forked from raduprv/Eternal-Lands
/
shadows.c
788 lines (694 loc) · 23.6 KB
/
shadows.c
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#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <SDL.h>
#include <SDL_active.h>
#include "shadows.h"
#include "2d_objects.h"
#include "3d_objects.h"
#include "bbox_tree.h"
#include "cal.h"
#include "cursors.h"
#include "draw_scene.h"
#include "e3d.h"
#include "framebuffer.h"
#include "global.h"
#include "init.h"
#include "lights.h"
#include "map.h"
#include "new_actors.h"
#include "reflection.h"
#include "skeletons.h"
#include "textures.h"
#include "tiles.h"
#include "weather.h"
#include "io/e3d_io.h"
#ifdef OSX
#define GL_EXT_texture_env_combine 1
#endif
// TODO: pbuffers according to Mesa/progs/xdemos/glxpbdemo.c
float proj_on_ground[16];
float ground_plane[4]={0,0,1,0};
float sun_position[4]={400.0, 400.0, 500.0, 0.0};
double light_view_mat[16],light_proj_mat[16],shadow_texgen_mat[16];
int shadows_on=0;
int is_day=1;
int use_shadow_mapping=1;
//TODO: Would like to use TEXTURE_RECTANGLE for cards that support it, but for some reason it doesn't work??
GLenum depth_texture_target=GL_TEXTURE_2D;
int shadow_map_size;
GLuint depth_map_id = 0;
/* Good values:
#define depth_map_scale 15.0
#define light_view_near -30.0
#define light_view_far 6.0*/
GLuint shadow_fbo = 0;
GLfloat light_view_hscale=13.0;
GLfloat light_view_top=10.0;
GLfloat light_view_bottom=-10.0;
GLfloat light_view_near=-30.0;
GLfloat light_view_far=6.0;
#ifdef DEBUG
extern int e3d_count, e3d_total; // LRNR:stats testing only
extern int cur_e3d_count;
#endif
extern e3d_object *cur_e3d;
void free_shadow_framebuffer()
{
free_depth_framebuffer(&shadow_fbo, &depth_map_id);
}
void make_shadow_framebuffer()
{
change_shadow_framebuffer_size();
}
void change_shadow_framebuffer_size()
{
change_depth_framebuffer_size(shadow_map_size, shadow_map_size, &shadow_fbo, &depth_map_id);
}
void calc_light_frustum(float light_xrot)
{
float window_ratio=(GLfloat)window_width/(GLfloat)window_height;
float max_height=30.0; //TODO: Really calculate this from positions and heights of objects
float x,y;
float slight, clight;
light_xrot=-light_xrot;
clight=cos(light_xrot);
slight=sin(light_xrot);
//TODO: Optimize this function a bit.
//Assuming a max zoom_level of 3.75 and near/far distances of 20.0, we'll set the hscale to the radius of a circle that
//can just contain the view frustum of the player. To simplify things, we'll assume the view frustum is horizontal.
