513 lines
14 KiB
C
513 lines
14 KiB
C
/*
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Copyright (C) 2002-2007 Victor Luchits
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "r_local.h"
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#include "mathlib.h"
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#include "matrix_lib.h"
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/*
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=============================================================
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PLANAR STENCIL SHADOWS
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=============================================================
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*/
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static ref_shader_t *r_planarShadowShader;
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/*
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===============
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R_InitPlanarShadows
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===============
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*/
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static void R_InitPlanarShadows( void )
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{
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r_planarShadowShader = R_LoadShader( "***r_planarShadow***", SHADER_PLANAR_SHADOW, true, 0, 0 );
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}
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/*
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===============
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R_PlanarShadowShader
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===============
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*/
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ref_shader_t *R_PlanarShadowShader( void )
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{
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return r_planarShadowShader;
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}
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/*
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===============
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R_GetShadowImpactAndDir
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===============
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*/
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static void R_GetShadowImpactAndDir( ref_entity_t *e, trace_t *tr, vec3_t lightdir )
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{
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vec3_t point;
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R_LightForOrigin( e->lightingOrigin, lightdir, NULL, NULL, e->model->radius * e->scale );
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VectorSet( lightdir, -lightdir[0], -lightdir[1], -1 );
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VectorNormalizeFast( lightdir );
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VectorMA( e->origin, /*(e->model->radius*e->scale*4 + r_shadows_projection_distance->value)*/ 1024.0f, lightdir, point );
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R_TraceLine( tr, e->origin, point, SURF_NONSOLID );
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}
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/*
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===============
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R_CullPlanarShadow
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===============
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*/
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bool R_CullPlanarShadow( ref_entity_t *e, vec3_t mins, vec3_t maxs, bool occlusion_query )
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{
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float planedist, dist;
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vec3_t lightdir, point;
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vec3_t bbox[8], newmins, newmaxs;
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trace_t tr;
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int i;
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if((e->flags & EF_NOSHADOW) || (e->ent_type == ED_VIEWMODEL))
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return true;
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if( RP_LOCALCLIENT( e ))
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return false;
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R_GetShadowImpactAndDir( e, &tr, lightdir );
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if( tr.flFraction == 1.0f )
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return true;
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R_TransformEntityBBox( e, mins, maxs, bbox, true );
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VectorSubtract( tr.vecEndPos, e->origin, point );
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planedist = DotProduct( point, tr.vecPlaneNormal ) + 1;
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dist = -1.0f / DotProduct( lightdir, tr.vecPlaneNormal );
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VectorScale( lightdir, dist, lightdir );
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ClearBounds( newmins, newmaxs );
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for( i = 0; i < 8; i++ )
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{
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VectorSubtract( bbox[i], e->origin, bbox[i] );
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dist = DotProduct( bbox[i], tr.vecPlaneNormal ) - planedist;
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if( dist > 0 ) VectorMA( bbox[i], dist, lightdir, bbox[i] );
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AddPointToBounds( bbox[i], newmins, newmaxs );
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}
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VectorAdd( newmins, e->origin, newmins );
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VectorAdd( newmaxs, e->origin, newmaxs );
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if( R_CullBox( newmins, newmaxs, RI.clipFlags ))
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return true;
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// mins/maxs are pretransfomed so use r_worldent here
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if( occlusion_query && OCCLUSION_QUERIES_ENABLED( RI ) )
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R_IssueOcclusionQuery( R_GetOcclusionQueryNum( OQ_PLANARSHADOW, e - r_entities ), r_worldent, newmins, newmaxs );
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return false;
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}
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/*
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===============
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R_DeformVPlanarShadow
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===============
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*/
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void R_DeformVPlanarShadow( int numV, float *v )
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{
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float planedist, dist;
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ref_entity_t *e = RI.currententity;
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vec3_t planenormal, lightdir, lightdir2, point;
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trace_t tr;
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R_GetShadowImpactAndDir( e, &tr, lightdir );
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Matrix3x3_Transform( e->axis, lightdir, lightdir2 );
