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authorxolatile2025-08-17 18:28:28 +0200
committerxolatile2025-08-17 18:28:28 +0200
commitbffe8d11bd1dfec49280fb64a17f0ae529ac3f5d (patch)
tree9f4f7b6f5003585e5a170bd55ccaa335b8f26f90 /src/engine/shadowmap.cpp
parentbec4167d29a68efd0cd2da36143e7f1c78a119a0 (diff)
downloadxolatile-badassbug-master.tar.xz
xolatile-badassbug-master.tar.zst
Compiles, removed a lot of code, do not run it...HEADmaster
Diffstat (limited to 'src/engine/shadowmap.cpp')
-rw-r--r--src/engine/shadowmap.cpp224
1 files changed, 0 insertions, 224 deletions
diff --git a/src/engine/shadowmap.cpp b/src/engine/shadowmap.cpp
deleted file mode 100644
index e86f65f..0000000
--- a/src/engine/shadowmap.cpp
+++ /dev/null
@@ -1,224 +0,0 @@
-#include "engine.h"
-#include "rendertarget.h"
-
-VARP(shadowmap, 0, 0, 1);
-
-extern void cleanshadowmap();
-VARFP(shadowmapsize, 7, 9, 11, cleanshadowmap());
-VARP(shadowmapradius, 64, 96, 256);
-VAR(shadowmapheight, 0, 32, 128);
-VARP(shadowmapdist, 128, 256, 512);
-VARFP(fpshadowmap, 0, 0, 1, cleanshadowmap());
-VARFP(shadowmapprecision, 0, 0, 1, cleanshadowmap());
-bvec shadowmapambientcolor(0, 0, 0);
-HVARFR(shadowmapambient, 0, 0, 0xFFFFFF, {
- if(shadowmapambient <= 255) shadowmapambient |= (shadowmapambient<<8) | (shadowmapambient<<16);
- shadowmapambientcolor = bvec((shadowmapambient>>16)&0xFF, (shadowmapambient>>8)&0xFF, shadowmapambient&0xFF);
-});
-VARP(shadowmapintensity, 0, 40, 100);
-
-VARP(blurshadowmap, 0, 1, 3);
-VARP(blursmsigma, 1, 100, 200);
-
-#define SHADOWSKEW 0.7071068f
-
-vec shadowoffset(0, 0, 0), shadowfocus(0, 0, 0), shadowdir(0, SHADOWSKEW, 1);
-VAR(shadowmapcasters, 1, 0, 0);
-float shadowmapmaxz = 0;
-
-void setshadowdir(int angle) {
- shadowdir = vec(0, SHADOWSKEW, 1);
- shadowdir.rotate_around_z(angle*RAD);
-}
-
-VARFR(shadowmapangle, 0, 0, 360, setshadowdir(shadowmapangle));
-
-void guessshadowdir() {
- if(shadowmapangle) return;
- vec dir; {
- vec lightpos(0, 0, 0), casterpos(0, 0, 0);
- int numlights = 0, numcasters = 0;
- const vector<extentity *> &ents = entities::getents();
- loopv(ents) {
- extentity &e = *ents[i];
- switch(e.type) {
- case ET_LIGHT:
- if(!e.attr1) { lightpos.add(e.o); numlights++; }
- break;
- case ET_MAPMODEL:
- casterpos.add(e.o);
- numcasters++;
- break;
- default:
- if(e.type<ET_GAMESPECIFIC) break;
- casterpos.add(e.o);
- numcasters++;
- break;
- }
- }
- if(!numlights || !numcasters) return;
- lightpos.div(numlights);
- casterpos.div(numcasters);
- dir = vec(lightpos).sub(casterpos);
- }
- dir.z = 0;
- if(dir.iszero()) return;
- dir.normalize();
- dir.mul(SHADOWSKEW);
- dir.z = 1;
- shadowdir = dir;
-}
-
-bool shadowmapping = false;
-
-matrix4 shadowmatrix;
-
-VARP(shadowmapbias, 0, 5, 1024);
-VARP(shadowmappeelbias, 0, 20, 1024);
-VAR(smdepthpeel, 0, 1, 1);
-VAR(smoothshadowmappeel, 1, 0, 0);
-
-static struct shadowmaptexture : rendertarget {
- const GLenum *colorformats() const {
