- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
- {
- // 2/0/0/2 3D combine blendsquare path
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- // these comments are a test run through this math for intensity 0.5
- // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
- // 0.25 * 0.25 = 0.0625 (this is another pass)
- // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ }
+ if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+ {
+ // FIXME: detect blendsquare!
+ //if (gl_support_blendsquare)
+ {
+ colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value;
+ if (glosstexture == r_shadow_blankglosstexture)
+ colorscale *= r_shadow_gloss2intensity.value;
+ GL_Color(1,1,1,1);
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/1/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ }
+ else
+ {
+ // 2/0/0/2/2 2D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_State(&m);
+ GL_ColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, numverts);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ GL_LockArrays(0, 0);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[0] = vertex3f;
+ m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+ R_Mesh_State(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (lightcubemap)
+ {
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+ m.pointer_texcoord3f[1] = vertex3f;
+ m.texmatrix[1] = *matrix_modeltolight;
+#else
+ m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+ }
+ }
+ }
+ R_Mesh_State(&m);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);