shadow rendering optimizations
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2581 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -830,267 +830,6 @@ void readdepth(int w, int h, vec &pos)
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pos.z = (float)worldz;
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}
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VARP(stencilshadow, 0, 40, 100);
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int stenciling = 0;
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VAR(shadowcasters, 1, 0, 0);
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#define SHADOWTILES 32
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#define SHADOWTILEMASK (0xFFFFFFFFU>>(32-SHADOWTILES))
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uint shadowtiles[SHADOWTILES+1];
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float shadowx1 = 1, shadowy1 = 1, shadowx2 = -1, shadowy2 = -1;
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bool addshadowtiles(float x1, float y1, float x2, float y2)
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{
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if(x1 >= 1 || y1 >= 1 || x2 <= -1 || y2 <= -1) return false;
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shadowcasters++;
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shadowx1 = min(shadowx1, max(x1, -1.0f));
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shadowy1 = min(shadowy1, max(y1, -1.0f));
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shadowx2 = max(shadowx2, min(x2, 1.0f));
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shadowy2 = max(shadowy2, min(y2, 1.0f));
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int tx1 = clamp(int((x1 + 1)/2 * SHADOWTILES), 0, SHADOWTILES - 1),
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ty1 = clamp(int((y1 + 1)/2 * SHADOWTILES), 0, SHADOWTILES - 1),
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tx2 = clamp(int((x2 + 1)/2 * SHADOWTILES), 0, SHADOWTILES - 1),
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ty2 = clamp(int((y2 + 1)/2 * SHADOWTILES), 0, SHADOWTILES - 1);
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uint mask = (SHADOWTILEMASK>>(SHADOWTILES - (tx2+1))) & (SHADOWTILEMASK<<tx1);
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for(int y = ty1; y <= ty2; y++) shadowtiles[y] |= mask;
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return true;
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}
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bool addshadowbox(const vec &bbmin, const vec &bbmax, const glmatrixf &mat)
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{
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vec4 v[8];
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float sx1 = 1, sy1 = 1, sx2 = -1, sy2 = -1;
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loopi(8)
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{
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vec p(i&1 ? bbmax.x : bbmin.x, i&2 ? bbmax.y : bbmin.y, i&4 ? bbmax.z : bbmin.z);
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vec4 &pv = v[i];
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mat.transform(p, pv);
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if(pv.z >= 0)
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{
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float x = pv.x / pv.w, y = pv.y / pv.w;
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sx1 = min(sx1, x);
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sy1 = min(sy1, y);
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sx2 = max(sx2, x);
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sy2 = max(sy2, y);
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}
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}
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if(sx1 >= sx2 || sy1 >= sy2) return false;
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loopi(8)
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{
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const vec4 &p = v[i];
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if(p.z >= 0) continue;
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loopj(3)
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{
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const vec4 &o = v[i^(1<<j)];
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if(o.z <= 0) continue;
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float t = p.z/(p.z - o.z),
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w = p.w + t*(o.w - p.w),
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x = (p.x + t*(o.x - p.x))/w,
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y = (p.y + t*(o.y - p.y))/w;
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sx1 = min(sx1, x);
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sy1 = min(sy1, y);
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sx2 = max(sx2, x);
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sy2 = max(sy2, y);
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}
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}
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return addshadowtiles(sx1, sy1, sx2, sy2);
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}
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VAR(shadowclip, 0, 1, 1);
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VAR(shadowtile, 0, 1, 1);
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VAR(dbgtiles, 0, 0, 1);
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void rendershadowtiles()
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{
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if(shadowx1 >= shadowx2 || shadowy1 >= shadowy2) return;
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float clipx1 = (shadowx1 + 1) / 2,
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clipy1 = (shadowy1 + 1) / 2,
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clipx2 = (shadowx2 + 1) / 2,
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clipy2 = (shadowy2 + 1) / 2;
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if(!shadowclip)
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{
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clipx1 = clipy1 = 0;
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clipx2 = clipy2 = 1;
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}
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if(!shadowtile)
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{
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glBegin(GL_QUADS);
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glVertex2f(clipx1, clipy2);
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glVertex2f(clipx2, clipy2);
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glVertex2f(clipx2, clipy1);
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glVertex2f(clipx1, clipy1);
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glEnd();
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return;
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}
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glBegin(GL_QUADS);
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float tsz = 1.0f/SHADOWTILES;
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loop(y, SHADOWTILES+1)
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{
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uint mask = shadowtiles[y];
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int x = 0;
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while(mask)
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{
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while(!(mask&0xFF)) { mask >>= 8; x += 8; }
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while(!(mask&1)) { mask >>= 1; x++; }
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int xstart = x;
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do { mask >>= 1; x++; } while(mask&1);
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uint strip = (SHADOWTILEMASK>>(SHADOWTILES - x)) & (SHADOWTILEMASK<<xstart);
