be the delta back to the previous frame * backlerp */
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VectorSubtract(currententity->oldorigin, currententity->origin, delta);
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AngleVectors(currententity->angles, vectors[0], vectors[1], vectors[2]);
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VectorSubtract(entity->oldorigin, entity->origin, delta);
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AngleVectors(entity->angles, vectors[0], vectors[1], vectors[2]);
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move[0] = DotProduct(delta, vectors[0]); /* forward */
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move[1] = -DotProduct(delta, vectors[1]); /* left */
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@ -172,7 +183,7 @@ DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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lerp = s_lerped[0];
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LerpVerts(paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv);
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LerpVerts(colorOnly, paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv);
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assert(sizeof(gl3_alias_vtx_t) == 9*sizeof(GLfloat));
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@ -246,7 +257,7 @@ DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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order += 3;
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/* normals and vertexes come from the frame list */
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// shadedots is set in GL3DrawAliasModel() according to rotation (around Z axis I think)
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// shadedots is set above according to rotation (around Z axis I think)
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// to one of 16 (SHADEDOT_QUANT) presets in r_avertexnormal_dots
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l = shadedots[verts[index_xyz].lightnormalindex];
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@ -311,7 +322,7 @@ DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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}
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static void
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DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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DrawAliasShadow(gl3_shadowinfo_t* shadowInfo)
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{
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GLenum type;
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int *order;
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@ -319,18 +330,56 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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float height = 0, lheight;
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int count;
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lheight = currententity->origin[2] - lightspot[2];
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order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);
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height = -lheight + 0.1f;
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dmdl_t* paliashdr = shadowInfo->paliashdr;
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entity_t* entity = shadowInfo->entity;
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if (have_stencil)
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vec3_t shadevector;
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VectorCopy(shadowInfo->shadevector, shadevector);
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// all in this scope is to set s_lerped
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1, 2);
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
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daliasframe_t *frame, *oldframe;
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dtrivertx_t *v, *ov, *verts;
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float backlerp = entity->backlerp;
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float frontlerp = 1.0f - backlerp;
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vec3_t move, delta, vectors[3];
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vec3_t frontv, backv;
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int i;
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frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
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+ entity->frame * paliashdr->framesize);
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verts = v = frame->verts;
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oldframe = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
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+ entity->oldframe * paliashdr->framesize);
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ov = oldframe->verts;
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/* move should be the delta back to the previous frame * backlerp */
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VectorSubtract(entity->oldorigin, entity->origin, delta);
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AngleVectors(entity->angles, vectors[0], vectors[1], vectors[2]);
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move[0] = DotProduct(delta, vectors[0]); /* forward */
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move[1] = -DotProduct(delta, vectors[1]); /* left */
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move[2] = DotProduct(delta, vectors[2]); /* up */
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VectorAdd(move, oldframe->translate, move);
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for (i = 0; i < 3; i++)
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{
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move[i] = backlerp * move[i] + frontlerp * frame->translate[i];
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frontv[i] = frontlerp * frame->scale[i];
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backv[i] = backlerp * oldframe->scale[i];
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}
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// false: don't extrude vertices for powerup - this means the powerup shell
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// is not seen in the shadow, only the underlying model..
