now supports GL_EXT_stencil_two_side extension (found on NV30/R300 class cards),...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 10 Mar 2004 07:14:24 +0000 (07:14 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 10 Mar 2004 07:14:24 +0000 (07:14 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4000 d7cf8633-e32d-0410-b094-e92efae38249

glquake.h
r_shadow.c
todo
vid_shared.c

index 3dabde6..96762ea 100644 (file)
--- a/glquake.h
+++ b/glquake.h
@@ -389,6 +389,11 @@ extern int gl_support_var;
 #define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533
 extern int gl_support_var2;
 
+//GL_EXT_stencil_two_side
+#define GL_STENCIL_TEST_TWO_SIDE_EXT      0x8910
+#define GL_ACTIVE_STENCIL_FACE_EXT        0x8911
+extern void (GLAPIENTRY *qglActiveStencilFaceEXT)(GLenum);
+extern int gl_support_stenciltwoside;
 
 extern void (GLAPIENTRY *qglScissor)(GLint x, GLint y, GLsizei width, GLsizei height);
 
index 1e0352f..9a660ed 100644 (file)
@@ -122,7 +122,7 @@ extern void R_Shadow_EditLights_Init(void);
 #define SHADOWSTAGE_NONE 0
 #define SHADOWSTAGE_STENCIL 1
 #define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_ERASESTENCIL 3
+#define SHADOWSTAGE_STENCILTWOSIDE 3
 
 int r_shadowstage = SHADOWSTAGE_NONE;
 int r_shadow_reloadlights = false;
@@ -179,6 +179,7 @@ cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
 cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -308,6 +309,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_showtris);
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
                Cvar_SetValue("r_shadow_gloss", 2);
@@ -719,6 +721,8 @@ void R_Shadow_Stage_Begin(void)
 
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+       if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+               Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
@@ -778,9 +782,24 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDepthFunc(GL_LESS);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       r_shadowstage = SHADOWSTAGE_STENCIL;
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
+       if (gl_ext_stenciltwoside.integer)
+       {
+               r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+        qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+        qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+       }
+       else
+       {
+               r_shadowstage = SHADOWSTAGE_STENCIL;
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
        // LordHavoc note: many shadow volumes reside entirely inside the world
@@ -807,6 +826,9 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_LIGHT;
@@ -828,6 +850,9 @@ void R_Shadow_Stage_LightWithShadows(void)
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        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)
@@ -853,6 +878,9 @@ void R_Shadow_Stage_End(void)
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
diff --git a/todo b/todo
index e910364..c7b6924 100644 (file)
--- a/todo
+++ b/todo
@@ -45,7 +45,7 @@
 -n darkplaces: write a readme (Antti)
 -n dpmod: make grapple off-hand (joe hill)
 -n darkplaces: add DP_SV_ROTATINGBMODEL extension to explain that MOVETYPE_PUSH/SOLID_BSP support rotation in darkplaces and a demonstration of how to use it without qc modifications (Uffe, Supajoe)
-0 darkplaces: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz)
+3 darkplaces: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz)
 0 darkplaces: add GL_EXT_stencil_two_side support to shadow rendering (fuh)
 0 darkplaces: add Mem_AllocNoClear function, and use it where possible, if developer is on it should clear with random garbage
 0 darkplaces: add PF_tokenizeseparator function and DP_QC_TOKENIZESEPARATOR extension (Electro) 
index 5b5d40c..e633c50 100644 (file)
@@ -40,6 +40,8 @@ int gl_support_var2 = false;
 int gl_support_anisotropy = false;
 // GL_NV_texture_shader
 int gl_textureshader = false;
+// GL_EXT_stencil_two_side
+int gl_support_stenciltwoside = false;
 
 // LordHavoc: if window is hidden, don't update screen
 int vid_hidden = true;
@@ -231,6 +233,8 @@ void (GLAPIENTRY *qglScissor)(GLint x, GLint y, GLsizei width, GLsizei height);
 
 void (GLAPIENTRY *qglPolygonOffset)(GLfloat factor, GLfloat units);
 
+void (GLAPIENTRY *qglActiveStencilFaceEXT)(GLenum);
+
 int GL_CheckExtension(const char *name, const dllfunction_t *funcs, const char *disableparm, int silent)
 {
        int failed = false;
@@ -415,6 +419,12 @@ static dllfunction_t wglvarfuncs[] =
        {NULL, NULL}
 };
 
+static dllfunction_t stenciltwosidefuncs[] =
+{
+       {"glActiveStencilFaceEXT", (void **) &qglActiveStencilFaceEXT},
+       {NULL, NULL}
+};
+
 
 void VID_CheckExtensions(void)
 {
@@ -426,6 +436,7 @@ void VID_CheckExtensions(void)
        gl_support_clamptoedge = false;
        gl_support_var = false;
        gl_support_var2 = false;
+       gl_support_stenciltwoside = false;
 
        if (!GL_CheckExtension("OpenGL 1.1.0", opengl110funcs, NULL, false))
                Sys_Error("OpenGL 1.1.0 functions not found\n");
@@ -465,6 +476,8 @@ void VID_CheckExtensions(void)
 
        gl_textureshader = GL_CheckExtension("GL_NV_texture_shader", NULL, "-notextureshader", false);
 
+       gl_support_stenciltwoside = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false);
+
        // we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
        if (qglDrawRangeElements == NULL)
                qglDrawRangeElements = qglDrawRangeElementsEXT;