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/* | |
=========================================================================== | |
Doom 3 GPL Source Code | |
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. | |
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). | |
Doom 3 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 3 of the License, or | |
(at your option) any later version. | |
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>. | |
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. | |
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. | |
=========================================================================== | |
*/ | |
#include "../idlib/precompiled.h" | |
#pragma hdrstop | |
#include "tr_local.h" | |
/* | |
============================================================================== | |
BACK END RENDERING OF STENCIL SHADOWS | |
============================================================================== | |
*/ | |
/* | |
===================== | |
RB_T_Shadow | |
the shadow volumes face INSIDE | |
===================== | |
*/ | |
static void RB_T_Shadow( const drawSurf_t *surf ) { | |
const srfTriangles_t *tri; | |
// set the light position in the vertex shader to project the rear surfaces | |
if ( surf->space != backEnd.currentSpace ) { | |
idVec4 localLight; | |
// setup stencil shader parms | |
stencilShadowParms_t *parms; | |
parms = &backEnd.stencilShadowParms; | |
// grab light origin | |
R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.vLight->globalLightOrigin, localLight.ToVec3() ); | |
localLight.w = 0.0f; | |
// pass in light origin to vertex shader | |
R_UniformVector4( parms->localLightOrigin, localLight ); | |
} | |
tri = surf->geo; | |
if ( !tri->shadowCache ) { | |
return; | |
} | |
qglVertexPointer( 4, GL_FLOAT, sizeof( shadowCache_t ), vertexCache.Position(tri->shadowCache) ); | |
// we always draw the sil planes, but we may not need to draw the front or rear caps | |
int numIndexes; | |
bool external = false; | |
if ( !r_useExternalShadows.GetInteger() ) { | |
numIndexes = tri->numIndexes; | |
} else if ( r_useExternalShadows.GetInteger() == 2 ) { // force to no caps for testing | |
numIndexes = tri->numShadowIndexesNoCaps; | |
} else if ( !(surf->dsFlags & DSF_VIEW_INSIDE_SHADOW) ) { | |
// if we aren't inside the shadow projection, no caps are ever needed needed | |
numIndexes = tri->numShadowIndexesNoCaps; | |
external = true; | |
} else if ( !backEnd.vLight->viewInsideLight && !(surf->geo->shadowCapPlaneBits & SHADOW_CAP_INFINITE) ) { | |
// if we are inside the shadow projection, but outside the light, and drawing | |
// a non-infinite shadow, we can skip some caps | |
if ( backEnd.vLight->viewSeesShadowPlaneBits & surf->geo->shadowCapPlaneBits ) { | |
// we can see through a rear cap, so we need to draw it, but we can skip the | |
// caps on the actual surface | |
numIndexes = tri->numShadowIndexesNoFrontCaps; | |
} else { | |
// we don't need to draw any caps | |
numIndexes = tri->numShadowIndexesNoCaps; | |
} | |
external = true; | |
} else { | |
// must draw everything | |
numIndexes = tri->numIndexes; | |
} | |
// set depth bounds | |
if( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) { | |
qglDepthBoundsEXT( surf->scissorRect.zmin, surf->scissorRect.zmax ); | |
} | |
// debug visualization | |
if ( r_showShadows.GetInteger() ) { | |
if ( r_showShadows.GetInteger() == 3 ) { | |
if ( external ) { | |
qglColor3f( 0.1, 1, 0.1 ); | |
} else { | |
// these are the surfaces that require the reverse | |
qglColor3f( 1, 0.1, 0.1 ); | |
} | |
} else { | |
// draw different color for turboshadows | |
if ( surf->geo->shadowCapPlaneBits & SHADOW_CAP_INFINITE ) { | |
if ( numIndexes == tri->numIndexes ) { | |
qglColor3f( 1, 0.1, 0.1 ); | |
} else { | |
qglColor3f( 1, 0.4, 0.1 ); | |
} | |
} else { | |
if ( numIndexes == tri->numIndexes ) { | |
qglColor3f( 0.1, 1, 0.1 ); | |
} else if ( numIndexes == tri->numShadowIndexesNoFrontCaps ) { | |
