/** * @brief Applies translation, rotation and scale for the shadow of the specified * entity. In order to reuse the vertex arrays from the primary rendering * pass, the shadow origin must transformed into model-view space. */ static void R_RotateForMeshShadow (const entity_t *e) { if (!e) { glPopMatrix(); } else { vec3_t origin; float height; R_TransformForEntity(e, e->lighting->shadowOrigin, origin); height = -origin[2]; glPushMatrix(); glTranslatef(0, 0, -height + 1.0); glRotatef(-e->angles[PITCH], 0.0, 1.0, 0.0); glScalef(1.0, 1.0, 0.0); } }
/* * R_DrawSkySurf */ void R_DrawSkySurf( const entity_t *e, const shader_t *shader, const mfog_t *fog, const portalSurface_t *portalSurface, unsigned int shadowBits, drawSurfaceSky_t *drawSurf ) { int i; int numVisSides; visSkySide_t visSkySides[6]; vec3_t mins, maxs; int umin, umax, vmin, vmax; bool skyportal = portalSurface != NULL && portalSurface->skyPortal; skydome_t *skydome = rsh.worldBrushModel->skydome; if( !skydome ) { return; } if( skyportal && !fog ) { return; } numVisSides = 0; ClearBounds( mins, maxs ); memset( visSkySides, 0, sizeof( visSkySides ) ); for( i = 0; i < 6; i++ ) { if( drawSurf->skyMins[0][i] >= drawSurf->skyMaxs[0][i] || drawSurf->skyMins[1][i] >= drawSurf->skyMaxs[1][i] ) { continue; } // increase the visible sides counter numVisSides++; umin = (int)( ( drawSurf->skyMins[0][i] + 1.0f ) * 0.5f * (float)( SIDE_SIZE - 1 ) ); umax = (int)( ( drawSurf->skyMaxs[0][i] + 1.0f ) * 0.5f * (float)( SIDE_SIZE - 1 ) ) + 1; vmin = (int)( ( drawSurf->skyMins[1][i] + 1.0f ) * 0.5f * (float)( SIDE_SIZE - 1 ) ); vmax = (int)( ( drawSurf->skyMaxs[1][i] + 1.0f ) * 0.5f * (float)( SIDE_SIZE - 1 ) ) + 1; clamp( umin, 0, SIDE_SIZE - 1 ); clamp( umax, 0, SIDE_SIZE - 1 ); clamp( vmin, 0, SIDE_SIZE - 1 ); clamp( vmax, 0, SIDE_SIZE - 1 ); visSkySides[i].index = i; visSkySides[i].firstVert = vmin * SIDE_SIZE + umin; visSkySides[i].numVerts = ( vmax - vmin ) * SIDE_SIZE + ( umax - umin ) + 1; visSkySides[i].firstElem = ( vmin * ( SIDE_SIZE - 2 ) + umin ) * 6; visSkySides[i].numElems = ( ( vmax - vmin ) * ( SIDE_SIZE - 2 ) + ( umax - umin ) ) * 6; clamp( visSkySides[i].firstVert, 0, POINTS_LEN - 1 ); clamp( visSkySides[i].numVerts, 0, POINTS_LEN ); clamp( visSkySides[i].firstElem, 0, ELEM_LEN - 1 ); clamp( visSkySides[i].numElems, 0, ELEM_LEN ); skydome->meshes[i].numElems = visSkySides[i].numElems; } // no sides are truly visible, ignore if( !numVisSides ) { return; } // center skydome on camera to give the illusion of a larger space rsc.skyent->scale = shader->skyHeight; VectorCopy( rn.viewOrigin, rsc.skyent->origin ); R_TransformForEntity( rsc.skyent ); if( skyportal ) { // render fake fogged skybox R_DrawSkyBox( skydome, visSkySides, rsh.emptyFogShader, shader, fog, drawSurf ); } else { if( shader->skyboxImages[0] ) { R_DrawSkyBox( skydome, visSkySides, rsh.skyShader, shader, fog, drawSurf ); } else { R_DrawBlackBottom( skydome, visSkySides, fog, drawSurf ); } if( shader->numpasses ) { for( i = 0; i < 5; i++ ) { const visSkySide_t *visSide = visSkySides + i; if( drawSurf->skyMins[0][i] >= drawSurf->skyMaxs[0][i] || drawSurf->skyMins[1][i] >= drawSurf->skyMaxs[1][i] ) { continue; } RB_BindShader( rsc.skyent, shader, NULL ); // must be called for every side to reset backend state RB_BindVBO( skydome->sphereVbos[i]->index, GL_TRIANGLES ); RB_DrawElements( visSide->firstVert, visSide->numVerts, visSide->firstElem, visSide->numElems, 0, 0, 0, 0 ); } } } R_TransformForEntity( e ); }
