2020-08-31 18:50:41 +02:00
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/*
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gl_shadowmap.cpp - render shadowmaps for directional lights
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Copyright (C) 2018 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "gl_local.h"
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#include <mathlib.h>
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#include <stringlib.h>
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#include "gl_studio.h"
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#include "gl_sprite.h"
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#include "gl_world.h"
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#include "gl_grass.h"
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#include "pm_defs.h"
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/*
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=============================================================================
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SHADOWMAP ALLOCATION
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=============================================================================
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*/
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static void SM_InitBlock( void )
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{
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gl_shadowmap_t *sms = &tr.shadowmap;
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memset( sms->allocated, 0, sizeof( sms->allocated ));
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sms->shadowmap.Init( FBO_DEPTH, SHADOW_SIZE, SHADOW_SIZE );
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}
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static int SM_AllocBlock( unsigned short w, unsigned short h, unsigned short *x, unsigned short *y )
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{
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gl_shadowmap_t *sms = &tr.shadowmap;
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unsigned short i, j, best, best2;
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best = SHADOW_SIZE;
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for( i = 0; i < SHADOW_SIZE - w; i++ )
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{
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best2 = 0;
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for( j = 0; j < w; j++ )
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{
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if( sms->allocated[i+j] >= best )
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break;
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if( sms->allocated[i+j] > best2 )
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best2 = sms->allocated[i+j];
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}
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if( j == w )
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{
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// this is a valid spot
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*x = i;
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*y = best = best2;
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}
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}
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// atlas is full
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if( best + h > SHADOW_SIZE )
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return false;
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for( i = 0; i < w; i++ )
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sms->allocated[*x + i] = best + h;
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return true;
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}
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/*
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================
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R_RenderShadowScene
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fast version of R_RenderScene: no colors, no texcords etc
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================
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*/
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void R_RenderShadow( mworldlight_t *wl )
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{
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if( !wl->shadow_w || !wl->shadow_h )
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{
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wl->shadow_w = 256;
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wl->shadow_h = 256;
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SM_AllocBlock( wl->shadow_w, wl->shadow_h, &wl->shadow_x, &wl->shadow_y );
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}
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}
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void R_RenderDeferredShadows( void )
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{
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unsigned int oldFBO;
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mworldlight_t *wl;
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int i;
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if( R_FullBright() || !CVAR_TO_BOOL( r_shadows ) || tr.fGamePaused )
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return;
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if( FBitSet( RI->params, ( RP_NOSHADOWS|RP_ENVVIEW|RP_SKYVIEW )))
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return;
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// check for static lights
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if( !HasStaticLights( )) return;
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R_PushRefState(); // make refinst backup
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oldFBO = glState.frameBuffer;
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for( i = 0, wl = world->worldlights; i < world->numworldlights; i++, wl++ )
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{
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if( wl->emittype == emit_ignored )
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continue;
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// single visible check
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if( !CHECKVISBIT( RI->view.vislight, i ))
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continue;
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switch( wl->emittype )
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{
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case emit_surface:
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R_RenderShadow( wl );
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break;
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}
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R_ResetRefState(); // restore ref instance
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}
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R_PopRefState(); // restore ref instance
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// restore FBO state
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GL_BindFBO( oldFBO );
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GL_BindShader( NULL );
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2020-08-31 00:15:53 +02:00
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}
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