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85 lines
2.3 KiB
C
85 lines
2.3 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
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This file is part of XreaL source code.
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XreaL source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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XreaL source code is distributed in the hope that it will be
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useful, 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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You should have received a copy of the GNU General Public License
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along with XreaL source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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/*
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====================================================
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for a projection shadow:
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point[x] += light vector * ( z - shadow plane )
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point[y] +=
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point[z] = shadow plane
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1 0 light[x] / light[z]
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====================================================
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*/
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shadowState_t shadowState;
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/*
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=================
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RB_ProjectionShadowDeform
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=================
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*/
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void RB_ProjectionShadowDeform(void)
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{
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float *xyz;
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int i;
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float h;
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vec3_t ground;
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vec3_t light;
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float groundDist;
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float d;
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vec3_t lightDir;
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xyz = (float *)tess.xyz;
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ground[0] = backEnd.orientation.axis[0][2];
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ground[1] = backEnd.orientation.axis[1][2];
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ground[2] = backEnd.orientation.axis[2][2];
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groundDist = backEnd.orientation.origin[2] - backEnd.currentEntity->e.shadowPlane;
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VectorCopy(backEnd.currentEntity->lightDir, lightDir);
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d = DotProduct(lightDir, ground);
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// don't let the shadows get too long or go negative
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if(d < 0.5)
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{
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VectorMA(lightDir, (0.5 - d), ground, lightDir);
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d = DotProduct(lightDir, ground);
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}
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d = 1.0 / d;
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light[0] = lightDir[0] * d;
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light[1] = lightDir[1] * d;
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light[2] = lightDir[2] * d;
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for(i = 0; i < tess.numVertexes; i++, xyz += 4)
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{
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h = DotProduct(xyz, ground) + groundDist;
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xyz[0] -= light[0] * h;
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xyz[1] -= light[1] * h;
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xyz[2] -= light[2] * h;
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}
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}
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