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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- #include "tr_local.h"
- /*
- for a projection shadow:
- point[x] += light vector * ( z - shadow plane )
- point[y] +=
- point[z] = shadow plane
- 1 0 light[x] / light[z]
- */
- typedef struct {
- int i2;
- int facing;
- } edgeDef_t;
- #define MAX_EDGE_DEFS 32
- static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
- static int numEdgeDefs[SHADER_MAX_VERTEXES];
- static int facing[SHADER_MAX_INDEXES/3];
- void R_AddEdgeDef( int i1, int i2, int facing ) {
- int c;
- c = numEdgeDefs[ i1 ];
- if ( c == MAX_EDGE_DEFS ) {
- return; // overflow
- }
- edgeDefs[ i1 ][ c ].i2 = i2;
- edgeDefs[ i1 ][ c ].facing = facing;
- numEdgeDefs[ i1 ]++;
- }
- void R_RenderShadowEdges( void ) {
- int i;
- #if 0
- int numTris;
- // dumb way -- render every triangle's edges
- numTris = tess.numIndexes / 3;
- for ( i = 0 ; i < numTris ; i++ ) {
- int i1, i2, i3;
- if ( !facing[i] ) {
- continue;
- }
- i1 = tess.indexes[ i*3 + 0 ];
- i2 = tess.indexes[ i*3 + 1 ];
- i3 = tess.indexes[ i*3 + 2 ];
- qglBegin( GL_TRIANGLE_STRIP );
- qglVertex3fv( tess.xyz[ i1 ] );
- qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
- qglVertex3fv( tess.xyz[ i2 ] );
- qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
- qglVertex3fv( tess.xyz[ i3 ] );
- qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
- qglVertex3fv( tess.xyz[ i1 ] );
- qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
- qglEnd();
- }
- #else
- int c, c2;
- int j, k;
- int i2;
- int c_edges, c_rejected;
- int hit[2];
- // an edge is NOT a silhouette edge if its face doesn't face the light,
- // or if it has a reverse paired edge that also faces the light.
- // A well behaved polyhedron would have exactly two faces for each edge,
- // but lots of models have dangling edges or overfanned edges
- c_edges = 0;
- c_rejected = 0;
- for ( i = 0 ; i < tess.numVertexes ; i++ ) {
- c = numEdgeDefs[ i ];
- for ( j = 0 ; j < c ; j++ ) {
- if ( !edgeDefs[ i ][ j ].facing ) {
- continue;
- }
- hit[0] = 0;
- hit[1] = 0;
- i2 = edgeDefs[ i ][ j ].i2;
- c2 = numEdgeDefs[ i2 ];
- for ( k = 0 ; k < c2 ; k++ ) {
- if ( edgeDefs[ i2 ][ k ].i2 == i ) {
- hit[ edgeDefs[ i2 ][ k ].facing ]++;
- }
- }
- // if it doesn't share the edge with another front facing
- // triangle, it is a sil edge
- if ( hit[ 1 ] == 0 ) {
- qglBegin( GL_TRIANGLE_STRIP );
- qglVertex3fv( tess.xyz[ i ] );
- qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
- qglVertex3fv( tess.xyz[ i2 ] );
- qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
- qglEnd();
- c_edges++;
- } else {
- c_rejected++;
- }
- }
- }
- #endif
- }
- /*
- =================
- RB_ShadowTessEnd
- triangleFromEdge[ v1 ][ v2 ]
- set triangle from edge( v1, v2, tri )
- if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
- }
- =================
- */
- void RB_ShadowTessEnd( void ) {
- int i;
- int numTris;
- vec3_t lightDir;
- // we can only do this if we have enough space in the vertex buffers
- if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
- return;
- }
- if ( glConfig.stencilBits < 4 ) {
- return;
- }
- VectorCopy( backEnd.currentEntity->lightDir, lightDir );
- // project vertexes away from light direction
- for ( i = 0 ; i < tess.numVertexes ; i++ ) {
- VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
- }
- // decide which triangles face the light
- Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );
- numTris = tess.numIndexes / 3;
- for ( i = 0 ; i < numTris ; i++ ) {
- int i1, i2, i3;
- vec3_t d1, d2, normal;