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LerpVerts(false, paliashdr->num_xyz, v, ov, verts, s_lerped[0], move, frontv, backv);
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}
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GL3_UseProgram(gl3state.si3DaliasColor.shaderProgram);
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lheight = entity->origin[2] - shadowInfo->lightspot[2];
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order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);
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height = -lheight + 0.1f;
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// GL1 uses alpha 0.5, but in GL3 0.3 looks better
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GLfloat color[4] = {0, 0, 0, 0.3};
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@ -431,11 +480,6 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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GL3_BindEBO(gl3state.eboAlias);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, da_count(idxBuf)*sizeof(GLushort), idxBuf.p, GL_STREAM_DRAW);
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glDrawElements(GL_TRIANGLES, da_count(idxBuf), GL_UNSIGNED_SHORT, NULL);
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if (have_stencil)
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{
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glDisable(GL_STENCIL_TEST);
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}
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}
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static qboolean
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@ -449,19 +493,21 @@ CullAliasModel(vec3_t bbox[8], entity_t *e)
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daliasframe_t *pframe, *poldframe;
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vec3_t angles;
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paliashdr = (dmdl_t *)currentmodel->extradata;
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gl3model_t* model = e->model;
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paliashdr = (dmdl_t *)model->extradata;
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if ((e->frame >= paliashdr->num_frames) || (e->frame < 0))
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{
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R_Printf(PRINT_DEVELOPER, "R_CullAliasModel %s: no such frame %d\n",
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currentmodel->name, e->frame);
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model->name, e->frame);
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e->frame = 0;
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}
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if ((e->oldframe >= paliashdr->num_frames) || (e->oldframe < 0))
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{
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R_Printf(PRINT_DEVELOPER, "R_CullAliasModel %s: no such oldframe %d\n",
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currentmodel->name, e->oldframe);
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model->name, e->oldframe);
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e->oldframe = 0;
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}
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@ -591,26 +637,28 @@ CullAliasModel(vec3_t bbox[8], entity_t *e)
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}
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void
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GL3_DrawAliasModel(entity_t *e)
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GL3_DrawAliasModel(entity_t *entity)
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{
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int i;
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dmdl_t *paliashdr;
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float an;
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vec3_t bbox[8];
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vec3_t shadelight;
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vec3_t shadevector;
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gl3image_t *skin;
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hmm_mat4 origProjMat = {0}; // use for left-handed rendering
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// used to restore ModelView matrix after changing it for this entities position/rotation
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hmm_mat4 origModelMat = {0};
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if (!(e->flags & RF_WEAPONMODEL))
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if (!(entity->flags & RF_WEAPONMODEL))
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{
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if (CullAliasModel(bbox, e))
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if (CullAliasModel(bbox, entity))
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{
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return;
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}
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}
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if (e->flags & RF_WEAPONMODEL)
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if (entity->flags & RF_WEAPONMODEL)
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{
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if (gl_lefthand->value == 2)
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{
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@ -618,44 +666,45 @@ GL3_DrawAliasModel(entity_t *e)
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}
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}
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paliashdr = (dmdl_t *)currentmodel->extradata;
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gl3model_t* model = entity->model;
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paliashdr = (dmdl_t *)model->extradata;
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/* get lighting information */
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if (currententity->flags &
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if (entity->flags &
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(RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_RED |
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RF_SHELL_BLUE | RF_SHELL_DOUBLE))
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{
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VectorClear(shadelight);
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if (currententity->flags & RF_SHELL_HALF_DAM)
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if (entity->flags & RF_SHELL_HALF_DAM)
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{
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shadelight[0] = 0.56;
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shadelight[1] = 0.59;
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shadelight[2] = 0.45;
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}
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if (currententity->flags & RF_SHELL_DOUBLE)
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if (entity->flags & RF_SHELL_DOUBLE)
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{
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shadelight[0] = 0.9;
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shadelight[1] = 0.7;
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}
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if (currententity->flags & RF_SHELL_RED)
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if (entity->flags & RF_SHELL_RED)
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{
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shadelight[0] = 1.0;
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}
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if (currententity->flags & RF_SHELL_GREEN)
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if (entity->flags & RF_SHELL_GREEN)
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{
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shadelight[1] = 1.0;
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}
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if (currententity->flags & RF_SHELL_BLUE)
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if (entity->flags & RF_SHELL_BLUE)
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{
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shadelight[2] = 1.0;
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}
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}
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else if (currententity->flags & RF_FULLBRIGHT)
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else if (entity->flags & RF_FULLBRIGHT)
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{
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for (i = 0; i < 3; i++)
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{
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|
@ -664,10 +713,10 @@ GL3_DrawAliasModel(entity_t *e)
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}
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else
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{
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GL3_LightPoint(currententity->origin, shadelight);
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GL3_LightPoint(entity->origin, shadelight);
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/* player lighting hack for communication back to server */
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if (currententity->flags & RF_WEAPONMODEL)
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if (entity->flags & RF_WEAPONMODEL)
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{
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/* pick the greatest component, which should be
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the same as the mono value returned by software */
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|
@ -696,7 +745,7 @@ GL3_DrawAliasModel(entity_t *e)
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}
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}
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if (currententity->flags & RF_MINLIGHT)
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if (entity->flags & RF_MINLIGHT)
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{
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for (i = 0; i < 3; i++)
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{
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|
@ -714,7 +763,7 @@ GL3_DrawAliasModel(entity_t *e)
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}
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}
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if (currententity->flags & RF_GLOW)
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if (entity->flags & RF_GLOW)
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{
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/* bonus items will pulse with time */
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float scale;
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@ -737,18 +786,14 @@ GL3_DrawAliasModel(entity_t *e)
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// Note: gl_overbrightbits are now applied in shader.
