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Sprite and model shadows.
Also fixes a bug with shadows and mirrors. git-svn-id: https://svn.eduke32.com/eduke32@1271 1a8010ca-5511-0410-912e-c29ae57300e0
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f285ad903c
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1 changed files with 17 additions and 3 deletions
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@ -1087,7 +1087,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
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if (wall[sec->wallptr + i].cstat & 48)
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localmaskwall[localmaskwallcnt++] = sec->wallptr + i;
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if (!depth &&
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if (!depth && (overridematerial & prprogrambits[PR_BIT_DIFFUSE_MIRROR_MAP].bit) &&
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wall[sec->wallptr + i].overpicnum == 560 &&
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wall[sec->wallptr + i].cstat & 64)
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{
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@ -1100,6 +1100,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
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if (doquery && (!drawingstate[wall[sec->wallptr + i].nextsector]))
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{
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float pos[3], sqdist;
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int32_t oldoverridematerial;
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pos[0] = globalposy;
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pos[1] = -(float)(globalposz) / 16.0f;
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@ -1121,11 +1122,12 @@ static void polymer_displayrooms(int16_t dacursectnum)
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bglGenQueriesARB(1, &queryid[sec->wallptr + i]);
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bglBeginQueryARB(GL_SAMPLES_PASSED_ARB, queryid[sec->wallptr + i]);
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oldoverridematerial = overridematerial;
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overridematerial = 0;
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polymer_drawplane(&prwalls[sec->wallptr + i]->mask);
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overridematerial = 0xFFFFFFFF;
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overridematerial = oldoverridematerial;
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bglEndQueryARB(GL_SAMPLES_PASSED_ARB);
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@ -3611,10 +3613,11 @@ static void polymer_prepareshadows(void)
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{
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int32_t i, j;
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int32_t gx, gy, gz;
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int32_t oldoverridematerial;
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i = j = 0;
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while ((i < lightcount) && (j < 1))
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while ((i < lightcount) && (j < 4))
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{
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if (prlights[i].radius)
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{
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@ -3640,7 +3643,18 @@ static void polymer_prepareshadows(void)
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gy = globalposy;
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gz = globalposz;
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oldoverridematerial = overridematerial;
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// smooth model shadows
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overridematerial = prprogrambits[PR_BIT_ANIM_INTERPOLATION].bit;
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// used by alpha-testing for sprite silhouette
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overridematerial |= prprogrambits[PR_BIT_DIFFUSE_MAP].bit;
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// to force sprite drawing
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depth++;
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polymer_displayrooms(prlights[i].sector);
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depth--;
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overridematerial = oldoverridematerial;
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globalposx = gx;
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globalposy = gy;
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