]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added MSVC 2012 projects
[xonotic/darkplaces.git] / r_shadow.c
index 02f8b073fb2a84a2d1e8b125bc03e61af747a6f0..f0c23bfea06600ea9c89410cfd5c840728a4daec 100644 (file)
@@ -2076,7 +2076,7 @@ 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(false, false);
+       R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
        r_shadow_rendermode = mode;
        switch(mode)
        {
@@ -2173,7 +2173,7 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
                R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
        else
                R_Mesh_SetRenderTargets(fbo2d, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
+       R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -4843,7 +4843,7 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
                R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthbuffer, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL);
        else
                R_Mesh_SetRenderTargets(shadowfbo, r_shadow_shadowmap2ddepthtexture, NULL, NULL, NULL, NULL);
-       R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL);
+       R_SetupShader_DepthOrShadow(true, r_shadow_shadowmap2ddepthbuffer != NULL, false); // FIXME test if we have a skeletal model?
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -4861,14 +4861,6 @@ void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colort
        // outside the usable area
        GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
 
-#if 0
-       // debugging
-       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
-       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
-
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                ent = r_refdef.scene.entities[i];
@@ -5201,7 +5193,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
-               R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+               R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST, 0, 4, 0, 2, false, false);
                if(negated)
                        GL_BlendEquationSubtract(false);
        }