From: havoc havoc@d7cf8633-e32d-0410-b094-e92efae38249 <> Date: Thu, 15 Jul 2010 12:38:52 +0000 (+0000) Subject: UNMERGE X-Git-Tag: xonotic-v0.1.0preview~189 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=fad15a82809df71cae17e8b4daf0243c670ae2af;p=xonotic%2Fdarkplaces.git UNMERGE improved r_shadows 2 shadowmapping setup code a bit, especially the debugging code snippets git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10330 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::unmerge=3b9340be64eef705edfc005476b9913a314b8c84 --- diff --git a/r_shadow.c b/r_shadow.c index 4392b2ed..b4b04085 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -4452,33 +4452,26 @@ void R_DrawModelShadowMaps(void) R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin); - + +#if 0 + R_Mesh_ResetRenderTargets(); + R_SetupShader_ShowDepth(); +#else R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL); R_SetupShader_DepthOrShadow(); +#endif GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); R_SetViewport(&viewport); GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder); Vector4Set(clearcolor, 1,1,1,1); - // in D3D9 we have to render to a color texture shadowmap - // in GL we render directly to a depth texture only - if (r_shadow_shadowmap2dtexture) - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); - else - GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); - // render into a slightly restricted region so that the borders of the - // shadowmap area fade away, rather than streaking across everything - // outside the usable area - GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder); - #if 0 - // debugging - R_Mesh_ResetRenderTargets(); - R_SetupShader_ShowDepth(); - GL_ColorMask(1,1,1,1); GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); +#else + GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); #endif + GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder); for (i = 0;i < r_refdef.scene.numentities;i++) { @@ -4504,19 +4497,6 @@ void R_DrawModelShadowMaps(void) } } -#if 0 - if (r_test.integer) - { - unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4); - CHECKGLERROR - qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels); - CHECKGLERROR - Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels); - Cvar_SetValueQuick(&r_test, 0); - Z_Free(rawpixels); - } -#endif - R_Shadow_RenderMode_End(); Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);