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/* ir goggles color override */
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if ((gl3_newrefdef.rdflags & RDF_IRGOGGLES) && (currententity->flags & RF_IR_VISIBLE))
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if ((gl3_newrefdef.rdflags & RDF_IRGOGGLES) && (entity->flags & RF_IR_VISIBLE))
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{
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shadelight[0] = 1.0;
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shadelight[1] = 0.0;
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shadelight[2] = 0.0;
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}
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// TODO: maybe we could somehow store the non-rotated normal and do the dot in shader?
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shadedots = r_avertexnormal_dots[((int)(currententity->angles[1] *
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(SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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an = currententity->angles[1] / 180 * M_PI;
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an = entity->angles[1] / 180 * M_PI;
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shadevector[0] = cos(-an);
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shadevector[1] = sin(-an);
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shadevector[2] = 1;
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@ -758,13 +803,13 @@ GL3_DrawAliasModel(entity_t *e)
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c_alias_polys += paliashdr->num_tris;
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/* draw all the triangles */
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if (currententity->flags & RF_DEPTHHACK)
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if (entity->flags & RF_DEPTHHACK)
|
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{
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/* hack the depth range to prevent view model from poking into walls */
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glDepthRange(gl3depthmin, gl3depthmin + 0.3 * (gl3depthmax - gl3depthmin));
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}
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if ((currententity->flags & RF_WEAPONMODEL) && (gl_lefthand->value == 1.0F))
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if ((entity->flags & RF_WEAPONMODEL) && (gl_lefthand->value == 1.0F))
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{
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origProjMat = gl3state.uni3DData.transProjMat4;
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// to mirror gun so it's rendered left-handed, just invert X-axis column
|
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|
@ -782,29 +827,29 @@ GL3_DrawAliasModel(entity_t *e)
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//glPushMatrix();
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||||
origModelMat = gl3state.uni3DData.transModelMat4;
|
||||
|
||||
e->angles[PITCH] = -e->angles[PITCH];
|
||||
GL3_RotateForEntity(e);
|
||||
e->angles[PITCH] = -e->angles[PITCH];
|
||||
entity->angles[PITCH] = -entity->angles[PITCH];
|
||||
GL3_RotateForEntity(entity);
|
||||
entity->angles[PITCH] = -entity->angles[PITCH];
|
||||
|
||||
|
||||
/* select skin */
|
||||
if (currententity->skin)
|
||||
if (entity->skin)
|
||||
{
|
||||
skin = currententity->skin; /* custom player skin */
|
||||
skin = entity->skin; /* custom player skin */
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currententity->skinnum >= MAX_MD2SKINS)
|
||||
if (entity->skinnum >= MAX_MD2SKINS)
|
||||
{
|
||||
skin = currentmodel->skins[0];
|
||||
skin = model->skins[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
skin = currentmodel->skins[currententity->skinnum];
|
||||
skin = model->skins[entity->skinnum];
|
||||
|
||||
if (!skin)
|
||||
{
|
||||
skin = currentmodel->skins[0];
|
||||
skin = model->skins[0];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -816,58 +861,95 @@ GL3_DrawAliasModel(entity_t *e)
|
|||
|
||||
GL3_Bind(skin->texnum);
|
||||
|
||||
if (currententity->flags & RF_TRANSLUCENT)
|
||||
if (entity->flags & RF_TRANSLUCENT)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
