- {
- qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- }
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
-{
- // shared final code for all the dot3 layers
- int renders;
- GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
- for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
- {
- GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
- }
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
-{
- rmeshstate_t m;
- // colorscale accounts for how much we multiply the brightness
- // during combine.
- //
- // mult is how many times the final pass of the lighting will be
- // performed to get more brightness than otherwise possible.
- //
- // Limit mult to 64 for sanity sake.
- GL_Color(1,1,1,1);
- if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
- {
- // 3 3D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[1] = rsurface.texture->currenttexmatrix;
- m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[2] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[2] = rsurface.entitytolight;
- GL_BlendFunc(GL_ONE, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
- {
- // 2 3D combine path (Geforce3, original Radeon)
- memset(&m, 0, sizeof(m));
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- m.tex[1] = R_GetTexture(basetexture);
- m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[1] = rsurface.texture->currenttexmatrix;
- GL_BlendFunc(GL_ONE, GL_ONE);
- }
- else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- // 4 2D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytoattenuationz;
- m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[2] = rsurface.texture->currenttexmatrix;
- if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[3] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[3] = rsurface.entitytolight;
- }
- GL_BlendFunc(GL_ONE, GL_ONE);
- }
- else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
- {
- // 3 2D combine path (Geforce3, original Radeon)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytoattenuationz;
- m.tex[2] = R_GetTexture(basetexture);
- m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[2] = rsurface.texture->currenttexmatrix;
- GL_BlendFunc(GL_ONE, GL_ONE);
- }
- else
- {
- // 2/2/2 2D combine path (any dot3 card)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytoattenuationz;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytolight;
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- // this final code is shared
- R_Mesh_TextureState(&m);
- R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
-{
- rmeshstate_t m;
- // colorscale accounts for how much we multiply the brightness
- // during combine.
- //
- // mult is how many times the final pass of the lighting will be
- // performed to get more brightness than otherwise possible.
- //
- // Limit mult to 64 for sanity sake.
- GL_Color(1,1,1,1);
- // generate normalization cubemap texcoords
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
- {
- // 3/2 3D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(normalmaptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
- m.pointer_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[2] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[2] = rsurface.entitytoattenuationxyz;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytolight;
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- // 1/2/2 3D combine path (original Radeon)
- memset(&m, 0, sizeof(m));
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(normalmaptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
- m.pointer_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- R_Mesh_TextureState(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytolight;
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
- {
- // 2/2 3D combine path (original Radeon)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(normalmaptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
- m.pointer_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytoattenuationxyz;
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_textureunits.integer >= 4)
- {
- // 4/2 2D combine path (Geforce3, Radeon 8500)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(normalmaptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
- m.pointer_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[2] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[2] = rsurface.entitytoattenuationxyz;
- m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[3] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[3] = rsurface.entitytoattenuationz;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytolight;
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else
- {
- // 2/2/2 2D combine path (any dot3 card)
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytoattenuationz;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(normalmaptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
- m.pointer_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- R_Mesh_TextureState(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytolight;
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- // this final code is shared
- R_Mesh_TextureState(&m);
- R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
-{
- float glossexponent;
- rmeshstate_t m;
- // FIXME: detect blendsquare!
- //if (!gl_support_blendsquare)
- // return;
- GL_Color(1,1,1,1);
- // generate normalization cubemap texcoords
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
- if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- // 2/0/0/1/2 3D combine blendsquare path
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
- m.pointer_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second and third pass
- R_Mesh_ResetTextureState();
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // fourth pass
- memset(&m, 0, sizeof(m));
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- R_Mesh_TextureState(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // fifth pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytolight;
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
- {
- // 2/0/0/2 3D combine blendsquare path
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
- m.pointer_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second and third pass
- R_Mesh_ResetTextureState();
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // fourth pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytoattenuationxyz;
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- else
- {
- // 2/0/0/2/2 2D combine blendsquare path
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(normalmaptexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
- m.pointer_texcoord_bufferobject[1] = 0;
- m.pointer_texcoord_bufferoffset[1] = 0;
- R_Mesh_TextureState(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // second and third pass
- R_Mesh_ResetTextureState();
- // square alpha in framebuffer a few times to make it shiny
- GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
- for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // fourth pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[0] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[0] = rsurface.entitytoattenuationxyz;
- m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytoattenuationz;
- R_Mesh_TextureState(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
- // fifth pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- m.texmatrix[0] = rsurface.texture->currenttexmatrix;
- if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
- {
- m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
- m.pointer_texcoord3f[1] = rsurface.vertex3f;
- m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
- m.texmatrix[1] = rsurface.entitytolight;
- }
- GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
- }
- // this final code is shared
- R_Mesh_TextureState(&m);
- R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
-{
- // ARB path (any Geforce, any Radeon)
- qboolean doambient = ambientscale > 0;
- qboolean dodiffuse = diffusescale > 0;
- qboolean dospecular = specularscale > 0;
- if (!doambient && !dodiffuse && !dospecular)
- return;
- R_Mesh_ColorPointer(NULL, 0, 0);
- if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
- if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
- if (dopants)
- {
- if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
- if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
- }
- if (doshirt)
- {
- if (doambient)
- R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
- if (dodiffuse)
- R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
- }
- if (dospecular)
- R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);