#include "quakedef.h" #include "r_shadow.h" mempool_t *r_shadow_mempool; int maxshadowelements; int *shadowelements; int maxtrianglefacinglight; qbyte *trianglefacinglight; void r_shadow_start(void) { // allocate vertex processing arrays r_shadow_mempool = Mem_AllocPool("R_Shadow"); maxshadowelements = 0; shadowelements = NULL; maxtrianglefacinglight = 0; trianglefacinglight = NULL; } void r_shadow_shutdown(void) { maxshadowelements = 0; shadowelements = NULL; maxtrianglefacinglight = 0; trianglefacinglight = NULL; Mem_FreePool(&r_shadow_mempool); } void r_shadow_newmap(void) { } void R_Shadow_Init(void) { R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap); } void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance, int visiblevolume) { int i, *e, *n, *out, tris; float *v0, *v1, *v2, temp[3], f; if (projectdistance < 0.1) { Con_Printf("R_Shadow_Volume: projectdistance %f\n"); return; } // terminology: // // frontface: // a triangle facing the light source // // backface: // a triangle not facing the light source // // shadow volume: // an extrusion of the backfaces, beginning at the original geometry and // ending further from the light source than the original geometry // (presumably at least as far as the light's radius, if the light has a // radius at all), capped at both front and back to avoid any problems // // description: // draws the shadow volumes of the model. // requirements: // vertex loations must already be in vertex before use. // vertex must have capacity for numverts * 2. // make sure trianglefacinglight is big enough for this volume if (maxtrianglefacinglight < numtris) { maxtrianglefacinglight = numtris; if (trianglefacinglight) Mem_Free(trianglefacinglight); trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight); } // make sure shadowelements is big enough for this volume if (maxshadowelements < numtris * 24) { maxshadowelements = numtris * 24; if (shadowelements) Mem_Free(shadowelements); shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int)); } // make projected vertices // by clever use of elements we'll construct the whole shadow from // the unprojected vertices and these projected vertices for (i = 0, v0 = vertex, v1 = vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4) { VectorSubtract(v0, relativelightorigin, temp); #if 0 f = lightradius / sqrt(DotProduct(temp,temp)); if (f < 1) f = 1; VectorMA(relativelightorigin, f, temp, v1); #else f = projectdistance / sqrt(DotProduct(temp,temp)); VectorMA(v0, f, temp, v1); #endif } // check which triangles are facing the light for (i = 0, e = elements;i < numtris;i++, e += 3) { // calculate triangle facing flag v0 = vertex + e[0] * 4; v1 = vertex + e[1] * 4; v2 = vertex + e[2] * 4; // we do not need to normalize the surface normal because both sides // of the comparison use it, therefore they are both multiplied the // same amount... furthermore the subtract can be done on the // vectors, saving a little bit of math in the dotproducts #if 1 // fast version // subtracts v1 from v0 and v2, combined into a crossproduct, // combined with a dotproduct of the light location relative to the // first point of the triangle (any point works, since the triangle // is obviously flat), and finally a comparison to determine if the // light is infront of the triangle (the goal of this statement) trianglefacinglight[i] = (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1])) + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2])) + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0; #else // readable version { float dir0[3], dir1[3]; // calculate two mostly perpendicular edge directions VectorSubtract(v0, v1, dir0); VectorSubtract(v2, v1, dir1); // we have two edge directions, we can calculate a third vector from // them, which is the direction of the surface normal (it's magnitude // is not 1 however) CrossProduct(dir0, dir1, temp); // this is entirely unnecessary, but kept for clarity //VectorNormalize(temp); // compare distance of light along normal, with distance of any point // of the triangle along the same normal (the triangle is planar, // I.E. flat, so all points give the same answer) // the normal is not normalized because it is used on both sides of // the comparison, so