if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
- GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+ GL_CullFace(r_view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
// increment stencil if frontface is behind depthbuffer
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_view.cullface_back);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
{
GL_CullFace(GL_NONE);
- qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
- qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
+ qglStencilOpSeparate(r_view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ qglStencilOpSeparate(r_view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
{
GL_CullFace(GL_NONE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
+ qglActiveStencilFaceEXT(r_view.cullface_front);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
+ qglActiveStencilFaceEXT(r_view.cullface_back);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
}
static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
+ R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
+ R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+ R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+ R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+ R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+ R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
+ R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+ R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+ R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+ R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
nmap = rsurface.texture->currentskinframe->nmap;
if (gl_lightmaps.integer)
nmap = r_texture_blanknormalmap;
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
- GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+ GL_CullFace(r_view.cullface_front);
qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
// increment stencil if frontface is behind depthbuffer
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_view.cullface_back);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
// count this light in the r_speeds
r_refdef.stats.lights++;
- if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+ if (r_showshadowvolumes.integer && r_view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
{
// optionally draw visible shape of the shadow volumes
// for performance analysis by level designers
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
for (i = 0;i < numlightentities_noselfshadow;i++)
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
if (numsurfaces)
// optionally draw the illuminated areas
// for performance analysis by level designers
- if (r_showlighting.integer)
+ if (r_showlighting.integer && r_view.showdebug)
{
R_Shadow_RenderMode_VisibleLighting(false, false);
if (numsurfaces)
R_Shadow_RenderMode_End();
}
-extern void R_SetupView(const matrix4x4_t *matrix);
+extern void R_SetupView(void);
extern cvar_t r_shadows_throwdistance;
void R_DrawModelShadows(void)
{
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
// restoring the perspective view is done by R_RenderScene
- //R_SetupView(&r_view.matrix);
+ //R_SetupView();
// restore other state to normal
R_Shadow_RenderMode_End();
data = r_refdef.worldmodel->brush.entities;
if (!data)
return;
- for (entnum = 0;COM_ParseToken_Simple(&data, false) && com_token[0] == '{';entnum++)
+ for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
{
type = LIGHTTYPE_MINUSX;
origin[0] = origin[1] = origin[2] = 0;
islight = false;
while (1)
{
- if (!COM_ParseToken_Simple(&data, false))
+ if (!COM_ParseToken_Simple(&data, false, false))
break; // error
if (com_token[0] == '}')
break; // end of entity
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseToken_Simple(&data, false))
+ if (!COM_ParseToken_Simple(&data, false, false))
break; // error
strlcpy(value, com_token, sizeof(value));