mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
commit
a659da38c1
3 changed files with 84 additions and 44 deletions
|
@ -123,8 +123,8 @@ cvar_t *gl_zfix;
|
|||
cvar_t *gl_fullbright;
|
||||
cvar_t *gl_modulate;
|
||||
cvar_t *gl_lightmap;
|
||||
cvar_t *gl_shadows; // TODO: do we really need 2 cvars for shadows here?
|
||||
cvar_t *gl_stencilshadow;
|
||||
cvar_t *gl_shadows;
|
||||
// no gl_stencilshadows, always use stencil (if available)
|
||||
|
||||
cvar_t *gl_dynamic;
|
||||
|
||||
|
@ -234,7 +234,6 @@ GL3_Register(void)
|
|||
|
||||
gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
|
||||
gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
|
||||
gl_stencilshadow = ri.Cvar_Get("gl_stencilshadow", "0", CVAR_ARCHIVE);
|
||||
|
||||
gl_modulate = ri.Cvar_Get("gl_modulate", "1", CVAR_ARCHIVE);
|
||||
gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
|
||||
|
@ -1589,7 +1588,7 @@ GL3_Clear(void)
|
|||
}
|
||||
|
||||
/* stencilbuffer shadows */
|
||||
if (gl_shadows->value && have_stencil && gl_stencilshadow->value)
|
||||
if (gl_shadows->value && have_stencil)
|
||||
{
|
||||
glClearStencil(1);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
|
|
@ -309,12 +309,10 @@ DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
|
|||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, da_count(idxBuf)*sizeof(GLushort), idxBuf.p, GL_STREAM_DRAW);
|
||||
glDrawElements(GL_TRIANGLES, da_count(idxBuf), GL_UNSIGNED_SHORT, NULL);
|
||||
}
|
||||
#if 0 // TODO: implemenet some time..
|
||||
|
||||
static void
|
||||
DrawAliasShadow(dmdl_t *paliashdr, int posenum)
|
||||
{
|
||||
|
||||
unsigned short total;
|
||||
GLenum type;
|
||||
int *order;
|
||||
vec3_t point;
|
||||
|
@ -325,19 +323,28 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
|
|||
order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);
|
||||
height = -lheight + 0.1f;
|
||||
|
||||
/* stencilbuffer shadows */
|
||||
|
||||
#if 0
|
||||
if (have_stencil && gl_stencilshadow->value)
|
||||
if (have_stencil)
|
||||
{
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_EQUAL, 1, 2);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
}
|
||||
#endif // 0
|
||||
|
||||
GL3_UseProgram(gl3state.si3DaliasColor.shaderProgram);
|
||||
|
||||
// GL1 uses alpha 0.5, but in GL3 0.3 looks better
|
||||
GLfloat color[4] = {0, 0, 0, 0.3};
|
||||
|
||||
// draw the shadow in a single draw call, just like the model
|
||||
|
||||
da_clear(vtxBuf);
|
||||
da_clear(idxBuf);
|
||||
|
||||
while (1)
|
||||
{
|
||||
int i, j;
|
||||
GLushort nextVtxIdx = da_count(vtxBuf);
|
||||
|
||||
/* get the vertex count and primitive type */
|
||||
count = *order++;
|
||||
|
||||
|
@ -357,44 +364,79 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
|
|||
type = GL_TRIANGLE_STRIP;
|
||||
}
|
||||
|
||||
total = count;
|
||||
GLfloat vtx[3*total];
|
||||
unsigned int index_vtx = 0;
|
||||
gl3_alias_vtx_t* buf = da_addn_uninit(vtxBuf, count);
|
||||
|
||||
do
|
||||
for(i=0; i<count; ++i)
|
||||
{
|
||||
/* normals and vertexes come from the frame list */
|
||||
memcpy(point, s_lerped[order[2]], sizeof(point));
|
||||
VectorCopy(s_lerped[order[2]], point);
|
||||
|
||||
point[0] -= shadevector[0] * (point[2] + lheight);
|
||||
point[1] -= shadevector[1] * (point[2] + lheight);
|
||||
point[2] = height;
|
||||
|
||||
vtx[index_vtx++] = point [ 0 ];
|
||||
vtx[index_vtx++] = point [ 1 ];
|
||||
vtx[index_vtx++] = point [ 2 ];
|
||||
VectorCopy(point, buf[i].pos);
|
||||
|
||||
for(j=0; j<4; ++j) buf[i].color[j] = color[j];
|
||||
|
||||
order += 3;
|
||||
}
|
||||
while (--count);
|
||||
|
||||
#if 0
|
||||
glEnableClientState( GL_VERTEX_ARRAY );