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Matrix3x3_Transform( e->axis, tr.vecPlaneNormal, planenormal );
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VectorScale( planenormal, e->scale, planenormal );
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VectorSubtract( tr.vecEndPos, e->origin, point );
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planedist = DotProduct( point, tr.vecPlaneNormal ) + 1;
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dist = -1.0f / DotProduct( lightdir2, planenormal );
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VectorScale( lightdir2, dist, lightdir2 );
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for( ; numV > 0; numV--, v += 4 )
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{
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dist = DotProduct( v, planenormal ) - planedist;
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if( dist > 0 ) VectorMA( v, dist, lightdir2, v );
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}
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}
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/*
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===============
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R_PlanarShadowPass
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===============
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*/
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void R_PlanarShadowPass( int state )
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{
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GL_EnableTexGen( GL_S, 0 );
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GL_EnableTexGen( GL_T, 0 );
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GL_EnableTexGen( GL_R, 0 );
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GL_EnableTexGen( GL_Q, 0 );
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GL_SetTexCoordArrayMode( 0 );
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GL_SetState( state );
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pglColor4f( 0, 0, 0, bound( 0.0f, r_shadows_alpha->value, 1.0f ) );
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pglDisable( GL_TEXTURE_2D );
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if( glState.stencilEnabled )
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pglEnable( GL_STENCIL_TEST );
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R_FlushArrays();
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if( glState.stencilEnabled )
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pglDisable( GL_STENCIL_TEST );
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pglEnable( GL_TEXTURE_2D );
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}
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/*
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=============================================================
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STANDARD PROJECTIVE SHADOW MAPS (SSM)
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=============================================================
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*/
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int r_numShadowGroups;
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shadowGroup_t r_shadowGroups[MAX_SHADOWGROUPS];
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int r_entShadowBits[MAX_ENTITIES];
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//static bool r_shadowGroups_sorted;
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#define SHADOWGROUPS_HASH_SIZE 8
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static shadowGroup_t *r_shadowGroups_hash[SHADOWGROUPS_HASH_SIZE];
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static byte r_shadowCullBits[MAX_SHADOWGROUPS/8];
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/*
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===============
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R_InitShadowmaps
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===============
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*/
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static void R_InitShadowmaps( void )
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{
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// clear all possible values, should be called once per scene
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r_numShadowGroups = 0;
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// r_shadowGroups_sorted = false;
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Mem_Set( r_shadowGroups, 0, sizeof( r_shadowGroups ));
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Mem_Set( r_entShadowBits, 0, sizeof( r_entShadowBits ));
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Mem_Set( r_shadowGroups_hash, 0, sizeof( r_shadowGroups_hash ));
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}
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/*
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===============
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R_ClearShadowmaps
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===============
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*/
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void R_ClearShadowmaps( void )
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{
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r_numShadowGroups = 0;
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if( r_shadows->integer != SHADOW_MAPPING || RI.refdef.flags & RDF_NOWORLDMODEL )
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return;
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// clear all possible values, should be called once per scene
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// r_shadowGroups_sorted = false;
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memset( r_shadowGroups, 0, sizeof( r_shadowGroups ) );
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memset( r_entShadowBits, 0, sizeof( r_entShadowBits ) );
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memset( r_shadowGroups_hash, 0, sizeof( r_shadowGroups_hash ) );
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}
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/*
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===============
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R_AddShadowCaster
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===============
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*/
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bool R_AddShadowCaster( ref_entity_t *ent )
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{
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int i;
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float radius;
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vec3_t origin;
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unsigned int hash_key;
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shadowGroup_t *group;
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mleaf_t *leaf;
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vec3_t mins, maxs, bbox[8];
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if( r_shadows->integer != SHADOW_MAPPING || RI.refdef.flags & RDF_NOWORLDMODEL )
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return false;
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if( !GL_Support( R_SHADER_GLSL100_EXT ) || !GL_Support( R_DEPTH_TEXTURE ) || !GL_Support( R_SHADOW_EXT ))
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return false;
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VectorCopy( ent->lightingOrigin, origin );
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if( VectorCompare( origin, vec3_origin ) )