}
|
||||
|
||||
|
||||
if ((currententity->frame >= paliashdr->num_frames) ||
|
||||
(currententity->frame < 0))
|
||||
if ((entity->frame >= paliashdr->num_frames) ||
|
||||
(entity->frame < 0))
|
||||
{
|
||||
R_Printf(PRINT_DEVELOPER, "R_DrawAliasModel %s: no such frame %d\n",
|
||||
currentmodel->name, currententity->frame);
|
||||
currententity->frame = 0;
|
||||
currententity->oldframe = 0;
|
||||
model->name, entity->frame);
|
||||
entity->frame = 0;
|
||||
entity->oldframe = 0;
|
||||
}
|
||||
|
||||
if ((currententity->oldframe >= paliashdr->num_frames) ||
|
||||
(currententity->oldframe < 0))
|
||||
if ((entity->oldframe >= paliashdr->num_frames) ||
|
||||
(entity->oldframe < 0))
|
||||
{
|
||||
R_Printf(PRINT_DEVELOPER, "R_DrawAliasModel %s: no such oldframe %d\n",
|
||||
currentmodel->name, currententity->oldframe);
|
||||
currententity->frame = 0;
|
||||
currententity->oldframe = 0;
|
||||
model->name, entity->oldframe);
|
||||
entity->frame = 0;
|
||||
entity->oldframe = 0;
|
||||
}
|
||||
|
||||
DrawAliasFrameLerp(paliashdr, currententity->backlerp);
|
||||
DrawAliasFrameLerp(paliashdr, entity, shadelight);
|
||||
|
||||
//glPopMatrix();
|
||||
gl3state.uni3DData.transModelMat4 = origModelMat;
|
||||
GL3_UpdateUBO3D();
|
||||
|
||||
if ((currententity->flags & RF_WEAPONMODEL) && (gl_lefthand->value == 1.0F))
|
||||
if ((entity->flags & RF_WEAPONMODEL) && (gl_lefthand->value == 1.0F))
|
||||
{
|
||||
gl3state.uni3DData.transProjMat4 = origProjMat;
|
||||
GL3_UpdateUBO3D();
|
||||
glCullFace(GL_FRONT);
|
||||
}
|
||||
|
||||
if (currententity->flags & RF_TRANSLUCENT)
|
||||
if (entity->flags & RF_TRANSLUCENT)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
if (currententity->flags & RF_DEPTHHACK)
|
||||
if (entity->flags & RF_DEPTHHACK)
|
||||
{
|
||||
glDepthRange(gl3depthmin, gl3depthmax);
|
||||
}
|
||||
|
||||
if (gl_shadows->value &&
|
||||
!(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW)))
|
||||
!(entity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW)))
|
||||
{
|
||||
//glPushMatrix();
|
||||
hmm_mat4 oldMat = gl3state.uni3DData.transModelMat4;
|
||||
gl3_shadowinfo_t si = {0};
|
||||
VectorCopy(lightspot, si.lightspot);
|
||||
VectorCopy(shadevector, si.shadevector);
|
||||
si.paliashdr = paliashdr;
|
||||
si.entity = entity;
|
||||
|
||||
da_push(shadowModels, si);
|
||||
}
|
||||
}
|
||||
|
||||
void GL3_ResetShadowAliasModels(void)
|
||||
{
|
||||
da_clear(shadowModels);
|
||||
}
|
||||
|
||||
void GL3_DrawAliasShadows(void)
|
||||
{
|
||||
size_t numShadowModels = da_count(shadowModels);
|
||||
if(numShadowModels == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//glPushMatrix();
|
||||
hmm_mat4 oldMat = gl3state.uni3DData.transModelMat4;
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
GL3_UseProgram(gl3state.si3DaliasColor.shaderProgram);
|
||||
if (have_stencil)
|
||||
{
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_EQUAL, 1, 2);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
}
|
||||
|
||||
for(size_t i=0; i<numShadowModels; ++i)
|
||||
{
|
||||
gl3_shadowinfo_t* si = &shadowModels.p[i]; // XXX da_getptr(shadowModels, i);
|
||||
entity_t* e = si->entity;
|
||||
|
||||
/* don't rotate shadows on ungodly axes */
|
||||
//glTranslatef(e->origin[0], e->origin[1], e->origin[2]);
|
||||
|
@ -877,12 +959,18 @@ GL3_DrawAliasModel(entity_t *e)
|
|||
gl3state.uni3DData.transModelMat4 = HMM_MultiplyMat4(oldMat, rotTransMat);
|
||||
GL3_UpdateUBO3D();
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
DrawAliasShadow(paliashdr, currententity->frame);
|
||||
glDisable(GL_BLEND);
|
||||
//glPopMatrix();
|
||||
gl3state.uni3DData.transModelMat4 = oldMat;
|
||||
GL3_UpdateUBO3D();
|
||||
DrawAliasShadow(si);
|
||||
}
|
||||
|
||||
if (have_stencil)
|
||||
{
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
//glPopMatrix();
|
||||
gl3state.uni3DData.transModelMat4 = oldMat;
|
||||
GL3_UpdateUBO3D();
|
||||
}
|
||||
|
||||
|
|
|
@ -462,6 +462,8 @@ extern void GL3_MarkLeaves(void);
|
|||
|
||||
// gl3_mesh.c
|
||||
extern void GL3_DrawAliasModel(entity_t *e);
|
||||
extern void GL3_ResetShadowAliasModels(void);
|
||||
extern void GL3_DrawAliasShadows(void);
|
||||
extern void GL3_ShutdownMeshes(void);
|
||||
|
||||
// gl3_shaders.c
|
||||
|
|
Loading…
Reference in a new issue