//light_view_hscale=sqrt(window_ratio*window_ratio*3.75f*3.75f+12.0f*12.0f);
light_view_hscale=sqrt(window_ratio*window_ratio+30.0f*30.0f);
// For the others, we can just use the parametric ellipse formula to find the value for this angle
x=light_view_hscale*slight;
y=max_height*clight;
light_view_top=sqrt(x*x+y*y);
y=3.75f*clight;
light_view_far=sqrt(x*x+y*y);
x=light_view_hscale*clight;
y=3.75f*slight;
light_view_bottom=-sqrt(x*x+y*y);
x=100.0f*slight; // A bit better than the real value (infinity)
y=max_height*clight;
light_view_near=-sqrt(x*x+y*y);
}
void calc_shadow_matrix()
{
float light_pos[4];
if (!is_day && lightning_falling)
memcpy(light_pos, lightning_position, 4*sizeof(float));
else
memcpy(light_pos, sun_position, 4*sizeof(float));
if(use_shadow_mapping)
{
float xrot,zrot;
float div_length=1.0f/sqrt(light_pos[0]*light_pos[0]+light_pos[1]*light_pos[1]+light_pos[2]*light_pos[2]);
light_pos[0]*=div_length;
light_pos[1]*=div_length;
light_pos[2]*=div_length;
// Grumble, Old version of OS X don't have *f trig functions but I'm compiling on a version so I can't just #define my way out
#ifdef OSX
xrot=-acos(light_pos[2]);
#else
xrot=-acosf(light_pos[2]);
#endif
//xrot=-atan2f(light_pos[2],light_pos[0])*180.0f/(float)M_PI;
#ifdef OSX
zrot=-90.0f-atan2(light_pos[1],light_pos[0])*180.0f/(float)M_PI;
#else
zrot=-90.0f-atan2f(light_pos[1],light_pos[0])*180.0f/(float)M_PI;
#endif
glPushMatrix();
glLoadIdentity();
calc_light_frustum(xrot);
xrot*=180.0f/(float)M_PI;
glOrtho(-light_view_hscale,light_view_hscale,
light_view_bottom,light_view_top,light_view_near,light_view_far);
glGetDoublev(GL_MODELVIEW_MATRIX,light_proj_mat);
glLoadIdentity();
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);
glGetDoublev(GL_MODELVIEW_MATRIX,light_view_mat);
glLoadIdentity();
if(depth_texture_target!=GL_TEXTURE_2D)glScalef(shadow_map_size,shadow_map_size,0);
glTranslatef(0.5,0.5,0.5); // This...
glScalef(0.5,0.5,0.5); // ...and this == S
glMultMatrixd(light_proj_mat); // Plight
glMultMatrixd(light_view_mat); // L^-1
glGetDoublev(GL_MODELVIEW_MATRIX,shadow_texgen_mat);
glPopMatrix();
}
else
{
float dot;
// dot product of plane and light position
dot = ground_plane[0] * light_pos[0]
+ ground_plane[1] * light_pos[1]
+ ground_plane[2] * light_pos[2]
+ ground_plane[3] * light_pos[3];
// first column
proj_on_ground[0] = dot - light_pos[0] * ground_plane[0];
proj_on_ground[4] = 0.0f - light_pos[0] * ground_plane[1];
proj_on_ground[8] = 0.0f - light_pos[0] * ground_plane[2];
proj_on_ground[12] = 0.0f - light_pos[0] * ground_plane[3];
// second column
proj_on_ground[1] = 0.0f - light_pos[1] * ground_plane[0];
proj_on_ground[5] = dot - light_pos[1] * ground_plane[1];
proj_on_ground[9] = 0.0f - light_pos[1] * ground_plane[2];
proj_on_ground[13] = 0.0f - light_pos[1] * ground_plane[3];
// third column
proj_on_ground[2] = 0.0f - light_pos[2] * ground_plane[0];
proj_on_ground[6] = 0.0f - light_pos[2] * ground_plane[1];
proj_on_ground[10] = dot - light_pos[2] * ground_plane[2];
proj_on_ground[14] = 0.0f - light_pos[2] * ground_plane[3];
// fourth column
proj_on_ground[3] = 0.0f - light_pos[3] * ground_plane[0];
proj_on_ground[7] = 0.0f - light_pos[3] * ground_plane[1];
proj_on_ground[11] = 0.0f - light_pos[3] * ground_plane[2];
proj_on_ground[15] = dot - light_pos[3] * ground_plane[3];
}
main_bbox_tree->intersect[INTERSECTION_TYPE_SHADOW].intersect_update_needed = 1;
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
void draw_3d_object_shadows(unsigned int object_type)
{
unsigned int start, stop;
unsigned int i, j, l;
int is_transparent;
#ifdef SIMPLE_LOD
int x, y;
int dist;
x= -camera_x;
y= -camera_y;
#endif //SIMPLE_LOD
cur_e3d= NULL;
#ifdef DEBUG
cur_e3d_count= 0;
#endif //DEBUG
get_intersect_start_stop(main_bbox_tree, object_type, &start, &stop);
// nothing to draw?