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int yend = y;
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do { shadowtiles[yend] &= ~strip; yend++; } while((shadowtiles[yend] & strip) == strip);
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float vx = xstart*tsz,
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vy = y*tsz,
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vw = (x-xstart)*tsz,
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vh = (yend-y)*tsz,
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vx1 = max(vx, clipx1),
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vy1 = max(vy, clipy1),
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vx2 = min(vx+vw, clipx2),
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vy2 = min(vy+vh, clipy2);
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glVertex2f(vx1, vy2);
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glVertex2f(vx2, vy2);
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glVertex2f(vx2, vy1);
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glVertex2f(vx1, vy1);
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}
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}
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glEnd();
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}
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void drawstencilshadows()
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{
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glDisable(GL_FOG);
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glEnable(GL_STENCIL_TEST);
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glDisable(GL_TEXTURE_2D);
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glDepthMask(GL_FALSE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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stenciling = 1;
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shadowcasters = 0;
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shadowx2 = shadowy2 = -1;
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shadowx1 = shadowy1 = 1;
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memset(shadowtiles, 0, sizeof(shadowtiles));
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if((hasST2 || hasSTS) && hasSTW)
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{
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glDisable(GL_CULL_FACE);
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if(hasST2)
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{
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glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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glActiveStencilFace_(GL_BACK);
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glStencilFunc(GL_ALWAYS, 0, ~0U);
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glStencilOp(GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);
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glActiveStencilFace_(GL_FRONT);
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glStencilFunc(GL_ALWAYS, 0, ~0U);
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
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}
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else
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{
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glStencilFuncSeparate_(GL_ALWAYS, GL_ALWAYS, 0, ~0U);
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glStencilOpSeparate_(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);
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glStencilOpSeparate_(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
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}
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startmodelbatches();
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renderentities();
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renderclients();
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renderbounceents();
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endmodelbatches();
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if(hasST2) glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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glEnable(GL_CULL_FACE);
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}
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else
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{
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glStencilFunc(GL_ALWAYS, 0, ~0U);
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
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startmodelbatches();
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renderentities();
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renderclients();
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renderbounceents();
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endmodelbatches(false);
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stenciling = 2;
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glStencilFunc(GL_ALWAYS, 0, ~0U);
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glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
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glCullFace(GL_BACK);
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endmodelbatches(true);
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glCullFace(GL_FRONT);
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}
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stenciling = 0;
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
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if(shadowcasters)
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{
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glDisable(GL_DEPTH_TEST);
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glStencilFunc(GL_NOTEQUAL, 0, ~0U);
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glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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float intensity = 1.0f - stencilshadow/100.0f;
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glColor3f(intensity, intensity, intensity);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, 1, 0, 1, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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static uint debugtiles[SHADOWTILES+1];
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if(dbgtiles) memcpy(debugtiles, shadowtiles, sizeof(debugtiles));
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rendershadowtiles();
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if(dbgtiles)
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{
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glDisable(GL_STENCIL_TEST);
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glColor3f(0.5f, 1, 0.5f);
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memcpy(shadowtiles, debugtiles, sizeof(debugtiles));
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rendershadowtiles();
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glColor3f(0, 0, 1);
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glDisable(GL_BLEND);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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memcpy(shadowtiles, debugtiles, sizeof(debugtiles));
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rendershadowtiles();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(fovy, aspect, 0.15f, farplane);
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glMatrixMode(GL_MODELVIEW);
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transplayer();
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glEnable(GL_DEPTH_TEST);
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}
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_TEXTURE_2D);
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}
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void gl_drawframe(int w, int h, float changelod, float curfps)
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{
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drawminimap(w, h);
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