]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
fix typos
[xonotic/darkplaces.git] / r_shadow.c
index 5e7c5eb7be08914efc8b2d387a5066f396216cd3..76dd1fabb0a8eba63bd281b21b5199be14d955db 100644 (file)
@@ -267,7 +267,9 @@ char r_shadow_mapname[MAX_QPATH];
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
+#ifndef USE_GLES2
+static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
+#endif
 
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
@@ -2112,6 +2114,7 @@ static void R_Shadow_MakeShadowMap(int side, int size)
                return;
        }
 
+#ifndef USE_GLES2
        // render depth into the fbo, do not render color at all
        // validate the fbo now
        if (qglDrawBuffer)
@@ -2119,14 +2122,15 @@ static void R_Shadow_MakeShadowMap(int side, int size)
                int status;
                qglDrawBuffer(GL_NONE);CHECKGLERROR
                qglReadBuffer(GL_NONE);CHECKGLERROR
-               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-               if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+               if (status != GL_FRAMEBUFFER_COMPLETE && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
                {
                        Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
                        Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        Cvar_SetValueQuick(&r_shadow_deferred, 0);
                }
        }
+#endif
 }
 
 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
@@ -3321,8 +3325,8 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
        qboolean negated;
        float lightcolor[3];
        VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
-       ambientscale = rsurface.rtlight->ambientscale;
-       diffusescale = rsurface.rtlight->diffusescale;
+       ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
+       diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
        specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
        if (!r_shadow_usenormalmap.integer)
        {
@@ -4511,7 +4515,7 @@ void R_Shadow_PrepareLights(void)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
        case RENDERPATH_SOFT:
-       case RENDERPATH_GLES2:
+#ifndef USE_GLES2
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -4547,10 +4551,10 @@ void R_Shadow_PrepareLights(void)
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffersARB)
                        {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                {
                                        Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
                                        Cvar_SetValueQuick(&r_shadow_deferred, 0);
@@ -4568,8 +4572,8 @@ void R_Shadow_PrepareLights(void)
                        {
                                qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                {
                                        Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
                                        Cvar_SetValueQuick(&r_shadow_deferred, 0);
@@ -4585,10 +4589,10 @@ void R_Shadow_PrepareLights(void)
                        // with depth bound as attachment as well
                        if (qglDrawBuffersARB)
                        {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                {
                                        Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
                                        Cvar_SetValueQuick(&r_shadow_deferred, 0);
@@ -4596,10 +4600,12 @@ void R_Shadow_PrepareLights(void)
                                }
                        }
                }
+#endif
                break;
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                r_shadow_usingdeferredprepass = false;
                break;
        }
@@ -5109,6 +5115,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                case RENDERPATH_GL20:
                case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                        CHECKGLERROR
                        // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
                        qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
@@ -5124,6 +5131,7 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                        CHECKGLERROR
+#endif
                        break;
                case RENDERPATH_D3D9:
                        Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -5158,10 +5166,12 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                case RENDERPATH_GL20:
                case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                        CHECKGLERROR
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
                        CHECKGLERROR
+#endif
                        break;
                case RENDERPATH_D3D9:
                        Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -5235,6 +5245,7 @@ void R_Shadow_DrawCoronas(void)
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+#ifdef GL_SAMPLES_PASSED_ARB
                if (usequery)
                {
                        GL_ColorMask(0,0,0,0);
@@ -5258,6 +5269,7 @@ void R_Shadow_DrawCoronas(void)
                        R_Mesh_ResetTextureState();
                        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
                }
+#endif
                break;
        case RENDERPATH_D3D9:
                usequery = false;