if(start >= stop){
return;
}
// reduce CPU usage while minimized
if(!(SDL_GetAppState()&SDL_APPACTIVE)){
// not actually drawing, fake it
// now loop through each object
for (i=start; i<stop; i++)
{
l = get_intersect_item_ID(main_bbox_tree, i);
if (objects_list[l] == NULL) continue;
//track the usage
cache_use(objects_list[l]->e3d_data->cache_ptr);
}
// and all done
return;
}
// find the modes we need
is_transparent= is_alpha_3d_object(object_type);
if(is_transparent)
{
glEnable(GL_ALPHA_TEST);//enable alpha filtering, so we have some alpha key
glAlphaFunc(GL_GREATER,0.05f);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
// else glDisable(GL_TEXTURE_2D);//we don't need textures for non transparent objects
glEnable(GL_TEXTURE_2D);
// now loop through each object
for (i=start; i<stop; i++)
{
j = get_intersect_item_ID(main_bbox_tree, i);
l = get_3dobject_index(j);
if (objects_list[l] == NULL) continue;
//track the usage
cache_use(objects_list[l]->e3d_data->cache_ptr);
if(!objects_list[l]->display) continue; // not currently on the map, ignore it
#ifdef SIMPLE_LOD
// simple size/distance culling
dist= (x-objects_list[l]->x_pos)*(x-objects_list[l]->x_pos) + (y-objects_list[l]->y_pos)*(y-objects_list[l]->y_pos);
if(objects_list[l]->e3d_data->materials && (10000*objects_list[l]->e3d_data->materials[get_3dobject_material(j)].max_size)/(dist) < ((is_transparent)?15:10)) continue;
#endif //SIMPLE_LOD
draw_3d_object_detail(objects_list[l], get_3dobject_material(j), 0, is_transparent, 0);
}
if (use_compiled_vertex_array && (cur_e3d != NULL))
{
ELglUnlockArraysEXT();
}
if (use_vertex_buffers)
{
ELglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
ELglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
if(is_transparent)
{
glDisable(GL_ALPHA_TEST);
}
else glEnable(GL_TEXTURE_2D);
CHECK_GL_ERRORS();
#ifdef DEBUG
// final statistics
if(cur_e3d_count > 0){
e3d_count++;
e3d_total+= cur_e3d_count;
}
cur_e3d_count= 0;
#endif //DEBUG
cur_e3d= NULL;
}
void display_shadows()
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.05f, 2.0f);
glEnable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
glDisable(GL_COLOR_MATERIAL);
draw_3d_object_shadows(TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT);
draw_3d_object_shadows(TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT);
draw_3d_object_shadows(TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT);
draw_3d_object_shadows(TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT);
if(!use_shadow_mapping)
{
draw_3d_object_shadows(TYPE_3D_NO_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT);
draw_3d_object_shadows(TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT);
draw_3d_object_shadows(TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT);
draw_3d_object_shadows(TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_CULL_FACE);
glCullFace(GL_FRONT);
#ifndef MAP_EDITOR2
display_actors(0, DEPTH_RENDER_PASS);
#endif
glCullFace(GL_BACK);
glDisable(GL_POLYGON_OFFSET_FILL);
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
void display_3d_ground_objects()
{
glEnable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
glDisable(GL_COLOR_MATERIAL);
if (!dungeon && clouds_shadows)
{
//bind the detail texture
ELglActiveTextureARB(detail_unit);
glEnable(GL_TEXTURE_2D);
#ifdef NEW_TEXTURES
bind_texture_unbuffered(ground_detail_text);
#else /* NEW_TEXTURES */
glBindTexture(GL_TEXTURE_2D, get_texture_id(ground_detail_text));
#endif /* NEW_TEXTURES */
ELglActiveTextureARB(base_unit);
glEnable(GL_TEXTURE_2D);
}
draw_3d_objects(TYPE_3D_NO_BLEND_GROUND_ALPHA_SELF_LIT_OBJECT);
draw_3d_objects(TYPE_3D_NO_BLEND_GROUND_ALPHA_NO_SELF_LIT_OBJECT);
draw_3d_objects(TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_SELF_LIT_OBJECT);
draw_3d_objects(TYPE_3D_NO_BLEND_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT);
if (!dungeon && clouds_shadows)
{
//disable the second texture unit
