]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
massive coding has been done on shadow volumes (some scrapped code which will be...
[xonotic/darkplaces.git] / gl_rmain.c
index 184af30762a74bfc542b9030c7d46d5521a99612..7ab983c1839144d6f1464d232419a1bf43b5134f 100644 (file)
@@ -460,7 +460,6 @@ static void R_MarkEntities (void)
                        VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
                }
 
-               ent->visframe = r_framecount;
                VectorCopy(ent->angles, v);
                if (!ent->model || ent->model->type != mod_brush)
                        v[0] = -v[0];
@@ -468,9 +467,11 @@ static void R_MarkEntities (void)
                Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
                R_LerpAnimation(ent);
                R_UpdateEntLights(ent);
-               if (R_CullBox(ent->mins, ent->maxs))
-                       continue;
-               R_FarClip_Box(ent->mins, ent->maxs);
+               if (R_NotCulledBox(ent->mins, ent->maxs))
+               {
+                       ent->visframe = r_framecount;
+                       R_FarClip_Box(ent->mins, ent->maxs);
+               }
        }
 }
 
@@ -549,12 +550,12 @@ void R_DrawFakeShadows (void)
        int i;
        entity_render_t *ent;
 
-       if (!r_drawentities.integer)
-               return;
-
        ent = &cl_entities[0].render;
        if (ent->model && ent->model->DrawFakeShadow)
                ent->model->DrawFakeShadow(ent);
+
+       if (!r_drawentities.integer)
+               return;
        for (i = 0;i < r_refdef.numentities;i++)
        {
                ent = r_refdef.entities[i];
@@ -563,6 +564,204 @@ void R_DrawFakeShadows (void)
        }
 }
 
