From 7cdf95616b0a93faa3873f561f990f3bdf1e79df Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 11 Mar 2018 19:04:22 +0000 Subject: [PATCH] Don't set MATERIALFLAG_NOSHADOW on SKY materials. They need to cast shadows to prevent issues in e1m7 and other cases where sky occludes light bleed into other areas. But when loading Q1BSP, set MATERIALFLAG_NOSHADOW on SKY if it has non-SOLID contents behind it, this supports the e1m5 logo shadow trick. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12346 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=bc190818e5b0a723ed94f270334acb7325f4684e --- model_brush.c | 90 +++++++++++++++++++++++++++++++++++++++++++++----- model_shared.c | 4 +-- model_shared.h | 4 +++ 3 files changed, 88 insertions(+), 10 deletions(-) diff --git a/model_brush.c b/model_brush.c index 87673778..37e2fd58 100644 --- a/model_brush.c +++ b/model_brush.c @@ -1633,9 +1633,9 @@ static void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) { - int i, j, k, num, max, altmax, mtwidth, mtheight, doffset, incomplete, nummiptex = 0; + int i, j, k, num, max, altmax, mtwidth, mtheight, doffset, incomplete, nummiptex = 0, firstskynoshadowtexture = 0; skinframe_t *skinframemissing; - texture_t *tx, *tx2, *anims[10], *altanims[10]; + texture_t *tx, *tx2, *anims[10], *altanims[10], *currentskynoshadowtexture; texture_t backuptex; unsigned char *data, *mtdata; const char *s; @@ -1648,21 +1648,64 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) loadmodel->data_textures = NULL; - // add two slots for notexture walls and notexture liquids + // add two slots for notexture walls and notexture liquids, and duplicate + // all sky textures; sky surfaces can be shadow-casting or not, the surface + // loading will choose according to the contents behind the surface + // (necessary to support e1m5 logo shadow which has a SKY contents brush, + // while correctly treating sky textures as occluders in other situations). if (sb->cursize) { + int numsky = 0; + size_t watermark; nummiptex = MSG_ReadLittleLong(sb); loadmodel->num_textures = nummiptex + 2; - loadmodel->num_texturesperskin = loadmodel->num_textures; + // save the position so we can go back to it + watermark = sb->readcount; + for (i = 0; i < nummiptex; i++) + { + doffset = MSG_ReadLittleLong(sb); + if (r_nosurftextures.integer) + continue; + if (doffset == -1) + { + Con_DPrintf("%s: miptex #%i missing\n", loadmodel->name, i); + continue; + } + + MSG_InitReadBuffer(&miptexsb, sb->data + doffset, sb->cursize - doffset); + + // copy name, but only up to 16 characters + // (the output buffer can hold more than this, but the input buffer is + // only 16) + for (j = 0; j < 16; j++) + name[j] = MSG_ReadByte(&miptexsb); + name[j] = 0; + // pretty up the buffer (replacing any trailing garbage with 0) + for (j = (int)strlen(name); j < 16; j++) + name[j] = 0; + + if (!strncmp(name, "sky", 3)) + numsky++; + } + + // bump it back to where we started parsing + sb->readcount = watermark; + + firstskynoshadowtexture = loadmodel->num_textures; + loadmodel->num_textures += numsky; } else { loadmodel->num_textures = 2; - loadmodel->num_texturesperskin = loadmodel->num_textures; + firstskynoshadowtexture = loadmodel->num_textures; } + loadmodel->num_texturesperskin = loadmodel->num_textures; loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t)); + // we'll be writing to these in parallel for sky textures + currentskynoshadowtexture = loadmodel->data_textures + firstskynoshadowtexture; + // fill out all slots with notexture skinframemissing = R_SkinFrame_LoadMissing(); for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++) @@ -1717,7 +1760,6 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) s += 5; FS_StripExtension(s, mapname, sizeof(mapname)); - // just to work around bounds checking when debugging with it (array index out of bounds error thing) // LordHavoc: mostly rewritten map texture loader for (i = 0;i < nummiptex;i++) { @@ -1902,12 +1944,21 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) tx->basematerialflags |= MATERIALFLAG_REFLECTION; } else if (!strncmp(tx->name, "sky", 3)) - tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + tx->basematerialflags = MATERIALFLAG_SKY; else if (!strcmp(tx->name, "caulk")) tx->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; else if (tx->currentskinframe != NULL && tx->currentskinframe->hasalpha) tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; tx->currentmaterialflags = tx->basematerialflags; + + // duplicate of sky with NOSHADOW + if (tx->basematerialflags & MATERIALFLAG_SKY) + { + *currentskynoshadowtexture = *tx; + currentskynoshadowtexture->basematerialflags |= MATERIALFLAG_NOSHADOW; + tx->skynoshadowtexture = currentskynoshadowtexture; + currentskynoshadowtexture++; + } } // sequence the animations @@ -3181,6 +3232,26 @@ static void Mod_Q1BSP_LoadPlanes(sizebuf_t *sb) } } +// fixes up sky surfaces that have SKY contents behind them, so that they do not cast shadows (e1m5 logo shadow trick). +static void Mod_Q1BSP_AssignNoShadowSkySurfaces(dp_model_t *mod) +{ + int i; + msurface_t *surface; + vec3_t center; + int contents; + for (i = 0, surface = mod->data_surfaces + mod->firstmodelsurface; i < mod->nummodelsurfaces; i++, surface++) + { + if (surface->texture->basematerialflags & MATERIALFLAG_SKY) + { + // check if the point behind the surface polygon is SOLID or SKY contents + VectorMAMAM(0.5f, surface->mins, 0.5f, surface->maxs, -0.25f, mod->surfmesh.data_normal3f + 3*surface->num_firstvertex, center); + contents = Mod_Q1BSP_PointSuperContents(mod, 0, center); + if (!(contents & SUPERCONTENTS_SOLID)) + surface->texture = surface->texture->skynoshadowtexture; + } + } +} + static void Mod_Q1BSP_LoadMapBrushes(void) { #if 0 @@ -4049,6 +4120,9 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) // set node/leaf parents for this submodel Mod_Q1BSP_LoadNodes_RecursiveSetParent(mod->brush.data_nodes + mod->brushq1.hulls[0].firstclipnode, NULL); + // this has to occur after hull info has been set, as it uses Mod_Q1BSP_PointSuperContents + Mod_Q1BSP_AssignNoShadowSkySurfaces(mod); + // make the model surface list (used by shadowing/lighting) mod->sortedmodelsurfaces = (int *)datapointer;datapointer += mod->nummodelsurfaces * sizeof(int); Mod_MakeSortedSurfaces(mod); @@ -4386,7 +4460,7 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb) { // sky is a rather specific thing q2flags &= ~Q2SURF_NODRAW; // quake2 had a slightly different meaning than we have in mind here... - tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + tx->basematerialflags = MATERIALFLAG_SKY; tx->supercontents = SUPERCONTENTS_SKY | SUPERCONTENTS_NODROP | SUPERCONTENTS_OPAQUE; tx->surfaceflags = Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT | Q3SURFACEFLAG_NOMARKS | Q3SURFACEFLAG_NODLIGHT | Q3SURFACEFLAG_NOLIGHTMAP; } diff --git a/model_shared.c b/model_shared.c index 2be02ff9..8688b13e 100644 --- a/model_shared.c +++ b/model_shared.c @@ -2498,7 +2498,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool if (shader->surfaceparms & Q3SURFACEPARM_SKY) { - texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + texture->basematerialflags = MATERIALFLAG_SKY; if (shader->skyboxname[0]) { // quake3 seems to append a _ to the skybox name, so this must do so as well @@ -2794,7 +2794,7 @@ nothing GL_ZERO GL_ONE } else if (texture->surfaceflags & Q3SURFACEFLAG_SKY) { - texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + texture->basematerialflags |= MATERIALFLAG_SKY; texture->supercontents = SUPERCONTENTS_SKY; } else diff --git a/model_shared.h b/model_shared.h index 93ea9423..6184dc29 100644 --- a/model_shared.h +++ b/model_shared.h @@ -636,6 +636,10 @@ typedef struct texture_s int q2value; int q2contents; + // q1qsp + /// this points to a variant of the sky texture that has MATERIALFLAG_NOSHADOW, for the e1m5 logo shadow trick. + struct texture_s *skynoshadowtexture; + // reflection float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down) float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water) -- 2.39.2