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return false;
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// find lighting group containing entities with same lightingOrigin as ours
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hash_key = (unsigned int)( origin[0] * 7 + origin[1] * 5 + origin[2] * 3 );
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hash_key &= ( SHADOWGROUPS_HASH_SIZE-1 );
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for( group = r_shadowGroups_hash[hash_key]; group; group = group->hashNext )
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{
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if( VectorCompare( group->origin, origin ) )
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goto add; // found an existing one, add
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}
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if( r_numShadowGroups == MAX_SHADOWGROUPS )
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return false; // no free groups
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leaf = Mod_PointInLeaf( origin, r_worldmodel );
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// start a new group
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group = &r_shadowGroups[r_numShadowGroups];
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group->bit = ( 1<<r_numShadowGroups );
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// group->cluster = leaf->cluster;
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group->vis = Mod_ClusterPVS( leaf->cluster, r_worldmodel );
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// clear group bounds
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VectorCopy( origin, group->origin );
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ClearBounds( group->mins, group->maxs );
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// add to hash table
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group->hashNext = r_shadowGroups_hash[hash_key];
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r_shadowGroups_hash[hash_key] = group;
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r_numShadowGroups++;
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add:
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// get model bounds
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switch( ent->model->type )
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{
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case mod_studio:
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R_StudioModelBBox( ent, mins, maxs );
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break;
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default:
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VectorClear( mins );
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VectorClear( maxs );
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break;
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}
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for( i = 0; i < 3; i++ )
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{
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if( mins[i] >= maxs[i] )
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return false;
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}
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r_entShadowBits[ent - r_entities] |= group->bit;
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if( ent->ent_type == ED_VIEWMODEL )
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return true;
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// rotate local bounding box and compute the full bounding box for this group
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R_TransformEntityBBox( ent, mins, maxs, bbox, true );
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for( i = 0; i < 8; i++ )
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AddPointToBounds( bbox[i], group->mins, group->maxs );
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// increase projection distance if needed
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VectorSubtract( group->mins, origin, mins );
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VectorSubtract( group->maxs, origin, maxs );
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radius = RadiusFromBounds( mins, maxs );
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group->projDist = max( group->projDist, radius * ent->scale * 2 + min( r_shadows_projection_distance->value, 64 ));
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return true;
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}
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/*
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===============
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R_ShadowGroupSort
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Make sure current view cluster comes first
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===============
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*/
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/*
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static int R_ShadowGroupSort (void const *a, void const *b)
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{
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shadowGroup_t *agroup, *bgroup;
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agroup = (shadowGroup_t *)a;
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bgroup = (shadowGroup_t *)b;
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if( agroup->cluster == r_viewcluster )
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return -2;
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if( bgroup->cluster == r_viewcluster )
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return 2;
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if( agroup->cluster < bgroup->cluster )
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return -1;
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if( agroup->cluster > bgroup->cluster )
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return 1;
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return 0;
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}
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*/
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/*
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===============
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R_CullShadowmapGroups
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===============
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*/
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void R_CullShadowmapGroups( void )
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{
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int i, j;
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vec3_t mins, maxs;
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shadowGroup_t *group;
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if( RI.refdef.flags & RDF_NOWORLDMODEL )
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return;
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memset( r_shadowCullBits, 0, sizeof( r_shadowCullBits ) );
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for( i = 0, group = r_shadowGroups; i < r_numShadowGroups; i++, group++ ) {
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for( j = 0; j < 3; j++ )
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{
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mins[j] = group->origin[j] - group->projDist * 1.75 * 0.5 * 0.5;
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maxs[j] = group->origin[j] + group->projDist * 1.75 * 0.5 * 0.5;
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}
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// check if view point is inside the bounding box...
