From: havoc Date: Tue, 8 Jul 2003 09:50:21 +0000 (+0000) Subject: fixed model shadows going through walls (by making everything use a constant project... X-Git-Tag: xonotic-v0.1.0preview~6561 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=1a8302a36c20462ad118f0fa9b71072c11c6b0a2;p=xonotic%2Fdarkplaces.git fixed model shadows going through walls (by making everything use a constant project distance - clearly there are other solutions to the problem of a model using too low a project distance, but this works...) some code shuffling (mostly to match up with a previous version I was comparing against) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3184 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/r_shadow.c b/r_shadow.c index aa2d935b..4ae9e420 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -446,12 +446,12 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i } } // output the front and back triangles - outelement3i[3] = vertexremap[e[0]]; - outelement3i[4] = vertexremap[e[1]]; - outelement3i[5] = vertexremap[e[2]]; - outelement3i[0] = vertexremap[e[2]] + 1; - outelement3i[1] = vertexremap[e[1]] + 1; - outelement3i[2] = vertexremap[e[0]] + 1; + outelement3i[0] = vertexremap[e[0]]; + outelement3i[1] = vertexremap[e[1]]; + outelement3i[2] = vertexremap[e[2]]; + outelement3i[3] = vertexremap[e[2]] + 1; + outelement3i[4] = vertexremap[e[1]] + 1; + outelement3i[5] = vertexremap[e[0]] + 1; outelement3i += 6; tris += 2; } @@ -532,7 +532,7 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el // triangle elements and vertices... by clever use of elements we // can construct the whole shadow from the unprojected vertices and // the projected vertices - if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, projectdistance))) + if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/))) { GL_VertexPointer(varray_vertex3f2); if (r_shadowstage == SHADOWSTAGE_STENCIL) @@ -556,8 +556,6 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh) { shadowmesh_t *mesh; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); if (r_shadowstage == SHADOWSTAGE_STENCIL) { // increment stencil if backface is behind depthbuffer @@ -726,14 +724,12 @@ void R_Shadow_Stage_Begin(void) || r_shadow_lightattenuationscale.value != r_shadow_attenscale) R_Shadow_MakeTextures(); + memset(&m, 0, sizeof(m)); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - GL_Color(0, 0, 0, 1); - - memset(&m, 0, sizeof(m)); R_Mesh_State_Texture(&m); - + GL_Color(0, 0, 0, 1); qglDisable(GL_SCISSOR_TEST); r_shadowstage = SHADOWSTAGE_NONE; @@ -761,15 +757,13 @@ void R_Shadow_LoadWorldLightsIfNeeded(void) void R_Shadow_Stage_ShadowVolumes(void) { rmeshstate_t m; - memset(&m, 0, sizeof(m)); R_Mesh_State_Texture(&m); - GL_Color(1, 1, 1, 1); + qglColorMask(0, 0, 0, 0); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(false); GL_DepthTest(true); - if (r_shadow_polygonoffset.value != 0) { qglPolygonOffset(1.0f, r_shadow_polygonoffset.value); @@ -777,13 +771,11 @@ void R_Shadow_Stage_ShadowVolumes(void) } else qglDisable(GL_POLYGON_OFFSET_FILL); - qglColorMask(0, 0, 0, 0); qglDepthFunc(GL_LESS); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); r_shadowstage = SHADOWSTAGE_STENCIL; - qglClear(GL_STENCIL_BUFFER_BIT); c_rt_clears++; // LordHavoc note: many shadow volumes reside entirely inside the world @@ -798,24 +790,18 @@ void R_Shadow_Stage_ShadowVolumes(void) void R_Shadow_Stage_LightWithoutShadows(void) { rmeshstate_t m; - memset(&m, 0, sizeof(m)); R_Mesh_State_Texture(&m); - - GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); qglDisable(GL_POLYGON_OFFSET_FILL); - - //GL_DepthTest(false); - + GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); - qglDepthFunc(GL_LEQUAL); + qglDepthFunc(GL_EQUAL); qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_EQUAL, 128, 0xFF); - r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -823,26 +809,20 @@ void R_Shadow_Stage_LightWithoutShadows(void) void R_Shadow_Stage_LightWithShadows(void) { rmeshstate_t m; - memset(&m, 0, sizeof(m)); R_Mesh_State_Texture(&m); - - GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); qglDisable(GL_POLYGON_OFFSET_FILL); - - //GL_DepthTest(false); - + GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); - qglDepthFunc(GL_LEQUAL); + qglDepthFunc(GL_EQUAL); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw light where this geometry was already rendered AND the // stencil is 128 (values other than this mean shadow) qglStencilFunc(GL_EQUAL, 128, 0xFF); - r_shadowstage = SHADOWSTAGE_LIGHT; c_rt_lights++; } @@ -850,23 +830,19 @@ void R_Shadow_Stage_LightWithShadows(void) void R_Shadow_Stage_End(void) { rmeshstate_t m; - memset(&m, 0, sizeof(m)); R_Mesh_State_Texture(&m); - - GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_DepthTest(true); qglDisable(GL_POLYGON_OFFSET_FILL); - + GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); qglDisable(GL_SCISSOR_TEST); qglDepthFunc(GL_LEQUAL); qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 128, 0xFF); - r_shadowstage = SHADOWSTAGE_NONE; }