diff options
author | James Canete <use.less01@gmail.com> | 2012-12-06 01:55:45 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-12 21:24:54 +0000 |
commit | 241a28e637799fef100619a74a8f88c2954e6754 (patch) | |
tree | edb915d7d901844a3d04646666515404201623b1 /src/rend2/tr_backend.c | |
parent | 524bc5d77c1a8f8f2c25443c54ee74e73a5ca39b (diff) |
#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
Diffstat (limited to 'src/rend2/tr_backend.c')
-rw-r--r-- | src/rend2/tr_backend.c | 40 |
1 files changed, 28 insertions, 12 deletions
diff --git a/src/rend2/tr_backend.c b/src/rend2/tr_backend.c index 55457a51..b8d56e59 100644 --- a/src/rend2/tr_backend.c +++ b/src/rend2/tr_backend.c @@ -1245,21 +1245,37 @@ const void *RB_DrawSurfs( const void *data ) { { vec4_t quadVerts[4]; vec2_t texCoords[4]; + vec4_t box; FBO_Bind(tr.screenShadowFbo); - qglViewport(0, 0, tr.screenShadowFbo->width, tr.screenShadowFbo->height); - qglScissor(0, 0, tr.screenShadowFbo->width, tr.screenShadowFbo->height); - - VectorSet4(quadVerts[0], -1, 1, 0, 1); - VectorSet4(quadVerts[1], 1, 1, 0, 1); - VectorSet4(quadVerts[2], 1, -1, 0, 1); - VectorSet4(quadVerts[3], -1, -1, 0, 1); - - texCoords[0][0] = 0; texCoords[0][1] = 1; - texCoords[1][0] = 1; texCoords[1][1] = 1; - texCoords[2][0] = 1; texCoords[2][1] = 0; - texCoords[3][0] = 0; texCoords[3][1] = 0; + box[0] = (backEnd.refdef.x ) * tr.screenShadowFbo->width / (float)glConfig.vidWidth; + box[1] = (backEnd.refdef.y ) * tr.screenShadowFbo->height / (float)glConfig.vidHeight; + box[2] = (backEnd.refdef.width ) * tr.screenShadowFbo->width / (float)glConfig.vidWidth; + box[3] = (backEnd.refdef.height) * tr.screenShadowFbo->height / (float)glConfig.vidHeight; + + qglViewport(box[0], box[1], box[2], box[3]); + qglScissor(box[0], box[1], box[2], box[3]); + + box[0] = (backEnd.refdef.x ) / (float)glConfig.vidWidth; + box[1] = (backEnd.refdef.y ) / (float)glConfig.vidHeight; + box[2] = (backEnd.refdef.x + backEnd.refdef.width ) / (float)glConfig.vidWidth; + box[3] = (backEnd.refdef.y + backEnd.refdef.height) / (float)glConfig.vidHeight; + + texCoords[0][0] = box[0]; texCoords[0][1] = box[3]; + texCoords[1][0] = box[2]; texCoords[1][1] = box[3]; + texCoords[2][0] = box[2]; texCoords[2][1] = box[1]; + texCoords[3][0] = box[0]; texCoords[3][1] = box[1]; + + box[0] = -1.0f; + box[1] = -1.0f; + box[2] = 1.0f; + box[3] = 1.0f; + + VectorSet4(quadVerts[0], box[0], box[3], 0, 1); + VectorSet4(quadVerts[1], box[2], box[3], 0, 1); + VectorSet4(quadVerts[2], box[2], box[1], 0, 1); + VectorSet4(quadVerts[3], box[0], box[1], 0, 1); GL_State( GLS_DEPTHTEST_DISABLE ); |