|
||||
// translate triangle fan/strip to just triangle indices
|
||||
if(type == GL_TRIANGLE_FAN)
|
||||
{
|
||||
GLushort i;
|
||||
for(i=1; i < count-1; ++i)
|
||||
{
|
||||
GLushort* add = da_addn_uninit(idxBuf, 3);
|
||||
|
||||
glVertexPointer( 3, GL_FLOAT, 0, vtx );
|
||||
glDrawArrays( type, 0, total );
|
||||
add[0] = nextVtxIdx;
|
||||
add[1] = nextVtxIdx+i;
|
||||
add[2] = nextVtxIdx+i+1;
|
||||
}
|
||||
}
|
||||
else // triangle strip
|
||||
{
|
||||
GLushort i;
|
||||
for(i=1; i < count-2; i+=2)
|
||||
{
|
||||
// add two triangles at once, because the vertex order is different
|
||||
// for odd vs even triangles
|
||||
GLushort* add = da_addn_uninit(idxBuf, 6);
|
||||
|
||||
glDisableClientState( GL_VERTEX_ARRAY );
|
||||
#endif // 0
|
||||
add[0] = nextVtxIdx + i-1;
|
||||
add[1] = nextVtxIdx + i;
|
||||
add[2] = nextVtxIdx + i+1;
|
||||
|
||||
add[3] = nextVtxIdx + i;
|
||||
add[4] = nextVtxIdx + i+2;
|
||||
add[5] = nextVtxIdx + i+1;
|
||||
}
|
||||
// add remaining triangle, if any
|
||||
if(i < count-1)
|
||||
{
|
||||
GLushort* add = da_addn_uninit(idxBuf, 3);
|
||||
|
||||
add[0] = nextVtxIdx + i-1;
|
||||
add[1] = nextVtxIdx + i;
|
||||
add[2] = nextVtxIdx + i+1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* stencilbuffer shadows */
|
||||
if (have_stencil && gl_stencilshadow->value)
|
||||
GL3_BindVAO(gl3state.vaoAlias);
|
||||
GL3_BindVBO(gl3state.vboAlias);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, da_count(vtxBuf)*sizeof(gl3_alias_vtx_t), vtxBuf.p, GL_STREAM_DRAW);
|
||||
GL3_BindEBO(gl3state.eboAlias);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, da_count(idxBuf)*sizeof(GLushort), idxBuf.p, GL_STREAM_DRAW);
|
||||
glDrawElements(GL_TRIANGLES, da_count(idxBuf), GL_UNSIGNED_SHORT, NULL);
|
||||
|
||||
if (have_stencil)
|
||||
{
|
||||
//glDisable(GL_STENCIL_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
}
|
||||
#endif // 0
|
||||
|
||||
static qboolean
|
||||
CullAliasModel(vec3_t bbox[8], entity_t *e)
|
||||
|
@ -821,27 +863,26 @@ GL3_DrawAliasModel(entity_t *e)
|
|||
glDepthRange(gl3depthmin, gl3depthmax);
|
||||
}
|
||||
|
||||
STUB_ONCE("TODO: *proper* stencil shadows!")
|
||||
#if 0
|
||||
if (gl_shadows->value &&
|
||||
!(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW)))
|
||||
{
|
||||
glPushMatrix();
|
||||
//glPushMatrix();
|
||||
hmm_mat4 oldMat = gl3state.uni3DData.transModelMat4;
|
||||
|
||||
/* don't rotate shadows on ungodly axes */
|
||||
glTranslatef(e->origin[0], e->origin[1], e->origin[2]);
|
||||
glRotatef(e->angles[1], 0, 0, 1);
|
||||
//glTranslatef(e->origin[0], e->origin[1], e->origin[2]);
|
||||
//glRotatef(e->angles[1], 0, 0, 1);
|
||||
hmm_mat4 rotTransMat = HMM_Rotate(e->angles[1], HMM_Vec3(0, 0, 1));
|
||||
VectorCopy(e->origin, rotTransMat.Elements[3]);
|
||||
gl3state.uni3DData.transModelMat4 = HMM_MultiplyMat4(oldMat, rotTransMat);
|
||||
GL3_UpdateUBO3D();
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glEnable(GL_BLEND);
|
||||
glColor4f(0, 0, 0, 0.5f);
|
||||
DrawAliasShadow(paliashdr, currententity->frame);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
glPopMatrix();
|
||||
//glPopMatrix();
|
||||
gl3state.uni3DData.transModelMat4 = oldMat;
|
||||
GL3_UpdateUBO3D();
|
||||
}
|
||||
|
||||
glColor4f(1, 1, 1, 1);
|
||||
#endif // 0
|
||||
}
|
||||
|
||||
|
|
|
@ -508,7 +508,7 @@ extern cvar_t *gl3_particle_fade_factor;
|
|||
|
||||
extern cvar_t *gl_modulate;
|
||||
extern cvar_t *gl_lightmap;
|
||||
extern cvar_t *gl_stencilshadow;
|
||||
extern cvar_t *gl_shadows;
|
||||
|
||||
extern cvar_t *gl_dynamic;
|
||||
|
||||
|
|
Loading…
Reference in a new issue