/* * R_DrawSkySurf */ qboolean R_DrawSkySurf( const entity_t *e, const shader_t *shader, const mfog_t *fog, drawSurfaceBSP_t *drawSurf ) { int i; int numVisSides; visSkySide_t visSkySides[6]; vec3_t mins, maxs; int umin, umax, vmin, vmax; entity_t skyent; refdef_t *rd = &rn.refdef; skydome_t *skydome = r_worldbrushmodel->skydome; if( !skydome ) return qfalse; numVisSides = 0; ClearBounds( mins, maxs ); memset( visSkySides, 0, sizeof( visSkySides ) ); for( i = 0; i < 6; i++ ) { if( rn.skyMins[0][i] >= rn.skyMaxs[0][i] || rn.skyMins[1][i] >= rn.skyMaxs[1][i] ) continue; // increase the visible sides counter numVisSides++; umin = (int)( ( rn.skyMins[0][i]+1.0f )*0.5f*(float)( SIDE_SIZE-1 ) ); umax = (int)( ( rn.skyMaxs[0][i]+1.0f )*0.5f*(float)( SIDE_SIZE-1 ) ) + 1; vmin = (int)( ( rn.skyMins[1][i]+1.0f )*0.5f*(float)( SIDE_SIZE-1 ) ); vmax = (int)( ( rn.skyMaxs[1][i]+1.0f )*0.5f*(float)( SIDE_SIZE-1 ) ) + 1; clamp( umin, 0, SIDE_SIZE-1 ); clamp( umax, 0, SIDE_SIZE-1 ); clamp( vmin, 0, SIDE_SIZE-1 ); clamp( vmax, 0, SIDE_SIZE-1 ); visSkySides[i].index = i; visSkySides[i].firstVert = vmin * SIDE_SIZE + umin; visSkySides[i].numVerts = (vmax - vmin) * SIDE_SIZE + (umax - umin); visSkySides[i].firstElem = (vmin * (SIDE_SIZE-1) + umin) * 6; visSkySides[i].numElems = ((vmax - vmin) * (SIDE_SIZE-1) + (umax - umin)) * 6; AddPointToBounds( skydome->meshes[i].xyzArray[vmin*SIDE_SIZE+umin], mins, maxs ); AddPointToBounds( skydome->meshes[i].xyzArray[vmax*SIDE_SIZE+umax], mins, maxs ); skydome->meshes[i].numElems = visSkySides[i].numElems; } // no sides are truly visible, ignore if( !numVisSides ) return qfalse; VectorAdd( mins, rn.viewOrigin, mins ); VectorAdd( maxs, rn.viewOrigin, maxs ); if( rd->rdflags & RDF_SKYPORTALINVIEW ) { R_DrawSkyPortal( e, &rd->skyportal, mins, maxs ); return qfalse; } // center skydome on camera to give the illusion of a larger space skyent = *rsc.worldent; skyent.scale = shader->skyHeight; VectorCopy( rn.viewOrigin, skyent.origin ); R_TransformForEntity( &skyent ); if( shader->skyboxImages[0] ) R_DrawSkyBox( skydome, visSkySides, shader ); else R_DrawBlackBottom( skydome, visSkySides ); if( shader->numpasses ) { RB_BindShader( rsc.worldent, shader, rn.skyFog ); for( i = 0; i < 5; i++ ) { const visSkySide_t *visSide = visSkySides + i; if( rn.skyMins[0][i] >= rn.skyMaxs[0][i] || rn.skyMins[1][i] >= rn.skyMaxs[1][i] ) continue; RB_BindVBO( skydome->sphereVbos[i]->index, GL_TRIANGLES ); RB_DrawElements( visSide->firstVert, visSide->numVerts, visSide->firstElem, visSide->numElems ); } } R_TransformForEntity( e ); return qfalse; }