- static const GLenum rgbafmts[] = { GL_RGBA16F, GL_RGBA16, GL_RGBA, GL_RGBA8, GL_FALSE };
- return &rgbafmts[fpshadowmap && hasTF ? 0 : (shadowmapprecision ? 1 : 2)];
- }
- bool swaptexs() const { return true; }
- bool scissorblur(int &x, int &y, int &w, int &h) {
- x = max(int(floor((scissorx1+1)/2*vieww)) - 2*blursize, 2);
- y = max(int(floor((scissory1+1)/2*viewh)) - 2*blursize, 2);
- w = min(int(ceil((scissorx2+1)/2*vieww)) + 2*blursize, vieww-2) - x;
- h = min(int(ceil((scissory2+1)/2*viewh)) + 2*blursize, viewh-2) - y;
- return true;
- }
- bool scissorrender(int &x, int &y, int &w, int &h) {
- x = y = 2;
- w = vieww - 2*2;
- h = viewh - 2*2;
- return true;
- }
- void doclear() {
- glClearColor(0, 0, 0, 0);
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- }
- bool dorender() {
- vec skewdir(shadowdir);
- skewdir.rotate_around_z(-camera1->yaw*RAD);
- vec dir;
- vecfromyawpitch(camera1->yaw, camera1->pitch, 1, 0, dir);
- dir.z = 0;
- dir.mul(shadowmapradius);
- vec dirx, diry;
- vecfromyawpitch(camera1->yaw, 0, 0, 1, dirx);
- vecfromyawpitch(camera1->yaw, 0, 1, 0, diry);
- shadowoffset.x = -fmod(dirx.dot(camera1->o) - skewdir.x*camera1->o.z, 2.0f*shadowmapradius/vieww);
- shadowoffset.y = -fmod(diry.dot(camera1->o) - skewdir.y*camera1->o.z, 2.0f*shadowmapradius/viewh);
- shadowmatrix.ortho(-shadowmapradius, shadowmapradius, -shadowmapradius, shadowmapradius, -shadowmapdist, shadowmapdist);
- shadowmatrix.mul(matrix3(vec(1, 0, 0), vec(0, 1, 0), vec(skewdir.x, skewdir.y, 1)));
- shadowmatrix.translate(skewdir.x*shadowmapheight + shadowoffset.x, skewdir.y*shadowmapheight + shadowoffset.y + dir.magnitude(), -shadowmapheight);
- shadowmatrix.rotate_around_z((camera1->yaw+180)*-RAD);
- shadowmatrix.translate(vec(camera1->o).neg());
- GLOBALPARAM(shadowmatrix, shadowmatrix);
- shadowfocus = camera1->o;
- shadowfocus.add(dir);
- shadowfocus.add(vec(shadowdir).mul(shadowmapheight));
- shadowfocus.add(dirx.mul(shadowoffset.x));
- shadowfocus.add(diry.mul(shadowoffset.y));
- gle::colorf(0, 0, 0);
- GLOBALPARAMF(shadowmapbias, -shadowmapbias/float(shadowmapdist), 1 - (shadowmapbias + (smoothshadowmappeel ? 0 : shadowmappeelbias))/float(shadowmapdist));
- shadowmapcasters = 0;
- shadowmapmaxz = shadowfocus.z - shadowmapdist;
- shadowmapping = true;
- rendergame();
- shadowmapping = false;
- shadowmapmaxz = min(shadowmapmaxz, shadowfocus.z);
- if(shadowmapcasters && smdepthpeel) {
- int sx, sy, sw, sh;
- bool scissoring = rtscissor && scissorblur(sx, sy, sw, sh) && sw > 0 && sh > 0;
- if(scissoring) glScissor(sx, sy, sw, sh);
- if(!rtscissor || scissoring) rendershadowmapreceivers();
- }
- return shadowmapcasters>0;
- }
-} shadowmaptex;
-
-void cleanshadowmap() {
- shadowmaptex.cleanup(true);
-}
-
-void calcshadowmapbb(const vec &o, float xyrad, float zrad, float &x1, float &y1, float &x2, float &y2) {
- vec skewdir(shadowdir);
- skewdir.rotate_around_z(-camera1->yaw*RAD);