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float lightradius, int visiblevolume)
+{
+       int i;
+       vec3_t p, p2, temp, relativelightorigin;
+       float dist, projectdistance;
+       // rough checks
+       if (ent->model && ent->model->DrawShadowVolume)
+       {
+               temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
+               temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
+               temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
+               dist = DotProduct(temp, temp);
+               if (dist < lightradius * lightradius)
+               {
+                       projectdistance = lightradius - sqrt(dist);
+                       {
+#if 0
+                       int d0, d1, d2, d3;
+                       // calculate projected bounding box and decide if it is on-screen
+                       d0 = false;
+                       d1 = false;
+                       d2 = false;
+                       d3 = false;
+                       for (i = 0;i < 8;i++)
+                       {
+                               p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
+                               p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
+                               p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
+                               VectorSubtract(p, lightorigin, temp);
+                               dist = projectdistance / sqrt(DotProduct(temp, temp));
+                               VectorMA(p, dist, temp, p2);
+                               if (!d0 && (DotProduct(p , frustum[0].normal) < frustum[0].dist || DotProduct(p2, frustum[0].normal) < frustum[0].dist))
+                                       d0 = true;
+                               if (!d1 && (DotProduct(p , frustum[1].normal) < frustum[1].dist || DotProduct(p2, frustum[1].normal) < frustum[1].dist))
+                                       d1 = true;
+                               if (!d2 && (DotProduct(p , frustum[2].normal) < frustum[2].dist || DotProduct(p2, frustum[2].normal) < frustum[2].dist))
+                                       d2 = true;
+                               if (!d3 && (DotProduct(p , frustum[3].normal) < frustum[3].dist || DotProduct(p2, frustum[3].normal) < frustum[3].dist))
+                                       d3 = true;
+                       }
+                       if (d0 && d1 && d2 && d3)
+#else
+                       vec3_t mins, maxs;
+                       // calculate projected bounding box and decide if it is on-screen
+                       VectorCopy(ent->mins, mins);
+                       VectorCopy(ent->maxs, maxs);
+                       for (i = 0;i < 8;i++)
+                       {
+                               p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
+                               p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
+                               p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
+                               VectorSubtract(p, lightorigin, temp);
+                               dist = projectdistance / sqrt(DotProduct(temp, temp));
+                               VectorMA(p, dist, temp, p2);
+                               if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
+                               if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
+                               if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
+                       }
+                       if (R_NotCulledBox(mins, maxs))
+#endif
+                       {
+                               Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+                               R_Mesh_Matrix(&ent->matrix);
+                               ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius, visiblevolume);
+                       }
+                       }
+               }
+       }
+}
+
+void R_DrawWorldLightShadowVolume(mlight_t *sl)
+{
+       shadowmesh_t *mesh;
+       R_Mesh_Matrix(&cl_entities[0].render.matrix);
+       for (mesh = sl->shadowvolume;mesh;mesh = mesh->next)
+       {
+               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
+       }
+}
+
+void R_DrawShadowVolumes (void)
+{
+       int i, lnum;
+       entity_render_t *ent;
+       vec3_t mins, maxs;//, relativelightorigin;
+       mlight_t *sl;
+       rdlight_t *rd;
+       rmeshstate_t m;
+
+       for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
+       {
+               if (d_lightstylevalue[sl->style] <= 0)
+                       continue;
+               mins[0] = sl->origin[0] - sl->cullradius;
+               maxs[0] = sl->origin[0] + sl->cullradius;
+               mins[1] = sl->origin[1] - sl->cullradius;
+               maxs[1] = sl->origin[1] + sl->cullradius;
+               mins[2] = sl->origin[2] - sl->cullradius;
+               maxs[2] = sl->origin[2] + sl->cullradius;
+               if (R_CullBox(mins, maxs))
+                       continue;
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ONE;
+               R_Mesh_State(&m);
+               GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
+               if (sl->shadowvolume)
+                       R_DrawWorldLightShadowVolume(sl);
+               else
+               {
+                       ent = &cl_entities[0].render;
+                       R_TestAndDrawShadowVolume(ent, sl->origin, sl->cullradius, true);
+               }
+               /*
+               ent = &cl_entities[0].render;
+               if (ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
+               {
+                       Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+                       R_Mesh_Matrix(&ent->matrix);
+                       ent->model->DrawShadowVolume (ent, relativelightorigin, sl->cullradius, true);
+               }
+               */
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               /*
+                               if (ent->mins[0] <= sl->maxs[0]
+                                && ent->maxs[0] >= sl->mins[0]
+                                && ent->mins[1] <= sl->maxs[1]
+                                && ent->maxs[1] >= sl->mins[1]
+                                && ent->mins[2] <= sl->maxs[2]
+                                && ent->maxs[2] >= sl->mins[2])
+                               */
+                                       R_TestAndDrawShadowVolume(ent, sl->origin, sl->cullradius, true);
+                               /*
+                               ent = r_refdef.entities[i];
+                               if (ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
+                               {
+                                       Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+                                       R_Mesh_Matrix(&ent->matrix);
+                                       ent->model->DrawShadowVolume (ent, relativelightorigin, sl->cullradius, true);
+                               }
+                               */
+                       }
+               }
+       }
+
+       for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+       {
+               mins[0] = rd->origin[0] - rd->cullradius;
+               maxs[0] = rd->origin[0] + rd->cullradius;
+               mins[1] = rd->origin[1] - rd->cullradius;
+               maxs[1] = rd->origin[1] + rd->cullradius;
+               mins[2] = rd->origin[2] - rd->cullradius;
+               maxs[2] = rd->origin[2] + rd->cullradius;
+               if (R_CullBox(mins, maxs))
+                       continue;
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ONE;
+               R_Mesh_State(&m);
+               GL_Color(0.1 * r_colorscale, 0.0125 * r_colorscale, 0.0 * r_colorscale, 1);
+               ent = &cl_entities[0].render;
+               if (ent != rd->ent)
+                       R_TestAndDrawShadowVolume(ent, rd->origin, rd->cullradius, true);
+               /*
+               ent = &cl_entities[0].render;
+               if (ent != rd->ent && ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
+               {
+                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                       R_Mesh_Matrix(&ent->matrix);
+                       ent->model->DrawShadowVolume (ent, relativelightorigin, rd->cullradius, true);
+               }
+               */
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               if (ent != rd->ent)
+                                       R_TestAndDrawShadowVolume(ent, rd->origin, rd->cullradius, true);
+                               /*
+                               ent = r_refdef.entities[i];
+                               if (ent != rd->ent && ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
+                               {
+                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                                       R_Mesh_Matrix(&ent->matrix);
+                                       ent->model->DrawShadowVolume (ent, relativelightorigin, rd->cullradius, true);
+                               }
+                               */
+                       }
+               }
+       }
+}
+
 static void R_SetFrustum (void)
 {
        int i;
@@ -718,11 +917,16 @@ void R_RenderView (void)
 
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
-       if (r_shadows.integer)
+       if (r_shadows.integer == 1)
        {
                R_DrawFakeShadows();
                R_TimeReport("fakeshadows");
        }
+       if (r_shadows.integer == 2)
+       {
+               R_DrawShadowVolumes();
+               R_TimeReport("shadowvolumes");
+       }
        R_Mesh_Finish();
        R_TimeReport("meshfinish");
 }