ELglActiveTextureARB(detail_unit);
glDisable(GL_TEXTURE_2D);
ELglActiveTextureARB(base_unit);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_CULL_FACE);
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
void display_3d_non_ground_objects()
{
//we don't want to be affected by 2d objects and shadows
anything_under_the_mouse(0,UNDER_MOUSE_NO_CHANGE);
glEnable(GL_CULL_FACE);
glEnable(GL_COLOR_MATERIAL);
glEnableClientState(GL_VERTEX_ARRAY);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
if (!dungeon && clouds_shadows)
{
//bind the detail texture
ELglActiveTextureARB(detail_unit);
glEnable(GL_TEXTURE_2D);
#ifdef NEW_TEXTURES
bind_texture_unbuffered(ground_detail_text);
#else /* NEW_TEXTURES */
glBindTexture(GL_TEXTURE_2D, get_texture_id(ground_detail_text));
#endif /* NEW_TEXTURES */
ELglActiveTextureARB(base_unit);
glEnable(GL_TEXTURE_2D);
}
draw_3d_objects(TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_SELF_LIT_OBJECT);
draw_3d_objects( TYPE_3D_NO_BLEND_NO_GROUND_ALPHA_NO_SELF_LIT_OBJECT);
draw_3d_objects(TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_SELF_LIT_OBJECT);
draw_3d_objects(TYPE_3D_NO_BLEND_NO_GROUND_NO_ALPHA_NO_SELF_LIT_OBJECT);
if (!dungeon && clouds_shadows)
{
//disable the second texture unit
ELglActiveTextureARB(detail_unit);
glDisable(GL_TEXTURE_2D);
ELglActiveTextureARB(base_unit);
}
glDisable(GL_COLOR_MATERIAL);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_CULL_FACE);
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
void render_light_view()
{
unsigned int cur_intersect_type;
if(use_shadow_mapping)
{
if (!use_frame_buffer && !depth_map_id)
{
GLint depthbits=16;
GLenum internalformat=GL_DEPTH_COMPONENT16_ARB;
glGetIntegerv(GL_DEPTH_BITS,&depthbits);
if(depthbits==24)internalformat=GL_DEPTH_COMPONENT24_ARB;
else if(depthbits==32)internalformat=GL_DEPTH_COMPONENT32_ARB;
glGenTextures(1,&depth_map_id);
glBindTexture(depth_texture_target,depth_map_id);
CHECK_GL_ERRORS();
glTexImage2D(depth_texture_target,0,internalformat,
shadow_map_size,shadow_map_size,
0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL);
glTexParameteri(depth_texture_target,GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameteri(depth_texture_target,GL_TEXTURE_COMPARE_FUNC_ARB,GL_LEQUAL);
glTexParameteri(depth_texture_target,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(depth_texture_target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
//TODO: Might want to use CLAMP_TO_BORDER for cards that support it?
glTexParameteri(depth_texture_target,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(depth_texture_target,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
CHECK_GL_ERRORS();
}
if (use_frame_buffer)
{
CHECK_GL_ERRORS();
CHECK_FBO_ERRORS();
ELglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo);
ELglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_map_id, 0);
glClear(GL_DEPTH_BUFFER_BIT);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
CHECK_GL_ERRORS();
CHECK_FBO_ERRORS();
}
CHECK_GL_ERRORS();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glViewport(0,0,shadow_map_size,shadow_map_size);
CHECK_GL_ERRORS();
glEnable(GL_SCISSOR_TEST);
glScissor(1, 1, shadow_map_size-2, shadow_map_size-2);
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
#ifndef MAP_EDITOR2
if (use_fog) glDisable(GL_FOG);
#endif
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
CHECK_GL_ERRORS();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixd(light_proj_mat);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixd(light_view_mat);
glTranslatef((int)camera_x,(int)camera_y,(int)camera_z);
cur_intersect_type = get_cur_intersect_type(main_bbox_tree);
set_cur_intersect_type(main_bbox_tree, INTERSECTION_TYPE_SHADOW);
calculate_shadow_frustum();
display_shadows();
set_cur_intersect_type(main_bbox_tree, cur_intersect_type);
if (!use_frame_buffer)
{