- vec ro(o);
- ro.sub(camera1->o);
- ro.rotate_around_z(-(camera1->yaw+180)*RAD);
- ro.x += ro.z * skewdir.x + shadowoffset.x;
- ro.y += ro.z * skewdir.y + shadowmapradius * cosf(camera1->pitch*RAD) + shadowoffset.y;
- vec high(ro), low(ro);
- high.x += zrad * skewdir.x;
- high.y += zrad * skewdir.y;
- low.x -= zrad * skewdir.x;
- low.y -= zrad * skewdir.y;
- x1 = (min(high.x, low.x) - xyrad) / shadowmapradius;
- y1 = (min(high.y, low.y) - xyrad) / shadowmapradius;
- x2 = (max(high.x, low.x) + xyrad) / shadowmapradius;
- y2 = (max(high.y, low.y) + xyrad) / shadowmapradius;
-}
-
-bool addshadowmapcaster(const vec &o, float xyrad, float zrad) {
- if(o.z + zrad <= shadowfocus.z - shadowmapdist || o.z - zrad >= shadowfocus.z) return false;
- shadowmapmaxz = max(shadowmapmaxz, o.z + zrad);
- float x1, y1, x2, y2;
- calcshadowmapbb(o, xyrad, zrad, x1, y1, x2, y2);
- if(!shadowmaptex.addblurtiles(x1, y1, x2, y2, 2)) return false;
- shadowmapcasters++;
- return true;
-}
-
-bool isshadowmapreceiver(vtxarray *va) {
- if(!shadowmap || !shadowmapcasters) return false;
- if(va->shadowmapmax.z <= shadowfocus.z - shadowmapdist || va->shadowmapmin.z >= shadowmapmaxz) return false;
- float xyrad = SQRT2*0.5f*max(va->shadowmapmax.x-va->shadowmapmin.x, va->shadowmapmax.y-va->shadowmapmin.y),
- zrad = 0.5f*(va->shadowmapmax.z-va->shadowmapmin.z),
- x1, y1, x2, y2;
- if(xyrad<0 || zrad<0) return false;
- vec center = vec(va->shadowmapmin).add(vec(va->shadowmapmax)).mul(0.5f);
- calcshadowmapbb(center, xyrad, zrad, x1, y1, x2, y2);
- return shadowmaptex.checkblurtiles(x1, y1, x2, y2, 2);
-}
-
-bool isshadowmapcaster(const vec &o, float rad) {
- // cheaper inexact test
- float dz = o.z - shadowfocus.z;
- float cx = shadowfocus.x + dz*shadowdir.x, cy = shadowfocus.y + dz*shadowdir.y;
- float skew = rad*SHADOWSKEW;
- if(!shadowmapping ||
- o.z + rad <= shadowfocus.z - shadowmapdist || o.z - rad >= shadowfocus.z ||
- o.x + rad <= cx - shadowmapradius-skew || o.x - rad >= cx + shadowmapradius+skew ||
- o.y + rad <= cy - shadowmapradius-skew || o.y - rad >= cy + shadowmapradius+skew)
- return false;
- return true;
-}
-
-void pushshadowmap() {
- if(!shadowmap || !shadowmaptex.rendertex) return;
- glActiveTexture_(GL_TEXTURE7);
- glBindTexture(GL_TEXTURE_2D, shadowmaptex.rendertex);
- matrix4 m = shadowmatrix;
- m.projective(-1, 1-shadowmapbias/float(shadowmapdist));
- GLOBALPARAM(shadowmapproject, m);
- glActiveTexture_(GL_TEXTURE0);
- float r, g, b;
- if(!shadowmapambient) {
- r = max(25.0f, 2.0f*ambientcolor[0]);
- g = max(25.0f, 2.0f*ambientcolor[1]);
- b = max(25.0f, 2.0f*ambientcolor[2]);
- }
- else { r = shadowmapambientcolor[0]; g = shadowmapambientcolor[1]; b = shadowmapambientcolor[2]; }
- GLOBALPARAMF(shadowmapambient, r/255.0f, g/255.0f, b/255.0f);
-}
-
-void rendershadowmap() {
- if(!shadowmap) return;
- shadowmaptex.render(1<<shadowmapsize, 1<<shadowmapsize, blurshadowmap, blursmsigma/100.0f);
-}