qglColor3f( 0.1, 1, 0.6 ); | |
} else { | |
qglColor3f( 0.6, 1, 0.1 ); | |
} | |
} | |
} | |
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); | |
qglDisable( GL_STENCIL_TEST ); | |
GL_Cull( CT_TWO_SIDED ); | |
RB_DrawShadowElementsWithCounters( tri, numIndexes ); | |
GL_Cull( CT_FRONT_SIDED ); | |
qglEnable( GL_STENCIL_TEST ); | |
return; | |
} | |
// patent-free work around | |
if ( !external ) { | |
// depth-fail stencil shadows | |
if( glConfig.twoSidedStencilAvailable ) { | |
qglStencilOpSeparate( backEnd.viewDef->isMirror ? GL_FRONT : GL_BACK, GL_KEEP, tr.stencilDecr, GL_KEEP ); | |
qglStencilOpSeparate( backEnd.viewDef->isMirror ? GL_BACK : GL_FRONT, GL_KEEP, tr.stencilIncr, GL_KEEP ); | |
GL_Cull( CT_TWO_SIDED ); | |
RB_DrawShadowElementsWithCounters( tri, numIndexes ); | |
} else { | |
// "preload" the stencil buffer with the number of volumes | |
// that get clipped by the near or far clip plane | |
qglStencilOp( GL_KEEP, tr.stencilDecr, tr.stencilDecr ); | |
GL_Cull( CT_FRONT_SIDED ); | |
RB_DrawShadowElementsWithCounters( tri, numIndexes ); | |
qglStencilOp( GL_KEEP, tr.stencilIncr, tr.stencilIncr ); | |
GL_Cull( CT_BACK_SIDED ); | |
RB_DrawShadowElementsWithCounters( tri, numIndexes ); | |
} | |
} else { | |
// traditional depth-pass stencil shadows | |
if( glConfig.twoSidedStencilAvailable ) { | |
qglStencilOpSeparate( backEnd.viewDef->isMirror ? GL_FRONT : GL_BACK, GL_KEEP, GL_KEEP, tr.stencilIncr ); | |
qglStencilOpSeparate( backEnd.viewDef->isMirror ? GL_BACK : GL_FRONT, GL_KEEP, GL_KEEP, tr.stencilDecr ); | |
GL_Cull( CT_TWO_SIDED ); | |
RB_DrawShadowElementsWithCounters( tri, numIndexes ); | |
} else { | |
qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilIncr ); | |
GL_Cull( CT_FRONT_SIDED ); | |
RB_DrawShadowElementsWithCounters( tri, numIndexes ); | |
qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilDecr ); | |
GL_Cull( CT_BACK_SIDED ); | |
RB_DrawShadowElementsWithCounters( tri, numIndexes ); | |
} | |
} | |
} | |
/* | |
===================== | |
RB_StencilShadowPass | |
Stencil test should already be enabled, and the stencil buffer should have | |
been set to 128 on any surfaces that might receive shadows | |
===================== | |
*/ | |
void RB_StencilShadowPass( const drawSurf_t *drawSurfs ) { | |
if ( !r_shadows.GetBool() ) { | |
return; | |
} | |
if ( !drawSurfs ) { | |
return; | |
} | |
RB_LogComment( "---------- RB_StencilShadowPass ----------\n" ); | |
GL_BindProgram( tr.stencilShadowProgram ); | |
globalImages->BindNull(); | |
qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); | |
// for visualizing the shadows | |
if ( r_showShadows.GetInteger() ) { | |
if ( r_showShadows.GetInteger() == 2 ) { | |
// draw filled in | |
GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_LESS ); | |
} else { | |
// draw as lines, filling the depth buffer | |
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS ); | |
} | |
} else { | |
// don't write to the color buffer, just the stencil buffer | |
GL_State( GLS_DEPTHMASK | GLS_COLORMASK | GLS_ALPHAMASK | GLS_DEPTHFUNC_LESS ); | |
} | |
if ( r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat() ) { | |
qglPolygonOffset( r_shadowPolygonFactor.GetFloat(), -r_shadowPolygonOffset.GetFloat() ); | |
qglEnable( GL_POLYGON_OFFSET_FILL ); | |
} | |
qglStencilFunc( GL_ALWAYS, 1, 255 ); | |
if ( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) { | |
qglEnable( GL_DEPTH_BOUNDS_TEST_EXT ); | |
} | |
RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_Shadow ); | |
GL_Cull( CT_FRONT_SIDED ); | |
if ( r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat() ) { | |
qglDisable( GL_POLYGON_OFFSET_FILL ); | |
} | |
if ( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) { | |
qglDisable( GL_DEPTH_BOUNDS_TEST_EXT ); | |
} | |
qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); | |
qglStencilFunc( GL_GEQUAL, 128, 255 ); | |
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); | |
GL_BindProgram( 0 ); | |
} |