Don't set MATERIALFLAG_NOSHADOW on SKY materials. They need to cast shadows to preve...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 11 Mar 2018 19:04:22 +0000 (19:04 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 11 Mar 2018 19:04:22 +0000 (19:04 +0000)
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

model_brush.c
model_shared.c
model_shared.h

index 8767377..37e2fd5 100644 (file)
@@ -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;
                                }
index 2be02ff..8688b13 100644 (file)
@@ -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
index 93ea942..6184dc2 100644 (file)
@@ -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)