]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
fix r_trippy compile with DRI/Mesa
[xonotic/darkplaces.git] / r_shadow.c
index 004b0c4000afe5b43c60d5ec5978ca5ab35693ba..ce56b6413f9a73760d6863db4d3f9e87883c79f3 100644 (file)
@@ -1958,7 +1958,7 @@ void R_Shadow_RenderMode_Begin(void)
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
        GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-
+       
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
        if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
@@ -2034,7 +2034,7 @@ void R_Shadow_RenderMode_Reset(void)
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        r_shadow_usingshadowmap2d = false;
        r_shadow_usingshadowmaportho = false;
        R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
@@ -2056,7 +2056,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        GL_CullFace(GL_NONE);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(false);
        r_shadow_rendermode = mode;
        switch(mode)
        {
@@ -2168,7 +2168,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        R_Mesh_ResetTextureState();
        R_Shadow_RenderMode_Reset();
        R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(true);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -2968,7 +2968,7 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
+       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass || r_trippy.integer)
        {
                r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
                r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
@@ -3167,12 +3167,18 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons
 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       {
                GL_DepthFunc(GL_EQUAL);
+               GL_AlphaTest(true);
+       }
        RSurf_DrawBatch();
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       {
                GL_DepthFunc(GL_LEQUAL);
+               GL_AlphaTest(false);
+       }
 }
 
 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
@@ -3632,6 +3638,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        // can hold
        rtlight->cached_numfrustumplanes = 0;
 
+       if (r_trippy.integer)
+               return;
+
        // haven't implemented a culling path for ortho rendering
        if (!r_refdef.view.useperspective)
        {
@@ -4912,7 +4921,7 @@ void R_DrawModelShadowMaps(void)
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
 
        R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow();
+       R_SetupShader_DepthOrShadow(true);
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -4933,7 +4942,7 @@ void R_DrawModelShadowMaps(void)
 #if 0
        // debugging
        R_Mesh_SetMainRenderTargets();
-       R_SetupShader_ShowDepth();
+       R_SetupShader_ShowDepth(true);
        GL_ColorMask(1,1,1,1);
        GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
 #endif
@@ -5134,7 +5143,7 @@ void R_DrawModelShadows(void)
 
        // apply the blend to the shadowed areas
        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
        // restore the viewport
@@ -5364,7 +5373,7 @@ void R_Shadow_DrawCoronas(void)
                        GL_PolygonOffset(0, 0);
                        GL_DepthTest(true);
                        R_Mesh_ResetTextureState();
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
                }
                break;
        case RENDERPATH_D3D9:
@@ -6771,26 +6780,29 @@ void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
        rtlight_t *light;
        dlight_t *dlight;
 
-       VectorClear(color);
-
        if (r_fullbright.integer)
        {
                VectorSet(color, 1, 1, 1);
                return;
        }
 
+       VectorClear(color);
+
        if (flags & LP_LIGHTMAP)
        {
-               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
                {
+                       VectorClear(diffuse);
                        r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
-                       color[0] += r_refdef.scene.ambient + diffuse[0];
-                       color[1] += r_refdef.scene.ambient + diffuse[1];
-                       color[2] += r_refdef.scene.ambient + diffuse[2];
+                       VectorAdd(color, diffuse, color);
                }
                else
                        VectorSet(color, 1, 1, 1);
+               color[0] += r_refdef.scene.ambient;
+               color[1] += r_refdef.scene.ambient;
+               color[2] += r_refdef.scene.ambient;
        }
+
        if (flags & LP_RTWORLD)
        {
                flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
@@ -6868,15 +6880,17 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
                VectorClear(diffuse);
                VectorClear(lightdir);
-               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
                        r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               else
+                       VectorSet(ambient, 1, 1, 1);
                return;
        }
 
        memset(sample, 0, sizeof(sample));
        VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
 
-       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
        {
                vec3_t tempambient;
                VectorClear(tempambient);