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for( j = 0; j < 3; j++ )
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if( RI.viewOrigin[j] < mins[j] || RI.viewOrigin[j] > maxs[j] )
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break;
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if( j == 3 )
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continue; // ...it is, so trivially accept
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if( R_CullBox( mins, maxs, RI.clipFlags ) )
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r_shadowCullBits[i>>3] |= (1<<(i&7)); // trivially reject
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else if( OCCLUSION_QUERIES_ENABLED( RI ) )
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R_IssueOcclusionQuery( R_GetOcclusionQueryNum( OQ_SHADOWGROUP, i ), r_worldent, mins, maxs );
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}
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}
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/*
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===============
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R_DrawShadowmaps
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===============
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*/
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void R_DrawShadowmaps( void )
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{
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int i, j;
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int width, height, textureWidth, textureHeight;
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vec3_t angles;
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vec3_t lightdir, M[3];
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refinst_t oldRI;
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shadowGroup_t *group;
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if( !r_numShadowGroups )
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return;
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width = r_lastRefdef.viewport[2];
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height = r_lastRefdef.viewport[3];
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RI.previousentity = NULL;
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Mem_Copy( &oldRI, &prevRI, sizeof( refinst_t ) );
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Mem_Copy( &prevRI, &RI, sizeof( refinst_t ) );
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RI.refdef.flags &= ~RDF_SKYPORTALINVIEW;
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/*
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// sort by clusternum (not really needed anymore, but oh well)
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if( !r_shadowGroups_sorted ) { // note: this breaks hash pointers
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r_shadowGroups_sorted = true;
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qsort( r_shadowGroups, r_numShadowGroups, sizeof(shadowGroup_t), R_ShadowGroupSort );
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}
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*/
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// find lighting group containing entities with same lightingOrigin as ours
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for( i = 0, group = r_shadowGroups; i < r_numShadowGroups; i++, group++ )
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{
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if( r_shadowCullBits[i>>3] & ( 1<<( i&7 ) ) )
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continue;
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if( OCCLUSION_QUERIES_ENABLED( prevRI ) )
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{
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if( !R_GetOcclusionQueryResultBool( OQ_SHADOWGROUP, i, true ) )
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continue;
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}
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RI.farClip = group->projDist;
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RI.clipFlags |= ( 1<<4 ); // clip by far plane too
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RI.shadowBits = 0; // no shadowing yet
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RI.meshlist = &r_shadowlist;
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RI.shadowGroup = group;
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RI.params = RP_SHADOWMAPVIEW|RP_FLIPFRONTFACE|RP_OLDVIEWCLUSTER; // make sure RP_WORLDSURFVISIBLE isn't set
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// allocate/resize the texture if needed
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R_InitShadowmapTexture( &( tr.shadowmapTextures[i] ), i, width, height );
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group->depthTexture = tr.shadowmapTextures[i];
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textureWidth = group->depthTexture->width;
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textureHeight = group->depthTexture->height;
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// default to fov 90, R_SetupFrame will most likely alter the values to give depth more precision
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RI.refdef.viewport[2] = textureWidth;
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RI.refdef.viewport[3] = textureHeight;
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RI.refdef.fov_x = 90;
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RI.refdef.fov_y = CalcFov( RI.refdef.fov_x, RI.refdef.viewport[2], RI.refdef.viewport[3] );
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Vector4Set( RI.viewport, RI.refdef.viewport[0], RI.refdef.viewport[1], textureWidth, textureHeight );
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Vector4Set( RI.scissor, RI.refdef.viewport[0], RI.refdef.viewport[1], textureWidth, textureHeight );
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// set the view transformation matrix according to lightgrid
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R_LightForOrigin( group->origin, lightdir, NULL, NULL, group->projDist * 0.5 );
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VectorSet( lightdir, -lightdir[0], -lightdir[1], -lightdir[2] );
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VectorNormalizeFast( lightdir );
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NormalVectorToAxis( lightdir, M );
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Matrix3x3_ToAngles( M, angles, true );
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for( j = 0; j < 3; j++ )
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RI.refdef.viewangles[j] = anglemod( angles[j] );
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// position the light source in the opposite direction
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VectorMA( group->origin, -group->projDist * 0.5, lightdir, RI.refdef.vieworg );
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R_RenderView( &RI.refdef );
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if( !( RI.params & RP_WORLDSURFVISIBLE ) )
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continue; // we didn't cast any shadows on opaque meshes so discard this group
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if( !( prevRI.shadowBits & group->bit ) )
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{ // capture results from framebuffer into depth texture
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prevRI.shadowBits |= group->bit;
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GL_Bind( 0, group->depthTexture );
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pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, RI.refdef.viewport[0], RI.refdef.viewport[1], textureWidth, textureHeight );
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}
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Matrix4x4_Copy( group->worldviewProjectionMatrix, RI.worldviewProjectionMatrix );
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}
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oldRI.shadowBits |= prevRI.shadowBits; // set shadowBits for all RI's so that we won't
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Mem_Copy( &RI, &prevRI, sizeof( refinst_t ));
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Mem_Copy( &prevRI, &oldRI, sizeof( refinst_t ));
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}
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//==================================================================================
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/*
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===============
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R_InitShadows
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===============
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*/
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void R_InitShadows( void )
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{
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R_InitPlanarShadows();
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R_InitShadowmaps();
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}
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/*
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===============
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R_ShutdownShadows
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===============
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*/
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void R_ShutdownShadows( void )
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{
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r_planarShadowShader = NULL;
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}
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