- float *v1, *v2, *v3;
- float d;
- i1 = tess.indexes[ i*3 + 0 ];
- i2 = tess.indexes[ i*3 + 1 ];
- i3 = tess.indexes[ i*3 + 2 ];
- v1 = tess.xyz[ i1 ];
- v2 = tess.xyz[ i2 ];
- v3 = tess.xyz[ i3 ];
- VectorSubtract( v2, v1, d1 );
- VectorSubtract( v3, v1, d2 );
- CrossProduct( d1, d2, normal );
- d = DotProduct( normal, lightDir );
- if ( d > 0 ) {
- facing[ i ] = 1;
- } else {
- facing[ i ] = 0;
- }
- // create the edges
- R_AddEdgeDef( i1, i2, facing[ i ] );
- R_AddEdgeDef( i2, i3, facing[ i ] );
- R_AddEdgeDef( i3, i1, facing[ i ] );
- }
- // draw the silhouette edges
- GL_Bind( tr.whiteImage );
- qglEnable( GL_CULL_FACE );
- GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
- qglColor3f( 0.2f, 0.2f, 0.2f );
- // don't write to the color buffer
- qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
- qglEnable( GL_STENCIL_TEST );
- qglStencilFunc( GL_ALWAYS, 1, 255 );
- // mirrors have the culling order reversed
- if ( backEnd.viewParms.isMirror ) {
- qglCullFace( GL_FRONT );
- qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
- R_RenderShadowEdges();
- qglCullFace( GL_BACK );
- qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
- R_RenderShadowEdges();
- } else {
- qglCullFace( GL_BACK );
- qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
- R_RenderShadowEdges();
- qglCullFace( GL_FRONT );
- qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
- R_RenderShadowEdges();
- }
- // reenable writing to the color buffer
- qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
- }
- /*
- =================
- RB_ShadowFinish
- Darken everything that is is a shadow volume.
- We have to delay this until everything has been shadowed,
- because otherwise shadows from different body parts would
- overlap and double darken.
- =================
- */
- void RB_ShadowFinish( void ) {
- if ( r_shadows->integer != 2 ) {
- return;
- }
- if ( glConfig.stencilBits < 4 ) {
- return;
- }
- qglEnable( GL_STENCIL_TEST );
- qglStencilFunc( GL_NOTEQUAL, 0, 255 );
- qglDisable (GL_CLIP_PLANE0);
- qglDisable (GL_CULL_FACE);
- GL_Bind( tr.whiteImage );
- qglLoadIdentity ();
- qglColor3f( 0.6f, 0.6f, 0.6f );
- GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
- // qglColor3f( 1, 0, 0 );
- // GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
- qglBegin( GL_QUADS );
- qglVertex3f( -100, 100, -10 );
- qglVertex3f( 100, 100, -10 );
- qglVertex3f( 100, -100, -10 );
- qglVertex3f( -100, -100, -10 );
- qglEnd ();
- qglColor4f(1,1,1,1);
- qglDisable( GL_STENCIL_TEST );
- }
- /*
- =================
- RB_ProjectionShadowDeform
- =================
- */
- void RB_ProjectionShadowDeform( void ) {
- float *xyz;
- int i;
- float h;
- vec3_t ground;
- vec3_t light;
- float groundDist;
- float d;
- vec3_t lightDir;
- xyz = ( float * ) tess.xyz;
- ground[0] = backEnd.or.axis[0][2];
- ground[1] = backEnd.or.axis[1][2];
- ground[2] = backEnd.or.axis[2][2];
- groundDist = backEnd.or.origin[2] - backEnd.currentEntity->e.shadowPlane;
- VectorCopy( backEnd.currentEntity->lightDir, lightDir );
- d = DotProduct( lightDir, ground );
- // don't let the shadows get too long or go negative
- if ( d < 0.5 ) {
- VectorMA( lightDir, (0.5 - d), ground, lightDir );
- d = DotProduct( lightDir, ground );
- }
- d = 1.0 / d;
- light[0] = lightDir[0] * d;
- light[1] = lightDir[1] * d;
- light[2] = lightDir[2] * d;
- for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
- h = DotProduct( xyz, ground ) + groundDist;
- xyz[0] -= light[0] * h;
- xyz[1] -= light[1] * h;
- xyz[2] -= light[2] * h;
- }
- }
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