Merge pull request #191 from DanielGibson/gl3_shadows

GL3 shadows
This commit is contained in:
Yamagi 2017-05-07 21:21:05 +02:00 committed by GitHub
commit a659da38c1
3 changed files with 84 additions and 44 deletions

View file

@ -123,8 +123,8 @@ cvar_t *gl_zfix;
cvar_t *gl_fullbright; cvar_t *gl_fullbright;
cvar_t *gl_modulate; cvar_t *gl_modulate;
cvar_t *gl_lightmap; cvar_t *gl_lightmap;
cvar_t *gl_shadows; // TODO: do we really need 2 cvars for shadows here? cvar_t *gl_shadows;
cvar_t *gl_stencilshadow; // no gl_stencilshadows, always use stencil (if available)
cvar_t *gl_dynamic; cvar_t *gl_dynamic;
@ -234,7 +234,6 @@ GL3_Register(void)
gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0); gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE); 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_modulate = ri.Cvar_Get("gl_modulate", "1", CVAR_ARCHIVE);
gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0); gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
@ -1589,7 +1588,7 @@ GL3_Clear(void)
} }
/* stencilbuffer shadows */ /* stencilbuffer shadows */
if (gl_shadows->value && have_stencil && gl_stencilshadow->value) if (gl_shadows->value && have_stencil)
{ {
glClearStencil(1); glClearStencil(1);
glClear(GL_STENCIL_BUFFER_BIT); glClear(GL_STENCIL_BUFFER_BIT);

View file

@ -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); 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); glDrawElements(GL_TRIANGLES, da_count(idxBuf), GL_UNSIGNED_SHORT, NULL);
} }
#if 0 // TODO: implemenet some time..
static void static void
DrawAliasShadow(dmdl_t *paliashdr, int posenum) DrawAliasShadow(dmdl_t *paliashdr, int posenum)
{ {
unsigned short total;
GLenum type; GLenum type;
int *order; int *order;
vec3_t point; vec3_t point;
@ -325,19 +323,28 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds); order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);
height = -lheight + 0.1f; height = -lheight + 0.1f;
/* stencilbuffer shadows */ if (have_stencil)
#if 0
if (have_stencil && gl_stencilshadow->value)
{ {
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 2); glStencilFunc(GL_EQUAL, 1, 2);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); 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) while (1)
{ {
int i, j;
GLushort nextVtxIdx = da_count(vtxBuf);
/* get the vertex count and primitive type */ /* get the vertex count and primitive type */
count = *order++; count = *order++;
@ -357,44 +364,79 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
type = GL_TRIANGLE_STRIP; type = GL_TRIANGLE_STRIP;
} }
total = count; gl3_alias_vtx_t* buf = da_addn_uninit(vtxBuf, count);
GLfloat vtx[3*total];
unsigned int index_vtx = 0;
do for(i=0; i<count; ++i)
{ {
/* normals and vertexes come from the frame list */ /* 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[0] -= shadevector[0] * (point[2] + lheight);
point[1] -= shadevector[1] * (point[2] + lheight); point[1] -= shadevector[1] * (point[2] + lheight);
point[2] = height; point[2] = height;
vtx[index_vtx++] = point [ 0 ]; VectorCopy(point, buf[i].pos);
vtx[index_vtx++] = point [ 1 ];
vtx[index_vtx++] = point [ 2 ]; for(j=0; j<4; ++j) buf[i].color[j] = color[j];
order += 3; order += 3;
} }
while (--count);
#if 0 // translate triangle fan/strip to just triangle indices
glEnableClientState( GL_VERTEX_ARRAY ); 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 ); add[0] = nextVtxIdx;
glDrawArrays( type, 0, total ); 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 ); add[0] = nextVtxIdx + i-1;
#endif // 0 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 */ GL3_BindVAO(gl3state.vaoAlias);
if (have_stencil && gl_stencilshadow->value) 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 static qboolean
CullAliasModel(vec3_t bbox[8], entity_t *e) CullAliasModel(vec3_t bbox[8], entity_t *e)
@ -821,27 +863,26 @@ GL3_DrawAliasModel(entity_t *e)
glDepthRange(gl3depthmin, gl3depthmax); glDepthRange(gl3depthmin, gl3depthmax);
} }
STUB_ONCE("TODO: *proper* stencil shadows!")
#if 0
if (gl_shadows->value && if (gl_shadows->value &&
!(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW))) !(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW)))
{ {
glPushMatrix(); //glPushMatrix();
hmm_mat4 oldMat = gl3state.uni3DData.transModelMat4;
/* don't rotate shadows on ungodly axes */ /* don't rotate shadows on ungodly axes */
glTranslatef(e->origin[0], e->origin[1], e->origin[2]); //glTranslatef(e->origin[0], e->origin[1], e->origin[2]);
glRotatef(e->angles[1], 0, 0, 1); //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); glEnable(GL_BLEND);
glColor4f(0, 0, 0, 0.5f);
DrawAliasShadow(paliashdr, currententity->frame); DrawAliasShadow(paliashdr, currententity->frame);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glPopMatrix(); //glPopMatrix();
gl3state.uni3DData.transModelMat4 = oldMat;
GL3_UpdateUBO3D();
} }
glColor4f(1, 1, 1, 1);
#endif // 0
} }

View file

@ -508,7 +508,7 @@ extern cvar_t *gl3_particle_fade_factor;
extern cvar_t *gl_modulate; extern cvar_t *gl_modulate;
extern cvar_t *gl_lightmap; extern cvar_t *gl_lightmap;
extern cvar_t *gl_stencilshadow; extern cvar_t *gl_shadows;
extern cvar_t *gl_dynamic; extern cvar_t *gl_dynamic;