glBindTexture(depth_texture_target, depth_map_id);
glCopyTexSubImage2D(depth_texture_target, 0, 0, 0, 0, 0, shadow_map_size, shadow_map_size);
glClear(GL_DEPTH_BUFFER_BIT);
}
CHECK_GL_ERRORS();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
glBindTexture(GL_TEXTURE_2D,0);
last_texture=-1;
CHECK_GL_ERRORS();
if (use_frame_buffer)
{
CHECK_GL_ERRORS();
CHECK_FBO_ERRORS();
ELglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
CHECK_GL_ERRORS();
CHECK_FBO_ERRORS();
}
CHECK_GL_ERRORS();
}
}
void setup_2d_texgen()
{
GLfloat plane[4];
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
plane[0]=shadow_texgen_mat[0];plane[1]=shadow_texgen_mat[4];plane[2]=shadow_texgen_mat[8];plane[3]=shadow_texgen_mat[12];
glTexGenfv(GL_S,GL_EYE_PLANE,plane);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
plane[0]=shadow_texgen_mat[1];plane[1]=shadow_texgen_mat[5];plane[2]=shadow_texgen_mat[9];plane[3]=shadow_texgen_mat[13];
glTexGenfv(GL_T,GL_EYE_PLANE,plane);
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
plane[0]=shadow_texgen_mat[2];plane[1]=shadow_texgen_mat[6];plane[2]=shadow_texgen_mat[10];plane[3]=shadow_texgen_mat[14];
glTexGenfv(GL_R,GL_EYE_PLANE,plane);
glEnable(GL_TEXTURE_GEN_Q);
glTexGeni(GL_Q,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
plane[0]=shadow_texgen_mat[3];plane[1]=shadow_texgen_mat[7];plane[2]=shadow_texgen_mat[11];plane[3]=shadow_texgen_mat[15];
glTexGenfv(GL_Q,GL_EYE_PLANE,plane);
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
void disable_texgen()
{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
void setup_shadow_mapping()
{
GLfloat shadow_color[] = {ambient_light[0]+0.2,
ambient_light[1]+0.2,
ambient_light[2]+0.2,
1.0};
if (!is_day && lightning_falling)
{
if (lightning_ambient_color[0]+0.2 > shadow_color[0]) shadow_color[0] = lightning_ambient_color[0]+0.2;
if (lightning_ambient_color[1]+0.2 > shadow_color[1]) shadow_color[1] = lightning_ambient_color[1]+0.2;
if (lightning_ambient_color[2]+0.2 > shadow_color[2]) shadow_color[2] = lightning_ambient_color[2]+0.2;
}
glPushMatrix();
glLoadIdentity();
if (!first_person)
glTranslatef(0.0f, 0.0f, -zoom_level*camera_distance);
glRotatef(rx, 1.0f, 0.0f, 0.0f);
if (first_person)
{
float head_pos[3];
cal_get_actor_bone_local_position(get_our_actor(), get_actor_bone_id(get_our_actor(), head_bone), NULL, head_pos);
glTranslatef(head_pos[0], head_pos[1], 0.0);
}
glRotatef(rz, 0.0f, 0.0f, 1.0f);
glTranslatef(camera_x-(int)camera_x,camera_y-(int)camera_y,camera_z-(int)camera_z);
glBindTexture(depth_texture_target,depth_map_id);
setup_2d_texgen();
#ifdef OSX
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_INTERPOLATE_ARB);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB_ARB,GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND0_RGB_ARB,GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE1_RGB_ARB,GL_CONSTANT_ARB);
glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_COLOR,shadow_color);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND1_RGB_ARB,GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE2_RGB_ARB,GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND2_RGB_ARB,GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_ALPHA_ARB,GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_ALPHA_ARB,GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND0_ALPHA_ARB,GL_SRC_ALPHA);
#else
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_EXT,GL_INTERPOLATE_EXT);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB_EXT,GL_PREVIOUS_EXT);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND0_RGB_EXT,GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE1_RGB_EXT,GL_CONSTANT_EXT);
glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_COLOR,shadow_color);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND1_RGB_EXT,GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE2_RGB_EXT,GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND2_RGB_EXT,GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_ALPHA_EXT,GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_ALPHA_EXT,GL_PREVIOUS_EXT);
