r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
}
+int bboxedges[12][2] =
+{
+ // top
+ {0, 1}, // +X
+ {0, 2}, // +Y
+ {1, 3}, // Y, +X
+ {2, 3}, // X, +Y
+ // bottom
+ {4, 5}, // +X
+ {4, 6}, // +Y
+ {5, 7}, // Y, +X
+ {6, 7}, // X, +Y
+ // verticals
+ {0, 4}, // +Z
+ {1, 5}, // X, +Z
+ {2, 6}, // Y, +Z
+ {3, 7}, // XY, +Z
+};
+
qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
{
+ int i, ix1, iy1, ix2, iy2;
+ float x1, y1, x2, y2;
+ vec4_t v, v2;
+ float vertex[20][3];
+ int j, k;
+ vec4_t plane4f;
+ int numvertices;
+ float corner[8][4];
+ float dist[8];
+ int sign[8];
+ float f;
+
+ r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+ r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+ r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+ r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+
+ if (!r_shadow_scissor.integer)
+ return false;
+
+ // if view is inside the light box, just say yes it's visible
+ if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
+ return false;
+
+ x1 = y1 = x2 = y2 = 0;
+
+ // transform all corners that are infront of the nearclip plane
+ VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
+ plane4f[3] = r_refdef.view.frustum[4].dist;
+ numvertices = 0;
+ for (i = 0;i < 8;i++)
+ {
+ Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+ dist[i] = DotProduct4(corner[i], plane4f);
+ sign[i] = dist[i] > 0;
+ if (!sign[i])
+ {
+ VectorCopy(corner[i], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ // if some points are behind the nearclip, add clipped edge points to make
+ // sure that the scissor boundary is complete
+ if (numvertices > 0 && numvertices < 8)
+ {
+ // add clipped edge points
+ for (i = 0;i < 12;i++)
+ {
+ j = bboxedges[i][0];
+ k = bboxedges[i][1];
+ if (sign[j] != sign[k])
+ {
+ f = dist[j] / (dist[j] - dist[k]);
+ VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ }
+
+ // if we have no points to check, the light is behind the view plane
+ if (!numvertices)
+ return true;
+
+ // if we have some points to transform, check what screen area is covered
+ x1 = y1 = x2 = y2 = 0;
+ v[3] = 1.0f;
+ //Con_Printf("%i vertices to transform...\n", numvertices);
+ for (i = 0;i < numvertices;i++)
+ {
+ VectorCopy(vertex[i], v);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ if (i)
+ {
+ if (x1 > v2[0]) x1 = v2[0];
+ if (x2 < v2[0]) x2 = v2[0];
+ if (y1 > v2[1]) y1 = v2[1];
+ if (y2 < v2[1]) y2 = v2[1];
+ }
+ else
+ {
+ x1 = x2 = v2[0];
+ y1 = y2 = v2[1];
+ }
+ }
+
+ // now convert the scissor rectangle to integer screen coordinates
+ ix1 = (int)(x1 - 1.0f);
+ //iy1 = vid.height - (int)(y2 - 1.0f);
+ //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
+ iy1 = (int)(y1 - 1.0f);
+ ix2 = (int)(x2 + 1.0f);
+ //iy2 = vid.height - (int)(y1 + 1.0f);
+ //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
+ iy2 = (int)(y2 + 1.0f);
+ //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+
+ // clamp it to the screen
+ if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+ if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+ if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+ if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
+
+ // if it is inside out, it's not visible
+ if (ix2 <= ix1 || iy2 <= iy1)
+ return true;
+
+ // the light area is visible, set up the scissor rectangle
+ r_shadow_lightscissor[0] = ix1;
+ r_shadow_lightscissor[1] = iy1;
+ r_shadow_lightscissor[2] = ix2 - ix1;
+ r_shadow_lightscissor[3] = iy2 - iy1;
+
+ // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ break;
+ }
+
+ r_refdef.stats.lights_scissored++;
+ return false;
+
+ /*
+ VorteX: originally written by divVerent, that code is broken on ATI
+
if (!r_shadow_scissor.integer)
{
r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
return false;
}
-
if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
{
if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
}
else
return true; // invisible
+ */
}
static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)