it's magnitude does not matter trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp); #endif } // output triangle elements out = shadowelements; tris = 0; // check each backface for bordering frontfaces, // and cast shadow polygons from those edges, // also create front and back caps for shadow volume for (i = 0, e = elements, n = neighbors;i < numtris;i++, e += 3, n += 3) { if (!trianglefacinglight[i]) { // triangle is backface and therefore casts shadow, // output front and back caps for shadow volume #if 1 // front cap (with flipped winding order) out[0] = e[0]; out[1] = e[2]; out[2] = e[1]; // rear cap out[3] = e[0] + numverts; out[4] = e[1] + numverts; out[5] = e[2] + numverts; out += 6; tris += 2; #else // rear cap out[0] = e[0] + numverts; out[1] = e[1] + numverts; out[2] = e[2] + numverts; out += 3; tris += 1; #endif // check the edges if (n[0] < 0 || trianglefacinglight[n[0]]) { out[0] = e[0]; out[1] = e[1]; out[2] = e[1] + numverts; out[3] = e[0]; out[4] = e[1] + numverts; out[5] = e[0] + numverts; out += 6; tris += 2; } if (n[1] < 0 || trianglefacinglight[n[1]]) { out[0] = e[1]; out[1] = e[2]; out[2] = e[2] + numverts; out[3] = e[1]; out[4] = e[2] + numverts; out[5] = e[1] + numverts; out += 6; tris += 2; } if (n[2] < 0 || trianglefacinglight[n[2]]) { out[0] = e[2]; out[1] = e[0]; out[2] = e[0] + numverts; out[3] = e[2]; out[4] = e[0] + numverts; out[5] = e[2] + numverts; out += 6; tris += 2; } } } R_Shadow_RenderVolume(numverts * 2, tris, shadowelements, visiblevolume); } void R_Shadow_RenderVolume(int numverts, int numtris, int *elements, int visiblevolume) { // draw the volume if (visiblevolume) { qglDisable(GL_CULL_FACE); R_Mesh_Draw(numverts, numtris, elements); qglEnable(GL_CULL_FACE); } else { // increment stencil if backface is behind depthbuffer qglCullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); R_Mesh_Draw(numverts, numtris, elements); // decrement stencil if frontface is behind depthbuffer qglCullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); R_Mesh_Draw(numverts, numtris, elements); } } void R_Shadow_Stage_Depth(void) { rmeshstate_t m; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; R_Mesh_State(&m); GL_Color(0, 0, 0, 1); } void R_Shadow_Stage_ShadowVolumes(void) { GL_Color(1, 1, 1, 1); qglColorMask(0, 0, 0, 0); qglDisable(GL_BLEND); qglDepthMask(0); qglDepthFunc(GL_LEQUAL); qglClearStencil(0); qglClear(GL_STENCIL_BUFFER_BIT); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 0, 0xFF); } void R_Shadow_Stage_Light(void) { qglEnable(GL_BLEND); qglBlendFunc(GL_ONE, GL_ONE); GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); qglDepthMask(0); 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 0 (non-zero means shadow) qglStencilFunc(GL_EQUAL, 0, 0xFF); } void R_Shadow_Stage_Textures(void) { rmeshstate_t m; // attempt to restore state to what Mesh_State thinks it is qglDisable(GL_BLEND); qglBlendFunc(GL_ONE, GL_ZERO); qglDepthMask(1); // now change to a more useful state memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_DST_COLOR; m.blendfunc2 = GL_SRC_COLOR; R_Mesh_State(&m); // now hack some more GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); qglDepthFunc(GL_EQUAL); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // only draw in lit areas qglStencilFunc(GL_EQUAL, 0, 0xFF); } void R_Shadow_Stage_End(void) { rmeshstate_t m; GL_Color(1, 1, 1, 1); qglColorMask(1, 1, 1, 1); qglDepthFunc(GL_LEQUAL); qglDisable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc(GL_ALWAYS, 0, 0xFF); // now change to a more useful state memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; R_Mesh_State(&m); } void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor) { int i; float *n, *v, *c, f, dist, temp[3], light[3]; // calculate vertex colors VectorCopy(lightcolor, light); for (i = 0, v = vertex, c = varray_color, n = normals;i < numverts;i++, v += 4, c += 4, n += 3) { VectorSubtract(relativelightorigin, v, temp); c[0] = 0; c[1] = 0; c[2] = 0; c[3] = 1; f = DotProduct(n, temp); if (f > 0) { dist = DotProduct(temp, temp); if (dist < lightradius2) { f = ((1.0f / (dist + lightdistbias)) - lightsubtract) * (f / sqrt(dist)); c[0] = f * light[0]; c[1] = f * light[1]; c[2] = f * light[2]; } } } }