glTexEnvi(GL_TEXTURE_ENV,GL_OPERAND0_ALPHA_EXT,GL_SRC_ALPHA);
#endif
glPopMatrix();
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
void draw_sun_shadowed_scene(int any_reflection)
{
if(use_shadow_mapping)
{
reset_material();
shadow_unit=GL_TEXTURE0_ARB;
base_unit=GL_TEXTURE1_ARB;
detail_unit=GL_TEXTURE2_ARB;
#ifndef MAP_EDITOR2
if (use_fog) glDisable(GL_FOG);
#endif
ELglActiveTextureARB(shadow_unit);
glEnable(depth_texture_target);
setup_shadow_mapping();
ELglActiveTextureARB(detail_unit);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,0);
ELglClientActiveTextureARB(base_unit);
ELglActiveTextureARB(base_unit);
glEnable(GL_TEXTURE_2D);
last_texture=-1;
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
CHECK_GL_ERRORS();
#ifndef MAP_EDITOR2
if (use_fog) glEnable(GL_FOG);
#endif
glNormal3f(0.0f,0.0f,1.0f);
if(any_reflection)draw_lake_tiles();
draw_tile_map();
#ifdef MAP_EDITOR2
get_world_x_y ();
display_mode();
#endif
CHECK_GL_ERRORS();
display_2d_objects();
CHECK_GL_ERRORS();
anything_under_the_mouse(0, UNDER_MOUSE_NOTHING);
display_objects();
display_ground_objects();
#ifndef MAP_EDITOR2
display_actors(1, SHADOW_RENDER_PASS); // Affects other textures ????????? (FPS etc., unless there's a particle system...)
#endif
display_alpha_objects();
display_blended_objects();
#ifndef MAP_EDITOR2
if (use_fog) glDisable(GL_FOG);
#endif
ELglActiveTextureARB(shadow_unit);
glDisable(depth_texture_target);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,0);
disable_texgen();
ELglActiveTextureARB(detail_unit);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,0);
disable_texgen();
ELglActiveTextureARB(base_unit);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,0);
disable_texgen();
shadow_unit=GL_TEXTURE2_ARB;
base_unit=GL_TEXTURE0_ARB;
detail_unit=GL_TEXTURE1_ARB;
ELglActiveTextureARB(base_unit);
ELglClientActiveTextureARB(base_unit);
last_texture=-1;
glBindTexture(GL_TEXTURE_2D,0);
glEnable(GL_TEXTURE_2D);
}
else
{
glNormal3f(0.0f,0.0f,1.0f);
if(any_reflection)draw_lake_tiles();
draw_tile_map();
#ifdef MAP_EDITOR2
get_world_x_y ();
display_mode();
#endif
CHECK_GL_ERRORS();
display_2d_objects();
CHECK_GL_ERRORS();
anything_under_the_mouse(0, UNDER_MOUSE_NOTHING);
display_3d_ground_objects();
// turning off writing to the color buffer and depth buffer
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_STENCIL_TEST);
// write a one to the stencil buffer everywhere we are about to draw
glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
// this is to always pass a one to the stencil buffer where we draw
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
display_shadows();
glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
// don't modify the contents of the stencil buffer
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Lachesis: drawing in 3D mode in order to get the fog correct
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
#ifndef MAP_EDITOR2
if (use_fog) glEnable(GL_FOG);
#endif
glEnable(GL_BLEND);
// need this function (or both flipped) for correctly working fog too
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, 0.7f*((diffuse_light[0] + diffuse_light[1] + diffuse_light[2])/3.0 - 0.0f));
glBegin(GL_QUADS);
glVertex4f(-camera_x+20.0f,-camera_y+20.0f,0.0f,1.0f);
glVertex4f(-camera_x+20.0f,-camera_y-20.0f,0.0f,1.0f);
glVertex4f(-camera_x-20.0f,-camera_y-20.0f,0.0f,1.0f);
glVertex4f(-camera_x-20.0f,-camera_y+20.0f,0.0f,1.0f);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glColor4f(1.0f,1.0f,1.0f,1.0f);
glEnable(GL_LIGHTING);
glDisable(GL_STENCIL_TEST);
display_3d_non_ground_objects();
#ifndef MAP_EDITOR2
display_actors(1, DEFAULT_RENDER_PASS);
#endif
display_blended_objects();
}
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}