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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/renderer/tr_shadows.c
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/renderer/tr_shadows.c')
-rwxr-xr-xcode/renderer/tr_shadows.c682
1 files changed, 341 insertions, 341 deletions
diff --git a/code/renderer/tr_shadows.c b/code/renderer/tr_shadows.c
index 4a74292..29caf10 100755
--- a/code/renderer/tr_shadows.c
+++ b/code/renderer/tr_shadows.c
@@ -1,341 +1,341 @@
-/*
-===========================================================================
-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;
- }
-}
+/*
+===========================================================================
+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;
+ }
+}